Saturday, 9 October 2021

Scenario two: The supply barges

 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

Uncle Jessie's Ridge

I'm planning to try the L'Abbaye Blanche Old Hickory pint sized campaign, but as a quick pick up game before that the good old boys are attempting to take the ridge on the terrain my 18th Century guys have just fought over.



The Mission: 
Reach an objective
An important location must be reached and searched. POI 4 at the western side of town.  Weather?  A faint drizzle. Wear a hat

The "Good old Boys" Squad, 30th Inf Division, Old Hickory

Sergeant "Uncle" Jessie. M1 Carbine.  Steady
Pte Roscoe. BAR
Pte Cletus loader M1
Pte Enos P. M1 Garand
Pte Cooter M1 Garand
Pte J D Hawg M1 Garand
Pte Enos W. M1 Garand
Pte Coy  M1 Garand
Pte Long M1 Garand
Pte Lee M1 Garand
Pte Van M1 Garand
Pte/Scout Bo M1 Garand 
Pte/Scout Luke M1 Garand

Pte Corpsman Medic "Cousin Daisy"

Someday the German's might get 'em
But the law never will


The tactical elements are the  BAR group, rifle group and scouts. 

Sergeant Jessie Duke, Farmer, Moonshine runner, just a good old boy, never doin' no harm.

I must point out that in my imagination Waylon Jennings narrates any game involving Uncle Jessie and the Good old boys.  Expect a lot of Hazzard County references.

The Paras, "Wulf and the gang."

Stabsgefrieter Wulf. Mp40. Inspired Leader.
Gf. Hans Mp40
Jg.  Gunter Mg42
Jg.  Max Rifle
Jg.  Walt Rifle
Jg.  Jurgen Mg42
Jg.  Fritz Mp40
Jg.  Thom Rifle 
Jg.  Karl Rifle
Jg.  Luca, Medic.


Tactical elements are based around those two Mg42 machine guns, the most common configuration will be two Lmgs and a small Mp40 counter attack group.

Force

Mobility

Fire Disp 

Morale

Coordination 

US 43+   

1

4

3

3

German

2

3

3

3

Welcome to the fightin folks, its Normandy 44 and the Hazzard Mountain boys are all set to go visit their German cousins.  Let's take a look-see at those points of interest...

Well looksee here.  Uncle Jessie's gonna be as happy as a rat trapped in a corn crib, 'cause the boys will have eat their way out.

The Boys are gonna need a plan and it all falls on Jessie.  I tell you, being an strategist is a heavy responsibility. Learning that word wasn't too easy either.

Number one ... nearby the Boar's Nest Inn.  There's trouble and then there's trouble, and the trouble with some trouble is at first...it dont look like trouble.  Better send in the Duke boys.

Bo and Luke, the Squad scouts, scurry forward and
clear POI 1.  Just how did those boys get that job? 
Man, I'll tell you, the day they passed out good luck,
old Bo and Luke must've been fishing.


Jessie moves his boys up, keepin' good cover. 
Them boy's is all pretending to be trees

That fella Hans pops up as a sniper, but he ain't much call and misses by a country mile.  Luke gives him one back, and that boy can shoot the wings off a 'skeeter.  Seems like ole Hans needs his Momma.
Old  Roscoe git his BAR down and starts firing at the farm opposite.  Cain't see those guys.  Its like tryin` to put socks on a rooster. 

That boy Jurgen has him an MG42 dug in.  Fella can cook bacon on that thing.

Its you shoot me I`ll shoot you and nobody gets hit. 

Gunter and Max put some fire down with an mg.  But those boys is poorly located and a wall blocks LOS.

Jessie is about ready to make his play

Jessie takes his M1 boys forward.  His plan is workin' like a two dollar watch.

Bo and Luke go high in the Inn, stickin' out like a bourbon bottle at a country revival.

The German Mg suppresses the Good Old boys with supressin' fire.

So Jessie gets madder than an old wet hen.  He outflanks them.

After the grenades go in Max is caught like a fox in the hen house with a sack full of eggs.  pretty much game over.

Great game
Y`all come back now...

Wednesday, 6 October 2021

The Ridge at Withshaus zum Lamm. Scenario One

Rebels and Patriots, the Olde World. 

The War between the Grand Duchy of the Blaū and the Old Elector of the Margravate of Das Weiß has just begun.  The 3rd Regiment of the Blues is escorting a Diplomat to Altdorf, and faces a similar sized force of Whites on the Lamm Ridge at Wirthshaus.  The Inn atop the Ridge is called "Das Lamm," and it serves an excellent apricot pie.  Our objective for today is that pie, and neither side wishes to share.


Due to reports that enemy troops have been seen, the White sends out a battalion of troops on a scouting mission to check the information. They advance along the small road towards the Lamm Ridge, where they encounter an advancing enemy battalion and a skirmish erupts. 

SET UP 

Both sides are 24-point battalions. Table size 48" x 48". No special terrain rules. A fairly open table is recommended with some hedging around the fields/roads and on the ridge in the Central Zone a small group of buildings representing the Inn. Place an Objective marker on the Inn. 

Attacker starts in the North Zone. Defender starts in the South Zone.

I will use blinds to determine solo deployment, marked for unit type.

SPECIAL RULES 

Count the number of turns each side controls the Objective Marker by being the only side to have a unit within 3" of it.

ENDING THE SCENARIO 

After turn 8, roll a die and add the turns already played. If the result is 14 or more this was the last turn. 

OBJECTIVES For both attacker and defender: 

+ 3 Honour if your battalion controlled the Objective Marker for the most turns. 

+ 1 Honour if your battalion managed tocause at least 33% casualties to the enemy. 

+ 2 Honour if your battalion has taken less than 33% casualties

The Blàu

The Grand Duke Sepulchrave Stöhnen, Seventh Groan of The Blau, is an eccentric ruler, whose time is spent drilling his battalion of giant Grenadier Guardsmen.  The Blaü Gardé have been "collected" by the Duke, who has quite literally kidnapped these tall fellows from across Europe.

Major Otto von Smallhausen commands "die Großer Gardé" although unlike his huge Grenadiers he is not very tall, (4 ft 4ins according to court gossip) and stands on a drum to drill them. The giants call him "Der Kleiner Korporal."  The Gardé often send out a company to serve on the borders, usually under their tiny commander.

The main force of The Grand Duchy is under the command of the Baron Pumphosen, a immense presence of military obesity.  The hugely fat Baron spends little time campaigning, having won glory years ago with his famous victories over the Margrave Flatulenz of Das Röt.  Both of his historic wins have been called into question in certain Red quarters, but the Blue response has been insouciant.  The word "indolent" aptly describes the Baron and most Officers of the Blau Duchy. 

The Baron's eldest son, Oberst Joachim von Pumphosen, commands a mixed force of the Duchy's regulars at the border, but also relies on its Militia.  The Oberst uses a walking cane following an accident involving a contraption being demonstrated by the inventor Caratacus Potts at the court in Altberg.  He rides a dappled grey mare called "Ingrid," after the Blau Countess.

Blue Officers

His Military Obesity the Fat Baron Pumphosen
Oberst Joachim von Pumphosen (Der Junger Pumper)
Hauptmann Frederick Schlag
Grenadier-Major Gerd von Smallhausen
Jägermeister Hans Hämorrhoiden 
Titt-Meister Cosmo Kleinesstück...
Korporal Gerd Üppig.

Characters
Physic Dr Bogenbroom,  Royal Physician.
Minister Alexei Salé, Holy man and diplomat.
Wagonmaster-General Franz Pisst

Blue Battalion Force

Oberst Joachim von Pumphosen

1 x Shock, Grenadiers, Large unit, Aggressive. @8

3 x Line Infantry, Musketeers, @4

1 x Dragoon Skirmishers, @4

The White

The Pfaltz of Das Weiß has only recently become hostile to the Blue.  Prinz Spôoner sees an opportunity to antagonise the Groan of the Blaū and gain the support of the Elector of the Red by causing friction along the borders. One of the Prinz's sons serves as Battalion Major in the force that has been sent to the border, thus indicating the intent of the Wieß.

Oberst von Maläprop, infamous for his mistaken use of similar sounding birds, and appointed by the Grand Groan of the Blaū to command the "Turd" Regiment.  The colonel has 10 honour and the trait "Stonewall" for his huge voice that adds +2 to morale reels. 

Major Gerd Spôoner, Royalty!  The Pransome Hince of the Wieß.   Gerd has a Bravery trait allowing a nearby unit a reroll of morale dice.  He has 10 honour points and lixes his metters. 

White Battalion Force

Colonel Malaprop

Major Spôoner

3 Line Infantry @ 4 points each 

1 Shock Infantry @ 6 points (Grenadiers) 

1 Skirmishers that are Sharpshooters @ 6 points (Jaegers)

Optionally:

1 Light Artillery @ 4 points

The battlefield

The Inn.

The White look up at the Lamm Ridge.  They can smell the Apricot Pie.

The Game

The Blinds for the Blues.  I used d6 dice for my 6 units and rolled for order of activation.  At this stage I don`t know what's on each blind.

The Whites come on in a central main body, Lights and Grenadiers to the right and the battalion gun on the left.

With the Whites committed I deploy the Blues according to random dice allocation.  The Grenadiers and skirmishing Dragoons are central, with a strong force to the left, including a 9pdr gun and a single line company on the right..  

The dragoons abandon their horse holders and rush to get to the Inn.  An Apricot Pie is on the menu.

Hauptmann Frederich Schlagg leads his company to the left of the Inn.  Mine Host is observed drinking the Octoberfest brew. 

The White form their lines for the assault up the ridge

The Blue's Dragoons get into the Inn.  Apricot pies all round.

Hauptmann Schlagg rolls a double six for activation.  I dice again and its a 4.  The Hauptmann's stern demeanour has been recognised in Court and its a plus one to his honour.

The view down the ridge.

The firing starts.  Under 12" close range 5 and 6 are hits, and this is first fire, so 4s would also have hit. Schlagg loses two men to the White's attack.

The Blue Grenadiers also lose two men as White prepares its ground for the attack.

A puff of smoke behind means the unit has already activated.  To the front is the marker for having fired, and also indicates that the unit has activated.

And the White take casualties all along the line.

Some counter battery fire between the light battalion gun and the Blue's 9pdr.

And its the Blues who get the worst of it with a permanent disorder marker for being reduced to half.  Not a good start.

It's the second turn that the Blues have controlled the objective/.

Schlagg rolls another double 6.  He gains a second activation and elects to fire twice.  

The Grenadiers are swept back by the fire, three casualties.

And another one.  The White grenadiers fail their morale and reel back disordered.

Still over half strength so no permanent disorder marker.

Von Smallhausen activates with a roll of 10.  He orders a charge knowing that 10 inches will see him into the white Company opposite.

Five casualties as the grenadiers gain +1 for aggressive and +1 for first attack.  Presumably one of them carries von Smallhausen forward.  The Whites kill two grenadiers.

The Grenadiers follow up the retreating Whites.  Another four casualties, but they lose another man.

The White Company have two markers and are broken.

The far left White Company has a disastrous morale roll after losing a casualty.  Broken

And the Blue artillery hits back killing two of the battalion gun crew.

White use their Light Infantry to assault the Inn.  The troops least likely to succeed. The double six with a one, rallies any White unit, and the far left Company straighten themselves out at the example of the Lights.

And the Blue Dragoons throw them back.

Von Smallhausen attacks again, three more whites down, to one Grenadier

The Enemy Officer, Colonel malaprop, flees the pealed.

The next white Company fail their activation roll.  Its not looking good.

The end of turn four,  White is reeling back.

Turn Turn five.  Schlagg delivers a killing volley.  

The Dragoons have held the objective for three turns now.  They fail their activation,  That Apricot pie must be good.

The Blue line comes down the hill.

The Blue gun hits out, and the White battalion gun is broken.

A rout in fact.

Malaprop remembers that he was supposed to be running away and does so.

The end game.  

The Blue Grenadiers were devastating.  I`ll have to reign them in.  

Objectives

+ 3 Honour Blue -  battalion controlled the Objective Marker for the most turns. 

+ 1 Honour Blue - battalion managed to cause at least 33% casualties to the enemy. 

+ 2 Honour Blue - battalion has taken less than 33% casualties

+1 Honour Hauptmann Schlagg, promoted Major. (Double 6 activation)

+1 Honour Major Von Smallhausen, man of the match.

The Blue 18 Honour

The White 10 Honour.