Monday, September 23, 2019

New Scenario: C-in-C’s at Work


I ran a different sort of scenario for my Toy Solders game on Wednesday. The goal of this was to test out an idea of reserves. I wanted C-in-C’s to have a broader job than just moving from crisis point to crisis point adding the command points. I worked out rules to activate and attach reserves for the game that required them to be within command range of the divisional commander they were attaching to. We played through it twice and while it worked, it still lacked the crises point issue that I had hoped for. The scenario both times went well, so all is good on that front.
Game 1 opening moves


In the first game both sides shifted forces to attack/reinforce the town road exit. This led to a weakening of the central road position that the forces of Otherwhen succeeded in taking. 


Reinforcing the town
Cavalry battle on the town flank
Assault on the central hill line


In the second game cavalry was sent to the high hill flank while the main assault came straight up the central road. Devastating fire from the Otherwhen forces had the Nodd defenders reeling. Even with this the Nodd defenders were not pushed off the hill until the last turn. 
Game 2
The cavalry battle near the town, while the key assaults approach the hill line.

Otherwhen assault advancing up the main road
Otherwhen's assault on the big hill begins. 
Nodd's infantry stand ready on the central hill 
Cavalry face off in the valley below the big hill.
Otherwhen cuirassier and lancers in the foreground. Nodd hussars to the left. 
The cavalry battle near the town road.

Last of Nodd's cuirassier defending near the town await the Otherwhen charge.


Otherwhen's Queen's Guard lend their weight to the assault on Nodd's Royal Foot Guard. 
At battles end the field nearly empty of Nodd defenders 

At near days end Nodd's Royal Foot Guard still holding on to the main road right to the end





Monday, September 16, 2019

Dog Wars - Warfare in the Age of Madness

Beginning a new project is always exciting. This one especially, since I have been planning it for over 30 years. This is my mid 18th century grand project in order solo play Charles Stewart Grant's Scenarios for Wargamers, and Programed Scenarios for Wargamers. It requires at least 15 units of line infantry, 5 of light infantry, 16 of medium and heavy cavalry, 5 of light cavalry and 6 batteries of artillery.

My plan is to play using Honours of War (HoW) rules because of the random element in command activation, which as a solo gamer is good. It means that my overall knowledge of what both armies want to do can still be thwarted by good, or bad die rolls for command. They also play fast enough that even with the number of units involved it should not take me to long to complete turns. Another useful thing is they allow for both size and quality differences of units. This is a big thing for campaigns since it allows an easy way to implement changes that will take place.

This is an ImagiNation project, so a lot of additional work is required. There are a number of things already started. Figures are ordered, uniforms designed, national and regimental  flags are begun, rules are chosen, scenarios are set. As ideas become reality, and more things start to jell, my enthusiasm continues to grow. Unlike the Toy Soldiers project that was designed to be a multi-player event for store games and conventions, this ones primary intention is for myself. I expect much more activity here as things develop.