A further extract from the memoirs of General Wells recalls how, as a young Brigadier General, he was charged with holding the two villages of West and East Hampton...
This scenario is the creation of Disgruntled Fusilier and can be found here. The game was played with a variant of the Horse & Musket rules from OHW. The two armies were picked randomly using the table in OHW - both sides rolled a 2 and fielded 3 units of Line Infantry, 1 of Artillery and 2 of Light Infantry. According to the scenario instructions Red always moves first. Victory for Blue can only be achieved by holding both villages, which I assume means Red can win by holding one village at Turn 15.
The battlefield with West Hampton in the West... |
Early morning and the assault of West Hampton begins |
Red artillery arrives |
General Wells arrives but so do more of Army Red |
Blues Line Infantry have been wiped out. The Light Infantry quickly replace them. |
As the fight for West Hampton grinds on, Red Line Infantry appear to the NE |
They are followed by a Blue Light Infantry unit |
Midday: Red is now attacking both villages |
General Wells rushes to replace the fallen Light Infantry in West Hampton (East Hampton is secure with the destruction of Red's force) |
Too late! Red occupies the village |
Blue's artillery has finally arrived and manoeuvres towards the action |
General Wells and Staff fall back towards East Hampton |
Day's end: West Hampton is firmly in Red hands. |
A nice scenario to play; my compliments to the author, Mr Fusilier.
Looks like it was a fun game. Were the unit arrivals programmed as per the scenario or random?
ReplyDeleteThanks Mark - Unit arrivals were all as the scenario scheduled. It's a nice scenario and I'd definitely try it again.
DeleteNice 👏⚔️ I’d perhaps be tempted to make unit arrivals for one/both armies random though.
ReplyDeleteAs Red is the army with the overall initiative (they are the ones doing the attacking) then you could consider making their arrivals somewhat less random. For example, if a unit is expected to arrive on turn 4 then throw a D6 on turn 3 - a score of 1 means they will arrive that turn, score 2-5 means they will arrived next turn as anticipated, but a score of 6 means they have been delayed and will not arrive unit turn 5. For the Blues (the defending army) the arrival of their reinforcements etc would presumably be less predictable, so you might just need to adjust the dice scores appropriately.
Cheers,
Geoff
It is a very nice scenario. Funnily enough there is a random element for Blue's arrivals, though their dice throwing was better for this than for actual combat!
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