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

Monday, February 25, 2019

Mines of Moria - Middle Earth SBG Scenarios

As I have everything painted in order to support my Mines of Moria scenarios, I'm getting them written down here for my own sanity --- and of course to share with all of you who may be interested.  I'm currently in the process of switching all my Goblins and Fellowship models (I have many) over to clear plastic bases.


Below I have three scenarios that represent the flight of the Fellowship of the Ring through the Mines of Moria - which are a little different from previous incarnations from the various LOTR source books from Games Workshop.  My goal here from a terrain perspective is to have something that looks great, but is fairly easy to store and create.  I'll be heavily using foam to create my terrain for this (look for a separate post on that).

Dungeon Mat from Deep Cut Studio

The "base" of the tabletop will be the Dungeon mat (mouse pad) from Deep Cut Studio (https://www.deepcutstudio.com/product/game-mat-dungeon/).  I ordered the 4 foot by 4 foot mat for this.  For my smaller scenarios, I will use a black felt mat to lay over the dungeon mat to help keep the smaller areas defined (rather than ordering additional mats).

Scenarios are below, in order:

  • Balin's Tomb
  • Escape from Darrowdelf
  • Bridge at Khazad Dum


Balin's Tomb

This is a classic LOTR scenario.  I've taken a slightly different direction on it here.  The Fellowship greatly out classes the Goblin's in this case.  The intention is to limit the Goblin reinforcements and force the fellowship to destroy the entire Goblin force - before fleeing the tomb (and proceeding to the Escape from Darrowdelf scenario).

SCENARIO MAP & SPECIAL RULES

Below is the scenario map showing a 2 foot by 3 foot table.  Balin's tomb is 2 feet square.  The tomb is located in the center.  The dark grey shows the 2" raised around surrounding the tomb.  The 4 black squares are pillars, the the black circle is the well.  Stairs to the raised level are located to the left and right of the gate into the tomb.

Scenario Map

Good Force Starting Positions:  Gimli starts on top of Balin's tomb.  Both Aragorn and Boromir start at the gate into the tomb (within 3").  Gandalf, Legolas, and all the hobbits start the game deployed within 6" of Balin's tomb.

Evil Force Entry:  Evil groups move onto the board from the table edge denoted on the map.  On turn 1, evil group 1 enters the game.  On turn 2, evil group 2 enters the game.  On turn three, evil group 3 enters the game.

Evil Force Reinforcements:  Before starting the game, the evil player rolls 1D3+1.  This is the number of reinforcement groups that will come into the game.  Use a die or other marker to keep track of this number.  On any turn from 4 onward, if there are 12 goblin casualties, a reinforcement group forms on the 12 Goblins using whatever armaments they consist of (what you see is what you get - WYSIWYG).  When a reinforcement group enters the table, reduce the die/counter that is keeping track of the number of reinforcement groups.  Note the Cave Troll does not re-enter if it is slain.

Favoured of the Valar: At the start of the game, the good player rolls 1D3.  Record the result.  This is the number of rerolls available to the good player for the duration of the game (separate from any other special rules, etc.).  These "Valar" rerolls can be used to reroll any single D6 rolled by the good player in the game at any time.  They can even be used to reroll an already rerolled die.  When a reroll is used, reduce the number on the Valar reroll die by one.  Once they are gone they cannot be restored in any way.  Heroes may use Might points to adjust the results normally.

End of Game:  The game ends in an evil victory at the end of a turn where the Fellowship has suffered a casualty (as this would significantly change the course of events in Middle Earth).  The game ends in a good victory if at the end of any turn there are no evil models left on the table (even if reinforcement groups remain), or once all Goblin forces (groups 1-3 + reinforcements) have been killed.

GOOD ORDER OF BATTLE


The Fellowship

Fellowship of the Ring (785 Points)
  • Gandalf the Grey (170) - Staff of Power, Glamdring, Narya
  • Frodo Baggins (60) - Dagger, The One Ring, Mithril Coat (15), Sting (5)
  • Samwise Gamgee (40) - Dagger
  • Meriadoc Brandybuck (10) - Dagger
  • Peregrin Took (10) - Dagger
  • Aragorn - Strider (160) - Sword, Armour (5), Bow (5)
  • Boromir of Gondor (95) - Armour, Sword, Horn of Gondor, Shield (5)
  • Legolas Greenleaf (100) - Elven Daggers, Elf Bow, Armour (5)
  • Gimli, Son of Gloin (100) - Heavy Dwarf Armour, Master Forged 2 Handed Axe, 2 Axes, Throwing Axes

EVIL ORDER OF BATTLE


Group 1

Group 1 (95 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 4 x Moria Goblin Warriros (16) - Armour, Sword, Shield (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Orc Bow (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Spear (4)

Group 2

Group 2 (95 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 4 x Moria Goblin Warriros (16) - Armour, Sword, Shield (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Orc Bow (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Spear (4)

Group 3

Group 3 (140 Points)
  • 1 x Cave Troll (75) - Spear, Troll Chain (5)
  • 4 x Moria Goblin Warriros (16) - Armour, Sword, Shield (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Orc Bow (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Spear (4)

Escape from Darrowdelf

Below is the scenario map showing a 2 foot by 4 foot table.  The "stairs" start at 8" high, decreasing by 1" at each turn.  Each connection point between two lengths of stairs has a staircase and a column of rocks for support.  This is important because "case dwellers" can climb these rocks up onto the staircase.  The left side black area is a rock wall with a central cave opening (no door).

Scenario Map

Good Force Starting Positions:  The fellowship starts the game on the first length of staircase (8"), being deployed within 8" of the table edge (if a little more space is needed it can be taken).  The fellowship should form a single model wide column along the staircase.

Evil Force Entry:  Evil groups move onto the board from the table edge denoted on the map.  On turn 1, evil group 1 enters the game.  On turn 2, evil group 2 enters the game.  On turn three, evil group 3 enters the game.

Evil Force Reinforcements:  The evil side has unlimited reinforcements for this scenario.  On any turn from 4 onward, if there are 12 goblin casualties, a reinforcement group forms on the 12 Goblins using whatever armaments they consist of (what you see is what you get - WYSIWYG).  Note the Cave Troll does not re-enter if it is slain.

Chasms:  On a turn where the combined total rolled for both the evil and good side for priority equals 8 or higher, the evil side can place a single chasm marker on a span of the staircase (cannot be placed overlapping stairs between levels).  Place a 2" wide black marker.  This represents breaks in the staircase that must be leaped over in order to pass.  The evil side may only place a maximum of 3 chasms during a single game.

Falling:  While the staircase used is only 8" at it's highest point for practical game purposes, it only abstractly represents the staircases.  The "real" (right, it is a fantasy setting, har har) staircases are much higher.  Any model that falls from the edge of the staircases from 5" or higher automatically becomes a casualty.  From 4" and lower, models suffer falling damage as normal.

Favoured of the Valar: At the start of the game, the good player rolls 1D3.  Record the result.  This is the number of rerolls available to the good player for the duration of the game (separate from any other special rules, etc.).  These "Valar" rerolls can be used to reroll any single D6 rolled by the good player in the game at any time.  They can even be used to reroll an already rerolled die.  When a reroll is used, reduce the number on the Valar reroll die by one.  Once they are gone they cannot be restored in any way.  Heroes may use Might points to adjust the results normally.

End of Game:  The game ends in an evil victory at the end of a turn where the Fellowship has suffered a casualty (as this would significantly change the course of events in Middle Earth).  The game ends in a good victory once all fellowship models have exited the table through the cave opening denoted on the left side of the map.

GOOD ORDER OF BATTLE


The Fellowship

Fellowship of the Ring (785 Points)
  • Gandalf the Grey (170) - Staff of Power, Glamdring, Narya
  • Frodo Baggins (60) - Dagger, The One Ring, Mithril Coat (15), Sting (5)
  • Samwise Gamgee (40) - Dagger
  • Meriadoc Brandybuck (10) - Dagger
  • Peregrin Took (10) - Dagger
  • Aragorn - Strider (160) - Sword, Armour (5), Bow (5)
  • Boromir of Gondor (95) - Armour, Sword, Horn of Gondor, Shield (5)
  • Legolas Greenleaf (100) - Elven Daggers, Elf Bow, Armour (5)
  • Gimli, Son of Gloin (100) - Heavy Dwarf Armour, Master Forged 2 Handed Axe, 2 Axes, Throwing Axes

EVIL ORDER OF BATTLE


Group 1

Group 1 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 2

Group 2 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 3

Group 3 (155 Points)
  • 1 x Cave Troll (75) - Spear, Troll Chain (5)
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Bridge at Khazad Dum

Below is the scenario map showing a 4 foot by 4 foot table.  The chasm is placed between the 2' and 3' span as shown on the map.  The chasm is a minimum of 6" wide and a maximum of 10" wide.  The bridge is 12" long.

Scenario Map

Good Force Starting Positions:  The fellowship is deployed within a 4" wide by 12" long area centered on the cave opening shown on the map.

Evil Force Entry:  Evil groups move onto the board from the table edge denoted on the map.  On turn 1, evil group 1 enters the game.  On turn 2, evil group 2 enters the game.  On turn three, evil group 3 enters the game.

Evil Force Reinforcements:  The evil side has unlimited reinforcements for this scenario.  On any turn from 4 onward, if there are 12 goblin casualties, a reinforcement group forms on the 12 Goblins using whatever armaments they consist of (what you see is what you get - WYSIWYG).  Note the Balrog does not re-enter if it is slain.

Chasm:  Any model that enters/falls into the chasm automatically becomes a casualty.

Bridge of Khazad Dum:  When Gandalf is on the bridge he can use a Sorcerous Blast to attempt to break the bridge.  The bridge has a Defence value of 10 with 3 Wounds.  When the bridge has lost all of it's wounds, the area between the north edge and Gandalf's position is destroyed (mark with black paper to show it is now a chasm).  Any models on the broken part of the bridge count as falling into the chasm (including the Balrog).  If the Balrog falls into the chasm, the evil player rolls 1D6.  On a 4-6, Gandalf falls into the chasm with the Balrog.  On a 1-3, Gandalf escapes the grips of the Balrog and continues on with the fellowship (but how will he ever become Gandalf the White?  Only the Valar know that ... perhaps he suffers a heart attack after eating some Lembas bread?).  Gandalf falling into the chasm does not trigger the evil victory condition.

Rock Formations:  Some rock formations are shown in dark grey.  Such formations are impassable to the fellowship, but can be moved over by models with the "cave dweller" special rule.

Favoured of the Valar: At the start of the game, the good player rolls 1D3.  Record the result.  This is the number of rerolls available to the good player for the duration of the game (separate from any other special rules, etc.).  These "Valar" rerolls can be used to reroll any single D6 rolled by the good player in the game at any time.  They can even be used to reroll an already rerolled die.  When a reroll is used, reduce the number on the Valar reroll die by one.  Once they are gone they cannot be restored in any way.  Heroes may use Might points to adjust the results normally.

End of Game:  The game ends in an evil victory at the end of a turn where the Fellowship has suffered a casualty (as this would significantly change the course of events in Middle Earth).  The only exception to this rule is if the Balrog causes Gandalf to fall into the chasm, in which case this does not automatically end the game.  The game ends in a good victory once all fellowship models (excluding Gandalf if pulled into the chasm by the Balrog) have exited the table through the corner of the table as shown on the lower left side of the map.

GOOD ORDER OF BATTLE


The Fellowship

Fellowship of the Ring (785 Points)
  • Gandalf the Grey (170) - Staff of Power, Glamdring, Narya
  • Frodo Baggins (60) - Dagger, The One Ring, Mithril Coat (15), Sting (5)
  • Samwise Gamgee (40) - Dagger
  • Meriadoc Brandybuck (10) - Dagger
  • Peregrin Took (10) - Dagger
  • Aragorn - Strider (160) - Sword, Armour (5), Bow (5)
  • Boromir of Gondor (95) - Armour, Sword, Horn of Gondor, Shield (5)
  • Legolas Greenleaf (100) - Elven Daggers, Elf Bow, Armour (5)
  • Gimli, Son of Gloin (100) - Heavy Dwarf Armour, Master Forged 2 Handed Axe, 2 Axes, Throwing Axes

EVIL ORDER OF BATTLE


Group 1

Group 1 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 2

Group 2 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 3

Group 3 (425 Points)
  • Balrog (350) - Giant Flaming Sword, Fiery Lash
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Friday, February 22, 2019

Charge of the Mumaks - Middle Earth SBG Scenario

A pivotal moment during the battle of the Pelennor Fields was after the Rohirrim had broken the Orc army and the Mûmaks of Harad charged into the remaining Rohan forces.  This scenario looks to recreate that moment.

I ran the first version of this game at DundraCon 2019 (pictures of that here).  I'll be running this version (expanded) of the game at KublaCon 2019.


Scenario Map & Special Rules


The map above show the starting positions for each side.  The game is played on a 6 foot by 8 foot table.  Roll for priority normally for the first turn.

Game End:  Game ends at the end of a turn when one (or both) sides have lost models equal to or greater than their break point.

If both sides are broken at the end of a turn, the side that is further past its break point (in number of models) is the loser (e.g. if Rohan breaks at 50 models and has lost 56 models, they are 6 models past their break point --- if Harad breaks at 60 models and has lost 62 models, they are only 2 models past their break point, and the winner).

If both sides are equally past their break point, the battle is a draw.

Rohan Order of Battle


King's Éored (487 points)
  • Théoden, King of Rohan - Heavy Armour, Herugrim, Armoured Horse, Shield
  • Gamling, Captain of Rohan - Heavy Armour, Horse, Royal Standard of Rohan
  • 16 x Rohan Royal Guard - Heavy Armour, Throwing Spears, Horse, Shield
Éomer's Éored (456 points)
  • Éomer, Marshal of the Riddermark - Heavy Armour, Throwing Spears, Armoured Horse
  • 7 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 8 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield
Erkenbrand's Éored (423 points)
  • Erkenbrand, Captain of Rohan - Heavy Armour, Horse, Shield
  • 8 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 7 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield
4th Éored (532 points)
  • Captain of Rohan - Heavy Armour, Horse, Shield
  • Rider of Rohan - Armour, Banner, Horse, Shield
  • Rider of Rohan - Armour, War Horn, Horse, Shield
  • Éowyn, Shield Maiden of Rohan - Armour, Throwing Spears, Horse
    Riding with Éowyn - only deploy if Éowyn dismounts or is thrown from her horse - in which case test for thrown rider for both Éowyn and Merry
    Meriadoc Brandybuck, Knight of the Mark - Armour, Dagger, Shield
  • 7 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 5 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield
5th Éored (428 points)
  • Captain of Rohan - Heavy Armour, Horse, Shield
  • Rider of Rohan - Armour, Banner, Horse, Shield
  • 8 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 6 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield

Total Points = 2,326

Total Number of Models = 114 /2 = 57 Models (Break Point)

Haradrim Order of Battle


Mûmak Horde (1,608 Points)
  • War Mûmak of Harad - Tusk Weapons, Sigils of Defiance
    Howdah:
    1 x Mahûd Beastmaster - Armour, Dagger
    6 x Haradrim Warrior - Armour, Dagger, Bows with Poisoned Arrows
    6 x Haradrim Warrior - Armour, Dagger, Spear
  • 4 x War Mûmak of Harad
    Howdah:
    1 x Haradrim Commander - Armour, War Spear
    6 x Haradrim Warrior - Armour, Dagger, Bows with Poisoned Arrows
    6 x Haradrim Warrior - Armour, Dagger, Spear
Each Mûmak counts as 1 model + 13 crew models for a total of 14 models.

Raiders Group 1 (271 Points)
  • Suladân the Serpent Lord - Armour, Sword, Serpent Banner, Armoured Horse
  • 1 x Haradrim Raider - Armour, Dagger, Horse, Banner
  • 4 x Haradrim Raider - Armour, Dagger, Horse, Bow with Poisoned Arrows
  • 6 x Haradrim Raider - Armour, Dagger, Horse, War Spear
Raiders Group 2 (228 Points)
  • Haradrim Chieftain - Armour, War Spear, Sword, Horse
  • 1 x Haradrim Raider - Armour, Dagger, Horse, Banner
  • 4 x Haradrim Raider - Armour, Dagger, Horse, Bow with Poisoned Arrows
  • 7 x Haradrim Raider - Armour, Dagger, Horse, War Spear
Mahûd Tribe (242 Points)
  • 1 x Mahûd King - Armour, Club, War Camel
  • 5 x Mahûd Raider - Armour, Club, Shield, War Camel, Blowpipe with Poisoned Darts
  • 4 x Mahûd Raider - Armour, Club, Shield, War Camel, War Spear

Total Points = 2,349 Points

Total Number of Models = 106 / 2 = 53 Models (Break Point)

Friday, October 6, 2017

Three Days At Gettysburg - Consolidating The Scenarios

I have another Wargames Illustrated article in the works.  This one will perhaps be the largest article yet (~3,500 words) as it takes the reader through my approach to building the three Gettysburg games.  Since I published the scenarios for each of the engagements throughout this year and last, I'm using this post to consolidate those scenarios into a single place.

In preparation for the article and to update the original scenario posts with actual pictures of the tables I used, I cleaned up some of the pictures and added setup notations.  I've included those pictures below and have gone back and updated the original scenario posts.

Sidebar:  One of the "pressures" of blogging is feeling like every post needs to be a novel or cover some major progress/battle report.  I've seen others post a little more frequently on week-to-week stuff they are working on and any progress they are making (or even on a lack of progress).  I'm trying out the "post a little more often" approach as there is always something each week that is going on ... let me know if it gets annoying (email or comment).

OK ... for the sake of consolidation and finding the scenarios easily when I run these games in the future ... and going in order that the engagements took place ...

McPherson's Ridge



Little Round Top


Battle Report:  http://jayswargamingmadness.blogspot.com/2017/05/kulbacon-2017-show-report.html (pictures from KublaCon - scroll down)


Pickett's Charge


Thursday, September 14, 2017

Napoleonic Scenario: Waterloo, 1815

Here is another scenario I'm working on for Napoleonic's.  I'm really happy with the Aspern-Essling scenario and plan to run that at DundraCon in February (will be play testing it before the end of the year - targeting November).


When I looked forward to KublaCon I was thinking about Waterloo.  Now, to date I've always considered anything related to Waterloo in 28mm to be a small section of the battle.  For example, a single game focused on the fighting at Hougoumont.  However, I got to thinking as I reviewed the size of our Napoleonic armies.


My first thought was there is no way I can fit the major landmarks (Chateau Hougoumont, La Haye Sainte, and Papelotte) on a reasonably sized table ... but why don't I work it out for the heck of it?  So I did using the Hovel's buildings (I already have La Haye Sainte and La Belle Alliance from Hovel's all done and painted).  So I opened up PowerPoint and created a map.  Version 1 of the map didn't work out but version 2 (as you'll see below) entered the realm of possibilities.


I used the building measurements to size the areas for each landmark on the map to see if it would fit in the table size I settled on - which they did!  Humm, well I certainly don't have enough troops?  Or do I?  Short answer - I do.  After going through everything it really came down to the following gaps:

Dutch-Belgians - Roy Scaife as agreed to get this formation completed (using Perry Miniatures).
French Guard Cavalry - I've purchased the French guard cavalry from Perry miniatures and will get it done as well.

With that, we have the entire OOB that is outlined in this scenario.  I will be using the talented David S. for the fur mats - of which this table needs 6 x four by 6 foot mats with the additional 2 foot by 6 foot mat - that is a heck of a lot of fur!  Interesting enough it all fell into place.

As such I present to you the "grand" scenario for the entire battle of Waterloo that we will be running at KublaCon in May (and play testing before - likely after DundraCon).

Map and Deployment Areas

The first map below shows the general layout of the table.  The main part of the table is 18 feet by 8 feet.  The 8 foot side near Hougoumont has an additional 2 foot by 6 foot section added for additional space and approach to the Chateau Hougoumont.  The second map displays the deployment areas for each of the corps formations.  See the order of battle section for details on which units comprise each corps.

Table is 18 feet by 8 feet - I usually don't like going over
6 feet wide but it is necessary to fit everything
on the table for this scenario.

Here is the map with initial positions for each corps.

Orders of Battle

Below are the orders of battle for the French, Anglo-Allied, and Prussian armies present at the battle.  As the armies present are very large I had to compress the organizations down into reasonable amounts of units and sub-divisions.  While the corps used align with the historical OOB, the individual divisions do not align perfectly to the actual number of divisions in each corps.  Regardless, the units and formations present are normalized, equalized and representative of the units in each of the corps.

Order of Battle:  French

Order of Battle:  British (Anglo-Allied)

Order of Battle:  Prussians

Game Length and Other Rules

I expect this game to be settled in 10-12 game turns.  I'll have to refine it as we get to play test it.  However, my current thinking is 10 turns with a roll for turns 11 and 12 (which would allow the Prussians more time to ruin a French victory).

I'm adding a new section of rules for "fighting in built up areas" (FIBUA).  I'm not done these rules yet -- I'm in the process of writing them up and will be play testing them soon as I'll need them for the Aspern-Essling scenario as well.  In general the idea is to streamline the process of engaging units (formed or skirmishers) in built up areas.  Short version is you feed all the bases from the unit "into" the built up area and each base generates a certain number of dice in melee.  Large structures/areas are divided up into sections.

Prussians will enter the game on the designated table edge (see map).  Starting on turn 5 the Anglo-Allied general will roll a D6.  On a 4+ the Prussians begin to arrive using reserve rolls (more on this below).  If they fail to arrive, add +1 to the dice result on turn 6, +2 on turn 7 and so on until they arrive.

On the turn the Prussians arrive, the Prussian player can select a single division from the Prussian corps to march onto the table (from the designated table edge) - Blucher enters at this time.  Charges cannot be declared by units moving onto the table.  For each other division in the Prussian corps roll 1D6 (adding the same modifiers to the dice result as was applied to the arrival dice, e.g. +1 on turn 6, +2 on turn 7, and so on).  On a D6 result of 4+ the division arrives.  Each turn a single division that has not arrived will arrive and march onto the table automatically.  Additional divisions will continue to roll adding the appropriate turn related modifiers - do this until all Prussian divisions have arrived and marched onto the table.

Victory Points

Apply victory points as follows:
  • +3 VPs for each broken infantry or cavalry unit.
  • +2 VPs for each shaken infantry or cavalry unit at games end.
  • +2 VPs for each broken artillery or skirmisher unit.
  • +1 VP for each shaken artillery or skirmisher unit at games end.
  • +20 VPs for control of Hougoumont.
  • +10 VPs for control of La Haye Sainte.
  • +10 VPs for control of Papelotte.

No points are awarded for La Belle Alliance (it is just for show).  To control a landmark on the table, more than 1/2 of the areas zones must be in your control.  A picture below shows the key landmarks of the battle.  I divide La Haye Sainte into 4 equal parts, Papelotte into 3 parts (one is the walled open area, then I split the main farm area in half), and Hougoumont is divided into 6 different parts (essentially divide each open area into two parts).

Key landmarks of the battle.

Summary/Conclusion

I believe this game will take us the better part of a day to complete but it should be an epic fight worthy of remembrance!  I'll update this scenario post as needed based on the results of the play test.  So, there you have it ... I've probably lost my mind a bit here ... but I'm committed to delivering this game at KublaCon in May.

Thursday, September 7, 2017

Napoleonic Scenario: Battle of Aspern-Essling, May 21-22, 1809

The battle of Aspern-Essling to me is a classic French/Austrian Napoleonic engagement.  Playing this battle in 28mm is a very challenging feat given the size of the forces involved.  When I looked at this scenario I considered pairing it down to just the fighting around Aspern - focusing on Massena and Hiller - but I decided to inside try to encapsulate the majority of the engagement.

This of course meant I had to compress the battlefield and forces into something that would be abstractly representative of the force composition while still providing a fun and balanced game.

The scenario map is below along with a terrain key.  I'm using three fur mats to build out this table - the "top" part of the map is two 4 by 6 foot mats and the "bottom" is a single 4 by 4 foot mat.  For the pontoon bridges I using the excellent Perry Miniatures sets (FN182, FN183, and FN184).  I wanted to include the river and bridges for extra visual possibility - and to add some variation into the scenario.

Scenario Map

I've included the map below that shows the deployment areas for each formation.


Austrian Order of Battle

C-in-C Charles

I Korps - Bellegarde
  • 3 x Line Infantry (Large)
  • 1 x Jager Companies
  • 1 x Foot Artillery Battery (Large + Howitzer)

II Korps - Hohenzollern
  • 3 x Line Infantry (Large)
  • 1 x Jager Companies
  • 1 x Foot Artillery Battery (Howitzer)

IV Korps - Rosenburg
  • 1 x Grenz Infantry
  • 1 x Landwehr Infantry
  • 1 x Jager Companies
  • 1 x Horse Artillery (Howitzer)
  • 1 x Uhlans (Large)
  • 1 x Hussars (Large)

VI Korps - Hiller
  • 3 x Line Infantry (Large)
  • 1 x Jager Companies
  • 1 x Foot Artillery Battery (Large + Howitzer)

Reserve Korps - Liechtenstein
  • 2 x Cuirassier (Large)
  • 2 x Dragoon (Large)
  • 1 x Horse Artillery (Howitzer)

French Order of Battle

C-in-C Napoleon

IV Corps - Massena
  • 3 x Light Infantry (Elite)
  • 4 x Line Infantry (Elite)
  • 1 x Foot Artillery (Howitzer)

II Corps - Lannes
  • 3 x Light Infantry
  • 4 x Line Infantry
  • 1 x Foot Artillery (Howitzer)

Cavalry Corps - Bessieres
  • 4 x Cuirassiers
  • 1 x Horse Artillery (Howitzer)

Light Cavalry Division - LaSalle
  • 1 x Hussar
  • 1 x Lancer

Position Battery (Redoubt)
  • 1 x Foot Artillery (Howitzer) (Independent Unit)

While I use the term "corps" above --- those formations will really act as brigades within the rules system - just one of the necessities when compressing a large battle down into something playable and achievable in 28mm.

There you have it ... the start of what I think will be a very fun and visually pleasing game.  I have essentially everything I need to do the scenario.  I've contracted the excellent David Skibicki to do the fur mats for me.  I'm likely going to have my 3D guy do a 28mm model for the famous granary in Aspern.  I have some minor stuff I need to do with my Austrian army (some basing and adjusting of some units).

Thursday, May 11, 2017

Making Scenario Maps with PowerPoint

Just a quicky today folks.

I've created a short (ish) video on how I use Microsoft PowerPoint to create my scenario maps.

Since I'm the farthest thing from an artist and can't create jaw dropping maps I looked to an easier way to build out my scenario maps ... using PowerPoint.


So in the spirit of sharing my lack of skills I've put up a video that hopefully you'll find useful ... unless of course you are an artist.  Embedded version below ... and link below that ...


You can watch this video here:  https://www.youtube.com/watch?v=uTrylQB2lIM

You can download the scenario template file here:  https://www.dropbox.com/s/sthajkew0v10ggj/scenario_template_sotek486.pptx?dl=0 (this is also in the new downloads widget on the right side of the blog, bottom of the list)

Tuesday, May 2, 2017

Napoleonic Scenario: Shevardino Redoubt

Here is the scenario for the Shevardino Redoubt.  Dan Kerrick and I will be play testing this scenario this coming Saturday so stay tuned for pictures of that game.


Shevardino Redoubt (Borodino) - September 5, 1812

Although most like to focus on the grand redoubt at Borodino, there was also a rather involved battle around the Shevardino Redoubt.  4 brigades from the French 5th division are to push straight at the redoubt in an effort to overrun the position and silence the guns.  The Russians have Jager units deployed forward of the redoubt to slow the French advance while the core of the infantry is positioned behind the redoubt.


Map and Initial Deployments

This game is played on a 6 foot by 10 foot table.  Terrain layout and initial unit deployments are shown in the picture below.  Units located in the redoubt gain a regular cover save of 5+.  Units defending the "front" part of the redoubt count as being at a defended obstacle.  Do not apply any special modifiers if units in the redoubt are engaged from the rear (across a part of the redoubt that is not crossing the breastworks).  Units that have been pushed back and are not positioned at the breastworks will gain a cover bonus but with the normal 5+ shooting save, and do not count as defending an obstacle in melee.  All fields and roads count as open terrain.  The town counts as open terrain while the buildings are impassable.

The Russian musketeer regiments behind the redoubt cannot activate (move) until turn 3.


Russian Order of Battle

27th infantry division (C-in-C:  GM Dmitrii Neverovski).





French Order of Battle

5th infantry division (C-inC:  GdD Compans).






Special Rules and Victory Conditions

This game lasts 8 turns.  At the end of turn 8, roll 1D6.  On a result of 3+ play a 9th turn.  At the end of turn 9, roll 1D6.  On a result of 5+ play a 10th and final turn.

This scenario uses the following special rules:

  • Stoic - Russian units with this rule gain +1D3 to all morale tests taken as a result of shooting casualties.  Note this bonus is only for shooting related morale tests and does not apply to morale tests taken for any other reason.


Standard victory conditions apply, with the following additions:

  • The side with the majority control of the redoubt at games end gains +15 victory points.  To determine control, for each unit located (even partially) in the redoubt, add the units break value, minus current number of hits.  If one side is great by a margin of 10 or more, it has control of the redoubt.  Otherwise, the redoubt is contested and no points are awarded.

Monday, May 1, 2017

ACW Scenario: Casey's Redoubt

As I wrap up the third and final scenario and game for Gettysburg, I look beyond to other engagements in the civil war.  Alas, here is my next scenario.  I will be running this game at the PacifiCon Game Expo in Santa Clara, CA on the weekend of September 1-4, 2017.

Battle of Fair Oaks (Seven Pines) - May 31, 1862

I wanted to do an engagement that was unique.  During the battle of Fair Oaks, there was a great action around a Union position containing a redoubt.  Also known as Seven Pines, the redoubt was called Casey's Redoubt after the Union general commanding the 3rd Division of the 4th Corps.  The Confederate forces ended up storming the position and forcing the Union troops to withdraw some 15 miles beyond the position.

There are technically more units involved than are represented in the scenario (for both sides), but the units I have involved in the scenario offer game balance for a force that is assaulting a fixed position.  It also reflects the potential for a historical outcome for the engagement.

Lastly, one of the key reasons I wanted to do this battle was the presence of heavy artillery in the redoubt.  For visual purposes, I'll exaggerate these into siege guns, and not just siege guns on a normal chassis but the fixed position guns because they look cool and I've wanted to use them in a game.  I bought several models from T.A. Miniatures for this purpose.

Storming Casey's redoubt.

Very cool siege guns from T.A. Miniatures below ...

100pdr Parrott Rifled Gun

32Pdr on Barbette Carriage

I also picked up some siege guns from Perry Miniatures ...

Siege gun from Perry Miniatures.

Scenario Map and Deployment

The table used for this game is 6 foot by 8 foot.  The map below shows the table layout and initial deployments for all units involved.


The areas denoted with fallen trees are considered difficult terrain, as are the forested areas.  The black lines extending either side of the redoubt represent a shallow entrenchment (or simple breastworks) that counts as a defended obstacle.  The redoubt is a fortified position (counts as cover, with saves from shooting increased to 4+).  The field (top left) with units from Garland's brigade counts as difficult ground (the field wasn't cleared at this point).

The twin houses located behind the redoubt are famous landmarks from this battle.  Nobody sells these in 28mm so I'll have to scratch build them, but that will not be all that difficult.  Some pictures of the twin houses below.




Union Order of Battle

3rd division of the 4th corps and a fixed position battery at Casey's redoubt.





Confederate Order of Battle

D.H. Hill's Division from the Confederate left wing (Longstreet).




Special Rules and Victory Conditions

The game lasts 8 turns.
  • Siege Guns:  The picture below shows the shooting stats for siege guns.  Additionally, just for this scenario, when shooting, siege guns can divide shooting dice between up to three different valid targets.  Determine all modifiers before dividing dice and divide dice across targets before rolling to hit.


  • Immobile:  The Union siege artillery positioned in the redoubt cannot be moved (includes "prolonging" the guns).

Standard victory conditions apply with the following additions:
  • Casey's Redoubt counts at 10 VPs for whichever side occupy's the position at the end of the game.