Free Wargames Scenarios for Horse and Musket Period (1730-1850)

General Scenario Notes:
1) The scenarios are all designed for a table of 6 feet by 4 feet (180cm by 120cm) and the use of 25-28mm figures.
2) Each scenario has a map showing the terrain.
3) Each scenario assumes the following unit sizes:
Line Infantry Regiments = 24 x figures
Light Infantry Regiments = 16 x figures
Grenadier Regiments = 16 x figures
Cavalry Regiments = 12 x figures
Artillery Batteries = 1 x model + 4 crew figures
4) Each scenario has an introduction that outlines the theme of the game; a terrain section which identifies key terrain features and any restrictions on movement and combat (other than might be expected); a general situation to guide each side’s commander; the composition of the two armies and their general orders, as well as any special notes relating to that side during the battle; and the victory conditions.
5) No particular set of rules is required or assumed.
6) The scenarios are suitable for the Horse and Musket Period of Western European military history, although in this case the date limits should be considered as 1730 to 1850. Although readers might think that the period should earlier, at least the early 17th Century, the cavalry to infantry ratio in these scenarios is generally too low, and the artillery to other arms too high, for armies of the 1620 to 1730 period. The scenarios are very much intended for armies of the War of the Austrian Succession, the Seven Years' War, the French Revolutionary Wars and the Napoleonic Wars.

Scenario No.1:
Introduction:
This scenario presents the players with an attack vs. defence game, with the defence receiving reinforcements during the action.
Terrain: The hills are all gentle slopes, so move reduction should be minimal. The rivers are both impassable except at the bridges. The villages can only infantry be occupied by infantry units. The wood is passable only to infantry units. The hedges are thick enough only to be passable to infantry units. The marsh is impassable to all troops.
General Situation:
The Red Army has taken up position on a line of hills with the intention of preventing the Blue Army exiting the battlefield and marching towards red’s capital. Reinforcements are on the way, but their arrival time is uncertain.
The Blue Army has invaded Red’s country and intends to break through any defence and continue its march towards Red’s capital. It has deployed in full against the defenders.
Red Army:
Deployed on table:
Two Generals.
Three Cavalry Regiments.
Five Line Infantry Regiments.
One Grenadier Regiment.
One Light Infantry Regiment.
Two Artillery Batteries.
Red Army Orders & Notes:
The Red Army is to break through the defender’s line and exit as many units as possible off the battlefield at Points X and Y, near Villages 1 and 2. The Red Army commander can deploy his units up to 9” in from his table edge, with the following restrictions:
a) The two artillery batteries must be deployed ready to fire on Hill E.
b) At least one line infantry regiment must be deployed beyond the West River with orders to seize and cross the bridge adjacent to Village 3
c) At least three line infantry regiments must be deployed between Hill E and the West River.
d) At least two cavalry regiments must be deployed between Hill E and Village 4.
Blue Army:
Deployed on table:
One General.
Two Cavalry Regiments.
Three Line Infantry Regiments.
One Grenadier Regiment.
One Light Infantry Regiment.
Two Artillery Batteries.
Reinforcements:
One Cavalry Regiment.
One Line Infantry Regiment.
Blue Army Orders & Notes:
The Blue Army is to hold villages 1 and 2 and prevent the enemy exiting any units off the battlefield at Points X and Y.
The Blue Army commander can deploy his units up to 24” from his table edge, with the following restrictions:
a) The two artillery batteries must be deployed ready to fire on Hill D.
b) One line infantry regiment must be deployed on Hill C; one line infantry regiment must be deployed on Hill A; and one line infantry regiment must be deployed to the south of Village 1.
c) One cavalry regiment must be deployed to the south of the wood.
At the start of Turn 6, roll 1 six-sided die: if the result is a 6, then a reinforcement unit arrives.
Re-roll the die: odds means the unit enters the battlefield at Point X, near Village 2, evens means it enters at Point Y, near Village 1.
Re-roll the die again: odds means it is the cavalry unit, evens means it is the infantry unit.
Roll the die for reinforcements every turn thereafter until both units are on the battlefield or the game ends. However, add one to the die roll for each turn that passes, i.e. 5,6 for Turn 7, 4,5,6 for Turn 8, 3,4,5,6 for Turn 9, and so on.
Victory Conditions:
The game lasts for a maximum of fifteen turns.
If the Red Army holds the Villages 1 and 2 and exits a unit, or more than one unit, off the battlefield at Points X or Y, then they have won.
If the Blue Army still holds the villages and prevents the Red Army from exiting a unit, or units off the battlefield, then it has won.
Any combination of the above at the end of the battle indicates a draw.
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Valmy1792. It was played only once, but it seemed to be balanced correctly enough to provide a see-saw engagement. The game ended in a draw, with Red Army capturing Villages 1 and 2, although at heavy cost, but not having managed to exit any units. As an alternative, the opposing players could be allowed to deploy as they wish, but to keep to the “spirit” of the original battle, the artillery should have to deploy on Hills D and E.

Scenario No.2:
Introduction:
This scenario presents the players with an attack vs. defence game, with the defence entrenched and with the possibility of receiving reinforcements during the action.
Terrain: The hills are all steep slopes, so there should be a move reduction for all types. The river and stream is passable to infantry and cavalry, with a move reduction, but the artillery must use the bridges. The village can be occupied only by infantry units. The hedges are thick enough only to be passable to infantry units. The camp area is passable only to infantry, with a move reduction. The Red Army is allowed enough entrenchments to cover the front of two line infantry regiments and the artillery battery.
General Situation:
The Red Army has sent forward an advanced guard to secure a bridgehead as well as to set up a camp ready for the main army to the north of the river. This has been done and the nearby ridges have been occupied and entrenched. The main army is en route to the camp, but its arrival time is uncertain.
The Blue Army has assembled in strength and, advised by scouts that the Red Army’s advanced guard is somewhat exposed, it intends to attack and overwhelm it before the main body can reach it.
Red Army:
Deployed on table:
One General.
Two Cavalry Regiments.
Two Line Infantry Regiments.
One Grenadier Regiment.
One Artillery Battery.
Reinforcements:
One Cavalry Regiment.
One Light Infantry Regiment.
Red Army Orders & Notes:
The Red Army is to hold its positions and prevent the enemy capturing Village 1 and the nearby bridge over the North River. It must also prevent them reaching and plundering the camp.
The Red Army commander must deploy his units as follows:
a) One line infantry regiment and the artillery battery must be deployed behind entrenchments on Hill B.
b) One line infantry regiment must be deployed behind entrenchments on Hill A.
c) The grenadier regiment must be deployed to hold Village 1.
d) One cavalry regiment must be deployed astride the road to the north of Village 1; the other cavalry regiment must be deployed to the east of Hill A.
At the start of Turn 6, the Red Army commander rolls 1 six-sided die; if the result is a 6, then some reinforcements will appear at Point Z. Re-roll the die, odds means it is the light infantry unit, evens means it is the cavalry unit.
Roll the die for reinforcements every turn thereafter until both units are on the battlefield or the game ends. A 6 is always required for the roll to be successful.
Blue Army:
Deployed on table:
Two Generals.
Two Cavalry Regiments.
Five Line Infantry Regiments.
Three Artillery Batteries.
Flanking Force:
One Cavalry Regiment.
One Grenadier Regiment.
One Line Infantry Regiment.
Blue Army Orders & Notes:
The Blue Army is to take Village 1 and the nearby bridge, as well as plundering the enemy camp to the north of the river.
The Blue Army commander must deploy his units as follows:
a) An artillery battery must be placed on each of Hill C, D and E.
b) Two cavalry regiments must be deployed to the east of Hill C.
c) Three line infantry regiments must be deployed between Hill C and Hill D.
d) Two line infantry regiments must be deployed between Hill D and Hill E.
e) A flanking force of one cavalry regiment, one grenadier regiment and one line infantry regiment is to attack at the bridge over the stream.
At the start of Turn 6, the Blue Army commander rolls 1 six-sided die: if the result is a 4,5 or 6, then the flanking force will appear on the table edge at Point Y. It may be in any order the Blue Army commander wishes, but it will enter the table at one unit per move.
If the die roll is 1,2 or 3, the flanking force is delayed, re-roll the die next turn, and each turn thereafter, until a successful result is achieved, or the game ends.
Victory Conditions:
The game lasts for a maximum of fifteen turns.
Control of Village 1 = 10 points.
Control of the North River bridge = 10 points.
Control of the camp = 10 points.
If any of the above objectives are still being contested at the end of the game, each side gets 5 points.
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Jemappes 1792. It was played only once, but it seemed to be balanced correctly enough to provide a see-saw engagement. The game ended in a victory for the Blue Army, both the village and the river bridge having been captured, but the camp not yet plundered, after fifteen turns. Unluckily for the Red Army, all its reinforcement dice rolls failed! As an alternative, the opposing players could be allowed to deploy as they wish, but to keep to the “spirit” of the original battle, the Red Army must have a unit entrenched on Hill B and another holding Village 1, and the Blue Army must have a flanking force entering the table near the bridge over the stream.

Scenario No.3:
Introduction:
This scenario presents the players with an attack vs. defence game, with the defenders holding villages and hills.
Terrain: The hills are all steep slopes, so there should be a move reduction for all types. The river is passable to infantry and cavalry, with a move reduction, but the artillery must use the bridges. The villages can be occupied only by infantry units.
General Situation:
The Red Army has retreated to a defensive position after the defeat of its advanced guard. It is holding a number of villages, hills and ridges, but has failed to secure the bridges over the South River. It is vital to keep open the road to the north-west as this leads back to its base.
The Blue Army has pursued the retreating enemy and intends to launch a broad attack. It has already secured the crossings over the South River and more than half of its force is already on the further back, ready to assault the enemy positions.
Red Army:
Deployed on table:
Three Generals.
Four Cavalry Regiments.
Six Line Infantry Regiments.
One Light Infantry Regiment.
One Artillery Battery.
Red Army Orders & Notes:
The Red Army is to hold its positions and prevent the enemy capturing Villages 1 and 2. It must also keep control of the road that runs to the north-west from Village 2 and the edge of the table.
The Red Army commander must deploy his units as follows:
a) One line infantry regiment and the artillery battery (ready to fire) must be deployed on Hill C, with one line infantry regiment to the north in support.
b) One line infantry regiment must be deployed to hold Village 1.
c) One line infantry regiment must be deployed south of Hill A.
d) Two cavalry regiments must be deployed between Hills A and B.
e) One cavalry regiment must be deployed to the east of Hill A.
f) One cavalry regiment must be deployed astride the road to the north-west of Village 2.
g) One line infantry regiment must be deployed to the west of Village 2 and one line infantry regiment to the south of Village 2.
h) The light infantry regiment must be deployed across the front of the main line, stretching from Village 1 to Village 2.
All line infantry regiments must deploy in line (except the one in Village 1); the light infantry regiment must deploy in open order.
Blue Army:
Deployed on table:
Three Generals.
Two Cavalry Regiments.
Seven Line Infantry Regiments.
Two Light Infantry Regiments.
One Grenadier Regiment.
Two Artillery Batteries.
Blue Army Orders & Notes:
The Blue Army is to take Village 1, Hill A and Hill C.
The Blue Army commander must deploy his units as follows:
a) An artillery battery must be deployed ready to fire across the South River to the east of Village 4.
b) One light infantry regiment must be deployed between Hill E and Village 3.
c) One light infantry regiment must be deployed on Hill D.
d) Four infantry regiments, one artillery battery and one cavalry regiment must be deployed south of Hills D and E.
e) Three line infantry regiments and one cavalry regiment must be deployed to the west of Village 4.
f) The grenadier regiment must be deployed to hold Village 3.
All line infantry regiments must deploy in column; all light infantry regiments in open order.
Victory Conditions:
The game lasts for a maximum of fifteen turns.
Control of Village 1 = 10 points.
Control of Hill A = 10 points.
Control of Hill C = 10 points.
Control of Village 2 = 10 points.
Control of the road between Village 2 and the edge of the table = 10 points.
If any of the above objectives are still being contested at the end of the game, each side gets 5 points.
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Neerwinden 1793. It was played only once, but it seemed to be balanced correctly enough to provide a see-saw engagement. The game ended in a victory for the Blue Army, which captured Village 2 and Hill A, as well as getting control of the road. As an alternative, the opposing players could be allowed to deploy as they wish, but to keep to the “spirit” of the original battle, the Red Army must have a unit on Hill C and another holding Village 1, while the Blue Army must split his force into two fairly equal halves, either side of Village 4.

Scenario No.4:
Introduction:
This scenario presents the players with an attack vs. defence game, with the defence receiving reinforcements during the action.
Terrain: Apart from Hill A, which is a steep ridge and should reduce movement noticeably, all the other hills are all gentle slopes, so move reduction on them should be minimal. The river is passable at any point along its length to infantry and cavalry, with a movement reduction; artillery must use the bridges. The villages can be occupied only by infantry units. The woods are passable only to infantry units, however, close order troops must operate in open order with appropriate morale and fighting reductions. The hedges are passable to infantry and cavalry units, with suitable move reductions.
General Situation:
The Red Army has taken up position on a series of ridges and wooded hills in order to cover the siege of a nearby Blue fortress and prevent the Blue Army from exiting the battlefield and breaking the siege. Some reinforcements are on the way, but their arrival time is uncertain; moreover, the left flank is “in the air”.
The Blue Army is marching to the relief of a Blue fortress which is under siege by the Red Army. The latter has detached a screening force to block the Red Army’s attempt. The Red Army is to drive the enemy from their position and clear the road north to relieve the besieged fortress. The Red Army has deployed for the attack, demonstrating on its left while attacking in strength in its centre and on its right.
Red Army:
Deployed on table:
Three Generals.
Five Cavalry Regiments.
Four Line Infantry Regiments.
One Light Infantry Regiment.
Two Artillery Batteries.
Reinforcements:
One Cavalry Regiment.
One Grenadier Regiment.
Red Army Orders & Notes:
The Red Army is to hold a defensive position stretching west to east from Hill C to Hill H. It must prevent the enemy breaking through, or clearing, the main road running north to south. In addition, it must retain control of Villages 3 and 4.
The Red army commander must deploy the following units as indicated:
a) One line infantry regiment and one artillery battery must be deployed on Hill A.
b) One line infantry regiment must be deployed at Village 4 (this includes the nearby hedgerow).
c) One light infantry regiment must be deployed along the edge of the woods on Hill G, across the main road south if Village 3, and on Hill B.
d) At least two cavalry regiments must be deployed to the east of Hill D.
The remaining Red Army units (three cavalry regiments, three line infantry regiments and one artillery battery) can be deployed as the Red Army commander chooses, except none may be placed in Villages 1 and 2, nor can any be placed to the east of Hill H and Village 4.
At the start of Turn 8, the Red Army commander rolls 1 six-sided die: if the result is a 6, then the reinforcements will appear on the table edge north of Point Z. It may be in any order the Red Army commander wishes, but it will enter the table at one unit per move.
If the die roll is less than 6, the reinforcements are delayed; re-roll the die next turn, and each turn thereafter, until a successful result is achieved, or the game ends.
NOTE: It is particularly important that the Blue Army commander is not aware that Red Army may receive reinforcements from Turn 8 onwards. The arrival of any reinforcements should, as far as possible, be a complete surprise to the Blue Army commander.
Blue Army:
To the west of the main road:
One General.
One Cavalry Regiment.
Two Line Infantry Regiments.
One Grenadier Regiment.
One Artillery Battery.
To the east of the main road:
Two Generals.
Three Cavalry Regiments.
Five Line Infantry Regiments.
One Grenadier Regiment.
One Light Infantry Regiment.
Two Artillery Batteries.
Blue Army Orders & Notes:
The Blue Army is to capture Villages 3 and 4 and clear all enemy forces from the area to the east of the main road, ready to exit the battle field at Point Y.
The Blue Army commander can deploy his units in any way he chooses along the southern table edge, but no further than 6” in from the edge (and not beyond the South River on his left wing) and according to the division of his force as indicated above. If he cannot fit all his units on, the remainder must be held off-table ready to enter behind the first line.
Victory Conditions:
The game lasts for a maximum of fifteen turns.
If the Red Army holds the Villages 3 and 4 and clears all the enemy forces from the area to the east of the main road, then it has won a major victory.
If the Blue Army still holds Villages 3 and 4 and still has any other unit to the east of the main road, then it has won a major victory.
If the Red Army holds Village 4 and has cleared all the enemy forces from the area to the east of the main road, then it has won a minor victory.
If the Blue Army holds Village 3 and still has any other unit to the east of the main road, then it has won a minor victory.
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Wattignies 1793. It was played only once, but it seemed to be balanced correctly and realistically enough to provide a see-saw engagement. The Red Army commander has a particular problem in that his force is very unbalanced for the type of terrain – too much cavalry and not enough infantry, especially light infantry. The Blue Army commander has plenty of all troop types, but cannot avoid the fact he will have a lot of hard fighting clearing woods and villages. The game ended in a draw, with Blue Army capturing Villages 3 and 4, as well as clearing the woods and hills in the centre of the battlefield of enemy troops, but there were still some Red Army units to the east of the main road to the north and north-east of Village 4. Unfortunately for the Red Army commander, his reinforcements failed to arrive at all!

Scenario No.5:
Introduction:
This scenario presents the players with an attack vs. defence game, with the attack advancing in several separate columns.
Terrain: The hills are all gentle slopes, so move reduction should be minimal. The river is impassable to all units; the stream is passable to all units at any point, with a suitable reduction in speed. The villages can only be occupied by infantry units. The woods are passable only to infantry units, however, close order troops must operate in open order with appropriate morale and fighting reductions.
General Situation:
The Red Army has halted for a “rest day” and had taken up position in a broad arc, using hills and villages, to protect its baggage train.
The Blue Army is making a multi-column attack against separate parts of the Red Army’s front, intending to disrupt its rest day and attempt to seize some of the baggage train.
Red Army:
Deployed on table:
Four Generals.
Four Cavalry Regiments.
One Guard Cavalry Regiment.
Seven Line Infantry Regiments.
One Grenadier Regiment.
One Light Infantry Regiment.
One Guard Infantry Regiment.
One Rifles Company.
Three Artillery Batteries.
One Guard Artillery Battery.
One Baggage Train and Camp.
Red Army Orders & Notes:
The Red Army is to hold its position and prevent all attempts by the enemy to break through the main line. The Red Army commander must deploy some of his units as follows:
a) One line infantry regiment must occupy Village 1.
b) One line infantry regiment must deploy on Hill B.
c) One line infantry regiment and one artillery battery must deploy on Hill A.
d) The light infantry regiment must deploy in Wood X, to the east of Village 2.
e) The baggage train and camp must be placed to the south of Village 3, filling the whole of square either side of the road running south-west to north-west.
f) The guard infantry regiment, guard cavalry regiment and guard artillery battery must all deploy to the north of Village 3, between the wood to the east and the road running north to south.
Notes:
1) All other units may be deployed as the Red Army commander wishes.
2) No Red Army unit may deploy within 12” of the table edges, except those on Hills A and B.
3) No Red Army unit may move or fire on the first turn of the game.
Blue Army:
Arriving from off table:
Column 1:
One General.
Two Line Infantry Regiments.
Two Cavalry Regiments.
One Artillery Battery.
Column 2:
One Line Infantry Regiment.
Column 3:
One General.
One Line Infantry Regiment.
One Grenadier Regiment.
One Cavalry Regiment.
One Artillery Battery.
Column 4:
One General.
Two Line Infantry Regiments.
Two Cavalry Regiments.
One Artillery Battery.
Blue Army Orders & Notes:
The Blue Army is to break through the enemy position at whatever point possible and attempt to capture the baggage train.
The Blue Army commanders units are already divided into columns.
Column 1 enters anywhere along the edge of the table marked A to A according to the Blue Army commander’s choice.
Column 2 enters anywhere along the edge of the table marked B to B according to the Blue Army commander’s choice.
Column 3 enters anywhere along the edge of the table marked C to C according to the Blue Army commander’s choice.
Column 4 enters anywhere along the edge of the table marked D to D according to the Blue Army commander’s choice.
Notes:
1) Blue Army units enter the table at a rate of one per turn.
Victory Conditions:
The game lasts for a maximum of fifteen turns.
The Blue Army scores points for destroying and routing enemy units and capturing or destroying the baggage train and camp.
The Red Army scores points for destroying and routing enemy units and preventing the capture or destruction of the baggage train and camp.
Per enemy unit destroyed = 10 points
Per enemy unit routed = 5 points
Per baggage train or camp element destroyed or captured = 20 points
Per baggage train or camp element not destroyed or captured = 20 points
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Fleurus 1794. It was played only once and conclusions from that suggested there were an awful lot of units for a 6 foot by 4 foot table! At times, there was very little room for manoeuvre. I suspect it would work better on a 7 foot by 5 foot or 8 foot by 4 or 5 foot table? The scenario proved to be rather a difficult one for the attacker, Blue Army, given their widely dispersed force and slow entry, one unit per column per turn. However, the Red Army commander proved to be rather passive, waiting to see what came onto the table and from where for quite some time. In fact, he was never quite sure everything of Blue Army did enter the battlefield! A more active defender might well have caused serious problems for the attacker. An alternative option would be to let each of Blue Army’s columns enter as one complete force so that they are unlikely to be beaten piecemeal if the Red Army commander is more active in temperament. In the end, the Blue Army did not prevail; although they destroyed quite a few enemy units, the Red Army held on to al his baggage and camp elements. The Blue Army units got nowhere near the latter as, when time was called, the Red Army had a deep reserve of cavalry units completely blocking the approaches to the camp and Blue Army had no fresh units to tackle them.

Scenario No.6:
Introduction:
This scenario presents the players with a small attack vs. defence game which involves some fieldworks.
Terrain: The table is only 4 feet by 3 feet for this game. The hills are a mixture of steep and gentle slopes (three or two contours respectively on the map), so reduce movement accordingly. The villages can only be occupied by infantry units. The woods are very dense, passable only to light infantry units: line infantry cannot enter them (however, they may move or charge up to the edge of the trees), nor can artillery. The redoubt counts as fieldworks/fortifications.
General Situation:
The Red Army has a small force holding a redoubt which guards a minor defile into its country. It must prevent the Blue Army capturing the redoubt.
The Blue Army has sent a detachment to seize a minor defile prior to an invasion of Red Army’s country.
Red Army:
Deployed on table:
One Grenadier Regiment.
One Light Infantry Regiment.
Red Army Orders & Notes:
The Red Army is to hold the redoubt and prevent its capture by the Blue Army. The Red Army commander must deploy at least half the light infantry unit in the redoubt, but the remainder can be placed where he wishes; the grenadier regiment must be positioned on the road at the north edge of the table.
Blue Army:
Deployed on table:
One General.
Three Line Infantry Regiments.
One Artillery Battery.
Blue Army Orders & Notes:
The Blue Army is to capture the redoubt and hold it.
The Blue Army commander can deploy his units anywhere along the south edge of the table, but the artillery battery must be on the road.
Victory Conditions:
The game lasts for a maximum of fifteen turns.
If the Red Army holds the redoubt, then they have won.
If the Blue Army holds the redoubt, then they have won.
If neither side hold the redoubt, or it is still being contested at the end of the game, then the battle is a draw.
Map:
Comments:
The game was based on the opening day of a real battle from the French Revolutionary Wars - Montenotte 1796. It was played only once, as a solo-wargame, but in spite of the imbalance of forces, it did provide a nail-biting engagement, with the Blue Army only capturing the redoubt on the penultimate move! To extend the action, the Red Army could be given significant reinforcements (as in the real battle, although these arrived the next day) entering on the roads from the north and east. I would suggest two columns each of three line infantry regiments and an artillery battery. However, these should not appear until after Turn 15. However, it would be necessary for the Blue Army commander not to be told that Red Army reinforcements will arrive on Turn 15, otherwise this would influence their play up until the time the latter arrive, i.e. Blue Army plays the game as if it is just the small scenario. In order to help Blue Army a little, it should receive an extra line infantry regiment and a half regiment of light infantry on Turn 10 (in the real battle, some reinforcements did arrive before the enemy’s pincer assault was launched). The Blue Army’s new orders would then be to get as many units away off the south edge of the table as possible, while the Red Army’s orders will be to destroy or capture as many of Blue Army’s units as they can.

Scenario No.7:
Introduction:
This scenario presents the players with an attack vs. defence game, with both the defenders and attackers receiving reinforcements during the action.
Terrain: The hills are both gentle slopes, so move reduction should be minimal. The river is impassable except at the bridge. The town and village can only be occupied by infantry units. The woods are passable only to infantry units, but they can move easily along the tracks. The hedges are thick enough only to be passable to infantry units.
General Situation:
The Red Army has sent a detachment to secure an important bridge and town so as to prevent the Blue Army advancing further into Red territory. The Red Army commander has enough time to throw up two redoubts to cover the bridge and deploy his troops to defend the position.
The Blue Army is advancing, heading for an important crossing point which will allow it to penetrate further into enemy territory. It must secure the bridge and town so as to continue its advance.
Red Army:
Deployed on table:
One General
Three Line Infantry Regiments.
One Artillery Battery.
Reinforcements:
One Grenadier Regiment.
One Light Infantry Regiment.
Red Army Orders & Notes:
The Red Army is to hold the two redoubts and prevent the enemy capturing the bridge and the town. The Red Army commander must deploy as follows:
a) The artillery battery and one line infantry regiment in the redoubts (apportioned as desired).
b) One line infantry regiment immediately to the south-west of the town.
c) One line infantry regiment immediately to the north-east of the town.
At the end of the turn in which Red Army’s Reinforcements A have arrived on the table, roll 2 six-sided dice. The result is the number of turns before Blue Army’s Reinforcements arrive on the table. The Red Army commander should not be told the reason for the dice roll! On the arrival turn, roll 1 six-sided die: 1,2,3,4 – the units enter the table at Point U, 5 – they enter the table at Point V, 6 – they enter the table at Point W.
Blue Army:
Enter on Turn 1:
One General.
One Cavalry Regiment.
One Light Infantry Regiment.
One Line Infantry Regiment.
One Artillery Battery.
One Line Infantry Regiment.
One Grenadier Regiment.
Reinforcements A:
One General.
Three Line Infantry Regiments.
Reinforcements B:
One General 
Two Line Infantry Regiments
Blue Army Orders & Notes:
The Blue Army is to take the two redoubts as well as the bridge and town.
The Blue Army commander moves his leading group of units onto the table on Turn 1 in the order listed above, going from left to right, between Points Y and Z.
At the end of Turn 1, roll 1 six-sided die. The result indicates the number of turns before Reinforcements A will arrive on the table, also entering between Points Y and Z.
At the end of the turn in which all of Reinforcements A have moved on to the table, the Blue Army commander rolls 2 six-sided dice. The result is the number of turns before Reinforcements B arrive on the table, also entering between Points Y and Z.
Victory Conditions:
The game lasts for a maximum of twenty turns.
If the Blue Army captures the town and both redoubts, then they have won a major victory. If they capture the town only, it is a minor victory. They gain nothing for capturing just the redoubts and not the town.
If the Red Army holds the town and both redoubts, then they have won a major victory. If the Red Army holds the town only, it is a minor victory. They gain nothing for only holding the redoubts.
Map:


Comments:
The game was based on a real battle from the French Revolutionary Wars - Dego 1796. The real battle lasted over two days, with the reinforcements arriving on the second day, but I have merged this into a single battle. The action was fought as a solo wargame (as it was easy to give the Red Army straightforward defend orders) and although the attackers gained the town early on, they had difficulty in taking the redoubts. The defenders were somewhat unfortunate in that their reinforcements arrived rather late and some distance from the town, entering between the woods. The defence could be given a better chance by having their reinforcements only arrive at the town (Point U).

Scenario No.8:

Introduction:
This scenario presents the players with an attack vs. defence game, with attackers receiving reinforcements during the action in the form of a flanking column.
Terrain: The hills and ridges along the south edge of the battlefield are steep slopes covered in light woods, so there should be move restrictions for infantry when moving on this terrain; artillery and cavalry cannot cross it. The villages (B and C) can only be occupied by infantry units. A small orchard is next to Village C; this is passable to infantry at a reduced movement rate. The marsh is passable to infantry units only. Hill A by the marsh has gentle slopes and should have s a minimal effect on movement.
General Situation:
The Red Army is marching to repulse the Blue Army’s invasion of its territory. It has divided into two columns: a main force which is to fix the Blue Army in front and a flanking column which is to cut the enemy’s lines of communication with their home country.
The Blue Army has invaded Red Army’s territory. The latter have advanced to meet the invasion and the Blue Army has drawn up ready to meet the Red Army’s attack, intending to defeat the enemy and continue the invasion.
Red Army:
Deployed on table:
Three Generals.
Five Line Infantry Regiments.
One Grenadier Regiment.
One Light Infantry Regiment.
One Cavalry Regiment.
One Artillery Battery.
Reinforcements:
One General.
Two Line Infantry Regiments.
One Cavalry Regiment.
Red Army Orders & Notes:
The Red Army is to attack and fix the enemy’s main line in front, giving time for the flanking column to arrive and launch an attack against the enemy’s rear. The Red Army commander must deploy as follows:
a) The cavalry regiment on the left flank beside the road.
b) The light infantry regiment on the right flank beside the hills, with the grenadier regiment on their left.
c) The five line infantry regiments and the artillery battery between the cavalry regiment and the grenadier regiment.
d) All units are in column ready to advance and the artillery battery is limbered up.
At the end of Turn 6, the Red Army commander should roll 1d6. The Blue Army commander should not be told the reason for the die roll! The number rolled indicates how many more turns before the Blue Army’s reinforcements arrive as a flanking column. On that turn, the Red Army commander should roll another 1d6 and consult the map, where the number rolled indicates which sector on the northern edge of the battlefield his reinforcements will arrive. They will enter the table in column, cavalry first, then infantry. If any Blue Army units are within 6” of the table edge at that time, the Red Army units must roll another 1d6 – 1,2,3 enter at the next sector to the west; 4,5,6 enter at the next sector to the east. If this would result in them not entering the table at all, then they are assumed to have marched too far to the east and do not arrive on the battlefield.
Blue Army:
Deployed on table:
Two Generals.
Two Cavalry Regiments.
One Light Infantry Regiment.
Four Line Infantry Regiments.
Two Artillery Batteries.
Blue Army Orders & Notes:
The Blue Army is to hold its position between the road and the steep hills and repulse the enemy’s attack from the west.
The Blue Army commander must deploy some of his units as follows:
a) One artillery battery behind fieldworks on Hill A.
b) All the line infantry regiments deployed in lines between the marsh and the hill on which Village B stands, two units in front, two units behind.
c) The light infantry regiment in and around Village B.
The cavalry regiments and the other artillery battery may be deployed wherever the Blue Army commander wishes.
Victory Conditions:
The game lasts for a maximum of fifteen turns.
Control of Hill A = 10 points.
Control of Village B = 10 points.
Control of Village C = 20 points.
Control of the Road Exit at Y = 20 points.
Control of the Track Exit at Z = 20 points.
Blue Army is assumed to control all of these locations at the start of the battle. If any of the above objectives are still being contested at the end of the game, each side gets half of the available points.
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Castiglione 1796. Although the Red Army captured Hill A, they were held in front along Blue Army’s line after a fierce fight, while being repulsed from Village B very easily. Red Army lacked the reserves to exploit a breakthrough in the enemy’s centre. Red Army’s flanking column arrived well behind Blue Army’s right flank, albeit rather late in the game, but Blue Army had time to about face its rear line and hold off the enemy, keeping control of Village C and Track Exit Z. As a result, after fifteen turns the Blue Army was ahead on points. It was a well-balanced game, with some see-saw action, and Blue Army’s commander somewhat astonished by the unexpected appearance of Red Army’s flanking column!

Scenario No.9:
Introduction:
This scenario presents the players with an attack vs. defence game, with defenders receiving reinforcements during the action in the form of flanking columns.
Terrain:
The river is impassable except at the pontoon bridge and the ford. The stream is passable anywhere along its length to infantry, however, only the defending player knows this fact (Red); the attacker (Blue) will only find out by moving up to the stream or observing defending troops crossing it. The woods are passable only to infantry. The road from Entry Point Z that runs across the table through Village A and on to the other side should give a bonus to movement. All other roads marked are tracks and give no movement bonus.
General Situation:
The Blue Army is invading Red’s territory, but has to cross a major river to do so. The Blue Army commander has found a suitable place for a pontoon bridge and plans to cross with a strong advanced guard, neutralising local defence forces and blocking the arrival of reinforcements, thereby establishing a bridgehead.
The Red Army is holding a major river against a possible Blue Army invasion. Various detachments have been posted along the river to warn of enemy attempts to cross, and then delay them until reinforcements arrive.
Red Army:
Deployed on table:
One Light Infantry Regiment
One Line Infantry Regiment
Reinforcements:
Group Y:
One General
Two Line Infantry Regiments
One Cavalry Regiment
One Artillery Battery
Group Z:
One General
Three Line Infantry Regiments
One Grenadier Regiment
One Cavalry Regiment
One Artillery Battery
Red Army Orders & Notes:
The Red Army is hold Villages A and B, along with the nearby bridges. Reinforcements are to secure Village D and counter-attack the enemy, destroying, capturing or driving them back across the river.
a) One Line Infantry Regiment must deploy at Village A. This unit may not move until Turn 3.
b) One Light Infantry Regiment must deploy at Village B. This unit may not move until Turn 2.
c) Reinforcements:
Group Y begins to enter the table on Turn 6 at Entry Point Y (they should have to pass through Village D). The order of arrival is:
Turn 6 – One Line Infantry Regiment and One General – automatic arrival.
Turn 9 – One Line Infantry Regiment and One Cavalry Regiment – roll 1d6; if 6, delay for one turn and re-roll.
Turn 12 – One Artillery Battery – roll 1d6; if 6, delay for one turn and re-roll.
Group Z begins to enter the table on Turn 6 at Entry Point Z. Two units arrive that turn (they enter side-by-side, as do subsequent reinforcements). The order of arrival is:
Turn 6 – Two Line Infantry Regiments and One General – roll 1d6; if 5,6, delay for one turn and re-roll.
Turn 9 – One Line Infantry Regiment and One Grenadier Regiment; may only enter if Turn 6 units have already entered, otherwise delay until they have done so.
Turn 12 – One Cavalry Regiment and One Artillery Battery; may only enter if Turn 9 units have already entered, otherwise delay until they have done so.
d) The Red Army commander knows that the stream is passable to infantry at any point.
e) All Red Army units should be allowed a double move as long as they are at least 24” away from any enemy units.
Blue Army:
Entry Point X (pontoon bridge)
Detachment I:
One General.
Three Line Infantry Regiments.
One Grenadier Regiment.
One Artillery Battery.
Detachment II:
One General.
Three Line Infantry Regiments.
One Cavalry Regiment.
One Artillery Battery.
Detachment III:
One General.
Two Cavalry Regiments.
Entry Point W (ford)
Detachment IV:
One General.
One Light Infantry Regiment.
One Line Infantry Regiment.
Two Cavalry Regiments.
Detachment V:
One Line Infantry Regiment.
a) One Blue Army unit per turn is allowed to cross the pontoon bridge or the ford. On Turn 1 Detachment I start to cross at Entry Point X in the order shown above, then Detachment II, and finally Detachment III. Detachment IV starts to cross at Entry Point W on Turn 9. Generals cross with the second unit in the sequence. Detachment V crosses at Entry Point W on Turn 15.
Blue Army Orders & Notes:
The Blue Army is to capture Villages A and B, along with the nearby bridges, and Village D.
a) The Blue Army commander believes that the stream is impassable.
b) All Blue Army units should be allowed a double move as long as they are at least 24” away from any enemy units.
Victory Conditions:
The game lasts for a maximum of twenty turns.
Control Village A and its bridge = 20 points.
Control Village B and its bridge = 20 points.
Control Village D = 20 points.
Per enemy unit destroyed or in rout at the end of the game = 5 points.
If any objective is still being disputed at the end of the game, give half the points to each side
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Arcola 1796 - although considerably altered in terms of terrain (woods instead of marshes) and force balance (reasonably equal rather than weighted to the defence). It was played once. A fierce fight developed for Village B, which the Red Army commander hastily supported from Village A (an inspired stroke), so that the former place, along with its bridge, only fell to the Blue Army after many turns and heavy losses. Not finding out that the stream was passable until Turn 9 did not help! By that time, the Red Army’s reinforcements were assembling around Village D, but the Blue Army managed to drive them back and take that objective. The Red Army commander was plagued with awful die rolls, however, and his reinforcements along the road to Village A never arrived on the table! This made it impossible for Red Army to win the game. By the end of play, the Blue Army had used the troops which crossed by the ford to seize Village A. To avoid a repetition of the Red Army commander’s misfortune, I would suggest automatically allowing Red Army’s reinforcements to enter the table on the designated turns, or make the die rolls easier, i.e. 4,5,6, or allow the units to enter automatically after three attempts. Even though the scenario is for a 6’ by 4’ table, the double movement allowance is particularly important if Blue Army is to get to Village D in reasonable time, and almost certainly would have been critical for Red Army to reach Village A. Blue Army avoided the woods, which was realistic in terms of the actual battle, but did tend to cause traffic jams and bottlenecks along the tracks. An additional rule could be to restrict the Blue Army commander to sending Detachment I towards Village B and Detachment II towards Village D, which mirrors what happened in the real battle!

Scenario No.10:
Introduction:
This scenario presents the players with an attack vs. defence game, with the attackers using flanking columns and the defenders receiving reinforcements from the rear during the action.
Terrain:
The river is impassable to all troops except at the bridge near Village 4. The stream is passable anywhere along its length to infantry and cavalry, but not artillery. Any infantry units may occupy the villages. The road which runs from Entry Point B to Entry Point X should give a bonus to movement along its entire length. All the hills are steep and should reduce the movement of units.
General Situation:
The Blue Army has invaded Red’s territory. Cavalry patrols have warned of an impending counterattack by the Red Army and so the Blue Army has taken up position along a line of hills, ready to resist and repulse the assault.
The Red Army is launching a counterattack against the Blue Army that has invaded its territory. However, circumstances have dictated a multi-column assault, but it is hoped this will lead to the envelopment and destruction of the Blue Army.
Red Army:
Column A
One Line Infantry Regiment.
Two Artillery Batteries.
Column B
One General.
Two Line Infantry Regiments.
One Light Infantry Regiment.
One Cavalry Regiment.
One Artillery Battery.
Column C
One Line Infantry Regiment.
One Cavalry Regiment.
Column D
One General.
One Line Infantry Regiment.
One Grenadier Regiment.
Column E
One General.
Two Line Infantry Regiments.
One Light Infantry Regiment.
One Artillery Battery.
Column F
One General
Two Line Infantry Regiments.
Red Army Orders & Notes:
The Red Army is to capture the line of hills (AA, BB, CC) and Villages 2 and 3.
a) Columns C, D and E deploy on the edge of the table in column ready to advance on Turn 1. However, the light infantry regiment must be deployed as a screen across the whole front of these three columns.
b) Column B enters the table at the start of Turn 4 in the order listed, one unit after another along the road, except that the cavalry regiment leads the column. The Red Army commander is the general with Column B.
c) Column F enters the table at the start of Turn 5, all units being side-by-side.
d) Column A enters the table at the start of Turn 6, all units being side-by-side.
e) Special Note: The Red Army commander does not know that the bridge near Village 4 has been destroyed. He will only discover this fact when one of his units is within 6” of the bridge. Remove the model from the table.
Blue Army:
Four Generals.
Seven Line Infantry Regiments.
Two Light Infantry Regiments.
Two Grenadier Regiments.
Two Cavalry Regiments.
Three Artillery Batteries.
Blue Army Orders & Notes:
The Blue army must hold the line of hills (AA, BB, CC) and Villages 2 and 3.
The Blue Army deploys the following units on the table:
a) One line infantry regiment and one artillery battery on Hill AA.
b) One line infantry regiment and one general on Hill BB and one line infantry regiment within 6” to the south of Hill BB.
c) One light infantry regiment half way between the stream and the line of hills (AA, BB, CC).
d) One line infantry regiment and one artillery battery on Hill CC and one grenadier regiment within 6” to the south of Hill CC (but not in Village 2).
e) One line infantry regiment in column 12” to the north-west of Village 3, along with one general (this is the Blue Army commander).
f) One line infantry regiment and one light infantry regiment, both in column, and one cavalry regiment, all within 12” to the west and south-west of Village 3, along with one general.
The rest of Blue Army is off the table to the south and will arrive at Entry Point X on Turn 12. They arrive in the following order, one unit at a time: one cavalry regiment, one line infantry regiment, one grenadier regiment, one artillery battery, plus one general.
g) The Blue Army commander knows that the bridge near Village 4 has been destroyed.
Victory Conditions:
The game lasts for a maximum of twenty turns.
Control of each hill (AA, BB, CC) = 10 points.
Control of Village 2 = 20 points.
Control of Village 3 = 30 points.
For each enemy unit destroyed or in rout at the end of the game = 5 points.
If any objective is disputed at the end of the game, award half the points to each side.
Map:
Comments:
The game was based on a real battle from the French Revolutionary Wars - Rivoli 1797. It was fought solo, with the Red Army’s actions controlled by pre-game orders, die rolls and action cards, while Blue Army was controlled by me. It ended with a winning draw for the Blue Army as they held on to Village 3 and all three hills, although Hill BB was held by Red Army for a fair proportion of the game. It is a challenge for Red Army to take the three hills with just Columns C, D and E, as Blue Army is in a strong position, but if Red Army concentrates against one hill, it should take at least one and Column B is almost certain to take Village E. It is essential if there are players on both sides that Red Army does not know about Columns A, B and F, nor about the bridge at Village 4. If the Red Army commander wants to bring Column A back to join Column B, it should be refused. It did not happen in the real battle and there would not be time anyway, given the distances involved. However, Column A’s batteries can cause trouble for the Blue Army’s troops from long range.

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