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.
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 Cavalry Regiment.
One
Line Infantry Regiment.
Blue Army Orders & Notes:
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:
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.
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.
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 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:
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.
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.
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.
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:
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.
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.
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:
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:
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:
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:
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:
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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