Professional Documents
Culture Documents
Summer Special
Summer Special
Of course, every new rule set inspires us to
add more lead to our collections, and that is
certainly what’s happening on Lard Island.
Our latest projects are an 1840s Royal Naval
Landing Party ready to take on slavers on
the Horn of Africa and the Cape Frontier
Wars, the latter being inspired by the new
books and figures released by Perry
Miniatures. As a result, Nick and I are
looking to get the Jolly Jack Tars expansion
Welcome to this, the 2016 Summer Sizzler complete, covering Sharp Practice in boats
which, remarkably, is our 25th Special and I am looking to get the colonial warfare
published since that fateful summer of 2004 version of the rules launched. This on top of
when someone said “Where can I get some the 1812 supplement which Mike Hobbs has
scenario for your rules?”. Realising that the nearly completed and the campaign
answer was “You can’t!” we decided we supplement I am working on which will
must right that terrible wrong and the idea allow us to produce Pint‐Sized campaigns
of the Special was born. for all sorts of conflicts.
In keeping with that unintentional genesis, I However, don’t think that the future is all
am glad to tell you that this Special is Sharp Practice. We have a backlog of Pint‐
packed with scenarios. I haven’t counted Sized Campaigns for Chain of Command
them, but it feels like more than usual and, which will be keeping us busy throughout
much to my great pleasure, they are all the rest of the year and some other very
cracking example of great games submitted exciting projects which are bubbling away in
by contributors from all over the world. the background.
What’s more we have two full campaigns,
one for Sharp Practice and one for Chain of Anyway, get your sunglasses ready and leap
Command both of which can provide a into the long hot summer of Lard that
whole heap of gaming fun. follows. We hope that it provides you with
many happy hours gaming.
“Better late than never” should, I’m afraid,
be the strap line for this edition. I must Cheers.
apologise that we have missed our June
publication date by a country mile. With Rich & Nick
Sharp Practice being published in late April, Lard Island
the following month was a whirlwind of
stuffing things in envelopes and shifting
sacks of books down to the Lard Island Post
Office. Of course I also wanted to provide
lots of new lists for Sharp Practice so that
we could cover some of the main theatres
and conflicts of the 18th and 19th centuries.
I’m glad to say we have been able to make a
good start on that and looking forward we
are keen to expand that further.
2
2 Introduction 61 Matching Scale and Wargames
The usual waffle from the less‐than‐dynamic La Roundwood introduces us to fine are and
duo. even finer figures for the Thirty Years War
4 Death Road to Corunna 65 The Japanese Army 1936‐42
Alfredo Vitaller & chums from Club dragon in A guide to Japanese tactics from Len Tracey in
Madrid present a chilly Napoleonic campaign Australia.
for Sharp Practice
70 George of the Jungle
14 A Fast & Dirty Guide to Tactics An IABSM scenario set in Burma in 1945 and
Playing Sharp Practice and looking for top starring George Macdonald Fraser.
tactical tips? Look no further.
74 A Fighting Withdrawal
16 Let’s All Get Equally Confused A Dunkirk perimeter campaign for Chain of
Two Operation Torch scenarios for I Ain’t Command. Can you save the BEF?
Been Shot Mum from Charles Eckart in the
USA 86 Itching to Mix It
The Hun are raiding Swanage. It was the last
22 Team Desobry time anyone went there out of choice.
Men of the midlands, Ade and Al, head for
the Ardennes as Team Desobry defend 87 America’s First D‐Day
Noville in December 1944 with Chain of Charles Eckart presents a US‐Mexican War
Command amphibious landing.
29 109 Beat It 92 Kernow’s Corner
Jim Jackaman takes on the Hun over northern A last‐ditch fight for the DCLI as they stand up
France with Bag the Hun to the German Spring Offensive of 1918. A
Muddy CoC scenario.
30 George Washington’s Indian War
Simon Walker applied his war‐paint and looks 96 Tanks in the Wire
at this little known but rather spiffing war for The NVA attack a US Special Forces camp in
Sharp Practice. 1968 A scenario for Charlie Don’t Surf from
Ross Bowrage.
40 On the Trail of Fort Jefferson
A scenario for the above conflict. 102 It was just my Imagi‐Nation…
An introduction to Big Rich’s Seven Years War
45 Our Moccasins Trickled Blood. project.
Another Indian War scenario. You know that
they say, red moccasins… 114 The Khazi is Revolting
An Indian Mutiny Scenario from the Deep
53 At the Sharp End…of the Runway Fried Lard Games Day. Can you get the Major
Some campaign ideas for Bag the Hun from Piles Relief Column through in time?
James Crate in the US of A.
124 Saving the Honourable “Tootles” Ash
58 Binky Faversham’s Guide to Banter A cinematic adventure into WWII with a
Tally Ho chaps, Caribou nibbling on the rescue mission for Chain of Command.
croquet hoops, Scramble! Binky makes sense
of banter from his high security psychiatric
128 The Roundwood Report
institution
Sidney discusses firing mechanisms and much
else with Big Rich.
59 The Company Commander in Big Chain
of Command 133 Creating Facts on the Ground
Len Tracey suggests uses for the main man in Fighting the Six Day War Lardy Style with
large games of CoC. Robert Avery
3
A Campaign for Sharp Practice in the offered to command the 30,000‐men British
Peninsula based on the events during Moore’s Force in Portugal. Sir David Baird was also
Retreat to Corunna between January 3 and7, sent with reinforcements of between 12,000
1809 and 13,000 men, arriving to the Corunna
Harbour on 13 October.
1. Background
By November 1808 the British army led by
Moore, advanced into Spain with orders to
In August 1808 the British government agreed assist the Spanish armies. After the surrender
to support the Spanish Junta Central by of a French army corps at Bailén, 19th July
supplying money, arms and sending an 1808, and the loss of Portugal Napoleon
expeditionary force under the command of Sir finally woke up to the dangers facing by the
Arthur Wellesley of just 20,000 men. French in Iberia. Deeply disturbed by news of
Wellesley´s victories at Rolica and Vimeiro Sintra, the Emperor remarked,
against Junot´s “Army of Portugal” were
however marred by the fiasco of the “I see that everybody has lost their head
capitulation terms negotiated by his superior since the infamous capitulation of Bailén. I
general Dalrymple, known as the “Convention realise that I must go there myself to get
of Sintra”. the machine working again”.
The scandal about the Convention led to The French, all but masters of Spain in June,
recalling generals Dalrymple, Burrard and by October stood with their backs to the
Wellesley to Britain and Sir John Moore was Pyrenees, clutching at Navarre and Catalonia.
4
It was not known if even these two footholds conditions and snow blizzards, marked by
could be maintained in the face of a Spanish exhausting marches, food privation and
attack. By October French strength in Spain, dramatic suffering.
including city garrisons, was about 75,000
2. The Campaign
soldiers. They were facing 86,000 Spanish
troops and 35,000 British allies en route.
In October 1808 Napoleon himself led the This mini‐campaign is based on the historical
French armies into Spain, on a brilliant actions taking place just before the major
offensive involving a massive double engagement at Elviña, between the 3rd and 7th
envelopment of the Spanish lines. The attack of January 1809, when the British rear‐guard
began in November. commanded by Major General Edward Paget
brilliantly contained the aggressive French
In the meantime, the main British force under pursuers led by Marechal Jean de Dieu Soult.
Moore had advanced to Salamanca where it
was joined by Hope's detachment on 3 Players can opt to play the campaign as
December; it was then when Moore received described in this article or to play any of the
news that the Spanish forces had suffered individual scenarios on a standalone basis.
several defeats. He considered that to avoid
disaster he had to give up on his plans and
retreat back to Portugal. 2.1 Forces Involved
British:
Before pulling out, Moore received 95thRifles (Lt Col. Beckwith)
intelligence that Soult's 16,000 man corps' Light Company 28th Foot North
was widely scattered and holding an isolated Gloucestershire (Lt Col. Belson)
position at Carrión, while the French were 15thKing’s Own Hussars (Lt Col. Grant ‐
unaware of the British army's location. On 15 wounded at Sahagun)
December Moore seized at this opportunity to Artillery: Company Carthew
advance on the French near Madrid hoping
that he might defeat Soult and possibly divert French:
Napoleon’s forces. He opened his attack with 4eme Légère, Compagnie des Voltigeurs
a successful raid by Lieutenant‐General (Colonel Corsin) of the 1 Div. Gral Merle
Paget's cavalry on the French picquets at 17 y 27 Dragons, Div de Cavalerie de La
Sahagún on 21 December. However, Moore Houssaye
failed to follow up against a surprised Soult, 15 Chasseurs and 3 Hussards, Brigade
halting for two days and allowing Soult to Colbert
concentrate his corps.
Specific orders of battle will be provided for
When Moore realized he was in serious each scenario.
danger of being trapped, called off his
advance and went into headlong retreat. This Note that we provide two alternative options
epic dash and chase would cover more than to the French player: using the Peninsular War
250 miles (400 km), during which the British lists of the rulebook or the French 1805‐1807
cavalry and the infantry of the elite Light lists published in the TooFatLardies blog site.
Brigade under Robert Craufurd were ordered
to act as Moore's rear‐guard after the retreat The first is more challenging considering the
began on 25 December. relatively lower quality of the troops. The
second is more historically accurate, as the
The British retreat was closely tracked by their pursuing French belonged to La Grande
French, and took both forces through Armée that came with the emperor himself in
mountainous terrain in dreadful cold weather the 1808 Autumn/Winter blitzkrieg campaign
to recover the lost ground in the Peninsula.
5
2.2 Special Campaign Rules enemy pursuing cavalry or to regroup its own
forces, recovering some of the battle loses.
The following campaign‐specific rules will
apply. For each cavalry Group used to interdict the
enemy or to regroup its own forces, roll 10d6
Recovery of casualties if the Group has a strength greater than 50%
Casualties may be only recovered by units of its original effective strength, or 5d6 if
which did not rout from the battlefield during equal or lower than 50% strength. Each roll of
the game. Casualties are recovered after each 5 or 6 result will cancel a casualty caused by
game has ended. the enemy (if used as interdicting force) or
will recover one infantry model (if using in a
Scenario Winner will recover regroup mission).
50% of KIA if Force Morale difference
is greater than 4 Desertion
25% of KIA if Force Morale difference The British forces suffered significant attrition
is greater than 2 levels due to low moral, the atrocious
10% of KIA if higher Force Morale weather and the appalling lack of food and
than enemy lodging supply. Broken discipline translated in
frequent episodes of drinking until losing
Scenario Loser will recover conscience.
20% of KIA if Army Force Morale is
greater than 7 After each scenario the British forces will roll
10% of KIA if Army Force Morale is 1d6 per Group on the following Attrition Table
greater than 5 1,2,3 No desertions
4 Lose 1 man
Casualties not recovered in each scenario are 5 Lose 2 men
lost for the following battles, reflecting the 6 Lose 3 men
erosion of forces due to loses by defection
and exhaustion.
The British can select the Water Cart and the
Cavalry Persecution Physic reinforcement from the Generic
After each scenario, the victorious side can Reinforcement Table and get a ‐ 1 modifier to
use one or more Groups of cavalry in good the dice throw.
order to either harass the enemy or to
recover its own troops. Decide whether each Reinforcements
cavalry Group present is harassing the enemy No reinforcements are allowed in the
or seeking to recover friendly troops. campaign
The victorious player will roll 10d6 for each Supports
cavalry Group with more than 50% of its French player is not allowed to select artillery
original effective strength, or 5d6 if the Group units as support in any game of the campaign
is at 50% strength or less. On a roll of 5 or 6,
it can cause one kill to the enemy if harassing Optional rule: Impetuous cavalry
or recover one friendly casualty if recovering Cavalry units, especially the British, were
friendly troops. notoriously difficult to keep under control
after emerging victorious in a charge.
The defeated side may attempt to counter
this by using any cavalry Groups in good order As an optional rule, we suggest to simulate
as a rear‐guard force to protect the retreat of this situation using the following system:
the main army column. The defeated side’s
cavalry Groups may be used to interdict the
6
Every time cavalry wins in Fisticuffs, if Fisticuffs, it will be again subject to potential
activated in the following turn (by a Big Man risk of becoming impetuous.
or a combination of Command Cards) each
victorious Group will roll 1d6 and will consult If the cavalry Group is not activated in the
the following table: following turn, it is assumed that the
commander is investing all his effort to
Fisticuffs Resolution (dice difference) maintain the unit under control; the Group
Troops 1 2 3 4 will lose the “impetuous” status after the
British 6 5+ 4+ 3+ Tiffin card is dealt.
Cavalry
Example: A British Dragoon Group charges an
French ‐ 6 5+ 4+
infantry Group and wins by a difference of
Cavalry
two dice in Fisticuffs. In the following turn,
The dice roll may be adjusted by 1 pip per the unit is activated by the commander; a dice
each Command Card used to control the unit is rolled with a 5 result; the cavalry Group is
by a Big Man. now impetuous and must attack the nearest
enemy unit within 45º to its front or take an
If the cavalry Group features the “in hand” extra move forward if no enemy in sight.
characteristics (see page 84 of the Sharp
Practice rules) the dice roll is adjusted by an Should the leader has used a Command Card,
additional 1 point. the adjusted dice roll would have been 4 and
the cavalry Group would have remained
If the result of the dice throw is the one under control.
indicated, the cavalry Group is considered
impetuous and must charge to the closest Alternatively, the commander may opt to not
enemy unit within 45º to its front; or else activate the Group. When the next Tiffin card
move straight line forward if no enemy unit in is dealt, the cavalry Group will from that
sight. If the Group wins any resulting moment perform as normal.
7
3. Campaign Scenarios
Terrain description
The game is played along the longer table
edge, the French on the right and the British
The side accumulating more victory points on the left. A road crossing east to west will
wins the campaign, which are awarded in divide the table in approximately two equal
each scenario according to the following halves. The terrain is covered with snow;
table: infantry cannot run except by road. Cavalry
can gallop normally.
Scenario 1: 2VP
Scenario 2 & 3: 3VP each Divide the table in six equal square sections;
Scenario 4: 5VP each section should contain 4 terrain features
that provide light cover to a Group of 8
The scenarios are played in consecutive order models.
(from 1 to 4) independently of who wins each
game. All scenarios are based on the historical Order of Battle
events during this crucial phase of the British French:
retreat. The French have a choice of two core units,
the Light Column or the Mixed Mobile
Scenario 1 Column.
The Chase: From Bembibre to Cacabelos
(AM, January 3rd, 1809) LIGHT COLUMN
Leader, Status III
On January 2, General Colbert’s cavalry Three Groups of 8 Voltigeurs, Muskets
brigade of the VI Division closely pursued the Leader, Status II
rearguard of the British column, arriving to Two Groups of 6 Voltigeur Skirmishers,
Bembibre in the middle of snow storm. Muskets
Crossing this town and on reaching Congosto, Leader, Status II
the French clashed with the British outposts, One Group of 8 Dragoons, Carbines and
initiating a short exchange of fire that dies Sabres
soon afterwards when the daylight finally Point Value: 61
fades.
The following morning, at 6km from Mixed Mobile Column
Cacabelos the first major action develops Leader Status III
between the piquet of the British 15th Hussars Three Groups of 8 Chasseurs, Muskets
and the 95th Rifles on the one hand and the Leader, Status II
light cavalry squadrons and the Voltigeurs of Leader I
the 4eme Legere. Two Groups of 6 Voltigeur Skirmishers,
Muskets
Leader, Status I
One Group of 8 Dragoons, Carbines & Sabres
Point Value: 68
Whichever force is selected, add the following
unit for this scenario only.
Light Cavalry
Leader Status II
Two Groups of 8 Light Cavalry
Point Value: 18
8
British Special rules
The British have the following force for the The French initial card deck will only contain
campaign. the cavalry leader. The infantry leader cards
will be added after the 3rd Tiffin card. This
RIFLES COLUMN reflects the scattered situation of the French
Leader, Status III pursuing column, with infantry lagging well
Leader Status II behind the cavalry despite forced marching.
Leader Status I
Six Groups of 6 95th Rifles, Rifles Victory Conditions
French must end a turn with a Group or
Leader, Status II
formation in good order within 18” of the
One Group of 8 Hussars
British deployment area.
Point Value: 90
Scenario 2
The following unit is now added for this
The British Stand: Battle of Cacabelos
scenario only.
(PM , January 3rd, 1809)
HUSSARS General Colbert’s cavalry and light infantry
Leader, Status II relentlessly pushes the British line, sheltering
One Group of 8 Hussars at Cacabelos by midday. This small village held
Point Value: 12 an important bridge over the river Coa,
impassable due to the recent rains and snow
Deployment thaw. Paget took positions outside the village
British player: Places a Primary and in the far riverbank with the battalion of the
Secondary Deployment Points no 28th and 52nd.
further than 18” from the western table Blocking the bridge on the eastern bank, the
edge (British tactical edge). British deployed one infantry battalion of the
28th, a squadron of the 15th Hussars and the
French player: Places the main 95th Rifles. This task force received the
deployment point on the road to support of a light gun battery placed on a hill
Bembibre; at a distance from the in the eastern riverbank.
eastern table edge (French entry point)
based on a 1d6 throw result Terrain description
1: 6” The game is played on a standard 6’ x 4’table
2‐3‐4: 12” along the shorter edges, the British in the
5‐6: 18” North and the French in the South. The river
A secondary deployment point will be Coa crosses the table from East to West and is
placed anywhere to the East of the located in the in the middle of the British half
Primary Deployment Point. of the table. The river is an impassable
obstacle for infantry and cavalry. A road runs
Support Points North to South and crosses the river at a
French: 1d6 bridge. The bridge is the only crossing point;
British: half the attacker points (rounding
down)
Add to the weaker side the difference
between Force points.
Restrictions: Artillery or prepared defences
(barricades, breastworks) cannot be selected
by either side.
9
the river cannot be forded. To the North of ** Thomas Plunket is a marksman and will
the bridge, a small hill is located on the West have a ‐1 bonus on the to hit dice throw when
of the road. A ditch runs parallel to the river firing at an enemy leader.
by the hill and may provide light cover to any
infantry deployed in it. Deployment
British player: The main deployment
The village of Cacabelos is located on the point located on the bridge. A
French side of the table with the road running secondary deployment point will be
through it. It comprises of several small placed north of the river and will only
houses and barns, surrounded by crop fields be used by the artillery Group.
marked with stone‐walls. French player: within 6” of its tactical
The terrain is covered with snow. Infantry edge
cannot run except on the road. Cavalry can
gallop normally. Support Points
French: 1d6 + 6 points
Order of Battle British: half the attacker points (rounding
French: down)
The French will retain their original force, Add to the weaker side the difference
adjusting for casualties suffered during Game between Force points.
1. They will however, add the following units Restrictions: Artillery cannot be selected as a
to their force. support by either side. Only the British may
chose barricades.
Light Cavalry
Leader Status III* Special rules
Two Groups of 8 Light Cavalry The French initial card deck will only contain
the cavalry leaders. The infantry leader cards
Leader Status I
will be added after the 3rd Tiffin card. This
One Group of 8 Dragoons
reflects the scattered situation of the French
Point Value: 32
pursuing column, with infantry lagging well
* The French Leader III represents general behind the cavalry despite forced marching.
Colbert. Check the Impetuous cavalry Table
(Optional rule) every time this Leader The British infantry and cavalry will deploy
activates any cavalry Group or formation south of the river. The British artillery deploys
within command distance and located at 18” north of the river and cannot cross the bridge
of any enemy unit.
Victory Conditions
British French must end a turn with a Group or
The British will retain their original force, formation in good order North of the river.
adjusting for casualties suffered during Game
1. They will however, add the following units Scenario 3
to their force.
A Belated Christmas Gift
Destruction of the Paymaster Cart
(January 6, 1809)
British Reinforcements
Marksman Thomas Plunkett** This scenario is inspired on the events of
Leader Status II January 6th, 1809 (Epiphany Day) when,
Two Groups of 8 Hussars having lagged the main army column, the
Leader Status I British paymaster's cart bullocks died and the
One Light Gun with five crew army's silver was in danger of falling in French
Point Value: 27 hands. General Paget had to retrace back all
the way to where the carts were stranded and
10
British:
The British retain their original core force for
this scenario, with no reinforcements.
However, they are joined by the Paymaster’s
cart which is an objective for the game.
then ordered the money chests to be thrown
over the nearby cliff. Deployment
Terrain description British player: The paymaster cart
The game is played along the longer table deploys immobilised on the road. The
edges, the French on the right, eastern, end, distance to the Western table edge is
and the British on the left, western, end. A based on a 1d6 dice roll: on 1‐3 it is 36”
road crossing East to West will divide the from the Western edge, on a roll of 4‐6
table in approximately two equal halves. The it is 48” from the edge. The main British
terrain is covered with snow; infantry cannot deployment point will be deployed
run except by road. Cavalry can gallop within 6” of the cart model
normally. French player: The main deployment
point will be placed on the road 6” in
Divide the table in six equal square sections; from the Eastern table edge.
each section should contain 4 terrain features
Support Points
that provide light cover to a Group of 8
French: 1d6 + 6
models. British: half the attacker points (rounding
Order of Battle
down)
French:
Add to the weaker side the difference
The French retain their original core force for
between Force points.
this scenario, with no reinforcements.
11
Restrictions: no artillery or prepared defences Historically, the French cavalry arrived first to
(barricades, breastworks) can be selected by the place but decided to hold until substantial
neither side. infantry forces reached their lines.
Special rules
The French initial card deck will only contain
the cavalry leaders. The infantry leader cards
will be added after the 3rd Tiffin card. This
reflects the scattered situation of the French
pursuing column, with infantry lagging well
behind the cavalry despite forced marching.
The Army Paymaster is considered to be a
Level I Leader. His only role is to secure the
destruction of the army treasury. This is
achieved as Task with a total Task roll value of Terrain description
16 points. Each time the Paymaster card is The game is played along the shorter table
activated, the British player throw a 1d6 and edges, the French on the south and the British
the results are accumulated until that total is on the north. The river Neira crosses the
reached. The Paymaster cannot perform any table from right to left; the river is placed in
other function, such as activating or ordering the first quarter of the table, on the British
troops or reduce shock. When the treasury is tactical edge. The river is impassable
destroyed he is removed from the game. obstacle. A road runs North to South, crossing
the river at the bridge. There are no other
Victory Conditions crossing points as the river is not fordable.
French must capture the Paymaster Cart. This
is accomplished if a French Group moves The terrain is covered with snow; infantry
adjacent to the cart model and there is no cannot run except by road. Cavalry can gallop
British units within 6” distance. normally.
Divide the table in six equal square sections;
Scenario 4 each section should contain 3 terrain features
A Bridge at Constantin that provide light cover to a Group of 8
models. Note that this encounter took place
The Cross of the Neira River
in Galicia where small field enclosures abound
(January 7, 1809)
and the properties are separated with wall
stones (provide light cover).
After successfully destroying the army
treasury, the British rearguard reaches the
Order of Battle
village of Constatin located at 35km from
French:
Lugo in the evening of January 6th. Constantin
The French will retain their original force,
was also the site of a key bridge over the
adjusting for casualties suffered thus. They
Neira River, a natural barrier of defence as at
will however, add the following units to their
that time of the year was impassable except
force.
by the bridge. Moore decides to make a stand
against the French, in order to regroup its
scattered columns; but also because of some Light Cavalry
tactical considerations: the bridge was ta the Leader Status II
bottom of a valley and if the French were to Two Groups of 8 Light Cavalry
hold the higher ground on the left bank, the Leader Status I
crossing would risk becoming a rout under the One Group of 8 Dragoons
French fire. Point Value: 29
12
* The French Leader III represents general Restrictions: no artillery or prepared defences
Colbert. Check the Impetuous cavalry Table (barricades, breastworks) can be selected by
(Optional rule) every time this Leader either side.
activates any cavalry Group or formation
within command distance and located at 18” Special Rules
of any enemy unit. The French initial card deck will only contain
the cavalry leaders. The infantry leader cards
British will be added after rolling 1d6, if the dice
The British will retain their original force, result is equal or less than the turn number.
adjusting for casualties suffered thus far. This reflects the scattered situation of the
They will however, add the following units to French pursuing column, with infantry lagging
their force. well behind the cavalry despite forced
marching.
British Reinforcements
Marksman Thomas Plunkett** Victory Conditions
British must cross the river and end a turn
Leader Status II
with at least a 75% of its initial force
Two Groups of 8 Hussars
(equivalent to 48 models with the OBs above)
Leader Status I
French win of the British do not achieve its
One Light Gun with five crew
victory conditions.
Point Value: 27
Design Note
Deployment Designed and written by Alfredo Vitaller with
British: Deploy on the table, South of the collaboration of Julio Martínez and Benito
the river. The artillery are limbered Vera from Club Dragón in Madrid (Spain).
and must the first unit to cross the Scenarios play‐tested at Club Dragón by the
river Madrid Lardista Chapter in May‐June 2016.
French: One main Deployment Point Photos belong to the collection of Alfredo
on the road on the table edge Vitaller and Julio Martinez, painted by Kate
War Painting.
Support Points
French: 1d6 + 6
British: half the attacker points (rounding
down)
Add to the weaker side the difference
between Force points.
The high ground where the British artillery The bridge at Bembibre
deployed
13
The Moral is to the Physical as Three is to One.
Remember, you are not trying to kill ALL of your opponent’s men, merely persuading them that fighting you
is a bad idea is quite sufficient. Push the advantage every time you have an opportunity to strike blows
against your enemy’s Force Morale. Where he has units retiring through Shock, try to push him back
further, even one additional point of Shock will see his situation worsen considerably. Then turn his retreat
into a rout. Concentrate your efforts at the critical point to achieve victory
14
Skirmish from effective or long range, using the bonus dice of movement to fall back before an advancing
formation or work around their flanks.
Boom-Bang-a-Bang
Open fire with your artillery as early as possible. The psychological effect of being under fire and unable to
reply can force your opponent into making errors.
Controlled or Uncontrolled…
That is the question. Controlled volleys at effective or long range are always worth doing. Theoretically, at
Long range fire is 50% slower but twice as effective. At effective range it is 50% more effective in terms of
number of hits, whereas at Close range it is only 33% more accurate. However, this does not take into
account the use of options such as Sharp Practice or a Crashing Volley. Sometimes slower controlled fire is
worth using, even at Close range, if your troops are likely to pick up one of these bonuses. However, if you
are commanding a complete shower, with little or no hope of Sharp Practice or Crashing Volley, then firing
uncontrolled at Close range is your best chance of victory. Like everything in Sharp Practice, there are real
decisions to be made about how you use your Command Cards to optimise your troops’ performance.
Talking of Which…
Use the cards with care. It would be very easy to play Sharp Practice and line up two forces, only to get
stuck in a slogging match, where neither side really gains the upper hand. This is to totally misunderstand
the game. Sharp Practice is all about maximising the performance of your troops. Hanging on for the four
Command Card bonus move is a seductive option, but far too often this leaves you with wasted Command
Cards. Don’t be afraid of playing Command Cards when they can give you an important bonus.
Watch the Game Deck. If you have already played one or two Command Cards, it is unlikely you’ll get a
“big win” from what is left in the deck. Use them cleverly, add a dice or two to a group of Skirmish Troops
firing and your chances of picking off an enemy Leader significantly increase. Maybe an additional dice in
Fisticuffs can swing the balance. However, remember that holding Command Cards back is the best way to
ensure that you activate that one critical unit that has not yet seen its Leader’s card dealt.
15
December 1941 Senior British Military An event occurred that probably suggested
Representative in Washington D.C. Gen. John the deception used prior to the later 1943
Dill to CIGS Alan Brooke: invasion of Sicily that was made into the
1950’s film “The Man Who Never Was”. On 25
“This country is more highly organized for September1942 Lt. J. H. Turner RN, carrying a
peace than you can imagine. At present top secret letter from General Clark to the
this country has not ‐repeat not‐ the Governor General of Gibraltar was shot down
slightest conception of what the war by the Luftwaffe. His body washed ashore in
means and their armed forces are more Spain with the briefcase attached.
unready for war than is possible to
imagine. The whole organization belongs The abundance of leaks and rumors led the
to the days of George Washington.” Germans to believe that it was all a ruse and a
report from their chief Abwehr agent in North
When the USA entered WWII, American West Africa, Theodore Auer, led them to
planners naively wanted to invade the believe that any Allied landings would occur
continent of Europe immediately. The British at either Dakar or Benghazi. Mediterranean U‐
realized that the Allies were completely boats and Luftwaffe units were directed to
unprepared to confront the Wehrmacht in cover the Eastern Mediterranean area and
Western Europe and vigorously opposed the Atlantic U‐boats to patrol near Dakar far away
idea. Plans for the invasion of Vichy held from where the actual landings would be
North West Africa were presented, dropped, made.
then adopted with much inter Allied
wrangling. It took the disaster of the raid at Confusion was also rampant among the
Dieppe to finally convince the Americans that French in North Africa. Some were loyal to
the continent was out of the question for the Vichy, some would welcome Allied invasion,
near future. many would fight to uphold their honor. Some
were undecided.
Confusion about Torch was so great that Mark
Clark, chief planner for the operation opened After the fighting in Vichy North Africa ended
a staff meeting on 31 August 1942 with only 5% thought the French really liked the
“Some of you men are less confused about US, 20% that the French welcomed liberation
Torch than others. Let’s all get equally and 15% that the French were mainly happy
confused.” The confusion was mirrored on about the increase in food. The remaining
the Axis side. Despite rather clumsy Allied 60% of GI’s thought the French would cheer
security measures, leaks abounded from the anything.
levels of planning staffs right up to US
President Roosevelt and Prime Minister Henri Giraud was smuggled out of
Churchill. Rumors of Allied invasion plans for Metropolitan Vichy France to lend his name to
everywhere from Norway to Egypt flew the invasion. He at first demanded overall
around. command, was refused and eventually agreed
to lend his support. De Gaulle in England also
16
got wind of the impending invasion and impression of the general confusion which
demanded overall command but was existed in all the landings from the Atlantic
successfully put off by being left in the dark coast to Oran.
about Allied intentions.
Not only would Torch be the first major Allied
Confusion on the Beaches
amphibious invasion of WW II, Dieppe was a This scenario is played across the width of a 6’
“raid” whilst Guadalcanal was a smaller effort, by 4’ table. As shown below, one of the 6’
it would also see the first use of the newly sides has 18 inches of beach the attackers
created US Airborne force (a rumor among must cross to reach solid land on the
the airborne troops was that they were being remaining 30 inches of the table.
trained to drop on Berlin to kidnap Hitler!).
Commanded by Lieutenant Colonel Edson
Raff, the 509 Parachute Infantry Battalion
would fly 1600 miles from England to Algeria
to seize la Senia–Tarfaraoui, the only good
hard surface airfield between Oran and the
Atlantic. While not outstandingly successful
due to the drop being scattered and the
armor arriving first, it ac hieved its objectives
and was a learning experience for the Allies.
Many names that would appear prominently
during the war and after were involved. Attacking Force
Eisenhower, Alexander, Clark, Patton, The US forces begin the game off‐table in
Harmon, Truscott, T. Roosevelt, Doolittle, and their landing craft. This force is made up as
many others of later note were involved. follows:
Major Paul Tibbets in his B17 “Red Gremlin”
transported senior command from England to US Infantry Company Headquarters
Gibraltar and Daryl Zanuck filmed events. Big Man Level III
Big Man Level II
It would be a dangerous undertaking with Two MMG with five crew each
inexperienced US troops landing ahead of
British reinforcements because it was Platoons One to Three
believed that they would be better received Big Man Level II
by the French. They would be initially Three twelve man rifle squads
outnumbered on land and in the air by
potentially numerous and hostile Vichy forces. The US player now has a choice of either
It was also the time of the U‐boat “Happy Ranger company or an M3 Stuart platoon, as
Days” threatening the 3000 mile convoy route follows:
to the African Atlantic invasion zone from the
US and strong Vichy controlled naval forces US Ranger Company Headquarters
were in African ports. There were concerns Big Man IV
that pro Axis Franco would close the Straits of Sniper
Gibraltar leaving the Algerian invasion forces Bazooka, no crew
sent from Britain isolated.
OR
It would require a book to tell the whole story
of the multiple landings in North Africa on 8 Ranger Platoons One and Two
November 1942, so instead I offer a pair of Big Man Level III
generic IABSM scenarios which I hope give an Two eleven man Ranger squads
17
One MMG with five crew Good troops will fight for honor until the
enemy reaches close combat range, at which
M3 Stuart Platoon point they will surrender before a Close
Big Man Level II Combat takes place. Each section is led by a
Three M3 light tanks Level I Big Man.
Force Note Poor troops are sympathetic to the Allies and
Although the Bazooka had been issued most will fight until the nearest attacker is at close
of the troops had no idea how to use it at this range, at which point they will surrender.
time so it is left out of the infantry Poor troops have no Big Men present.
organization. One Ranger squad may use the
Bazooka against defending infantry on a BM Defenders’ Support
Initiative. The defenders may add a choice of two
support bundles:
The US player has five landing craft. These are
allocated as follows: Bundle One
One 25mm Hotchkiss Anti‐Tank Gun
Craft One: Company HQ One three man light mortar team
Craft Two: Platoon One One MMG with five crew
Craft Three: Platoon Two
Craft Four: Platoon Three Bundle Two
Craft Five: Support Choice, Rangers or Tanks One 25mm Hotchkiss Anti‐Tank Gun
Two MMGs with five crew each
Defending Force
The French defender has a choice of six of Once he has selected his supports, the
seven section size positions, each of 11 men. defender places seven positions on the table
These may be placed anywhere on the table and allocates his troops to them, placing his
but must be a minimum of 12” from the troops as he desires. Each Anti‐Tank Gun,
beach and 12” from any other defending mortar team or MMG team must be placed
section. with a separate infantry section.
If seven sections are chosen, two will be Elite, Starting the Game
three Good and two Poor. All will count as The game begins with the defender placing
being “okay” shots when fired at. markers for his five landing points. These
landing points must be at least 9” inches. Now
If six sections are taken, one is Elite and is in we determine any losses from Vichy
an enhanced position making it a “Poor” defending artillery while the craft were
target due to better positions. Three 3 are running in to the beach.
Good troops and two are Poor, with all five
being “Okay” targets when fired at. One Roll 1D6 for each landing craft
dummy position will also be present and
unmanned. Roll Effect
1‐3 No effect
These troops will hold those positions unless 4 Platoon takes 2D6+1 hits as Great
they surrender or are driven out in Close Shot or all tanks take 1 shock
Combat. 5 Platoon takes 2D6+3 hits as Great
Shot or 1 tank is disabled
Elite troops are loyal Vichy types who will
6 Naval gunfire silences Vichy artillery,
fight until eliminated by fire or in close
remaining boats take no fire
combat. Each section of Elite troops is led by
If a 6 is rolled, do not roll for any subsequent
a Level II Big Man.
landing craft. If none of the five landing craft
18
receives and fire the French guns are Armor Weapon Speed
completely silent. The disembarking US M3 4 5 Fast
troops are uncertain whether peace or war MMG Strike 2 to 12”, Strike 1 to 24”
exists and consequently may not fire until
fired upon by beach defenders.
Cards
US Vichy
Now dice for any hits on the troops in each
Big Men Blinds
craft, if any. If the tanks were selected as
Platoons Big Men
supports, these are nose‐to‐tail on their
Support Options One per section
landing craft. If one has been knocked out,
Dynamic Leader AT Gun
determine which tank is hit (On a roll of 1‐2
Armor Bonus* One per MMG
lead tank, 3‐4 middle tank, 5‐6 rear tank). An
One per mortar*
out of action lead or middle tank will cause
MMG Bonus
problems disembarking for those behind it.
Mortar Bonus*
Roll a D6 each time the tanks are activated,
with the obstruction being cleared on a 5 or 6. Common
Tea Break x 2
Now deploy the attackers onto the beach, *Include only if support choice makes
moving them 2D6 inches from their craft’s relevant.
deployment point up the beach. At this point
the normal game begins, with the Game Deck Solo Option
determining the order of activation. This scenario has been played both with an
opponent and solo. If playing solo, use poker
The US must remove all opposition from the cards face down to place the Vichy troops.
beach to win. Since this is a probable outcome Sort your deck out so that you have the
total US manpower loss should not exceed relevant number of picture cards. An Ace will
25% or folks back home will be very unhappy be an Elite section, a King a Good section and
with your leadership. a Queen a Poor section. Randomly select the
choices by flipping a coin (there’s only two
Vichy Troop Quality choices, with or without the light mortars)
0 1 2 3 4 and assign them to a card before turning it
Elite 1‐3 4 5‐7 8‐9 10 face up. No Blinds are used in this solo option
Good 1‐4 5 6‐7 8‐10 is used.
Poor 1‐5 6‐7 8‐10 11
SEIZING THE HARBOR
Weapon Strike This scenario is played down the length of a 6’
Hotchkiss 25mm 4 by 4’ table. It represents the follow‐up to a
MMG 2 to 12”, 1 to 24” successful landing many miles beyond the
flanks of an important harbor. The US forces
US Troop Quality are now moving inland attempting to gain
0 1 2 3 4 control of a major harbor from the landward
Infantry 1‐4 5 6‐8 9‐12 side in a pincer movement from both flanks
against variable resistance. This strategy was
Rangers 1‐2 3 4‐5 6‐7 8‐11
selected as it was clear that direct assaults on
Crew 1‐2 3 4 5
enemy occupied harbors were likely to be
disasters.
This scenario has designed to be generic so
that you can replay it with terrain to suit any
such action.
19
Reconnaissance Platoon
Big Man Level II
1 M3 Stuart tank
1 Jeep with three crew
1 Jeep with .50 HMG with three crew
Tank Platoon
Big Man Level II
4 M4 Shermans
The US force must exit the Vichy table edge
A road runs down the full length of the table with a minimum of one rifle platoon
from one short edge to the other. From the commanded by a Big Man to take control of
US attacking side the first 24” should be the harbor. They have a total of seven Blinds
relatively open. Place hills, light woods, and at for their force.
least one small farm in this area. A small gully
or two and some scrub brush to fill larger Defending Force
open areas. The Vichy defenders have a force made up of
nine reduced platoons of infantry, each of two
In the next 36” the table place light woods, twelve man sections.
small farms away from the road and along the
road a group of four buildings. A gully or Two Vichy platoons are Elite with one Level III
brush is still useful here. Big Man. They will fight until broken
In the last 12”of the table, place brush, light Five platoons are Good troops with one Level
woods and at least six buildings mostly near II Big Man each. These troops are fighting to
the road. defend their honor and will fight until US
troops accompanied by a Big Man reach close
The scenario was played several times with combat range then they surrender before the
different terrain placement each time. The Close Combat takes place.
number of the various terrain types are a
suggestion, but sections of the table closer to Two platoons are considered Poor as they are
the harbor, opposite the US entry point, sympathetic to the Allies. They each have one
should contain the most buildings. Level I Big Man with them. They will quit
fighting when US troops with a Big Man enter
Attacking Force close fire range.
The US has a reinforced infantry company
transported in trucks. These are as follows: Defenders Support
Two 25mm Hotchkiss Anti‐Tank Guns with
Company Headquarters tows.
Big Man Level III One sniper team, skill 1
Big Man Level II Two MMG’s with five crew each
One roadblock
Platoons One to Three
Big Man Level II Each Anti‐Tank Gun and MMG with a Blind
Three twelve man squads with no more than one support weapon
allocated to any one Blind. Alternatively,
Weapons Platoon
these may be placed alone on a Blind. When
BM Level II
that is done, the French player may place 11
Three 60mm mortars with two crew each, no
Blinds anywhere at least 18” from the US
smoke rounds
player’s table edge. There must be at least
Two MMGs with five crew each
20
one real platoon in each 12” section of table Cards
back to the French table edge. US Vichy
Blinds Blinds
The Vichy player may place his blinds. He is Big Men Big Men
entirely aware of the mixed loyalties of his Three Rifle Platoons One per platoon
force and may deploy them taking that into Recon Platoon Two AT Guns
account. Vichy troops may not be entrenched Armor Platoon One MMG
in this scenario. Two MMGs MMG Bonus
Mortars Squad Armor Platoon
Troop Quality Mortar Bonus Rally
All troop quality is the same as the first MMG Bonus
scenario. The only addition is the M4 Recon Bonus
Shermans which is rated as follows: Two Rally Cards
Common
Armor Weapon Speed Tea Break x 2
M4 7 6 Average
Solo Option
Umpire’s Notes As with the first scenario, the player may
All US tanks, recon vehicles and infantry BM assign poker cards to each section and place
have a radio link but infantry cannot talk to them face down without knowing what their
the Sherman platoon. An infantry BM must be loyalty is. Assign the support weapons as
in contact with a stationary Sherman to before.
communicate. The Shermans can
communicate with each other and Recon by Going Large
radio. To enlarge this scenario, a second infantry
company can be available reflecting that the
The Bazooka had been issued but most men inland attacks did come from landings on both
had not been trained to use it so it is missing sides of the major harbors, but more terrain
from the US organization. should be added to each defensive zone to
give the Vichy player a chance.
French Reinforcements
On turn five, the following French If the US player finds it too easy use just one
reinforcements arrive on a Blind on the road infantry company and make the US troops all
at the French table edge. Green‐Poor as found in IABSM rule book.
Armor Platoon
Big Man Level II
Three R35 tanks
The R35’s have no radio and must remain in
command radius of their BM II tank. Due to
their uncertainty and possibly sympathy with
the Allies, the French Armor will be subjected
to a specific morale rule where if one of the
tanks is destroyed or disabled, the rest will all
withdraw, with no further shooting possible.
21
22
23
24
25
26
27
28
“109 BEAT IT!”
A SCENARIO FOR BAG THE HUN BY JIM JACKAMAN
BACKGROUND
24th August 1941. After an abortive attack on Lannion airfield in
Brittany, four Westland Whirlwinds of 263 Squadron are beating a
hasty retreat. A frantic warning ‘Me109’s – Beat it!’ brings the long
range Spitfires of 66 Squadron to the rescue.
TABLE SET UP
GAME OUTLINE Thi s is how your ta ble
The game commences with the Whirlwinds of 263 Squadron ma y l ook i f you a re
positioned a quarter of the table length from the southern edge us i ng a basic s ky bl ue
of the table at Level 1, in two sections of two aircraft each. The hex gri d. The starting
Me109’s of III/JG2 enter the northern edge of the table in two pos itions a nd a ngle of
separate formations, one of four aircraft at Level 2 and one of the s un a re clearly
three aircraft at Level 1. The Spitfires of 66 Squadron enter the at s hown.
Level 3 on Turn 3.
ORDER OF BATTLE
RAF: 263 Squadron ‘A’ Flight (Whirlwind Mk 1)
Red Section
Position Pilot Type
Section Ldr: W/C Donaldson Junior Ace
Section Pilot: P/O Rudland Veteran
Green Section:
Position Pilot Type
Section Leader Veteran
Section Pilot Regular
Section Pilot: Regular CARDS
Section Pilot: Sprog
Thi s scenario will use the following cards (cards marked * a re in the deck from
the s tart, others are added as units appear)
Luftwaffe: Elements of III/JG2 (Bf109F)
Axis Schwarm One: III/JG2 Schwarm 1 Move 263 Sqn Red Section Move*
Position Pilot Type III/JG2 Schwarm 1 Fire 263 Sqn Red Section Fire*
SchwarmFuhrer Veteran III/JG2 Schwarm 2 Move 263 Sqn Yellow Section Move*
Section Pilot (nr. 2) Regular III/JG2 Schwarm 2 Fire 263 Sqn Yellow Section Fire*
Section Pilot (nr. 3) Regular W/C Donaldson* Allied Junior Ace Bonus*
Section Pilot (nr.4) Regular 66 Sqn Green Section Move 66 Sqn Green Section Fire
Allied Formation Bonus* Axis Formation Bonus*
Axis Schwarm Two: Axis Bogeys* Allied Bogeys
Position Pilot Type Altitude Bonus* Bail Out*
SchwarmFuhrer Veteran Blank Card*
Section Pilot (nr. 2) Regular
VICTORY CONDITIONS
Section Pilot (nr. 3) Regular
The Whi rlwinds must escape to the north, gaining one 1 VP for ea ch Whirlwind
tha t escapes undamaged. Once the Whirlwinds have either l eft the ta ble or been
NOTES s hot down, the Spitfire escort will also a ttempt to exit northwards. Each side will
Bogeys should be allocated to both III/JG2 a nd 66 ga i n 1 VP for every da maged enemy a ircraft and 2 VP for ea ch aircraft destroyed.
Squa dron but not 263 Squadron (see s ection 5.2).
The terri tory for the RAF is hostile.
HISTORICAL OUTCOME
ALTITUDE The Me109’s opened fire a t long ra nge as they a pproached, breaking away only
when they s potted the Spitfire escort and realised they could not hit the fast
The Whi rlwinds begins the game a t Altitude 1. The
movi ng Whirlwinds cl osing toward them at high s peed.
Me109’s enter a t Altitude 1 a nd 2. The Spitfires enter at
Al ti tude 3. The Sun is in the West.
29
As is often the way, an exercise intended to the Indians ceding large tracts of land to the
test the new Sharpulator and Force United States.
Composition rules for SP2 for a campaign
which is within the time frame of the core Rather than give too much of a blow by blow
rules but with very different opposing forces account of the various expeditions, raids and
from the norm has sparked an interest in yet other actions that took place, I include a short
another sideshow project. The wars waged by bibliography of the most readily available
George Washington (by then US President) references on the campaigns and uniforms of
against the Ohio Indians has a lot to offer – a the period in order to focus on the Army lists
self‐contained theatre with great terrain (but for the protagonists. The American army is
you’ll need a lot of trees!), interesting troop divided into two lists: an early period one
types with eye‐catching uniforms and war covering the Harmar and St Clair expeditions
paint, and plenty of potential scenarios. Add of 1790‐1791, and a later list for the Legion
the possibility of intervention by Spanish and raised by ‘Mad’ Anthony Wayne in 1792,
British army and naval forces, unrest in the which went on to defeat the Indian
Appalachians over taxes on whiskey and the Confederation at the battle of Fallen Timbers
machinations of traitorous subordinates, and in 1794, bringing the war to an end with the
it just begs to have a mini‐campaign written Treaty of Greeneville in 1795.
about it.
The US War of Independence was ended with
BIBLIOGRAPHY
President Washington’s Indian War (Sword)
the Treaty of Paris in 1783 which, amongst
other things, ceded British control of the The Victory with No Name (Calloway)
Northwest Territories to the United States. Bayonets in the Wilderness (Gaff)
With Britain no longer able to act as defender Revolutionary War Drill Manual (von Steuben)
of Indian interests, the land around the Ohio An Artist in Treason: The Extraordinary
river was opened up to settlers to move Double Life of General James Wilkinson
westwards and develop the opportunities of (Walker)
this almost virgin soil. Of course, this led Osprey: Wabash 1791 – St Clair’s Defeat
them into conflict with the Indian population (Winkler)
and in 1790 President Washington ordered Osprey: Fallen Timbers 1794 – The US
the United States Army to overcome Indian Army’s First Victory (Winkler)
resistance. Commanded by Major General Osprey: The United States Army 1783‐
Arthur St Clair, a Scot by birth, the combined 1811 (Kochan)
force of regulars and militia suffered a string Osprey: North American Tribes of the
of defeats which culminated in a massacre of Great Lakes (Johnson)
over a thousand men at the Battle of Wabash. Osprey: Tribes of the Iroquois
Confederacy (Johnson)
After this apparent disaster, Washington
appointed General “Mad” Anthony Wayne, a Something of an obscure conflict, you’ll be
hero of the War of Independence, to glad to know that most troops can be
command. He won several decisive victories represented using AWI or French Indian War
between 1793 and 1795 which ended the models. Use Continentals for regular troops
conflict with the Treaty of Greenville seeing or any mix of Militia for non‐regulars. Indians
are, of course, Indians.
30
The Army of the
US Forces
In rating the US forces the following
considerations were made.
United States
US Regular Infantry 1789‐1791
The regulars were trained in drill and
musketry but there was insufficient powder
1790 – 1791
and shot for them to be trained in
marksmanship – many of the new recruits
received no practice in actually firing their
The Continental Army had been disbanded
weapons. There were no trained light infantry
following the successful conclusion of the War
companies. Armed with 1766/74 Charleville
of Independence in 1783 and defence of the
muskets and bayonets.
new nation had reverted to the State Militias.
With growing unrest and Indian raids along
The First Regiment had the highest proportion
the frontiers, Congress authorised the
of long service men and most of their officers
formation of a mixed‐arms Legionary Corps of
were veterans of the War of Independence, so
2,000 men in 1786. The influx of settlers to
could be rated as Elite.
the Ohio River region following the creation of
the North West Territory in 1787 increased
US Levy Regiments 1790‐1791
tension with its Indian inhabitants and
Raised as six‐month volunteers to supplement
repeated raids of growing intensity were
the regulars, they were similarly trained and
made by both sides in the following years. The
equally poorly trained. The first regiment was
Harmer Expedition of 1790 saw an American
raised in Maryland and Virginia, the second in
force of 1500 regulars and militia suffer heavy
Pennsylvania and New Jersey.
casualties mounting an offensive against the
Miami Indians and necessitated the raising of
additional short‐term service regiments
Kentucky Mounted Volunteers 1789‐1791
termed ‘Levies’ to supplement the regulars. Typical of the frontiersmen who volunteered
for the Harmar expedition against the Miami
1791 saw the greatest defeat ever suffered by in 1790 and the raids mounted along the
the American army in history, relative to the Wabash in the summer of summer 1791. Few,
size of the force, when more than 700 men if any, joined the St Clair expedition later that
from a force of 1400 led by General Arthur St year.
Clair, Governor of the North West Territory,
were killed and wounded at the battle of the Kentucky Militia 1789‐1791
Wabash. The local Militia commanders struggled to
recruit men for the 1791 campaign, having to
resort to conscription. Desertion was rife and
United States Army, 1789‐91 the men were not of the calibre expected.
Leader Status II Much of their equipment was old and
Leader Status I unreliable. Most of the frontiersmen that had
Three Groups of 8 Regular Infantry, Muskets accompanied earlier expeditions were
Leader Status II reluctant to sign up and the majority of
Two Groups of 8 Regular Infantry, Muskets recruits were “raw and unused to the gun or
Leader Status II the woods” to quote a contemporary
Three Groups of 8 Levy Infantry, Muskets commentator.
Points Value: 55 Points
Pennsylvania or Overmountain Riflemen
1791
The best trained and most experienced of the
Militia troops raised for the 1791 campaign,
31
typically armed with Long Rifles. Although
armed with knives and tomahawks for close
combat, they are not sufficiently terrifying to
benefit from the unit characteristic.
US Artillery 1786‐1791
The artillery company was the best trained
part of the army, composed mainly of
veterans of the Revolutionary War. They were
equipped with 3lb (light) or 6lb (medium)
guns able to fire ball or grape/case shot. The
artillery was moved using 2 or 4 horse
wheeled limbers, which caused problems in
the heavily forested theatre.
US Army Dragoons
There were two small troops of Dragoons (no
more than 100 men) used for scouting and
guarding the flanks. They were armed with
sabres and Charleville smoothbore carbines.
RULE AMENDMENT
The morale of the St Clair Expedition was not
good. Once calculated (taking into account
proportion of Militia and Regular Groups in
the force as usual), reduce the Force Morale
by a further ‐1. Force Morale still cannot be
less than 8.
The Army was particularly prone to looting
throughout the period: there is a ‐1 modifier
to Looting tests on table 7 (p38).
32
Army of the United States
33
The Legion of the
besieged in June 1794. Attempts to negotiate
a peace treaty failed.
There are plenty of small actions for
United States
inspiration; Clarke’s Ambush of May 1794 saw
60 Delaware and Shawnee Indians attack a
convoy moving up to Fort Hamilton of 60
1792 - 1796 infantry and 20 dragoons – ideally for SP!
Following the debacle at Wabash, the The ‘what if’ scenarios are an added
American Congress authorised the raising of a attraction. The political situation was
new 5000‐strong army, to be called the Legion complex: In February 1793 the revolutionary
of the United States. Washington recalled French Government declared war on Britain
Major General ‘Mad’ Anthony Wayne from and France, and expected the United States to
retirement to assume command, which he did honour its 1778 alliance by attacking British
in April 1792. Wayne trained his new recruits Canada, Spanish Florida and Louisiana. In the
hard, taking advice from frontiersmen and event, Washington announced that the
other experienced Indian fighters. He adapted United States would remain neutral but this
their equipment and adopted new tactics to was not an entirely popular decision, there
better counter those of the Ohio Indians – his were efforts to raise volunteer revolutionary
men fought mock battles using blank forces amongst the American population and
ammunition against frontiersmen dressed as both the British and Spanish certainly
Indians and using their tactics to better considered it enough of a threat to seek allies
prepare them for what was to come. amongst the Indian tribes along the borders.
There were several incidents in the course of
The Legion was intended to be organised into the 1793‐5 campaign that could have
4 self‐contained all‐arms sub‐legions, each of provoked a renewed war between these
2 infantry battalions and a rifle battalion (each protagonists. At the same time, the US
of 4 companies) together with an attached Government was facing growing popular
troop of dragoons and an artillery battery. dissatisfaction with its rule, particularly the
One company in each regular battalion was imposition of new taxes, that bordered on
designated as a Light Company. Difficulties in rebellion. If that was not enough, Wayne had
recruitment and retention of men beyond to contend with a disloyal second in
their original 2‐year service contract, and command, General James Wilkinson, an
practical campaign (and political!) issues ambitious man who sought to undermine his
meant that this organisation was not commander in chief for his own ends, making
maintained in its original form, and the efforts to sabotage the American preparations
battalions were seriously under‐strength. for the forthcoming campaign while also
being a secret agent for the Spanish.
Despite that, the army that fought at Fallen
Timbers in August 1794 was well trained, well
led and more motivated than any that had United States Army, 1793‐96
previously confronted the Indian Nation. Leader Status III
Leader Status I
Throughout the remainder of 1792 and 1793 Three Groups of 8 Battalion Infantry, Muskets
there were repeated Indian attacks on One Group of Legion Light Infantry, Modified
American settlements, and retaliatory raids by Musket
Kentucky militiamen. Wayne began to move Leader, Status II
his forces up to the frontier in anticipation of Two Groups of 8 Battalion Infantry, Muskets
action. There were repeated attacks on Leader, Status II
American wagon convoys (such as at Lowry One Group of 6 Legion Riflemen, Rifles
Run in October 1793) and Fort Recovery was Points Value: 79 Points
34
US Forces other North American cavalry of the period
In rating the Legion of the United States they are rated as Impact Cavalry but can still
forces, the following considerations were dismount as skirmishers, though this was rare
made. during the campaign of 1794.
Legion Battalion Infantry Legion Artillery
Battalion Infantry were equipped with The artillery companies were equipped with
1766/1774 Charleville muskets and bayonets. light 3lber King Howitzers. Designed to be
They habitually used Buck & Ball and were broken down and carried by 2 pack mules,
trained to fire in controlled volleys before with a third carrying the ammunition, they
following up with the bayonet. could be used as either a field gun or
howitzer, firing ball, shell or grape/canister as
Legion Light Infantry Company required.
The Light Infantry companies were described
as “improved musketeers” and used modified When packed, the artillery move at 1D6” per
muskets, and cartridges, and heavy loads of action with the same restrictions for terrain as
buckshot (9x .30c shot in each load). They infantry. It takes 4 Actions to unpack or pack
benefit from an increased rate of fire and up the gun. The Drill bonus can be used to
significant stopping power at short range. reduce this to 3 Actions if required.
They operated in close support of the
Battalion Infantry, using their firepower to Legion Scout Company
halt onrushing Indians in their tracks before Wayne also recruited several companies of
advancing in support of the battalion men experienced frontiersmen and scouts typically
with fixed bayonets. armed with rifles and tomahawks.
The modified muskets add +1 to hit rolls at Chocataw & Chicksaw Indian Allies
Close range, ignoring the first Kill and Traditional enemies of the ‘northern Indians’,
doubling the Shock inflicted. At Long range a contingent of about 100 friendly Chickasaw
they fire as normal muskets but ignoring the and Choctaw Indians from Tennessee County
first Kill to reflect the reduced stopping power were recruited by the famed Frontiersmen,
of buckshot at longer ranges. James Robertson, for service with Wayne’s
army. They came “resolved to have hair” and
Legion Rifle Company were used to raid enemy villages and on
The Rifle companies were armed with scouting missions.
Pennsylvania Long Rifles. Lacking bayonet,
they were equipped with bayonet‐ tipped Scott’s Kentucky Mounted Volunteers
folding spear‐sticks to compensate, although The Legion was supplemented by 1500 rifle‐
these were not entirely practical in use, but armed Kentucky volunteer mounted
are considered adequate enough to avoid a frontiersmen, “all damned fighting fellows”,
‘no bayonet’ characteristic. They also carried recruited and led by Major General Charles
tomahawks but are not sufficiently terrifying Scott. They are equally capable of fighting
to warrant the unit characteristic. They were mounted or on foot.
intended to operate independently of the
battalion companies. RULE AMENDMENT
Wayne issued orders amending the dress of
Legion Dragoons his officers in order to reduce casualties,
There were 4 troops of Dragoons in the making them less easily distinguished from
Legion, each of 50‐60 men organised in 4 their men. Leaders on foot will therefore only
squads of 15. Equipped with Sabres and 1763 be hit when the number rolled is less than the
Charleville Carbines they were trained to fight number of Kills even when fired at by Skirmish
both mounted and dismounted. As with many Troops.
35
The Legion of the United States
36
The Ohio Indians
Ohio Indians, 1790‐1796
Leader, Status III
Leader, Status II
There had been a state of almost continuous Three Groups of 12 Indian Warriors, Muskets
war between the Indians of the Ohio valley Two Groups of 6 Indian Skirmishers, Muskets
and the Americans for over 20 years, since Leader, Status II
settlers had started moving into the forests Two Groups of 12 Indian Warriors, Muskets
lying between the Appalachian Mountains One Group of 6 Indian Skirmishers, Muskets
and the Ohio River. Most of the Indian tribes Leader, Status I
had fought as British allies during the One Group of 12 Indian Warriors, Musket
Revolutionary War and still looked to the Points Value: 87 Points
British for support against their common
enemy. Despite several successes during the As an alternative to the way Indians are
1780’s, expeditions against the Ohio Indians in represented in the core rules, Force List B is
1786 and 1790 had failed and, in November composed entirely of 6‐man Groups of Light
1791, most of the American army was Infantry rather than Tribes. This probably
destroyed at the battle of the Wabash. represents their style of warfare much better
– they were not impetuous charging native
The Indian nation confronting the Americans warriors in the style of Zulus or Mahdists.
was a confederation of several tribes; Skirmishing, retiring, luring the enemy into
principally Ottawa, Shawnee, Delaware, ambushes and only charging in for the kill
Wyandot and others. Their warriors were when the enemy is sufficiently disordered and
trained from an early age, most were veterans Shocked to be easily overcome was their way.
of many engagements against other tribes as However, it does require some additional rule
well as the Americans and had a well‐ amendments to keep a balanced game.
deserved reputation for savagery and cruelty
that intimidated opponents that had not yet
faced them. Repeated successes had made Ohio Indians, 1790‐1796
them supremely self‐confident in their ability Leader, Status III
to defeat whatever American army came Leader, Status II
against them, they were described by Three Groups of 6 Indian Skirmishers,
commentators as the “finest light infantry in Muskets
the world”. Leader, Status II
Leader, Status I
Most were armed with a mix of muskets, rifles Three Groups of 6 Indian Skirmishers,
and small calibre weapons, many carrying Muskets
Land Pattern ‘Brown Bess’ musket supplied by Leader, Status II
the British and using Buck & Ball loads. For One Group of 6 Indian Skirmishers, Muskets
close combat they carried knives, clubs and, Points Value: 93 Points
of course, Tomahawks. Bows and arrows were
still carried by some warriors but usually only
used when ammunition was running low. The Indians at Fallen Timbers were joined by
c.70 Canadian Volunteers dressed as Indians.
Force List A represents the Indians in a similar Mainly frontiersmen and American Loyalist
way to those featured in the core rules for royalist refugees known as the “Volunteer
Indian allies in the FIW and AWI lists. Companies of Refugees”, they were
principally armed with muskets and bayonets.
Although most would have carried
tomahawks, it is assumed that they do not
have the fear‐inspiring appearance of Indians
to gain the benefit of the characteristic.
37
Ohio Indians
Indian Traditional Weapons
WEAPON DICE RELOAD 0‐12" 12‐24"
Spears and thrown weapons 1 0 Effective to 6” ‐
Bow & arrow 1 0 Effective Long
38
RULE AMENDMENTS mounted troops (American Dragoons or
To reflect their supreme self‐confidence, mounted Kentucky Volunteers). They do not
Indian forces re‐roll any ‘6’ when testing Force suffer the penalty if they are the Attacker in
Morale on the ‘Bad Things Happen’ table. Fisticuffs.
Each test may only be re‐rolled once and the
second result is final. This positive Bows & Arrows and Thrown Weapons.
characteristic is lost once a unit is Broken or Indian Groups running out of ammunition
Wiped Out, or a senior (Status III or IV) Leader may revert to using bows and arrows instead.
is Killed, Wounded or Routed from the table. It is assumed that only half the men in any
Group are carrying bows and arrows as a
The Indians were accustomed to acting on supplementary weapon. Alternatively, all men
their own initiative rather than relying on the in a Group may use other thrown weapons
leadership of their tribal chiefs (important (improvised or otherwise) at short range,
when not allowed to move in Formation). Add although in most cases they are more likely to
one additional Command Card to the deck to charge into Fisticuffs instead.
reflect this quality.
Arrows fired from Long Range have less
The Indians were extremely risk‐averse to stopping power than a comparable musket, so
suffering casualties and saw no shame in target counts as being in one level of cover
retiring from a dangerous situation in order to better than they are in, and also replace the
regroup and return to fight again – it was a first Kill with a point of Shock instead. See the
normal and natural part of their tactics to do Unit Roster page for full detail of the use of
so. To reflect this, Indians do NOT test on the bows.
‘Bad Things Happen’ table when a Group is
forced to withdraw. However, they also suffer “Fleet Footed” is a new infantry unit
an additional point of Shock for every Kill characteristic, typically applied to native Mass
suffered from Firing or Fisticuffs. Troops and Skirmish Troops, which benefits
them when traversing difficult terrain.
Indians should have either a larger than Movement is increased to 1D6+1” per Action.
normal number of low Status Leaders in their Skirmish Troops still gain an extra movement
Force or (better) a higher proportion of high Action per turn. Where appropriate, ‘Step
Status Leaders, whose ability to rally wavering Out’ adds an additional 1D6” of movement.
warriors and bring them back into the battle Groups and Formations (if permitted to the
becomes very important. The death or unit) of troops with this characteristic can be
wounding of a Prominent Leader would have ordered to Run but do not receive a point of
a catastrophic effect on the Force. Shock when doing so and the unit maintains
its Formation even when running (see p.32).
An Indian Leader who Loses Face or Acts in a
Cowardly way tests for ‘Bad Things Happen’ as When moving through Broken Ground (p.35),
if Wounded according to his Status. a Fleet Footed unit’s movement is not
reduced by 1 pip per dice when in Formation.
“Charge the damned rascals with the A Group or Formation may be ordered to
bayonet!” (Wayne, Fallen Timbers 1794) ‘Run’ through Broken Ground. The Formation
The Indians were reluctant to face the serried remains intact but then receive a point of
ranks of the American battalions as they Shock. A single Group may Run through
advanced with fixed bayonets. Indian units Broken Ground without penalty.
count as “No Bayonet” but only under
particular circumstances: when they are All other restrictions for movement in Broken
defending in Fisticuffs when attacked by an Ground, Heavy Going and Really Heavy Going
American Formation (not an individual Group) still apply. Movement in Column on a road
with fixed bayonets, and when attacked by gives no benefit to “Fleet Footed” troops.
39
The extended supply lines that ran more than Americans must exit the table on the far edge
150 miles between Cincinatti on the Ohio with at least two of the three supply Groups.
River and Wayne’s forward base at Fort
Greeneville were highly vulnerable to Indian The Indian (Red) player now rolls 1D6 to see
attack but vital to his plans. Previous which Deployment Point(s) he uses as per the
expeditions had failed as much because of rules on p.74. To win he must capture at least
poor logistics as the effect of enemy action. two of the three Supply Groups in the
American Force.
The roads constructed through the Ohio
wilderness required the levelling of tens of Available Force Support is summarised in the
thousands of trees and construction of briefings below. There are no Minor
bridges over the numerous streams and Characters present.
gullies. Wagons could only move very slowly
over them and were prone to break downs. AMERICAN FORCE BRIEFING
Pack horses were faster but were in short The Americans test for Force Morale as
supply and could only carry a fraction of the normal, with a +1 Modifier, and start the
weight carried by a wagon. Forage for both game with four Command Cards in the Game
horses and draught oxen was often in short Deck
supply.
B Company, 2nd Battalion,
This scenario is inspired by the attack at Second Sub‐Legion
Twenty Nine Mile Creek by a band of Ottawa Lieutenant Jim Reeves, Status III
Indians led by Little Otter on a military Sergeant Glenn Campbell, Status II
convoy, commanded by Lieutenant John Two Groups of 8 Legion Battalion Infantry,
Lowry of the Second Sub Legion in October Muskets
1793. That the incident is known as ‘Lowry’s Two Groups of 6 Legion Light Infantry,
Run’ should provide a clue to the historic Modified Muskets
outcome. Sergeant John Denver, Status II
Two Groups of Legion Dragoons, Sabres &
SCENARIO INFORMATION carbines
This is a classic ‘Escort Duty’ scenario as per Chet Atkins, Status II
p.74 of the rules. Corporal Kenneth Rogers, Status I
One Group of 8 Kentucky Mounted
The American commander (Blue) is escorting Volunteers, Rifles
essential supplies in wagons or on pack‐mules Three Groups of 6 Civilian Teamsters, Fowling
up the trail to Fort Jefferson having left Fort St Pieces
Clair at dawn. He deploys a secondary Fixed Points Value: 99
Deployment Point at the point marked on the
map. The Blue Player may then make 1D3
moves with his entire force. To win, the
40
Lieutenant Reeves is accompanied by the most of the men have completed 2 years of
company bugle boy (Musician) which enables service with the battalion and most are known
him to double his Command Range to 18” and to you.
add +1 to Uncontrolled Troops tests.
Your right hand man, Sergeant Campbell of
The military convoy being escorted consists of the Light Company, is a 40‐something
three Groups, each consisting of two horse or professional soldier from South Carolina, who
Ox‐drawn wagons or 8‐10 pack mules fought at Camden and Cowpens and was one
(depending on what figures/models are of the few survivors of the Wabash fiasco.
available) with six contracted civilian Always immaculately turned out, he is
teamsters/drivers. They are heavily laden with sensitive about his lack of height and has a
flour destined for the cookhouse at Fort short temper, but he is just the sort of NCO
Jefferson. that a young officer can rely on.
Leader Profiles
The escort has been reinforced at Fort St Clair
by a full strength Squad from Bay Troop of the
Legion Dragoons under Sergeant Denver, who
seems a reliable sort. The convoy has also
Lieutenant James ‘Jim’ Reeves, B Company,
been joined by a small party of scouts from
2nd Battalion, 2nd Sub Legion
Kentucky. Their leader, Corporal Rodgers is a
Aged 24, you are the youngest son of a
taciturn and withdrawn man in his late 40’s,
distinguished hero of the War of
always polite, clearly well‐educated but not a
Independence, a Colonel in the Virginia State
man for small‐talk. Chet Atkins, Foreman of
Militia and prominent local dignitary. Your
the teamsters is a big, blustering oaf, who has
elder brother is a renowned frigate Captain in
made his dislike of soldiery in general, and
the US Navy. Since joining the Legion shortly
officers in particular very obvious. Not a man
after its formation in 1792, you have applied
you would wish to spend time with.
yourself diligently and have been in several
small actions, in which you have acquitted
Sergeant Glenn Campbell D (Light) Company,
yourself well. You still want to make your
2nd Battalion, 2nd Sub Legion
father proud of you. You think the men like
You are a long term professional soldier from
you, but are sometimes beset by self‐doubt.
South Carolina, a veteran of many actions
A wholly unremarkable chap, average in every
against both the British and the Indians,
way and rather dull company with few
including Camden and Cowpens. You survived
apparent vices or favourable qualities. Despite
the massacre at the Wabash two years ago
that, he is a good leader of men and is well
and, frankly, are not keen to go up against
respected by the men, who know he treats
those damned savages again. You have
them fairly.
already decided this will be your last
campaign, so self‐preservation is the order of
Your current command is a composite
the day.
company of men from the 2nd Battalion, 2nd
Sub‐Legion now returning to Fort Greeneville
Lieutenant Reeves seems a good officer, with
from the interminable convoy escort duties
no real airs and graces despite his obvious
that have been such a feature of the last year.
wealth and connections. He, or his father,
There are a few new recruits in the ranks, but
might well need a reliable Estate Manager so
41
it will do no harm to keep in his good books. raising your young family. Then, 10 years ago,
He is a conscientious man, well regarded by marauding Indians butchered your wife and
the men but rather dull company, easily daughters before your eyes, snatched away
overlooked in a crowded room. your young son and burnt your home to the
ground. Since then you have repeatedly
You have only just met Sergeant Denver of the volunteered for service in the North West
Dragoons, but first impressions are good – an Territory and seek to wreak revenge on the
affable, ruddy‐faced farmer from Maryland. savages at every opportunity. Sometimes you
His men are well turned out and seem gotta fight, when you’re a man…
competent. You have hardly said a word to
Corporal Rodgers or any of his frontiersmen. You keep yourself to yourself as much as
Rodgers is an older man who, so far, keeps possible. The army detachments
himself to himself, says little and seems accompanying the convoy appear competent.
preoccupied. Mr Atkins, the teamsters’ leader The civilian foreman of the teamsters is a
is a loud, bullying sort who clearly has no time loud‐mouthed and aggressive oaf best
for the army, even though he is happy to take avoided.
its money.
Chet Atkins, Teamsters Foreman
Sergeant John Denver, Bay Troop, Legion Farming seemed like too much hard work so
Dragoons you bought some old wagons and got into the
Aged 26 and from several generations of teamster business about 2 years ago. Army
Maryland farmers, you signed up to get away contracts are readily available and it’s always
from the boredom of rural life. Unfortunately, possible to skim some extra profit out of
life in the army has so far been just as every trip up‐country. It’s a pity that you’re
uneventful and you are hoping that this transporting flour this time around but you’re
posting to the front will make for some more sure that you’ll find ready purchasers of the
excitement. The men of your squad are well several cases of whiskey that you’re also
trained and competent. The infantry carrying once you reach Fort Jefferson. Your
Lieutenant commanding the detail (Reece, men are the scum of the earth but they work
Reevers?) seems pleasant enough and you for cents and can fight like rats when
can see that his sergeant, Campbell, is a good cornered.
man to have beside you in a tight spot. The
Kentucky Volunteers tagging along with the Indian raids are getting more frequent and
convoy are a scruffy bunch who keep you’re relieved to have a decent escort on this
themselves to themselves. You have not even run – your life is worth far more than a few
spoken to their Corporal once during today’s sacks of flour and it’s about time the
4‐hour march. Mr Atkins, the teamsters’ Bluecoats earned their pay. The Lieutenant
foreman, is a bit of a braggart but is a fellow commanding the escort is typical of the type:
farmer whose bark is worse than his bite. clearly monied, brave but stupid. His short‐ass
Sergeant has already stopped you selling any
Corporal Kenneth Rodgers, Kentucky of your whiskey to his men, which he may
Mounted Volunteers. come to regret. The sergeant of Dragoons has
Sent back to Cincinnati with despatches from been friendly so far and the Volunteers
General Wilkinson, you and your men have Corporal is a miserable bastard not worth the
decided to join up with the convoy on the time of day.
return journey – there is safety in numbers
and you are in no hurry to re‐join your INDIAN RAIDING PARTY BRIEFING
regiment. A lifetime ago, you were a school
The Indian Raiding Party rolls for Force Morale
teacher in a small community on the banks of
as normal (+1 modifier to the dice roll) and
the Ohio, teaching the children of the local
starts the game with 6 Command Cards in the
farmers, playing the organ at the church and
Game Deck (4 +1 for an 8‐Group Force, +1 for
42
acting on own initiative as per rule Black Snake
amendments). Another veteran warrior who took many
scalps at the Wabash and expects to do the
Two different Force Lists are included, same again. Your only concern is that, this
depending on your preferred interpretation of time your youngest son, Lone Wolf, is joining
Indian warfare. you on his first raid. Adopted as a young child
after being seized during a raid along the Ohio
Indian Raiding Party – Option A over 10 years ago, the boy had a tough
Big Beaver, Status III childhood and you want him to do well in
Black Snake, Status II order to be fully accepted by the other young
Three Groups of 12 Indian Warriors, Muskets warriors of the tribe
One Group of 6 Indian Skirmishers, Muskets
Lean Bear, Status II Lean Bear
Two Groups of 12 Indian Warriors, Muskets Having missed the battle on the Wabash, you
One Group of 6 Indian Skirmishers, Muskets are keen to take many American scalps this
Lone Wolf, Status I year, and will not hesitate to engage the
One Groups of 12 Indian Warriors, Muskets enemy in hand to hand combat. You are
determined to impress Big Beaver so that he
Points Value: 78
may consider you a worthy husband for his
youngest daughter.
Indian Raiding Party – Option B
Big Beaver, Status III Lone Wolf
Black Snake, Status II Snatched from a white settlement as a child
Four Group of 6 Indian Skirmishers, Muskets and raised by Black Snake as an adopted son,
Lean Bear, Status II you are now 15 years old and on your first
Three Groups of 6 Indian Skirmishers, raid. Tormented by the other boys for your
Muskets blonde hair and pale skin, (now much darker
Lone Wolf, Status I after years of exposure to the sun) you are
One Group of 6 Indian Skirmishers, Muskets determined to prove your worth as a true
Points Value: 96 Ottawa warrior. You have only the vaguest
memories of your past life and have no
The raiding party may place a single intention of returning to ‘civilisation’.
Moveable Deployment Point as per the rules
on p. 82. They also have the benefit of local UMPIRE’s NOTES
Scouts, which allows them to deploy an The Military Road, approximately 6‐8” wide
additional 3” from their Deployment Points (for 28mm) runs the length of the table. Most
and also add a Secondary Fixed Deployment of the trees and heavy undergrowth on either
Point within 24” of their Primary one. side of the road has been cut back to
minimise the risk of ambush, to a distance of
Big Beaver, Leader of the Ottawa Raiders approximately 12” on either side. There is a
An imposing and well respected war chief rough ditch running along most of the length
amongst the tribes of the North West, a of the road on its west side. There is a small
veteran of many fierce encounters with both stream that meanders across the centre third
the Americans and the weaker tribes of the of the table, crossed by the Road at a narrow
region. Your lodge is decorated with many and heavily rutted ford. The remainder of the
scalps. Having taken the lives of many table is covered in heavy woodland with
American chiefs at the Wabash two years ago, dense undergrowth.
you are confident that this latest attack on
your lands will again end in failure and bring The Road counts as Open Ground. Where it
new riches to your village. crosses the stream this counts as Broken
Ground, with the usual risk of bogging down
43
or losing a wheel (p.35). The stream itself to pass each other. Making repairs to the
counts as a Major Obstacle to movement if wheel/axle is a 14* Task as per table 22
crossed anywhere other than at the ford. The (p.65). Teamsters repairing wheels count as
ditch counts as a Minor Obstacle. Engineers (re‐roll any ‘1’s) but any other
Groups doing so do not.
The cleared ground on either side of the road
counts as Broken Ground, does not obscure If the Teamsters are forced to flee their
vision and offers no cover from enemy fire. charges, the wagons and horses cannot be
The woodland counts as Heavy Going, moved until another Group has taken their
restricts visibility as per the rules on p.40 and place. Pack mules can be taken by the Indians,
gives Light Cover against enemy fire. and draught horses can also be unharnessed
(2 Actions) and led away.
Wagons and Pack Mules move 1D6” per
Action, but with a ‐1” dice modifier if pulled Troops may use the laden wagons as Hard
by oxen. Cover against enemy shooting and as a Major
Obstacle if attempting to clamber over them
Wagons may only move on the trail. Any or if defended.
double when moving means that one of the
wagons (determined randomly) has become As with Scenario Four, Escort Duty, the US
stuck and cannot move this turn. If a double 1 force enter the table on the Eastern edge,
is rolled, or any double after becoming stuck, either on the main trail or to the South,
the wagon has suffered a broken wheel or presumably having taken a diversion. The
axle and cannot move until it has been Indians dice to see where their Primary
repaired. The wagon will block the trail until it Deployment Point is placed.
has been moved to the side of the road
(requiring two further actions, counting as The table is 6’ by 4’ in size. All other scenario
crossing a minor obstacle but can be done conditions apply.
before the wheel is repaired). It is assumed
that the road is wide enough for two wagons
44
HISTORICAL BACKGROUND Assured of British support and despite being
The battle of Fallen Timbers was the outnumbered almost 3:1, the Indian
culmination of the campaign waged by commanders chose to confront the invaders
General ‘Mad’ Anthony Wayne and the Legion on a battleground of their choosing – deep in
of the United States against the Native the forest where a recent tornado had left a
American tribes of the North West Territory. wide expanse of fallen trees blocking the trail
Victory brought peace to the region for to the heart of the Indian nation –a place that
almost 20 years and, more importantly, was to become the site of the first victory for
severely damaged the relationship between the US army.
the British and their American Indian allies,
who felt betrayed by the formers’s lack of SHARP PRACTICE & FALLEN
support against their traditional enemies. TIMBERS. FIRST PRINCIPLES
By the standards of ‘Sharp Practice’, Fallen
Most of the Ohio Indian tribes had supported Timbers, with almost 4,500 combatants, is a
the British during the Revolutionary War of big battle. In part, this article attempts to
1776‐82 and largely chose to ignore the terms demonstrate how the core rule mechanisms
of the Treaty of Paris, which ceded the are sufficiently robust to handle much larger
territory that became the North West actions than the skirmish‐level ones typically
Territory to the new Republic. Growing associated with the rules.
tension, border raids and atrocities on both
sides culminated in defeat for the Americans Some minor rule adjustments, particularly in
in 1790 (the Harmar Expedition) and 1791 (St respect of command and control, are needed
Clair’s Defeat at the Battle of the Wabash). to ensure that the game remains fast‐moving.
The Leaders represented tend to be Generals,
The reformed American army, now known as Colonels and Majors rather than Lieutenants
the Legion of the United States and led by the and NCO’s. The Game Deck will be larger than
veteran Major General ‘Mad’ Anthony Wayne usual but not unmanageably so. The following
was, after two years intensive training, sent tweaks to the rules and the original OOBs are
back into the Territory to subdue the tribes roughly based on a 1:10 figure/man scale so
and impose peace on American terms in the that the individual units can still be
region. adequately represented while still retaining
the ‘heroic’ style of the original rules.
Attempts to negotiate peace failed and the
Indian Confederation gathered to oppose the Many of the factors influencing Wayne’s
invaders, confident in their ability to defeat strategy and tactics on the day were driven by
their enemies whatever the odds. The political rather than military considerations,
American advance into enemy territory was which are beyond the scope of this article –
characterised by repeated skirmishes and how can we account for the machinations of a
raids, and a serious Indian assault on Fort second‐in‐command variously described as
Recovery, the American advance base. “the most consummate artist in treason that
45
the nation ever possessed” and “the most General Wayne may take direct command of
despicable character in all our history” (the units within the reformed command or attach
last by no less than Theodore Roosevelt), the himself to one of the forces commanded by
potential intervention of the Spanish and the his subordinates – advance or rear guard,
British, popular insurrection against the right or left wing. He may not join the
imposition of new taxes, corrupt army Northern Kentucky Brigade.
contractors and other factors threatening to
throw the Expedition off course without a Kibbey’s scout company is not included in the
proper pint‐sized campaign? OOB as they were detached from the army
and scouting the opposite bank of the
FALLEN TIMBERS SPECIAL RULES Maumee River at the time of the battle.
The American army under Anthony Wayne Furthermore, the 800 men of Barbee’s
determine Force Morale as per the rules on Southern Kentucky Brigade are not included,
p.20, with a +1 modifier to the dice roll. Seven partly to give a more balanced scenario but
American Command Cards are included in the mainly because they spent most of the battle
Game Deck, given the size of the forces making a wide outflanking march on the
involved. Indian right, and their impact on the outcome
can be better represented in other ways.
To keep this large (for SP) battle manageable,
there are fewer Leaders than would usually be Wayne, as CIC, can use his Command Initiative
included for a force of this size (typically to give orders to any units in the army.
Majors and above in terms of rank). Wherever Officers of the Legion (LEG) can give orders to
possible, the most senior historical Leader has any Legion units (Battalion, Light, Rifles,
been retained to lead his men to glory. When Dragoons, Artillery) placed under their
testing to replace Killed Leaders (p.48), modify command, subject to the usual rules on
the dice roll by +1 to reflect the ready seniority. The Kentucky Militia Leaders (KEN)
availability of experienced and capable may only give orders to units of Kentucky
Captains and Lieutenants to step up and take Volunteers.
command. On an unmodified ‘6’ the
replacement Leader will be the same Status The artillery companies may be deployed
as, rather than one level lower than, the either packed on mules (in which case they
Leader he replaces, although no replacement must be assembled and loaded before they
may be more than Status III. can fire) or loaded and ready to fire. For this
scenario they may be deployed as part of, or
The OOB for the American army has been be subsequently attached to, a Formation of
somewhat simplified from the original Battalion Infantry, moving and/or firing with
adopted by General Wayne. He may them as a single unit as if they were the same
restructure his command in any way he thinks type.
fit before the game starts, provided that
General Wilkinson then commands no more Each Dragoon troop is represented by a single
than 10 Groups and can have neither Colonel under‐strength Group. This keeps the
Strong nor Major Haskell under his direct figure/man ratio accurate and also makes
command. them more brittle, which is appropriate given
the terrain in which they were fighting.
The Commanding Officer should make his Dragoons may only join other Dragoons in a
own decisions on how best and in what order Formation. They may be deployed mounted
to deploy his forces on the table – reading or dismounted (still as a Group of 6: it is
accounts of the actual battle may give some assumed there are enough non‐combatants
useful clues! available to hold their horses in the rear) as
required.
46
The Rifle Companies of the Advance and Rear Blue Jacket, of the Shawnee, commands
Guard are deployed as over‐strength Groups enough respect as the preeminent War Chief
to reflect their actual strength, but otherwise to give orders to any Groups in the army.
follow all usual rules for their type. Other Indian Leaders (OTT, SH, DEL, WY) may
only give orders to Groups of the same tribe
The Kentucky Mounted Volunteers (including but those Groups will obey the orders of any
the Advance Scout Battalion) may deploy Leader of the same tribe, not just the most
mounted or dismounted (but in Groups of 6 senior. Any Leader may give orders to
rather than 8) as required. skirmishers of any tribe allocated to their
command.
AMERICAN SUPPORT OPTIONS Killed Leaders are replaced according to the
General Wayne is accompanied by a Musician usual rules.
(Bugler), enabling him to double his Command
Range to 24” and to add +1 to any roll on the Captain Caldwell, commanding the Canadian
Uncontrolled Troops table. Volunteers, may only give orders to them, and
they will only take orders from him. In the
Each Gun starts the game with 4, instead of 3, event of his death, he is automatically
rounds of Canister. replaced by Captain Daniel McKillip. Should
McKillip be killed, there is the usual chance
The 4 Sub‐Legions are each accompanied by a that he is replaced by Captain Charles Smith.
Colour Party (2 figures), counting as 2
additional figures for the purposes of Two different Force Lists are provided for the
determining the effect of Shock on the Group Indian army, reflecting the two alternative
to which they are attached. The unit with a ways of reflecting Indian warfare.
Colour Party ignores a ‘Defeated by One’ or
‘Defeated by Two’ result and continues to INIDAN SUPPORT OPTIONS
fight. See rules on p.83 for further The Indians are accompanied by a tribal
information. Shaman (Holy Man), who may be attached to
a Group or Formation and rally 1D6 Shock
The army is accompanied by a Mule Train, once in the game as per the rules on p.80.
providing one lot of water and one of
ammunition in the course of the game as per The Indians may make use of the fallen tree
the rules on p.83. trunks as improvised Barricades. Up to 6 may
be placed anywhere on the table subject to
INDIAN SPECIAL RULES the usual rules on deployment distances
The Indian Confederation were organised into (Table three, p.25) whenever Leaders and
three ‘wings’, largely on tribal lines and this Groups under their command are deployed. A
cannot be amended before the start of the single barricade will be 4” in length, providing
game. cover for up to 8 men and counting as a Major
Obstacle. As many will be placed in areas
The Indians are supremely confident in their already providing light cover, they improve
ability to defeat their enemies and expect the cover provided by one level.
Fallen Timbers to be as much a victory as the
defeat of St Clair on the Wabash three years Two Marksmen (told you it was a big game)
earlier. Modify the Force Morale dice roll by are attached to the Indian Force, and he may
+2, and the adjusted result can never be less be one of the men in ANY Group, not just
than a Force Morale of 10. They start the Skirmish Troops. The Group to which the
game with seven Command Cards in the Marksman is attached need only be specified
Game Deck. when he first fires.
47
The river flood plain runs parallel to the river,
Indian Scouts are attached to the Force, occupying roughly 1/3 of the width of the
enabling the Indians to deploy a further 3” table. The ground here is firm but covered in
from their Deployment Points and giving them 6’ high prairie grass which obscures vision. In
a second Deployment Point. In practice, this gaming terms this is Open Ground offering
means that most Indian units can deploy at Light Cover, where visibility is limited to 12” if
least 19” and up to 25” from any Deployment both firer and target are in it. Further to the
Point (base 12” +6” as defenders, +3” for left of the floodplain is a 100’ high rocky ridge,
Scouts and potentially +6” if out of LOS of punctuated by ravines. The ridge occupies the
enemy). Northern 1/3 of the table. Crossing the ridge
line counts as crossing a Minor Obstacle AND
The Indians begin the game with one Primary Heavy Going (so, for infantry, it costs 2
Deployment Points, two Secondary Actions, discarding the lower dice and
Deployment Points, (including one provided deducting a further ‐1” from the move). The
by the Scouts, above), one Moveable ground between the flood plain and the ridge
Deployment Point and two Dummy is relatively open woodland, counting as
Moveable Deployment Points. See Scenario Broken Ground and offering Light Cover, with
information for further information on the visibility limited to 18” for units within it.
placement of Deployment Points. There are isolated stands of heavier woodland
and the woods became generally denser up
Optional Rule: The Indians traditionally fasted the ridge and to the East. These areas count
the day before a major battle – it increased as Heavy Going, still offer Light Cover and
the chance of surviving a serious abdominal or visibility is limited to 12” for units within it.
stomach wound. Because Wayne advanced The Indian trail that traverses the battlefield
more slowly than expected, they had been from West to East should be approximately
fasting for three days by the time of the 10cm/4” wide (for 28mm) and counts as Open
battle. Indians will, therefore, be classed as Ground. The battlefield is dominated by a
‘Weedy Coves’ for this action. large area of fallen trees (caused by a tornado
several years previously) and is a tangle of
UMPIRES NOTES dead wood, branches, heavy undergrowth
The (impassable) River Maumee runs the and saplings that occupies the central third of
length of the southern (long) side of the table. the table and extends from the ridgeline
48
(they were outnumbered by
almost 3:1) and minimise the
American musketry and
artillery. It would be
worthwhile to reread the rules
on movement in difficult
terrain (p.35) and firing at
targets in cover (p.40/41).
Some scenario‐specific rules
also apply.
Despite being seriously
outnumbered and outgunned,
the Indians can triumph by
almost to the river bank. It is punctuated by using their local knowledge of the ground
small stands of surviving trees but most of the (represented by several different Deployment
area counts as Heavy Going, offers Light Cover Points), ambushes, targeting the American
to units within it but does not limit visibility. Leaders and terrifying close assaults to break
the morale of the invaders before they are
Should be played as a ‘Defence in Depth’ driven from the field.
Scenario. To win, the Americans (Blue) must
capture the Indian’s Primary Deployment Given the size of the battle (with over 400
Point, leaving the road open to the Indian figures at 1:10 scale), it is likely to need a 9’
camp and Fort Miamis (held by the British x6’ table if played using 28mm figures, but
though officially on American territory). could be done on a 6’ x 4’ table if using 15mm
figures and substituting cm for inches
The Indians (Red) must force the Americans to throughout.
withdraw by breaking their Force Morale.
SCENARIO SPECIFIC RULES
The Americans place a Primary and Secondary The Game Deck consists of 12 named
Deployment Point within 6” of points 1 and 2 American Leader cards, seven American
on the map. The Indians place their Primary Command Cards, 10 named Indian Leader
Deployment Point on the map as shown. A cards, seven Indian Command Cards, one
Secondary Fixed Deployment Point is placed Tiffin Card and one Blank/Special Event Card.
anywhere within Zone 2. The other
Deployment Points are deployed anywhere on The Blank Card, when dealt, is used to track
the map according to the rules on p.82. the flank march by Barbee’s Southern
Kentucky Brigade through the woods on the
Available Force Support is detailed in the Indian right flank. This is treated as a 75‐pt
following notes and the OOB are fixed, based Task (p.65). Roll 2D6 each time the Blank Card
on the historic combatants, converted to SP is dealt and deduct the dice‐roll from the task
terms. value. A Task Random Event (p.31) adds 2D6
to the task value – the brigade has been
There are no Minor Characters present in this unexpectedly delayed. Once the Task has
scenario – knowing that a serious been completed, the brigade has reached an
confrontation is imminent, all non‐ off‐table point where it can threaten the
combatants in the locality have made Indian’s line of retreat and their camp. Make
themselves scarce. an immediate roll on the Bad Things Happen
table for Loss of Primary Deployment Point
Terrain is important in this scenario – the with a +1 modifier (a modified ‘7’ means ‐3
Indians deliberately chose a battlefield that Force Morale points). This is the only Force
would compensate for their lack of numbers Morale test that cannot be re‐rolled.
49
DESCRIPTION COMMAND MEN RATINGS FIGURES RATIO POINTS
Major General Anthony
Wayne CIC LEADER IV 12
ADVANCE GUARD
Captain Howell‐Lewis LEG LEADER III 9
Major William Price KEN LEADER II 6
Howell‐Lewis, Gaines and 3 Group of 6 Light
Brock's Companies 3 co 150 Infantry 18 8 24
Lewis' Company 1 co 70 1 Group of 8* Riflemen 8 9 12
Muscampbell's Dragoon 1 Group of 6*
Troop 1 troop 50 Dragoons 6 8 7
Kentucky Advance Scout 2 Groups of 8
Battalion 2 cos 150 Dragoons 16 9 22
LEFT WING
Lieutenant Colonel John
Hamtramck LEG LEADER III 9
Lieutenant Colonel David
Strong LEG LEADER II 6
Major Jonathan Haskell LEG LEADER II 6
1st & 2nd battalions, 2nd
Sub Legion 4 cos 160 2 Groups of 8 Regulars 16 10 14
1st & 2nd battalions, 4th
Sub Legion 6 cos 260 4 Groups of 8 Regulars 32 8 28
Gibson's Rifle battalion 2 cos 110 2 Groups of 6 Riflemen 12 9 24
Pope's Artillery Company 1 co 30 1 Group of 1 Light Gun 5 6 6
Ford's Artillery Company 1 co 30 1 Group of 1 Light Gun 5 6 6
Van Rensselaer's Dragoon 1 Group of 6*
Troop 1 troop 50 Dragoons 6 8 7
RIGHT WING
Brigadier General James
Wilkinson LEG LEADER IV 12
Captain William Peters LEG LEADER II 6
Captain Jacob Kingsbury LEG LEADER II 6
1st & 2nd battalions, 1st Sub
Legion 4 cos 160 2 Groups of 8 Regulars 16 10 14
1st & 2nd battalions, 3rd
Sub Legion 6 cos 260 4 Groups of 8 Regulars 32 8 28
Springer's Rifle battalion 2 cos 110 2 Groups of 6 Riflemen 12 9 24
Massey's Artillery Company 1 co 30 1 Group of 1 Light Gun 5 6 6
Porter's Artillery Company 1 co 30 1 Group of 1 Light Gun 5 6 6
1 Group of 6*
Webb's Dragoon Troop 1 troop 50 Dragoons 6 8 7
REAR GUARD
Captain Daniel Bradley LEG LEADER III 9
1 Group of 6 Light
Bradley's Light Company 1 co 50 Infantry 6 8 8
Preston's Rifle Company 1 co 70 1 Group of 8* Riflemen 8 9 12
1 Group of 6*
Covington's Dragoon Troop 1 troop 50 Dragoons 6 8 7
50
NORTHERN KENTUCKY
BRIGADE
Major General Charles Scott KEN LEADER III 9
Brigadier General Robert
Todd KEN LEADER II 6
3 Groups of 8
Conn's battalion 4 cos 275 Dragoons 24 11 33
3 Groups of 8
Russell's battalion 4 cos 275 Dragoons 24 11 33
2420 268 1:9 424
STATUS
38 GROUPS 12 LEADERS 32
INDIAN LIST A
DESCRIPTION COMMAND MEN RATINGS FIGURES RATIO POINTS
LEFT WING
Egushwa OTT LEADER III 9
Little Otter OTT LEADER II 6
2 Groups of 12 Indian
Ottawa Indians 225 Warriors 24 12
Ojibwe & Potawatomi 1 Group of 6 Indian
Indians 50 Skirmishers 6 9
CENTRE
Blue Jacket CIC LEADER IV 12
Black Hoof SH LEADER III 9
Buckongahelas DEL LEADER II 6
Big Cat DEL LEADER II 6
3 Groups of 12 Indian
Shawnee Indians 300 Warriors 36 18
2 Groups of 12 Indian
Delaware Indians 200 Warriors 24 12
2 Groups of 6 Indian
Miami Indians 80 Skirmishers 12 18
RIGHT WING
Tarhe WY LEADER III 9
Stiahta WY LEADER II 6
Captain William Caldwell CAN LEADER II 6
2 Groups of 12 Indian
Wyandot Indians 250 Warriors 24 12
1 Group of 6 Indian
Mingo & Mohawk Indians 40 Skirmishers 6 9
Volunteer Companies of 2 Groups of 6 Canadian
Volunteers 70 Volunteers 12 14
1215 144 1:8 173
STATUS
15 GROUPS 9 LEADERS 23
51
INDIAN LIST B
DESCRIPTION COMMAND MEN RATINGS FIGURES RATIO POINTS
LEFT WING
Egushwa OTT LEADER III 9
Little Otter OTT LEADER II 6
4 Groups of 6 Indian
Ottawa Indians 225 Skirmishers 24 36
Ojibwe & Potawatomi 1 Group of 6 Indian
Indians 50 Skirmishers 6 9
CENTRE
Blue Jacket CIC LEADER IV 12
Black Hoof SH LEADER III 9
Buckongahelas DEL LEADER II 6
Big Cat DEL LEADER II 6
6 Groups of 6 Indian
Shawnee Indians 300 Skirmishers 36 72
4 Groups of 6 Indian
Delaware Indians 200 Skirmishers 24 36
2 Groups of 6 Indian
Miami Indians 80 Skirmishers 12 18
RIGHT WING
Tarhe WY LEADER III 9
Stiahta WY LEADER II 6
Captain William Caldwell CAN LEADER II 6
4 Groups of 6 Indian
Wyandot Indians 250 Skirmishers 24 36
1 Group of 6 Indian
Mingo & Mohawk Indians 40 Skirmishers 6 9
Volunteer Companies of 2 Groups of 6 Canadian
Volunteers 70 Volunteers 12 14
1215 144 1:8 299
STATUS
24 Groups 9 LEADERS 23
52
This article is not a complete ready to go leave the table then? You’re guaranteed a 1‐0
campaign. Rather it is the story of the victory, can claim your laurels and then leave for
development of an idea that that became a the evening. There are probably more real cases
campaign and hopefully will inspire you to try the of this happening historically than of hanging
same. What follows is a look at taking the around trying to even the score, but a 1‐0 victory
structure from the At the Sharp End’s ground after a single trip through the card deck is not
based campaign system and adapting for Bag the terribly satisfying and certainly not in keeping
Hun to give more context and realism to your with the RAF’s mindset of “press on regardless.”
individual airborne missions. The issue was how to balance these two
extremes.
The genesis for adapting the At the Sharp End
campaign system for Bag the Hun came from a The lightbulb moment came as I was reading
“why are we here” philosophical crisis I was through At the Sharp End. Even though I am
having with regards to dogfights. For nearly all more “air minded”, I’m always keen to get ideas
tactical air game systems, victory and loss is from various campaign systems regardless of
usually determined by some version of “shoot combat medium. For that reason I had
down more enemy aircraft than you lose.” In purchased At the Sharp End before even buying
most table top air games a player will control Chain of Command. I picked it up again when
more than one aircraft, we’ll call this the “more considering dogfights and that was the moment
than one bingo card” issue. The “shoot down of inspiration. Instead of a platoon, how about
more than lost” scoring paradigm, combined with an RAF Squadron? Hmmm … more planes than I
a player playing “more than one bingo card,” can usually handle on a table top. How about
leads to gamey behavior. Much like the gambler just a Flight of 6 aircraft? Yes, perfect.
in a casino who has lost two rolls of the dice will
“double up to catch up,” i.e. continue to place So if a Flight can stand in for a platoon, how
ever increasing sized bets to make good his about the rungs of the At the Sharp End ladder.
losses, a player who has lost two aircraft on the For those not familiar, an At the Sharp End
table top is motivated to continue roaming the campaign moves up and down a “ladder” with
table with his remaining aircraft against each rung consisting of a separate table top
increasing odds in an attempt to rack up kills in game. I proceeded to craft what At the Sharp
the face of an increasing likelihood of End would term a ‘Simple Map Campaign’. I was
extermination. So we have a scenario where in a thinking very much of a post‐Battle of Britain,
6 versus 6 dogfight, having lost 3 aircraft to his pre‐Normandy timeframe. An over The Channel
opponents none, the player will stay to duke it dogfight was an obvious airborne version of Rung
out when in “reality” the most sensible thing 1’s “No‐Man’s Land” engagement. I wanted to
would be to bug out, leave the nasty men alone, include USAAF heavy bombers so the period
and come back another day. This is especially the would have to be late 1942 or later. Things
case in a pure dogfight game as there are no started to naturally fill in from there. If the
bombers whose safety need to be tended to as it Luftwaffe was successful in gaining control of The
would be impolite to leave them in the lurch. Channel, they could then execute their Jabo
campaign. However if the RAF prevailed, they
At the other end of the spectrum is the problem could begin different bombing attacks ranging
of the 1‐0 victory. If a player does well at the from two‐plane Rhubarbs to Circus and Ramrod
outset and downs an enemy fighter, why not just operations. The ladder quickly filled in as follows:
53
For the Huns I used roster and aircraft availability
data for JG26, stars of the famous “Top Guns of
East Rung 6: Fighter‐Bomber (C) the Luftwaffe” book. At this point in the war a
East Rung 5: Ramrod – B‐17s (E) staffel of Luftwaffe fighters would in reality be
East Rung 4: Circus – B‐26s (D) about the same size as a RAF flight. Therefore,
East Rung 3: Rodeo (A1) just for symmetry and as this was my first go at it,
East Rung 2: Rhubarb (C) I decided to equip 1 Staffel of the von Schtabbin
Channel Rung 1: Channel Dogfight (A) Geschwader with an identical number of 11 pilots
and 9 planes – the “Butcher Bird” itself, the Fw
West Rung 2: Jim Crow (A)
190A‐6.
West Rung 3: Jabo (B3)
In the first go round the RAF had a tough go
The mission names mostly come from the RAF during the Channel fight facing a Hun Experte and
code name for each type of mission [Ed. See elected to retreat and try West Rung 2 with
Binky Faversham’s Guide to Banter after this hopefully a more favorable initial set‐up. On the
article]. You’ll notice the letters in parenthesis next mission A Flight encountered Jabos during
after each mission name. These letters their Jim Crow patrol. The way I had set this
correspond to the generic missions available in table up gave the Luftwaffe more advantage than
Joseph Legan’s excellent Squadron Forward was historically possible and led to a massacre of
supplement (available from TooFatLardies of RAF fighters where the Luftwaffe was
course). The locations for the missions are either ahistorically roaming over the table with no
over The Channel, over France or over England. incentive to stay low or zip back across The
This broad level of area identification is in the Channel. After this I decided for a re‐set of the
vein of the Simple Map Campaign Rich described campaign, put a time limit due to fuel on any
on page 6 of At the Sharp End. As this ladder had Jabo missions, and to start the campaign over
8 rungs, there would be 12 missions to bring this with the Channel clash.
campaign to conclusion one way or the other.
During my second attempt at this campaign, the
I proceeded to then hang a little more detail on RAF got off to a better start and won the Rung 1
each of the forces. As previously discussed, for dogfight over The Channel. A series of victories
the RAF I decided to follow the fortunes of a then occurred until the Rung 4 Circus mission
single flight of aircraft. In the RAF structure the escorting B‐26 Marauders. Being unable to
“flight” has fairly high organizational standing. In advance past rung 4, the RAF “retreated” and
fact the leader of a flight is referred to as Officer attempted another Rodeo (Rung 3). ‘A’ Flight
Commanding A or B Flight thus OC ‘A’ Flight in turned around its fortunes by whittling down the
this case. In a fighting squadron the Flight OC in Luftwaffe during that Rodeo dogfight and then
almost every instance I have read about was a subsequently was able to achieve victory during a
Flight Lieutenant. An RAF fighting squadron had second Circus on Rung 4. The covering of B‐17s
two Flights, A and B. Author Steve Brew has returning from a Ramrod went well, and ‘A’ Flight
produced two extremely detail books (each one finished up with a successful pre‐invasion beat up
weighing as much as a cinder block) on 41 of ground traffic in the Normandy area. This last
Squadron and its exploits during World War II. mission was made easier through attrition of the
The level of detail includes pilot rosters, aircraft more experienced Luftwaffe pilots on previous
numbers, comings and goings and even altitudes, missions.
mission‐by‐mission breakdowns, etc. Armed with For campaign reinforcements I took the
this data I decided to create a faux ‘A’ Flight for suggestion on pages 19‐20 of At the Sharp End
the entirely notional “County of Flummoxed” where it states: “For a full campaign of more
squadron and equip and man it in the same mold than eight rungs a well‐supported force, with
as 41 Squadron during the period I was interested adequate trained men available, may have up to
in. Thus the Flight that would have 11 pilots and two lots of replacements. The Allies in Northern
9 aircraft – the Mark XII version of the Spitfire, Europe would be a good example here. A force
first to be equipped with the powerful Griffon with less resources available, such as the
engine. Germans in the same theatre or all troops in
inhospitable climes, would only have one lot of
54
replacements.” Even though At the Sharp End home. By incorporating elements of At The
was referring to ground forces, for an entering Sharp End, I was now incentivized to think and
argument I took this at face value and allowed react like my real life leather jacket wearing
two batches of replacements for the RAF and counterpart – the true mark of Lardiness!
only one for the Luftwaffe. I used the same
formula of [(Dead + CO’s Rating)/2] but instead of While by no means a complete how to, hopefully
adding a +1D6 I rolled a D6 where a 1 = 0 pilots, a the above will inspire the “Air Minded” among
6 = 2 pilots, and any other result was 1 pilot. you to take elements from At the Sharp End to
Thus most of the time you received [(Dead + CO’s improve your table top dogfighting experience.
Rating)/2] + 1 pilots. For myself, I think my next attempt will be a six
rung Battle of Britain ladder. Again starting over
What about advancing versus retreat. Taking and The Channel and then rungs of attacks on
giving “ground” in an air campaign requires a convoys, radar stations, airfields, London and
little more creative thought, but the end result is finally Jabos. Both the campaign I described
not too different from the ground options above and a Battle of Britain campaign stretches
available. In At the Sharp End the player on the out a few months of activity over a few highlight
offense need not advance after every victory. missions. For something in keeping more with
They can halt their advance and consolidate their the Pint Sized Campaigns, perhaps a carrier battle
position. How would this work in the air? Say with scouting and trading punches would be
the RAF conducts a Rodeo, codename for a pure more apropos. And who knows, if the rumored
fighter sweep. Though good set up die rolls they Algy sequel is ever rolled out of the hangar,
bounce the Huns, knock two down and damage a perhaps a purpose built At the Sharp End style
third. The next mission might be escorting supplement could come with it.
vulnerable Blenheims. Why not replay the Rodeo
again, hope for another good initial position, and
then whittle down the Hun numbers further
before escorting the bombers on the following
Circus mission. Perhaps even a third time. This is
where the smart Luftwaffe player can “give
ground” and refuse to fight the Rodeo. In that
case the RAF player does advance a rung up the
ladder towards his ultimate objective, but now
the Luftwaffe may now fly a mission that is more
favorable. Even if the Luftwaffe player is game to
continue meeting the Rodeo missions, eventually
the RAF player will have to advance along the
ladder because an At the Sharp End campaign has
a finite number of events and he must make it to
the last rung before time runs out.
The biggest takeaway from this experiment is it
very much changes your mindset during tabletop
game play. What I mean by that is I would often
find that if my side became disorganized and had
lost a fighter or two, I would elect to retreat to
save my aircraft for the next mission. Yes I would
give up a rung on the ladder, but I would
preserve the balance of my aircraft and hopefully
have a better initial position at the start of the
next battle. Contrast this with a one‐off game
where I would continue hunting around the
tabletop attempting to climb back up to even on
the scoreboard despite it being clearly the time
when a “real” pilot would have headed off for
55
“The Spitfire Mk XII was essentially a during the war. For this discussion I specifically
standard Spitfire VC airframe modified to recommend their section on the Spitfire XII,
take a Griffon III engine. A four‐blade Rotol especially the chart on the maximum speed of
propeller, rotating clockwise ‐ the reverse of the Spitfire XII versus the Bf 109G‐6 and Fw 190A‐
the Merlin, was fitted to the Griffon engine. 5 at various altitudes.
The aircraft was designed to be a high
performance low altitude fighter and was I am one of those who is constantly tinkering with
delivered with clipped wings to improve the aircraft values in BAG THE HUN from game to
manoeuvrability. Compared to the Spitfire game to show the differences between aircraft.
V, the bulge over the cannon feed on the By that I mean I don’t just generate a set of
mainplane was much smaller, the rudder values and say “those are the numbers and that’s
and trimming tabs were larger, and the it for all situations.” I’ll often use one set of
engine cowlings and spinner differed values for a high altitude fight scenario versus
considerably in order to accommodate the another set of values for a mission hedgehopping
Griffon engine. The universal wing of the at low altitude. That said, I’ll keep just one set of
Spitfire V was fitted, armament being two values for the entirety of an individual mission as
20 mm cannon and four .303 machine guns. I find changing them at some altitude mid‐point
While early models were based on the to be too confusing. One thing I’ve learned over
Spitfire V airframe, subsequent aircraft time is the closer you can stick to the
utilized the Spitfire VIII fuselage which performance values of the three main fighter
incorporated such refinements as flush aircraft from the original Bag The Hun and Finest
riveting and a retractable tail wheel.” Hour supplement, the Spitfire I, Bf 109E and
Hurricane I, the better the game works. With
‐Spitfire Mk XII Performance, that in mind here is how I chose to model the
spitfireperformance.com Spitfire XII.
A great deal of the information I use to Speed: I’ll tend to round down max speeds
determine aircraft values comes from the whenever possible. Not only does this keep
unequaled spitfireperformance.com website everyone from flying off the board or doing
which not only has lots of great period double circles in a single turn, to my mind it is
information on the various marks of the Spitfire, realistic as it can take some time to accelerate to
but along with its companion site maximum speed, and in the cut and thrust of a
wwiiaircraftperformance.org has data on most dogfight max speed is difficult to achieve. It also
of the other major aircraft flown by all sides is in keeping with my maxim to stay close to the
56
original BAG THE HUN. As alluded to above, the Rate of Roll rule as described in BAG THE HUN2
other thing I usually do with regard to speed is section 9.5. I feel this goes one trick too far from
change the max speed depending on if this battle the original, but it’s your table top, feel free to
will be at low altitude versus ground targets or use it if you like.
high in the atmosphere defending B‐17s in cold
clear skies. The original Finest Hour Spitfire Mk I Robustness : The original Spitfire V was a Mk I
was a SPD 7. I’ll hold this speed of 7 for marks up airframe with a new engine. The Mk Vc came off
to and including the Mk V. For the Mk XII when the production line with a strengthened airframe,
flying in scenarios at high altitude like bomber so for this and subsequent Spitfire marks,
escort, I’ll use Speed 8 whereas I’ll revert down to including the Mk XII, I have them at ROB 2. This
Speed 7 for hunting Jabos at low altitude and the is particularly helpful when faced with the
like. For the Fw 190A‐5 or similar marks versus powerful punch of the Fw 190.
the Mk XII, I’ll use the same speed while for
scenarios with the Bf 109G‐6 I’ll drop their speed Rate of Climb : I’ll hold this as 2, especially as
by one pip as compared to the Mk XII. Thus at these days I only play with D6 altitude bands.
high altitude you have Mk XII SPD 8, Fw 190A‐5
SPD 8, and Bf 109G‐6 SPD 7, while at low altitude Size: All of the aircraft discussed I rate at SIZ 1,
drop 1 pip of speed for all hands. You can see my especially compared with the massive P‐47 which
reasoning quite clearly on the aforementioned I’ll make a SIZ 2 against its 1942‐43
graph of maximum speed of the Spitfire XII versus contemporaries. The “Friend‐Foe” wartime
the Bf 109G‐6 and Fw 190A‐5 at various altitudes poster available on the internet which has a grid
available on the spitfireperformance.com background on top of which of all the major
website. The 109 may not be a full 50 mph combat aircraft are overlaid to scale is quite eye
slower at all altitudes, but it is clearly a significant opening with regards to comparing size to one
amount slower than the other two at all altitudes another.
and thus being 1 pip slower captures this.
Ceiling: Although the listed ceiling for the Mk XII
Maneuverability: This rating is very subjective is some 3000 odd feet higher than the 109 or
and even the term “maneuverability” leaves a lot 190, it will take it longer to reach its maximum
of latitude for interpretation. For me roll rate is height than its German opponents. As succinctly
the most important determinant in stated on the Spitfire Performance site, “above
maneuverability as expressed in BAG THE HUN. 20,000 feet the Spitfire XII quickly ran out of
This is especially so as rolling and pulling would steam,” and thus a 109 or 190 at altitude band
be more important for wriggling out of D6 can claim an altitude advantage over a Mk XII.
somebody’s gunsight as opposed to sustained
turn rate, and the shooting phase is one of the Fire Power: When I calculate firepower, an initial
prime times that maneuverability is used in BAG 20 mm receives 4 dice while each
THE HUN. The Spitfire and 109 were both MAN 6 subsequent adds 2 dice. I also add 1 dice for any
in Finest Hour. For 1941 and later marks of both guns on the fuselage centerline. Thus a Bf 109E‐4
I’ll reduce the Maneuverability to 5, not because would have 6 dice for its wing guns (4 for the first
they are less “maneuverable”, but because they + 2 for the second) and 3 dice for it’s over the
are fighting at higher speeds, and thus their roll nose rifle caliber machine guns (1 for each + 1 for
rate is reduced. What this also does is allow me being on centerline), for a total of 9 – which
to make the Fw 190 a MAN 6 upon its arrival in exactly matches the rating from Finest Hour.
1942. It also allows for clipped wing versions of When applying this formula to the Spitfire XII its
the Spitfire, like the Mk XII, to also be a MAN 6. total fire power should be 10. Six dice for its
All marks of the Spitfire retain their ability to 20mm Hispano cannons (4 for the first + 2 for the
“count the hard turn as an easy maneuver, and second) and four dice for each of the four .303 in
enemy aircraft wishing to stay on the tail of a Browning machine guns all of which are in the
Spitfire in a hard turn receive a ‐1 modifier on the wings and thus get no centerline or nose
staying on the tail test, making it more difficult mounted bonus. Compare this with the Fw 190A‐
for them to stay with their target,” which dates 5 and A‐6 which I rate at firepower of 13 dice –
back to Finest Hour. Of note, I do not use the watch out for the Butcher Bird!
57
Cabbage Crates coming over Jim Crow – coastal patrols to intercept enemy
aircraft crossing the British coastline; originally
the Briny? Caribou nibbling at the
intended to warn of invasion in 1940.
Croquet Hoops? Bunch of Monkeys
Kipper – patrols to protect fishing boats in the
on the Ceiling? If the banter is too
North Sea against air attack.
much for you, fear not, as Binky
Mahmoud – sorties flown by de Havilland
Faversham has prepared a guide to
Mosquitoes equipped with backward radar; when
RAF phrase with which to spice up an enemy aircraft was detected a 180° turn
your games of Bag the Hun. Pip pip! enabled an attack.
Mandolin – attacks on enemy railway transport
Angels – height in thousands of feet. and other ground targets.
Bandit – identified enemy aircraft. Noball – attacks on V‐weapons launch sites and
related targets.
Bogey – unidentified aircraft. Possibly unfriendly
Ramrod – short range bomber attacks to destroy
Buster – radio‐telephony code for 'maximum
ground targets, similar to Circus attacks.
throttle' or a full‐power climb.
Ranger – freelance flights over enemy territory
Channel Stop – Air operations intended to stop
by units of any size, to occupy and tire enemy
enemy shipping passing through the Strait of
fighters.
Dover.
Rhubarb – fighter or fighter‐bomber sections, at
Circus – daytime bomber attacks with fighter
times of low cloud and poor visibility, crossing
escorts against short range targets, to occupy
the English Channel and then dropping below
enemy fighters and keep them in the area
cloud level to search for opportunity targets such
concerned.
as railway locomotives and rolling stock, aircraft
Diver – radio‐telephony code word for a on the ground, enemy troops, and vehicles on
sighted V‐1 flying bomb. roads.
Flower – Counter‐air patrols in the area of enemy Roadstead – dive bombing and low level attacks
airfields to preventing aircraft from taking off and on enemy ships at sea or in harbour.
attacking those aircraft that succeeded.
Rodeo – fighter sweeps over enemy territory.
Gardening – mine‐laying operations.
Rover – armed reconnaissance flights with
Instep – missions to restrict attacks on Coastal attacks on opportunity targets.
Command aircraft by maintaining a presence
Scramble – fast take‐off and climb to intercept
over the Western Approaches.
enemy aircraft.
Intruder – offensive patrols to destroy enemy
Tally‐ho – radio‐telephony code word for 'enemy
aircraft over their own territory, usually carried
in sight’.
out at night.
58
Introduction that side. Therefore it has Initiative 4 and
Big games of Chain of Command (CoC) Range 12”.
involving two or more platoons a side
effectively represent Company sized Force Commander: This model may join,
engagements. In the scale represented by CoC, rally and expend initiative on any unit in
the Company CP commanding this action any platoon in the force. In effect, it
would be off board. However, it was not treats the entire force as its “platoon” for
uncommon for the Company Commander (OC) leadership purposes.
to move forward in person, leaving his 2IC and
staff to maintain co‐ordination. Loneliness of Command: This model
cannot benefit from any other model’s
By moving forward the OC could gain a leadership.
personal understanding of the battle and
provide immediate decisions and leadership Point of Decision: The owning player
to the forward platoons. However, this form may freely deploy the OC model from
of leadership also exposed him to more any friendly jump‐off point. The OC may
danger and there are plenty of accounts of OC only be deployed after at least two
being killed doing just this sort of thing. platoons have deployed at least one
Section/Squad each.
While this sort of example and leadership
could bolster the troops in battle, the death of Inspirational Leadership: While on the
the OC could have a detrimental effect on the table the OC grants a +2 to Force Morale.
Company’s morale. This is removed if the OC is removed as a
casualty or routs (and stacks with any
Fielding the Company Commander loss due to the OC getting KIA).
In multi‐platoon games, one player per side is
designated the force commander for that Force Morale Table: Add the following
team and is responsible for allocating line to the Force Morale Table:
reinforcements or reserve platoons. This OC KIA: D6 = 1: ‐1 point; 2 – 3: ‐2 points;
player also receives the OC model for that 4 – 5: ‐3 points; 6: ‐4 points.
side as a bonus model. This is a single model
armed with a pistol or SMG depending on the Needed at the CP: The player may exit
nation concerned. This model has the the OC model from any friendly jump‐off
following characteristics and rules: point or table edge without any negative
effects. If this is done the model may not
Ranking Senior Leader: This model acts be deployed back on the table for the
as the only Ranking Senior Leader for remainder of the game.
59
Fortune Favours the Brave [Optional]: If the force lost more men KIA than the
The OC model gains a D6 = 4+ to negate enemy force, roll D6. On a 1 there is no
any hit suffered. This is an artificial change. On a 2 to 5 the men’s opinion
balance provision to counter an decreases by 1. On a 6 it decreases by 2.
opponent’s ability to omnisciently target
the OC model. If the force lost fewer men KIA than the
enemy force, roll D6. On a 1 there is no
Transport change. On a 2 to 5 the men’s opinion
The owning player may spend support points increases by 1. On a 6 it increases by 2.
to purchase a transport for the OC. This
vehicle is a Jeep, Kubelwagen or similar type, For each Platoon Commander with a
and is unarmed but comes with a driver from positive men’s opinion rating that is KIA,
CHQ. It counts as a List 1 support choice. roll D6. On a 1 to 2 the men’s opinion
remains unchanged. On a 3 to 5 it
Background decreases by 1. On a 6 it decreases by 2.
The aim of this section is to allow players to
deploy the Company Commander forward in a If the entire force suffered 25% or more
realistic manner while accepting the risks that casualties KIA, roll D6. On a 1 to 3 the
go with this. It allows the OC to give orders at men’s opinion decreases by 1. On a 4 to
a key point in the heat of battle and to pull a 6 it decrease by 2.
platoon together if necessary. However, if the
OC is too far forward and gets killed, then his If the entire force suffers less than 5%
death can cause the Company to fall into casualties KIA, roll a D6. On a 1 the
confusion or worse. men’s opinion remains the same. On a
2 – 5 it increases by 1. On a 6 it
Campaign Company Commanders increases by 2.
When playing a campaign using CoC “At the
Sharp End” rules, the Company Commander Company Commander’s Outlook:
follows the same rules as a Platoon This uses the same rules and procedures as
Commander with some modifications. given in the campaign rules. In this case, a
Company Commander is always considered a
CO Opinion: Veteran Leader. The effects of a Company
This uses the rules and procedures as given in Commander’s outlook stack with the Platoon
the campaign rules, with one exception. In the Commander’s for that platoon. This means
case of a Draw or Loosing Draw, roll for all that a positive OC and a negative Platoon
Platoon Commanders first. If more than one Commander (or vice versa) will serve to
Platoon Commander suffers a loss in CO negate each other. If both the Company and
opinion, then the OC treats all results that Platoon commanders are positive, then the
increase the CO opinion of him as “remains men of that platoon will feel unbeatable.
the same”. [If the CO considers that a number However, if both the Company and Platoon
of junior officers are under performing, then commander are negative, then the men will
this will reflect in his opinion of the Company be given to despair.
Commander’s leadership]
Men’s Opinion:
This uses the same procedure and effect table
as the rules, but the changes in attitude are
calculated slightly differently to reflect the
level of command. Use the following instead:
60
How do we choose our wargames periods? What
comes first? The figures? The rules? The Problems of scale
history? The chance to contribute to friends’ or
club projects? The Thirty Years War
I am sure we all have wargaming projects we
I’m sure that for each period we start there are want to try but which, for some reason, we
multiple motivations. In my view, one of the haven’t started. I’ve always been very interested
secrets of a great wargame is where there is a in the Thirty Years War between 1618‐1648. It’s a
really good interaction and blend of figure scale, turbulent, violent, battle‐strewn period of
history and rules. These are games when the European history with some memorable and
ideas behind the rules, or the rule‐writer’s dramatic commanders. The key engagements are
purpose, is reinforced by the figure scale chosen. huge, iconic battles which rattle like a drum roll
through the 17th Century – Lützen, Breitenfeld,
I have to confess that “scale” is not always the Rocroi, Lutter am Bamberg, Jankau and
first thing which comes to my mind when Nordlingen.
thinking of a new period for a wargame. I’m Over the years, many things have put me off
more of a cinematic wargamer. I imagine iconic collecting Thirty Years War armies. I’ve looked
battles and titanic struggles, usually fought over around the figures available, and nothing has
dramatic terrain. The grand sweep of an army quite seemed “right”. The 28mm ranges were
advancing on a battle plain, lines of troops wonderfully attractive, but would take years to
marching in good order. To the flanks, light assemble figures for one of the huge, iconic
cavalry whirling and scattering, performing their battles of the conflict. 15mm was tempting, but
reconnaissance tasks well in advance of the main would almost take as long as 28mm to paint.
body. To the rear, the baggage train grinding I did think seriously about 10mm for a while.
slowly on. Generals, allied Princes and There are some amazing 10mm pike & shot
subordinate commanders orchestrating their armies out there, painted by hands far more
forces. This must be a familiar dream for many skilful and patient than mine. Although I love the
wargamers. 10mm figures for the period, my brushwork on
10mm figures seems to take me almost as long as
But in those moments of cinematic imagination, I painting 15mm figures does. And to have the kind
am thinking of armies, not mere battalions of scale I’m looking for, I would have to do a great
crossing the Spanish plains, or massing on the deal of painting in 10mm (which, being honest, I
Russian steppes. And, almost unawares, I am would prefer to spend on painting 25mm figures).
making “scale” one of the key components of my
new period. Hold that thought for a moment – That left me (I thought) with 6mm. I am sure that
we will be returning to it. 6mm would work well for what I have in mind for
the Thirty Years War, although there is one
61
problem. I like to see pike‐blocks with straight
wire pikes. And my experiences with many 6mm
pikemen is that their cast‐on pikes can bend,
sometimes looking a little spaghetti‐like. It’s
simple enough to drill out a dozen of the pikes
and replace with wire, but try doing that with
hundreds….? Not very appealing. And there, for a
long time, my dream of Thirty Years War battles
on my wargames table halted.
Matching Scale and a Period
My breakthrough came when I thought about
trying to align the cinematic ideas in my head
(ahh… I did mention we’d be returning to those These painting memorialised the triumphs and
…) [just don’t mention the voices! Ed.] with a battles of the age, showing in great detail (and
scale which actually fitted those thoughts in a often great accuracy) the deployment of troops in
practical manner. And that was when I turned to the major engagements of the war. In these
a new scale for me ‐ 2mm figures and figure‐ painting, which were very much in vogue in the
blocks. 1630s and 1640s, the battlefield is laid out before
the viewer. Units are clearly seen, as are their
2mm is one of the few scales which lends itself tactical formations, but individual details are
particularly to (or, slightly uncharitably, you may often sketched in. The impression is of the
say is limited to) a specific scale and theme of formations in the field, and of battle commands,
wargame. They are not “figures for all seasons”; but not of individual soldiers. The paintings
they’re figures for one season only, and that depict titanic conflicts, carefully deployed lines of
season is “grand tactical”. The size of 2mm troops, routs, broken formations, scavengers,
figures and figure blocks force a wargamer to lift caracoling horsemen, and artillery battles. In the
the focus of their action. The 2mm scale is not art reference and history books, you can read
for skirmishing, but for the Great Battles of that these paintings were commissioned
History. frequently by the commanders present at the
battles of the Thirty Years War. Commanders,
It is a scale which is practical in size, cost, Kings and Emperors created these images of war.
“paintability” and portability. Large battles with This was the art from the commanders’
wings, brigades, allies and lines of battle – but in perspective. A celebration of the victories of the
a manageable scale which will not take an Hapsburgs, or the Bourbons, or the Vasa
eternity to paint, or tear a muscle when lifting the dynasties, maybe. But also a commemoration
troops. And, as such, I felt it was a scale well‐ and a visual legacy of battles and sieges which
suited to the Thirty Years War, or at least my had been fought by some of the patrons
ideas of what the Thirty Years War was going to commissioning the paintings themselves.
be when recreated on my wargaming table:
In the modern world, we are keen on interpreting
The Thirty Years War was the great age of the conflict through the eyes and viewpoints of those
“battle painting”. Enormous canvases of painted experiencing it. The front‐line soldier, the special
battle scenes, often depicting a panoramic forces commander, the refugee. When you look
viewpoint with stretched perspective, were at the 17th Century battle paintings, you see
created by a handful of great military artists warfare through a very different lens; the
throughout Europe. You can find these paintings perspective of the Great Captains of history. As
in galleries in Madrid, Paris, Vienna, London, and such, this is a very different viewpoint to that of a
in hundreds of history books and online. These Swedish pikeman, or Imperial cuirassier, or
are the paintings by Sebastian Vrancx and his citizen of Magdeburg. But for a wargamer, the
pupil, Pieter Snayers, and their Schools. commander’s viewpoint – his perspective on the
battlefield – is something which is interesting,
62
often mercurial. With 2mm I could field several
of these commanders in the same game, fielding
some as allied contingents such as Bernhard of
Saxe‐Weimar. I would be elevating command
from the scale of a brigade action to the field of
Kings, Emperors and Princes. Again, this fitted
well with the theme of creating a wargame
aligned with the scale of “battle‐paintings”.
The Thirty Years War was the age of the military
enterpriser in all his guises ‐ looter, mercenary,
entrepreneur, proto‐capitalist, and (less
frequently) national hero. I was intrigued as to
and visually attractive, to recreate. And, to my how I could stage campaigns to bring these
mind, no less valid. features to the foreground. I felt there was a
huge degree of untapped interest in the period,
When I found these paintings, I realised they which could make interesting reading on my Blog
were very close to the cinematic images in my and for club games.
head I wanted to recreate on the tabletop. And I
also realised that recreating these images would I wanted to be able to collect armies quickly. I
be possible, and practical, in 2mm. After I had wanted an alternative to spending 30 minutes or
made that connection, everything flowed from it more on a single figure, and I wanted to feel the
as I tried to align the scale and imagery of the excitement of painting a full unit at a time. The
battles I was trying to wargame with a practical scale and affordability of 2mm armies made this
game I could stage in a manageable space and aim a real possibility.
time.
The 1630s was a fascinating period of military
transition, both tactically and strategically. The
tactical differences between opposing forces are
well described in the leading historical
commentaries – the different battle‐drills of the
Swedish, German and Dutch Schools; caracoling
pistol‐armed reiters against looser, more
aggressive cavalry formations; the decline of
deeper ranked Spanish Tercios against smaller,
more manoeuvrable French and Swedish
battalions. 2mm figures and figure‐blocks would
give me the chance to recreate these tactical I also wanted a game which was portable and
differences, on a grand scale. I could fight ranks reasonably priced – and ideally something I could
of tercios against Swedish brigades. I could take along to Operation Market Larden in June
deploy multiple lines of French shot and 2016. This did not leave me long, as I embarked
interpose lines of the Gendarmerie as the French on the project on 20 March 2016. But, as I found,
did at Rocroi in 1643. I could field a large reserve, painting large armies in 2mm is eminently
of the sort which Count Tilly so lacked at his possible with a little organisation in advance
defeat at Breitenfeld. Put simply, this was (even for a slow painter like me).
wargaming in the grandest scale.
Also relevant was the chance to paint pike‐blocks
The commanders of the Thirty Years War en masse. There are no individual pikes, but a
included some of the Great Captains of history: surging block of pikemen. There were no flimsy
Tilly, Gustavus Adophus, Turenne, Wallenstein, lead pikes to bend, and no wire pikes to place in
the Cardinal Infante, Pappenheim, the Great open hands. A great advantage of 2mm over
Condé, often with characteristics which are their 6mm cousins.
dramatic, colourful, occasionally terrifying and
63
For a long time I had wanted to create a
dedicated winter terrain landscape, complete
with frosted snowy fields, frozen rivers, snow‐
bound towns, and silent winter woods. Some of
the paintings by Pieter Snayers, set in North
European landscapes, were very much the scenes
I wanted to try and create. 2mm terrain seemed
as good a place to start and do this on a grand
scale. The snow‐laden, frost‐bound earth of the
figure bases and terrain boards could be depicted
with a plain light grey, dry‐brushed with white. I
thought this would look promising as a neutral
base for the colours of the 2mm figures to be set
against.
project can be found on the web at the following
address: www.sidneyroundwood.blogspot.co.uk
64
Introduction
One of the outcomes of this was that
This article looks at the Imperial Japanese
obedience was favoured above initiative for
Army (IJA) during its “Victory Years”,
soldiers and the primary role of NCO became
examining its organisation and tactics at small
the enforcement of discipline and obedience.
unit level. It is based on the most common
Tactical planning and initiative became almost
organisations and weapons used. The
the sole prerogative of officers. As a result,
information is derived from the US Army
small unit tactics tended to stop at Company
Handbook on the IJA, some translated
and Platoon level rather than going down to
booklets I purchased from the Japanese war
squad or section level. This does not mean
memorial, and some limited discussions I’ve
that Japanese soldiers and NCO were robots
had with Japanese military historians. I have
that never displayed initiative or adaptability;
also made some deductions based on a wide
rather that institutionally this was not
variety of photographs I have seen of
developed or supported.
Japanese troops in action.
Background The Rifle Squad
The standard Imperial Army Rifle Squad had a
Prior to the start of WW2 in Asia (1936), the
TO&E strength of 13 or 14 men (depending on
Japanese Army had undergone an extended
LMG type) and was made up as follows:
period of rapid expansion. This was based on
universal male conscription across all levels of
Squad Leader: This was a Gocho,
society. To manage this expansion and
generally translated as a Corporal.
maintain discipline, the Imperial Army
instituted a draconian discipline system that Section 1: Three riflemen lead by a senior
built on a social indoctrination conducted via private (Jotohei).
the education system. Section 2: Three riflemen lead by a senior
private
65
66
3 x Rifle Squads: Detailed above. part of a battalion or regiment plan and not as
[Note: Rikugun designates army rank as direct support for the company. The rifle
opposed to naval rank] companies and platoons had neither the
communications nor the authority to call in
The Rifle Platoon was where tactical artillery themselves. This was compensated
manoeuvre started in the Japanese Army. for by support from the Type 92 Battalion Gun
Under the platoon commander’s direction, and the Grenade Discharger Squads.
fire supremacy would be established by
manoeuvring the rifle squads to apply LMG Armour: Tanks were seen primarily as Infantry
fire and employing the grenade discharger support weapons in the IJA and usually
squad for HE effect. Once this had been employed as such. It was not unusual for a
achieved, the grenade discharger squad and Japanese platoon to get its own tank to
usually one rifle squad would sustain support it in an assault, although this was
suppression while the platoon HQ and the generally as part of a larger operation. The
remaining two rifle squads would close with most common tanks employed for this were
and destroy the enemy. Grenades and the Type 95 Ha Go light tank and Type 97 Chi
bayonets (and sword) would be used for the Ha medium tank. At least early in the war,
close assault fight. Even the LMG was most Japanese rifle platoons were
equipped with a bayonet for this task. experienced in operating with tanks as
support. However, the lack of radios did make
When operating as part of a larger formation, detailed coordination difficult once in combat.
the platoon would likely be supported by the
parent battalion’s Type 92 70mm guns and Offensive Operations
Type 92 7.7mm HMG. These were located in
IJA offensive tactics were not that dissimilar
the Battalion Gun Platoon and Machinegun
to their western counterparts. They employed
Company.
fire and manoeuvre, concentrated to establish
fire superiority, used suppression to allow
Japanese rifle companies and platoons did not
movement, and sought to close with and
receive radios, so communications was by
destroy the enemy. They did emphasise
runner.
certain aspects though:
The Rifle Company Offensive spirit was advocated strongly
An IJA Rifle Company comprised of a Company with a focus on closing with the enemy to
HQ and three Rifle Platoons. It was kill them with the bayonet. Bayonet
commanded by either a Chui or Tai‐I (Captain) fighting received considerable emphasis
assisted by a senior NCO, usually a Socho in training.
(Sergeant‐Major). Night attacks were favoured to maximise
surprise and minimise enemy response.
The Infantry Battalion The Japanese got quite good at night
fighting as a result.
The battalion generally commanded three
rifle companies and was able to support them Flanking and envelopment were
with a Battalion Gun platoon of two Type 92 promoted as the best way to destroy an
70mm Howitzers, and a Machinegun enemy. Frontal attacks were nearly
Company with eight Type 92 7.7mm HMG. always holding attacks to support an
envelopment.
Prompt, aggressive action was preferred
Supporting Arms over slower but more developed plans.
Artillery: Artillery support was normally This led to a reduced reliance on detailed
coordinated at no lower than battalion level. reconnaissance, not always to their
While artillery FO parties may have been advantage.
assigned to a company, they were there as
67
68
all were sited to fire enfilade, using berms or LMG and Type 99 7.7mm LMG, both fed by a
mounds to provide frontal protection and top mounted 30 round magazine (as per the
concealment. This made them hard to detect BREN), were very reliable. These two types
for advancing troops but could make the were the most common used by IJA forces in
occupants vulnerable if the attacker managed the war.
to close with them.
The Type 92 70mm Howitzer provided integral
Observations HE fire support at battalion level. The
battalion commander would generally assign
Japanese “snipers” received a lot of attention
them to the lead or assault company as
in allied reports and were at times regarded
support. These weapons could be employed
as some sort of mythical “bogeyman”.
either as direct fire guns to destroy point
However, there is little evidence that the
targets or as indirect howitzers to lob shells at
Japanese actually trained dedicated snipers in
a fixed target. In the latter case, either the
the Western sense. Instead, scoped rifles,
gun commander or another soldier would
climbing equipment and other useful gear was
need to observe the target and call shot
provided to Infantry units for use by selected
correction. This weapon had an unusually
riflemen. These were usually, but not always,
short minimum range for indirect fire to
soldiers selected from rifle squads for their
facilitate it employment in this way.
marksmanship. The IJA had put a lot of
emphasis on field craft in training and the
SUGGESTION: In CoC terms, this weapon could
selected soldiers put this training to good use
fire either as a standard direct‐fire Infantry
in establishing camouflaged hides. They
gun or use the same rules as light mortars
compensated for their lack of specialised
with an 18” minimum range.
marksmanship training by engaging at close
range. Combined with an almost fatalistic
patience, this made Japanese sharpshooters a Conclusion
deadly foe. This article concentrated on the
With the exception of the early Type 11 LMG, Section/Squad and Platoon level relevant to
all IJA machineguns were fed by 30 round the Chain of Command rules. Information on
magazines; even the Type 92 HMG was fed by IJA forces at this level is inconsistent and hard
a 30 round hopper (as per the French to come by. Most common sources available
Hotchkiss it was copied from). This has been refer to allied war time assessments that
criticized in Western media as a weakness viewed IJA practices through a Western
that reduced effective rates of fire. However, cultural bias. This has not aided
the Japanese saw it differently. They comprehension. Therefore the information
emphasised short, accurate bursts at defined presented here reflects the limited sources I
targets rather than spraying fire over an area, could access. Please assess it in this context.
and their machineguns were given to the Happy gaming.
soldiers who demonstrated the best
marksmanship. This meant that a belt fed
weapon was not required. [Note: A water‐
cooled, belt‐fed machinegun was developed
for fortress employment as it was identified
that sustained fire would be required in this
case.]
COMMENT: All the Japanese I spoke to
advised that the early Type 11 6.5mm LMG
was unreliable owing to its use of the Type 98
rifle clip for ammunition feed. However, they
were all emphatic that the Type 96 6.5mm
69
"A few miles south of Meiktila was, and Knowing that Japanese forces are
probably still is, a wood containing a little concentrating from both North and South,
temple" General Cowan has determined to retain the
George Macdonald Fraser, Quartered Safe initiative and disrupt that very concentration.
Out Here To that end, he has pushed strong, all‐arms
columns out along the major axis of advance
to find and attack the Japanese. The Japanese
Introduction are, indeed, dispatching all available forces to
It is 1945 and the re‐conquest of Burma is recapture this vital town with 18th Division
underway! Slim's masterstroke – a wide, approaching from the north and 49th Division
flanking manoeuvre along the valley of the from the south. General Cowan has received
Irrawaddy River followed by the longest river information that the Japanese are
crossing of the war has put 14th Army firmly approaching from Pyawbwe to the south east
across the Lines of Communication of the and that Japanese infantry and artillery have
Japanese forces fighting around Mandalay reached Wetlet. He has therefore instructed
and Slim knows he has a fight on his hands. 63 Brigade to dispatch a strong
Indeed, that was the whole point: force the reconnaissance in force to confirm that
Japanese into a fight and decisively defeat information and disrupt the Japanese
their forces in Burma, thereby opening the advance. A and B Companies 9th Borders
way for a dash to the port of Rangoon before accompanied by 2 troops of 9th (Royal Deccan)
the onset of the monsoon. Horse, a mountain battery and some
armoured cars are therefore on their way.
Having captured and consolidated in Meiktila,
the key nodal point on the Japanese LOC, Note:
General Cowan, GOC 17th Indian Division, is Of course, this was an action where George
only too well aware that a Japanese counter‐ Macdonald Fraser took part as an NCO. If you
attack is brewing. Indeed, given the intent fancy building the author of the Flashman
was to bring the Japanese to battle, it would books into the scenario, feel free to do so.
be rather a shame if they decided to pass!
70
Scenario would use 12 of the allocated rounds (4 guns x
3 turns). Ranging shots are “free”.
The following Scenario for I Ain’t Been Shot
Mum is based on the action at Wetlet on the
Your troops’ stats are as follows:
8th of March 1945. See map. This has been
scaled for a 6 x 4 table.
Troops 0 1 2 3
A Coy 1,2,3 4 5,6 7,8
British Briefing
It is 8th March 1945 and you are OC A British infantry fire with a +1 per dice at all
Company 9th Borders, part of 63 Brigade of ranges and an additional +1 at short range to
17th Indian Division, currently occupying reflect their better marksmanship and greater
Meiktila and preparing for the impending allocation of automatic weapons.
Japanese counter attack. You are part of a
force that has been dispatched to conduct a The Sherman (with 75mm gun) is average
reconnaissance in force towards Pyawbwe to speed and has an armour class of 8 and a
the south east and you have just been briefed strike value of 11.
by the CO that the armoured cars have
confirmed the presence of Japanese troops in The PIAT has a strike value of 7 (or 3D6
Wetlet and that they have proceeded beyond against infantry) and your infantry a strike
the village to continue their recce. The CO has value of 3.
decided to attack ‘2 up’ with you on the left
and B Company to your right. The road is the You have four Blinds at your disposal, which
boundary between you and it is inclusive to may or may not be used as dummies.
you, i.e. you can use it but you cannot cross it.
The CO wants the village clear by 1700. You It is now 11:30 and the CO has set H Hour for
have the following troops: 1200, time to come up with a plan and issue
orders!
A Coy HQ
One Big Man Level 3
One FOO Japanese Briefing
It is 8th March 1945 and you command a
Platoons One to Three platoon from 106th Infantry Regiment of 49th
One Big Man Level 2 Division and you are very happy! The gaijin
One 2” mortar (2 crew) have snuck around the flank of the troops
One PIAT (2 crew) fighting near Mandalay and have captured the
Three sections, each of 8 men including an vital supply and logistics centre at Meiktila.
LMG Finally, after months sitting in reserve, the
Royal Deccan Horse Platoon Division and your Regiment have been
One Big Man Level 2 ordered to the front for your first chance at
Three M4 Sherman tanks action and glory! You have marched hard and
have the honour of being at the forefront of
Mountain Battery your Regiment’s march. You have reached a
Eight 3.7” howitzers village called Wetlet and have been ordered
(See notes below) to consolidate and prepare for the arrival of
the remainder of the Regiment and then on to
Howitzer Battery Notes: You have a total of Meiktila and glory! You have the following
24 rounds ‘fire for effect’ allocated to you. troops at your disposal:
You may add 1 to your dice throw on the
‘Indirect Fire Support Table’ as the guns are 1st Platoon
dedicated to this force. Each gun firing for One Big Man, Level 3
one turn counts as one shot so a half battery Three rifle sections, each of 10 men including
of four guns firing a three turn fire mission an LMG.
71
1 Grenade Discharger section, ten men with addition to those two, which could also be
three Type 89 ‘knee’ mortars. used as dummies. Your troops are well dug in
[The GD section either fires as three light with a mix of trenches and foxholes and are
mortars or as a rifle section but with ‐1D6 as excellent at camouflage; they will be
they have no LMG] extremely difficult to spot except at very close
quarters. You have been told that the gaijin
Two Level 0 snipers [unable to target Big Men are sending out strong forces to attack the
and fire at a net ‐1] assembling troops and you have had reports
that armoured cars were seen scouting
A tank killer section of 5 men armed with the positions to your west an hour or so ago. You
latest in Japanese infantry anti‐tank weaponry have put your men on alert.
(a bomb on a stick!).
CARDS
One Anti‐Tank mine British Japanese
MMG Platoon Blinds Blinds
Two MMGs, each with 5 crew A Coy HQ Big Men 1‐2
Big Men 1‐5 Platoon 1
Artillery FOO Platoon 2 (the tank
One 75mm field gun with five crew Platoons 1‐3 killers)
Tank Platoon MMG Platoon
Anti‐Tank Gun Off Table Support On table support (the
One Big Man Level I Rally artillery)
One 37mm Anti‐Tank Gun with five crew Heroic Leader MMG Bonus
Tank Killer Bonus (can
Your troops’ stats are as follows: also be used by the ATG)
Sniper 1
Troops/Dice 0 1 2 3 Sniper 2
Infantry 1,2 3,4 5,6 7+ Rally 1
Tank Killers 1 2 3 4,5 Rally 2
Dynamic Leader
Your infantry are Fanatical and therefore: Heroic Leader
GENERAL
Count as aggressive/stubborn in close
Tea Break
combat dependant on whether
attacking/defending. Smoke (if used)
Never surrender.
Never lose their bottle, becoming
suppressed instead. THE HISTORICAL RESULT
May kill any prisoners using one action A Company sent two platoons against the tree
so to do. line, coming under mortar and sniper fire as
Always fire with a minimum of 1 dice. they approached, and one platoon and the
tanks against the village. They successfully
Your 75mm has a strike value of 3 or fires with cleared all areas by 1600 with four dead and
2D6 against infantry. Your 37mm has a strike 28 wounded. They killed approximately 100
value of 6. The Tank Killers have a strike value Japanese and captured a 37mm ATG, a 75mm
of 6 and your infantry a strike value of 2. gun and destroyed two more guns, although I
suspect the totals for the Japanese include B
You may deploy anywhere except in the Company’s activities to their right flank. The
northernmost 12” of the table. You have Two situation developed as more troops from
Blinds at your disposal but remember, any 106th Regiment moved into the area and 63
concealing terrain can act as a blind in Brigade was heavily engaged over the period
72
8‐10th March. The 9th Borders are reported as The buildings are generally plant fibre and
suffering 141 casualties but Japanese losses only offer cover from sight, they offer no
were about 300 and a number of guns. cover for fire. The white building shown is the
temple.
Umpire Notes
The rest of the table is largely scrub which
The map shows the table somewhat more
offers some cover from spotting but does not
open than it actually is, but we have done this
impede movement or give cover from fire.
for clarity.
Spotting the Japanese when stationary and in
The dark green areas are difficult ground,
cover proved problematical for 14th Army
impassable to vehicles and provides good
troops, with many reports of positions only
cover for the purposes of spotting and firing.
being spotted once trodden on! Whilst
moving makes them as easy to spot as
The earth covered areas are broken ground
everyone else, if they are static at the best
which slows down movement for infantry and
they should be Slightly Obstructed, more
tracked vehicles and is impassable for
usually Badly Obstructed and even Very Badly
wheeled vehicles.
Obstructed if the cover is good.
The paddy fields shown with a brown edge
To win the British must clear the Japanese out
and muddy fill have a risk of vehicles bogging
of the village. The Japanese must stop them
down and the berm provides light cover for
and retain control of at least four buildings to
infantry and make spotting harder.
claim victory.
73
The Second Battalion of the Bedfordshire & My May the 10th the battalion had rotated
Hertfordshire Regiment landed in France on back to the Belgian border and on the 14th of
the 1st of October 1939 at the port of that month, four days after the German
Cherbourg. For Lieutenant Colonel Davenport Blitzkrieg in the West had begun, the unit
and many of the battalion’s senior officers moved across the Belgian border as part of
and NCOs this was their second experience of the Dyle Plan. Deploying to the North of
such a landing and they contrasted the Brussels they began digging in, but only two
palpable feeling of silent apprehension and days later the news came that the British
fear apparent in the French civilians with the Expeditionary Force was to withdraw as their
cheering crowds which had welcomed them in flanks had been exposed by enemy advances
1914. on their flanks.
On the 17th of May they marched to Wemel
The battalion quickly moved into position on and on the 18th on to Maal before they
the Belgian border around Lens where it embossed onto motor transport at Erpe and
began to settle in to a routine of digging headed for Oudenarde and then on to
defences and training. Long route marches Avelghem on the Scheldt River by dusk.
were conducted to harden feet
softened by twenty years of peace
and officers undertook TEWTs to
get them accustomed to leading
men in the field.
In January 1940 the battalion
moved to Metz and then into the
forward zone of the Maginot Line,
the Ligne de Contact, facing the
German border. There they
because accustomed to dealing
with a real enemy across no‐mans‐
land and took seriously the chance
to dominate that empty ground
with aggressive patrolling, much to
the chagrin of the local French
commander who was keen on a
more “live and let live” approach to
the situation.
74
battalion of East Surreys. However, during
The overall situation was unclear at this time, that hand over it became clear that the
but what was obvious was that Royal Engineer Germans were infiltrating men across the
demolitions parties were systematically ruins of the destroyed road bridge and were
destroying the river crossings in an attempt to forming a bridgehead there. It was decided
slow the German advance. The battalion was that a platoon attack would be made to drive
now deployed across the Scheldt to cover the the Germans back so that the handover could
demolition of the railway and road bridge at be completed. 15 Platoon went in with
Escanaffles. A, B and D companies were artillery support and successfully evicted the
deployed on the high ground around l’Enclus German force, stabilising the line and allowing
whilst C Company formed a bridgehead at the battalion to withdraw towards the French
Escanaffles itself. border.
By the 23rd of May the battalion was back on
By midday on the 19th the railway bridge had the Franco‐Belgian border where it occupied a
been destroyed and A, B and D Companies strong defensive position with two anti‐tank
withdrew across the road bridge, leaving C ditches and a number of newly constructed
Company in position until the Engineers were pill boxes. Clashes with the Germans began
ready to destroy that in turn. By now reports the next day as fighting patrols were sent out
were coming in of German tanks operating in to cover the digging of fresh positions. On
the area and or it was with some relief that C their left were the 1/6 East Surreys and to
Company were recalled and the bridge blown. their right the 1st Kings Own Scottish
How timely the demolition was became clear Borderers.
when C Company, now deployed to the North
of the river soon came under fire from enemy Fighting here continued until the 27th when
in Escanaffles. information that the Belgian Army had
capitulated meant that escape was now
As part of the planned withdrawal, the Beds & essential. A rear‐guard was assembled with
Herts men were to now be replaced by a two platoons each from A and B Companies
and one from D Company.
At 1430 the rest of the
battalion embussed and
moved along congested
roads through towns and
villages with names which
for British servicemen were
loaded with historical
resonance: Armentieries,
Nieppe, Neuve Eglise and
then, finally, on to Ypres.
Meanwhile the rear‐guard
held off fierce enemy
assaults until 2400 when
they were relieved by the
Coldstream Guards and
were able to take motor
transport back to the
Messines Ridge where the
rest of the battalion were
already digging in among
the cemeteries of the last
75
received the orders
countermanding this attack and
consequently they attacked alone
and without artillery support.
Fortunately no Germans were in
the village, although there was
clear evidence that they had been
present in the shape of a dead
patrol of British troops. Indeed,
both companies were now behind
enemy lines. By a stroke of luck C
Company was then able to
withdraw under cover of darkness,
joining the rest of the battalion on
its withdrawal to the Dunkirk
perimeter. D Company also
escaped, but in the confusion it
was separated from the battalion.
Again motor transport was
available and this was used to
reach Furness, at which point the
vehicles were disabled before
being abandoned to the advancing
Germans. The battalion, minus D
Company, then crossed the bridge
over the canal into the perimeter
war. and then, turning East, marching
to their new positions at Oost Dunkerke.
The 28th of May saw the battalion again under
attack, with C Company, again to the fore, When the Beds & Herts arrived, the village on
being attacked around the hamlet of the 29th of May it was already under German
Oosttaverne, directly to the East of shell fire and the enemy were on the canal
Wytshaete. They held off these attacks until line looking to affect a crossing. Again, C
mid‐afternoon
when ordered to
withdraw into
Wytshaete to
prepare for a
counter‐attack to
the North in the
direction of
Voormezeele,
thereby blocking
the Germans
who now
occupied St Eloi.
However, fate
played its part
and neither C nor
D Company
76
Company were pushed forward to advanced Introducing C Company
positions at Wulpen where the small bridge The British Army was going through
had already been demolished. There it something of a transition when war broke out
became clear that there were almost no in 1939 with the rank of WO III having been
friendly troops on their left. Any vehicles introduced to allow NCOs to lead platoons. In
attempting to use the roads were fact it was a short‐lived experiment as it
immediately engaged by German machine rapidly been clear that if a Sergeant was good
gun fire from across the canal. However, the enough to lead a platoon then he should be
Germans did not attempt to cross the canal sent on an officer selection course; indeed
and the battalion was relieved at 0200 on the this is why the rank has been dormant since
30th with orders to move to the beach for 1940 although never officially abolished. As
evacuation. D Company also made the beach such C Company saw platoons led by a mix of
and was re‐joined with the battalion back in 2nd Lieutenants and Platoon Sergeant Majors.
Blighty. It had been a remarkable journey, We have pieced together the following names
from the outskirts of Brussels and back to from regimental histories and similar.
Dunkirk via the battlefields of the Great War.
13 Platoon was commander by PSM Wilson
Gaming the Fighting Withdrawal with sections led Lance Corporal Major,
Tracing the path of the 2nd Beds & Herts as Corporal Pitchers and Corporal Dilley.
they weaved their way across Belgium and
France is rather like following the route of a 14 Platoon was commanded by 2nd Lieutenant
drunken man as he staggers illogically here Lockhart with Sergeant Everett commanding
and there. However, there was, of course, a one of the sections.
method to their madness as they attempted
to delay the German advance whilst being 15 Platoon was commanded by 2nd Lieutenant
very aware that they also needed to avoid Muirhead with Corporal Edwards and
being surrounded and taken prisoner. On Sergeant Davies leading two sections.
every occasion it was the collapse of
resistance on their flanks which obliged them Major Whittaker commanded the Company
to withdraw rather than any defeat by the with CSM Goodall assisting him. We are
Germans. Indeed their exploits typify the short of just three names of section leaders,
experiences of the BEF generally. two with 14 platoon and one with 15 platoon.
In truth, the fighting withdrawal is not C Company Campaign
suitable for a Pint‐Sized Campaign as the The Campaign links together five tables, with
actions involve completely different the Germans attempting to push on rapidly to
opponents each time and there is no thread Dunkirk. The British are attempting to delay
of continuity to them, rather the battalion them for as long as possible. How long the
staggers from one position to another, campaign will last is determined by the result
holding their ground until ordered to fall back. of the first scenario, the counter‐attack at
However, what does tie all of the actions Avelghem. If the British are successful in
together is that C Company is always in the pushing the Germans back across the river
middle of the action. What we suggest, Scheldt at this point it will buy them more
therefore, is a campaign which concentrates time for the remaining games. As we shall
on the exploits of Captain Whittaker and the see.
men of C Company as they fight their way
back to Dunkirk and safety. Let’s take a look at the scenario maps and
then the details for each one.
77
Scenario One
Counter‐Attack at Avelghem
Scenario Two
Holding the Line at Risquons Tout
78
Scenario Three
Last Ditch at Risquons Tout
Scenario Four
The Outposts at Wytshaete
79
Scenario Five
On the Dunkirk Perimeter
The Scenarios The British must win this game by killing,
capturing or breaking all of the Germans on
this side of the river. As soon as that is
Scenario One achieved the game ends. If the Germans can
Counter‐Attack at Avelghem avoid this by reinforcing their position then
they have captured a bridgehead and win the
This is Scenario Three in the main rules, Attack game.
& Defend. The British begin with their Patrol
Markers deployed in the Red Zone, the The terrain is largely flat with the exception of
Germans in the Blue Zone. the bridge ramp which is covered in trees.
The drainage ditches, shown in blue, may all
The Germans begin the game with just two be treated as light cover. They may be
squads on the table and the Platoon crossed without penalty.
Commander. At the end of each turn they roll
a D6 with a roll of 4 to 6 resulting in them
being able to add one more squad to their
Scenario Two
force. This represents more reinforcements Holding the Line at Risquons Tout
being fed across the damaged bridge.
This is Scenario Two in the main rules, The
The British have a preparatory bombardment Probe. The British begin with their Patrol
before the game begins. They have one Markers deployed in the Red Zone, the
platoon available with no support options for Germans in the Blue Zone.
this game other than an Adjutant who is
automatically attached to the force.
80
The Germans begin the game with one full played. The amount of entrenchments that
platoon but may also add twelve points of the British have will depend on how many
support the first time this game is played. On times Scenario Two was played. If played
each subsequent playing of this scenario they once, the British have entrenchments for one
may add an additional 6 points of support. section. If played twice they have
This is cumulative, so if the game is played a entrenchments for two sections. If played
third time there will be a huge 24 points of three or more times the may entrench all of
support available, and so on. their troops. On each subsequent playing of
this scenario they may add one Team worth of
The British have a platoon plus six points of entrenchments.
support available every time this scenario is
played. The first time this game is played they The Germans must win this game by moving a
may have entrenchments for one section. On Team to the British base table edge. As soon
each subsequent playing of this scenario they as this is achieved the British will retire as
may add one Team worth of entrenchments. they are concerned about being cut off. If the
British can avoid this they will win the game.
The Germans must win this game by moving a
Team to the British base table edge. As soon The terrain is largely flat but with two anti‐
as this is achieved the British will retire as tank ditches dug across the table, shown in
they are concerned about being cut off. If the brown. These are shallow but cannot be
British can avoid this they will win the game. crossed by any vehicles. Barbed wire has
been placed behind both ditches and a bunker
The terrain is largely flat but with two large is behind the northern section with a 180
anti‐tank ditches dug across the table, shown degree forward arc of fire facing East. The
in brown. These are shallow but cannot be local cemetery is in the south‐western corner
crossed by any vehicles. Barbed wire has of the table, this has a brick wall and a small
been placed behind the northern ditch and a chapel of rest which offer light cover and hard
bunker is placed there with a 180 degree cover respectively. In the north western
forward arc of fire facing East. All of the corner is a large building, a hospital which
buildings offer hard cover. offers hard cover.
Scenario Four
Scenario Three Outpost at Wytshaete
Last Ditch at Risquons Tout
This is Scenario Six in the main rules, Attack
This is Scenario Two in the main rules, The on an Objective. The British begin with their
Probe. The British begin with their Patrol Patrol Markers deployed in the Red Zone, the
Markers deployed in the Red Zone, the Germans in the Blue Zone.
Germans in the Blue Zone.
The Germans begin the game with one full
The Germans begin the game with one full platoon but may also add fourteen points of
platoon but may also add twelve points of support the first time this game is played. On
support the first time this game is played. On each subsequent playing of this scenario they
each subsequent playing of this scenario they may add an additional 4 points of support.
may add an additional 6 points of support. This is cumulative, so if the game is played a
This is cumulative, so if the game is played a third time there will be a huge 22 points of
third time there will be a huge 24 points of support available, and so on.
support available, and so on.
The British have a platoon plus ten points of
The British have a platoon plus six points of support available every time this scenario is
support available every time this scenario is played. The first time this game is played they
81
have no entrenchments. On each subsequent The table is largely made up of houses along
playing of this scenario they may add one the bank of the canal with a destroyed bridge
Team worth of entrenchments. in the middle of the table. This cannot be
crossed without boats.
The Germans must win this game by capturing
the crossroads and the buildings around it. As The tower on the North side of the canal is
soon as this is achieved the British will retire the tallest building and was used as a control
as they are concerned about being cut off. If point for elevating the bridge, as a result is
the British can avoid this they will win the has excellent fields of fire due to its height. A
game. wide drainage canal runs near the northern
table edge, this can only be crossed at the
The terrain is as it looks with little worth bridge.
commenting on. The fields are all dry with no
reduction of movement or chance of vehicles Campaign Forces
bogging in.
The British begin the game with three
platoons, 13, 14 and 15 platoons. During the
Scenario Five campaign these will take losses as indicated in
On the Dunkirk Perimeter the At the Sharp End campaign supplement.
There will be no replacements or
This is Scenario Two in the main rules, The reinforcements. However, men will recover
Probe. There is no Patrol Phase for this game. from their wounds and re‐join their platoon as
The British begin placing one Jump‐Off Point normal. If the platoons fall in strength to a
in the Red Zone, the Germans follow placing point where the total number of men can is
one of theirs in the Blue Zone. This continues below the book strength of two platoons, the
in turn until both sides have placed three force can be reorganised to make up two
Jump‐Off Points, at which point the game combined platoons.
begins.
In each game, the British player may field
The Germans begin the game with one full whichever platoon he likes. However, if he
platoon but may also add eight points of lost the last game and a new table is being
support the first time this game is played. On played on he MUST field a different platoon to
each subsequent playing of this scenario they the one which lost the previous game.
may add an additional 8 points of support.
This is cumulative, so if the game is played a A British platoon is as follows:
third time there will be a huge 24 points of
support available, and so on. PLATOON HEADQUARTERS
Lieutenant or sergeant, Senior Leader, with
The British have a platoon plus eight points of pistol
support available the first time this scenario is
played. On each subsequent playing of this
2” MORTAR TEAM
scenario they will get one less point of 2” mortar with two crew
support. Any entrenchments built in any BOYS AT RIFLE TEAM
game may be used in subsequent games. Boys AT rifle with two crew
The Germans must win this game by moving a SECTIONS ONE TO THREE
Team to the British base table edge. As soon
Corporal, Junior Leader, with rifle
as this is achieved the British will retire as
they are concerned about being cut off. If the LMG TEAM RIFLE TEAM
British can avoid this they will win the game. Bren gun with three Four riflemen
crew
82
PLATOON FORCE RATING: UNIVERSAL CARRIER RECONNAISSANCE SECTION
Regular: ‐2 Two Universal carriers commanded by a single
Command Dice: 5 Junior Leader. These have a three man crew
in each armed with a Bren, a Boys Anti‐Tank
British Support Options for this campaign are rifle or a 2” mortar.
as follows. Any support options selected by
the British are for that game only. The Germans have unlimited platoons to use
during the campaign, so there is no need to
BRITISH SUPPORT LIST track losses. All they care about is winning as
quickly as possible.
LIST ONE
Medical Orderly
A German platoon is as follows:
Adjutant
Car, no crew PLATOON HEADQUARTERS
Entrenchments for one Team
Leutnant, Senior Leader, with pistol
LIST TWO Feldwebel, Senior Leader, with SMG
Roadblock
5CM MORTAR TEAM
Boys AT rifle Team, 2 men
leGrW36 5cm mortar with three crew
2” mortar Team, 2 men
“1 pounder” 25mm anti‐tank gun with five
crew and Junior Leader
SQUADS ONE TO FOUR
Roadblock Obergefreiter, Junior Leader, with MP40
LIST THREE LMG TEAM RIFLE TEAM
Sniper Team MG34 Six rifleman
Bren Carrier with three crew including a Junior Three crew
Leader
2 pounder Anti‐Tank gun with five crew and PLATOON FORCE RATING:
Junior Leader Regular: +3
Command Dice: 5
LIST FOUR
Forward Observer and 3” mortar battery German Support Options for this campaign
Regular Vickers MMG on tripod mount, 5 are as follows. Any support options selected
crew by the Germans are for that game only.
LIST FIVE
Recce Section of two Bren Carriers, 3 crew GERMAN SUPPORT LIST
each, one being a Junior Leader
LIST ONE
2” MORTAR TEAM Satchel Charge
The 2” mortar has only smoke rounds. No HE Medical Orderly
rounds are available for this campaign. . Engineer Mine Clearance Team, 3 men
Engineer Wire Cutting Team, 3 men
3” MORTARS WITH FOO Engineer Demolition Team, 3 men
With just two mortars present in the Adjutant
battalion, a British mortar bombardment Kubelwagen, no crew or weapon
covers a square area 10” by 10” with the Assault Boat for one squad
aiming point at the centre.
LIST TWO
SINGLE BREN CARRIER Panzerbüchse 38/39 Team, 2 men
This has a crew of three men armed with a Le.GrW36 5cm mortar Team, 3 men
Bren gun OR Boys anti‐tank rifle and a Junior Pre‐Game Barrage
Leader.
83
commanding the platoon who is, we assume,
LIST THREE carrying it with him up to that point.
Sniper Team
How the charge works is detailed in Section
Engineer flamethrower Team, 3 men
9.3.4, Tank Hunters. A maximum of two
Panzer IB with Junior Leader
satchel charges may be selected by a German
SdKfz 221 or 223 with Junior Leader force.
LIST FOUR
PaK36 3.7cm anti‐tank gun with 5 crew
and Junior Leader 50MM MORTAR TEAM
leIG18 with five crew and a Junior Leader The 50mm mortar has only H.E. rounds; no
Engineer Section with Junior Leader smoke being provided. It has a minimum
Forward Observer and 8cm mortar battery range of 12”, but closer than that the crew
MG34 on tripod mount, 5 crew may use their rifles.
Panzer 35(t) with Junior Leader
TWIN MACHINE GUNS
Panzer 38(t) with Junior Leader
The twin machine guns on the Panzer I fire
Pz.III A‐C with Junior Leader with a firepower factor of 8 to represent the
Panzerjäger I with Junior Leader enhanced firepower.
Kleine Befehlspanzer I with Senior Leader
Sdkfz 222 Armoured Car with Junior Campaign Duration
Leader The length of the campaign will be
Panzer IV A with Junior Leader determined by the result of the first game.
LIST FIVE The British have one chance only to destroy
StuG III A with Junior Leader the German bridgehead at Avelghem. If they
Pz.II A‐C with Junior Leader win that game the campaign will last a
maximum of seven games. If the Germans
Pz.IV B‐C with Junior Leader
win at Avelghem, the campaign will last a
LIST SEVEN maximum of nine games.
sIG33 15cm with five crew and a Junior
Leader The ultimate German objective is to breach
LIST EIGHT the canal line on the Dunkirk Perimeter by
winning Scenario Five. To do this they must
Bison sIG33 15cm auf Pz 1 auf B with win that scenario within the time allotted. If
Junior Leader they do so on the final game of the campaign
they capture C Company. If they do so one
ASSAULT BOAT game earlier they capture all three remaining
An assault boat carries one squad with room Companies of the Bed & Herts. If they do so
for one additional Senior Leader. It takes one two game earlier they capture a whole
Action to embark, at which point the boat is Brigade of troops attempting to withdraw
place by the bank. Two Actions will see the from the area around Nieuwpoort. If they do
boat move to mid canal and one more Action so three or more games earlier then they have
will see it reach the far bank. When against made a serious breach in the British defences.
the far bank it counts as being in light cover. Operation Dynamo will only be partially
successful and the consequences will be a
SATCHEL CHARGE marginalised Britain at logger‐heads with one
The satchel charge is shown on Table Seven, huge European Super‐state ruled by an
Hand‐Held Anti‐Tank Weapons. The charge unelected Dictator. A nightmare scenario
may be used once by any Section on the table indeed.
when commanded by the Senior Leader
84
FIGHTING WITHDRAWAL CAMPAIGN ARSENAL
BRITISH CAMPAIGN ARSENAL TABLE
ANTI‐TANK GUNS
ANTI‐TANK WEAPONS A.P. H.E.
“1 Pounder” 25mm Anti‐Tank gun 3 2
2 Pounder Anti‐Tank gun 5 1
Boys AT rifle 3 1
GERMAN CAMPAIGN ARSENAL TABLE
TANKS
VEHICLE ARMOUR A.P. H.E. SPEED NOTES
Sdkfz 221 MG 2 ‐ MG Wheeled No Hull MG, Small, Low profile,
Open top
Sdkfz 222 2cm gun 2 4 6 Wheeled No Hull MG, Small, Low profile,
Open top
Sdkfz 231 (6 and 8‐rad) 3 4 6 Wheeled No Hull MG
Sdkfz 232 (6 and 8‐rad) 3 4 6 Wheeled No Hull MG
Panzer IA‐B 3 ‐ Twin Average No Hull MG, Low profile
MGs
Bison auf Pz I auf B 3 8 13 Slow No Hull MG, small, Open top
Panzerjäger I 3 6 4 Average Low profile, No Hull or Turret MGs
Kleiner Befehlspanzer I 2 ‐ 6 Average Low profile, Small, No turret
Panzer II A‐C 3 4 6 Fast No Hull MG, Low profile
Panzer III A‐C 3.7cm 3 5 3 Average Twin co‐axial with 8 firepower
Panzer 35(t) 3.7cm 4 5 3 Slow
Panzer 38(t) A‐D 3.7cm 4 5 3 Average
Panzer IV A 7.5cm 3 5 6 Slow
Panzer IV B‐C 7.5cm 4 5 6 Average
StuG III A 5 5 6 Average No Hull MG. Exposed top MG, Low
profile
ANTI‐TANK GUNS
ANTI‐TANK WEAPONS A.P. H.E.
le.IG 18 4 6
SiG 33 8 13
PaK36 37mm AT gun 5 3
Panzerbüchse 38/39 AT rifle 3 1
85
“Itching To Mix It
A SCENARIO FOR BAG THE HUN BY JIM JACKAMAN
BACKGROUND
14th December 1942. Two Fw190’s of 10/JG2 are returning from a
‘tip and run’ raid on Swanage. A fighter sweep of two Whirlwinds
of 263 Squadron intercepts the raiders 30km North of Cherbourg at
low level.
TABLE SET UP
GAME OUTLINE Thi s is how your ta ble
The game commences with the both the Fw190’s and the ma y l ook i f you a re
Whirlwinds closing on each other at sea level. The RAF must us i ng a basic s ky bl ue
attempt to damage or shoot down the Fw190’s. The Luftwaffe hex gri d. The starting
must attempt to damage or shoot down the Whirlwinds. This was pos itions a nd a ngle of
the first time these two fighter aircraft met in combat. the s un a re clearly
s hown.
ORDER OF BATTLE
RAF: 263 Squadron ‘A’ Flight (Whirlwind Mk 1)
Red Section
Position Pilot Type
Section Leader: F/O Coyne Veteran
Section Pilot: Sgt Cotton Regular
NOTES
The Whi rlwinds a re very l ow on fuel. From Turn 3 the ‘No
Fuel to Duel’ card should be a dded to the pack. Once it i s
turned, roll 2D6. On a score of 11-12, the Whirlwinds
CARDS
Thi s scenario will use the following cards (cards marked * a re in the deck from
mus t break off a nd a ttempt to exit from the N. edge of
the s tart, others are added as units appear)
the ta ble. The odds will increase by 1 i n each subsequent
turn i .e. Turn 4 = 10-12, Turn 5 = 9-12 a nd s o on..
F/O Coyne Axis Section Move
Axis Section Fire Allied Section Move
ALTITUDE Allied Section Fire No Fuel to Duel
Thi s game begins with l ow fl ying encounter with a lll Allied Formation Bonus* Axis Formation Bonus*
a i rcra ft entering the game at Al titude 1. The Sun is in the Axis Bogeys* Allied Bogeys
Wes t. Altitude Bonus* Bail Out*
Blank Card*
BOGEYS
Bogeys should be allocated to both sides (see s ection VICTORY CONDITIONS
5.2). The terri tory i s Neutral. Ea ch enemy aircraft destroyed = 3 poi nts.
Ea ch enemy aircraft damaged = 2 poi nts.
Ea ch enemy aircraft forced off = 1 point.
HISTORICAL OUTCOME
The Fw190’s attacked first, using the s un to their a dvantage. The Whirlwinds
entered a frenetic turning a nd cl imbing dogfight, which ended when the 10/JG 2
l eader was hit a nd badly da maged by F/O Coyne. Utilising their s uperior
performance, the Fw190’s climbed away out of reach of the Whirlwind pilots,
who decided to break for home as their fuel was very l ow.
Sgt Cotton noted in his l og book ‘..itching to mix it with the Luftwaffe again,
Fw190’s or anything else!’
86
After General Zachary Taylor’s campaign in cut off the troops from the ships for the best
northern Mexico in late 1846 and early 1847 it part of a week. Most damaging was the loss
was increasingly clear that the Mexican of many transports carrying horses and mules
government would not sue for peace without needed to move the army inland once Vera
a direct threat on this capital. General Cruz had fallen into US hands. Though it was
Winfield Scott was charged with invading intended that most of the necessary draught
Mexico at a location near enough to the and pack animals would be obtained locally,
Mexico City to put pressure on the Mexican these losses put pressure on such
government to enter peace negotiations. On procurements.
the 9th of March 1847, the first US invasion of
a foreign shore took place, earning its place in Because Scott wanted to be moving inland
history as the United States’ first D‐Day. before mid‐April when the vomito negro, the
yellow fever season, began in the lowlands a
Special double end surf boats were purchased parole of the garrison of Vera Cruz was agreed
to transport troops from ships to the beaches on 29 March. Losses in the siege were 19
and allow this landing to take place near the Americans killed and 80 wounded. The
city of Vera Cruz. The first wave consisted of Mexicans suffered 80 troops and about 100
2nd and 3rd US Artillery acting as infantry, the civilians killed in skirmishes and
4, 5, 6, and 8th US Infantry regiments, a bombardment. The garrison paraded, stacked
company each of Louisiana and Kentucky arms and marched away.
Volunteers, a company of Engineers and 180
Marines. The best nearby source for fresh water, pack
and draft animals was the Alvarado River
Subsequent second and third waves would Valley some 45 miles southeast of Vera Cruz.
land two Regiments each of Pennsylvania and This was also a location which Commodore
Tennessee volunteers, a regiment of South Perry, the US senior Naval officer, had reports
Carolina volunteers, mounted rifles was being used by blockade runners to bring
(dismounted), 1st, 2nd 3rd, and 7th US Infantry, munitions into Mexico. Part of Perry’s
with 1st and 4th Artillery acting as infantry. In strategy was to land parties all along the coast
total, ten thousand men were landed at points where supplies could be landed and
between up to 10 PM that evening against no here he instructed Passed Midshipman
appreciable Mexican resistance; this despite Charles G. Hunter, a man of fifteen years
some impressive static defenses. There were service, to take command of a coal steamer,
nine forts connected by curtain walls with 200 Scourge, with one gun and forty men to scout
guns ringing the city along with the castle of the mouth of the river and to blockade
San Juan de Uloa; however, the Mexican Alvarado. Commodore Perry would then
garrison was made up of just 4000 men. arrive with a squadron bringing General
Quitman’s Brigade of Georgia, Alabama, and
Ordnance and supplies began landing on 11 South Carolina volunteers and then use his
March and that day saw the beginning of the naval firepower to bombard the port into
construction of formal siege lines. However, submission before the volunteers rounded up
that night storms broke out that effectively the much needed livestock.
87
Schooner, the Shark which, conveniently
As it was, Hunter fired on the small fort at the spent the next three years in the
mouth of the river with his one gun and, after Mediterranean, as far as possible from the
four or five house, the Mexican commander, wrath of Commodore Perry.
aware of the fall of much stronger Vera Cruz,
88
livestock we can for both transport and One Group of 6 US Riflemen
sustenance. To that end, your force is to be
landed from the transport ship The Swamp Total: 67 points
Fox on the coast of Mexico near Tlpototacos.
Mexican Briefing
There you will seize livestock and any
armaments you find which may be used to
oppose the forces of the United States. The Gringos are landing on the coast!
Whatever their reasons it will not be good for
Your force is a mix of sailors, Marines and you. They invade our homeland and now,
volunteers from the various States who have undoubtedly, they come to steal our
been transported to the theater of war on the possessions. You, Don Ignacio, will lead the
vessel. You are uncertain what opposition troops and people to defend your property
you may meet, but it is unlikely to be of much and your loved ones and, most of all, the
consequence. blessed soil of your country, Mexico!
Your force is as follows: Your force is as follows:
Lieutenant Shores, Status II Don Ignacio, Status II
Two Groups of 8 Marines One Group of 8 Irregular Cavalry
Lieutenant Planter, Status II Alcalde Practico, Status II
Sergeant Shine, Status I Sergente Persuadir, Status I
Three Groups of 8 US Volunteers Three Groups of 10 Militia
Midshipman Pike, Status I Tenente Saludo, Status II
One Group of 12 Sailors Two Groups of 8 Regulars
Sergeant Mudd, Status II Sergente Fernando, Status I
89
One Group of 6 Skirmishers The US mission and victory conditions are in
scenario 2, Sweep the Table. At the end of
Paco, Status I the game roll a D6. If the roll is less than the
One Group of 12 Patriotic Civilians number of items secured, it has been a
successful mission.
Total: 58 Points
Notes
Umpire Briefing
The scenario has been tested in several games
The scenario was played down the length of a with adjustments to unit stats applied in each
4 x 6 table. On a short side was a beach where game. It was still very much a small learning
the US forces would place their Deployment scenario but after a few games I enlarged it by
Point to represent where they land on the adding more troops. Additional Mexican
shore. Behind the beach most of the table is militia, skirmishers and regulars, US Marine,
scrub with a few trees and patches of broken and Volunteer Groups along with one or two
ground. Just off the shore is a small village more Level I Sergeants and another Command
with a collection of stores and sheep. A road Card being added to each side for larger
runs from the beach, through the village and forces.
on to Don Ignacio’s low walled hacienda. The
hacienda containing supplies and is Mexican forces were equipped with old,
surrounded by pasture with some horses and surplus Brown Bess flintlock muskets. Priming
mules. A small stream runs down to the was with loose powder in the pan ignited by
beach. It may be leapt by a man without any flint and steel sending sparks to the
movement penalty but will break any propellant in the barrel when the hammer
formation. Place seven items on the table fell. This method led to many misfires (hence
which may be livestock or provisions to be the etymology of the term “flash in the pan”),
collected by the US forces. especially after the first shot. US Forces had
the much more reliable caplock musket that
Just to keep things varied, I decided to use a replaced the loose priming powder in the pan
combination of scenarios 2 and 3 to represent with a fulminate of mercury cap to ignite the
the situation. The US force deploy as Blue in propellant in the barrel. Rifles were the 1841
scenario 2, dicing to see if they land at Point 1 Springfield also with percussion rather than
or 2, as indicated by the arrows on the flintlock discharge. Because of the significant
secondary map below. The Mexicans are reliability difference between the two
defending in depth, as in scenario three. They weapons I used effective & long ranges for
have a Primary Deployment Point in the red the Mexican flintlock muskets and close and
shaded Zone 1 and a secondary Deployment long ranges for US caplock muskets. Rifles
Point in Zone 2. have close, effective and long range.
Both sides roll for Force Support as in scenario For simplicity the US Colt Walker revolver will
2, selecting 4 points on a D6 roll of 1 to 3 and be considered as a Big Man weapon
6 points on a roll of 4 to 6. All support is accounted for by the bonus dice when the BM
taken from the generic list or the Force directs fire or engages in close combat.
Roster.
I treat the US sailors as Clan because I see
Before the game begins, roll a D6 to see if any them fighting in a more rough and tumble
Minor Characters are present. On a roll of 1 fashion than even the Volunteers who would
to 3 there are none, one 4 to 6 two civilians have at least some infantry training. I am also
will be present. unsure that the volunteers had bayonets
although their weapons were Federal issue.
90
US Marines Type Regulars
Points Value 7 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Always Yes Yes 2 2 2 Aggressive, Sharp Practice
US Volunteers Type Conscripts & Volunteers
Points Value 4 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
No Shock Yes Yes 3 3 3 Sharp Practice
Sailors Type Clan
Points Value 7 Weapon Musket Size 12
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Never Yes First Only 3 2 ‐ Big Choppers
US Riflemen Type Skirmisher
Points Value 10 Weapon Rifle Size 6
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Never Yes No ‐ 2 ‐ Good shots, Sharp Practice,
Tactical
Mexican Regulars Type Regulars
Points Value 6 Weapon Fowling Piece Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Always Yes Yes 2 2 2 Stubborn, Sharp Practice
Mexican Militia Type Militia
Points Value 2 Weapon Fowling Piece Size 10
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
No Shock Yes First Only ‐ 3 3 No bayonets, Tactical
Mexican Skirmisher Type Irregular Skirmishers
Points Value 4 Weapon Musket Size 12
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Never Yes No ‐ 2 ‐ No bayonets, Tactical
Mexican Civilians Type Wallahs
Points Value 4 Weapon Big Choppers Size 12
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Never No No ‐ 1 ‐ Moveable DP, Hearth &
Home, Tactical
Mexican Irregular Cavalry Type Irregular Cavalry
Points Value 4 Weapon Lance and Carbine Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Never First Only No ‐ 1 ‐ Tally Ho! Big Choppers
91
Spring 1918, and the German offensive in the successes suggested that if momentum could
West is in full swing. After an initial be maintained they would be through the
“Feruwaltz” bombardment, the Germans British lines and into the gun positions by the
attacked in a storm of steel, with their highly end of the day.
motivated stormtroopers assaulting on a
frontage of approaching a hundred miles with The stormtroopers pressed on with vigour,
huge initial gains. At nearly all points the not halting to mop up the few points of
British front lines were over‐run, with the resistance which still held out. These were to
Germans pushing on against the points of be mopped up by follow up forces with
least resistance to probe miles into the British specialist engineering teams attached and
rear areas. using the much feared “flammenwerfer”, the
flamethrowers which sucked the oxygen from
However, despite the seemingly unstoppable positions and saw men shrivelled to corpses
tide of German grey, some British positions of child‐like proportions. They were truly
held out. Their objective simply to slow the weapons of terror. Heading one such follow‐
German advance in order to buy time for up force was Hauptmann Egon Scheidel…
reserves to be moved up and new positions
dug. The Fight for Kernow’s Corner
The following action uses Chain of Command
Typical of such a last ditch action was the with the Mud & Blood amendments in the
stand of one battalion of the Duke of 2014 Christmas Special article “CoCking Up
Cornwall’s Light Infantry, When the front Through the Mud & the Blood”. However,
lines were overrun on a foggy March morning, this is a Big Chain of Command scenario and
it seemed as though the entire battalion also uses some of the rules from that free to
disintegrated before the onslaught. However, download supplement.
at the Battalion Command bunker at Ferme
Putain, Colonel Sir Arthur Kernow rallied British Briefing
around him every man he could lay his hands The telephone lines are cut. You have
on. Cooks, mechanics, sappers and signallers despatched runners, but none have returned.
all swopped their tools and implements for You have no communications with the
rifles and Lewis Guns and formed up in the battalion to either side of you; none of your
small barely completed entrenchments which companies in the front line trenches have
were being dug in the rear zone. been in contact with you for the last hour.
The sound of battle is all around you; to the
On the German side, the initial attacks had front, both flanks and, most worryingly, to
been remarkably successful. This battle your rear. At least the bloody Boche guns
would, they were told, decide the war once have stopped firing at you! You are Colonel
and for all and, after years of inertia, the men Sir Arthur Kernow, a stout Cornishman who
who led the attacks were keen to be fighting amid all the chaos and uncertainty is
in the open ground beyond the front. Initial determined to do your duty. You have no
92
orders, but it is clear that the Hun aare
attacking in a big way.
w Whate ever happenns, PLATOON
N TWO
you shaall make thoose blighterss pay for theeir Se
ergeant Bate
es, Senior Leaader, with riffle
damnab ble impertineence. RIFLE SECTTION
Co
orporal Ronn nay, Junior Leeader, with rifle
You havve summoned d a rag‐tag bbunch of chaaps
Th
hree bomberrs
around you. Simm monds and his signalle rs,
Five riflemen
Corporal “Egg‐on” Ronnay
R (everything serv ed
with an egg on) an nd a bunch of Australi an LEWIS GUN S ECTION
sappers under “D Digger” Pittt who weere Co
orporal Olive
er, Junior Leaader, with rifle
workingg in this secto or. You havee spared som me LEWIS GUN TEAM RIFLE TEAM
E
mechanics under Seergeant Jord dan as he hhas One Lewis gun with Fiive riflemen
promiseed you that he can get a couple of twwo crew
broken down tankss working an nd their crewws Thhree riflemen
are stannding by, ready to assist yyou as soon as
their stin
nking machin nes can get bback in actio n.
Your forrce is as follo
ows:
PLATOON HEADQUARTTERS
Colonel Kernow, Ra anking Senio
or Leader, wiith
pistol
Sergeant Dewibrefi, Senior Leader
CLOSE PROOTECTION SECTION
Corporal Pastie, Juniior Leader, w with rifle
Eight rifllemen Br ritish Ac ctivation n
Th w ideally, have three players,
he British will,
VICKKERS TEAM
onne for Kernoow and the support opttions and
Vickers MMG with five crew and Corpo ral
onne each for tthe two mucch reduced p platoons.
Turner, JJunior Leadeer
Thhe two platoon commaanders will roll r their
MORRTAR TEAM owwn sets off Commandd Dice. However, H
2” Toffeee Apple Morrtar firing fro om off‐table Coolonel Kerno ow will thenn take whate ever dice
hee requires, including
i 5’ss to add to his own
Chhain of Com
mmand total,, from those e rolls to
PLAATOON ONE acctivate his units. The two platoon
Sergeant Masters, Senior Leaderr, with rifle coommanders will then pplay with whatever
w
RIFLLE SECTION diice are left,, including aamassing th heir own
Corporal Simmonds,, Junior Lead der, with riflee Chhain of Comm mand Pointss.
Three bo ombers
Five rifleemen Thhe only wayy the British can end a Turn
T is if
booth platoon commanderrs simultaneo ously roll
LEWIS GUN SECTION N
byy three 6’s or if Colonel KKernow usess his own
Corporal Pitt, Junior Leader, with rifle
Chhain of Comm mand dice too do so.
LEWISS GUN TEAM RIFLE TEAM
One Lew wis gun witth Five rifle
emen Br ritish Re einforcem ments
two crew w Thhe British player knowss that two Mark IV
Three rifflemen taanks are being worked oon just off table and
thhat they will join the acction once repaired.
r
Also some friendly ttroops have been
diispersed by the initial G German atta acks, but
thhat stragglerrs are likely to join them
m during
93
the gamme. Test for sstragglers wh henever a tuurn
ends. PLA
ATOON HEAD DQUARTERS
Hauptmann Scheidel, SSenior Lead
der, with
On a roll of 5 or 6 on n a D6, roll again. On a rroll piistol
of 1 to 44, a rifle sectiion arrives.
MAXIM T EAM
Maxim
M MMG with five crew and Gefreiter,
G
RIFLE SECTION Ju
unior Leader
Corporal, Junior Lead der, with rifle
GUN TEAAM
Eight rifllemen
7..7cm Nahka
ampf Gun w
with five crrew and
Ju
unior Leader
On a roll of 5 or 6, a Mark IV tan nk arrives. TThe
British hhave two Maark IV tanks, one male, o ne
PLATOON ONE
female. Fe
elwebel, Senior Leader, w
with rifle
LMG SECTTION
The riflee section ro oll a D6 to see where it Gefreiter, Junior Leader, w
with rifle
arrives. On a 1 to o 3 it arrives at the r ed LMG TEA
AM RIFLE TEAM
E
triangle on the Wesstern table edge, on 4 too 6 One MG81/1 15 with Fiive riflemen
at the reed triangle on
o the Easte ern edge. TThe wo crew
tw
section will join thee nearest pla atoon, comi ng Th
hree riflemen
under its control imm mediately. LMG SECTTION
Gefreiter, Junior Leader, w
with rifle
A tank aarriving will ccome under the comma nd LMG TEA
AM RIFLE TEAM
E
of arrivee on Colonell Kernow. Itt will arrive oon One MG81/1 15 with Fiive riflemen
the rearr table edge at any pointt of the Britiish twwo crew
comman nders choicee.
Thhree riflemen
RIFLE SECCTION
Gefreiter Junio
or Leader, w with rifle
Twwo bombers
Six riflemen
PLATOON T WO
Fe
elwebel, Senior Leader, w
with rifle
LMG SECTTION
Gefreiter, Junior Leader, w
with rifle
LMG TEA
AM RIFLE TEAM
E
GERMAN N Briefin ng
Gott iss certainly Straffing the damn ed One MG81/1 15 with Fiive riflemen
Englanders today! Our offensiive has beg un tw
wo crew
and at all point the stormtroopers, t he Th
hree riflemen
spearpo oint of Geermanic vengeance, aare LMG SECTTION
driving deep into the flesh of o the Engliish Gefreiter, Junior Leader, w
with rifle
positions. Soon wee shall breakk through a nd LMG TEA
AM RIFLE TEAM
E
storm to o the sea. GGermany will triumph aftter One MG81/1 15 with Fiive riflemen
so manyy years of terrrible war. twwo crew
Thhree riflemen
You aare Hauptmann Ego on Scheid el, RIFLE SECCTION
comman nding a follow‐up force o of infantry a nd Gefreiter Junio
or Leader, w with rifle
Engineers tasked witth overcoming outposts of Twwo bombers
British rresistance. You intendd to faithfuully Six riflemen
dischargge your duty.. Your force is as followss.
94
PLATOON THREE German Activation
Felwebel, Senior Leader, with rifle The Germans will, ideally, have four players,
LMG SECTION one for Scheidel and the support options and
Gefreiter, Junior Leader, with rifle one each for the three platoons. The three
platoon commanders will roll their own sets
LMG TEAM RIFLE TEAM
of Command Dice. However, Hauptmann
One MG81/15 with Five riflemen
Scheidel will then take whatever dice he
two crew
requires, including 5’s to add to his own Chain
Three riflemen
of Command total, from those rolls to activate
LMG SECTION his units. The three platoon commanders will
Gefreiter, Junior Leader, with rifle then play with whatever dice are left,
LMG TEAM RIFLE TEAM including amassing their own Chain of
One MG81/15 with Five riflemen Command Points.
two crew
Three riflemen The only way the Germans can end a Turn is if
RIFLE SECTION all three platoon commanders simultaneously
Gefreiter Junior Leader, with rifle roll by three 6’s or if Hauptmann Scheidel uses
Two bombers his own Chain of Command dice to do so.
Six riflemen
UMPIRES NOTES
German Support The game is set up with the British having six
The Germans have an attached Engineer Patrol Markers placed anywhere within 12” of
section as follows. their table edge, marked with the red box.
The Germans place six markers on their table
ENGINEER SECTION edge marked in blue. The British may now
move four of the Patrol Markers before the
Three Flammenwerfers with two crew each
Patrol Phase begins.
This can be fielded as a single section, in
At the end of the Patrol Phase, the British will
which case it will gain a Junior Leader to head
place four Jump‐Off Points, the Germans six.
it and be attached to one of the Platoons, or it
When that is done, the British may place one
can be broken down into individual teams and
additional Deployment Point in any trench,
assigned to the rifle sections in the platoons.
bunker or building.
Each German and
British platoon is
allocated two
Jump‐OfPoints.
The support
options and force
commander may
use any Jump‐Off
Point.
The British win by
surviving six turns
and still being in
control of some of
the trenches. If
they hold for eight
Turns it is a major
victory.
95
served to heighten concerns at Lang Vei
Timeline further.
7th February 1968, Quang Tri Province, I CTZ.
Thus far Lang Vei Special Forces Camp has However, the higher‐ups elsewhere have
been relatively ignored by the enemy, bar discounted these concerns. After all, NVA
enemy probing patrols and artillery fire every armour hasn’t yet been deployed in South
few days. The focus of fighting has been Vietnam, so why assume that that will
around nearby Khe Sanh Combat base for the change? In any case, surely aerial
last two weeks, in addition to the Tet reconnaissance will spot said armour before it
Offensive’s wave of attacks launched at the gets to Lang Vei, let alone Khe Sanh?
end of January.
Free World Briefing
However, the camp’s US SF personnel and You are Captain Frank C. Willoughby of
their CIDG comrades are painfully aware of Detachment A‐101, Company C, 5th Special
their increasingly isolated position following Forces Group. February 7th is barely thirty
the fall of Khe Sanh village on 22nd January. minutes old, and already it looks like it’ll be a
Intelligence suggests enemy battalions are hell of a day! Yesterday it was the enemy
infiltrating across the nearby Laotian border, artillery and mortar fire, then the men
presumably in preparation for an attack on reporting idling engines last evening and now
the Marines at Khe Sanh. Disturbingly, your medic reports trip flares going off to
reports have also begun to filter in of NVA reveal NVA tanks attacking! Support has been
armour being present as well. Tank tracks requested from Khe Sanh, but otherwise you
have been revealed around Co Roc. Refugees and the boys are out here on your own.
from an overrun Laotian military outpost have Guess it’s time to break out the LAWs, form
flooded the area, and their reports of being tank‐killer teams and go hunting...
overrun by enemy armour on January 23rd
tally with a FAC’s account of an airstrike in the This is a Priority 2 Defend mission
same area that had been targeted at NVA
tanks. At the start of the month, the Primary Military Objective: Maintain your
testimony of a Communist deserter has position and drive off the enemy attack (20
points)
96
Secondary Military Objective: Knock out more CIDG PLATOON 101
than 50% of the enemy armour (5 points) Four ten man Obsolete Rifle Teams
One two‐man MG Team
Free World Forces One two‐man 60mm mortar Team
CIDG PLATOON 102
COMPANY HEADQUARTERS Two ten man Obsolete Rifle Teams
Colonel Daniel F.Shugel, Level III* CIDG PLATOON 103
Captain Willoughby, Level III Two ten man Obsolete Rifle Teams
US SPECIAL FORCES CIDG PLATOON 104
One eight man Special Forces Squad Two ten man Obsolete Rifle Teams
One medic One two‐man MG Team
VIETNAMESE LLDB FORCES One two‐man 60mm mortar Team
Lieutenant Quy, Level II MIKE FORCE RECON PLATOON
One eight man LLDB Squad Three six‐man Obsolete Rifle Teams
CIDG SUPPORT OFF‐TABLE SUPPORT
Two 106mm RCL with four man teams Half 105mm battery
One two‐man 0.30 MG team Half 155mm battery
One 81mm Mortar and crew Half 175mm battery
One 57mm RCL and crew *Lieutenant‐Colonel Daniel F. Shungel
One two‐man 60mm Mortar Company C commander was at Lang Vei by
chance
97
The US player also has a 4.2” mortar in the unprotected and opened up to the rest of
central zone which may be used to fire your forces converging on Khe Sanh.
illumination rounds.
At the cost of a rightist deserter,
Three pre‐registered target points for off‐ reconnaissance patrols tell you that Lang Vei’s
table support may be placed at least 12” from only fortifications are wire and bunkers. They
Lang Vei. In addition, 12 claymores may be also tell you there are recoilless rifles covering
placed around the camp’s exterior wire. the southern and eastern approaches to the
camp. Your comrades from the 198th Tank
Free World forces may need reminding that Battalion will no doubt appreciate this
each squad has been issued with AT capability intelligence. The cover of night and your
in the form of LAWs. The US Special Forces sappers’ preparations should ease the way for
and LLDB squads may be broken up and your infantry.
assigned as military advisors to CIDG squads,
if desired. Special Forces have good fieldcraft, This a “Three Strongs” mission
as do the CIDG.
Primary Military Objective: Overrun the base
For each platoon, an additional Big Man will and reach the TOC (20 points)
be present on a D6 roll of 5+ (the first
additional Big Man may be classed as Special There is no military secondary objective, but
Forces) propaganda efforts would be greatly aided if
any POWs can be taken.
The force has five real Blinds (one per
platoon) and five Dummy Blinds HEADQUARTERS
Big Man, Level III*
US Deployment Commissar
The CIDG platoons are deployed in the camp’s Two‐man RPG Team
four outer zones: 101 in the north‐east, 102 in PLATOON ONE TO SIX
the north‐west, 103 in the south‐west and Two nine‐man Assault rifle Squads
104 in the south‐east. One MIKE squad is One nine‐man Machine Gun Squad
attached to CIDG Platoon 101, with the One five‐man HMG Team
remainder in the camp’s central zone. Both
SUPPORT PLATOON
106mm RCLs are deployed in the central zone,
Two two‐man 60mm mortar Teams
one covering the southern approaches, the
TANK PLATOONS ONE TO THREE
other covering Highway 9 to the east. The
remainder of the force may be deployed as Three PT‐76
desired. OFF‐TABLE SUPPORT
Half a 152mm howitzer battery‐ 675th Artillery
Regiment
82mm mortar battery
SAPPER PLATOON
Three Zips in the Wire cards
For each platoon, an additional Big Man will
Communist Briefing
be present on a D6 roll of 4+
Twice now the planned attack on the
American camp and the collaborators within it
The force has ten real Blinds (one per platoon)
has been called off, but now it looks like it will
and D3+5 Dummy Blinds (taking into account
actually be enacted. Only a fool would ignore
the fact this is a night fight). Remember
the presence of this obstacle on the route to
however that the noise of the tanks will reveal
the larger outpost at Khe Sanh, and victory
them within 36” of enemy troops.
here at Lang Vei will ensure Highway 9 is
98
Given the camps isolation and NVA infiltration This scenario takes place in semi‐darkness.
into the area, all edges may be treated as Contact with the perimeter wire should be
tactical. Fieldcraft is neither good nor bad. checked to see if trip flares are set off.
NVA Deployment The senior US Big Man may, if desired, spend
NVA armour must deploy on any point where one Command Initiative to attempt to call in a
highway or track enters the table. Otherwise Nighthawk flareship. Once the relevant card
NVA forces may deploy at multiple points on has been added to the deck, roll a D6 when it
the western, southern and eastern table is next drawn. On a 5+, the flareship will
edges. arrive in on the D3rd turn of the Time Out
card. Otherwise roll again when the card is
next drawn. On the night itself, a flareship
arrived thirty minutes into the battle.
During the battle, the LAWs were found to be
particularly unreliable (humidity usually being
cited as the cause). As such, apply an
Umpire’s Notes additional ‐1 modifier to the 2D6 roll when
To reflect the tenacity with which they held firing LAWs against enemy armour. However,
out in the face of the NVA assault, US Special any squad/Big Man running out of AT rounds
Forces should be considered stubborn in has the option of resupplying by entering an
defence. ammo bunker and burning one Action Dice
whilst inside.
99
Cards
The 106 RCLs had limited supplies of HEAT Free World Communist
rounds, twenty to be precise. If the RCL rolls a Free World Blinds Communist Blinds
natural double when firing at armour, it will Platoons x 5 HQ x 1
have only one HEAT round left for firing. Support x 1 Platoons x 6
HQ x 1 Armour x 3
US artillery support was slow to arrive, as it
Big Men Support Platoon x 1
was under fire itself. To reflect this, only one
Critical Wound x 5 Big Men
artillery support card is included, with the
Rally Commissar x 1
precise type of artillery being chosen when it
Medic Di Di Mau
is turned.
Human Wave
Armoured Bonus x 1
Map Rapid Deployment x 1
A mere five or so miles South‐West of Khe Zips In The Wire x 3
Sanh Combat Base, Lang Vei sits astride Other Possible Options
Highway 9. To the South is densely wooded Time Out NVA Mortars
and rugged terrain. To the North is bamboo. NVA Artillery
To the west lies the Xe Pone River, marking US Artillery
the border with Laos less than a mile away. 4.2” Mortar
The camp lies along a ridge, so any attacks Nighthawk flareship
from the south will be uphill. Ammo Shortage
Barbed wire surrounds each of the camp’s
main sectors, shown by the light grey lines on Historical Outcome
the map, as well as the Tactical Operations It was something of a shock for the men of
Centre marked on the map in yellow. The the Lang Vei Special Forces camp to come
perimeter had been ‘liberally seasoned’ with under attack from NVA PT‐76s and a well‐
claymores However, no berms or trenches prepared infantry assault force in the very
existed at Lang Vei, which had been relocated early hours of 7th February, 1968. Whilst the
about half a mile westwards of an earlier camp’s defences were swiftly overrun, the
incarnation (the older camp’s shortcomings surviving Free World forces held out for
had been sharply brought into relief by an several hours, successfully knocking out over
NVA attack in 1967). a third of the deployed NVA armour.
The attack itself was from three directions,
On the other hand, the camp’s bunkers and
with the camp contacted at about 00.30.
weapons pits were well‐built and sandbagged.
From the south, along a narrow trail from
Two ammunition bunkers are marked as red,
Lang Troai village came the 3rd Battalion, 1st
the weapons pits shown by the brown
Regiment, 325th NVA Division, accompanied
“doughnut” circles on the map.
by two sapper companies and PT‐76s from the
198th Tank Battalion’s 9th Company. From the
If inclined or able to model such things on the
west along Highway 9 came more armour
gaming table, an observation tower was
from the 198th Tank Battalion and 5th
positioned over the main Tactical Operations
Battalion, 24th Regiment, 304th NVA Division,
Centre bunker, and a fuel dump was located
and from the north‐east, the 24th Regiment’s
close to the centre of the camp.
4th Battalion. Further support for the attack
was also assembled in the area‐ for example,
The table used was 8’ by 6’.
in ambush positions along Highway 9‐ should
a ground relief force be sent from Khe Sanh
Combat base. It was at this support that US
air support directed its fire. Artillery support
for the beleaguered camp did not begin to
100
arrive until 00.50, as it was itself under say that the 5th Special Forces Group
artillery fire. The artillery also wanted more commander, Colonel Ladd, was astounded by
details of the force attacking Lang Vei. the acceptance of Lownds’ decision by
Generals Westmoreland and Cushman.
The CIDG defending the south‐eastern camp Despite further proposals from Ladd, a relief
fell back into the central zone, exposing the effort wasn’t launched until 15:00, by which
camp’s southern flank to NVA attack, and time Westmoreland had to specifically issue
increasing the pressure on the defenders in an order to Cushman to allow Ladd to
the north‐east. At this point US artillery fire proceed. Needless to say, SF‐USMC relations
was called in on the camp’s centre, then were somewhat strained by this.
adjusted onto the enemy exploiting the
breakthrough in the south. By 01.30, the It wouldn’t be until 17H30 that the last of the
camp’s eastern end was occupied by the survivors would finally be evacuated to Khe
enemy and PAVN armour was on the verge of Sanh, Another 6,000 Laotian troops, SVN
breaching the inner perimeter around the irregulars, mountain tribesmen and civilians
TOC. In the meantime, NVA sappers also headed to Khe Sanh. However, USMC
employed satchel charges and flamethrowers concerns over enemy infiltration meant they
to deal with the camp’s numerous bunkers. were refused entry, another source of tension
with the SF; eventually those deemed friendly
Whilst some tanks had been destroyed, the were evacuated. 40% of Lang Vei’s CIDG
LAW proved to be very unreliable, and some troops were killed or missing and 15%
of the camp’s defenders‐ including Schungel‐ wounded. Of the original twenty four USSF
resorted to infantry assaults against the PT‐ personnel, ten had been killed and another
76s. Eventually, Captain Willoughby and a eleven wounded.
number of other personnel sought refuge in
the TOC, where they became trapped. With hindsight, Lang Vei was perhaps not a
Despite the destruction wrought upon the position that could have been easily
camp’s radio masts, Willoughby was still able defended. Isolated and with incomplete
to contact Khe Sanh, which continued to defences, its small defence force nevertheless
refuse repeated requests for reinforcement. did all it could in the face of a much more
Whilst the NVA did not press home attacks on numerous NVA force. Fears that the loss of
the TOC, they nevertheless employed Lang Vei would lead to Khe Sanh’s fall were
flamethrowers, satchel charges and tear gas never realised, though. Despite Lang Vei
in an attempt to force out its occupants. seeing the first successful use of armour by
Some CIDG troops did exit the TOC and the North, the presence of heavier US armour,
surrender, only to be executed. Elsewhere, air and artillery support meant those same
other Free World personnel began to escape tanks was never used against the Marines at
northwards. With the camp overrun, the NVA Khe Sanh.
began to withdraw following the arrival of
dawn. Bibliography
Combat After Action Report‐ Battle of Lang
Elsewhere, Marine Colonel Lownds, Vei
suspecting a potential NVA ambush along (www.dtic.mil/dtic/tr/fulltext/u2/392155.pdf)
Highway 9, refused to implement an existing J. A. Cash et al Seven Firefights In
contingency plan to send a ground relief Vietnam
force. His decision was no doubt (www.history.army.mil/html/books/070/70‐
strengthened by a January exercise that had 4/cmhPub_70‐4.pdf)
seen such a relief column attempt a cross‐ G. L. Rottman Special Forces Camps
country route to Lang Vei, only completing in Vietnam 1961–70 (Osprey, 2005)
the journey in nineteen hours. Lownds also G. L. Rottman Khe Sanh 1967–68
rejected a proposed helicopter extraction of (Osprey, 2005)
survivors. It would be an understatement to Lang Vei website http://www.langvei.com/
101
One of the best things about playing Sharp Duchy of this or that fights a perpetual war
Practice is the fact that the low entire with the League of something or other. All
threshold of forty to fifty figures means I can very jolly stuff which provides a setting, a
indulge myself and buy some nice little self‐ raison d’etre, and indeed all the fundamentals
contained armies for lots of periods I’d always of a campaign background. All well and good,
had a hankering for, but never really got apart from one thing. Somewhere in the back
around to doing. You read a book or see a of my mind is the thought that you’d need to
film and think, “Hmm, I could do that” and be certifiably insane to bother sitting down
then you never do. Or maybe you start but and creating an entire imaginary world,
the project somehow runs out of steam. In complete with geography, flag, uniforms and
fact, that was precisely what happened with the likes. If I gave up painting a few hundred
my Seven Years War project. Spencer Smith figures, playing God with a
whole new slice of Europe was not going to be
Thirty years ago I was bitten by the Seven my thing. And then, of course, I realised that,
Years War bug and purchased hundreds of like the French Knights in Monty Python and
Spencer Smith figures. I painted up one unit the Holy Grail, I had one already.
of Hussars and one Battalion of foot before I
realised that assembling enough forces for the The Meckel Map
rules I wanted to use was going to take me I refer, of course to the Meckel Map, part of
about twenty years and promptly gave up. the kriegsspiel range of products we stock.
However, the attraction of the period has Jacob Meckel was a Prussian Army officer who
always remained for me and watching the developed a set of rules in 1875 to reflect the
battle scenes in Barry Lyndon every now and weapons of the period and who also
again only serves to reignite this desire. developed the idea of having different types
of games to cover different tactical levels of
Inspired by late great Charles Grant, the Seven game. The map he created in 1875 is a classic
Years War is immensely popular among those document which covers around eleven by six
gamers who like to create their own miles of imaginary terrain bisected by a major
“imagination” states, set in an imaginary river. For obvious reasons, this map is
middle‐European world where the Grand designed to be fought over so it seemed
102
blindingly obvious that whilst it would be The background narrative to our world was
useless for the sweeping movement of grand that whilst Strudelheim was unable to
armies, it would be perfect for the Kleiner contribute troops to the war, she was able to
Krieg which could be fought by a couple of provide security detachments for Austrian
Sharp Practice sized forces. With little, or supply columns moving through her land to
even no, thought the Duchy of Strudelheim Austrian forces operating somewhere vaguely
and the Margraveate of Underberg‐Uralt were to the North in Silesia. Equally, the Freikorps
born, all I had to do was populate them and operating in Underberg‐Uralt was tasked with
develop a bit of a back story and get playing. disrupting these supply columns, either by
raiding into their neighbour’s territory, or by
The seizure of Silesia by Frederick the Great in actually seeking to annex land blocking the
1840 provided a common border between supply routes. At this point I am still working
Prussia and the Austrian province of Moravia. on the campaign rules, a la At the Sharp End,
It made sense to place my two warring states so the important thing was to construct a
at the South‐Eastern tip of Silesia and to have plausible reason for operations which would
the Margrave of Underberg‐Uralt support allow numerous small “pint‐sized” campaigns,
Prussia and the Duke of Strudelheim support as opposed to one on‐going campaign lasting
the Austrians. Due to the nature of the map for an indeterminate period of time.
you’ll see that I also added a third nation, the
Electorate of Rudolphstal t the South‐West. For example, if the first mini‐campaign was a
This would allow me to expand the campaign raid into Strudelheim territory, the next
in future if I desired, and it also gave both campaign could be rescuing a notable
sides some decisions to make about character who was taken prisoner during that
respecting a neutral border. raid, or maybe the burning down of a way‐
103
station on the supply route being used to Prussian and Austrian uniforms as that would
provide fodder for horses. I feel strongly that allow me to fight historical actions as well as
half a dozen games strung together provides a imaginary stuff. The Kronoskaf web site is an
more enjoyable gaming experience then absolute must for anyone wargaming the
something which is allowed to drag on as Seven Years War (you can find it here:
human nature seems to dictate that http://www.kronoskaf.com/syw/index.php?ti
enthusiasm wains and momentum is lost tle=Main_Page )and I picked up most of the
when no clear goal is in sight, so the mini‐ uniform detail here. My standard rule when
campaign format, where each mission is a set buying figures for a force is to always buy
number of games but where a number if three Groups of the core troop types as this
these can be played sequentially can give the allows the most flexibility when selecting a
same long‐term campaign feel, but which can force. Typically, most forces have five line
be picked up and put down as the players units in their force, so having three Grenadier
enthusiasm varies. and three Musketeer Groups allows me to
have all the Musketeers supported by a
The Forces couple of Groups of Grenadiers, or vice versa.
So, what of the armies? Well, I decided that I As it was, I went with three Groups of
would go for a Freikorps for Underberg‐Uralt. Musketeers and three of Croats. The former
I rather like their piratical swagger of these were based on the uniform of the Prinz von
characters and that would also allow me some Preussen Musketeer Regiment, whilst the
freedom in their uniform. In the end I decided latter were painted as the Green Croats from
that rather than go the whole hog and design von Kleist’s Freikorp. To these I added one
a load of uniforms, I would simply copy real Group of foot Jager as part of the core force.
104
All of these forces were from the superb force. With the dominant Prussian
Foundry range which has a whole page of (Underberg‐Uralt) colour being blue, I wanted
Freikorps troops that are superbly sculpted the Strudelheimers to have a red theme.
and with loads of character. What impressed Three units of Musketeers were painted as
me most was that there was a nice bit of the Hungarian Joseph Esterházy Infantry
variety in the figures with subtle differences Regiment with white jackets but red trews
even where the figures were generally doing and waistcoats. The three Groups of Grenzers
the same thing. To my mind skirmish games in line were painted as the very red indeed
deserve a bit of figure variety and these really Karlstädter‐Lykaner Grenzer Regiment. These
were ideal. were joined by two more Groups of the same
unit in Skirmish role to complete the core
With the core force done, my thoughts turned force.
to support options. This is, necessarily, a
moveable feast as I want to, and will, add For supports I pretty much duplicated what
more as we progress, but as a starter I the Prussians had, with a unit of Dragoons
decided to add a unit of Dragoons which both mounted and dismounted. Crusader
Foundry provided both mounted and on foot. don’t produce dismounted Dragoons, which is
I then added an artillery piece, a Physic and a shame because the Austrians were very hot
finally an Engineer officer and five men in on dismounting these troops in very much the
work overalls. Going forward I can see me manner of English Civil War Dragoons and
drafting in some Grenadiers, maybe some they were very well trained in formal infantry
additional Jäger, Hussars and possibly some tactics, but fortunately Foundry do some
Croat cavalry. However, having got my core dismounted Russian Dragoons which are
force done I can drip‐feed these additional almost identical in uniform detail, so these
units in among the rest of my painting filled the gap. I also for a couple of artillery
schedule. pieces, a Physic and an Engineer. My plan is
to add some Grenadiers, a second Group of
On the Strudelheim side of the border I Dragoons and some impact cavalry in the
wanted a force of Hungarian inspired troops shape of Cuirassiers as well as some lighter
with a bige emphasis on Grenzer border skirmish cavalry. Again, however, I am going
troops. Here Foundry couldn’t help me as to have to fall back on Foundry for some of
they simply don’t do Austrians, but I knew these as the Crusader range doesn’t cover all
that Mark Simms of Crusader Miniatures had the options.
a range of Austrians and what was more he
had once been a Foundry sculptor, so I The Army Lists
decided to check them out. What of the Army Lists? Well, as mentioned,
these are something of a moveable feast
Bingo! They were absolutely a spot on match where I plan to be adding more units as we
for the Foundry stuff. Like Foundry the poses go, but in practical terms the following will
had variety, so “Bloke marching” was actually serve as a pretty accurate portrayal of where I
about half a dozen different sculpts with some think we will end up.
small and subtle variations such as different
faces, slightly different arm positions, so that Freikorps von Sekka
the variety I liked was there. What was more, The Markgraf of Underberg‐Uralt is a staunch
like Foundry, this range offered some ally of Prussia, but whilst a bluff and often
“personality packs” which would allow even bellicose character he is disinclined to restrict
more variety. his own spending on the pleasures of life by
burdening his tiny state with a standing Army
Once again, I used the Kronoskaf web site for over and above his own household troops
uniform details and, once again, I went with whose role is that of ensuring his personal
my “law of threes” to construct the core safety and undertaking a ceremonial role. In
105
times of war, the Markgraf depends on Musketeer Force
mercenary troops and, in this instance, he has
Leader Status III
secured the services of Oberst von Sekka, a Leader Status I
former Prussian officer who was obliged to Three Groups of 8 Musketeers, Muskets
leave the service of his King after some Leader Status II
unsavoury details of his personal life came to Two Groups of 8 Croats, Muskets
light. This makes him a natural choice for the Leader Status I
Markgraf who specialises in the unsavoury in One Group of 6 FeldJäger, Rifles
most respects. Points Value: 62
The troops of Freikorps von Sekka are trained
in the Prussian style, with much emphasis on Next is a Croat force with Musketeer support.
drill and the delivery of controlled fire by
volleys upon the command of their officers. Croat Force
However, this relates primarily to the Leader Status II
Musketeer and Grenadiers of the force. Leader Status I
Among their ranks are also Croat troops, Three Groups of 8 Croats, Muskets
largely deserters from the Army of Austria Leader Status II
who have sought less onerous conditions. Leader Status I
These troops are less disciplined and rather Two Groups of 8 Musketeers, Muskets
more hot‐blooded. They have a poorer ability Leader Status I
when it comes to firepower, but are One Group of 6 FeldJäger, Rifles
aggressive troops, which makes them ideal for Points Value: 62
pushing home with cold steel against a
weakened enemy. Finally, we have what should be a rarity, the
Musketeers supported by Grenadiers. This is
The Freikorps cavalry is reasonable, with the the “dream team” of the Freikorps.
Dragoons able to fight on horse or on foot,
whereas the Hussars are better used to
provide scouts or a covering screen and the
Elite Force
Leader Status II
Croat Uhlans are simply aggressive types
Leader I
reminiscent of the Russian Cossack.
Three Groups of 8 Musketeers, Muskets
Leader Status III
As the Force Roster shows, these troops all
Two Groups of 8 Grenadiers, Muskets
have their own idiosyncrasies. This is the
Leader Status I
strength of the Force Roster system in that it One Group of 6 FeldJäger, Rifles
allows us to tailor make our force so that Points Value: 64
individual units have their own very distinct
strengths and weaknesses.
Special Characteristics:
There are three Army Lists for the Freikorp,
depending on the mix of Musketeers, Croats, Ancien Régime: Trained in the formal
and Grenadiers. drill of Prussia, the Freikorp cannot form
Attack Columns.
The first is a Musketeer force supported by
Croats. This should be the most common The support options for the Freikorps are also
force used. specific, as opposed to the generic support
options in the main rule book. These are as
follows:
106
Freikorps von Sekka
Freikorps Musketeers Type Regulars
Points Value 6 Weapon Musket Size 8
Formation First Fire Controlled Crashing V. Step Drill Characteristics
V. Out
Always Yes Yes 2 3 2 Sharp Practice
Freikorps Grenadiers Type Regulars
Points Value 7 Weapon Musket Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Always Yes Yes 2 2 2 Sharp Practice, Aggressive
Freikorps Croats Type Conscripts & Volunteers
Points Value 6 Weapon Musket Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
st
Always Yes 1 Only 3 2 3 Aggressive
Feldjäger Type Light Infantry
Points Value 11 Weapon Rifles Size 6
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes Yes No ‐ 2 ‐ Sharp Practice
Dragoons Type Dragoons
Points Value 8 Weapon Carbine & Sabre Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes No ‐ ‐ 2 2 Aggressive
Hussars Type Scouting Cavalry
Points Value 6 Weapon Carbine & Sabre Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes No ‐ ‐ 1 ‐
Croat Uhlans Type Irregular Cavalry
Points Value 4 Weapon Lance & Sabre Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes No ‐ ‐ 1 ‐ Aggressive
Artillery Type Artillery
Points Value 6 Weapon Medium Gun Size 5
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes Yes Yes 3 ‐ ‐
107
THE FREIKORPS SUPPORT LIST Much emphasis is put on élan in action, and
whilst trained to fight in the firing line, the
LIST ONE
troops are equally ready to close with the
Physic bayonet, as suits their hot‐blooded
Musician temperament. The Grenadiers are
Barricade somewhat better equipped to trade musketry,
Ladders but they too favour a Crashing Volley followed
Spirits and Tinder Box by cold steel.
Dummy Movable Deployment Point
108
Finally, we have Grenzers supported by Unlike the Freikorps, the support options here
Grenadiers. are exactly as the generic support options in
the main rule book. These are as follows
Grenzer & Grenadier Force
Leader Status III
THE STRUDELHEIM SUPPORT LIST
Three Groups of 8 Grenzer, Muskets
Leader Status III
LIST ONE
Two Groups of 8 Grenadiers, Muskets Physic
Leader Status I Holy Man
One Group of 6 Grenzer Skirmishers, Muskets Musician
Leader Status I Barricade
One Group of 6 Grenzer Skirmishers, Muskets Ladders
Points Value: 70 Spirits and Tinder Box
Dummy Movable Deployment Point
Special Characteristics: LIST TWO
Specialist
Ancien Régime: Trained in the formal Additional Canister
drill of the period, the Strudelheimers Water Cart
cannot form Attack Columns. Breastwork
Moveable Deployment Point
Fixed Secondary Deployment Point
109
Duchy of Strudelheim
Strudelheim Fusiliers Type Regular
Points Value 6 Weapon Musket Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Always Yes Yes 3 2 3 Aggressive
Strudelheim Grenadiers Type Regular
Points Value 7 Weapon Musket Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Always Yes Yes 2 2 3 Aggressive, Sharp Practice
Strudelheim Grenzer Type Conscripts & Volunteers
Points Value 6 Weapon Musket Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Always Yes 1st Only ‐ 2 3 Aggressive
Grenzer Skirmishers Type Skirmishers
Points Value 7 Weapon Musket Size 6
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
No Yes No ‐ 2 ‐ Sharp Practice
Dragoons Type Dragoons
Points Value 9 Weapon Sabres & Muskets Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes No No 3 ‐ 1 In Hand, Aggressive, Sharp
Practice
Cuirassiers Type Impact Cavalry
Points Value 9 Weapon Sabres & Muskets Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes No No ‐ 2 2 In Hand, Cuirass
Hussars Type Scouting Cavalry
Points Value 6 Weapon Sabres & Muskets Size 8
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
Yes No No ‐ 2 2 In Hand
Artillery Type Artillery
Points Value 7 Weapon Medium Gun Size 5
Formation First Fire Controlled V. Crashing V. Step Drill Characteristics
Out
No Shock Yes Yes 3 2 2 Sharp Practice
110
LIST THREE affected his gout, which in turn ensured his
foul temper would cast its shadow over the
Train Defence Group
life of the Court. The Markgraffin had shown
Exploring Officer or Scout
good sense when she declared that she would
Status I Leader be taking the waters at Karlsbad and departed
Upgrade Leader by on Status Level with some haste. Mind you, the Markgraffin
Colours was in something of a foul mood due to the
Ammunition Cart exploits of a certain Madam Dacquoise whose
Relic reputation as an “enlightened thinker” had
LIST FOUR nothing to do with Schopenhauer and Hegel.
Mule Train Not that they’d been born yet.
LIST FIVE
Engineer Group with Cart Of course it is only natural that Underberg‐
LIST SIX Uralt would have some friends in Strudelheim
who served to bring to our attention any
Status II Leader
events which may be to our advantage or,
indeed, detriment. So news that the
So, there we have it. All that we needed now Strudelheimers, God rot them, had brought a
was a scenario to get our campaign kicked off. massive artillery piece to the very border
could only indicate bellicose intent on their
I should explain here that this scenario was part. Reports suggested that this was a
the starting point of the development process weapon of incredible size which could be
for supplement for the Sharp Practice ready for action within fifteen minutes and
campaign supplement. In that situation all I could pose a threat to several villages in the
was armed with was a head full of ideas and vicinity of the border.
little else, so we really just wanted to throw a
game on the table which had a sensible Of course, there were some dissenter within
narrative behind it and we would make the the Court who expressed doubt, but a Dossier
rest up from there. In many ways this is the prepared by the Chancellor seemed to prove
simplest form or campaign, what we call a beyond doubt that a “weapon of massive
“Logical campaign”, where you play a game danger” was being readied to strike against
and then say yourself what would happen Underberg‐Uralt and that enemy agents were
next. Whatever that is becomes the basis for already at work selecting targets. The death
the next game. It is a lose system, but when of a well‐known Professor who had stood as a
we are attempting to design something from voice of reason against precipitating war did
a blank sheet of paper it is, at least, a nothing to lessen the clamours of the hawks
workable starting point. in the council and, sure enough, Oberst
Mossack von Sekka was summoned with the
What follows was that initial game. might of his Freikorps.
The Tale of the Strudelheim Super‐Gun It was decided that the only possible action
would be to strike first against the “WMD” as
Underberg-Uralt Briefing
it was now referred to, and that this must be
done urgently. Oberst von Sekka was to lead
his men to the town of Waldhof. With him
There can be little doubt that the arrival of was to be an artist who would sketch the
news of Strudelheim’s fresh aggressive stance terrible weapon as proof of its existence and
had been sufficient to ensure that the it would then be destroyed. With his mission
Markgraf was livid. Mind you, he’d been livid complete von Sekka was to return to
all week as his stocks of Claret, once Underberg‐Uralt territory with all speed. The
presumed inexhaustible, had run so low that vile plot of the boastful Strudelheimers would
he was obliged to turn to Rhine wine and that
111
be put paid to and the subjects of the been, but this contrasts starkly with the
Markgraf could sleep soundly in their beds. If, attitude of the Markgraf of Underberg‐Uralt
in fact, they were lucky enough to own a bed. who has always seized any opportunity to
seek to enlarge both his waistline and his
Your mission is to seize the WMD, destroy it territory.
and withdraw when that mission is complete.
You may encounter enemy forces, if so they To that end, orders have been sent out that
must be overcome. Spare no energies in the an inventory of ordnance must be completed
achievement of your task. by the Mayor of each town or Council of each
village so that such weapons as are present
Your Force can be brought to the capital for the defence
You may select one of the three core forces of the Ducal seat.
available and then may add to that, increasing
it up to a total value of 80 points. The majority of these pieces are elderly, being
Strudelheim Briefing
remnants of other conflicts, yet most can be
presumed to be serviceable. Indeed, the
Mayor of Waldhof has reported that a
With the recent outbreak of hostilities “Cannon Royal” of some significant size has
between the Prussians and the Holy Roman been displayed before the Town Hall since the
Empire it is clear that our small Duchy must end of the Thirty Years War. Apparently only
attempt to do all it can to secure its borders. four cannon balls are available, but in keeping
To the South relations with the Electorate of with your orders you are marching to Waldhof
Rudolphstal are as cordial as they have ever
112
where you intend to find a civilian haulier who gun when it deploys will determine how
can bring the antique piece to the capital. useful it is. The gabions will be placed when
the gun deploys. The Freikorps that makes
Your Force up the forces of Underberg‐Uralt should not
Your force is made up of the any of the three be aware of these limitation.
core force and support options bringing that
to 72 points. Additionally, the Strudelheimers may place
12” of barricades to enhance the defences of
You are aware that Waldhof lies close to the Waldhof. These count as light cover and a
border and have sent three Groups of men Major Obstacle. The barricades may be
ahead to secure the area in anticipation of the broken down into any lengths, so two 6”
arrival of your column. With them are a crew sections or three 4” sections are perfectly
of five gunners under one Status I Leader with acceptable options. Indeed, the layout of the
a stock of powder. They may be of some town is such that the barricades can be
assistance when checking if the gun is able to broken down to cover most entrances and
be moved. You must select which three exits, making it a strong defensive position.
Groups and which Leaders you have sent
ahead before the game begins. The main Strudelheim force is some distance
away from Waldhof. When the force
You must ensure that the antique gun is commander’s card is dealt he will roll a D6
secured and should any Underberg‐Uralt force and keep a cumulative total. When that total
cross the border they do not capture this reaches 14 his column has reached the
historic vestige of a previous era. general area but no troops are placed on the
table at this point. Any Leader who is part of
Umpires Briefing
that column may then deploy with their own
troops as soon as their cards are dealt.
Before the game begins, the Strudelheim The forces of Underberg‐Uralt place their
player should be informed that the small force Deployment Point on the opposite road to the
he sent ahead to Waldhof is being threatened Strudelheimers, as shown in Blue on the
by a sizeable force from Underberg‐Uralt. He bottom left‐hand corner of the map. They
must place one Deployment Point on the have only one Deployment Point unless they
table in Waldhof itself which may only be have purchased support options to allow
used by the advance party. This is shown as more. The order of their arrival will depend
red with a yellow edge. It may be placed on the run of the cards. Their Leaders may
anywhere in the square or the buildings. deploy with their troops as soon as their cards
are dealt.
The rest of the Strudelheim force must enter
the table via the Primary Deployment Point, The woods which run along the river are
as shown in Red on the bottom right hand dense on the South side of it and troops
corner of the map. moving through that will find that it is Heavy
Going.
The good news is that the artillerymen have
found the gun to be entirely serviceable and Winning the Game
have emplaced this behind some gabions. Whilst the game is about securing the large
The bad news is that they have just four solid artillery piece, this can only be done by
rounds which they can fire with 16 dice for defeating the opponent’s force by destroying
each round fire. However, they have no their force morale. The gun cannot be moved
canister and the gun cannot be moved due to at all during the game (no matter what hare‐
its size, this includes not being able to change brained scheme the players attempt to
the direction in which it fires, so placing the employ).
113
The life of Richard Fondler has been known to circumstance saw him fall in with a small
us largely accounts of his exploits in British surveying party which was operating in
nineteenth century journals and first‐hand that region. His papers take up the story.
accounts of his exploits penned by those who
witnessed it. However, a chance purchase of “Over the coming days the full extent of the
a consignment of old papers in a rebellion became apparent. Fortunately the
Leicestershire sale room in late 2014 has led telegraph line with Bhowelpore was still intact
to the discovery of what appears to be a full and several civilian company employees from
rendition of the life of Richard Fondler. outlying posts were able to join us. I
suggested to Captain Curtin‐Powl that, if
The first tranche of papers translated reveal weapons could be provided, I would attempt
that Richard Fondler, born in the garret of a to knock these chaps into shape so that we
Bristol tavern in 1777 to a mother who had could supplement his meagre force. He
left rural Bedfordshire to seek the excitement acceded to that request and a number of
in that great maritime city. In Christmas of muskets were provide. Nevertheless, the
2014 we saw how a teenage Fondler found situation was unmistakable grave. I still have
himself in Ireland in 1796 where he gained his the Captain’s written report in my possession.
first experience of soldiering. It reads thus…
Remarkably, further translation of the papers It was towards the end of the second week in
has shown that Fondler was still militarily May when I received the communication from
active in late seventies, a remarkable and Sir Roger at the Residence, brought by a
seemingly unintentional achievement which galloper who had sustained several wounds in
occurred when he was sent by the British his attempt to locate my outpost and deliver
government to India on a diplomatic mission his message; a message which only served to
confirm what we had been already told us
to the court of a prominent native ruler, the
by several civilians who had joined our party
Khazi of Keemanan, in an attempt to secure
in the preceding days. The Sepoys had
his dubious loyalty. mutinied, the country was in flames and terrors
were abroad.
Sadly for Sir Richard, for it seems he had been
elevated to that title at some point in the My small party had for the previous month
1820’s, the Mutiny broke out while he was been surveying areas of Keemananistan
still en‐route to visit the Khazi and around the Great Northern Trunk Road. It was
114
planned to provide enhanced draining for the author, Angus Konstam, bring his large
road whilst improving irrigation for the natives collection of Indian Mutiny figures to Deep
who toiled in the neighbouring fields and Fried Lard in Edinburgh this June and, with his
villages and our party were due to complete rather lovely hand‐made terrain to refight
our works before June, allowing the work to what must, surely, have been Richard
begin before the worst of the monsoons in late Fondler’s last battle.
July. It was, however, to be a deluge of rather
more sinister nature which now threatened our
The small force in the mission outpost was, as
very existence.
Sir Richard tells us, commanded by Captain
What Sir Roger’s letter did make clear was Harry Curtin‐Powl, an officer of the Royal
that I was to hold my position, encamped as I Engineers who had come to the region so as
was around a small mission over which the to survey the ground for a drainage and
Union Flag fluttered. Here I was to serve as a irrigation scheme associated with the Grand
mustering point for any British civilians who Trunk Road.
had managed to avoid the slaughter.
The force under him was as follows:
Thus ensconced, I was to await the arrival of
Major Piles and his relief column. What
Keemananistan Surveying Force
concerned me was that the galloper seemed to
have no appreciation of when Piles would Leader One: Captain Harry Curtin‐Powl,
arrive, whereas I was quite clear that the local Status II
ruler, the Khazi of Keemanan, was indeed Leader Two: Sgt. “Ginger” Bush, Status I
revolting and was amassing his troops and Three Groups of 8 HEIC Company European
those of his ally, the Nabob of Banagaraja, and Infantry, Regulars, Muskets
any vile trouble-makers they could rouse from Leader Three: Sir Richard Fondler,
the local bazaars, in preparation for an attack Status I
on our position. The question was simple, One Group of 6 Armed Civilians, Irregular
could our small force hold out before we got Skirmishers, Muskets
relief from Piles? Leader Four: Sergeant Campbell MacDonald,
Status I
“And so it was that the cry “Piles or Death” One Group of 6 HEIC skirmishers, Light
became the watchword of our small band; Infantry, Rifled Muskets
cheery stuff as I write it now, yet then it Leader Five: Sergeant Seymour Organs Status I
seemed that the latter, rather than the One medium artillery piece with five crew
former, would be the likely outcome. Yet as
Englishmen we were prepared to fight and die
rather than surrender our loved ones into the This force has one Deployment Point placed in
hands of so base a cur as the Khazi. As the the Mission along with 24” of barricades
sun rose on that fateful day we raised the which may be placed however the player
Union Flag above the small mission which was desires in order to make the station more
our fortress and Miss Jones raised a prayer to secure. The artillery piece may be placed
the almighty that he would watch over those anywhere in the British positions within 18” of
who did his work among the heathen. Sadly, the Deployment Point to reflect that fact that
it was at that point a large body of heathen it has been positioned well in advance of the
came into view and they appeared to have no action.
interest in coming to Jesus. “Man the
barricades” the Captain cried and once again, But what of the Khazi and his forces? Here we
despite my advanced years, I faced the enemy allow Sir Richard to continue the narrative.
in battle. ”
“My mission to the Khazi was relatively simple
I an attempt to shed light on what followed in its objective, but how that was to be
we were fortunate to see well known military achieved was unspecified. The Khazi had for
some years had a British Resident in place,
115
however, the Khazi had refused to meet with The Khazi of Keemanan’s Force
this official for the past two years and had
Leader One: The Khazi of Keemanan, Status III
objected most vociferously to several projects
Three Groups of 8 Well‐ordered Sepoys,
which had been proposed to encourage trade.
Conscripts & Volunteers, Muskets
Leader Two: Ram Dittin, Status II
What was known was that the Khazi saw
Three Groups of 8 Well‐ordered Sepoys,
himself as a great military ruler, so it was that
Conscripts & Volunteers, Muskets
I, a “Waterloo man” was proposed as an
Leader Three: Ashid Madrassas, Status I
emissary from Her Majesty in an attempt to
Three Groups of 10 Sepoy Rabble, Militia,
get the filthy chap to toe the line and declare
Muskets
himself an all‐round British good egg. Small
Leader Four: Yupis Yussulf, Status I
chance of that I thought, but orders are orders
Three Groups of 10 Sepoy Rabble, Militia,
and my valise was packed in short order.
Muskets
As it turned out the Khazi had no intention of Leader Five: The Nabob of Banagaraja, Status I
signing up as a Company man and he and his Three Groups of 10 Banagaraja Musketeers,
confederate, the Nabob of Banagaraja were Miltia, Fowling Pieces
the first to raise the flag of rebellion when the Leader Six: Farooq Farzee, Status I
Sepoys rebelled. For the Khazi the task was Leader Seven: Abdul Abazi, Status I
simple. Wipe out all of the British in Two Groups of the Khazi’s Ghazis
Keemanan, starting with our little force at the Leader Eight: Peshwari Abenazi, Status I
mission station. With us out of the way he Leader Nine: Bhindi Bhaji, Status I
would head for Bhowelpore and make shish Two Groups of 12 Badmashes, Wallahs, Big
kebabs out of the Resident. Well, damn his Choppers
eyes, he’d need to get past us first!” Leader Ten: Waseem Babigeen, Status I
One medium artillery piece with five crew.
The Khazi’s force was as follows: Channa Massala the Fakir, Religious Man
116
This force has its Primary Deployment Point Major Piles’ Relief Column
adjacent to the wadi with one Secondary
Leader Six: Major Edmund Piles, Status III
Deployment Point which must be placed on
the table edge within 24” of the Primary one. Three Groups of 8 European Company
Infantry, Regulars, Muskets
Finally, but by no means least, we have the Leader Seven: Lieutenant Angus
relief column under Major Edmond Piles. McClootie, Status II
Piles has been sent by the Resident at Two Groups of Loyal Native Troops,
Bhowelpore who recognises that in order to Conscripts & Volunteers, Muskets
strengthen his own defences, he need to Leader Eight: Sergeant Rajan, Status I
collect together all men who are loyal to One Group of 6 Ghurka Rifles, Skirmishers,
Crown or Company to defend his own
Rifles
positions. This is an attempt to bring in
outlying parties of company troops and to
Leader Nine: Company Administrator
rescue any civilians still abroad. Pitney Bowes, Status I
One Group of 8 Volunteer Horse, Irregular
Major Piles’ mission is simple; he must relieve Cavalry, Muskets and Sabres
the mission and withdraw with Captain One mule train
Curtin‐Pole’s force. If he can secure a
significant victory over the Khazi by destroying Major Piles is still en‐route when the battle
his force morale then all the better. His force starts. To represent this when his card is dealt
is as follows: he must roll a D6 and note the running total.
When that total reaches 12, his force may
117
start to arrive with the order determined by men ran with them and honours were
the dealing of the cards. Neither the Khazi declared even.
nor Captain Curtin‐Powl and his force should
not be aware of what total Major Piles needs What’s It All About?
to achieve before he arrives but, when the But this article is not really about allowing you
total is reached all parties should be informed to replicate a game we played in sunny
that they hear a bugle on the Grand Trunk Scotland, although such is a worthy objective
Road. in its own right. What I have attempted to do
here is to illustrate how to create a scenario
Postscript which will create more than a line up and
We played two games at Deep Fried Lard and shoot game. Indeed, if one takes the literary
we got two different results, albeit both world as a precedent, one can see that the
games were on a knife edge throughout. book plots which keep the reader entertained
Interestingly, the Nabob Banagaraja featured are almost never a simple narrative; they have
heavily in both games, winning the first with a a tangled web of a plot line to keep you
rather surprising flank march, whereas in the guessing and to draw the reader into the
second he attempted to block Piles’ passage narrative. Here we have attempted to do
and was routed from the field just at the something similar.
moment when the Khazi looked like sweeping
into the Residence to complete a second Firstly, we have created a narrative which
victory. As his ally fled the filed the Khazi’s immediately draws the gamer into the role of
118
the character he is playing. Look at Curtin‐ rarely rear their head and manoeuvre
Powl, the Surveyor come to do good but who becomes subordinate to firepower.
is obliged to now fight for his very survival. I
am sure we all recognise the quote “I came up Finally, creating some uncertainty between
here to build a bridge” spoken by Lieutenant players can add much to a game in terms of
John Chard at a small, insignificant mission narrative which the players, rather than the
statement in Zululand. This is essentially the scenario designer, add during play. Not
same plot line, but with some variation we allowing Curtin‐Powl and Piles to
can create a completely different mood. communicate, not allowing Curtin‐Powl any
Look, for example, at the scenario in the idea how long it will be before Piles arrives
Imaginations piece, the Strudelheim Super‐ leaves both players unsure what “the plan” is,
Gun, and again you will see that what we have indeed they have to try to create a plan by
is another variation on the same theme, but reading what the other is doing with his
again with a slightly different feel because of troops. Having the Khazi and the Nabob
the way the narrative has been created as a playing separately is another idea which can
backdrop to the game. If you can, why not add friction. Maybe allow the Khazi 140
spend ten minutes penning a note from the characters to explain his overall plan in writing
Resident telling Curtin‐Powl that the country and then no contact after that during play
is aflame with mutiny and to hold on for as unless the figures make contact on the table.
long as possible until Major Piles arrives. That Possibly the Khazi’s main objective is to defeat
note may well be all the briefing the British the British, but he also wants to see the
player needs to get him into the role. Nabob emasculated (in terms of troop losses!)
so that he cannot threaten the Khazi’s
Secondly, try to avoid a linear encounter. This position? All of this adds an additional
does, of course, depend on the scenario, but dimension to any game over and above what
when designing a game making the objectives is in the rules already.
somewhat out of alignment does help to
avoid the most tedious of game, the “line‐up Conclusion
and shoot” scenario where both sides simply Hopefully this article will provide you with
advance to hit each other head‐on and some ideas for devising your own scenarios
engage in a firefight until one side or the for Sharp Practice or for embellishing the ones
other buggers off. in the rule book. Take inspiration from
literature and films, look for plot lines you can
Look at the scenario here and you’ll note that incorporate in your games and then try them
the Khazi has a huge numerical advantage on the table.
over either British force, but he needs to deal
with two opponents and, what is more, the
location of the mission and the relief column
entry point means that whichever way his
main effort goes he will always be in danger of
having an enemy on his flank or in his rear.
This creates real decisions to be made. Does
he attack all out in one direction while
screening the other British force? If so, how
large should the screen be? Does he attempt
to manoeuvre around the mission, avoiding
the British gun, knowing that he is under time
pressure to get the job done before Piles
arrives, or does he charge into the teeth of
the defences, accepting casualties in order to
save time? With a head on clash, such issues
119
BRITISH & COMPANY
British Regulars with Muskets Type Regulars
Points Value 7 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Always Yes Yes 1 2 2 Thin Red Line, Sharp
Practice, Stubborn
British Regulars with Enfields Type Regulars
Points Value 10 Weapon Rifled Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Always Yes Yes 2 2 2 Thin Red Line, Sharp
Practice, Stubborn
HEIC European Infantry with Muskets Type Conscripts & Volunteers
Points Value 5 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Always Yes Yes 2 3 3 Sharp Practice, Stubborn
HEIC European Infantry with Enfields Type Conscripts & Volunteers
Points Value 8 Weapon Rifled Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Always Yes Yes 3 3 3 Sharp Practice, Stubborn
British Skirmishers Type Light Infantry
Points Value 12 Weapon Rifled Musket Size 6
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
Always Yes No ‐ 2 ‐ Sharp Practice
Loyal Native Infantry Type Conscripts & Volunteers
Points Value 3 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
No Shock Yes First Only 3 3 ‐ Weedy Coves
Ghurkas Type Conscripts & Volunteers
Points Value 5 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley volley Out
No Shock Yes First Only 3 1 ‐ Aggressive, Big Choppers
Native Skirmishers Type Skirmishers
Points Value 8 Weapon Rifles Size 6
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No Yes No ‐ 2 ‐
120
121
REBEL FORCES
Well‐Ordered Sepoys Type Conscripts & Volunteers
Points Value 4 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No Shock Yes First Only ‐ 2 ‐ Weedy Coves
Sepoy Rabble Type Militia
Points Value 3 Weapon Musket Size 10
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No Shock No No ‐ 1 ‐ Weedy Coves, Poor Shots
The Nabob’s Musketeers Type Militia
Points Value 2 Weapon Fowling Pieces Size 10
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No Shock Yes First Only 3 ‐ ‐ Weedy Coves
Badmashes Type Wallahs
Points Value 3 Weapon Musket Size 12
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No No No ‐ 1 ‐
Badmashes with Big Choppers Type Conscripts & Volunteers
Points Value 4 Weapon Big Choppers Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No No No ‐ 1 ‐ Big Choppers
Sepoy Skirmishers Type Skirmishers
Points Value 7 Weapon Musket Size 6
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No Yes No ‐ 2 ‐ Sharp Practice
Sepoy Riflemen Type Skirmishers
Points Value 10 Weapon Rifle Size 6
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No Yes No ‐ 2 ‐ Sharp Practice
Ghazis Type Tribe
Points Value 4 Weapon Musket Size 12
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No No No ‐ 1 ‐ Big Choppers
122
Mutineer Cavalry Type Scouting Cavalry
Points Value 6 Weapon Musket Size 8
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
Always No No ‐ 2 3 Tally Ho!
Mutineer Artillery Type Artillery
Points Value 5/6/8 Weapon Gun Size 5
Formation First Fire Controlled Crashing Step Drill Characteristics
Volley Volley Out
No Yes No ‐ ‐ ‐ Sharp Practice
123
Introduction
Group for this mission. At this point the
opening credits of the movie will start and the
In the weeks leading up to the invasion of music will rise to a crescendo.
Normandy both the United States Army Air
Reason Why…
Corp and the Royal Air Force conducted
stepped air reconnaissance of the Atlantic
Wall. From Bordeaux to the Frisian Coast, First off, these are not Churchill’s
aircraft spotted and photographed possible commandos. They are not even Hollywood’s
targets and points of concern so to enable commandos. This scenario is more of a low‐
maps to be updated and new objectives for budget Gainsborough Pictures affair, but none
the bombing missions. While the entire coast the worse for it. I am certain we can all
is important, special missions were conducted imagine our favorite actors of the 1960s and
on Normandy as the invasion neared. 1970s launching this assault. As I am a
contrarian, I did not choose Gregory Peck or
Security was tight on these missions and it John Wayne but went with David Niven and
was an oversight of monumental proportions Richard Todd. This is to be a Commonwealth
that on one of the reconnaissance missions a action as I like using British troops and I had a
senior RAF officer was allowed to go along, an collection of painted British airborne,
officer who knew too much about Operation Commandos and heroic figure from the Home
Overlord. The old duffer concerned was trying Guard to put to use. I could not pass up using
to get closer to the war and was able to get a the Home Guard with the Thompson
seat on this flight. Unfortunately his bomber submachine gun. This is also an insight into
was shot down and Group Captain Ash was my design preferences, as I prefer the
taken prisoner. engagements with a twist and a string story‐
line.
Held in a chateau near the coast, Ash’s
capture was reported to Supreme Allied Some questions may come up on the
Commander of the Allied Expeditionary Force weapons list and vehicles. I included the Boys
(SHAEF) by member of the French Resistance. anti‐tank rifle for this mission as it makes for
an interesting sniper rifle as well as giving to
SHAEF realized immediately that both Group forces an added punch. As it is a night
Captain Ash and the information he was engagement the British will leave their 2”
carrying were important to the upcoming mortars behind. The AFVs are a mix of what
landings and it was imperative that he was might be found doing policing duties with the
not transferred to Gestapo Headquarters in Sd Kfz 222 being the most likely. I added the
Paris where, under the most terrible coercion, H39 and Sd Kfz 13 as the former was used in
he was bound to talk. Troops trained in occupied France for police duties and the
raiding missions were already delegated to latter while used in some areas for policing
Operation Overload. This was to require was too much a favorite of mine to leave it
select troops to be taken from the 21st Army out. As the German player is able to choose
124
two I do not think the eclectic addition too The First Trupp is assigned to setting the
much of an issue. patrols and will be currently on duty. Two
men are at the front guard post with one
Forces & Victory Conditions stationary and the other walking a path in
front of the wire. Two men are off duty
British Force sleeping in the building next to the guard
Rating: Superior Regular post. In the main building, there are two
Command Dice: 5 guards walking the post one on either side of
the wall and one stationary at the front door.
PLATOON HEADQUARTERS
Lieutenant, Senior Leader, with Sten One soldier is manning the MG42 on the
Sergeant, Senior Leader, with Thompson SMG ground floor and the last solider is on the
and flare pistol second floor guarding Group Captain Ash who
PIAT TEAM is tied to a chair. The Junior Leader and the
PIAT with two crew Senior Leader are in a room next to the
BOYS AT RIFLE TEAM prisoner.
Boys AT rifle with two crew
SNIPER Troops can man their positions only after the
Sniper alert is sounded at which point they use a
single Action getting to their position once
activated. All other troops are assumed to
SECTIONS ONE AND TWO
have their rifles with them.
Sergeant, Junior Leader, with Sten
LMG TEAM RIFLE TEAM Trupp Two is sleeping in the out building near
Bren gun with three Five riflemen the vehicle park and can only be activated
crew One Sten once alarmed.
The British force also has a truck which has Vehicle Park
been supplied by the Resistance Up to two vehicles of the German player’s
choice can be deployed, based on what you
The British player has to ensure that Group have available. I use the following as these
Captain Ash and his papers are not removed seem appropriate for this type of game but, as
by the Gestapo security detail. The British this is cinema, you could use Allied vehicles
player has to make sure that the attack painted Panzer Grey or in German camouflage
appears to be conducted by the French schemes:
Resistance and not the British. Wounded and
KIAs need to be removed from the battlefield. Sd Kfz 222 with Junior Leader
Sd Kfz 13
German Force FT 17
Rating: Green H 39 with Junior Leader
Command Dice: 5
Reinforcements
FORCE HEADQUARTERS On the third Turn after the general alarm is
Unterfeldwebel, Senior Leader, with MP40 sounded, the Security Detachment will be
able to enter the German table edge on the
TRUPP ONE AND TWO road. Their primary duty is to transfer the
Obergefreiter, Junior Leader, with MP40 prisoner from the building to the truck and
LMG TEAM RIFLE TEAM then off the table by the road. At that point
MG42 with two crew Six riflemen the game is over and the British have lost.
One rifleman
The Security Detachment is as follows:
125
Securityy Detachme
ent Faarm fields arre mostly whheat and are e around
Rating: Regular 3”” high at thhis time. Sttationary tro oops will
coount as being in light cover due to their
SECU
URITY TRUPP lo
ocation being g masked. M Moving troops count
Unterfelldwebel, Sen nior Leader, w
with MP40 ass being in the e open.
Two men with MP40 0s
Kubelwaagen Guard Post is i a small sstructure giving the
guuard some protection froom the elem ments and
no o cover in combat.
c Thee British edgge of the
SECU
URITY TRUPP
taable is 10” fro om the Guarrd Post.
Obergeffreiter, Junior Leader, wiith MP40
LM
MG TEAM Guard House is across frrom the guard post
Six riflem
man annd has a sma all office andd bunks for tthe relief
Opel Blittz Truck guuards. Build ding is woood and offe ers light
coover.
ARMOU URED SECTIONN
SdKfz 2222 with Junio or Leader Thhe chateau/farm house with two flo oors, the
SdKfz 2334/2 with Jun nior Leader grround floor holds thee MG42 and single
crrewman. Firsst floor has ttwo main ro ooms one
The Secu urity Detachment ho olding the prisoner annd guard; th he other
rooom is the office area for the senior and
The Germans have tto ensure tha at the prisonner juunior leaderrs. The buuilding is of o stone
is remo oved from the battlefield via t he coonstruction a and offers haard cover.
security detail.
Thhe outbuildings are farm m buildings including
i
baarns used to o house the off duty secction and
Deplo
oyment and Terrrain thhe vehicles for the guardd detail. Building has
This gamme is Scenario Six – Attack on an twwo floors, the grounnd floor fo or farm
Objectivve. Suppo ort options are alrea dy machinery
m an
nd vehicles aand a loft fo
or the off
allocated for this sccenario, so do
d not roll ffor du uty section. The vehiclee crews com me from
any additional suppo ort. thhe off duty section. Buuilding is wood and
offfers light cover.
Baarbed Wire
Thhe barbed wire
w will
bee an obstru uction if
thee line of o sight
croosses 2” or more of
thee wire.
Sppecial
R
Rules
Acctivation
W hen it is the German
plaayer phase to
acttivate units and they
haave not beenn alerted
to the British
preesence. Thee guards
aree activated on a roll
126
of 1, as for a individual Team. The German allowed. Direct fire is conducted at a ‐1 by
player can activate guards in any order he or troops firing at distances greater than 12
she wishes but cannot activate a guard twice inches.
without the other guards moving or changing
facing. This includes stationary and mobile Troops are able to attempt to spot an enemy
posts. Once the general alarm is sounded all‐ straight ahead of them, with their line of sight
German troops will act normally. being up to 12” ahead and 3” to each side of a
straight line (so an 12” by 6” box straight
Patrol Phase ahead). The spotter needs to roll greater than
There is also no Patrol Phase. The British the range on 2D6. Add +2 if the sentry has
receive two Jump‐Off points placed on their dogs with him. Troops in cover or going
table edge. Germans receive three Jump‐Off tactical will receive an additional modifier of ‐
points placing one in the chateau with the 1 to the die. Sighting is only for the guards.
second in the out buildings and the third on The German player will roll for sighting at the
the road where the security detail will arrive end of their move.
on turn three after the alarm is sounded.
Close combat can still occur if the troops
bump into each other. In this case there are
Sentry Rules
no die modifiers for movement.
There are two static posts and a three mobile
post. The static posts are at the front gate and
Alarm
at the front door of the chateau. Two mobile
A local alarm will be given to the troop in the
posts walk the perimeter of the chateau and
immediate area. If the front gate guard
the vehicle park just in opposite directions. A
sounds the alarm it will affect the troops
third walks along the wire in front of the
around the guard shack only. A local alarm by
guard post. The mobile posts near the
the guards at the chateau will mean a call to
chateau will have dogs with them.
both the troops in the out building and the
At the end of each German phase, roll for first floor of the chateau.
each sentry to see which way they are
A general alarm will mean the guard has the
looking.
opportunity to fire his gun and alert the entire
Static Sentry ‐ roll 1D6 for facing on a 1‐2 he table. Troops alerted by either alarm will be
looks forward, 3‐4 to the left and 5‐6 to the able to activate on the following German
right. activation Phase.
Mobile Sentry – roll 2D6 for movement and a The Captured Truck
second D6 for facing. On a 1‐2 he looks The Commandos have a captured truck
forward, 3‐4 to the left and 5‐6 to the right. supplied by the Resistance to approach the
main building. It can be manned with any of
If a commando is able to approach unseen the leaders and a section. When they
and gets to within 1 inch of the sentry he may approach the checkpoint they have a 4‐6 on a
make a special assault. Roll a D6: on a 1, the single D6 to convince the guard to let them in.
assault fails and a general alarm is raised; on a On a roll of 1‐3 there will be a general alarm.
result of 2, the assault fails and a local alarm is
raised. On a 3 through 6, the guard is killed Conclusion
quietly and no alarm is raised. This special So, all that remains is to buy your sixpenny
attack can only be done by a single figure. ticket for the stalls and enjoy a stiff‐upper‐lip
cinematic experience with Chain of
Night Rules Command.
For this scenario sighting in the dark is limited
to ranges under 12 inches. Indirect fire is not
127
Hello, and welcome once again to the Rich: Yes, that’s right. Very briefly, if you know
Roundwood Reoprt where I, Sidney Roundwood, your 24 figure Prussian battalion has a frontage
am talking to Richard Clarke about game design. of 12” on the table top, and that in reality it had a
In the last Report we covered movement so this frontage of 250 yards, then you can extrapolate
time I want to discuss firing and how this is that 1” is somewhere around 20 yards. From that
covered in rule sets. you can then work out your ranges. It’s a very
simple way of getting the framework for any set
Sidney: Richard, welcome once again to the of rules started. Once you have that you have a
Roundwood couch. Ranged fire is pretty much pretty solid base on which to add other stuff.
central to any set of wargames rules, whether
that is bows or slings in Dux Britanniarum or an Sidney: So, can you give us some specific
MG42 in Chain of Command. So, let’s ask the big examples of how that works in practice?
question to start with, Richard: How do you
decide on weapon ranges when designing a rule Rich: Yes, sure. Take Sharp Practice as an
set. example. We set the ground scale there at
roughly 1” to 50 yards. A Brown Bess musket has
Rich: Well, this actually links back to what we a theoretical range of around 170 yards, so that
were talking about with movement. Establishing would be about 40”. However, being sensible
what theoretical ranges weapons have isn’t hard you couldn’t hit a barn door at that range so in
to establish. Slightly harder is establishing what practice 50 yards was seen as optimal, 100 yards
ranges troops were trained to open fire at, but was pretty useless if it was one man firing, but
it’s all out there in a mix of training manuals and when fired en masse you could expect some
historical accounts of what actually happened. effect. As a result of knowing that we made 12”
The key thing here is to remember that you are close range where the fire is going to be pretty
trying to reflect the reality of warfare, not what damn painful, whereas 24” is long range and
the manufacturer tell you which, usually, will be needing 6’s makes it a complete lottery. You may
theoretical. I always come back to the fact that I get a few hits if you have a decent body of men
think wargames rules should be attempting to firing, but equally you might do a whole lot of
model reality as closely as possible. Once you nothing.
know the ground scale you can set the ranges You can then contrast that with the Second
according to that. We covered this last time so I World War where, in Chain of Command, we
am keen not to repeat myself here. have some very different dynamics. There close
Sidney: We did. To recap you were saying that a range for most small arms is 18”. The ground
unit’s frontage can usually be used to set the scale there is 40 yards to the foot, so that means
ground scale. that when you’re within 60 yards of your enemy
128
things get very hairy. Above that everything is at but the emphasis is on characters and their
effective range. The influence there was the influence on the men around them in the best
regularly made claim that firefights in modern literary tradition. As a result, the main
warfare tend to happen at 60 yards or less, so we mechanism for winning a game is Shock rather
set that as close range. However, the fact is that than killing people. Indeed being killed is a
all troops in WWII were trained to open fire at matter of bad luck in most cases. That said, when
ranges of hundreds of yards, usually between 600 someone is firing at you with a dodgy old musket
and 800 yards, or metres. That’s a simple matter with all the issues of windage and lack of rifling,
of fact. being killed IS a matter of bad luck.
Sidney: So no 24” maximum range bands for Sidney: While we are talking about Sharp
you? Practice, can you explain why poor troops with
the “Poor Shots” designation lose just one dice
Rich: No. As I have said before, the game needs when firing? Surely that seems a bit minimal.
to be a plausible representation of reality. You
need to allow troops to open fire at realistic Rich: Ah, well, there’s a story behind that.
ranges, and when your 6’ by 4’ table is only 240 Originally there was no such thing as Poor Shots
yards by 160 yards that means you can shoot at in the rules. In truth what is meant to
anything you can see. Of course the key then is differentiate force quality is not their basic troop
to have range bands which represent weapon type, Elite, Regulars, Conscripts & Volunteers and
accuracy and mean that sometimes you may wish Militia are useful terms and do matter in
not to fire in order to allow the enemy to come Fisticuffs, but when firing the thing that
closer where the effect of firing is most effective determines quality if the bottom line on the
and you can really hurt them. Long range roster: Do you get First Fire, can you fire
firefights are something of a lottery as getting Controlled volleys, can you realistically manage a
hits and then kills is a pure matter of chance. At Crashing Volley with any degree of regularity,
close range you are more likely to land a knock‐ these are the levers which we use to set the unit
out punch. quality. However, wargamers are a funny bunch.
In many ways we like things with which we are
Sidney: That actually brings me on to a question familiar and comfortable and some of the
I’ve been meaning to ask. In Chain of Command, playtesters were slightly perturbed by the fact
fire at troops in the open is twice as likely to kill that we weren’t walking the tried and tested path
as fire against troops in some form of cover. I’m of +1 for this or ‐1 for that. To keep the peace we
talking about 5 and 6 to kill rather than just a 6. added that ‐1 dice for Poor Shots. In truth most
In Sharp Practice you have abandoned that and people forget to apply it and it really doesn’t
gone with only 6’s killing in any circumstances. matter anyway. As a rule writer it does make me
Why is that? understand why some game designers stick to
the same tried and tested mechanisms; people
Rich: You’re right, and that was entirely like their comfort zone, sometimes even if that is
intentional. Sharp Practice and Chain of to the detriment of the resulting game.
Command both come from the same roots which Personally I like to try out and develop different
was the first edition of Sharp Practice. However, ways of doing things, not for the sake of being
they are very different sets of rules in that they different, but in order to get the right feel for
are seeking to do two very different things. each individual period.
When developing Chain of Command I wanted to
construct a game which was fun to play but Sidney: With Sharp Practice it must be, I
which was a pretty accurate representation of suppose, quite easy to determine that one man
warfare, a simulation if we dare to use such an will roll one D6 when firing. With Mud & Blood
unfashionable term. With Sharp Practice we had and Chain of Command you have automatic
a very different goal. Yes, the rules had to allow weapons which fire with different numbers of
us to reflect the warfare of the black powder era, dice. So, a Bren has 6D6 whereas an MG42 has
129
8D6. How do you determine the number of dice depending on the nature of the armour. The key
used? difference here is that the potential target varies
from vehicle to vehicle, whereas infantry are all
Rich: Trial and error. You clearly have to hang unarmoured with no variation. I don’t think you
your hat on certain numbers when you start can really use the same mechanism for the two
designing the game. For me I tend to think in different sorts of target. As it is they are very
British terms at the outset. So I wanted a Bren similar, a roll to hit and a roll to save. Personally I
Team to be roughly balanced with the rifle team. always have the firer rolling to hit and the target
So 6D6 give the Bren firepower pretty much in rolling to save, that’s whether it is infantry or
line with the rifle team, allowing the correct fire armour, as this keeps both players involved in the
and manoeuvre tactics to be used. The MG42 game. I know some players who like the firer to
has a much higher theoretical rate of fire then roll to hit and then roll for the effect, but I prefer
the Bren; 1200 rounds a minute instead of 500 to do it so both sides are involved in the game,
for the Bren, but this is utter nonsense. In reality whether it’s their “turn” or not.
the need to allow the barrel to be changed and to
stop it over‐heating meant that the MG42 was in Sidney: If you had to give advice to someone
reality chucking out around 250 rounds a minute designing their own rules, what would it be?
at the top end of its performance, fired in short
bursts. But, again, that isn’t the full picture. Rich: Same starting point as last time actually.
What we need to reflect is the MG42’s ability to Get your ground scale right and use that as a
put a lot of rounds out in a very short space of guide. A bit of research will tell you ranges at
time. So we went with 8D6 to give it a marked, which weapons were considered effective, just
but not overwhelming, edge over box fed LMGs. slot that into match your scale. But that’s the
And it does make a difference. People respect simple bit. Firing is one of the biggest
the MG42 in Chain of Command as it is a real components of a wargame, it MUST be simple to
threat. use. You don’t want people looking up tables
every time they fire, that was a problem with the
Sidney: It certainly is. So as you playtested the original Sharp Practice. It must be streamlined so
rules did those figures change at all? that you have very few plus or minus factors,
ideally almost none in fact, and easy to
Rich: Actually, no. The fact is that when memorise. Chain of Command and Sharp
designing Mud & Blood we had lots of changes Practice both have a firing system that can easily
made before we were happy with the balance of be memorised and never looked at again. I think
weapons like the Lewis Gun, we then built Chain that is the ideal we should strive for, leaving the
of Command on top of those foundations, so player to concentrate on the command decisions.
pretty much no changes were made in playtest.
Sidney: Thanks you for that. Very informative.
Sidney: Can we talk about the rules for armour Now, moving on, when you were last on the
now, and here I’m talking about your modern couch we were discussing Sharp Practice which at
rules across the piste; I Ain’t Been Shot Mum, that time was still in development. That arrived
Chain of Command and so on. One of the in April and seems to have been the talk of the
comments that is sometimes made is that you town. How have the rules been received.
have a different mechanism for firing at
armoured vehicles than you do for firing at men. Rich: Very well thank you. I’ve been really
Was it not possible to harmonise the rules so that pleased with the reaction.
one mechanism was used?
Sidney: Did you ever doubt that would be the
Rich: You’re right, that is a question I get asked case?
and I have to say I always find it somewhat
surprising. There is a roll to hit, the number of Rich: Actually, I did. Sharp Practice was not just
dice depending on the weapon, and a save roll the updating of a set of rules with a few gaps
130
filled in and the rest lifted from an errata, it was a Sidney: Do you think that has happened?
complete re‐write with the introduction of some
very different concepts and ideas. Sharp Practice Rich: Well, feedback is often an imperfect way of
was always a popular set of rules and taking finding that out. If people like the game but feel
something that people love and essentially they are missing something they are likely to ask
smashing it to bits and rebuilding it is a very and then we can point them in the right
dangerous thing to do. But, to be honest, that direction. If they play, leave that bit out and
wasn’t the main concern; I am daft enough or don’t like it then they will probably just go and
arrogant enough to think that I can get away with play something else without asking.
major structural changes. What really concerned
me was that fact that the new version of Sharp #I have seen a comment on the web saying “I
Practice is quite subtle and nuanced and think we might not be able to get the most from
demands some thought. Here I am specifically the Command Cards system as we can’t
thinking about the use of the command cards. remember everything”, so I produced the small
How and when to use these to get the best from Force Roster cards which the players can fill out
your troops is really a big decision making before a game. Really that should provide an
exercise which I think is fun. But this really flies aide memoir that anyone can use to say “Hey, I
in the face of the perceived wisdom in the hobby have two of those cards, I can now do this”.
at the moment.
Here you go, this is what I am talking about.
Sidney: How do you mean?
Rich: The general feel in the hobby is that the
current trend is for very simple rules and games Formation
which they can chuck onto the table and start First Fire
playing immediately, almost without reading the Controlled Volley
rules. Well, as you know, the big emphasis for
me has been to keep the move‐shoot principles Crashing Volley
VERY simple so they can be learnt in one game Step Out
and pretty much never referred to again. After Drill
that the whole game is all about playing those
Command Cards to best effect. My concern was Characteristics
that some gamers would, in their desire to get
playing as quickly as possible, simply overlook the
Command Card stuff as being too complex or Shove the unit name at the top, then simply fill in
difficult to remember and miss out on the fact the bottom line from the main rosters. That little
that this is precisely what the game is all about. list keeps all of the pertinent information to hand
and is easy to use in the heat of battle.
You know, if you and I have three Groups of
troops each and we get stuck in a firefight, that Sidney: That’s a top tip. You really don’t want to
can bog down into an attritional slog without be referring to the Rosters in the rules when
command cards, and that is part of the whole you’re playing.
design philosophy. One of us needs to get our act Rich: That’s absolutely correct. The solves the
together and push troops to go the extra mile, issue and literally takes a couple of minutes
maybe with a Crashing Volley, or maybe by before a game to just jot down the troop types
stepping up to the plate and rallying off a lot of you are using.
Shock to break that cycle and win the firefight.
Essentially, I was afraid that if the hobby was Sidney: So Sharp Practice has been keeping you
demanding “dead simple” that “subtle and busy I presume.
nuanced” might be too much off the beaten
track.
131
Rich: Yes, you’re quite right. The release of Rich: I’m not. I don’t mean that I am not looking
Sharp Practice has been hectic, not least because to the future, but I am really enjoying Sharp
of trying to fulfil my promises of getting plenty of Practice at the moment. I want to support that
additional lists out there for lots of conflicts. In fully with more and more lists and a campaign
fact I must admit to having been hoist by my own supplement. What has been great is that people
petard. I’ve been buying more and more new have been hugely pro‐active in getting lists
armies for my collection as well as completing old together for all kinds of conflicts and going
ones for half‐finished projects. I really like the forward I’d like to see that continue to expand.
fact that I can have a whole new army knocked Part of the fun of Sharp Practice is that it is the
out within a matter of a week or two and I seem ultimate toolkit that allows you to construct units
to be churning them out and planning more. Just using the Rosters which are really tailored to
today I got some Royal Marines and Sailors in the reflect the capabilities of specific units. I really
post for an anti‐slavery force in the 1840’s. I’m like constructing lists and playing through to fine
going to pit them against slavers in the Horn of tune them and I think that other people have
Africa and West Africa, but they’ll do for the found that this, combined with the Sharpulator®,
Opium Wars in China too. It’s a force I have long
gives them a lot of freedom.
fancied having, but never done anything about it.
The same thing happened with the Seven Years
Apart from that, we have more stuff coming
War and the Cape Frontier Wars. I can see Maori
through for Chain of Command in the form of
Wars coming down the line too.
Pint‐Sized Campaigns and I want to do the same
for Sharp Practice. We have are planning the
Sidney: Where are you going to put them all?!
colonial extension to Sharp Practice which I want
to cover a whole raft of conflicts in locations such
Rich: Ah, that is an issue. If you recall, we had
as New Zealand, Africa and China. Mike Hobbs is
building work done a few years ago to extend the
preparing an 1812 supplement which is looking
facilities. Well, we are having more work done
great.
this year to add a further annex. My wife keeps
telling me that the purpose of running a business
Outside that we are setting up Reisswitz Press as
is to make money, not to just add more toys to
a part of the business to handle publishing rules
my collection. What sort of crazy talk is that?
by other authors and we are establishing links
with graphic and layout people to deal with that.
Sidney: Sounds like a dangerous talk to me.
There’s loads of exciting stuff ahead, but
personally I am just taking some time to enjoy
Rich: Yup. Well, the upshot is that I am getting a
playing games and recharging my batteries.
new annex where I plan to have a work area for
When I am ready to move on to the next project,
building terrain and a storage area for terrain and
Fighting Season, I will be sure to let everyone
figures. It’ll mean a bit of chaos for a bit, but the
know.
end result will be positive.
Sidney: Busy times ahead then. Well, thanks
Sidney: So what’s the next project you’re looking
again for joining me. I look forward to some
at on Lard Island.
exciting developments in the coming months.
132
The Six‐Day War of 1967 was a conflict which GAMING THE SIX DAYS WAR
rocked international politics and changed the So I am a sucker for a sale, and Battlefront’s
middle‐east for good. After the War of 1948 40% off their Fate of a Nation Six Day War
relations with neighbouring Arab states had range had me reaching for my credit card and
been cold at best and by June of 1967 the mouse faster than you can say “Operation
Egyptians had begun mobilising on their Focus and its tarmac shredding penetration
border. Israel was determined to seize the bombs”!
initiative and on the 5th of June they struck
first, launching a surprise air attack on Egypt, But what to buy? Where could I find decent
then known as the United Arab Republic, OOBs? I consulted all the TFL Specials, both
destroying the UAR's airforce. Summer and Christmas, and had a look at
Rock the Casbah, but could still find nothing
Following that, Israeli ground forces attacked that suited. There was a bit for the 1973 Yom
into the Sinai towards El Arish and after hard Kippur War, but nothing for the 1967 conflict.
fighting, overcame UAR forces there. A UAR Gritting my teeth, I looked at the Battlefront
counter‐attack was ambushed at Bir Lahfan, lists. Not bad: certainly extensive, but all a bit
ending Egyptian hopes for an effective generalised and not laid out in a Lardy‐
offensive. friendly way.
Israel then attacked to the South towards Abu There was nothing for it: I was going to have
Ageila and again forced back the Egyptians, to build my own lists.
with the UAR troops falling back behind the
Suez Canal and the Israelis capturing the This turned out to be much more difficult than
entire Sinai peninsular. I thought it would be.
Meanwhile, the Jordanians were deploying to There are a million and one sites that will tell
support their Egyptian Allies with an attack you the composition of a WW2 German
from the West Bank, but were pre‐empted by panzergrenadier platoon almost by specific
an Israeli attack which, after hard fighting, day, but none that tell you, categorically, how
saw Jerusalem fall and a further many men and, as importantly, squad support
attack towards Nablus. After further fighting weapons, are in a Syrian infantry squad.
the Jordanians retreated behind the Jordan Again, plenty of information for Yom Kippur,
river, leaving Israel in possession of the West but not much for its earlier, poorer cousin.
Bank.
But I persisted and, bit by bit, obscure website
Finally, the Israelis attack the Syrians on the by obscure website, out of print reference
Golan Heights and Palestinians in the Gaze book by out of print reference book, the lists
strip. Both areas fell after hard fighting and, took shape until I was finally happy with
less than a week after the first attack was them. You’ll find the results, free to download
launched. On the 10th of June a UN brokered as pdfs, at www.vislardica.com/cds‐the‐arab‐
cease‐fire was enforced and the war was, in israeli‐six‐day‐war/.
theory, at an end.
133
Oh, and if any of you are experts and spot So, for those of you who fancy a bit of Six Day
something wrong, do please get in touch and War action, the lists are on Vis Lardica; you’ve
I’ll change them! doubtless already got IABSM and CDS and can
swap between them as required when
The Rules playing; all you now need is a starter scenario.
Now that I had the lists, I could get on and So here’s one I prepared earlier…
start ordering figures…which I promptly did.
The question then became one of which rules THE PUMPING STATION
to use. This is a simple attacker/defender scenario,
with an Israeli force attacking United Arab
The choice was obviously between I Ain’t Republic defenders who are emplaced around
Been Shot Mum and Charlie Don’t Surf. a pumping station somewhere in the desert.
Charlie Don’t Surf was a good fit in terms of
date, being exactly contemporary, but was a
set of rules specifically designed around one
particular conflict. As a friend of mine said:
“not a lot of jungle on the Sinai Peninsular”!
IABSM, on the other hand, had a proven
pedigree for simulating action in the desert at
the sort of scale I wanted to fight. Not only
that, but quite a lot of the equipment on both
sides was vintage WW2 kit, so they were also
quite contemporary in an antique sort of way.
In the end, I decided to use both.
In the end, as both systems use the same core UAR BRIEFING
mechanics, I decided to use CDS as my basic You command the garrison at a vital pumping
rules platform, and substitute anything I station deep in the desert.
needed from IABSM wherever appropriate.
A few hours ago, your radio exploded into life
This meant that I could use all the exactly with wild claims of a massive Israeli surprise
contemporary equipment rules given in CDS attack across the border. This you didn’t
(wire guided AT missiles, stats for the T‐55 believe…until, that is, you could hear distant
etc.) along with the considerably more lethal explosions and see columns of smoke on the
Fire Table (representing the use of assault horizon.
rather than bolt‐action rifle teams), and yet
fall back on things such as the more The sounds of battle seems to be getting
sophisticated tank versus tank systems of closer, and you now accept that your position
IABSM. is about to be attacked. Headquarters has
promised you reinforcements in the shape of
Equipment stats, such as tank strike and some old WW2 ex‐Soviet self‐propelled guns,
armour factors, could largely be taken straight but they haven’t arrived yet.
from CDS, with the info for the few vehicles
that hadn’t been used in Vietnam (thank Time to start earning your pay! Your force is
heaven for superpowers!) put together as follows:
through common sense and comparison. In
fact, one of the easiest bits to do was the
Rating and Armoury section of each list.
134
COMPANY HEADQUARTERS COMPANY HEADQUARTERS
Big Man Level III Big Man Level IV
Two Recoilless Rifles Two light mortar teams, two crew each
PLATOON ONE Two LMG teams, two crew each
3 x Infantry Squad PLATOON ONE
1 x Blindicide Bazooka Team Big Man Level III
MMG PLATOON Three Rifle Squads
Two Maxim MMG Teams, 5 crew each One Blindicide Bazooka Team
ANTI‐TANK ASSETS One Light Mortar Team
1 x 100mm BS‐3 ATG ARMOUR PLATOON TWO
1 x Big Man Level II
The anti‐tank gun must be deployed in the 2 x Sho’t Tanks
gun pit by the pumping station. ARMOUR PLATOON TWO
1 x Big Man Level I
You have eight Blinds available for your initial 1 x Malach 3 Tank (105mm gun)
force: four real, four Dummy.
The Israelis have one Blind per platoon, plus
three Dummy Blinds
UMPIRE’S BRIEFING
The table is 6’ by 4’ in size, although this may
vary to suit what you have available. Larger is
better than smaller.
The highway is a good quality, tarmacked road
surface. The spur road leading to the pumping
station is a rougher track, but one that still
gives the road movement advantage.
ISRAELI BRIEFING
Politics is a complicated thing and, with an The darker buildings to the South of the map
Arab alliance arrayed against her, Israel has are pumping station buildings with the usual
struck first: a defensive blow aimed at the mix of pipes and tanks as well as a small cabin
enemies that surround your nation. office which offers only light cover.
As part of this pre‐emptive strike, you have The map shows four set works immediately to
been tasked with capturing an Egyptian the North of the pumping station. The light
pumping station just off one of the highways grey bunkers are concrete, the smaller being
that lead west. You have a strong force at for infantry, the larger for an armoured
your disposal, but know that the station is vehicle. In front of them are two weapons
comparatively well defended. pits, the circular one for infantry, the square
one for the UAR anti‐tank gun. These should
No matter: your men are superbly trained and be placed on the table at the start of the
know that this is not a fight for pride or for game. In addition, the UAR troops can be
resources, but a fight for survival itself. The dug‐in to trenches and weapon pits wherever
pumping station is as good as yours already! their player wants within 12” of the spur road
to the pumping station and the pumping
P.S. Try not to lose the Malach, as it one of station itself. Troops in works count as being
the few newly up‐gunned models. in good cover so fire against them is rated as a
Your force is as follows: “Poor” shot.
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Along the Southern edge of the table is a infantry within its perimeter. Any other
rocky nullah which is impassable to both situation is a win for the UAR.
infantry and vehicles.
The rest of the terrain counts as open ground Cards
in terms of movement, but should be broken Israel United Arab Republic
up with patches of scrubby bushes and rocks. Blinds Blinds
The open ground has enough folds and dips in Big Man 1‐5 Big Man 1
it that any unit that spends an extra Action at Company HQ Company HQ
the end of its movement should be 1st Platoon 1st Platoon
considered to be in good cover i.e. at best an 2nd Platoon MG Platoon
Okay shot, usually a Poor shot. Armour 1 Anti‐Tank Gun
Armour 2 Hesitant Commander
UAR Reinforcements Armour Bonus Move Big Man 2
These arrive under a Blind after D3+3 Dynamic Leader Armour Platoon
appearances of the Tea Break card at the Rally
Egyptian end of the highway on the Northern Common
table edge. They are as follows: Tea Break
ARMOUR PLATOON CONCLUSION
Big Man Level I The Six Day War may well be short, but it has
Five SU‐100 much to recommend it to a gamer who liked
the idea of high‐end WWII technology with a
Victory Conditions twist. Don’t forget, full Army Lists are
The Israelis win if they hold the pumping available from the Vis Lardica web site for all
station at the end of the game. Holding the participants!
pumping station is defined as having friendly
infantry within its perimeter, with no enemy
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