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 Oldendorf fields |
North of Krückeberg |
Burning Wickbolsen |
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