An Imagi-Nations game.
I've been getting my 3mm figures ready for this one. Given the size of these boys I've based them as standard looking battalions on 40mm frontages. They would probably serve in conflicts from the 18th to 20th Century.
I'm using a map of Germany north of the Weser, but the control mechanism for these solo games is the snakes and ladders grid.
The rules I'm using are Shako to Coalscuttle. The first campaign is in 1800 and its smooth bore cannon and muskets.
Week 1
Start. The Grand Duchy of the Blaü musters it's forces under Lt General, The Baron von Pumphosen. The dice roll is 7, and we have four battalions, two cavalry Regiments and a battery of guns. A second Officer, Major Gen von Hemorrhoid brings in a further two battalions.
The first dice is a 1. The Duchy troops are in high morale. Another two battalions arrive, one of which is from the Blau Garde, the Duke's personal collection of giant Grenadiers. I ascend a level on the table. An Officer shines. Colonel Heinz Scloup is promoted to Brigadier.
Week 2
The second dice is a 6! The march begins. I draw a new Officer, from the Notables deck. La Compte von Pommes Fritz a famed artillerist. He brings with him two points so these must be further batteries.
The next dice is a 3. It's an early battle. Six units per side. The Principality of Das Röt attempts a surprise attack. Heinz faces a random draw of six enemy points. He commands four battalions, a Cavalry Regiment and a single foot battery.
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Schloup's Brigade |
The terrain is open with three possible strong points, and two woods.
The attack is at noon on the Weibeck road.
Blaű on the March
Lt Gen von Ph: 4 battalions 1 Cavalry Regt, 1 battery, and the Compte.
M. Gen von Sch: 4 battalions 1 Cavalry Regt, 1 battery
M Gen von H: 1st Garde Grenadiers, 1st Rifle Battalion. 1 horse battery. 1st Squadron Royal Horse Grenadiers.
The Game
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Red charge the Blue Cavalry Regiment, using a shock dice. |
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The Blue countercharge, roll three dice and get two push backs on Red. Red gain extra dice with the shock, roll two disruptions, a kill and a push back. |
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Blue's battery gets a disruption(5) on the Red line |
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Blues horse guns get a disruption and push back onto the withdrawn Red chargers. |
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Red charge again destroying Blue's Cavalry. They pay for it with a kill and disruption. |
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The Red Jager move through the woods and give one of Blue's line battalions a kill and two withdrawals. |
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And a blurry photo as it looks dodgy for Blue. |
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Red Cavalry swarms the flank. |
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A Blue line battalion drives back the Jager. |
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Red Cavalry charges onto the guns. A kill and a disruption. The gun inflicts a pushback and a disruption, but is destroyed. |
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That Red Cavalry is really on the flank now. |
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The Jäger come back and drive off the line. Honestly Blue look to be in retreat now. |
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Blue retires in squares. |
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And Red advances. |
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Red Cavalry breaks a square. |
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The Cavalry is thrown back but Blur has only a single battalion remaining. |
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Reds last gamble, they charge the last square, which is thrown back into the orchard. The Red Commander is defeated and barely escapes. |
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Heinz loses the Brigade, and hides in the town. A Triumphant Red are on the loose. The Red Cavalry Major General is re-rated as aggressive. |
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