Saturday, 27 June 2020

Scenario 2: Pitched Battle (2)

A pitched battle again, but this time with objectives that need to be achieved to win the day.
For this game I used the original Portable Wargame rules by Bob Cordery; Exhaustion Point (EP) was 30% casualties. Two identically composed ACW armies were used; neither side had artillery. 


To win, a commander needed to occupy both the hill (known locally as Little Gold Top) and the Road/Rail crossing. In the Scenario Army Red (the CSA army) has initiative for all 15 turns, and arrives at the hill first, allowing a defense with an uphill advantage.
The Federal Army, under Colonel Potter, arrived with 4 battalions of regular infantry and a battalion of Zouaves, and 2 squadrons of cavalry. Potter's plan was to hold the crossing with infantry whilst sending his cavalry, supported with 1 battalion of foot, to take the hill.
The Rebels were led by Colonel Zebediah Protheroe, an ex-mercenary who had fought with Garibaldi. He led 2 battalions of Infantry and elements of his own craze-eyed Bushwhacker Brigade. Protheroe's plan involved leaving his regular infantry to defend the hill whilst he led his Bushwhackers in an attempt to encircle the crossroads. He instructed his cavalry to dismount in range of the enemy and fight on foot.

The Bushwhackers
The Bushwhacker Brigade

It transpires that the back-story to the battle is more interesting than the fight itself. It was a dark and stormy morning as the two sides rushed towards their objectives...

Turn 2 - Rebel cavalry dismounted and firing

The assault of the hill begins

Protheroe's out-flanking shenanigans underway 

The Feds under pressure

The Union Army reaches EP

End of the game - Union just about hold the Xroads...


...whilst the Confederates stubbornly hold the hill

An indecisive action as it stands. Standard terrible dice rolling meant that the fighting favored both the defenders of the hill and the crossroads, though the Rebels inflicted more of the casualties so I'm inclined to give the win to Protheroe. Lessons learned: Repeatedly charging uphill against a determined defender is certainly not a great plan.

Sunday, 21 June 2020

Scenario 1: Pitched Battle

For this scenario I used Jay Ward's Simplicity in Hexes rules and the Campaign setting he created to go with them (see here). I played his mini campaign back in May 2019 and enjoyed it immensely. 
The continuing animosity between the rulers of Aix-En-Pains and Bad Schmaltzburg once again results in warfare...

Introduction - in which we discover how conflicts can arise

The Marquis of Aix-En-Pains has recently discovered a new fashionable form of humour (in which the Joker compares the Jokee's Mother with an unfavorably large object) and attempts to try it out on his old sparring partner, the Duke of Bad Schmaltzburg. The Duke, who is not known for having a sense of humour, does not take it well.



The Battle

The objective of each side is to give the other a good drubbing, no holds barred. Sometimes this sort of game (fight to the last man) is just what is required).


Aix-En-Pains fielded 4 Infantry battalions and a squadron each of Cavalry and Dragoons.
Bad Schmalzburg had 3 Infantry battalions, a squadron of Cavalry and two artillery batteries.


I used the card draw activation system that is suggested by the Rules which is excellent for solo play as all sorts of possibilities and nasty surprises transpire.


The action was fast and bloody...


and resulted in a shoot out between two Infantry battalions and two batteries of artillery


The Infantry prevailed.



Fast, furious fun and, I think, capturing the spirit of the scenario. 

The Marquis naturally blamed the Duke for the bloodshed...