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Protecting the Flank


This is a fictional pre-battle scenario providing for an escalating skirmish wargame. The approach is to determine how forces attempt to control a battle-space, providing context in how it affects a follow-up divisional sized wargame. The scenario was play-tested using Black Powder wargames rules and 28mm miniatures. It takes place sometime during the Napoleonic Wars (around 1810) near the Spanish Portuguese border. GAME LENGTH The game runs for 26 turns as follows: 6 turns night 2 turns pre-dawn 8 turns morning 8 turns afternoon 2 turns twilight. BRITISH BRIEFING You are Major Des(mond) Astor, recently gazetted to the Light Division and have been called in to well, lets just call him a senior officer and leave it at that. He gets straight to it: A battles coming you had better believe it. The French are moving up on our positions and Wellesley himself (thats Lieutenant General Viscount Wellington to you) is concerned about the security of his right flank. He generally has things under control, as you know but he has just received disturbing information concerning the bridge at Burro. Lord Wellington has masterfully anticipated Marshal Massenas approach and has chosen the ground to defend. Far to our right, past the main lines; however, is the one and only open door a crossing at the river Greco at Burro. More of a hamlet with a small stone church, Burro has the only bridge within days march of the coming battle. The Greco is flat and shallow, with a muddy bottom and a normally gently flowing. Recent rains have quickened the currents and whilst a man might still wade across it, the passage of cannon or wagon is impossible something we have learned to our cost. In short, if the enemy is to cross anywhere to our right, it will be at Burro. Ever prudent, the General provided for the mining of the bridge with enough powder to blow the old stone and wooden decked bridge to kingdom come. Mindful of the bridges value in any future counter-attack, the mines are there still, guarded by a detachment of foot and accompanying cavalry or so it was thought. This morning, the local guerrilla captain has reported that for reasons passing understanding, the Spanish have quit their post. Whats worse, a re-enforced brigade of French has been reported by locals in the district. We also find ourselves blind to our right. The General has had several patrols of cavalry scouting the other side of the Greco for the past four days but has had no reports not one! Let me make this clear Major the bridge must be secured. If needs be, destroy it to prevent the French from crossing in strength. If you have nothing to ask, get to it man.

2 MISSION FORCE The last reserves of light cavalry have been put at your disposal, together with a battery of horse artillery but in order to sneak back into Burro, you will need the Rifles and youll have every man that can be spared. Four Companies Rifles (6 figures each)
Unit Rifles Type Reg Inf Armament Rifled Muskets HtoH 4 Shooting 2 Morale 4+ Stamina 2 Special Skirmish, Sharp Shooters, Small

Two Squadrons Light Dragoons (6 figures each)


Unit Lt Dragoons Type Reg Cav Armament Sabres HtoH 6 Shooting Morale 4+ Stamina 3 Special Marauders

Battery Horse Artillery


Unit Horse Art Type Art Armament Smoothbore Art HtoH 1 Shooting 3-2-1 Morale 4+ Stamina 1 Special Marauders

Note: A figure on foot needs to represent Major Des Astor who is the brigade commander for all British units which appear throughout the game. SPECIAL RULES The Rifles will be able to make Burro with only eight turns of night cover left before sunrise. Luckily, there is a new moon and looks like good cloud cover so darkness will be your ally. NIGHT VISION limits sight to 12 for the fist six turns, then 24 for two turns of pre-dawn. STEALTH at night, any foot figure moving at half movement rate will remain invisible beyond the night vision sight. If within NIGHT VISION sight, moving stealthily causes an observation roll equivalent or higher than the soldiers Shooting ability on a d6 before the soldier can be observed and identified. Stealth is nullified if the soldier shoots. OBSERVATION modifiers are gained from cover: penalty to observe soldiers in buildings (2) and for every other obstacle a penalty of (1). Bonuses to observe soldiers fording the river apply (1) whilst waist deep, the flowing waters will make rippling noises. RENDER SAFE (mines) can be done after spending one whole turn on the bridge without undertaking any movement or combat. BLOWING IT UP is possible once a similar amount of time is spent by a solder on the bridge. The fuses will burn for one whole turn afterwards before detonating. Anyone on the bridge or within 6 will be killed or wounded.

3 BRITISH DEPLOYMENT The forced night march was confused in execution and two of your companies were split. Only two companies rendezvoused with the cavalry and horse artillery who bivouacked for the night and who will be able to move on Burro within two (2) turns after first light (turn 10). They will come down the road. Major Des Astor may deploy two companies anywhere along the table edge on the Villa side of the Greco. The two other companies do arrive but at random locations on the same side of the Greco. Now for the good news there are regiments of light cavalry operating within the region. Broken into separate squadrons, they are roaming the countryside scouting for enemy movements and will appear at any time after day break (turn 8). Each turn, there is a 3in6 chance of a squadron appearing on randomly determined points along any table edge. If available, up to three regiments can be utilised the squadrons determined at random. If at any time, if one or more squadrons from the same regiment are on the table, they may combine permanently to form a larger unit. If significant contact is made and the French move on Burro in force, you are most unlikely to be relieved or significantly re-enforced until night fall.

FRENCH BRIEFING Marshal Andr Massena, Prince of Essling and Duke of Rivoli has commanded a reconnaissance in force be deployed to his left in order that he out-flank the British. As the Field Marshall drives forward to sweep the British out of the way, your General de Brigade has been given a re-enforced infantry brigade and tasked with running across the left approach and probing for a means to move the reserve, some of the artillery park and baggage across the Greco. You are Major Paul Tron, commander of the Brigades detached voliguers, tasked with reconnoitring ahead of the column. Together with several independent squadrons of light cavalry, you fanned out across the rolling hills of this unfamiliar land looking for an opportunity to please your General. By some miracle you have stumbled across the only bridge for countless miles. For a moment all seemed lost as it was guarded by some stout looking Spanish types but they were surprisingly accommodating and succumbed quite quickly to a meagre force of arms and a reasonably meagre bribe vacating for your little band. Immediately you secured the sleepy hamlet in the late afternoon and sent back a runner to advise the column. That was hours ago and Lord only knows where the brigade is now. If only the cavalry were here!

4 FRENCH FORCES You have two thirds of the voltiguers from a fully re-enforced French infantry Brigade (12 battalions). 8 Companies Voltiguers
Unit Light Inf Type Reg Inf Armament Smoothbore Muskets HtoH 4 Shooting 3 Morale 4+ Stamina 3 Special Skirmish, Small

Note: A figure (mounted or on foot) needs to represent Major Paul Tron who is the brigade commander for this detachment and any independent French units which enter the game. SPECIAL RULES PATROLLING units or individual soldiers may be undertaken between set points either to and from or on a triangular route marked on the map. They may patrol no further than the far side of the villa. NIGHT VISION (see above) DISTURBANCES if within the Cow Paddock or within 6 of a pig, there is a 50% chance of the beasts making some sort of response. If a response is made, free moving or patrolling soldiers may be redirected to that location. The disturbances will continue until the offending soldiers remove themselves. Note: disturbances are auditory and exceed NIGHT VISION limitations. Rippling water is not a DISTURBANCE. STEALTH (see above) OBSERVATION (see above)

FRENCH DEPLOYMENT Of the 8 companies of Voltiguers, four must be billeted either in the main village of Burro or in the church or both. Only three of your companies has the night watch and unlike the British player, your night watch positions (either individual figures, whole companies - patrolling or fixed) is marked on a map until observed. If not before, all figures are placed on the table when day breaks (turn 9). If the ALARM IS RAISED it will take billeted troops either one (1) or two (2) turns to respond, depending upon the roll of the dice (3in6 chance) commencing the turn after. You also have three regiments of light cavalry operating somewhere nearby, which have been broken down into individual squadrons and dispersed across the region. Each turn after day break (turn 9) there is a 3in6 chance of a squadron appearing on any table edge (randomly determined). The squadrons are determined randomly from the three regiments. At any time, if one or more squadrons from the same regiment are on the table, they may combine permanently to form a larger unit.

5 Light Cavalry
Unit Lt Dragoons Type Reg Cav Armament Sabres HtoH 6 Shooting Morale 4+ Stamina 3 Special Marauders

Note: Lancers may be included

GREAT NEWS! After turn 16 (midday) you might expect the column to arrive or at least begin to. They will be force marching and strung out along their line-of-march so starting from turn 17 there is a 2in6 chance of a unit arriving. The units arrive one at a time (except the horse and artillery) and are randomly determined on the roll of a d6 1-4 (infantry battalion) 5 (cavalry and artillery) 6 General de Brigade. Once the General and or horse units arrive, all numbers default to Infantry. The re-enforced Brigade comprises the following: 12 Battalions Infantry
Unit Line Inf Type Inf Armament Smoothbore Muskets HtoH 6 Shooting 3 Morale 4+ Stamina 3 Special Mixed formation *, Reliable Attack Column

Note*: Only 1/3 battalions will have skirmishers (Voltiguers) still with the Brigade. 1 Regiment Dragoons
Unit Dragoons Type Reg Cav Armament Swords HtoH 8 Shooting Morale 4+ Stamina 3 Special Heavy Cav +1

1 Battery Horse Artillery


Unit Horse Art Type Art Armament Smoothbore Art HtoH 1 Shooting 3-2-1 Morale 4+ Stamina 1 Special Marauders

Note: The General de Brigade will need to be represented by a mounted general figure and commands all Brigade units not detached. Until he arrives, all other units of the Brigade which arrive are considered out of command.

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