A GAME A WEEK

 Playing my way through Scenarios For All Ages by CS Grant and SA Asquith

Scenarios 1-9  Scenarios 10-18     Scenarios 19-27   Scenario 28-36 (This page)  Scenario 37-45  Scenario 46-52mqs.doc

  7 July 2009 Scenario 28: Raid from a Fort. 40mm 16thC using Rough Wooing
Something about the fortress on the map combined with siege batteries said "16thC" to me so here we are in France with the English behind the walls of the town of Belmont being besieged by the nobles and mercenaries of the King of France.  4 companies are placed for each unit of infantry or cavalry. 
As another dawn approaches, a sally port slides quietly open and 6 dice rattle across the table allowing the English border horse to sneak 18" across the table without being seen, just 3" short of the battery position. Confusion strikes the English as the French guns open fire (sighhh, yet another cautious light cavalry commander leading a raid). As the French scramble to arms and rush piecemeal to the rescue, the English archers spread out to cut off any relief attempt, the sword & bucklermen rush the gabions and the border horse spur forward to distract the Landsknecht pike.  The gun unleashes a hail of fire (tied melee) while the cavalry teases the pikemen (no hits either side). An amazing melee now takes place as turn after turn the dice fly as additional English troops join the fight but with as many as 9 dice being rolled at one point, turn after turn, no one can roll higher than a 3.....twice leaders are unhorsed....  Meanwhile, the French shot begin to pick away at the English bills who have deployed to cover the retreat of the storming party while heavy lancers come thundering forward led by the Sieur de St. Lambert in person. A first charge is chopped apart by billmen and at last the English foot scrambles over the gabions, slaughters the gun crew and drives back the supporting Landsknechts. A rush back to the gate takes place but Sir Perry, in command of the English foot, is forced to stand and cover the press of fleeing men. The weight of armoured lancers is too much and he and his band are ridden over. The lancers press on and cut down more English, pulling up only when the portcullis drops in their faces. As the remnants of the sortie musters inside the gate, the Earl tallies his losses. According to his counselors, Grant & Asquith, he could afford to lose 25% of the sortie and still call it a success, 12 stands went out, 9 came back. He looks over the wall at the gaping pit where the French battery had stood at dawn and smiles grimly.    
  15 July 2009 Scenario 29: Raid on a Train. Solo 40mm 19thC Fictional using HofT.

A July afternoon in the Rahdon Hills, the Frontier Light Horse have been patrolling the new rail line that the Fahrway Trading Company has built from their mines in the disputed territory to the headwaters of the East Wye River, suddenly they see one of the new fangled steam engines sitting idle, guarded by a detachment of the Buffs. Flashing off a heliograph message to the 1st Dragoons requesting support, they deploy into line, send out skirmishers and descend towards the train. The long roll sounds from the camp as the red coated soldiers grab their muskets and fall in. A few shots ring out as the frontiersmen fire their long rifles from the saddle while the main body aligns them selves as if for a charge. A terse command rings out and the Buffs smoothly form square. The frontiersmen are brave fighters but charging squares is not their idea of warfare, they trot closer and pull out their rifles. In the square, Colonel Pointer watches the slow drain of casualties with concern while scanning the western horizon for some sign of the rescue train that he is expecting. At last he decides that the horsemen do not mean to close. He orders the Buffs into line and advances expecting the horsemen to fall back. Surprisingly, they stand as if pinned, all but the skirmishers who pull back behind a patch of woods, he orders a devasting volley and the horsemen finally ride back out of range.  Suddenly from behind, there is a commotion, the light horse skirmishers have ridden around the woods and are about to swarm onboard the empty train. Another crisp order sends the light company doubling back towards the train while the main body falls back slowly in line. A cheer goes up, there coming around the bend is a train bristling with the bayonets of the Green Tigers. Time has run out, the light horse dash forward firing from the saddle but another sharp volley sends them to the right about. Two hours later, the Blue Dragoons wend their way through the hills and scrub woods but they are too late, the enemy is gone.    

 

The Regent's forces enter the misty Highlands. Click here for the view from the other side.

5 Aug 2009 Scenario 30: Clearing out the Rebels. Solo 40mm 16thC using Rough Wooing
The Duke or Argyle's political scheming had gone too far and he had to gather his Campbell clansmen around him and retreat to the traditional cave in the Highlands (center background behind the gun), pursued by the forces of the Regent. To provide some element of surprise and uncertainly, I deployed the 5 Campbell companies by shuffling 5 cards and 5 blanks and deploying them into various hiding places, then did the same with the Duke and artillery. The cards moved like actual units until seen in the open or until an enemy came within 3" at which point the card was flipped over and replaced by the unit or removed. The Regent deployed Lord Home and 2 Border Horse on the right followed by the Regent's Battle with 6 pike and 3 shot. On the left were German mercenaries provided by the French King to fight the English. (oops) 6 pike, 3 shot and a light gun. The Germans advanced and stormed a stone farmhouse only to find it empty. The pushed some shot forward but the cautious Captain Duhn stopped several times and the right wing was heavily engaged by the time they finally proved that no highlanders were on their flank at all and turned to the center. On the right, the borderers rode forward scouting out various bits of cover and chasing a few outlying Highlanders back. One company got a bit carried away and charged into some clans men in the open but were hit by the first effective fire of the game and after a prolonged struggle were chopped apart by superior numbers of fierce clansmen. Home led the rest of the borderers forward and rode over the unfortunate highlanders who had made the mistake of trying to run to cover. The battle on this flank then settled into prolonged sniping between Highlanders in cover backed by a light gun and the Regent's arquebusiers support by the cavalry. Eventually the remaining Regent's men pulled back while Home, his command reduced to his own personal bodyguard, spurred forward and almost cut down the Duke in hand to hand combat before falling himself. In the center, charge after charge on the white cottage was repulsed until finally the Germans added their weight to the attack. The Regent's men suffered heavy casualties but as the Highland casualties grew, parties of clansmen started slipping away until only the Duke and his bodyguard were left. These stood bravely until a German arquebusier found his mark then the wounded Duke was carried to safety in the mist covered hills.    

 

 

 

11 Aug 2009 Scenario 31: Raid from the Sea. Solo 40mm 16thC using Rough Wooing
A light mist covered the harbour as several longboats crammed full of English soldiers and sailors slipped past the Spanish batteries and entered the harbour. There was barely time for the alarm bells to ring before the first soldiers were swarming up onto the deck of the Santa Teresa, the crew, spilling out of their hammocks resisted manfully but soon smoke was billowing from the hold as the English tumbled back into their boats and looked for their next target.  The 2nd boat landed its load between the Customs house and the bell tower battery as the  garrison lancers came galloping up the road.  Quickly forming up, a flurry of arrows decimated the lancers as they charged. As more English swarmed ashore, one party broke into the custom house and despite prolonged resistance by the agents, drove them out and set fire to it while another company battered down the rear gate of the bell tower battery and put the gunners to the sword. A body of mercenary pikemen formed up and charged but as the bills slashed down, they faltered and then scattered, running for the hills. The rest of the garrison had not been idle and soldiers and militia were soon swarming up the main road from all around the town, unleashing a hail of fire. A charge by the local militia saw some success until their Captain was struck down. Taking advantage of the respite, the English slipped back onto their boats and rowed across the harbour. A small garrison had been left in the barracks and they sold their lives dearly but soon more smoke was rising above the town. As the main body of pikemen trudged tiredly back around the harbour, the English assaulted Old Battery but against all expectation, the garrison put up a stout resistance. A thin line of archers formed across the rear of the assault party as the main body of the garrison approached. A cloud of arrows rose up and down as the swivel guns on the boats opened up on the dense mass of pikemen. A few brave men tried to push forward but none made it as far as the waiting line. Moments later, the battery garrison surrendered. Porto Nueva was no longer a threat.
 
  30 Aug 2009 Scenario 32: Amphibious Assault  BKC vs Ron Porter using his 20mm figs. Sicily, 1943 WWII Ron took charge of the German defences, 9 infantry, 2 MG's, 2 mortars,2 HQ, a FAO with 2 offtable guns (big ones I think), a CO, a pillbox and acres of mines and wire, well maybe not that much. I took the rather green Yanks the 1st wave had 9 infantry (Able, Baker & Charlie companies), 2 mg's, 2 mortars, 2 engineers, 2 Lee tanks, 2 incompetent HQ's and an energetic CO who had to rush up and down kicking butts and hauling guys off the beach all game. Oh yes there were also 2 lovely HUGE naval guns with lots of assets which I pretty much wasted. The 2nd wave which waited until turn 5 was the same but only 1 HQ plus a naval FAO. The brown hill on the left rear was designated a minor objective and the bridge in the right rear as a major one. My too clever plan was to concentrate on my left and swing around the wood hopefully bypassing most of Ron's defences. Well, even if Ron's artillery and the MG in the stone house, where his FAO also was, hadn't destroyed Able and most of Baker companies as well as both MG's, I was having trouble even reaching the hill, my guys kept taking smoke breaks once the CO became preoccupied with the 2nd wave. Since the 2nd wave was late, I redirected it to the opposite flank for the direct run. I lost more boats on the way in including 1 tank and the whole battalion stalled on the water's edge. My CO had to make the dash across the width of the beach to get them moving. But, with an observer, the naval guns were useful and weakened the pillbox (small bunker) enough that the Lee was able to take it out with a few well placed shots and the way was open for the remnants of Dog, Easy and Fox to advance on the next stronghold .That was pretty much the high point of the game for the Yanks.  They were fast approaching their breakpoint but not the objectives and time was well up. 
  17 Sep 2009 Scenario 33: Harbour Raid Solo 40mm War of 1812 using HofT.  The day started well for the British, their boats entered Newport unseen and landed the 41st foot and a party of sailors with a light gun at the foot of the American shore battery, the Canadian fencibles and 2 companies of light infantry on the harbour's edge and 2 companies just beyond the pier. The local militia and volunteers put up a surprising fight though and while the light infantry and fencibles eventually cleared the eastern shore, they suffered heavy casualties and could go no farther. The 41st split up, 2 companies under their Colonel rushed the rear of the battery while the rest of the force engaged  the US 4th Infantry which had barricaded themselves in town. Under a heavy fire, the British were unable to break down the gate to the battery and when the Colonel fell the remnant rushed back to the boats, rallied briefly then retired again under a hot fire. At about the same time, on the Eastern shore, the wounded General Turner was carried back  to the longboats and ordered the retreat of the remaining forces.   
  18 Sep 2009  Scenario 34: Surprise 1), Solo 16th C Rough Wooing.  The English with a large force including a large number of Landsknechts and other mercenaries has trapped a small Scottish force against the Meander River. Luckily for the Scots the mercenaries pay is late and the French are at hand with gold. A die roll settles that it is the right wing of the English army that will change sides. On the English left, an impetuous charge of border horse sweeps away a few skirmishers but is wiped out in a fierce fight with the main body of Highlanders. These, however, are badly cut up and lurk for the rest of the battle till driven off by arquebus fire. In the center, once it becomes clear that the Germans on the right are not just hanging back due to command control failures but actually changing sides, one battle of bills and bows are turned to face them while the heavy cavalry swings forward  to flank the Scottish pikes as the main battle of bills and bows advances. The Scottish cannon take a heavy toll of the Whitecoats but are eventually silenced by bow and cannon fire. On the Scottish left, the border horse first retreat off to the far flank then swoop in to charge the English heavy cavalry from behind while a handful of Scottish arquebusiers snipe at them from the woods. Fortune favoured the Scots this day and between lucky shots and lousy morale tests, the small force of English cavalry including the General is driven back and then routed. For a moment it looks like the Redcoats will hold off the treacherous Germans on the right while the faithful Landsknechts on the left will save the day but their Cautious commander refuses to advance and as the Regent leads the Scottish pikes forward, the Redcoats crumble and the whole English line comes apart. Scotland is saved yet again.
  20 Sep 2009 Scenario 35: Surprise 2) Solo 40mm 19thC fictional using HofT. I rather thought the timeframes and movement rates might be a problem with my rules but I was tired and ..... anyway I decided to push on as written. The Oberhilse force consisted of the 1st Dragoons, Paipur Tigers, Frontier Light Horse, 1st Infantry and a handful of skirmishers. Each bridge was held by a company of the Green Tigers while the rest of the tigers, fencibles and Buffs supported by Lancers and a battery of foot artillery held the town.
The skirmishers had crept into the wood by the eastern bridge and opened a heavy fire on the bridge guard while the 1st Infantry rushed across the table in column. The cavalry followed behind them, keeping a wary eye on the town but by the time the gun was manned and turned about and the garrison turned out, the bridge had been over run. A few stray shots followed  as the raiders rode off having lost a single company of light cavalry to enemy fire.
  4 Oct 2009 Scenario 36: Night Attack-1 20mm 19thC fictional using HofT. In order to get more games going, I decided to bring back some smaller figures and a few scraps of terrain and set up another small (4x5)  gaming table at the kennel. One of my old 15mm armies seemed like the obvious choice but I've just started work on some 20mm plastic RCW and have been casting a nostalgic eye on some Airfix ACW figs I painted up 25 years ago  during an earlier nostalgic bout, soooooo ......  It is 1863 and civil war is raging in Oberhilse. A brigade of republican troops in their blue uniforms are camped by the Blubagh Run. Six companies plus a squadron of dragoons are on guard at the Western crossing in case a threatened Rebel night attack materializes, 4 more companies plus a field gun are in camp while 3 more squadrons are en route. The Rebels are indeed on the march but they are aiming at the Eastern ford, 2 squadrons of light horse, 16 companies of infantry divided into 2 brigades and a field gun. This would have been a good game for a GM,  map moves and written orders or at least a programmed enemy but the night rules and control test  caused lots of mayhem as it was.
The rebel 1st brigade managed to cross easily but the 2nd brigade went haring off to the west on its own initiative. The 1st fight of the game came as a single squadron of dragoons dashed itself against the rebels as they deployed from the crossing and was cut down to a man. (oops) Behind them the blue infantry formed line with the 3rd infantry in reserve. Across the run, the rebel 2nd brigade deployed to cross the run behind the blue line. The 3rd Infantry was ordered up and advanced into melee range leading to a fierce musketry duel across the run.  Feeling the onus to attack, the rebel commander ordered the 1st brigade forward and the blue force was caught in a nasty 2 way fight but with the advantage of 1st fire and the gun, threw back the 1st brigade. The regiment of rebels on the far side, backed off voluntarily after being shaken by losses. After a brief pause, the rebel lines came forward again just as the remaining dragoons spurred forward to attack the 2nd brigade. (not sure why...)  The rebel unit composed of volunteers from the northern mountains, fired high, broke and were ridden down but enough dragoons went hit to shake the cavalry brigade. As the rebel infantry renewed their attack, the rebel light horse flanked the blue line and the 2nd Infantry broke and scattered and the whole blue line fell back in considerable disorder. The rebels were just as badly battered however (all brigades on both sides were now shaken) and also had to fall back.  /    

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