Recently, on the Fife and Drum miniature forum I complemented fellow member "Dinthedin " on a great and very interesting game he put on. Each side has the same forces. They are to capture a walled farmed building in the center of the table. Both sides have possible reinforcements they can call on. But, calling on reinforcements will negatively impact your chances of winning. You have been criticized for calling for help too many times. And reserves are needed for future battles. What do you do? Do you try and win with what you have on the table? Or bring in extra troops to swing the balance in your favor but negatively effect the campaign? Its all up to you. Interesting and frustrating.
After complimenting Dinthedin, he sent a message to me; "Thank you! As it can be played with any rule set and for any Horse and Musket period, I would be extremely glad if you ever gave it a try! Cheers!"
Ok Dinthedin! Here is my take on your game. I am transferring your Seven Years War battle to the Niagara frontier during the War of 1812. So there will be a slight change in the possible reinforcements. Hope you like it!
Game Scenario:
Each side has the same troops and possible reinforcements. Each side enters the table on opposite side of the table on the road.
Order of Battle:
First Infantry Brigade
3xLine Infantry
1xLight Artillery
Second Infantry Brigade
3xLine Infantry
1xLight Artillery
Independent:
2 x Light Troops
Possible reinforcements - these reserves may enter only if you call for them:
Foot Brigade:
1xMilitia
1xMedium Artillery
OR
Horse Brigade:
2xCavalry
Reinforcements can only be call for on turn number 3 or turn number 5. The player must decide which Brigade (Foot or Horse) to call on. To bring them onto the table roll D6. On a 1 or 2 enter on turn +1; 3 or 4 turn +2; 5 or 6 turn +3.
Example: on turn 3 you call for reinforcements and roll a 4 so that brigade enters the table on turn 3 + 2 = turn 5.
Infantry enter the table, in column on the road your side entered the table from. Easy! For the cavalry, they are wondering about b the countryside. To see where they arrive roll a d6 to see where they enter the table. Note the markers on the map numbered 1 - 6. That tells you where they arrive on to the table.
Victory! Or how to win:
At the end of each turn count your victory penalties points. IF a player has 7 victory penalties points then they have lost the game. If by turn 12 neither side has 7 points, the side that has the least victory penalties points wins a marginal victory.
Points:
Each unit lost lose 1 VP
Each unit reforming (shaken or routed) lose .5 VP
Holding farm buildings at end of turn 12 win 2 VP
Asking for Foot reinforcement turn 3 lose 1.5 VP
Asking for Horse reinforcement turn 3 lose 2 VP
Asking for Foot reinforcement turn 4 lose .5 VP
Asking for Horse reinforcement turn 4 lose 1 VP
Looks interesting. Do you know the rules used in the SYW game?
ReplyDeleteHonours of War
DeleteDear Mark, I greatly thank you for transferring this scenario to another period, eager to see what happened and if my scenario worked! Dear Jonathan, you may have noticed the "Spare your Reserves" scenario at the Honours of War Forum, Scenarios Section.
ReplyDeleteA challenging scenario as to whether to call on reserves and if you do do you get the timing right.
ReplyDelete