Showing posts with label Scenario. Show all posts
Showing posts with label Scenario. Show all posts

Wednesday, April 22, 2020

THE BATTLE OF WILLOW ROAD BRIDGE


The Setting

After a score of years with their grievances to high  taxes, unfair trade policies, lack of true representation in the Imperial Council, and inequality under the laws, the Union of the Packs of the Commonwealth regions had had enough. In the winter of 1761, they declared independence from the Wolfenstein Empire. Everyone knew the Empire would attempt to bring the rebels back into the fold--by force if necessary--but would have to wait for good weather.

The Union knew there were too many bridges across the Plains River to be able to guard them all, so set about destroying the places it could not control. The Willow Road Bridge was one of these, and while the Union did not expect any opposition, prudence dictated sending an armed escort.

The Empire had spent the winter scouting for the best invasion points into the Union. Some, like the city of The Plains were going to be heavily defended, so finding an undefended crossing point to launch a flanking maneuver was decided on. Willow Road provided a good network to travel on and the bridge across the Plains River was wide and strong enough to handle the largest, heaviest artillery and wagons. It was decided to send a reconnaissance in force to capture the bridge in preparation of the main forces crossing. 
The Battle Field Looking West at the Top



The Union General Baysmoon had started his force off just before dawn. On arriving at the objective around seven in the morning, his engineer informed him that it would take his group about five hours to prepare the bridge for destruction. Baysmoon set them immediately onto their task while he went off to the local tavern to have breakfast, leaving his second in command, General Hunter to oversee the troops in his absence. Returning just after nine, he noticed a cloud of dust on the horizon. General Hunter, who had been observing the same dust from atop the nearby hill, quickly road down to his commander. “It would seem we are in for a show today. What are your orders Sir?”

With the enemy approaching, the Union forces cross the bridge to take up a defensive position on the hills to the east and form a blocking force across the main road.
Union Forces Headed to the East


Seeing the unexpected enemy in their defensive positions, Imperial General Sir Arfer sends his cavalry to both flanks while his infantry begins arriving along the road. Knowing time is critical, he launches his cavalry on the attack--not waiting for his infantry support--expecting that his quality and weight of numbers will carry them to victory. The outcome is not what he expected. Both sides’ battle cavalry force their opponents to retreat, while the Union’s Spitz’s Hussars easily defeat Lord Saluki’s Hussars. Their success is short lived as the Hussar’s lively charge carries them into the fire of the Empires light infantry causing Spitz;s forces to retreat.


Empire's Lord Pawling's Cuirassier Clash with the Union Snifferbutt's Dragoons



Light Cavalry Clash. Once Old Friend Meet in Combat for the First Time. 
Spitz's Hussars on the Left, Empire's Saluki's the Right
However indecisive the cavalry battle, it buys time for the Empire’s infantry to deploy and begin the general advance. A fire fight erupts across the whole line and the Union finds itself needing to give ground to prevent the battle line being flanked. The slow progress allows both sides’ cavalry to recover and reenter the fight. This time the Union’s Snifferbutt’s Dragoon rout the Empire’s Beggin’s Dragoon. This allowed them to make the significant contribution to the infantry assault that otherwise would have left the Union’s last line infantry alone against three opponents. 
Empire Shepardton's Lights Skirmishing with the Union Battle Line


With the Union forces pressed against the river, the Empire launched the decisive assault across the entire line. Victory would see them capture the bridge, but it was not yet to be. Both sides’ infantry were routed while Snifferbutt’s dragoons were victorious. The Empire still had one more trick in its bag. Launching the recovered Lord Pawling’s Cuirassier into a charge, with the support of the Shepardton’s Light Infantry, they routed the dragoon’s but were themselves routed. This removed all Union opposition from the east side of the bridge with most of the Union forces in a near state of collapse. During this whole time, the Union engineers had been working. Even with all the coming and going, through their Herculean effort the bridge had been mined. The fuse was lit, it burned, then sputtered, when suddenly, just as the Pawling’s Light Infantry neared the bridge, it exploded in a spectacular display. Miraculously all the Union troops had made it back west of the river before the bridge’s destruction. Tired and worn, the Union forces made a hasty withdrawal as the Empire troops could only watch.
The Empire's Assault. Out Numbering the Enemy 2-to-1 What Could go Wrong?


The Infantry on Both Side Retreating. Odds are Still in the Empires Favor


All the Union Forces Retreated to the West the Shepardton Lights Watch as the Bridge Over the Plains River Explodes. 
Observations

The game went well as most of the time my opinion kept shifting as to which side I felt had the upper hand. The Empire took the maximum time to reach the battlefield. They were hindered by a few low activity turns, yet they came within a moment of winning the game. The Union cavalry are the heroes of the day, especially Colonel Snifferbutt’s Dragoons. At every critical moment, the cavalry force rose to the occasion. Getting Admirable command results, allowed them to make double moves to get to critical positions and fight well above the average.

Overall, it was a close game with both armies being just short of the breaking point. I really thought I had myself handily beat a couple of times, only to see critical reversals take place. The next battle will be the Crossing Point.


Thursday, October 10, 2019

We Came, We Saw, We Got Our Butts Kicked.


This past week my local group gathered to play a game of Honors of War (HoW). The game pitted the Austrians and Prussians in an epic clash. We had eight players, four to a side and around one thousand figures on the table by games end.

The Austrians were tasked with holding a ridgeline and two small towns against a massive Prussian assault. Initially only a vanguard of grenadiers was available along with a substantial cavalry element to hold the planes on the right flank. The plan was to hold the ridgeline awaiting reinforcements to solidify the position and for the cavalry to engage their opposite number and upon that success to launch spoiling attacks against the then exposed Prussian infantry’s flank. As you can likely tell by the title none of this went as planned.


Austrian cavalry prepare to vanquish their Prussian opponents. The troops on the right are destined never to leave this spot.
On the first turn our grenadiers moved up and took their position at the front of the hill while my cavalry group headed off to attack, however the other half of the cavalry failed to activate. The Prussian infantry rushed forward making good time, while their cavalry oddly held back. 


On turn two our cavalry group again surged forward. Little was I to know that this would be the last time our second cavalry group would activate. Over the next few turns our reinforcements arrived and to my surprise the Prussian, after making amazing progress simply halted outside of musket range. I had to wait for the cavalry reinforcements to catch up because my right flank support repeatedly failed to move. I was finally ready to launch my attack against the enemy cavalry, when suddenly the Prussian reinforcements of hussars arrived on our flank, and just behind our dawdling cavalry. The rear attack against them potentially left them vulnerable, but since our cavalry was not pinned each unit contacted had the opportunity to turn and face the enemy charge with each only needing a 3+ to succeed. Five out of six units failed the roll. I was forced to send part of my cavalry back to try and prevent disaster. By games end our cavalry force was a mess. The Prussians still had a fully intact brigade of dragoons ready to go. We had lost 5 battalions and over half of the remaining were blown. The Prussian hussars were also spent, as was more than half of the rest of their cavalry. For us the battle was over.


Reinforced, the Austrians cavalry advance against the Prussians.

The Austrian central hill position await the Prussian infantry advance.
Prussian grenadier capture the town. Austrians linger just outside musket range.
After the unexpected flanking rear attack by Prussian hussars half the Austrian cavalry are in a major disarray.
Having seen off a battalion of Prussian grenadiers the rest of the Austrian cavalry await the inevitable Prussian cavalry charge.
On the opposite flank the reason for the Prussian infantry delay became clear as a pair of fresh infantry brigades came crashing into our left flank. With both flanks compromised and a force of nearly intact veteran Prussian infantry to our front we concede the game. 

The main Prussian battle line engage the central hill.

The disarraying outcome of the cavalry battle with units scattered across the field. Prussian hussars lower left, dragoon and cuirassier right. Austrian cavalry upper left and center. 
As one sided as this turned out everyone, save one of us, had a good time. For obvious reasons the poor fellow who never got to play, other than by rolling poor dice, did not enjoy the experience. What I took away was the need to limit both Dithering and Dashing commanders. Their extremes of a one third chance to either not activate, or on the opposite side, a one third chance to double move, are real game changers. Personally, I hate a system that prevents you from playing simply because of luck. I am considering modifying the effect to only allowing half of a force to advance on a Poor result, while a Feeble result will be no units may advance.

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