Showing posts with label tabletop teasers. Show all posts
Showing posts with label tabletop teasers. Show all posts

Friday, March 16, 2012

Advance Guard Action - How it played

The British team of Mr. Creanor and Savage, face Mr. E and the villainous General Du Gormand. The scenario is as outlined in my previous blog post. Unlike most Command & Colours game this scenario requires the player to deploy his troops himself, which is a skill in and of itself.

As always, click to embiggen.

(Click to embiggen.)

The British cavalry push forward on the right to threaten the bridge which is the French objective.


The British deploy their troops, most of the line infantry in the centre, the cavalry on the right and the elite light infantry holding the town on the left.


While the British consolidate their position, the French deploy a mix of infantry and heavy cavalry in the centre, leaving the bridge to be held by a battalion of light infantry and a squadron of dragoons.

(Click to embiggen.)

Mr E very kindly provided smokeables for the evening. Though somewhat stronger then what I'm used to, they were an excellent addition to the evening. You can also see the hills, which have been remodelled by well known landscape gardener Capability Savage. I think they've improved mightily.

(Click to embiggen.)

General Du Gourmand satisfied that the bridge and the all important cheese board have been secured moves up the Legion Irlandaise to the woods, where they were to cause no end of trouble for the British cavalry.

(Click to embiggen.)

The French artillery deploys in the centre, while the wily Frog masses troops on the hill overlooking the town held by the British.

(Click to embiggen.)

Savage in pensive mood as he eyes the French columns overlooking the objective.

(Click to embiggen.)

French light cavalry start to harry the British infantry in the centre, forcing them into square.

(Inniskillings by HAT, French Chasseurs by Italeri)
Whereupon they are immediately pounded by the waiting French artillery...

(Hills by Capability Savage)


The 13ieme cuirassiers charge the British guns. "I want those guns," announces General Du Gourmand.

(British infantry by HAT, Royal Artillery by Revell, French Cuirassiers by Strelets.)

Meanwhile the British cavalry have attempted to evict the Legion Irlandaise in the woods, but to know avail. The Royal Irish Dragoon Guards have taken savage casualties from their fellow countrymen in French service and eye the advancing French dragoons with anxiety.

(Click to embiggen.)


The British players eye a centre depleted by repeated bombardment. Their artillery has been silenced by the French cuirassiers and their right is looking increasingly shakey. The French are not unbloodied, but they definitely have the upper hand.

(Click to embiggen.)

The Royal Irish Dragoon Guards try to buy some time after rallying some of their lost men. The unkind would point out that they merely appear to have been manoeuvring to stay out of the way of the Legion Irlandais.

(Royal Irish Dragoon Guards by Newline)

The Legion Irlandais, bypassed by the Royal Irish Dragoon Guards, survey the devastation in front of them (French cuirassier casualty representing a fall British heavy). Definitely the men of the match.

(French Light infantry by Zvesda, Casualties by Newline)

Mr E and General Du Gourmand survey the battlefield, confident that their hammerblow on the British left will buy them victory. General Du Gourmand is even planning his next campaign in India, as you can see.
(Bridge by Italeri, Trees by Woodland Scenics, Cheese by Daisy the Cow)

The French assault laps around the town pushing one battalion of the Kings Royal Halberdiers out, but the second battalion hold on and weather the storm of bayonets.
(British light infantry and Young Guard by HAT, British officer by SHQ)

(Click to embiggen.)

The fighting is fierce, but on they come and on they come, in the same old style.
"Sacre bleu!" expostulates Mr E as the dice desert the French cause and he removes another unit of brave Gascons.

(Click to embiggen.)

Mr Creanor and Savage view their options carefully, trying to make best use of their available card. General Du Gourmand plays with his hand. Has it all gone wrong for the gallant Frenchmen?
(Click to embiggen.)


The casualty figures tell their own tale, as regiment after regiment is sucked into the meatgrinder around the town and eventually the French army is broken.
(Stone house by Italeri, Young Guard and French Light infantry by HAT)

The evening was a very pleasent one and I greatly enjoyed it. I was glad to get the first scenario of the campaign played so quickly, so I hope to power through the next three and polish them off fairly soon.

Good company and good gaming are two of life's great pleasures.

Thursday, March 15, 2012

Scenario 1: Advance Guard Action



The Field of Mars

With Leprecon out of the way, I thought it would be best to get started on my Tabletop Teaser campaign. We played this scenario last night and there will be a full report to follow, but I thought that in the meantime I'd put my adaptation of the scenario for Command & Colours: Napoleonics up. The scenario does limit the amount of information the players start with and unusually for a Command&Colours: Napoleonics scenario requires an Umpire.

Just to be clear, this is not an original work. It is an adaptation of a scenario written by Charles Grant and which is available here.

Friendly Warning

This scenario makes use of a pre-battle planning phase and if you don't intend umpiring this scenario reading any further will impair your enjoyment of the game.

Umpires Briefing

This scenario is an unusual one in that it employs symmetrical forces and a relatively balanced map. Each player commands the vanguard of his army and has been given an objective, which he is to hold and prevent the enemy from contesting. He is made aware of a second objective which he may attempt to take, but which he is told is in enemy hands. He is also told that reinforcements (determined randomly) are on their way.

We had a debrief after playing this last night and one of the players described it as "a test of character", arguing that players will reveal what sort of play they favour by the plan they adopt. I'm not so sure about that, but I know that we had a great deal of fun with it.

Begin the game by separating the players and giving them a copy of the map, their list of forces, their opening hand of six cards and piece of paper marked 1-11 (or 1-13) to record their marching order. Each player must pick the optional units of their force, complete the marching order and then write what their first card play is going to be on top and then hand it over to the umpire.

Scenario notes

1. The battle is to seven flags.
2. Each player draws six cards.
3. The player who plays the card that moves the smaller number of troops on the first turn, moves first.
4. Uncontested control of the town is worth one flag.
5. Uncontested control of the bridge is worth one flag.
6. The river is unfordable.
7. When each player plays their sixth card, they may draw one card from the reinforcements deck.

Reinforcements

Take eight cards (I used cue cards) and write the following on the back. Each player gets to draw one card, which is then discarded from the deck, when they play their sixth command card.

1. two infantry units now
2. two cavalry units (light, heavy) now
3. light cavalry now
4. heavy cavalry now
5. one infantry unit in three turns
6. one cavalry unit in three turns
7. draw again in six turns
8. no reinforcements

French Briefing

Mon General,

We are advancing towards the British forces. As the leader of the vanguard of the army, it is your task to take and hold the bridge over the river. The British hold the town of Estanque Nergo to the north and while it would be greatly to your credit to take the town, your main task is to hold the bridge over the Una Vida river. Once that has been achieved, you must drive off or destroy the British forces that are in a position to contest your possession.

To that end, you will be sent reinforcements from the main body.

Scenario Notes

1. The battle is to seven flags.
2. Each player draws six cards.
3. Uncontested control of the town is worth one flag.
4. Uncontested control of the bridge is worth one flag.
6. The river is unfordable.
7. When you play your sixth card, your reinforcements will arrive.

Your forces

2 leaders
1 light cavalry
1 heavy cavalry
3 line infantry
1 light infantry
1 foot artillery

Choose 4 units from the following list.
1 light cavalry or heavy cavalry
3 line infantry
1 light infantry

Once you've picked your forces, draw up a column of march, ranking each unit from 1 to 11 (or 13 if you have not attached your leaders to a unit). Your units will move onto the board as they are activated. They may enter any hex on your baseline (which counts as one hex of movement, cavalry may move further obviously), but they may only be brought on in the order that you've written down.

Once you've done that, please note what your first card play is going to be and hand the marching order to the umpire.

British Briefing

General,

We are advancing towards the French forces. As the leader of the vanguard of the army, it is your task to take and hold the town in order to secure our lines of communications. The French hold the bridge over the Una Vida river to the south and while it would be greatly to your credit to take the bridge, your main task is to hold the town of Estanque Negro. Once that has been achieved, you must drive off or destroy the French forces that are in a position to contest your possession.

To that end, you will be sent reinforcements from the main body.

Scenario Notes

1. The battle is to seven flags.
2. Each player draws six cards.
3. Uncontested control of the town is worth one flag.
4. Uncontested control of the bridge is worth one flag.
6. The river is unfordable.
7. When you play your sixth card, your reinforcements will arrive.

Your forces

2 leaders
1 light cavalry
1 heavy cavalry
3 line infantry
1 light infantry
1 foot artillery

Choose 4 units from the following list.
1 light cavalry or heavy cavalry
3 line infantry
1 light or rifle infantry

Once you've picked your forces, draw up a column of march, ranking each unit from 1 to 11 (or 13 if you have not attached your leaders to a unit). Your units will move onto the board as they are activated. They may enter any hex on your baseline (which counts as one hex of movement, cavalry may move further obviously), but they may only be brought on in the order that you've written down.

Once you've done that, please note what your first card play is going to be and hand the marching order to the umpire.

Tuesday, February 28, 2012

Tabletop Teaser Campaign

"Kinch has written a new mini campaign!"
"The swine!"

I was very taken with Jeffs suggestion that we attempt to cobble campaigns together from the available scenarios in “Scenarios for All Ages”. You can find a catalogue of our efforts here.

However, I was thinking that perhaps it might be better to attempt the same thing with the Tabletop Teasers that were so generously made available by Steve the Wargamer and Charles Grant on Steve Tabletop Teasers page. This would mean that we would have campaigns available that don’t rely on the player owning a book that currently out of print and is rather hard to get your hands on.

You’ll find my effort below. It is as always a horse and musket treatment of the subject and I have quite deliberately stayed away from the more modern offerings and the Vikings.

All of the scenarios needed can be found here.

The Scene

The war continues in Spain and two armies, one Allied, one French snake across the plains of La Mancha in a flurry of marching and counter-marching. This has continued for several weeks and both armies are beginning to reach the end the end of their endurance. Someone will have to strike a blow soon.


Scenario One: Advance Guard Action at the Guadiana

The advance guards of both armies clash over control of strategic points. As this is the first armed encounter since the antagonists left winter quarters, the result here will have implications for the rest of the campaign. Lose here and crucial momentum will have been lost, which is very difficult to regain.

Scenario Two: The Dawn Attack at Monte Aragon

Pride goeth before destruction and a haughty spirit before a fall. After the victory at the Guadiana, the pursuit was not as unrelenting as it should have been. The victor of scenario one is caught napping in his tents by a sudden counter-attack of the supposedly fleeing foe.

Scenario Three: The Rear Guard at Tomessellino

As the retreat continues the army defeated in scenario one mounts a stern defence. This may blunt the attack of the advancing army and finally turn the tables.

If the attacker wins this scenario, play scenario 4a.
If the defender wins this scenario, play scenario 4b.

Scenario 4a: The Hasty Relief and Defence of the Town of Borges

With the enemy snapping at their heels, the retreating army takes refuge in the town of Borges. Summoning reinforcements, they hope to hold out long enough.

Scenario 4b: Hold up in the Badlands


With the advancing enemies momentum finally running out, the retreating army attempts to halt the attackers by mounting a defence in some difficult terrain.

I'm going to try and play these (probably solo) using Command & Colours Napoleonics. In which case I'll be scoring the campaign with one point for a victory and two points for a crushing victory where the victor doubles the losers victory points.

Thanks again to Jeff for coming up with the idea, Charles Grant for writing them in the first place and Steve for hosting them on his website.