Saturday, 23 July 2022

Der Junger Pumper

The young baron Pumphosen, "Der Junger Pumper" has recently been sent down from the University of Mittleburg, where he studied the classics.  An indifferent student at best his father has purchased him a commission in the second Musketeer Company of the Grand Duchy of the Blaü.

To be accepted by his Company, Pumphosen must gain their approval.  To be considered a well rounded Officer of the Grand Duchy he must:

Command a Line and deliver a Crashing Volley against an enemy at close range.

Lead a successful bayonet charge that drives the enemy back.

Lay an artillery piece and fire canister on the enemy.

If Pumphosen completes all three martial objectives during this series of games, and manages to survive, he can return to the Court of the Groan with honour.  He will also be rewarded with a promotion, a title, a purse and just possibly an advantageous Marriage.



Game One: 
The Fährhaus ferry

The second Company have encountered the enemy, a force from the Principality of Das Röt, the two forces bumping into one another and deploying from their line of march.   

DEPLOYMENT POINTS

Both sides enter the table at one single point, dicing to see which of their three entry points they use.   On a 1 or 2, the Primary Deployment Point may be deployed within 6” of Point 1.  On a 3 or 4, this will be within 6” of Point 2 whereas a 5 or 6 will be within 6” of Point 3.      

Neither side counts as a defender in this scenario.

FORCE SUPPORT

For support roll 1D6.   On a roll of 1 or 2, both sides may select 4 points of support.  On a roll of 3 or 4, they may select 8 points and on a roll of 5 or 6, 12 points.    Neither side may select entrenchments or any other static defences.   

OBJECTIVE  

To win a victory one side must force his opponent to withdraw from the table, either voluntarily or due to a reduction in his Force Morale, whilst keeping his own force’s own Force Morale at 3 or greater.    If neither side achieves this, both will withdraw, leaving the ground unconquered.   

TERRAIN & MINOR CHARACTERS

There are no specific terrain requirements for this scenario.   

Before the game begins, roll a D6 to see if any Minor Characters are present.  On a 1 to 3 none is present, on a 4 to 6 two civilian Minor Characters are present.    They have no objective but are simply conducting their everyday business.   

Minor Characters

The Ferryman.  A tall, exceedingly thin and bony fellow who seldom speaks, and is reluctant to cross "Das river" in any kind of fog.  It is, needless to say, a little misty today.

Korporal Kleinweiner, a Jäger Sergeant with a skirmish group of six men, escorting a prisoner to Oldenburg.

The Prisoner.  The Lady Griselda, a runaway novice nun, thought to be an agent of the Archbishop of Das Weiss.  


Game on.



The Fährhaus ferry

The Town Watch of Oldenburg has reported the presence of Red Forces in the fields surrounding the town.  Blue have sent a single company, under the command of a young ensign, in response, as a reconnaissance in force, aware that they must cross the river Weser at Fährhaus.

The Red

Hauptmann  Braune Schmutz  Status III
Fahnenjunker Maximillian von Maus Status I
Two groups of Red Line Musketeers
Artillery Leutnant Wolfgang von Glottlestopp Status I
3pdr battalion gun (Kleiner Matildé) with four crew.

Possible additions 
Another Musketeer group
A Grenadier group
A skirmish group
Secondary deployment point

The Game

The Blue forces spent the night in Fuhlen and are marching along the road headed north.

The first building they see is the small church adjacent to the road.  

The second thing they see through the trees are the bell tents of a Company sized Red force.

Pumphosen has six points to spend on the support list.  He takes a fixed secondary deployment point (and I must roll 4-6 on an d6 to use it; or discover that it's a dummy one) and upgrades himself to a Status three by enjoying a breakfast of Apricot pie at Fuhlen's Travelling Man Inn.  Lastly he engages the services of Dr Quincy Bogenbroom, a former naval surgeon and part time pork butcher.

I am as yet unaware of the Red choices, since they will be determined during the game.

Pumphosen forms his men up and prepares to march on the enemy.  He is reminded to order a "load" and follows with a "fix bayonets."  The boy means business.

Ensign Ludwig von Pumphosen
Feldwebel Großwurst
Two groups of Blue Musketeers
One 3pdr gun and crew
One group of local recruits
Korporal Kleinweiner, 
One Jäger Group escorting prisoner 

The Game

Blue activate twice without Red coming on.  The militia grab the churchyard and get the gun set up

The Red's appear


Hauptmann Fartgasse steadies his line as Blue fire the 3pdr.  To put it bluntly it misses
Ensign Pumphosen appears, sneaking through the woods with his regulars

He delivers his crashing volley.  An honour point is added!

Färtgasse is undone!  Shot through the leg he is carried from the field by his privates


Game Two
The Oldenburg Fields

This game is a Mission.    It requires Red to
sweep the table in order to gain an objective.  
In this case it is to recover Blue's escaped prisoner.

The Blue have sent Pumphosen and his Company to stop the foray.  Red have an additionalbhidden objective that will be drawn only when thier Commander appears on table.  

DEPLOYMENT POINTS
Both sides roll a D6 to see which of their two
possible entry points they use for their Primary
Deployment Point, with an even chance of either.  
After that they place any other Deployment
Points.

The force which is sweeping the table may deploy
as normal.  Their opponents are slightly delayed,
so will roll 2D6 each time their Force
commander’s card is dealt.    When that
cumulative total reaches 14 they may begin
deploying their force on any subsequent Leader
activations.    

Neither side is the defender in this scenario

The  Oldendorf fields

North of Krückeberg

Burning Wickbolsen







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