Monday, 26 December 2022

Scenario 24: Bottleneck

 In this Scenario, a smaller force of Peasants (4 units) attempts to slow the progress down the road of a larger force of Holy Order Knights (6 units). I used these figures as I had just rehoused them and thought they could do with a game after many years in storage.

The lake and the wood (that can only be entered by the local peasant woodsmen) form obvious barriers to movement. 

To win, the Peasant force needs to keep troops on the road, or at least the edge of it, by Turn 15 in order to hamper the Knights' progress.

The opening positions
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The Knights advance down the road taking the odd hit from the woodsmen, while their infantry reorganize themselves 

The road block

A Crossbow unit (bottom left) engages the archers in the wood

The road block is steadily being removed



The peasants hold on 

The force blocking the road is destroyed however the woodsmen remain

The pesky archers in the woods proved impossible to dislodge from their position, so technically the Peasant force met its objective. The OHW rules give them +2 to their dice roll when firing, plus they are in cover, halving any received fire. They quickly defeated the Crossbow unit that had tried to winkle them out early in the game. 
A few years' ago I tried this Scenario with in an ACW setting (see HERE) which also resulted in a win for the smaller force.

Saturday, 17 December 2022

Scenario 23: Defence in Depth

 This game was played using Neil Thomas's ACW OHW rules - to explain the dice marking unit strength; a White 1 = ten. If there are two black dice add the pips shown together.

The Union objective is to exit 3 units (at any remaining strength) from the table. Only the CSA force may enter the wooded areas.

Opening positions - CSA hold 2 fords. The bridge is unguarded

The Union forces advance rapidly but are taking fire 

The Union force has largely crossed the river by turn 5



By turn 7, the first Union unit is exiting as casualties mount on both sides

The CSA cavalry (top of pic) have destroyed a Union Cavalry unit and now attack the artillery

The Union Cavalry unit has exited the table with a single strength point
The last CSA Infantry unit has been destroyed

The third Union unit is free to exit, leaving the artillery men to their fate. Union victory.

A fast, bloody affair, but good fun.

Friday, 9 December 2022

Scenario 22: Ambush

 Army Tan are attacking an Army Green base that their scouts report is lightly manned. They fan out and approach to within firing range. Unfortunately, most of the Army Green force are hidden in the woods on their left flank...


Army Tan are pinned and unable to fight back until turn 3, and subsequently take some damage 

Army Tan's infantry engage the ambushers...

The heavier weapons engage the mortar team in the base



Tan's commander orders his men to rake the tree-line with fire, whilst his Armoured Car gets up close to the enemy base

Still taking hits in the open, Army Tan move in close 


By the end of the game, Army Tan is reduced to one Infantry unit and a badly damaged Armoured Car, however the Scenario requires the ambushers to eliminate all enemy units..


I'm inclined to award Army Green the victory!







Saturday, 19 November 2022

Scenario 21: Twin Objectives

 Still being hunted by the Federal Army, The Bushwackers have taken up two positions, part of the force on a wooded hill and part in a town. The US General must take both objectives to win the day. His force is 30% larger than that of the CSA.

Opening positions

A cavalry fight starts the action

The town under attack

The action to the West

The US Army's superior fire power reduced the CSA force rapidly

but then stalled

On the hill things were not going well either

A final rush at the town achieves that objective

however, the hill defenders stubbornly hold on 

The Feds enter the town to find that Old Zeb has eluded them once again 

Sunday, 18 September 2022

Scenario 20: Fighting Retreat

 Colonel Zebediah Protheroe and his Missouri Bushwhackers have been raiding in Featherstone County again. Now they are being pursued by General Issuwe and a strong force of US Army regulars.

Crossing the river, the Colonel aims to make a stand on the hill to the North, but first he intends to hold the two crossing points for some time to slow the pursuers advance.

The area North of the river (that looks like a bit of road) is impassable bog


The Union forces attack both crossing points


The Rebels fall back from the bridge but hold the ford

US Cavalry push back the rebels

The assault of the hill begins on the US left flank

The Right flank is still engaged with the CSA defenders 



The Union Army is finally all across the river and the CSA are at Exhaustion Point


Heavy casualties have also brought the Union Army to EP at Turn 12

As night falls, the surviving Bushwackers are able to slip away having managed to hold the hill against a larger force.

Sunday, 7 August 2022

Scenario 19: Blow from the Rear

 The Union General is holding two river crossings against, what his scouts assure him is, a small force of Rebels. As such he has left a third of his force in reserve with orders to hold their position (until turn 7). The Rebels have in fact moved a force across the river in secret and they will strike the Union's rear (at turn 6). The Rebels' objective is to push all Union forces back from the river by the end of the day (no unit to be closer than 1 grid square at turn 15). Original Portable Wargame rules were used for this game.

Union positions at the start of the day

The Rebel Army appears

The Union Cavalry hold the bridge 

but are driven off

The Rebs push forward

The rest of the Rebel Army arrives to the Union's rear

while the rest of the force moves across the bridge

The Union Army is split but still denies the Rebels full control of the crossings

The Union General is beset from all sides

The Union side reaches Exhaustion Point

The Union General is forced to surrender. Victory to the Southern States.