Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Friday, June 11, 2021

War of the Ring Scenario: Cair Andros

My current project for my War of the Rings armies is to run/host the battle of the crossroads at Cair Andros.  I plan to run this at another private little convention (CabinCon part 2) on the long weekend in September (3rd through the 5th).

While Aragorn marches on the Black Gate, a force of men from both Gondor and Rohan loose heart and ask to leave to return home.  Aragorn grants them leave, however bids them to retake the crossroads at Cair Andros to regain their honor.


The forces holding the Cair Andros crossroads is a mixed force of Mordor and troops from the various Fallen Realms (Harad and Easterlings).  By this time Cair Andros, a once great city of Gondor, has been reduced to sporadic ruins.

This scenario represents the efforts of the men of Gondor and Rohan to regain their honor by retaking the crossroads of Cair Andros.

Scenario Map and Rules

Game Length:  This game lasts for 6 turns.  

Priority:  The forces of Good have priority for the first turn.  On subsequent turns, roll for priority normally.

Table Size:  The table is a 6 foot by 8 foot table divided into 4 sections.  At the center of each section is a ruins.  

A picture of the table layout is below.


Ruins:  Each of the ruins are a defensible terrain feature capable of holding a single formation of up to 6 companies.

Objectives:  Each side must fight to control each table section.  The side that controls the most table sections at the games end wins.

Controlling Sections:  The side that has a unit occupying the ruins for a sector at games end is in control of that table section.

Evil Deployment:  Up to one evil formation may be deployed in each ruin at the start of the game.  All remaining evil units must be deployed on the "top half" of the table (as pictured).  In short, deploy on the 1/2 of the table opposite from the "good forces" entry side.

Good Deployment:  Starting on turn 1, formations can move onto the table from any point along the Forces of Good Entry table edge as shown on the map.

Forces of Good (3000 points)



Men of Gondor
  • Knights of Dol Amroth, 6 companies
  • Knights of Minas Tirith, 6 companies
  • Warriors of Minas Tirith, 6 companies
  • Warriors of Minas Tirith, 6 companies
  • Archers of Minas Tirith, 3 companies
  • Archers of Minas Tirith, 3 companies
  • Axemen of Lossarnach, 6 companies
  • Clansmen of Lamedon, 6 companies


Men of Rohan
  • Oathsworn Militia, 6 companies
  • Oathsworn Militia, 6 companies
  • Oathsworn Bowmen, 3 companies
  • Oathsworn Bowmen, 3 companies
  • Riders of Rohan Éored, 6 companies
  • Riders of Rohan Éored, 6 companies
  • Outriders Éored, 4 companies

Forces of Evil (2500 points)



Mordor
  • Warg Rider Warband, 6 companies
  • Warg Rider Warband, 6 companies
  • Mordor Orc Warband, 6 companies
  • Mordor Orc Warband, 6 companies
  • Morannon Orc Warband, 6 companies
  • Morannon Orc Warband, 6 companies
  • Mordor Troll, single model
  • Mordor Troll, single model
  • Mordor Troll, single model
  • Mordor Troll, single model


Forgotten Realms
  • Haradrim Raider Warband, 6 companies
  • Mahûd Raider Warband, 6 companies
  • Easterling Cohort, 6 companies
  • Easterling Cohort, 6 companies
  • Easterling Archer Cohort, 3 companies
  • Easterling Archer Cohort, 3 companies
  • Easterling Kataphrakts, 6 companies

Tuesday, March 9, 2021

AWI Scenario: Battle of Freeman's Farm, 1777

I've been busy with work, but more importantly with working on gaming projects.  The LOTR basing continues, printing Helm's Deep (starting to look really cool now), and other projects.

I'm planning to host a game at my place on March 27th - with my rivers shipping from Germany last week I'd like to think (hope) they arrive before the game.  Time will tell.  My plan is to run this scenario below - the battle of Freeman's Farm, 1777.


While there is lots of information out there about the Saratoga campaign and the battle itself - my research shows order of battles are all over the place.  I believe this is partly because at various points in the day reserves are still in reserve or have been committed.  Either way, I've eliminated what I call the "Breymann" option, which is to have a reserve force feeding into Fraser or Hamilton.  Instead of split up the units between the two formations for balance.  Minor liberties have been taken for game balance.

I'll see how this all pans out when we play ... should be an interesting game.

Map and Objectives

Map and starting dispositions are shown below.  

Fraser and Hamilton's brigades march on the table on turn 1.  British player has initiative and takes the first turn.  Riedesel's brigade marches on the table on turn 1 from the road in the upper right corner of the map - all units from Riedesel's brigade are in march column when they enter the table.

Units from Paterson and Nixon's brigades are considered to be in hasty defensive works (cover).


The game lasts 6 turns.

The British objective is to take Coulter Farm (on the left of the map) and Freeman's Farm (central farm), then to secure the heights where Glover's brigade is located.  The American's must attempt to hold Freeman's Farm and the heights.


Each farm is worth 5 Victory Points (VPs) for the British.  Each farm is worth 10 VPs for the Americans at the end of the game if they are either fully in control or even if contested.  Riflemen and artillery units cannot contest these objectives (requires a formed infantry unit).  The Heights are worth 5 VPs for the Americans and 10 VPs for the British.  All standard VPs apply (e.g. units broken, shaken, etc.).

British Order of Battle

C-in-C (Burgoyne)

FRASER
  • Grenadier (Large)
  • 24th Foot (Grenadier detached)
  • 53rd Foot (Grenadier detached)
  • Light Infantry (Large)
  • Hessian Jagers
  • Native Allies
  • Native Allies
(Native allies are representing both the native and Canadian allies)

HAMILTON
  • 20th Foot (Grenadier detached)
  • 21st Foot (Grenadier detached)
  • 62nd Foot (Grenadier detached)
  • Hessian Grenadiers (Large)
  • Hessian Fusiliers (Large)
  • Foot Artillery (2 x 6pdrs)

RIEDESEL
  • Hessian Regiment (Large)
  • Hessian Regiment (Large)
  • Hessian Regiment (Large)
  • Hessian Regiment (Large)
  • Hessian Regiment (Large)
  • Foot Artillery (3 x 6pdrs)

American Order of Battle

C-in-C Left Wing (Arnold)

POOR
  • Continental Regiment
  • Continental Regiment
  • Continental Regiment
  • Militia Regiment
  • Riflemen

LEARNED
  • Continental Regiment
  • Continental Regiment
  • Militia Regiment
  • Riflemen

C-in-C Right Wing (Lincoln)

GLOVER
  • Continental Regiment
  • Continental Regiment
  • Militia Regiment (Large)

NIXON
  • Continental Regiment
  • Continental Regiment
  • Foot Artillery (2 x 6pdrs)

PATERSON
  • Continental Regiment
  • Continental Regiment
  • Foot Artillery (2 x 4pdrs)

Tuesday, September 22, 2020

Middle Earth Battles: Fords of Isen

Over the summer I've been going back and forth and thinking hard about the future of my Lord of the Rings collection.  My primary issue is the rule systems for the Middle Earth SBG and the War of the Ring rules.  I just fundamentally don't like how they play.

Moreover, I like the aesthetic of wargames to be that of densely packed troops in mass battles. While I certainly dabble in skirmish games (e.g. SAGA) my primary love has always been mass battle games.

I finally made a hard decision.  I've already completed my notes for what I'm tentatively calling "Middle Earth Battles (MEB)" which will be my adaptation of rules for fighting massed battles in Middle Earth.  I've also decided on an army organization and basing system that will allow me to represent the battles in such a way that I find visually pleasing on the tabletop.  For the rules, it is a shift away from shooting dominated foundation into a melee dominated foundation.  More to come in a separate post on that front.


My first inspiration for a game with these new rules is to do the battle at the Fords of Isen.  A classic and well covered battle.  To that end, I've designed this scenario to drive my work on this project for the next few months.

I have almost the entire Rohan force done and painted - but I'm sending off a large portion of the Isengard force to my trusty wizard Mr. Steve Dake.  While Steve hits those troops I'll be doing the Rohan buildings and river Isen.  I hope to play some tests of the system using completed troops soon so much more to come on that front.

Some initial notes to give you an idea of the rules/organization:
  • Base size for cavalry - 75mm wide by 50mm deep.  Base size for infantry and monsters - 65mm x 50mm.
  • Each stand is 6 figures for infantry and 3 figures for cavalry. Monsters are 1 per base (variable base size).
  • Units are generally 4 bases, 6 bases (standard size), or 8 bases).
  • Heroes are "unit level" or independent.  Unit level are essentially a command stand of their troop type.  Major heroes move about the battlefield individually.
  • Magic and heroes will operate using a modified version of my "command point" system I recently added to my Empires at War rules.
  • On a turn when a unit charges melee will be broken into an initial "impact" round of melee, then all subsequent melee is "normal" - but unlike my AWI, ACW and Napoleonic rules, melee can span multiple turns.
That is just a general idea of some elements of the rules.

Map & Deployment

Below you will find the map with all start positions marked.


Turns:  Games lasts for 8 turns.  At the end of turn 8, the Isengard player rolls 1D6.  On a 4+, play one final turn (turn 9).

The Isen Runs Red:  Any unit touching the river that loses a round of melee combat immediately suffers D3+1 casualties with no saves.

Flanking Force:  The Isengard flanking force may arrive anytime from turn 1 onwards.  On turn 1 the Isengard player rolls 1D6.  On a 4+ the flanking force arrives. If the flanking force does not arrive, on each subsequent turn add +1 to the die result (cumulative - turn 2 is +1, turn 3 is +2).  On turn 4 the flanking force automatically arrives if it has not already.

Relief Force:  Elfhelm's relief force may arrive anytime from turn 2 onwards.  On turn 2 the Rohan player rolls 1D6.  On a 4+ the relief force arrives. If the relief force does not arrive, on each subsequent turn add +1 to the die result (cumulative - turn 3 is +1, turn 4 is +2).  The relief force will automatically arrive on turn 5 if it has not already.

Elfhelm's Éored may enter the game from any point on the sourthern/bottom table edge.

Rohan Order of Battle

River Force
  • Théodred's Royal Guard (Dismounted) - 6  (36 figures)
  • Grimbold's Helmingas - 6 bases (36 figures)
  • Oathsworn Warriors - 6 bases (36 figures)
  • Oathsworn Bowmen - 4 bases (24 figures)
  • Oathsworn Bowmen - 4 bases (24 figures)
  • Riders of Rohan Éored - 6 bases (18 figures)
  • Outriders Éored - 4 bases (12 figures)
Relief Force
  • Elfhelm's Éored - 6 bases (18 figures)
  • Erkenbrand's Éored - 6 bases (18 figures)
  • Riders of Rohan Éored - 6 bases (18 figures)

Isengard Order of Battle

Main Force
  • Uruk-hai Phalanx - 6 bases (36 figures)
  • Uruk-hai Phalanx - 6 bases (36 figures)
  • Uruk-hai Warband - 6 bases (36 figures)
  • Uruk-hai Warband - 6 bases (36 figures)
  • Uruk-hai Crossbows - 3 bases (18 figures)
  • Uruk-hai Berserkers - 2 bases (12 figures)
  • Isengard Troll - 1 base (1 figure)
  • Isengard Troll - 1 base (1 figure)
  • Dunland Warriors - 6 bases (36 figures)
  • Wildmen of Dunland - 4 bases (24 figures)
  • Wildmen of Dunland - 4 bases (24 figures)
Flanking Force
  • Uruk-hai Scout Warband - 6 bases (36 figures)
  • Warg Riders - 4 bases (12 figures)
  • Warg Riders - 4 bases (12 figures)
  • Feral Uruk-hai - 2 bases (12 figures)

Tuesday, August 11, 2020

Napoleonic Scenario: Austerlitz, 1805

Napoleon's triumph at Austerlitz is a well known battle often played in 15mm and 6mm scales.  Just as I did with Borodino, I wanted to create a scenario that covers the entire battle in a way that is achievable in 28mm with a decent sized Napoleonic collection.  Of course this scenario can be easily adapted to other scales and rule systems (this is created for my own rules, Empires at War).


There is a lot of complexity to unpack for this scenario in order to make it playable.  "Flattening" out the map was a challenge - as well as the distances between the various villages/towns.  These have been normalized with "playability" in mind.  Additionally, to avoid several special deployment/scenario special rules, the initial troops dispositions are purposely skewed to reflect the challenges faced by both sides during the battle, while at the same time providing strategic and tactical options to the players within the scope of the major locations of each corps.


For example, the initial position of Soult's IV corps is such that it will quickly engage the units protecting the town of Pratzen - and should be able to take the Pratzen Heights, however the corps will be unlikely to hold it until the end of the game without reinforcements.  There is also Lichtenstein's 5th (cavalry) column to deal with - which is sure to wheel to engage the central French advance.


For the French - things are very much against them on the French right flank - which is only to be a holding action.  The Russo-Austrian army can't ignore Sokolnitz and Telnitz as they are worth VPs at games end - easily earned points with the overwhelming numbers on that side of the battlefield.  But, how much to commit to taking those objectives versus recalling units to counter a massive French advance on Pratzen?  If units aren't turned early in the game they may not be in a position to help fight in the center before the game is over.  The Austrian's have many large units while the French have several better quality units.

Can the French break the Russian Imperial Guard and take Besowitz while holding on to Pratzen?  While the forces are lopsided to begin with, corps are positioned to be able to be redeployed to critical areas of the battlefield within ~3 turns if the commanders decide to do so.  But act too late and you'll be conceding almost guaranteed VPs to the enemy ...

SCENARIO MAP

Below you will find the table layout and starting positions for all forces involved.

The table size is 16 feet by 6 feet. Each small square on the map represents a 1 foot by 1 foot section.


Stream:  The stream is fordable at all points - counting as difficult terrain.

Victory Points:  Standard VPs apply, with the following additions:
  • Pratzen
    +20 points for the side that controls this feature at games end.
  • All other villages
    +10 points for the side that controls this feature at games end.

LA GRANDE ARMEE

Army Command:  Napoleon

Imperial Guard (Bessieres)
1 x Grenadier a Pied (Large)
1 x Chasseurs a Pied (Large)
1 x Grenadier a Cheval
1 x Guard Chasseur a Cheval
1 x Guard Foot Artillery (Large)
1 x Guard Horse Artillery (Large)

I Corps (Bernadotte)
1 x Light Infantry
4 x Line Infantry
1 x Foot Artillery

III Corps (Davout)
1 x Light Infantry
3 x Line Infantry
2 x Dragoons
1 x Foot Artillery

IV Corps (Soult)
3 x Light Infantry
8 x Line Infantry
1 x Chasseur a Cheval
1 x Foot Artillery

V Corps (Lannes)
2 x Light Infantry
6 x Line Infantry
1 x Hussar
1 x Foot Artillery

Cavalry Reserve (Murat)
1 x Carabiniers
2 x Cuirassiers
2 x Dragoons
1 x Hussar
1 x Chasseur a Cheval
2 x Horse Artillery

ALLIED ORDER OF BATTLE

Army Command: Kutusov (Alexander I, Francis II)

Russian Imperial Guard (Constantine)
3 x Guard Grenadiers
1 x Guard Cuirassiers
1 x Lifeguard Hussars
1 x Foot Artillery (Very Large)

Russian Advanced Guard (Bagration)
3 x Musketeers
1 x Jager (Small)
1 x Dragoon
1 x Hussar
1 x Cossack
1 x Horse Artillery (Very Large)

Austrian Advanced Guard (Kienmayer)
2 x Austrian Grenz Infantry
1 x Austrian Hussar (Large)
1 x Austrian Uhlans (Large)
1 x Cossack
1 x Austrian Horse Artillery (Large)

1st Column (Doctorov)
4 x Musketeers
1 x Jager (Small)
1 x Grenadier
1 x Foot Artillery (Very Large)

2nd Column (Langeron)
2 x Musketeers
1 x Jager (Small)
1 x Grenadier
1 x Foot Artillery

3rd Column (Przbyswski)
1 x Austrian Jager (Small)
1 x Austrian Infantry
2 x Musketeers

4th Column (Kollowrath)
2 x Musketeers
1 x Grenadier
4 x Austrian Infantry (Large)
1 x Austrian Foot Artillery (Large)

5th (Cavalry) Column (Lichtenstein)
1 x Austrian Uhlans (Large)
2 x Austrian Cuirassier (Large)
1 x Dragoon
1 x Mounted Infantry
1 x Cossack
1 x Horse Artillery (Large)

Wednesday, August 5, 2020

Napoleonic Scenario: Borodino, 1812

This is a scenario for my Empires at War rules but can easily be adapted for other rule sets.  This is a large scale game that scales the forces down to something a large 28mm Napoleonic collection can handle.  I also provide two versions - one that includes the fighting around Utitsa (Poniatowski's V Corps) and one that removes that part of the battle.  One could argue that the action around Utitsa isn't all that important to represent in the battle and that it is better to focus on the fighting for the "great redoubt" and the fleches.


The other benefit to removing the Utitsa part of the battle is you remove a large chunk of the non-French troops that fought in the battle - making it a little easier to achieve the forces necessary for the battle.  For the rest of the French force, it is really only difficult to not represent the Wurttemburg units - but I plan on using my Bavarian units to represent them (close enough).


The other consideration is the French guard.  They didn't take part in the battle, although there are opinions that they should have been sent it to secure a decisive victory.  I've included them as a reserve in the French OOB --- but once again, they are not necessary for achieving the forces necessary to play this scenario and frankly throw the forces involved a little over the top for the French side.  But, it is an option.

SCENARIO MAP

Below you will find the table layout and starting positions for all forces involved.

The table size is 20 feet by 6 feet if playing the full scenario.  If playing without the Utitsa section, the table is 16 feet by 6 feet.  Each small square on the map represents a 1 foot by 1 foot section.


Stream:  The stream is fordable at all points - counting as difficult terrain.

Victory Points:  Standard VPs apply, with the following additions:
  • Raevsky Redoubt
    +25 points for the French if in control of the Great Redoubt at the end of the game.  +10 points for the Russians if in control of the Great Redoubt at the end of the game.  If contested, +5 points for the French.
  • Fleches
    For each of the three small redoubts on the Fleches.  5 points for each held by the Russians at games end.  +10 points for each held by the French at games end.
  • Utitsa
    +15 points to the side in control of the town at games end.

RUSSIAN ORDER OF BATTLE


Army Command:  Kutuzov


1st West Army (Bennigsen)

Raevsky Redoubt
2 x Foot Artillery (Very Large)
(Combined from IV, V, VI, and VII corps)

II Corps (Baggovut)
4 x Musketeer
1 x Jager
1 x Foot Artillery

IV Corps (Tolstoy)
2 x Musketeer
1 x Jager
1 x Grenadier

V Corps (Constantine)
3 x Musketeer
1 x Jager
1 x Grenadier

VI Corps (Dokhturov)
3 x Musketeer
1 x Jager

I Cavalry Corps (Uvarov)
1 x Hussar
1 x Cossack

II Cavalry Corps (Korff)
1 x Dragoons
1 x Hussar
1 x Mounted Jager
1 x Horse Artillery

III Cavalry Corps (Korff)
1 x Uhlans
1 x Mounted Jagers

2nd West Army (Bagration)

VII Corps (Raevski)
3 x Musketeer
1 x Jager

VIII Corps (Borozdin)
3 x Grenadier
2 x Musketeer
1 x Jager
1 x Foot Artillery

IV Cavalry Corps (Sievers)
1 x Dragoons
1 x Uhlans
2 x Cuirassiers
1 x Horse Artillery

III Corps (Tuchkov)
3 x Grenadier

NOTE:
The grenadiers from III corps were detached to reinforce the fleches.  These units are held in reserve and can enter the game on turn 4+ via the designated table edge behind the fleches.

OPTIONAL:
If playing with the larger scope including Utitsa:

III Corps (Tuchkov)
2 x Musketeer
1 x Jager
1 x Opolchenie
1 x Cossack
1 x Foot Artillery

FRENCH ORDER OF BATTLE


Army Command:  Napoleon

I Corps (Davout)
12 x Line/Light Infantry
1 x Foot Artillery
1 x Chasseur a Cheval

III Corps (Ney)
7 x Line/Light Infantry
1 x Foot Artillery
2 x Wurttemburg Line Infantry
1 x Wurttemburg Light Infantry (Small)
1 x Wurttemburg Chevauxleger

NOTE:
For wargaming practicality, Bavarian's could be substituted for Wurttemburg units if your collection has Bavarian's but no Wurttemburg units.  Roughly speaking, the uniforms had several similarities.

IV Corps (Eugene)
8 x Line/Light Infantry
1 x Foot Artillery
1 x Bavarian Chevauxleger

VIII Corps (Junot)
5 x Line/Light Infantry
1 x Foot Artillery

I Cavalry Corps (Nansouty)
1 x Hussar
1 x Lancer
1 x Dutchy of Warsaw Uhlans
3 x Cuirassier
1 x Horse Artillery

II Cavalry Corps (Montbrun)
1 x Hussar
1 x Chasseur a Cheval
1 x Lancer
2 x Cuirassier
1 x Carabinier
1 x Horse Artillery

III Cavalry Corps (Grouchy)
3 x Dragoons
1 x Horse Artillery

IV Cavalry Corps (Latour-Maubourg)
1 x Zastrow Cuirassiers
1 x Saxon Guard du Corps

NOTE:
The heavy cavalry from IV corps was detached to support a renewed attack on the Raevksy Redoubt.  This detachment is held in reserve and can enter with VII corps on turn 3+ in the same area (between the Reavsky Redoubt and the Fleches).

OPTIONAL:
Guard formations are optional and if used, held in reserve (can enter start of Turn 4 onward at any point along the French side table edge)

Imperial Guard (Mortier)
1 x Old Guard Grenadier (Large)
1 x Old Guard Chasseurs a Pied (Large)
2 x Young Guard (Small)
2 x Vistula Legion (Dutchy of Warsaw)
1 x Old Guard Foot Artillery (Large)

Guard Cavalry (Bessieres)
1 x Grenadier a Cheval
1 x Empress Dragoons
1 x Guard Lancers
1 x Guard Chasseur a Cheval
1 x Les Mamelukes
1 x Gendarme d' Elite
1 x Guard Horse Artillery

OPTIONAL:
If playing with the larger scope including Utitsa:

V Corps (Poniatowski)
4 x Dutchy of Warsaw Line Infantry
1 x Dutchy of Warsaw Foot Artillery
1 x Dutchy of Warsaw Chasseur a Cheval 

IV Cavalry Corps (Latour-Maubourg)
1 x Dutchy of Warsaw Uhlans

Friday, March 6, 2020

AWI Scenario: Guilford Courthouse, 1781

I've always found the battle of Guilford Courthouse to be very interesting.  This is a battle that could have gone either way, and I have to hand it to Greene, he cost the British dearly and lived to fight another day.  Lots of key and pivotal moments throughout this battle.  If you have not read the Osprey Campaign series book on the battle, I highly recommend it.


I believe AWI isn't all the popular right now - wargaming history shows that periods come and go in popularity.  While this period isn't getting any love right now (it seems to me) - I'm really excited to get both Breed's Hill and Guilford Courthouse on the table.  The great thing about this period, is that once you have the core of the forces built up, you will be able to run a lot of different scenarios.

Well, enough of my ramblings, on to the scenario details.

Rules & Scenario Map

This scenario is specifically written for my rules called Liberty or Death.  These are available for download from here.  These rules follow in the same base/core as my Napoleonic rules (Empires At War) and ACW rules (This Hallowed Ground).


Scenario map is below.  The area was very forested outside of the cleared fields.  Trees should be distributed in such a way as to provide difficulty to units wishing to use Run orders.


The fencing around the fields provides cover to units on foot.

British Order of Battle


Lieutenant-General Charles, Earl Cornwallis

1 x C-in-C

Webster

(1 x Commander)
23rd Foot
33rd Foot


O'Hara

(1 x Commander)
1st Battalion, Foot Guards
2nd Battalion, Foot Guards
Grenadiers


Leslie

(1 x Commander)
71st Highlanders
Von Bose Regiment


Reserves

(Commanded directly by Cornwallis)
Tarleton's British Legion
Hessian Jagers
Light Infantry
Artillery Battery - 3 x 3 pounders


American Order of Battle


Major-General Nathaniel Greene 

1 x C-in-C

1st Line 

(1 x Commander)
Butler's NC Militia
Eaton's NC Militia
Campbell's VA Rifles
Lynch's VA Rifles
Lee's Legion Infantry
Lee's Legion Dragoons
Washington's 1st/3rd Continental Dragoons
Artillery Battery - 2 x 6 pounders

2nd Line

(1 x Commander)
Lawson's VA Militia
Steven's VA Militia

3rd Line

(1 x Commander)
4th VA Regiment
5th VA Regiment
1st MD Regiment
2nd MD Regiment
Artillery Battery - 2 x 6 pounders

Thursday, February 27, 2020

AWI Scenario: Breed's Hill, 1775


There is a back story here.  I had pre-ordered 12 boxes of Perry Miniatures new French Napoleonic infantry, but much like a Community Chest card in Monopoly, "shipping error in your favor" - I was mistakenly sent 12 boxes of American AWI infantry.  I decided this was some sort of act of fate and kept a hold of the boxes (paying Perry for them).

As a result I arrive here at this.  Two scenarios that have always stuck out in my head for AWI are Breed's Hill (commonly called Bunker Hill) and Guilford Courthouse.  The plunge has been taken - I guess this is just going to happen now.

Fortunately, for the short term while I get my forces completed, Matt Hilzendrager has a decent AWI collection.  Although it is based for skirmish wargaming, it will certainly suffice in order to play through the scenario.  You may remember a version of this game being run at KublaCon a couple of years ago ...


That game was played using the rules Brother Against Brother.

For me I'm primarily inspired by this picture below ...


While not perfect, I believe this shows a much more historically accurate visual of the American positions.  With that in mind I've set off down this road.

Rules & Scenario Map

This scenario is specifically written for my rules called Liberty or Death.  These are available for download from here.  These rules follow in the same base/core as my Napoleonic rules (Empires At War) and ACW rules (This Hallowed Ground).


Scenario map is below.  The water areas displayed are shallow (swampy) and passable (although count as difficult terrain).  At the bottom of the map is the shoreline/beach.


The redoubt, breastwork and fleches provide a fortified position for the defending American units. The reinforced fence counts as cover for the defending American units.

AMERICAN SPECIAL RULES

Limited Ammunition:  The American army starts with 16 ammunition markers (can use powder barrels).  Each time an infantry unit fires it uses 1 ammunition marker.  If no ammunition markers are remaining when a unit fires, they are considered to be out of ammunition.

Out of Ammunition:  Units that fire when out of ammunition resolve shooting with the minimum 2D6 for shooting regardless of unit formation,  range, or modifiers.

British Order of Battle


Right Wing (Major General Howe)

Light Infantry
Grenadiers
5th Foot
52nd Foot
Artillery Battery - 3 x 6pdrs


Left Wing (Brigadier General Pigott)

38th Foot
43rd Foot
47th Foot
1st Marines
Light Infantry


Third Wave (Major General Clinton)

2nd Marines
63rd Foot


Note:  Clinton's forces enter on turn 2 as shown on the map.

American Order of Battle


Redoubt & Breastwork (Prescott, Frye, Bridge)

9th Massachusetts
10th Massachusetts
11th Massachusetts
Artillery Battery - 2 x 3pdrs


Fleches (Nixon, Brewer, Doolittle)

16th Massachusetts
18th Massachusetts
19th Massachusetts


Reinforced Fence (Reed, Stark)

1st New Hampshire
3rd New Hampshire
Artillery Battery - 2 x 6pdrs


1st NH (Stark) is a very large unit and has the following rules:

6 bases (24-36 figures)
Morale: 12/24/36
Shooting Modifier: +4D6
Melee Modifier: +4D6

Above modifiers replace the regular modifiers for being a large unit.

Thursday, February 20, 2020

ACW Scenario: Siege of Vicksburg, 1863

Here is my official write up for my Vicksburg game.  I have a small supplement for This Hallowed Ground I'll be publishing that covers the Ironclad rules.

Overview

The siege of Vicksburg lasted from the Spring of 1862 thru to the surrender of Vicksburg in July of 1863.  This was a pivotal and often overlooked battle in the American Civil War, primarily because of the battle of Gettysburg -which is far more well known and also was fought in July of 1863.

I argue that while Gettysburg is seen as a turning point in the war, the surrender of Vicksburg was as critical - if not more critical in contributing to that turning point.  The fall of Vicksburg cut the Confederate states in half by eliminating their key supply line across the Mississippi river.  This resulted in the Union's total control of the Mississippi river.

Disclaimer:  I've taken several liberties with this scenario in order to make it both more enjoyable to play and scenic (for example, shifting were the historical Union assault occurred and adding in a Confederate naval component).  This is all done in order to provide a great gaming experience while keeping somewhat in theme with the historical battle.

Scenario Map

This scenario combines both land and naval elements into the same game.  There is an alternate map that doesn't use the naval element as well.  This focuses on the initial (and unsuccessful) Union assaults on the city's fortified positions.  While the land action didn't occur near the river, I've shifted the rail line and assaulted positions for the scenario around to the area by the river simply so I could fit both land and naval battles within a reasonable table footprint.  This also allows for more scenic elements to be included.

There was really no naval action other than the Union navy passing and bombarding the city - I've taken the liberty to add a Confederate naval element to the game in order to expand the enjoyment of the game.

Below you will find the details on the table layout and scenario map.

Scenario Map - Full

The full sized scenario map is above.  This is a 6 foot by 16 foot table size (for 28mm games).

Scenario Map - Alternate

For those that don't want to play with the naval/river elements, you can use this alternate scenario map that focuses on the land battle only.


Additional pictures of this table layout can be seen here:

https://jayswargamingmadness.blogspot.com/2020/02/vicksburg-cabincon.html

Scenario Rules

This scenario is designed for This Hallowed Ground (free download) but can easily be used with other rule sets with little or very minor translation.

Game Length
This game lasts for 7 turns.

Objectives
Each Confederate siege gun position (as shown on the map) is worth 15 victory points for the Union if occupied by a Union unit at games end (regardless of the unit state).

A sunken gunboat or ironclad is worth 10 victory points.

All other victory points are awarded as per the standard rules.

Limited Reinforcements
Confederate units that pass a successful Rally order will recover D2 hits (instead of the normal D3+2 hits).

Siege Artillery
The following rules apply to all siege artillery units:
  • Units are fixed in place and cannot be moved.
  • Ignore the dice modifier for shooting at units that are in cover.
  • When shooting at siege artillery, the -4D6 for shooting at unlimbered artillery is replaced by a -2D6.
In addition to the above, siege mortars also have the following rules:
  • No LOS needed to target unit to shoot, however if no LOS can be draw to the target unit, apply a -2D6 die modifier to the shooting dice pool.
  • Saves from shooting at always a 6 (no rerolls if in a fortified position).
  • When targeting artillery units, siege mortars ignore the shooting dice modifier for firing at unlimbered siege, field or horse artillery.

Railroad Line
The area between the Confederate right and left trench lines that is cut by the railroad tracks is barricaded and considered impassable for this scenario.

Observation Balloon/Towers
The Union observation balloon allows one Union artillery unit to reroll all shooting misses each turn.  The 2 x Confederate observation towers allow two Confederate artillery units to reroll all shooting misses each turn.

Cheval de Frise
Units must stop moving when Cheval de Frise is encountered.  The unit can Advance on the next turn and pass the Cheval de Frise but can not execute a Run or Charge order.

Confederate Order of Battle


Headquarters
1 x C-in-C
HQ is fixed and located near the railroad track (denoted by the larger tent pictured on the map).

Confederate Left
1 x Commander
5 x Infantry Units (regular size)
2 x Siege Artillery Units (regular size)

Confederate Right
1 x Commander
5 x Infantry Units (regular size)
3 x Siege Artillery Units (regular size)

All Confederate units start deployed on the table in the positions denoted on the map.

If using the naval component:
1 x CSS Virginia Ironclad
1 x CSS Tennessee Ironclad

Union Order of Battle


Headquarters
1 x C-in-C

1st Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Mortar Unit (regular size)

This brigade starts on the Union left.  The siege mortar and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

2nd Brigade
1 x Commander
5 x Infantry Units (regular size)

This brigade starts on the Union left between the 1st and 3rd brigades.  3 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2. 

3rd Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Artillery Unit (regular size)

This brigade starts near/on the train tracks by the central Union siege gun position.  The siege artillery and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

4th Brigade
1 x Commander
5 x Infantry Units (regular size)

This brigade starts to the right of the central Union siege gun position.  2 infantry units are deployed on the table as shown on the scenario map.  The remaining 3 infantry units can enter from the table edge at the start of turn 2.

5th Brigade
1 x Commander
4 x Infantry Units (regular size)
1 x Siege Mortar Unit (regular size)

This brigade starts on the far Union right.  The siege mortar and 2 infantry units are deployed on the table as shown on the scenario map.  The remaining 2 infantry units can enter from the table edge at the start of turn 2.

If using the naval component:
1 x USS Monitor Ironclad
1 x USS Cairo Gunboat
1 x USS Essex Gunboat