Scenario two: The supply barges
White has a pair of barges worth of supplies bound for the old wharf at Die Silde. Since the barges only hold a small group each, 12 points, the remainder of White's forces, are on the coast road to the south. Blue is waiting in Ambush.
The Blue have learned of the supply transport and must ambush the barges and, if possible, destroy or capture the supplies.
SET UP
The attacker’s side has a 24-point Company. The defender’s side has an 18-point Company and 2 barges with supplies.
Table size 48" x 48".
Terrain: The north western quarter of the table is the great inland lake that the supplies are being moved over. The lake is impossible to cross or enter without a boat, although it is edged by a 4– 6" wide shallows that counts as fordable.
The shoreline is followed by a road with a mix of forest, hills, and open areas inland. The defender deploys the 2 barges at the north west corner.
Each raft is crewed by a unit of 6 miniatures.
The defenders remaining units dice to enter the table on the road from the western edge.
When the defender has deployed, the attacker sets up his deployment blinds, entering the table from the south east corner. Units within 12" of a blind in the open detect it and force it's deployment on table. If the blinds are in cover that distance is 6".
SPECIAL RULES
To capture a barge, the attacker has to Attack the barge in melee and all defenders have to be killed. If any crew are left, they have Fighting 6 and gain the Defence Bonus. The barge’s crew counts as in Cover and does not have to take any morale tests due to the Firing or Fighting, they still gain a Permanent Disorder Marker when 3 or fewer are left on the barge.
The barge’s will follow programmed movement, towards the quay until firing occurs. Once alerted the barges will head directly towards the Quay at 6" movement tie up and attempt to hold the Quay.
If joined by an officer the barges may follow his orders to withdraw back across the lake.
Dice for the leading barge, the other follows within 3"
1. Steers south then towards the quay 8"
2. Steers directly for the quay 6"
3. Rests the oars
4. Steers to nearest shallows towards the quay 6"
5. Put your backs into it, 8" directly towards the quay
6. Steers south towards the shallows at the lake edge and then towards the quay.
ENDING THE SCENARIO
End the scenario when all barges have managed to safely unload or have either been captured or destroyed.
OBJECTIVES
For defender:
+ 4 Honour if 2 barges manage to safely unload at the quay at the end of the game.
+ 2 Honour if 1 barges manage to unload.
+ 1 Honour for each barge that escapes capture
+ 2 Honour if your company took less than 33% casualties.
For attacker:
+ 2 Honour for each barge captured.
+ 1 Honour for each barge destroyed.
+ 1 Honour if your Company managed to cause more than 33% casualties.
The Game
Just about got the map |
The Blue blinds move up on randomised dice. They deploy according to Colonel Babbage 1-2 No enemy, 3 Line, 4 Light, 5 Line, 6 Grenadiers |
And that nasty git Babbage throws the lot at me. No Lights but two units of Grenadiers. |
The Blues on the heights use their first fire to hammer down at the whites line. |
And the Whites are hit hard |
White throws their Grenadiers up the slope. Its an act of desperate optimism. |
And on Blue's turn they loose their Grenadiers |
And the Blue Grenadiers are once again mighty. |
The Blues have a go at the jetty. |
The Blues fight their way onto the nearest barge. White's Officer gets to the second barge and reorders. |
Blue capture a barge. White escapes with the other. |
Honour points
Blue 23
White 12
No comments:
Post a Comment