Wednesday 30 December 2020

Scenario 13: Escape

 A brigade from Army Blue has been raiding in Army Grey's territory. The survivors are heading South back to the border (their game objective is to get 3 units off the Southern edge of the board using the road). On Turn 1 the Blue Army appears in the North; a single battalion of Grey Infantry holds the road South - this should be easy, shouldn't it?

The game was played using the Portable War Game (Late 19th Century rules).

The way is blocked, you cannot pass

As these are 2mm blocks and a little hard to see, I'll list the two armies.

Army Blue

Commander and Aides 6SP

4 Line Infantry battalions 4SP each

1 Cavalry Squadron 4SP

1 Battalion of Light Infantry 3SP

Army Grey

Commander and Aides 6SP

4 Line Infantry battalions 4SP each

1 Cavalry Squadron 4SP

1 battery of artillery (smooth bore medium) 2SP

Exhaustion Point (EP) was at 30% casualties.

Turn 2 
As Blue's advance got underway two Grey Infantry battalions appeared on the hill and engaged their left flank. Blue's cavalry hurtled down the road and attempted to clear a path through the blocking force.

Turn 3

Blue's cavalry were beaten off; his Infantry continue to move South and fire on the enemy.

Turn 4

More of Grey's force appeared in the West (to the North of the woods) and began to harass Blue's Right flank. One of the Infantry units on his left was withdrawn from the fire fight and sent South at the double. Blue's Cavalry had already reached the border and merely had to exit via the road.

Turn 5

Blue's force began to get bogged down in the centre, and their commander began to wish he hadn't been so quick to send his cavalry off the field.

Turn 6
A battery of Grey's artillery appeared at the Southern end of the road, blocking it. Blue would have to cut his way off the board.

Turn 7

Blue was now under extreme pressure as casualties mounted, and EP loomed, with two more units required to leave by the road.

Turn 8

Firing from both Light Infantry and Line Infantry could not dislodge the stubborn Grey gunners.

Turn 9

Casualties finally forced Blue to EP at Turn 9; the day was lost.

The two sides fought on until turn 11 when Grey also reached EP and the game was over.









Sunday 23 August 2020

Scenario 12: An Unfortunate Oversight

 Despite the Red General's orders to hold the bridge, his main objective is keeping hold of the hill. Blue's objective is the hill alone and he knows about the ford that is, unfortunately, overlooked by Red due to poor reconnaissance. 

Blue sends half of his force to attack the town; the rest will tackle the hill

Red concentrates on what he believes to be the only crossing point


Once aware of the threat, Red rushes troops to counter it

Fierce fighting breaks out in the town

Red has lost control of the bridge but is holding the hill 

Blue's attack on the hill stalls

The Blue General sensing defeat leads a mad charge through the town

The hill attack has been slowly reducing the defenders

and on Turn 11 Red's CO is killed and Exhaustion Point reached, though they still hold the hill

Blue is heartened by the enemy's loss and presses on

Blue takes full control of the hill


Turn 15, the battle ends. Decisive Blue victory.

A very nice scenario with both fighting in a built up area and an assault on a hill. Definitely one to play again. 

Wednesday 12 August 2020

Scenario 11: Surprise Attack

 Army Red has launched a surprise attack, sending a brigade East in an attempt to capture a vital crossroads. Unknown to Red, Army Blue has a small force straddling the road, with more troops on their way.

The victory condition for this scenario is simply to have a unit on the crossroads when the battle ends (at Turn 15 or when both sides reach Exhaustion Point).

To the sides of the road are a forest (too dense to enter) and an area of bog (also off limits, though it's possible to go around it).

Red's full brigade arrives on Turn 1 to encounter Blue's force - both are surprised to see the other

Red attacks at once hoping to clear the road quickly (there's an erroneous dice showing a cavalry unit with 4 SP - should be 3)

Blue's Guards, assaulted by two squadrons of Hussars, fall back, but the Militia are holding their ground. Turn 3 sees reinforcements arrive for Blue

Red push forward towards the Xroads

The militia fight to the last SP

Blue's guards tough it out, though his cavalry are pushed to the edge of the board

The militia are defeated and Red can move the rest of his force forward

Blue's Hussars are back, but the Guards are in trouble

Turn 9 and the rest of Blue's force arrives

Turn 10 - both sides have taken so many casualties EP is reached. Blue holds the Crossroads and is victorious

Sunday 2 August 2020

Scenario 10: Late Arrivals

"There are no bad plans. Just Great Plans that go horribly wrong".

In Scenario 10, the defending side has only 2 units at the start, with 2 more arriving at turn 5 and the last 2 arriving at turn 10. Should be a tough call for the defenders. Or so you'd think...


The objective is the little town. The large hill is impassable. Usual thing, 15 turns or game over when both sides reach Exhaustion Point.

The last time I tried using a tank in a Portable Wargame was way back in 2017 (here) - it didn't end well that time; could things improve?

The People's Democratic Front (Green) are defending the town; their reinforcements are late.
A force from the Democratic Party of Free Uqbal (Tan) arrive to the North and advance on the town. 

The DPFU have a Tank!

The PDF have an Anti-Tank Gun!

and a Machine Gun hidden in the woods

All is quiet until...

Turn 3 - Machine Gun and Gun simultaneously open fire

The DPFU commander deploys his mortar

Machine gun and Anti-tank gun are forced back under fire

Reinforcements arrive (including that *#x% bazooka again!)

The DPFU are in the open and taking casualties..


Boom! The tank's gone, AND they reached EP

It would have been kind to call a halt at this point


The last batch of reinforcements arrive

The attackers pinned by the EP rule are reduced until..

their commander falls and they surrender.

Once again the tank has proved to be a white elephant. Army Tan got distracted (and sorely damaged) by the machine gun in the woods and probably should have used the mortar on the town. This is a nice scenario that I haven't played before but will hopefully play again soon.