Monday, 11 October 2021

Scenario three: The Bridge at Kipringen

 Scenario three: The Bridge at Kipringen

An engineering Officer has been sent to strengthen the bridge to allow White's heavy baggage to cross.  The enemy determine to put a stop to that.



These games are using sections of my Geek Villian countryside mat, with contouring and terrain to match the Meckel map as far as possible.

SCENARIO C: BRIDGE TO VICTORY 

The attacker’s Battalion has been assigned to support a group of engineers that are going to rebuild a broken bridge over the river before darkness, so that all the heavy equipment can be transported to the other side. The defender has a battalion nearby that detects the bridge build, and attacks the construction site to delay the bridge building. 

SET UP 

The attacker’s side has a 24-point Battalion and 2 Engineer units of 6 men each for free. The defender’s side has a 24-point Battalion. 

Table size 48" x 48". 

Terrain: 

In the middle of the table from the North to the South edge there is a river that counts as Difficult terrain, both river banks are steep and count as Obstacles.

Both sides of the river have a mix of forest, hills, and open areas. The attacker deploys his entire Company as well as the Engineers in the West Zone. When the attacker has deployed, the defender sets up his units along the East board edge. At least one model from each unit must be touching the table edge. 

SPECIAL RULES 

The attacker must complete the bridge before dusk. To rebuild the bridge the Engineers must spend time in the river beside the bridge. If a unit of Engineers succeed with the special Action: Build, they generate as many Construction Points as the natural roll for their Build Action. Keep a running total of all Construction Points generated, as the attacker needs 60 of them to complete the bridge. Engineer units have the same stat line as Shock Infantry but has no Firing value and may not use any of the Special Rules or make

Attack Actions. Units in the river count as in Cover from shooting.

ENDING THE SCENARIO 

After turn 8 roll a die and add the turns already played, if result 14 or more this was the last turn. End the scenario if any of the conditions noted in the section “Ending the game” apply. 

OBJECTIVES 

For attacker: 

+ 4 Honour if the bridge is completed, the total of 60 Construction Points is reached, before dusk. 

+ 2 Honour if they have built 40 or more Construction Points by the end of the game but have not completed the bridge. 

+ 1 Honour if your Company managed to cause more than 33% casualties. 

+ 1 Honour if your company took less than 33% casualties. 

For defender: 

+ 3 Honour if the bridge wasn’t finished by dusk. 

+ 1 Honour for each of the Engineer units removed from table. 

+ 1 Honour if your company took less than 33% casualties.

The Game


The Bridge at Kipringen

White deployment.  Grenadiers marching for the bridge.

Blue deploy and that fiend Colonel Babbage mirrors my deployment of white.

The Blue Grenadiers don't seem keen today.  Or does Colonel Babbage have a plan?

But Blue close up onto the ridge.

White cross the bridge.  The Grenadiers form close order

And the battalion gun covers the Grenadiers from higher up.
Whit's Grenadirs give a close order Volley at +1  Hitting on a 4.  We kill five of them...


The Blue Grenadiers roll morale low, and at -5.  They reel back broken.

And good work from the White's gunners with that popgun.

The Blue Grenadiers rout.  White feel the hope!

Platoon Firing down the line.

I unleash the White Grenadiers into the flank of the Line.  4 casualties vs. two.

The White Grenadiers follow up but this time its even.  Even so the Line Infantry have hit half strength and get a permanent disorder marker to go with the first.  They are broken.

A second White unit marches over.

And my Engineers start work strengthening the bridge.  I`m using Jager to represent them.

The 3pdr battalion gun shoots really well.  Against troops behind a wall I need 4 hits and I score two casualties.

Mid way and Blue are in trouble.

A third of the bridge has been repaired

My mad Grenadiers go in again.  3 casualties vs. two.

The Blue Officer joins his unit only to be thrown back again.

But the White Grenadiers are now a spent force.  The Blue Officer runs away!

White's Skirmishers do a great job, breaking the enemy skirmishers in a fight over the river.



And the Bridge is nearly repaired.

The Blue Colonel rides away pretending nothing has gone wrong!

An activation failure.  Pretty much a done game now.



White charge into the flank.  Its a draw but the situation is untenable for Blue.



As my Whites Officer leads another Company across the river (with two pauses at the banks) White have finally won a game.

The last Blue unit on table.  Gary the gunner.

And Huzzah the bridge is done.

The end positions.

Honour
White 18
Blue   23

2 comments:

  1. Cracking report. Meanwhile Gary's artillery chums have glued his hands to the hand spike and left him to it. This is what passes for entertainment in the ordnance corps.

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    Replies
    1. Hurrah for Gary. In many ways he was the best of us. His Commanding Officer put it best..." when trouble came Gary held firmly onto his spike!"

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