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C.S.

Grant with the third in his new series of


wargames scenarios and their solutions.

No.2 Wagon Train

A Roman Auxiliary cavalryman scans the horizon for signs of the enemy as the wagon train
plods laboriously through hostile country towards its goal.

Introduction
One is perhaps inclined to overlook, amid the heat and excitement of the battle some of the
apparently mundane but important problems, which beset commanders. All too often the
organisation that is required to send a soldier into battle well fed, dressed, and with
ammunition and weapons is forgotten.

Nevertheless, stories of the failure of these processes are not uncommon and their effects
disastrous. The tale of crates of boots all for left feet arriving (in the Crimea, I think) is not
without parallel, though history does not relate who received a similar supply of right boots.
Food and ammunition are perhaps the best examples of short term and continual
requirements for front-line troops, and even a short delay in the re-supplying of these
commodities may have catastrophic effects upon these the tide of war. It is from the
dangers of such disruptions that lines of communication derive some of their greet
importance. The presence of enemy forces, even comparatively small, in one's rear, may
disrupt and disorganise an entire army with dramatic consequences.

This month's teaser, “Wagon Train", for want of a better name, is such a scenario. It
attempts to re-create some of the problems all too often found in campaign wargaming to
one's intense discomfort: the essential re-supplies, already long overdue and desperately
needed to prevent a severe reverse, are being harried by increasing enemy forces on the
lines of communication. Day after day they have pressed on against mounting opposition until
the goal is in sight. But all is in the balance. In the end, all that remains is a race for safety',

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the escort blocking and stopping enemy attacks swooping in from every wood and hill while
wagons overturn, blocking the road and causing increasing delays.

Instructions
Period

Like most scenarios, this one is suitable for almost any period of wargaming. In this case two
possible armies are included: an ancient army of Romans against Ancient Britain’s, or a Horse
and Musket wargame, possibly the Seven Years' War.

Terrain

The terrain is shown in diagram 1. Red entry point is on the single road at X. The goal, in this
case the fort, is on the East side with three entrances marked. The wagons may only move
on the roads, which should be shown by string on the table. Six entry points A to F are shown
for the entry of Blue's forces.

Forces for the Ancient Wargame

Red Force: (Roman)

Relief Column

1 Regiment of Light Auxiliary Cavalry


2 Cohorts of Heavy Infantry
I Regiment of Light Archers
1 Regiment of Javelin Armed Infantry
6 Wagons

Fort Garrison

1 Regiment Light Cavalry


1 Regiment of Light Archers
1 Catapult

Blue Force: (Ancient Britain:)


(Envelope number)
1. 1 Warband (of the same
numerical size as an enemy
cohort)
2. 1 Regiment of Light Cavalry
3. 6 Chariots
4. 1 Warband
5. 1 Regiment of Archers
6. 1 Regiment of Light Cavalry

Diagram 1 showing the


general terrain, the wagon
train's goal and its point of
entry on the single road X.

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Forces for "Horse and Musket" games

Red Forces

Supply Column

2 Infantry Line Regiments


1 Light Cavalry Regiment
1 Heavy Cavalry Regiment
1 Light Infantry Regiment
6 Wagons
2 Guns

Fort Garrison

1 Garrison Infantry Regiment


2 Guns
1 Regiment of Light Cavalry

Blue Forces (Envelope number)

1. 1 Line Infantry Regiment, 1 Gun


2. 1 Light Cavalry Regiment
3. 1 Heavy Cavalry Regiment
4. 1 Line Infantry Regiment. 1 Gun
5. 1 Light Infantry Regiment
6. 1 Light cavalry Regiment

In diagram 2 an example of a
typical small sketch map, which the
Blue commander uses to record the
movement of his units in the wood, is
illustrated: each move is shown
upon it (1, 2, 3, 4, etc.); the Blue
commander will need this
movement record to prove to the
umpire that his troops are, in fact,
where he claims!

General Situation

Red forces have been pinned down in the fort for some weeks and are badly in need of re-
supplies of food, ammunition and reinforcements if they are to continue their stalwart
defence. These re-supplies are on the way, but Red forces are deep in Blue's territory and his
lines of communication are constantly raided and disrupted by Blue. For this reason, the
supplies for Red have been given a strong guard to assist them in getting through.

Opening Narrative

The supply column, having broken camp after an unsettled night, started moving just before
first light and begins to arrive on the table during the first period. The order of march is the
prerogative of the commander. The final goal is in sight to the East. Blue forces have been
harassing the column and growing in strength and boldness each day. However, today is their
last chance to prevent the supplies and reinforcements from arriving at the fort. They can be
expected to attack in force. Blue knows that if the wagons do not reach the fort by last light,
they will be taken during the night and the fort will fall.

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April ’78 (Battle)

Red Force's Aim

To get the supply column, in particular the wagons, to the fort by last light.

Blue Force's Aim

To prevent the supply column, in particular the wagons, from reaching the fort before last
light.

Conditions

The supply force begins moving on to the table at X on the first period. It is, of course, in
column and must not exceed a frontage of six inches. Its order of march depends on the
Commander's wishes. However, any unit other than the wagons may deploy oft the road
after it has been on the table for one move period. The wagons may only move on the roads
which are shown on the map and which must be marked on the table. If a wagon is
immobilised, or destroyed, on the road, no other vehicle may pass it. It then requires one full
move period with assistance for the wagon to be manhandled off the road to allow other
wagons to pass.

Red Defence Force:

The forces in the fort are largely tied down on its Eastern flank. However, one unit may be
spared to man the Western wall and to give fire support if required. There is also one gun or
siege engine, which is also available on cell in the fort, and this may come to the assistance
of the column as well.

Blue Force

The Blue force Commander, under the umpire's supervision, throws dice before the game
starts. Each part of his force is written down in an envelope (numbered 1 to 6 in the 'Forces'
paragraph) and may come on to the table from a different location on a different period. One
coloured die is thrown for the position on the table (1=A. 2=B, and so on) and the sum of the
two plain dice gives the period number. Thus, a unit may come from any six directions and at
any time period between 2 and 12. These deliberations are not known to Red.

Furthermore, the discerning reader may notice that entry point E is in a wood. Blue may
either bring a unit approaching from this direction straight out of the wood or move
concealed within it Thus, a unit arriving on the table in the wood at E on say period four, may
be in a suitable ambush position on the North edge of the wood overlooking the southern
road by move six or seven. Such moves will be unseen by Red and will require some umpire
supervision of which more later.

General Conditions

It can be seen from the map that Red has a choice of roads for his supply column. Thus,
depending on enemy activity, he may move all the wagons together on the same road or split
them up into packets utilising two or three roads. Likewise, he has a choice of three entry
points into the fort.

Some arbitrary standard must be set for Red's mission to be seen to succeed. It is suggested
that if six wagons were used, the game would be drawn if he got three wagons into the fort
by last light, and won if four or more arrived safely.
The wagons may require some special rules to govern them. For example, in the "Horse and
Musket" period, their speed should be that of artillery, while in the Ancient game it should
equate with a suitable form of transport such as ox carts. Rules governing the wagons may

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also be required for immobilisation, such as infantry or cavalry assistance to partially disabled
teams, one team pulling at half speed and other such contingencies.

Umpire Actions

This game, like other teasers, will undoubtedly benefit from the presence of a third party.
Such a person can brief the opposing generals, lay out the terrain; supervise the necessary
throwing of dice and the preparation of Blue forces' envelopes, and over-see the moves
Blue's forces make in the woods. This last task is worth expanding upon. If Blue has a unit in
the wood at E on a certain move the umpire will be aware of this. Being in the wood, Red will
not see the unit and no troops need appear on the table. If Blue wishes to move the unit in
the wood, a small sketch map will suffice. This will show each move and can be shown to the
umpire when Blue desires to disclose them, thus proving the legitimacy of their position (see
diagram 2). Clear orders must be written by Blue for such actions, governing the
circumstances under which they may reveal themselves, for example: "the first time the
enemy infantry are within charge range on the South road".

The administration of the games is, of course, the responsibility of the umpire. This worthy
person may find some small degree of paperwork is required to keep track of the state of the
wagons. As the game progresses they will build up lists of casualties, periods of immobility,
varying speeds and requirements for assistance. Such detail may cause even the most
levelheaded umpire a degree of head scratching.

Conclusion
"Wagon Train" is not one game but a scenario for many battles. Every time, the different
results of dicing for Blue's arrival, Red's tactics and judgement, not to mention differing
periods, make it a different and exciting operation. I first played this scenario fifteen years
ago and have repeated it on several occasions since. The enjoyment and excitement has not
palled, rather it has increased with each playing. I hope that you may get the lasting delight
in this teaser that I have had, for I am sure that in another fifteen years it will be just as
much (if not more) fun.

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