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Page 3 Page 4 Page 63 Taking the Biscuit. Not a Hob Nob in sight as Garibaldi takes on the Bourbons in Sicily in 1860. A guide to fighting "The Thousand" with Sharp Practice with five cracking scenarios Introduction. The dynamic duo welcome you to this Special with a few words of pseudo-wisdom Page 80 Blitz to Boulogne. A Chain of Command mini-campaign for the Welsh Guards defending Boulogne in 1940 against the cream of the Panzer Divisions Quadrant 13, A Point System. Robert Avery boldly goes where no Lardy has gone before and presents a points system for the Quadrant 13 Sci-Fi rules Page 86 The Roundwood Report. Sidney invites three men into his sofa to see what comes up. Nothing new there you may say, and the action soon hots up when the talk turns to Lardy Games Days. Get the low down from three hardened veterans of these events Page 96 Fork-Tailed Lardies. Hot foot from the casting couch, James Crate looks at the P-38 in Bag the Hun Page 101 Le Hameau. A Le Feu Sacre scenario for this bi-centennial battle, featuring the action at Ligny Page 105 At Your Convenience. A Great War mini-campaign covering the Battle of Loos in 1915. Srorming to victory in four Scenarios Hunting Charlie with Captain Jack. Having escaped from Grey Gables, Captain Jack Wooley heads for Vietnam with this scenario for Charlie Don't Surf Page 111 Fight for Sesna. Alfredo Vitaller and Anibal Invictus of Madrid look at this 1936 tank action for the Spanish Civil War Arise to Lard. A look at air tactics from 1940 and how to apply these ideas with Bag the Hun. James Crate gets his hat-trick in this Special Page 117 Scotland Forever! In a diversion from our usual format, we present a very special game to celebrate the 200th Anniversary of a very Special event. Waterloo. Do you have what it takes to capture an Eagle? Find out here as you ride with the Scots Greys. Page 16 Action at the Crooked Billet. Jan Spoor presents this AWI action for Sharp Practice which involves a pub. What better objective for life, let alone a game? Page 25 Glowaczow 1944. An I Ain't Been Shot Mum scenario at the end of Operation Bagration with plenty of heavy metal on display Page 28 Page 35 Page 47 Page 51 Handgranaten! The development of hand grenade during the Great War. An overview of the three main doctrines and their application Straight out of Central Casting. Keen to add some characters to your Bag the Hun games? James Crate is inspired by legend of the silver screen as well as a few from real life Page 2
celebrations still further we bring you the chance to capture an Eagle as you charge forward with the Scots Greys. This is something a bit different which we hope you'll enjoy. Let us know how you get on! As always we have tried to pack the special with scenarios and ideas to enhance your gaming fun. We are reliant on your submissions to make the Specials interesting and varied, so if you fancy putting pen to paper please don't hesitate to contact us. We are very happy to provide any assistance you like and a set of submission notes will soon be available on Lard Island News. Hello and welcome to this, the 2015 Summer hamper full of Lard to keep you going throughout the long, hot summer which we hope may even turn up this year! But, whatever the weather, we have a whole pile of meaty goodness to hurl onto the metaphorical barbeque that is wargaming. As usual with all of the Specials we have tried to include some really interesting pieces which allow you to run whole campaigns or even begin a new period. I have to admit to having head turned by the new Garibaldini range from Gringo 40's; it's a period I did a lot of research on years ago and the arrival of this range really got me digging out old books and buying new ones. I had originally planned to do three scenarios, but I got so involved I trotted out a couple of extras, so that article not only provides a guide to using Sharp Practice for the 1860 campaign, but also has five scenarios. Talking of which, some of you will already have noticed that Lard Island News looks a bit different. We have put a major effort into updating and modernising the site, largely thanks to a co-operative project we have worked on with the University of Stirling in Scotland. They were looking for a guinea-pig to let their students loose on, and when it comes to web design we have all the skills of a small rodent so were the perfect match. As a result we have a great new look, with feeds from Twitter, the forum and an easy to follow "navigation interface" which means that finding and following articles on all sorts of subjects is so much easier. It's a huge improvement, especially if you're looking for downloadable support material. We hope you enjoy the changed look. We have two full campaigns in this Special, an early war venture for Chain of Command with the Welsh Guards defending Boulogne and then a Great War campaign for Mud & Blood (or the Chain of Command and Mud & Blood mash-up we presented in the last special) focussing on the battle of Loos. With the Great War centenaries rolling round, I am finding myself studying the way tactics developed in real time as we progress through the conflict. Loos was the first action where the British deployed gas, but it also marked the real beginning of the modern hand-grenade and the development of infantry tactics beyond just the rifle. We cover that in a companion piece which looks specifically at hand grenades and how they were employed by the various participants. As always, we hope you have a great summer and we look forward to presenting a whole host of new material before we reach Christmas. Richard Clarke & Nick Skinner Lard Island Talking of anniversaries, it would be remiss of me to not pick up on the recent events and celebrations surrounding the 200th anniversary of the battle of Waterloo. To extend the Page 3
All along the coast of northern France, the British were now looking at the ports which had seen so many British troops arrive on the continent during the Phoney War as potential points for evacuation. In London Churchill was faced with the uncomfortable political choice between supporting France whole-heartedly or attempting to retain a British Army in being which could defend the South of England. In true Churchillian fashion he vacillated. The arrival of lead elements of Heinz Guderian's XIX Army Corps on the French coast near Abbeville on the evening of the 20th of May 1940 represented a stunning success, with the German Army achieving in ten days what the Kaiser's forces had failed to do in four years of war. For the Allies, the announcement in an official communiqué from Berlin caused consternation. If it was indeed true, then the forces in northern France and Belgium were cut off from their supply depots in the West of France and communications with Paris blocked. Immediately steps were taken to protect the Channel ports; Calais was to be reinforced by the 30th Motor Brigade and Boulogne with the 20th Guards Brigade. The tanks of 3 Royal Tank Regiment were despatched to Calais from where, accompanied by the 1st Battalion of the Queen Victoria Rifles, they were to advance down the coast to assist in the defence of Boulogne. In London it was felt that what had in fact happened was an incursion by an isolated but significant force of tanks whose objective was simply to interfere with the Allied lines of communication. In Paris there was simply relief that the German spearhead had turned West and was not heading directly for Paris. That relief was to be short-lived. In France, the defence of all ports was the responsibility of the French Navy whose coastal batteries and 19th century fortifications were designed to protect them from sea-borne attack and, consequently, were unsuitable to face the German threat from land. The arrival of the Guards in Boulogne on the morning of the 22nd of May saw the British troops, the 2nd Battalion Irish Guards and 2nd Battalion Welsh Guards, assume responsibility for the defence of the south facing perimeter of the town. In truth, the task facing them was herculean; the two battalions were faced with defending a frontage of around ten miles with very limited support. No mines or wire were available, no artillery or mortars were provided, and only a very limited The 21st of May saw the Allies respond with a counter attack at Arras, punching southwards in an attempt to decapitate the German advance by hitting the infantry following up behind the armour. Its effectiveness was limited in purely military terms, the personal intervention of Erwin Rommel famously saw the 88mm Anti-Aircraft gun used against British Matilda tanks, blunting and then repulsing the attack. What the attack did succeed in doing was to convince the German high command that Guderian had pushed too far ahead and saw them enforce the 24 hour halt on the panzer spearhead; a move which arguably allowed the evacuation at Dunkirk to occur. Page 4
military value". Some Searchlight troops were available, having been landed to man the port's anti-aircraft defences and these were deployed in a cordon to the North of the town where the Guards had insufficient manpower to cover the entire perimeter. For their part, the French Naval personnel concentrated on the defence of their headquarters in the old town itself. number of anti-tank guns were present with just eight 2 pounder guns and nine French 25mm anti-tank guns between the two battalions. However, Brigadier William Fox-Pitt commanding the Guards Brigade felt that attempting to hold some kind of line outside the town itself would allow the anti-tank guns to operate with reasonable fields of fire and, it was hoped, avoid fighting in a built up area and the command and control issues which come with that. Heinz Guderian was incensed by the halt order on the 22nd which scuppered his plans to advance on Dunkirk and end British evacuation hopes. As it was he pushed forwards with 2 Panzer Division towards Boulogne and 1 Panzer Division in the direction of Calais, specifically to cover any advance from that city which might interfere with an attack on Boulogne. In the afternoon Guderian was informed that 10 Panzer Division had been restored to his command and he immediately made plans to send then to Calais whilst diverting 1 Panzer to attack the Dunkirk perimeter. Across the front the Royal Engineers had been successful in creating road blocks on the four main roads approaching the town and ten miles to the South the French 21st Infantry Division were supposedly holding a line with three battalions which would serve to slow the German approach. A further 1500 men of the Auxiliary Military Pioneer Corps were in the town awaiting evacuation albeit with only sufficient rifles to equip around half of their number; however, these were largely untrained, elderly and lacking discipline and considered by Fox-Pitt to be "of no Page 5
Dawn of the 23rd of May saw the Irish and Welsh Guards stood to waiting for the German onslaught. In fact it failed to materialise until 0730 when the Germans began to push against the Irish Guards 1 Company. Captain McCausland had lost one of his platoons the night before, but strong resistance held off the Germans and saw them shift their main attack onto 4 Company's frontage, in particular an outlying platoon position by a small reservoir to the South of Outreau. Here Lt. Reynolds' platoon was surrounded and isolated along with a section of the carrier platoon. Despite attempts to withdraw them at 0845 the platoon was lost when tanks surrounded their position. Generalleutnant Rudolf Veiel commanding 2 Panzer, split his force into two columns to attack Boulogne. The first, commanded by Generalmajor von Prittwitz was to advance via Etaples and attack the town from the South. The second, under Oberst von Vaerst was tio move up the N1 from Montreuil to Samur and Baincthun from where it was to swing round to try to encircle the town from the East. The first column encountered the first defenders on the 22nd of May when they ran into elements of the French 48th Infantry Regiment at Nesles, 12 miles to the South of the port. The three French battalions meant to be forming a defensive line here were still largely entrained and were routed by German armour. However, a small headquarters element fought bravely and delayed the German advance for two hours before their position was outflanked and bypassed. Driving North they reached the outskirts of the port as light was fading and began to probe against the Irish Guards who held the perimeter to the West of the La Liane River. With the net tightening the Irish Guards were obliged to withdraw towards the town itself, shrinking their perimeter as they went. With British and French destroyers lying off the coast and firing in support of the action, the flat, open ground to the South was a dangerous route and the majority of the fighting here was German efforts to penetrate up the riverside road towards the harbour. Again the much weakened 1 Company under Captain McCausland held them at bay for much of the morning. The Irish Guards has just seven anti-tank guns across their whole battalion frontage, four 2 pounders and three French 25mm weapons. On the extreme left of their position the 1st Company had just two 25mm pieces and the Germans made strenuous attempts to push forward to identify these by pushing single tanks forward whilst covering the advance with a second tank further back and observing. It was a deadly tactic, the lead tank being destroyed, but it worked. With the British positions identified the Germans called for artillery support and began battering the position/ German motorcycle troops were then pushed forward to engage the defenders and these pushed up the road by the railway line which led to the sugar factory. Several attempted were made up until 10pm when the most southerly Guards platoon was isolated and almost destroy and the two anti-tank guns were destroyed in an assault launched with a shower of hand-grenades. To the East the Welsh Guards had enjoyed a relatively peaceful day on the 22nd, deploying into their allocated Company positions and brining their anti-tank guns from the docks in lorries before man-handling them into the line. A lack of transport meant that relocating these guns would prove impossible in the ensuing fight, so positions had to be chosen in order to achieve the best results on the perimeter. As the day wore on, the Welsh Guards only made first contact with the enemy at around 2000 when, as in the Irish Guards sector, the Germans pushed small number of tanks forward to try to identify the anti-tank positions in the defences before withdrawing. During the night patrols were sent out but no enemy presence was identified, although firing from the South of Mont Page 6
At around 1800 a warning order was issued informing the battalion that Boulogne was to be evacuated. Again the Welsh begin falling back towards the quay. Now German tanks were pushing forward, aware that the only defences that they would be faced with was anti-tank rifles, the British anti-tank guns having been abandoned on the original perimeter. Artillery was ranged in on the harbour and one destroyer was set on fire but managed to exit the harbour under fire. Resistance continued until 2300 when HMS Windsor evacuated the main body of Welsh Guards, part of 4 Company was lost when it was isolated and pinned down by German armour. The last of the Irish Guards had been evacuated at around 21.30. Of the 1500 men who landed on the 22nd of May over 600 were listed as casualties. Politically the decision to abandon Boulogne was a strain on Anglo-French relations. In the old town the French Naval forces held the citadel for a further 24 hours, the Germans being obliged to breach the mediaeval walls and storm the area. Indeed, it was the political ramifications of this withdrawal which condemned 30 Brigade at Calais to have to fight to the last, a second such evacuation being politically impossible. Lambert was proof that German artillery was deployed there. At 0730 German tanks attacked 3 Company from Mont Lambert but were repulsed by effective anti-tank fire. A second attack was launched at 0900 with tanks and infantry supported by artillery and mortars against 2 and 3 Companies. This was again held until 1100 when ever more accurate artillery fire made the 2 Company's position difficult, especially as ammunition was running short. Both companies fell back to the light railway line to their rear and took up positions around Breqerecque where they were reinforced with a party of around sixty A.M.P.C. men. It was here that the battalion received fresh orders to withdraw into the town itself to block any German advances from the East where the Germans had outflanked 3 Company and were engaging 4 Company. Withdrawing into the town the Welsh Guards established road blocks and prepared to fight it out. As was so often the case in 1940 there was serious concern about Fifth Columnists and reports of snipers engaging the troops from within the town abounded. Indeed the search for these was still on-going when an aerial bombardment by the Luftwaffe hit the town at 1730 although the Welsh Guards were not affected as the Germans were focussing their efforts on the quay where British destroyers were evacuating men and Royal Navy demolition parties were at work destroying the harbour facilities. Wargaming Boulogne 1940 There are numerous actions which could be selected by the gamer wishing to game Boulogne; the defence of Outreau by 1 Company, Irish Guards being one great option for a short campaign or two or three games, with increasing German assets being applied to lever them out. However, my preference is to look at the Welsh Guards as this provides some varied terrain and an opportunity to create a fighting withdrawal from the perimeter all the way to the quayside. By now the Irish Guards had withdrawn to a final defensive cordon around the Bassin Napoleon but German pressure in this sector was limited, having withdrawn to allow the Luftwaffe a free hand. In the East of the town the Welsh Guards were systematically holding points of resistance for as long as possible before falling back to the next viable position, thus retarding the German advance. Defending Boulogne The following campaign has been designed to run with At the Sharp End, the campaign supplement for Chain of Command. As such, not all of the campaign rules are duplicated here. Rather all of Page 7
the rules within At the Sharp End are applied unless otherwise stated here. The map shows the five “rungs” of the campaign. These are as follows: Defending Boulogne is an Abbreviated Full Map Campaign which uses five rungs. The Welsh Guards are in no position to launch a counterattack against the Germans, so this campaign centres on the attempts of 2 Panzer Division to force open a corridor to the docks and capture the port intact. Rung 1 2 3 4 5 Name Probe at the Crossroads Down on the Farm Matins at St Martin Into the Town On the Waterfront Scenario 2 3 4 4 6 As can be seen, we have five actions, one each of scenarios 2, 3, and 6 and two of scenario 4. The campaign map will be found on the following page. Naturally this is relatively low quality in terms of graphics, the original map is five times the file size of this entire Special, but if anyone would like a better quality image just drop me an email and I can send it across. The map is in 1: 25,000 scale and is British Army issue from 1943. Remarkably few maps were available to the British forces deployed to Boulogne in 1940, one Guards battalion managed to find two maps in 1:50,000 in the town and a staff officer immediately spilt a bottle of ink on one, damaging it to the point where it was unusable. Setting up the Campaign The Defending Boulogne campaign is unusual in that the German player has a choice of two platoons to use, a Panzer Platoon and a Kraftradschützen Platoon. These both have their own distinct support lists which are designed to represent the two units taking the lead or supporting where appropriate. For the British, the Welsh Guards field a standard 1940 platoon with support options appropriate to this action. Both the German and British platoon leaders Page 8
platoons), they may field all of their men in one ad hoc platoon. However, they may not field more than three Bren guns in the core force, although more may be selected from the support options. should be experienced men who have been with their platoons for some time. In truth the Welsh Guards were a relatively new formation, the 2nd Battalion never newly raised for the war and having never been in action previously. However, they had trained intensely and were led largely by experienced officers drawn from other battalions. Certainly their performance at Boulogne reflects a rating of Regular. The Germans have two armoured platoons and two Kraftradschützen platoons available for the campaign. Any additional troops will have to be selected from the support lists. For their outlook at the start of the campaign, the German commander should roll a D6 and add 1, whereas the Welsh Guards commander will just roll a D6. The CO and men’s opinion for both sides begins at zero. On the German side, the emphasis must be on keeping their force strong enough to keep pushing forward in a series of "leap-frog" actions. Only one platoon may be committed to attack in each campaign turn. No platoon may attack in consecutive turns. Replacements & Reinforcements Both sides may call for replacements and reinforcements during the campaign; however, how this occurs differs. For the Welsh Guards, two platoons are available for the duration of the campaign. The emphasis must be on keeping their force strong enough to keep defending in depth, falling back where necessary in order to keep their force intact. Only one platoon may be committed to action in each campaign turn. No platoon may attack in consecutive turns; however, a platoon may defend in any number of consecutive turns. At the outset of the campaign, the 1st panzer platoon must attack in Game One. After this the player may select either a panzer or motorcycle infantry platoon for the subsequent games. This continues through the campaign with the player choosing which of his platoons attacks in each campaign turn. The German player receives no reinforcements or replacements during the campaign. He may elect to amalgamate two platoons of the same type (panzer or Kraftradschützen) at the end of any game in the campaign. However, this amalgamated unit may never be larger or better equipped than a full-strength platoon as listed in the Army List, nor may an amalgamated platoon attack in a campaign turn if any element of it was committed to the attack in the previous turn. At the outset of the campaign, the 1st platoon will defend in Game One. If the British player wins that game he may hold his ground with the same platoon or may withdraw, abandoning the position, in which case the 2nd platoon will defend in the next scenario. This continues through the campaign with the player choosing whether to hold his ground or fall back through the platoon which is preparing the next position to his rear. After two platoons are amalgamated, any "spare" men over and above a full strength platoon may be kept at Company HQ to be used as replacements in subsequent turns. The Welsh Guards are also allowed to call for Replacements once during the campaign. They may only do so once they reach Scenario Five to reflect the men from the Regimental Aid Post joining in the last-ditch defence. If the Welsh Guards have less than thirty men left in total at that stage (combining the strength of both INITIATIVE The campaign will begin with the German player holding the initiative and attacking in Scenario One. After that, who holds the initiative at the beginning of each campaign turn will depend on the result of the previous game. Page 9
and that a Rifle Corps battalion will strengthen your defences. When they arrive this should be a rather fairer fight! At any point in the campaign where they hold the initiative, the British may not launch a counterattack. However, they may strengthen their defences as covered in At the Sharp End. For each campaign turn where the British begin holding the initiative, they may add one Teamsized entrenchments OR one additional point of support for all subsequent games. This represents the British being able to improve their defences if they delay the German thrust. Your force is as follows: Command Dice: 5 Quality: Regular PLATOON HEADQUARTERS Lieutenant, Senior Leader, with pistol Sergeant, Senior Leader, with rifle 2” MORTAR TEAM 2” mortar with two crew BOYS AT RIFLE TEAM Boys AT rifle with two crew THE ARMY LISTS & BRIEFINGS The following briefings may be handed to the British and German players, along with the lists are used for the forces in this campaign. They are based on standard organisational structures for the period, but with support options specific to this campaign and based on what equipment was known to be in the area at the time as well as preferences within that formation. SECTIONS ONE TO THREE Corporal, Junior Leader, with rifle LMG TEAM RIFLE TEAM Bren gun with three Four riflemen crew It is not entirely necessary to roll for your characters for each scenario as we are not following the same platoon throughout the campaign. However, we recommend at least rolling up the details for the Senior Leaders for each game as this does allow the gamer to inject some humanity to the proceedings. BRITISH SUPPORT LIST LIST ONE Medical Orderly Stiffen the Ranks of one section Adjutant Car, no crew Entrenchments for one Team BRITISH BRIEFING You have just arrived in Boulogne and marched out to the edge of the town to take up defensive positions there. It's been a long, hard day getting everything into position and digging in. Unfortunately you have neither wire nor mines to strengthen your position, but your men are in good spirits and ready to face the Boche. LIST TWO Roadblock Boys AT rifle Team, 2 men 2” mortar Team, 2 men “1 pounder” 25mm anti-tank gun with five crew and Junior Leader One A.M.P.C. Section with Junior Leader LIST THREE Sniper Team 2 pounder Anti-Tank gun with five crew and Junior Leader Your orders are to hold Boulogne, but you have insufficient men to really defend such a large area. What is more, a lack of motor transport means that if you are pushed back from your current positions you will have to abandon your anti-tank guns. You have been told that a British Armoured force will be joining you tomorrow from Calais where it is currently disembarking LIST FOUR Regular Infantry Section with Junior Leader Belgian anti-tank gun with four crew Forward Observer and 3” mortar section Page 10
The support list options listed are the same as those in the main Chain of Command rule book, with the same specific rules applying. However, the options listed in blue have some limitations as outlined below. Some options are unique to this campaign and are also covered in detail here. perimeter. This gun has a crew of four men and no Junior Leader. It activates on a Command Dice roll of 1. It may not be commanded or rallied by any British Leaders. This option may only be selected once in the campaign and only in Scenario 1. Stiffen the Ranks With so much of their kit left behind in England, the Guards had many spare men with which they could stiffen the ranks of the rifle sections. This option adds two men to a single section. Anti-Tank Guns The British deployed all of their anti-tank guns on the external perimeter. To reflect this, no antitank gun may be selected from Scenario Three onwards. Car The British used a number of French civilian vehicles in Boulogne. One of these may be pressed into service to carry one Team. Roadblock Most of the roadblocks used around Boulogne itself were improvised, being either piled up furniture or disabled vehicles. These may be cleared by any German Panzer pushing against them and moving through them at the rate of 1D6 per turn during which time the AFV may not fire or undertake any other actions. Infantry may cross a roadblock by treating it as a major obstacle GERMAN BRIEFING You have crossed all of France in the past ten days! It seems that the enemy are unable to stand before our Panzers and now you are racing towards the Channel Ports to crush the arrogant English who are falling back to the coast. If they escape behind the "wooden walls" of the Royal Navy they will always remain as a threat to peace in Europe. You cannot allow them to escape. A.M.P.C. Section Whilst considered by Fox-Pitt to be of no military value, a number of A.M.P.C. men did fight well at Boulogne when deployed with the Welsh Guards. This is a eight man rifle armed single Team, one of which is a Junior Leader with an Initiative of 1. These men are treated as Green troops. Before you lies Boulogne. If you can capture the port you will deny your enemy the escape route he will so badly need. However, Luftwaffe reconnaissance planes report that the enemy are landing troops even now. If you delay for even an hour the enemy will get stronger and the reality is that your panzers are weak through losses caused simply by break downs. You must push on with all speed to seize the port and trap the English! 3" Mortar Section With just two weapons, the barrage from the mortar section covers an area 8" square. This option may only be selected once in the campaign and then only in Scenarios 1, 2 or 3. Belgian Anti Tank Gun A number of Belgian units were four to have withdrawn on Boulogne. One anti-tank gun with its crew joined the Welsh Guards defences on the Your force is as follows: Page 11
Panzer Platoon Kraftradschützen Platoon The first German platoon option is the Panzer Platoon made up of light Mark II tanks. The second German platoon option is the motorcycle rifle platoon. Command Dice: 5 Quality: Regular Command Dice: 5 Quality: Regular KRAFTRADSCHUTZEN PLATOON HQ Leutnant, Senior Leader, with pistol Driver with carbine One heavy motorcycle 5CM MORTAR TEAM Junior Leader with carbine One 5cm light mortar team with two crew Two drivers with carbine Two heavy motorcycles with sidecar PANZER PLATOON HEADQUARTERS Lieutenant, Senior Leader, with pistol Panzer IIC PANZER TRUPP Four Panzer IIC with one Junior Leader each GERMAN PANZER SUPPORT LIST LIST ONE GRUPPE ONE TO THREE Medical Orderly Adjutant Kubelwagen, no crew or weapon Obergefreiter, Junior Leader, with MP40 LIST TWO Le.GrW36 5cm mortar Team, 3 men Pre-Game Barrage LIST THREE Sniper Team Panzer IB with Junior Leader Kraftradschützen LMG Team LIST FOUR LMG TEAM LMG TEAM MG34 Four crew Two drivers with carbines Two heavy motorcycles with sidecar MG34 Three crew Two drivers with carbines Two heavy motorcycles with sidecar KRAFTRADSCHUTZEN SUPPORT LIST LIST ONE Forward Observer and 8cm mortar battery Panzerjäger I with Junior Leader Kleine Befehlspanzer I with Senior Leader Medical Orderly Adjutant LIST FIVE LIST TWO Le.GrW36 5cm mortar Team, 3 men Pre-Game Barrage Panzer II H of J with Junior Leader Pz.IV C with Junior Leader Kraftradschützen Gruppe LIST THREE LIST SEVEN Panzer IB with Junior Leader KraftradSchützen LMG Team sIG33 15cm with five crew and a Junior Leader LIST FOUR Forward Observer and 8cm mortar battery The support list options listed are the same as those in the main Chain of Command rule book, with the same specific rules applying. Pz.II A-C with Junior Leader Panzerjäger I with Junior Leader LIST FIVE Panzer II H of J with Junior Leader Pz.IV C with Junior Leader The Panzers morale is covered by Section 14.8 in the main rules. LIST SEVEN sIG33 15cm with five crew and a Junior Leader Page 12
The terrain here is shown as flat, although it actually slopes down from the German edge, marked in red, towards the Welsh Guards positions. A circular mound topped by a cross is by the crossroads, but otherwise the terrain here is unremarkable. The Germans are seeking to probe the British defences and destroy any antitank guns before by-passing the remaining defenders and pushing into Boulogne. The support list options listed are the same as those in the main Chain of Command rule book, with the same specific rules applying. The Kradschützen may elect to leave their motorcycles off table and fight on foot if they desire. Kraftradschützen LMG Team The LMG team is a four man LMG team with two carbine armed drivers manning a heavy motorcycle and sidecar combination each. For this scenario the German must deploy a Panzer Platoon. They have an additional six points of support for the first time this scenario is played with that number increasing by a further six points each time it is replayed. Setting up the Tables The tables for the Defending Boulogne campaign are determined by the real terrain. We have produced five maps on the following pages based on the period maps and with some consultation of Google Earth. The scenario notes from At the Sharp End should all be used, especially the additional support amendments. The following comments are more descriptive to assist setting up the table. The British have twelve points of support for this scenario. If this scenario is replayed, any antitank guns which survive a previous game may not be moved but must be placed on the table before the patrol phase is played out. Scenario Two – Down on the Farm Scenario One - Probe at the Crossroads Again, the terrain here slopes down gradually from the German starting point, as indicated by the red line, towards the British positions. The German objective here is to capture the farmhouse on the road and open the route into Boulogne itself. The Germans have ten points of support for this scenario each time it is played. The British have Page 13
completing the picture. The gardens here are more yards although it is not an entirely urban landscape, with some fruit trees and lawns present. just six points of support whenever this scenario is played. As with Scenario One, if this game is replayed due to a British victory, any anti-tank guns deployed here will be fixed in position and must be placed on the table before the patrol phase is played out. Scenario Three – Matins at St Martin The German table edge is indicated in red and, again, this is a delaying action. When the Germans attack in this scenario they will get twelve points of support. The British will get four points. The large church on the road junction at St Martin-Boulogne was a natural defensive position, covering as it did two of the main routes into the town from the East. The terrain slopes down quite markedly here, as indicated by the contours, with the highest ground being along the red line which indicates the German table edge. Scenario Five – On the Waterfront This is a Delaying Action scenario, as reflected by the Patrol Marker deployment areas. The German will have eight points of support whenever this scenario is played, the British will have six points. This scenario will probably require some imagination in setting up as few of us have a table full of merchants mansions to hand. There is a bit argument for using shoe boxes, or similar, with some intelligent, minimalist, tarting up. However, I'd suggest it is worth it as it's a great street fighting game. Scenario Four – Into the Town This is a very busy table as we head into Boulogne itself. In this area of town the buildings are largely two storied houses lining busy streets. Adding cars or abandoned military vehicles will enhance the look considerably, with piles of rubble and some damage from air attack The German table edge is marked in red. They get twelve support points when this scenario is played, the British get six points. Page 14
Running the Campaign of 20 (Guards) Brigade go into the bag along a thousand men from other units. For both sides, this campaign is all about timing. The British are attempting to evacuate wounded men, nurses and "useless mouths" throughout the campaign and, as time passes, will seek to evacuate their whole force if they can survive that long. They also begin demolishing the port installations once it is clear that the defenders will be evacuated. For the Germans, they are seeking to act with speed in order to capture the port intact (in Berlin Operation Sea Lion is already being talked about) and also, probably more importantly, to stop British troops evacuating to fight another day. A British Army intact will always be a thorn in the side of the Germans and Hitler had identified the British as the greatest threat to his plans of German European dominance. If the Germans win by the end of turn six, they win a major victory, capturing the bulk of the facilities intact. If the Germans win by the end of turn 7, they capture the bulk of the Guards Brigade but the harbour facilities have been so badly damaged that the British may claim a draw. At the end of turn eight, the British can claim a minor victory, having evacuated around half of 20 Guards Brigade. If the Germans have failed to win scenario five by the end of this campaign turn the British will evacuate all of their troops successfully and may claim a major victory. To reflect the changing picture during the campaign, the British should be kept informed of what little communication there is between London and Boulogne which indicates the changing mood in London. The following table is used: Turn 3 5 6 8 9 Event The Tanks and reinforcements from Calais will not be arriving. They are heavily engaged in that city. Warning Order issued. Boulogne is to be evacuated. Destroyers are en route to take off the garrison. Hospitals currently being evacuated of wounded and nurses. Immediately withdraw to the waterfront defensive area If you win this game you will win sufficient time to be evacuated This information should, ideally, only be available to the British player, the German player should not be aware of precisely what is going on. If the Germans win Scenario Five on Campaign turn five, they have won a complete victory. All Page 15
one such farmer, try him, and execute him as a warning to others. The Continental command even discussed forcibly relocating all civilians from the area around the city in order to create a desert from which the British could draw no sustenance. Background After capturing New York City in 1776 and driving the American Army before it over several battlefields, the British Army moved to Pennsylvania in 1777. They occupied the American capital of Philadelphia in September, defeating the Continentals in two more battles at Brandywine and Germantown before settling into winter quarters in the City of Brotherly Love. Beaten but not defeated, the American Army hovered nearby throughout the fall and winter, launching occasional raids and foraging operations, but unable to defeat the British or drive them out of Pennsylvania. Lacey took his orders seriously, telling his men to catch any Americans supplying the British and kill them in cold blood, leaving their corpses and their goods to rot on the highway. Though full of bombast towards unarmed civilians, Lacey was not so bold when it came to meeting British patrols. He kept his headquarters constantly on the move, shifting between one militia force and another as they coalesced and then melted away. Meanwhile, he sent a constant stream of missives to Washington, complaining of his lack of any sort of supply, support, or manpower and begging for food and whiskey from the equally bereft Continental commissariat. As winter changed to spring in 1778, the British forces in Philadelphia continued to avail themselves of the farm produce of the region. Some farmers supplied the British grudgingly or only under threat, but others brought goods to market in Philadelphia voluntarily, happy to exchange food for sound British coin instead of dubious rebel currency. General Sir William Howe, the British commander, determined to protect loyal local farmers, decided that Lacey's forces had to be eliminated. Lieutenant Colonel John Graves Simcoe, commander of the Loyalist unit known as the Queen's Rangers, a "legion" or combined-arms corps of cavalry and infantry, came up with a plan to put an end to the militia menace. Collecting all available intelligence on the militia's Lieutenant General George Washington, the American commander, ordered local militia to do everything they could to stop this flow of supplies to the enemy. Writing to Pennsylvania militia Brigadier General John Lacey, Washington insisted that examples be made of those willing to provide produce to the redcoats. He suggested that Lacey find Page 16
rather than under cover of darkness. They heard the American outposts firing on Abercromby and spurred to attack. Kerr and the Philadelphia dragoons headed for Lacey's headquarters, to seize it as a rally point if needed, while the Chester County dragoons and the Rangers formed the second part of the pincer and attacked the rebel camp from the rear. movements, Simcoe formulated an operation to catch and crush the rebel troops and their blustering Brigadier. The Americans had rounded up several wagon loads of provisions and, moving back towards the Continental Army encampment, had stopped at a small settlement named for its well-known tavern, the Crooked Billet (modern day Hatboro, Pennsylvania). Simcoe's plan involved a night march by horse and foot that would surround and isolate the American freebooters. Surprised and with no place to retreat, the militia would surely surrender. Leaving Philadelphia at evening, the British marched silently through the darkness. On the morning of 1 May 1778, the attack began. The militia formed up and attempted to march away with its plunder but, when confronted by British troops on all sides, abandoned the wagons and tried to fight their way out of the trap in which they had been caught. They eventually passed into a wood, and the British stopped pursuing them. After regrouping, the Americans returned to the Crooked Billet, notionally ready to renew the fight. But the British were long gone, taking their booty, their prisoners, and their dead and wounded comrades with them. This cannot have been accomplished very swiftly, suggesting on the face of it that the Americans, when they returned, presumably knew they were in no real danger of staging a rematch. General Lacey detailed scouts to detect the approach of enemy troops, but none of them went out when they were supposed to (overnight), and when they did go out, some either failed to detect the British or detected them and remained quiet, fearing they would be spotted and killed if they raised the alarm. Only one of three or four scouting parties engaged the British under Abercromby's men with fire, after first finding a well covered position to defend. The Americans lost 30 to 35 men killed or wounded in the encounter and maybe twice as many taken prisoner out of an estimated 400 men; they lost a dozen wagonloads of provisions (flour, salt, and whiskey) they had gathered, as well as personal baggage, which were taken into Philadelphia and sold, the proceeds shared among the men of Simcoe's and Abercrombie's expedition. The British suffered minimal casualties, perhaps half a dozen killed or wounded. Lacey courtmartialed the officers who had failed to scout the approach of the British but was able to win a conviction only of one of them. He himself was relieved of duty soon after and rusticated with a minor administrative role in the Bucks County militia. Abercromby and Simcoe fought at the battle of Monmouth and in other campaigns throughout the remainder of the war. Abercromby went on to hold civil and military roles in British India, Abercromby had arrived in the area first, and he sent his horse and some mounted infantry to establish an ambush position between the militia camp and the American Army in anticipation that the Americans would retreat that direction. He then pressed on up the York Road to attack the front of the American camp with the remainder of the light infantry. These were fired on by the American outposts as they approached the camp. Simcoe's force had managed to avoid all enemy scouts and narrowly avoided attacking a different group of Loyalists returning to Philadelphia from their own raid. But the Rangers' march took longer than Simcoe had hoped; they arrived in daylight Page 17
Formations of units in column must feature one unit behind another. finally serving as Commander in Chief of British forces in India. He was elected to Parliament and ended his career as Governor of Edinburgh Castle. Simcoe served after the war as Lieutenant Governor in Upper Canada and held various military commands. He too was appointed Commander in Chief in India, eight years after Abercromby had held the title, but he died in England before he could assume the command. Kills on mounted troops are considered to kill both horse and rider; ignore the "Shooting at Donkey Walloper" rules. American Scenario The Americans begin in that most unenviable of situations, asleep and dreaming in the presence of their enemy. The American militia are weak in resolve and musketry (according to Lacey, many of them had no weapons) but strong in numbers. Their goal is to protect their supplies and convoy them away to safety, if possible. Failing that, they must extricate their fighting force. Failing that, they should at least ensure that General Lacey escapes. Refighting the Action For our game, each infantry or cavalry figure represents roughly five men. All infantry units may be arrayed in close-order line (two figures deep), extended order (one figure deep), column (two figures wide), or skirmish (like extended order, but spaced one or two bases apart). Cavalry units may deploy in extended order, column, or skirmish. Brigadier General John Lacey, Status III Colonel Frederick Watts (7th), Status II Colonel Abraham Smith (8th), Status II Captain John Downey (2nd), Status II Captain William Pugh (4th), Status II Units in column may fire the front rank only, 45 degrees to either side; units in skirmish may fire up to 90 degrees to either side (a 180 degree arc); units in extended order may fire up to 45 degrees to either side; units in close order line may fire directly to the front, but count only half their second-rank figures. For shooting modifiers, treat all units as "in formation". Units in extended order do not count either the "firer is a formation in line" when giving fire or the "target is a formation in line" when fired upon. Troops firing at a target in skirmish order lose a quarter of their dice when firing. Light dragoons may fire when mounted; mounted infantry may not fire when mounted. Two Groups of ten men, 2nd Battalion Philadelphia City Militia (Delaney's) Two Groups of ten men, 4th Battalion Bucks County Militia (Roberts') Two Groups of ten men, 7th Battalion Cumberland County Militia (Watts') Two Groups of ten men, 8th Battalion Cumberland County Militia (Smith's) of of of of Four wagons full of supplies, each with a carter. Lacey can command any of the American troops, but each of the other Big Men can fully command only groups from his battalion. He can use his initiative or "grasp the nettle" cards to remove shock from other groups, but not to activate them. Two or more units from different battalions can be combined into one formation, but only Lacey can command it. In fisticuffs, troops in skirmish order lose half their dice after all other computations; troops in close order gain an extra die for every four after other computations. Multiple units can be grouped into formations per the standard SP rules; units in line or extended order formations may be either side by side or one behind the other. In the latter case, only the front unit may fire. All militia are infantry, poor quality, and count as weedy in fisticuffs. They move as light infantry but fire as line troops; all of Page 18
and removed from the game without sounding the alarm. them are armed with muskets. Once a militia group "loses its bottle", accumulating twice as much shock as men, it cannot recover any more shock for the remainder of the scenario. A big man who is alerted may immediately use his initiative to alert any other big man or unit in his building and/or to move outside. Once he is outside, he can use any remaining initiative to sound the alarm for wagons (and their units) or sentries within his normal initiative radius. To alert a building, he must move to it and spend an initiative. All militia units and big men are deployed at start sleeping in buildings or at (under) wagons (Big Men *must* be in buildings), with the exception of sentries. No more than one unit can set up “in” a wagon or building. When a unit is alerted, it is immediately put on the table touching the building or wagon it occupied. It starts with 1D6+1 shock, to represent the disorder occasioned by surprise and alarm. It may be in any order and any facing, but it may not start in a formation with another unit. It may not be placed in contact with an enemy unit. If it cannot be placed without touching an enemy unit, it is considered captured and removed from the table. If a unit should be still sleeping (not alerted) in a building or wagon that is contacted by an enemy unit or blind, it is considered captured and removed from the table. Up to two figures per battalion (a maximum of eight figures) may be detached from any militia to act as sentries. These may be deployed up to 9" from an occupied building or wagon or from another sentry. A card is added to the deck for each sentry. They may only spot, using one or both of their dice in a single spotting attempt per turn. When sentries attempt to spot, roll 1D6. On a 1,2,3 use their current range to the spotting target for determining success. On a 4,5 use the next column to the right (shifting off the table is an automatic failure). On a 6, that sentry cannot spot that turn. If a sentry has an action die remaining after successfully spotting a British unit off its blind, he may use it to fire a signal gun. Otherwise, he may fire a signal gun on the "Tea!" card. (note that if a sentry reveals a dummy blind, he may NOT fire a signal gun.) Starting on the turn after a wagon is alerted, its carter can move the wagon the normal 2D6 of "beast of burden" movement on the "Tea!" card. Alternately, a carter can be activated and moved by a friendly big man, in the same way as a unit is activated. Note that a wagon may not move more than once per turn. A signal gun alerts any sentry within 9" and any big man in a building within 9". If a carter or wagon is contacted by an enemy unit, blind, or Big Man, the carter will then be commanded by that side until he is once again "tagged" by the other side. Should two opposing units both be in contact with a carter at the same time, he will hide under his cart until one unit chases off the other. A sentry who is alerted my fire his signal gun the next time his card comes up or once the Tea! Card comes up; if he is alerted on the Tea! card, he may not fire then but must wait until the next turn for either his card to come up or the Tea! card for that turn. Once a sentry has fired his signal gun, his card is removed from the deck and he must immediately move to rejoin his unit, moving at 2D6 on the Tea! card. Sentries who are contacted by either blinds or deployed enemy troops are automatically captured The scenario ends when all four wagons have either moved off the table or are under British control and General Lacey is offboard, captured, or dead. Alternately, the game Page 19
Not a disaster: General Lacey has moved offboard or at least one wagon has moved off the west edge. ends as soon as one side voluntarily accepts that the other has won a strategic victory. Strategic victory: All four carts have moved off the Horsham Meeting Road. In addition, General Lacey has moved offboard via the west edge and at least four units of militia who have not lost their bottle have moved off the west edge or remain on the table with no British troops between them and the west edge. A disaster: General Lacey has been killed or captured and all wagons are under British control. British Scenario The British have the advantages of surprise and superior quality, but their force is smaller and divided. Their two contingents must coordinate their attacks as much as possible so as to prevent the Americans focusing on one part and defeating it in detail. The British should concentrate on capturing the supplies, but Brig. Gen. Lacey would be a welcome prisoner. Operational victory: Three or four carts have moved off the board by the Horsham Meeting Road (or, failing that, the west edge of the table). General Lacey has moved off board. Tactical victory: At least two carts have moved off the west edge of the table and General Lacey has moved offboard. Major John Graves Simcoe (QR), Status IV Captain Arthur Ross (QR), Status II Page 20
use up to six blinds, with no more than one unit and any number of big men on each blind. Captain James Kerr (QR--commanding PLD), Status 2 Six Hovenden's Philadelphia Light Dragoons (cavalry, average) Six James's Chester County Light Dragoons (cavalry, average) Two Groups of ten Queen's Rangers (light infantry, good) Major Simcoe's troops enter on blinds on the north or east side of the board. They may enter Turn 1 on the Byberry Road, on Turn 2 on the east edge no more than halfway between the Byberry Road and the County Line Road, on Turn 3 on the east edge no further north than the County line Road, and Turn 4 anywhere on the east edge or on the north edge east of the York Road. Lieutenant Colonel Robert Abercromby (37th Foot), Status IV Major Crewe (17th LD), Status II Six of 17th Light Dragoons (cavalry, good) Three Groups of ten Light Infantry, 37th Foot (light infantry, elite, aggressive) Any British troops can be brought on revealed rather than as blinds, if desired. Mounted units can come on at any speed desired. Simcoe, Abercromby, and Crewe can command any troops, but Ross and Kerr may only command Loyalists, not the 17th Light Dragoons or the 37th Foot. The scenario ends when all four wagons have either moved off the table or are under British control and General Lacey is offboard, captured, or dead. Alternately, the game ends as soon as one side voluntarily accepts that the other has won a strategic victory. Abject failure: All the American wagons move offboard. The light dragoons can dismount and fight on foot, if desired. They are armed with carbines. All of the infantry are armed with muskets. One group of light infantry from the 37th Foot can be treated as mounted infantry if the British player wishes. These may start mounted (with the added speed that mounted walk, trot, or gallop allows) but count as "weedy" and not cavalry in fisticuffs. They will take two actions to dismount (they're not used to operating this way), and once dismounted cannot remount. Failure: One or two American wagons move offboard. Success: All American wagons are captured. Smug success: All American wagons are captured *and* General Lacey is killed or captured. Umpire's Notes Lieutenant Colonel Abercromby's force is the first to approach the American camp. The light dragoons and one unit of light infantry (the mounted unit, either mounted or on foot) may be set up hidden in the wood near the millpond; alternately, they may be included in the main force. The remainder of Abercromby's force may set up on blinds along the York Road, up to 12" from the southern edge of the board. Some or all of this force may be retained offboard to enter as blinds on Turn 1 or later. The British may Cards: Tea! (Optionally, two Tea! Cards, the first each turn being changed to Biscuits!—no effect but it sets up the second card to end the turn) American Sentry (one card for each sentry posted) Grasp the Nettle! (American) 1, 2, 3 Brigadier General John Lacey (PA militia) Colonel Frederick Watts (7th) Colonel Abraham Smith (8th) Captain John Downey (2nd) Page 21
Captain William Pugh (4th) Blinds (Simcoe's force) Blinds (Abercromby's force) Grasp the Nettle! (British) 1, 2, 3, 4 Major John Graves Simcoe (QR) Captain Arthur Ross (QR) Captain James Kerr (QR) Lieutenant Colonel Robert Abercromby (37th Foot) Major Crewe (17th LD) Random Events Firing Random Events 1 The firing group is low on bullets. Fire at short range only until resupplied. 2 Out of powder! No more shooting by the firing group until resupplied. 3 Spooked! The target of this shooting takes an immediate retire move, regardless of its wounds. 4 Smoke: A pall of smoke hangs across the immediate front of the unit, reducing visibility to 6”. Firing through this will be done with one third fewer dice than normal. The smoke clears on the third subsequent Tea! card. 5 One man’s barrel explodes. Roll a D6 for a hit with a +1. 6 Scalp ‘em! A unit that has just been fired on by enemy within 9” rushes them for an immediate bout of fisticuffs. 7 Fire! The building or wagon nearest to the firers has caught alight (if within 12” of the firer or target). Smoke will start to emerge next turn. Any troops within a burning building must leave, put the fire out within three turns, or be eliminated. It takes a water card and a unit’s action dice to douse a fire. 8 Damn & Blast! Scared by the firing some local livestock have escaped. 2D6” movement. Each turn roll a deviation dice to see which direction they head in. They will disrupt any formation that they contact, leaving it unformed. They will halt once they are at least 9” from any humans. 9/ Bonus Card – draw one bonus card 10 immediately Movement Random Events 1 Indecision… A Big Man is suddenly unsure which way to go. No move this turn for him. If he’s already moved this turn, he forfeits his next move. 2 Marshy ground: Subtract an additional -1 per die from a unit’s movement this turn. 3 An eye for ground: Add one to each of a unit’s movement dice this turn. 4 Drunkard! – One man passes out drunk. Mark a casualty to a unit. 5 Panick! An American unit in LOS of the enemy falls back one move immediately, away from the nearest visible foe. 6 Scout finds a path/ford! One unit can move through the next wood or across the next stream it encounters as if the obstacle is not there. 7 Fear. One Big Man with the target unit is struck down by fear. He takes his move immediately, running to the rear with as many men as he can command. Next turn he must remain stationary or retire further. 8 Looting: D6/2 men from a British unit within 12” of a building or wagon slope off to loot. They will be moved there immediately and remain until contacted by a Big Man. 9 Thirst: This group needs water. Any movement is conducted with a -1 pip per dice until they get it. 10 Bonus Card – draw one bonus card immediately Page 22
The British start with the Ambush! Card in hand. Once it is used, it is removed from the game, not recycled. Bonus Cards Ambush! Any unit on a blind (whether on table or concealed) may be placed onboard and fire or charge 2D6 into fisticuffs. Any shock it inflicts as a result of this attack (only) is doubled. The British also start with a Crashing Volley card and a Stand Fast card. The Americans start with a Hearth & Home card and a Hop To It! Card. All the other cards are shuffled together and each side draws one more. The remainder are passed out as indicated by the random event table. Ammunition: Results of “low on bullets” or “out of powder” can be eliminated for one unit. At the Double!: A unit that has just been activated for movement may roll an extra die for distance. In addition, any unit that spends a turn searching a wagon can roll 1D6. On a 4,5, or 6, it can replenish ammunition or find enough water to eliminate thirst (but not enough to put out a fire). These can be done an unlimited number of times. Crashing Volley: One unit in line that is loaded may fire immediately; if it fires at a militia unit, double the shock point it inflicts. Damnation!: A player drawing this must discard all but one of his bonus cards. Forced March: A group or formation in column may take an additional move. Hop to It!: A unit may change formation for free. Options An alternate set of events could have created a different scenario. If the American patrols had gone out at night when they were supposed to, or if Simcoe's march had not been so well guided and had become lost, or if it had stumbled onto the Loyalists returning to the city and taken them for rebels, or if the Americans had been better armed and trained (or, frankly, better officered), the whole adventure might have miscarried. Alternately, if Simcoe had moved faster, or if the Queens Rangers hussars had been available to increase the British cavalry force, the Americans might not have gotten away. They put up very little effective resistance, and one suspects that with the baggage captured, the rebels put to flight, and the bulk of his men exhausted from their night march, Simcoe may have felt the pursuit not worth bothering with. But if a greater encirclement had been arranged and an additional force of fresh horsemen ready to Hearth & Home: A rebel unit may remove 1D4 points of shock. Stand Fast!: A British unit may rally 1D6 shock. Water: Can be used to eliminate thirst from one unit or put out a fire. With Zeal and Bayonets: A British unit may charge with 3D6 movement. You Bumbling Oafs! A militia unit that has not fired this turn must do so now, even if no enemy is in range. If all militia units are currently unloaded, the player may hold the card and play it when an enemy unit with poor fire discipline fires, stripping it of leader bonuses. A unit affected by an Oafs card ends the turn unloaded. Page 23
<http://www.royalprovincial.com/military/rh ist/qar/qarinf1.htm> pursue, the Americans would not have been able to break contact and regroups as easily. They might even have been forced to run straight into Abercrombie's ambush, and then had no avenue of retreat than across the fields to the northwest. Davis, W.H.H. (1860). History of the Battle of the Crooked Billet, Fought May 1st 1778. Doylestown, Pennsylvania: The Democrat Office. Davis, W.H.H. (1868). Sketch of the Life and Character of John Lacey, A Brigadier General in the Revolutionary Army. Doylestown, Pennsylvania: privately printed. New York Journal (1778) Fight at the Crooked Billet. Printed 1 June 1778. Retrieved from <http://www.historycarper.com/1778/06/01 /fight-at-the-crooked-billet/> Accessed 17 June 2014. Pitrone and Associates. (2014). The Crooked Billet Battle Map. <http://www.pitrone.com/camp.html> accessed 17 June 2014. Bibliography Braisted, Todd (ed.) (2014). The On-Line Institute for Advanced Loyalist Studies. Accessed 17 June 2014 Scull, N. and Heap, G. (1750) A Map of Philadelphia and Parts Adjacent by N. Scull and G. Heap, 1750 (circa). <http://www.philageohistory.org/rdicimages/view-image.cfm/237-MP-010> Accessed 17 June 2014. 4 May, Account of the Battle at Crooked Billet <http://www.royalprovincial.com/history/ba ttles/qarrep2.shtml> 4 May, A Second Account of the Battle at Crooked Billet <http://www.royalprovincial.com/history/ba ttles/qarrep4.shtml> 4 May, Howe to Germain on the Battle at Crooked Billet <http://www.royalprovincial.com/history/ba ttles/qarrep3.shtml> Queen's American Rangers: Biographical Sketches, Cavalry Officers <http://www.royalprovincial.com/military/rh ist/qar/qarcav1.htm> Queen's American Rangers: Biographical Sketches, Infantry Officers Scull, N. and Heap, G. (1777). A Plan of the City and Environs of Philadelphia Surveyed by N. Scull and G. Heap Engraved by William Fadden. <http://www.mapsofpa.com/18thcentury/17 77fadenscullheap.jpg> Accessed 17 June 2014. Simcoe, John Graves. (1787). A Journal of the Operations of the Queen's Rangers From the End of the Year 1777 to the Conclusion of the Late American War. Exeter, UK: privately printed. Page 24
Originally formed back in October 1940, Panzer Regiment 27 was refitted and re-equipped between May and July 1944. During this refit the regiment was converted to the new 1944 "freie gliederung" TO&E which reduced and consolidated the available manpower. The number of tanks in each company was also reduced from 22 to 17. ground whilst also expanding the Varka bridgehead (known as the Magnuszew Bridgehead in German sources) of which the area around Glowaców is an important part. The Panthers of the 1st battalion of Panzer Regiment 27 were deployed to intercept the 11th Guards Tank Brigade as it made its attack on Glowaców. Formed from the 133rd Tank Brigade in December of 1942 the 11th Guards Tank Brigade formed part of the tank reserve for the 8th Guards Army during 1944. The brigade had transitioned to the new 1943 Tank Brigade TO&E in November 1943. Under the new TO&E this brigade would of had 21 T-34/76 in each of its three tank battalions (1st, 2nd and 3rd battalions) and a further two T-34/76 along with three Ba-64 armoured cars in the brigade HQ. The brigade also contained the 11th Motorised SMG Battalion, an AA Company (trunk mounted 12.7mm AA HMG's) and small logistical elements. By the August 1944 the brigade would have been re-equipped with the T-34/85 although the actual date of their re-equipping, or if any T-34/76's still soldiered on, is unknown. By this stage of the war the Anti-Tank Rifle Company in the Motorised Battalion would of been disbanded to provide the extra crewman needed in each T-34/85. In August of 1944 the entire division was transferred back to the Eastern front to help close the massive tear in the German lines caused by the Russian summer offensive, Operation Bagration. At the time of transfer the Panzer Regiment was equipped with 81 Pzkpfw IVH, 79 Panther G and 8 Flakpanzer IV. The Regiment was made up of two battalions, one of Panthers and one of Pzkpfw IVH, both having four companies of 17 tanks and 8 tanks in the battalion HQ. A further three Panthers formed the Regimental HQ along with five Pzkpfw IVH in the regimental reconnaissance platoon. Four Flakpanzers were allocated to each battalion. Finally, two Bergepanthers were assigned to the Panther battalion (I.Pz.Regt.27) and one Bergepanzer III was assigned to the Pzkpfw IVH battalion (II.Pz.Rgt.27). In August 1944, Panzer Regiment 27 and Grenadier Regiment 73, both from the 19th Panzer Division, had broken through the recently established Russian lines running along the main road through Glowaców. Here they prepared defensive positions in and around the village in anticipation of a fresh Soviet attack. This was not long in coming. Strong Russian forces moved back into the area tasked with retaking the lost This scenario concentrates on the engagement between the Panther company deployed to protect the flank of Panzer Regiment 27 as it deploys from the village of Lipa in the North West and the northerly T-34/85 battalion covering the flank of the 11th Guards Tank Brigade. Page 25
defensive positions in the area. The Panthers of I./Panzer Regiment 27 had been held back in reserve to the North West around Lipa but are now rapidly moving in to prescouted positions to the north of Glowaców to repulse a Russian attack aimed at retaking the town. You command a company of Panther G medium tanks and have been tasked with providing flank protection to the battalion as the rest of the unit swings South in to the flank of the Russians attacking Glowaców. To win the game you must prevent the Russians from leaving the German table edge in strength - isolated tanks can be dealt with by the units holding Glowaców but whole platoons will present more serious problems. Forcing the Russians to retreat will constitute a major victory. Terrain and Scenario Notes The scenario is played lengthways down the table with the Russian entry edge being East. The ground slopes down from North to South with a road running from the East, over part of the higher ground, till it joins the North-South round heading to Glowaców. Any movement uphill will reduce a vehicles movement by -1 pip per D6. German Force and Cards There are a number of fields running roughly North-South, these are bordered by low hedges which will provide spotting cover for units behind them and at a distance unless the spotter is in contact with the hedge line in which case they provide no spotting cover. These hedges have suffered some damage from the preceding days of battle so there are gaps along the length. The fields themselves are low crop fields and count as hard going for tracked vehicles and as broken ground for wheeled vehicles. A small village sits at the cross roads and there are a few copses of trees (one near the village and one to the South East near the Russian base line), these count as light woods. Axis Big Man 1 - Company Commander rides in tank 1 in the company HQ Axis Company HQ - two Panther G tanks Axis Big Man 2 - Platoon 1 Commander rides in tank 1 in the platoon Axis Platoon 1 - three Panther G tanks Axis Big Man 3 - Platoon 2 Commander rides in tank 1 in the platoon Axis Platoon 2 - three Panther G tanks Axis Big Man 4 - Platoon 3 Commander rides in tank 1 in the platoon Axis Platoon 3 - three Panther G tanks Axis Armoured Bonus Axis Heroic Leader Axis Blinds Axis Rally German Briefing Level 3, Level 2, Level 2, Level 2, All AFV's have a morale level of 3 and have 4 actions. All AFV's have radios. Panzer Regiment 27 and Grenadier Regiment 73 (both from the 19th Panzer Division) have broken through the Russian lines running along the main road through Glowaców and have prepared Platoon 1 begins the game on a Blind in the north west corner of the table, the rest of the company Page 26
enters the table in the north west on Blinds on turns 2 (CHQ and platoon 2) and 3 (platoon 3). A dummy Blind is available but must be deployed with the Blind representing platoon 1. Soviet Force and Cards Allied Big Man 1 - Company Commander Level 3, rides in a T-34/85 Allied Big Man 2 - Platoon 1 Commander Level 2, rides in tank 1 in the platoon Allied Platoon 1 - three T-34/85 tanks Allied Big Man 3 - Platoon 2 Commander Level 2, rides in tank 1 in the platoon Allied Platoon 2 - three T-34/85 tanks Allied Big Man 4 - Platoon 3 Commander Level 2, rides in tank 1 in the platoon Allied Platoon 3 - three T-34/85 tanks Allied Big Man 5 - Company Commander Level 3, rides in a T-34/85 Allied Big Man 6 - Platoon 4 Commander Level 2, rides in tank 1 in the platoon Allied Platoon 4 - three T-34/85 tanks Allied Big Man 7 - Platoon 5 Commander Level 2, rides in tank 1 in the platoon Allied Platoon 5 - three T-34/85 tanks Allied Big Man 8 - Platoon 6 Commander Level 2, rides in tank 1 in the platoon Allied Platoon 6 - three T-34/85 tanks Allied Big Man 9 - Battalion Commander Level 4, rides in a T-34/85 Allied Big Man 10 - Platoon 7 Commander Level 1, rides in armoured car 1 in the platoon Allied Platoon 7 - three Ba-64 armoured cars Allied Armoured Bonus Allied Rapid Deployment Allied Vehicle Breakdown Allied Heroic Leader Allied Recce Bonus Allied Blinds Allied Rally Note As the Panther battalion has already engaged in combat over the preceding few days I have reduced the strength of the company to account for some losses and for mechanical issues. Russian Briefing Around mid afternoon elements of the Russian 11th Guards Tank Brigade are to take part in a counter attack aimed at retaking Glowaców. The brigade has been scheduled to attack from the North East passing to the North of the village of Leźemce, further Russian forces (including IS-2 tanks and infantry) will attack to the South of Leźemce around the same time to complete the envelopment of Glowaców. You command a battalion of T-34/85 and have been tasked with guarding the right flank against any counter attack by the Germans. Once the flanks are secure you have also been tasked with placing your battalion to the West of Glowaców to prevent reinforcements reaching the town whilst the rest if the Brigade assaults the towns defences. To win you must remove the threat posed by any flanking German forces. To win a major victory you must also exit at least two functional platoons off the far table edge. To help in achieving your aims a platoon of armoured cars has been provided to screen your advance and help identify German forces ahead of you. All AFV's have a morale level of 3 and have 3 actions. All AFV's have radios. Platoon 10 begins the game on a Blind in the south east corner of the table, the rest of the battalion enters the table on the eastern edge on Blinds on turns 2 (company 1) and 3 (company 2). Vehicle Armour Strike Calibre Speed Panther G 11 12 75mm Fast Tracked T-34/85 7 10 85mm Fast Tracked Ba-64 2 MG MG Wheeled Page 27 Notes
which had previously been the preserve of the Engineer began to find their way into the hands of the infantryman. Typical of this development was the arrival of the hand grenade in the trenches. In 1914 the armies of Europe went to war with one common feature; their fighting men were almost universally equipped with the magazine fed bolt action rifle, supported by small detachments of machine guns crewed by men trained specifically for that task. For the most part, the armies of the great Empires were comprised of conscripts; even Britain, with the long-service regulars of the British Expeditionary Force, was obliged to rapidly train up huge bodies of men with no military experience in order to fight a war on the continent. In 1902, with a prescience which now appears somewhat remarkable, the British War Office declared that the hand grenade had no place in modern warfare. The origins of this weapon are shrouded in the mists of time. Some date them back to Byzantium and the use of Greek Fire in the early middle-ages, we know for certain that grenados were used in the English Civil War and that across the 18th and 19th centuries their use became synonymous with the intricacies of siege warfare. Indeed, within two years of the War Office's declaration of obsolescence, the events of the Russo-Japanese War obliged a significant rethink. In many respects the training undertaken by these largely conscript armies was typified by the initial training undertaken by Britain's rapidly enlarged Army. Musketry, full pack marching and square bashing were the order of the day, with an emphasis on fire and movement of the type we looked at in the 2013 Christmas Special; very much based on the existing pre-war drill manuals. Sub units manoeuvring forward under covering fire; pinning the enemy with rifle and artillery fire before an assault with the bayonet were common fare for men of almost all nations. Over the next few years hand grenades were designed according to the whims of a handful of self-promoting parties, each seeking to have their design approved and adopted. The net result was that the British adopted the Hand Grenade Mark 1 in 1908, but by the time war broke out six years later only tiny numbers were available. This was a situation mirrored across Europe. In Germany the total stock of grenades were in the Engineering stores of the frontier fortresses, ready to be used in their defence. The French Army had only small number of similar devices, After the initial war of movement on the Western Front the lines began to solidify as the spade and entrenching tool rapidly became the soldier's primary weapon. From the Channel to the Swiss border a solid front line ensured that the conflict swiftly began to approximate the conditions of siege warfare and, as a consequence, the tools Page 28
the British they rapidly adopted a policy of deploying five bombing squads, each of nine men, within each infantry company. This was later formalised with one section in each platoon being made up of bombers. The British had originally adopted the term "grenade" but the objections of the Grenadier Guards to men of other units being titled grenadiers led to the adoption of the term "Bomb", hence the use of the Mills Bomb in both World Wars. manufactured in the mid 19th century to a design which was standardised in the 18th century. For all nations the emergence of a new form of static warfare created demands for new weapons. Initially the response was to make do, with Pioneers and Engineers being called upon to provide improvised devices generally termed "hair brush grenades" as they tended to use a wooden handle to which an explosive charge was strapped, giving it the appearance of a lop-sided stick grenade. However, by 1915 all major nations were responding to the demand and well-designed models based on practical experience were finding their way to the front. It is no coincidence that the iconic German stick grenade, the Stielhandgranate, the British Mills bomb and the French F1 grenade were all designed in that first full year of the Great War. With the formalisation of production and supply, came the recognition that low-level infantry tactics should be amended in order to reflect the new addition to the infantryman's arsenal. The bombing party specified in the 1915 publication The Training and Employment of Grenadiers was led by an N.C.O. and made up of two bayonet men who would take the lead when attacking down a trench. Behind them would come two bomb throwers who would be supported by two bomb carriers, largely carrying their supply of bombs in buckets and two spare men carrying more bombs. The spare men were tasked with keeping the bomb carriers well supplied with bombs, but also to be ready to deploy to replace losses as required. Behind them would come the remainder of the platoon with sandbags, spades and shovels, ready to consolidate any gained ground. Much has been written about the development of infantry tactics during the Great War, especially the evolution of German stormtrooper tactics which are seen, somehow, as the pinnacle of the art. In truth all three major nations on the Western Front spent the majority of the war learning from each other. Capitain André Laffargue's seminal work of 1915, Étude sur l'attaque dans la période actuelle de la guerre, which has been seen by many as being the first serious work to consider infiltration tactics, was translated into English and German within months of it being published. Indeed, an analysis of the training manuals used by United States forces on their entry into the war confirm just how much cross-fertilisation was prevalent with British French and German manuals being repackaged and distributed wholesale by the Army War College in Washington. On the schematic shown below, the bayonet men, indicated by B1 and B, precede the lead grenade thrower, T1, who is sheltered behind the traverse. He is supported by Carrier one, C1, who is immediately to hand, ready to provide more bombs. Immediately behind them, controlling the action, is the N.C.O. shown by the letter L. To the rear are the second thrower, his carrier and the two spare men. The rest of the platoon is deployed behind that as discussed above. As soon as the party enters the trench the process of rolling up the position begins. The Leader directs the first thrower to begin and he throws multiple grenades as rapidly as possible into the trenches at points X and Y. The leading bayonet man is then ordered forward with the command of "Report" and he moves into X and Y to ensure that they are clear. The whole party then advance forwards to repeat the same It is clear from reading the tactical manuals of all the major powers how the grenade was rapidly embraced as the new weapon of warfare. For Page 29
one spare man. The grenadiers generally were selected from men with an "aptitude for sport" whilst the assistants were "alert...good shots and skilful in the use of the bayonet". Originally the assistants had been termed riflemen, but the French attempted to foster a sense of esprit de corps within the grenadier squad, tasked as they were with spearheading any attack. As a result the term grenadier, with all that conveyed within French military tradition, was adopted. process at the next traverse. Where a communication trench is encountered, as we see at Traverse 7 on the schematic, a second team will be deployed to work its way up that trench. Ideally, these will be men from a fresh section of bombers, but if these are not available the original bombing party will be split and Thrower two and his second team will be detached to undertake the task. In defence, the British saw the grenade as a weapon supplementary weapon. Even in 1915, at the height of the "Cult of the bomb" which was gripping the attention of the Army, it was stressed that the primary weapons of defence were the rifle and machine gun. However, it was recognised that parties of bombers should be deployed in the trenches to aid any counter attack against enemy troops who had broken into the front line trench. It was recommended that the best way in which this could be undertaken was by providing a second bombing trench parallel to the front line trench and 20 yards to its rear. From this position the Mills bomb could be launched into a captured trench and an attack repulsed, or at least blunted. Where necessary the squad could break into two teams, very much as we have seen the British fighting in the above example, where four men worked forward. However, their manual suggests this was not the norm. Typically one assistant would precede the thrower as in the British model. Both throwers would position themselves at the traverse supported by the carriers to their rear. When they attacked one man would engage the nearest enemy with grenades whilst the second would seek to hurl his grenades deep into the enemy trenches to stop the forward movement of grenades through to the men defending the position. This was an indication of how the grenade was seen as the ultimate weapon of trench clearance in French service. In all other respects their function was identical to the British plan of attack. The French were remarkably similar in their structure, with an N.C.O., usually a Corporal, heading the Grenadier squad. This was made up of two throwers, two carriers, two assistants and Page 30
In the defence, the French saw the grenade as providing a barrage which was capable not so much of killing an enemy, but of blocking a route; the French word barrage meaning to block or dam. Key points in the defensive system were to have a party of bombers provided. These were specifically identified as salients, machine gun positions and the junctions of communication trenches. By defending these points any enemy advance would be held up to allow a counterattack to be launched by reserves. On the diagram above the German method is shown with the Leader being at point b, the bombers at a, the carriers at c and the second team at d. Like the British, the Germans emphasised that the best weapons in the defence were the rifle and machine gun. However, they also saw them as the primary weapon of counter-attack once the enemy had gained the front line trench. As with the French doctrine, the Germans stressed the importance of having bombing parties at key points, they to stressed the importance of defending machine gun positions and the junctions of communications trenches. Their doctrine of elastic defence, keeping Eingreiftruppen - troops dedicated to the counter-attack - ready for immediate deployment was very much based on the aggressive use of the grenade as opposed to the French barrage which simply retarded any advance. For the Germans, the Handgranatentrupp was originally six men but by late 1915 this was already seen as too weak and was increased to eight men me plus a Leader, again normally a junior N.C.O. This was divided into two distinct teams, the first being made up of two bombers and two carriers, the second of four men with rifles, bayonets and 25 sandbags each. The first group would operate under the command of the N.C.O. who would personally take position at point checking forward down the trench. On his command the two bombers would deploy using a very similar technique to the French, with one bomber engaging the immediate foe, whilst the second attempted to throw deeper in order to stop any reinforcements or fresh supplies of grenades being brought up. Only when the advance was halted would the N.C.O. shout the order "Sandsache Vor!" and the second team would begin blocking the trench to the rear of the bombers. Once the trench block was complete the lead bomber team would withdraw to safety. As we can see, all three drills are remarkably similar in the attack, reflecting the common doctrine established through cross-pollinisation of ideas. However, this is to focus on the similarities which exist in the area of trench clearance. Important as this is, and in 1915 it is pretty much the norm for all participants, it does not reflect the key differences in attitude towards the grenade going forward. As we have seen with the defensive doctrines differences begin to emerge which are key. Page 31
Indeed, the concern was that by encouraging the bomber to hide behind the traverse was hardly an effective way of encouraging an offensive spirit. Indeed, evidence suggested that when firm opposition was met, and particularly one who themselves had a supply of grenades, a stalemate would result which would end any progress for either side. Unlike the Germans, the British attempted to seek a solution which was less dependent on one singular approach. In July 1918 the British moved from their distinctive platoon organisation with four mutually complimentary sections of rifles, bombers, rifle bombers and Lewis guns, to a structure which saw all of those weapons incorporated into mixed sections where the bomb was simply one option which could be selected in a specific tactical situation. As early as 1915 the Germans were experimenting with specialist assault troops. The origins of these appear to be partially built on a desire to develop and learn new techniques. Many such units were, at the outset at least, seen as a nucleus which would be taught "best practice" and then disseminate that information among their comrades. However, as the idea developed it became a case of developing highly trained units equipped for very specific tasks. Hauptmann Willi Rohr Sturmabteilung of the Garde Schutzen Bataillon was equipped with a veritable arsenal of support weapons as early as the Summer of 1915. This was to provide an early indication of how, rather than spreading a homogenous message through the German Army as a whole, elite units would be allowed to flourish and ensure an uneven spread of resources. What was equally important was the emphasis these assault units placed on the hand-grenade as their primary weapon of attack. The image of the stormtrooper, laden with sandbags full of the ubiquitous stielhandgrenaten present the enduring image of the spring offensive of 1918. The very name of Ernst Junger's opus "Storm of Steel" reinforces that image further. Here we see a distinct contrast with the British Army who, despite a major emphasis on the bomb in 1915 and early 1916, were coming to very different conclusions about its employment. Reflecting after the war, Erich Ludendorf stated: "The excessive use of hand grenades came about because these could be usefully and safely employed from behind shelter, whereas a man using a rifle must leave cover...When it came to hand-to-hand fighting, the superiority of the enemy in men was much too great. The infantry soldier had forgotten his shooting through use of grenades" By the time war broke out again in 1939, the armies of the world had adopted the British approach, recognising the importance of the grenade, but not its absolute primacy. A situation which remains today. Even before the battle of the Somme, training Pamphlet SS110, Preliminary Notes on the Tactical Lessons of Military Operations, stressed: "It must be realised by all ranks that the rifle and bayonet is the main infantry weapon. Grenades are useful for clearing small lengths of trench and for close quarter fighting after a trench has been rushed; but no great or rapid progress will ever be made by bombing, and an assault across the open after adequate preparation will usually be a quicker and in the long run less costly operation than bombing attacks on a large scale" Gaming with Grenades The grenade in the context of the Great War was a useful tool for what the French defined as five specific situations. Firstly, the defence of a trench in close range fighting; secondly, the systematic clearance of a trench; thirdly, the final preparation for an assault on a hostile trench; fourthly, mopping up troops in dugouts and bunkers and, finally, when raiding a trench. These are very specific situations, indeed I would Page 32
had a throwing range of around 30 yards as an absolute maximum, with 20 yards being more likely. With a danger zone of 100 yards created by the shrapnel this meant that the user needed to be sure of having cover from which to operate from. go so far as to suggest that there is a whole lot of overlap going on with several of those. We do, of course, have two options here. Through the Mud & the Blood are, of course, devoted to platoon sized skirmishes in the period, but we introduced the idea of using Chain of Command with them in a hybrid in the last Special . That concept is still very much a work in progress but one which I feel is worth pursuing. The emphasis on the specialist teams and squads in the Great War makes the Chain of Command option all the more appealing. However, here was can look at both options The French F1 grenade was, essentially, a smaller version of the Mills Bomb, reliant on fragmentation for effect but being slightly lighter it could achieve greater ranges. "All except awkward men" being able to achieve a range of 30 yards. If we want to better represent the specific weapons, we can translate these ranges into inches and consider the explosive and shrapnel effect if the weapons. This gives us the following results for Mud & Blood. What we attempted to do in the Summer Special was to present a playable order of battle for the main nations on the Western Front. Part of that was to abstract the role of bombers slightly by representing most of a bombing party as riflemen whilst the dedicated bombers represent the business end of the unit. To my mind this abstraction works pretty well, but if we want a more precise and less generic approach to grenades we can certainly add some different national characteristics to our games. Weapon Range Stielhandgrenate Mills Bomb F1 12" 8" 9" Effect As rules +1 Shock As rules In Chain of Command we are faced with a slightly different mechanism as the throwing of grenades is somewhat randomised. For the Great War, where men were allocated to, and trained for, specific roles, it seems reasonable to allow dedicated bombers to be rather more reliable. I would suggest that for these men we Should simply apply the same range bands as Mud & Blood. However, when untrained men have simply been issued with grenades in the hope of stemming the tide of an enemy attack (as often happened) then we revert to the main rules in Chain of Command, but simply limit the maximum range to those shown. So, an untrained man with a Mills bomb rolling double 5, for example, would be capped at a range of 8". The Hardware Of course, when we discuss grenades in the Great War we are not comparing apples with apples. There are some significant differences which affect the way in which they were deployed. The German stick grenade was primarily a concussion grenade, where a thin jacket of metal housed the explosive charge and produced a limited amount of shrapnel. In the confined space of trenches, the effect of the explosion alone was usually sufficient to kill of render ineffective anyone within close proximity. The addition of the wooden handle aided the thrower so that despite being 1lb 5oz (around 600g) in weight, distances of 40 yards could be achieved. The Units We can, of course, simply use the bombing sections or parties identified in CoCking Up Through the Mud & the Blood article in the Christmas 2014 Special. However, if we wish we This performance contrasts significantly with the Mills Bomb which was a fragmentation grenade, reliant on a shower of shrapnel for killing. With a weight of 1lb 110z (around 750g) the Mills bomb Page 33
indicate the barrage being deployed there. No troops may move into this area. can field more specific teams, as outlined above, to see how they function on the battlefield. These we can structure as follows: BRITISH GERMANY BOMBER SECTION Corporal, Junior Leader, with rifle Two bombers Two bayonet men Two carriers Two spare men with rifles RIFLE GRUPPE ONE Gefreiter, Junior Leader, with rifle Eight riflemen Two untrained bombers ASSAULT GRUPPE ONE TEAM ONE Information on US organisation is hard to find. It is an accepted fact that the bomber section contained twelve men, but how they were structured it is difficult to be sure. This is not least the case because of the large amount of manuals which were issued based on the experience of the British, French and Germans. Amongst that it is difficult to ascertain how, or even if, a particularly American doctrine emerged. What is certain is that all twelve men in the bomber section would not be specialist bombers and that, undoubtedly, some would be operating as bayonet men and some as carriers. My suggestion would be to use the structure shown below, although, much to my annoyance, this is utter conjecture: Gefreiter, Junior Leader, with rifle Two bombers two carrier TEAM TWO Four riflemen with sandbags and entrenching tools Germany has two types of units here. Firstly the rifle Gruppe in an infantry platoon. These count as untrained bombers so use the grenade rules in Chain of Command. The second unit, the Assault Gruppe in a stormtrooper unit, represent bomber specifically trained for that task and use the rules shown above. FRANCE GRENADIER-VOLTIEGUR SQUAD Caporal, Junior Leader, with rifle Two bombers Two carriers Three riflemen This force may be deployed as two teams as follows: One Junior Leader with rifle One bomber One carrier One rifleman SECTION ONE This French unit replaces the Grenadier-Voltigeur squad in the standard platoon. The French should have a new national characteristic rule, "Barrage", which allows them to block a 6" section of trench between 3" and 9" from the position of a Grenadier-Voltigeur squad or any squad equipped with grenades in an emergency. This does not kill any enemy, but that area of trench is blocked with cotton wool or similar to Conclusion Corporal, Junior Leader, with rifle Three bombers Four Riflemen Four carriers The US forces were predominantly issued with the Mk II "Pineapple" grenade which had a very similar performance to the French F1. Of course we can add very specific rules to cover particular weapons or situations, as will be seen in the Loos scenario below. However this article does cover a broad sweep of the war from late 1915 onwards as the distinct doctrines emerged and, I hope, will add some variety to our games. Page 34
extreme and the politicians were embarrassed when newspapers rightly flagged up the failure of the attack at Aubers Ridge in May on the government's apparently inability to resolve this issue. The Battle of Loos in September and October of 1915 is noteworthy for several reasons. It saw the first British use of poison gas as well as being the first large scale engagement to involve elements of the New Army which had responded to Kitchener's call and joined the ranks. Here these one-time civilians would prove they had the pluck of the regular troops who remained from the original British Expeditionary Force. By September 1915 the newly created Ministry of Munitions was addressing the crisis, new factories were being built and laws were passed which ensured that sufficient labour was available. However, the solution had yet to reap benefits and when planning for the attack at Loos it was clear that insufficient artillery shells were available to provide the desired initial bombardment. What was more, with chlorine gas a new addition to the British arsenal, there were insufficient supplies available to provide the screen which was desired. At many places smoke was to be used in an attempt to give the impression of a gas cloud. The attack was planned as part of a joint AngloFrench offensive which was, somewhat hopefully, determined to end trench warfare and restore a war of manoeuvre, with the French advancing north in to Belgium and the British supporting them by driving a wedge into the German lines South of the La Bassée Canal. As a third "first", the offensive saw the first major use of specialist British tunnelling units who planted mines under the German front line trenches as well as digging Russian saps into NoMan's-Land to provide cover for the advancing troops. On the one hand the attack at Loos had all of the hallmarks of innovation and original thinking, yet, on the other hand, there is clear evidence that the British were being obliged to put the politics of their alliance with the French before stark military realities. Despite attempts by British commanders to get plans changed, the reality was that the French Army leadership under General Joffre was determined to take the offensive in order to deny the Germans the initiative. Despite the misgivings of Sir Douglas Haig, commanding 1st Army and tasked with heading the offensive in the British sector, political expediency took precedent over stark military logic when Lord Kitchener insisted that the British role as subordinate partner at this stage of the war, was Since the beginning of the war, British industry had been unable to keep up with the demand for artillery shells. By mid-1915 the shortages were Page 35
to their South the 15th (Scottish) Division would attack Loos village before moving on to Hill 70 on the ridge behind it. Finally the 47th (London) Division was to seize the double Crassier, a huge mound of mining spoil, which the Germans were using for observation and which would for a flank guard once seized. to support the French wherever they could. The attack was scheduled for the 25th of September. As a sop to Haig's misgivings, it was announced that the attack would be supported by a gas attack in order to compensate for the shortage of shells. Despite the shortage, the British had learnt at Aubers Ridge that only the heaviest of guns could breach the German wire. Over 100 pieces were assembled with what shells could be amassed for the task. Even so, it was accepted that the materiel to hand was insufficient, making the gas component essential. This saw a reliance on the weather come to the fore as a positive forecast for wind was required. Once these forces had broken into the enemy positions the British reserves would be unleashed to advance into the open ground beyond, exploiting the victory. Sir Richard Haking's XI Corps was accompanied by the Cavalry Corps and the Indian Cavalry Corps in forming this reserve but, unusually, control of this body was not given to Haig but retained by Sir John French, commander of the B.E.F. The Attack Begins At this stage of the war the British were keen to comply with the Hague Convention which outlawed the use of gas shells. As a result the 140 tons of Chlorine gas which were to proceed the attack were released from containers dug into the parapet of the British positions, a method entirely dependent on the weather. At 0500 on the morning of the 25th, Haig was still unconvinced that the conditions were right. An RFC weather specialist had declared them to be favourable, but in the end the General was obliged to get a staff officer to light a cigarette in order to observe the drift of the smoke towards the German lines. Only then did Haig order the gas to be released at 0550. To the north, in I Corps sector, 2 Division attacked along both banks of the La Bassée Canal but were met with heavy fire which completely halted their attack. With no hope of pushing on to form the flank guard along the canal, they fell back to their start position and took no further part in the action. In the northern sector of the battlefield Hubert Gough's I Corps was to initiate the battle by detonating mines under the German mines on the northern side of the canal before attacking the lines to their front. The (9th Scottish) Division was to take the Hohenzollern Redoubt, shown on the map by a red letter H. The 7th Division on their right was then to advance in sequence with the 9th to secure the Lens road between Hulluch and Haisnes. To their South, the 9th (Scottish) Division were enfiladed by fire from the German strongpoint at Mad Point, marked with an M on the main map, some units, such as 8 Black Watch, suffering grievous casualties, but made much better headway against the Hohenzollern Redoubt where the wire had been cut efficiently by artillery fire. This allowed them to bomb their way through the redoubt before progressing on towards Fosse 8, the pit head which provided the German artillery with their main spotting position. Soon after 0800 some elements had progressed as far at Pekin trench on the outskirts of Haisnes but were unsupported due to confusion which led other Battalions to believe that that position had been captured and was held in strength. To the South Sir Henry Rawlinson's IV Corps was to attack with the 1st Division was to strike out for the Lens La Bassée road around Hulluch whilst Across 9th Division's front what had been a strong opportunistic advance was now left incoherent and pinned down as small but Page 36
over their lines where the troops were assembled ready for the assault. The enemy wire was then discovered to be undamaged and the attack stalled when attempts to cut the wire were thwarted by German machine gunners. As the gas and smoke cleared the whole Brigade's attack was stalled and, unsupported the 1st Brigade cold not push on any further. efficient German reinforcements were brought forward in the late morning. The Southernmost Division in I Corps sector was the 7th Division which struggled to move forward due to lingering gas combined with inefficient gas hoods. The 1 South Staffordshires and 2 Royal Warwicks lost around three-quarters of their strength to artillery and machine gun fire before they got to the German front lines. Yet elsewhere other units were more successful. Before 0900 some men were crossing the Lens road and moving into Hulluch and against German positions at Cite St Elie. However, this was to be the high water mark in this sector as German reinforcements meant that the troops could not push on without reinforcements. To the South of the 1st Division, 15 (Scottish) Division was badly delayed when the gas cloud failed to move forward with the anticipated speed. In the end the infantry were obliged to advance through the gas cloud to emerge into the open with over a hundred yards still to cross before they reached the German lines. Machine gun and artillery fire decimated the ranks of the attackers but aggressively led parties of men worked their way forward and rolled up the front line trench with bombs, opening the route forward to capture Loos village which fell by 0800. The main Lens-La Bassée road was reached In IV Corps sector, the 1st Division had mixed fortunes. The 1st Brigade advanced through heavy fire to capture their objectives, but to their South the 2nd was delayed when gas drifted back Page 37
much debate about the positioning of the reserve at Loos, suffice to say that in a situation where any delay was critical, this served to retard the move forward considerably. What was more, French retained command of the Corps until the point when it arrived in the front trenches, only then could Haig issue his orders. As the force advanced along communications trenches these were found to be crammed with wounded men and it was 1320 before the Corps informed Haig that they were under his command. by 0915 and elements of the Division were able to take up the flank guard position which, as yet, had not been assumed by the 47th Division. On the extreme right, in the 47th Division's sector the gas cloud moved according to plan with the Germans caught before they realised what was happening. The Double Crassier was secured and However, units pushing forward were badly handled by machine gun fire and localised counter attacks with grenades stopped them seizing their target position South of Loos where they were to have formed a flank guard. By now 15 (Scottish) Division which had been so successful in taking Hill 70 had been ejected from that position by a counter-attack and a line of machine gun positions established along the La Bassée to Lens road. Fresh attacks against Hill 70 were repulsed during the afternoon without problem. The highlight of the morning in IV Corps sector came when the 15th Division seized the redoubt at Hill 70 to see the Germans retreating in poor order. These troops began to advance down the far side of Hill 70 but fire from the German secondary positions brought this to a halt at around 10.30, with many British troops exposed with little or no cover. Now a lack of shells prevented the British reacting with adequate force to the newly identified German positions which were beginning to cause significant casualties. What was desperately needed were reinforcements to provide some additional impetus. To the North of Hulluch the 1st Division was obliged to withdraw due to casualties, leaving only a screen of men holding their positions. However, it was not all bad news. At 1430 four hundred men of the German 157th Infantry Regiment surrendered, opening up a fresh route for the reserves to use. Two Divisions from XI Corps were ordered to push through between Hulluch and Cite St Auguste, but again delays meant that these orders were not issued down to Brigade level until 1700. By the time the orders were processed down to battalion level it was an hour later and darkness was approaching. What was more the men had not been provided with any food. Orders were now issued by First Army for the men not to advance beyond the Le Bassée road that night, but again it was nearly 0200 on the 26th before that got through. This nicely illustrated the issues faced by commanders without effective means of communicating with their subordinates, especially once an advance got underway and fixed wire telephones were left behind. Command or Control? Sir John French, commander in chief of the B.E.F., was no fool, he had secured a reputation as a competent leader in the Boer War, a theatre where reputations were more often lost than made. As early as 0845 on the 25th of September Haig had sent a messsage to French requesting the release of XI Corps to support the attacks. All of the Corps reserves had been committed by that point and it was clear that progress was being made but that it was patchy. Unfortunately French had abandoned his headquarters and his staff to be as close to the battle as possible and, with limited communications, this proved to be a disaster. Whilst French agreed to release Haking's force he drove to deliver the order in person. There is By the end of the day, I Corps had made no progress in the North as far as Mad Point, but had seized the Hohenzollern Redoubt from where Page 38
what it seemed and declined to advance. Had XI Corps been in the reserve trenches that morning rather than several miles to the rear there is undoubtedly the illusive chance that Loos would be remembered as a great success as opposed to simply another stage in the learning process which would, eventually, see the British Army develop the right range of skills required to gain that final breakthrough some three years later. they held a line, albeit a tenuous one, out towards Hulluch. IV Corps Held its ground from the Double Crassier in the South, had captured the village of Loos and held outposts facing Hulluch. For Haig and the British forces the 26th was to be the moment when XI Corps would make a difference but, as was so often the case, the opportunity for real gains only came when the attacker benefitted from initial surprise. In fact 21 and 24 Divisions spent most of the night struggling forward whilst the Guard Division had not even arrived on the battlefield by the following morning. The Seaforth Highlanders - A Case Study All of this is, of course, very much the "big picture" which provides us with the context of the overall battle, or at least the critical first day. As we know, Mud & Blood and Chain of Command focus more on the detail at the tactical end of the operation where was can replicate the nuances of conflict at this stage of the war. To my mind, it is only by looking at the fine detail of any conflict that we can truly understand its unique features and that involves taking a more focussed approach on what is happening at the sharp end. British attempts to break through at Loos continues for two more days but with little success. The following two weeks saw the Germans counter-attack in order to try to regain the ground lost. History considers Loos to be a stalemate, indeed if one considers the casualties over the period of the battle to the 15th of October when fighting finally fizzled out, the British lost significantly more men than the Germans, 59,000 men to 26,000. However, it is worth considering that the French attack at Lens on the 25th was launched not in synchronicity with the British attack, but around six hours later at midday. By the time the Germans reacted to the French offensive, the British had reached their high water mark and were, to all intents and purposes retreating. Had the roles been reversed and the British attacked at midday, it is unlikely that German reserves could have been spared with a major French offensive occurring in the same sector of the front. To do this we will look at the 7th battalion Seaforth Highlanders who attacked as part of the 26th Brigade of the 9th (Scottish) Division against one of the most formidable points in the line, the Hohenzollern Redoubt. Here I shall turn to their Regimental History to set the scene: "The morning of September 25th broke dull and grey. The wind was light and variable, veering between south-west and south, and seemed little favourable to the use of gas, which it had been decided to employ for the first time against the enemy. Until the last moment there was some doubt whether the original programme would be followed out. Nevertheless at ten minutes to six a.m. the gas cylinders were turned on. After some ten minutes a smoke screen was sent up from the British trenches. Then after an interval, the cylinders were turned on again full blast. Two minutes before the time fixed for the assault, the gas was stopped ; the air was thickened up by triple smoke candles ; and our men As it was, the poor positioning of reserves too far to the rear and the insistence of Sir John French on retaining control of these leaves Loos as one of the great "what if's" of the Great War. At 1240 on the afternoon of the 25th of September the British 3rd Cavalry Division was ordered to move forward to achieve the longed for breakout. As it was its commander, Major-General Briggs, recognised that the opportunity was not quite Page 39
8th Gordons, who had been in support, went through them and carried on the attack. The 7th Seaforths had orders to stay where they were and convert their trench into a fire trench, at the same time making ready to deal with a counter-attack. They had lost touch with the Camerons on their left in the course of their advance, and their position on that flank was insecure until a battalion of the Black Watch came into line with them. They had lost their colonel and their adjutant at eight o'clock that morning. All four company commanders had been killed or wounded early in the action, and most of their officers had become casualties. All day they were exposed to a murderous shrapnel fire, but the behaviour of the men was beyond all praise." climbed out of the trenches and lined up behind the smoke barrier in readiness for the attack, which had been timed for twenty minutes past six. (T)he 7th Battalion left their trenches over against the Hohenzollern Redoubt. As they advanced at a steady walk behind clouds of smoke, machine-gun fire was opened on them and a few men went down under it. Then, quickening their pace, they bore down upon the Redoubt. At its first trench they lost a good many of their officers. Nevertheless they continued to advance, and bombed their way up the communication trenches leading from the Redoubt to the main German trench; pressed forward and went right on to the Trois Cabarets between Fosse 8 and the village of Haisnes. Here they stayed and waited until the two front companies had been reinforced by the remainder of the battalion. It was now half-past seven, and the The battalion had first advanced against the West Face trench of the redoubt, shown on the detailed trench map above. The machine gun fire Page 40
the four scenarios presented as stand-alone games. they had encountered was from German positions in the Big Willie trench which was not engaged in the first stage of the operation. THE CAMPAIGN LADDER With the West face cleared they bombed their way through the redoubt's trenches, clearing dugouts as they went, following which they bombed up the communication trench to the main German front line trench. There they entered the area of the Corons, cottages built by the mining companies in the area to house their workers. This area was made up of five rows of cottages which were partially fortified as part of the German defences. Here machine gun fire from the North West swept the streets but the Seaforths cleared the area and continued their advance through the colliery at Fosse 8 and on to the crossroads at Les Trois Cabaret where they went firm and assumed a defensive stance. As attested to in the passage above, it had been a hard day, with high officer casualties, and yet the battalion had endured and fought its way deep into the enemy defences. The Master Map, shown below, shows the four "rungs" of the campaign. These are as follows: Rung 1 2 3 4 Name Attack on the Redoubt Bombing down the line Through the Corons Taking the Colliery Scenario 3 4 4 5 SETTING UP THE CAMPAIGN This campaign looks at the spearhead of the attack and is very much about the British attempting to keep up the momentum of their attack to complete the campaign. If they clear the colliery at Rung Four within five games, they will automatically take up their position at Les Trois Cabarets and win the campaign. On the German side, their job is to cause attrition which will slow down the Seaforths to the point where they fail to push through to their objective by the end of Game Five. As such the margin of error for the British is a slim one. All stirring stuff, but what appeals most to me about the Seaforth's day is that they end up fighting through some very different terrain. The initial assault is a classic attack along a front line trench, clearing dugouts as they go. Next is the attack down the communication trench, again a task for bombers, before they move on to a semifortified street clearing operation in the Corons and then a fight for an open industrial area. This is a chance to sample some very different fighting in a small, pint sized, campaign! The British player has three platoons available for the game, representing the fact that large numbers of men were delayed in clearing out the Hohenzollern Redoubt and, in the chaos of trench warfare, the cohesion of the battalion was lost and small groups pushed on to achieve their objectives on their own initiative. Only one platoon may be committed to attack in each campaign turn. No platoon may attack in consecutive turns; however a player may defend in any number of consecutive turns. CUIDICH'N RIGH - HELP THE KING This is a four stage ladder campaign in the style of the Pint Sized campaigns and takes its name from the Regimental motto of the Seaforth Highlanders. It's a short campaign, set over just a few hours and in a particularly Great War environment, so consequently has some peculiarities to it. As a result you really don't need At the Sharp End to play this through; indeed if preferred you could simply play through There are no reinforcements available to the British during the campaign, nor may the player amalgamate any platoons during the campaign. The German player has one platoon at the start of the campaign and may deploy a second platoon as reinforcements at any point in the Page 41
At any point in the campaign where they hold the initiative, the Germans may not launch a counterattack but they may add one point of additional defences to their table for the next game only. This will then surrender the initiative to the British who must then attack. campaign. When this fresh platoon deploys the original platoon is removed from play. At the end of each game, casualties are determined according to the rules in At the Sharp End, but with the time available being limited no wounded men will ever return to their units during the course of the campaign. If not using At the Sharp End, simply count one man in every three lost in any game as simply having been shaken and allow him to immediately return to duty. Round up for any odd numbers. ARMY LISTS The following basic platoon lists along with the accompanying support lists are used for this campaign. INITIATIVE The campaign will being with the British player holding the initiative and attacking in Game One. After that, who holds the initiative will depend on the result of the previous game. Page 42
BRITISH Command Dice: 5 BRITISH NATIONAL CHARACTERISTICS PLATOON HEADQUARTERS Lieutenant, Senior Leader, with pistol Sergeant, Senior Leader, with rifle THE PLAYING FIELDS OF ETON RIFLE SECTION ONE The British Army’s emphasis on sports and physical fitness, combined with their officers being chaps who know how to play the game, will allow any assault lead by a British officer using two Command Initiatives to add an additional D6 of movement. This will not count as an additional dice of movement when calculating the defender’s close combat dice. Corporal, Junior Leader, with rifle Ten riflemen BOMBER SECTION Corporal, Junior Leader, with rifle Two bombers Two bayonet men Two carriers Two spare men with rifles RIFLE SECTION TWO Corporal, Junior Leader, with rifle Ten riflemen RIFLE SECTION THREE BRITISH BRIEFING Corporal, Junior Leader, with rifle Ten riflemen This is a major attack and it is absolutely critical that we advance to achieve our objectives as rapidly as possible. We must clear the Hohenzollern Redoubt, advance down the communication trench to the enemy's main front line trench before moving into the coal mine, clearing the workers cottages before taking the colliery itself. Remember, the bomb is your friend in close quarters but the rifle and bayonet will do the work when we get to the open. Good luck! If the British player wishes, he may equip one or two riflemen in each Rifle Section with bombs. However, these men will be untrained bombers. The following very limited Support Options are available for this campaign: BRITISH SUPPORT LIST LIST ONE GERMAN Engineer Wire Clearing Team, 3 men Adjutant Trench block or French Wire Command Dice: 5 PLATOON HEADQUARTERS Sergeant, Senior Leader, with rifle LIST TWO Stokes 3” mortar firing smoke from off-table RIFLE GRUPPE ONE The Stokes mortar was used for the first time at Loos to deliver smoke. This option is only available in Game One and will allow the player to place a 12" square section of smoke anywhere on the table at the start of Turn One. Troops moving in smoke may never do so at the double. Gefreiter, Junior Leader, with rifle Eight riflemen The British are using the Mark 1 hand grenade for this game which should be treated as the German stick grenade as covered in the Handgranaten article. RIFLE GRUPPE FOUR RIFLE GRUPPE TWO Gefreiter, Junior Leader, with rifle Eight riflemen RIFLE GRUPPE THREE Gefreiter, Junior Leader, with rifle Eight riflemen Gefreiter, Junior Leader, with rifle Eight riflemen Page 43
The following support options are available. GERMAN NATIONAL CHARACTERISTICS GERMAN SUPPORT LIST LIST ONE HANDGRANATEN! The German army used the hand grenade as their close quarter weapon of choice. Adjutant Trench block or French Wire To reflect this, when a Leader attached to a Team or Squad uses two Command Initiatives, he may lead a charge against any enemy within 12” preceded by a hail of grenades. Roll 1D6, subtracting 1 if the enemy is in light cover, 2 if in hard cover. On a roll of 1 or 2, one hand grenade has hit the target unit; on 3 or 4, two grenades hit; on 5 or 6, three grenades hit the target. Roll for the effect of these and the Team or Squad may then move with up to 3D6 to try to initiate Close Combat. LIST TWO Sniper Team Reserve case of grenades LIST THREE SOS barrage Maxim 08 MMG with five crew and Junior Leader Off-table Machine Gun Wood and sandbag bunker (hard cover) LIST FOUR Concrete bunker The off-table machine gun option may only be selected for Scenarios 1 and 2. THE SCENARIOS The scenarios below are not designed to present perfectly balanced forces on both sides, we do not quote the Platoon Force Ratings for each scenario, but we have used these to determine the level of support available. For each scenario we have provided the players with the total Support Points which they may use to select from the campaign specific support lists. The reserve case of grenades is sufficient to equip two men as untrained bombers for that one game. It must be placed at a key point on the table, in a bunker, at a trench junction or machine gun position. The Gruppe which wishes to convert two riflemen to bombers must move to that point in order to take advantage of this option. GENERAL TERRAIN NOTES We have provided specific but limited terrain notes for each scenario but some general remarks will prove helpful. This is summer of 1915 where a shell shortage has been gripping the British Army for nearly a year. As a result this is not the shell shattered landscape which many people associate with the Great War. Instead a few shell holes should be randomly distributed around key points, such as crossroads or the main colliery complex, but largely the ground is undisturbed grassland with trenches carved into the chalk. If you want to be very specific, for a game at a show or convention for example, all the trenches should have white chalky spoil around them where they have been dug out. Where buildings are present, the wood and sandbag bunker option can be used to convert one to a strongpoint, as opposed to building a separate bunker. GERMAN BRIEFING The British are attacking and the Devils are using gas! You must attempt to delay them for as long as possible as you are certain that a counterattack will be launched quickly. At every opportunity inflict maximum casualties on the Englanders! You have one chance for reinforcements during this campaign. Choose well when to call for these. Any buildings present are largely intact. Roll a dice for each house and on a 6 it should have Page 44
suffered some fairly major damage, but the rest are largely intact. Scenario 1 Any roads are dirt tracks or cinder but all are hard ground and good going at this time of year. All of the scenarios in this supplement can be played on a 4' by 4' board. We have found that a smaller table suits the close quarter actions of the sort represented here. Chain of Command Option For the Patrol Phase in any game in this campaign, limit the movement of the Patrol Markers to 9" with the maximum gap between them limited to 9" as well. A 12" distance from the enemy still locks down the Patrol Markers The table represents the West Face of the Hohenzollern Redoubt. The short "tabs" coming off the trench running towards the North show the entrance to dugouts which will need to be cleared. Mud & Blood Option Use Blinds as normal with Mud & Blood. The following illustrations show all four tables which will be used in the campaign. We have intentionally left these as schematic representations as, with any game involving trenches, the layout the gamer actually uses will largely depend on the terrain they have available. Try to get as close to the diagrams as possible with what you have. Roll 1D3 (D6 halved) for the support available for both sides. If the German player selects a Maxim MMG he play place one strongpoint anywhere on the table to house this. There is no Patrol Phase played for this game. The Germans begin the game placing three jumpoff points anywhere on the table within the blue dashed area. The British then place three Jumpoff points anywhere on their table edge. These should be a minimum of 7" from the front line trench, so they cannot deploy directly into the trench on Phase One. The German Patrol Marker deployment option is shown with the blue dotted area, the British with the red arrowed line. All Patrol Phases are undertaken as indicated in the rules with the changes outlined opposite. The support options for each scenario are noted below each map. In the Christmas Special for 2014 we outlined some specific additions to the basic scenarios for using Chain of Command for the late Great War. These revolved around adding fortifications to the battlefield. Ignore those for this early war campaign, any instructions for additional fortifications will be included in the notes for each scenario. This game begins in a cloud of gas and smoke. For the first turn, both sides must wear gas masks, this means that no troops can move at the double in that turn and all firing (and spotting if using Mud & Blood) is done with a -1 to hit. This does not affect bombing. All gas and smoke disperse at the end of the first Turn and do not return for the rest of the campaign. Page 45
This represents the British attack through the mining cottages, carons as they are know. The buildings are in relatively good order (dice to see which are damaged). It doesn't matter whether these are single or double storey buildings - use whatever you have in your collection. In reality they were small cottages of two storeys standing in gardens which were now overgrown or full of the detritus of war. Add piles of chalk where trenches have been dug through the area as well as ammunition stockpiles and similar. Scenario 2 Roll 1D3 (D6 halved) for the support available for both sides but add +2 to the German score. This is a delaying action and all of the normal scenario rules apply. Scenario 4 This game represents the British player attempting to clear the German communication and main front line trench. Roll 1D3 (D6 halved) for the support available for both sides but add +2 to the German score. If the German player selects a Maxim MMG he play place one strongpoint anywhere on the table to house this. The British player must move down the communications trench and leave the table via the point marked with the red star. He may elect to clear out the main trench which goes off to the West or may simply block that section of trench with a suitable trench block. This is a delaying action and all of the normal scenario rules apply. This table represents the colliery yard and should look pretty industrial and grimy. The railway line running through should have piles of coal and boxes stacked alongside and the area should generally be busy with piles of rubbish and mining gear. This is not an empty parade ground! Scenario 3 This is a flank attack, as indicated by the deployment areas shown. WINNING THE CAMPAIGN For the British, victory is about breaking through the German positions to reach the open ground to the rear. However, there are time constraints. If the Germans can stop the British completing that task by the end of Game Five then they will have held for long enough for reinforcements to arrive. If they do that then they win the campaign. Page 46
Army of the Republic) with the “Mixed Brigades” as the main combat unit. INTRODUCTION The Battle of Seseña is a much neglected episode of the Spanish Civil War, being a failed Republican attempt to stop the Nationalists offensive over Madrid in late October 1936. However, Interestingly, it represents the first fairly large armoured action since the First World War, the first tank-versus-tank battle of the Spanish Civil War and the debut of the Soviet T-26 in the theatre operations; the most powerful tank used in this conflict. Internationally, with the Italian Fascist and German Nazi governments openly supporting Franco's rebel camp, the USSR took a similar step to assist the Spanish Republic, and by midOctober the first cargo naval convoy arrived at Spain's Mediterranean harbours with planes, weapons and, remarkably, 50 brand new T-26 tanks. Soviet and other foreign communist advisors also flocked into the Republican heldterritory, to train the nascent Popular Army in the use of these modern weapons. This is a combined Big CoC and CoC España scenario. The photos included in this article were shot at the game played at Club Dragón in Madrid just before Christmas 2014. Most of the models and vehicles were painted by Kate War Painting from the collection of our club-mate Julio Martínez Following a short period of training and concentration, a first Republican operational tank unit was hastily launched into combat, thanks to pressure from the Soviet advisors, given the now evident risk of Madrid falling to the enemy before the end of October. HISTORICAL BACKGROUND Following the fall of Toledo to the hands of the Nationalists forces in late September 1936, Madrid became now the next objective of Franco’s Army of Africa columns. These approached the capital city almost unmolested, as the moral of the Republicans crumbled and by late October they were to less than 100 km away. The Republican plan was to cut the road linking Madrid and Toledo with a main axis of attack in the South through the Seseña-Esquivias-Illescas road. The attack will be executed by Lister’s 1st Mixed Brigade and the columns of Burillo and Uribarry (a collection of irregular militia, Assault Guards and Army units retreating from Toledo) together with Greise’s tank column. Something was however already changing within the Republican field as the Government attempted to reign over the workers organizations and to make a more efficient use of the available military resources. A very significant step in this direction was an October decree forcing the militarization of the militias, creating the Ejército Popular de la República (Popular A diversionary secondary action in the North aiming to pierce the front at Griñón was also planned. October 29 was decided as the day of the attack. Page 47
At this stage of the war, the Nationalists were supremely confident to a point where they became overconfident. By now they were used to see the Republican forces retreating in disorder, if not routing, whenever they attacked. Morale soared at its peak and they failed to grasp the threat to its main supply line of such a potential attack. they were expecting the arrival of an Italian armoured column, and by the time they reacted it was too late and the tanks had crossed the town almost unopposed, firing at the houses, destroying artillery positions and overrunning the transport vehicles used by the Nationalists columns concentrated in the central plaza of the village. The T-26’s 45mm gun provided clear superiority to the flimsy and lightly armed German Panzer I and Italian CV 33 which had dominated the battlefield up to that time. However, after a promising start, the attack completely failed due to the lack of effective coordination between the infantry forces and the tank unit committed to the battle; an intrinsically difficult action even for much better trained armies. The column continued along the road towards the village of Esquivias as planned, where a similar panic scenes were seen; the Italian armoured column arriving into this town could do nothing, being outgunned and their vehicles lacking any effective protection against the Russian tanks firepower. Only one of the Republican tanks was put out of action and after a long firing duel with a Nationalists artillery piece, killing the tank crew after hitting the tank’s turret base. On the day of the attack, a column comprised of fifteen T-26 tanks moved straight into Seseña emerging from the an early morning mist. The Nationalists defenders were totally confused as At Seseña in the meantime, the Republican infantry reached the outskirts of this town Page 48
following the tanks at distance, but were pinned in the village outskirts by the now recovered defenders. The Nationalists halted the infantry attack and retained the control of Seseña. Captain Ricardo Arjona’s 75mm field artillery battery. Captain Vidal Quadras tank column (Italian CV 35 vehicles) moving towards Esquivias Later that afternoon, with no sign of the expected supporting infantry units, the Republican tank column retraced their way back and entered Seseña again through the main road instead of bypassing it. But this time the defenders were ready and some of the tanks were knocked out with improvised Molotov cocktails in close combat. Republicans On the Republican side the force was made up of the fifteen tank column led by Major Paul Arman “Greisser”, Enrique Lister’s 1st Mixed Brigade (made of former 5th Regiment communist elements) and the Burillo and Uribarry columns as described above. At the conclusion of the day, the Republicans have lost three tanks and ten crew members, plus and undisclosed number of infantry casualties; the Nationalists lost twelve guns, 16 vehicles and had sixty casualties. The objective of the attack, to cut the Nationalists supply lines, was not achieved and the Republicans failed also to make any territorial gain, the tanks being unable to hold the ground which they had won. THE SCENARIO According to the memoirs of Enrique Líster, commander of the Republican 1st Mixed Brigade participating in the attack, the operation failed due to the lack of experience of both the tanks and infantry in conducting combined attacks; the tanks just charged forward and did not destroy the enemy’s fortified points of resistance, thus explaining the inability of the infantry to follow later after the defenders recovered from first impact of the surprise attack. Victory Conditions: Scenario type: This is an “Attack on an Objective” scenario six type of the Chain of Command main book. Supports for both sides are calculated according to the scenario instructions and the Big of Chain of Command rules, taking into consideration the specific features of the units involved (see the Chain of Command España supplement). Republican player: win if Seseña is controlled with at least one infantry unit at the end of a turn AND at least 1 Republican AFV must have reached and entered Esquivias Nationalists player: win if preventing the Republicans victory. Forces (see map for deployment and notes): On the Nationalists side, the attack is consider as a minor secondary action and merited just a few lines in most of the post-war histories and publications. Republican Units: (1) “Greisser” Tank Column: four T-26, start the game in a column formation on the road to Seseña FORCES INVOLVED (2) Líster 1st Mixed Brigade: use the 5th Regiment list for organization and support options. Deploy in point “B” to the right of the road to Seseña Nationalists Seseña: held by a foot section of Lt-Col Cebollino cavalry column (Escuadrón Villarrobledo), several Moroccan infantry sections (one “Harka” of Tiradores del Rif and two “Harkas” of the Mehalla de Melilla), a navy infantry (marines) weapons section (sección ametralladoras) supported by several artillery pieces. A total of 700 men commanded by Captain Sánchez Pérez Esquivias: held by a cavalry detachment commanded by Lt Col Cebollino supported by (3) Columnas Burillo and Uribarry: use Militia list for organization and support options. Deploy in point “A” to the left of the road to Seseña Nationalist Units: (1) Seseña garrison: Captain Sánchez Pérez Moroccan units. Use the Regulares lists for organisation and support options (no armoured support available) Page 49
(2) Esquivias garrison:: Lt Col Ceb bollino cavalry a an on-bo oard 75mm gun g piece. Use U squadron and the Cavalryy lists for organisation o and suppo ort options (no armoured support is allo owed) Nationalists (A A) Seseña garrison: can nnot fire in the first 2 acctivation phaases but can n roll dice to t move, go o taactical or to o accumulatte Chain off Command d po oints. (3) Captain n Vidal Quaadras tank column: fo our Italian CV33, three wiith MGs and one with a flamethrow wer). Deploy at point “C”” Special Ru ules: (B B) Esquiviass garrison: the cavalryy unit willl acctivate when n the Republicans tanks are a at 12” off th he town limitts; the gun w will be operaational threee ph hases after the first cavalry activation n. Being a hisstorical scen nario, the patrol phase is forfeited an nd the unitss must deplo oy in the fixed locations in ndicated in the notes above a and the map attached. (C C) Captain Vidal V Quadraas tanks: the armoured d co olumn will be b released only after the cavalryy un nits at Esquivvias are activvated for the e first time. Republican ns: (A) Historiccally, Greisseer’s tank column operated along the road. r To sim mulate this situation s tan nks can only move m along the road with w any tank operating at a a maximu um 12” distaance from the road. (B) The Rep publican infan ntry will activate only aftter all operatio onal tanks had crosseed and exited Seseña tow wards Esquivias. Page 50
Straight Out of Central Casting Adding pilot personalities to your games of Bag The Hun by James Crate "Johnny walked into the bar with his kitbag in hand and his jacket draped over his arm. He peered around the dim smoke filled room seeing numerous characters in different variations of uniforms and flight gear. In the corner, a card game had drawn some loud customers, including one who announced to the crowd that tonight was his night. Near the bar, a tall chap with a pencil thin mustache chatted up one of the few females to be found. In the back of the room an older hand (probably 25 years age) peered over his drinking glass at the new arrival with the hawk like eyes of a hunter. So this was his new squadron. He didn't know any of the men from his previous squadrons, but he certainly knew the type." which can be used with Bag the Hun or any other table top miniature war game. They will allow walk up players at a convention or club game to have a bit of fun and add some personality to their table top missions even if they are only playing a oneoff. Air gaming differs from some of the other some conflicts that arrive on our tables in that it is really about individual combat. And because of this, air gaming often takes on an element of role playing that other types of miniature games sometimes do not. Unknown airfield somewhere near the action. Joe Legan's Squadron Forward did a great job of capturing this dynamic and providing a framework for not only generating random World War II scenarios, but for generating an entire squadron to shepherd from mission to mission. But what about a one time club, convention or pick-up game? If some of your players are only going to be around for one afternoon or evening, how do you get the players invested in a one-off mission? Can you do Squadron Forwardone night only? With this supplement to the supplement - you can! The Skipper. The Ladies Man. The Glory Hound. The New Boy. We all know the types. We've seen them in countless movies and books. But even for a crowd that knows the difference between real war and reel war, these familiar characters have a certain appeal. And if you've read any pilot autobiographies or even served in a real squadron, you know that there's a certain element of truth or recognition in these archetypes. These familiar characters from both reel and real life will serve as the jumping off point for this air gaming supplement, Page 51
Straight Out of Central Casting provides you with a roster of stock characters with varying personalities and motivations that are familiar enough through books and movies that when assigned to new or pickup players they feel like they instantly know them and their back-story without having to create one out of whole cloth or having been with them from mission to mission, weekend after weekend. The idea is that you can set up a table at a local convention or club night and get walk up players invested in the story line, even though they may only be playing that one mission or visit. Pilots The pilots are described in the format of their type (The Skipper, The New Kid), followed by their personality and interest, just as in “Fighting Joe” Legan's Squadron Forward. Note that personalities or interests that were not in the original Squadron Forward tables are italicized. Afterpersonality and interest follows a brief description, their “reel” versus “real” inspiration if applicable, and finally, any specific PVCs or behaviors they may have. Additionally, some of the characters have different sets of Personal Victory Conditions (PVC) which hopefully leads to some interesting behavior on the table top. Gone are fearless warriors zorching around trying to run up the score. Now your PVC might be just survival, revenge, or making sure the bombers get though. What happens when one side has mission objectives, but all of the pilots have competing individual victory conditions? Hopefully an interesting game. The Skipper Demanding, Career.A veteran professional who’s hard on the men in hopes they'll survive. Reel Inspiration: Robert Shaw, Battle of Britain; John Wayne, Flying Leathernecks. Other pilots will not have PVCs, but rather suggested behavior traits to be used during the game. Real Inspiration: ‘Sailor’ Malan. PVC: Always seeing the big picture, his victory conditions are the same as the overall scenario victory conditions. If none given, then his victory conditions are to ensure his side shoots down more enemy aircraft than he loses. In this supplement, first we'll introduce all the characters you could encounter along with examples of both their “reel” and “real” inspiration. Then we'll see some examples of how they could be used in a club or convention game. Page 52
The New Kid The Fury Naive, Cause. The naïve rookie who's still wet behind the ears. Joined the squadron just before the unit started seeing action. Fanatic, Revenge. Has a blinding hatred for the enemy and wants to kill as many of them as possible, most likely as revenge for his family or country. Reel Inspiration: Simon,Battle of Britain. Real Inspiration: The Polish pilots flying for the RAF. Real Inspiration: Thousands of fliers who made up the air forces of all sides. PVC: If he shoots down just one of the enemy, his mission is a success, even if he himself does not survive. PVC: Exit the board alive. Our new boy is no coward though and unless damaged he cannot exit until at least one other friendly aircraft has left the board edge or been shot down. Behavior: Should receive his own character card and will break formation at the first opportunity to attack the enemy. Additionally, he is never shaken off by defensive fire. The Hunter Cunning, Glory.A cold professional killer who is more interested in running up his score than anything else. The Family Man Likeable, Family. Has a brand new wife and a kid he hasn't even seen. Most likely a goner. His loss will be a great blow to the squadron. Reel Inspiration: Robert Mitchum, The Hunters. Real Inspiration: Adolf Galland. Reel Inspiration: Goose, Top Gun. PVC: Must get a kill and safely return for his mission to be considered a success. This character should be a veteran pilot or ace. Page 53
The Gambler Daring, Fortune. Always looking for a dice or card game and is lives his live with certainty that the next big score is just around the corner. The Ladies Man Suave, Skirts. A smooth operator with a pencil thin mustache who’s persistent and charming. Reel Inspiration: Tyrone Power, Yank in the RAF; John Carroll, Flying Tigers. Behavior: This guy gets all the girls AND all the breaks. During any mission he can re-roll a dice once (but only once) per mission, and must stay with the new result. The Condemned Pessimistic, Survival. This glum fellow is sure his number is up. Reel Inspiration: 1Lt Jerry Bragg, The Flying Misfits. Behavior: If an enemy gets on his tail, he knows his number is up and will just fly straight ahead until someone shoots the bandit off his tail. The Glory Hound Selfish, Position.This bloke is in it for the gloryand will self promote his accomplishments over others. Reel Inspiration: George Peppard, The Blue Max. The Haunted Behavior: Gets his own character card and will break off and move independently when his card comes up. Reserved, Survival. Having had a close brush with death, this fellow is having a hard time getting back in the saddle. PVC: If he damages at least one enemy aircraft he can claim a personal victory (he will also claim it adefinite kill regardless). Behavior: Will break off and head for home if he is sufficiently far from the rest of his squadron. Page 54
The Politician's Boy Cultured, Acceptance. Attempting to get out of the shadow of his famous dad, he’s just trying to show he's one of the guys and can pull his own weight. PVC: His personal victory conditions are the same as the squadron's overall victory conditions and can declare victory even if he is killed in the process. If a wingman, then he takes the staying in formation test one level higher and is not shaken off his leader by defensive fire. The Bully Obnoxious, Position.Verbally picks on the weaker members of the squadron as a way of boosting his own self confidence. Reel Inspiration: Moggy, Piece of Cake. PVC: This chap must safely return with an equal or better score than anyone else on his side so that he may habitually lord it over them. The Hangover The Sensitive Boy Coarse, Alcohol. This dreary eyed fellow often needs a shave and a mint. His answer to all squadron issues is to have another. Meek, Acceptance. Often the butt of jokes and seen sulking, deep down he simply wants to prove himself. Behavior: If at a club game, the player controlling this chap should down a least a pint before the game commences (perhaps two just to be safe). PVC: This chap must safely return with an equal or better score than the lowest scoring person on his side so he at least feels like he's pulling his weight. Page 55
The Country Club Leisurely, Hedonism. An ascot and jacket type with a devastating wit and a taste for fine alcohol. The Party Man Idealistic, Government. Dedicated to the Government's policies and completely believes its propaganda (Axis & Communist squadrons only). Reel Inspiration: P/O Archie, Battle of Britain. PVC: Enjoys life, but understands that someone of his social status must reluctantly lead by example. Thereforehe must return safely having fired his guns in anger at least once. Behavior: Believing all the propaganda on the posters, he is shocked to find out the reality of combat and will break formation or break off his attack run if he encounters defensive fire. The Reservist Ambivalent, Cause. Torn from his civilian life, will do his duty, but just wants to return to his hometown. The Foreigner Foreign, Cause. The odd man out who brings a different take to the squadron activities, he may be motivated by the cause, or just an adventurer. Reel Inspiration: William Holden,Bridges of Toko-Ri Reel Inspiration: P/O Chris Heart, Piece of Cake. Real Inspiration: “Red” Tobin, American RAF pilot in the Battle of Britain. Page 56
The Thrill Seeker The Non-conformist Impulsive, Excitement. An experienced and confident lad taking more and more chances for a combat high. Quirky, Spiritualism. Eschews military formality for a more bohemian lifestyle. PVC: Must return safely, but cannot leave the board unless damaged or all enemy aircraft have exited. Reel Inspiration: Robert Wagner, The Hunters. Real Inspiration: F/O Edgar James "Cobber" Kain, Lt. Ralph "Kid" Hofer. PVC: Keen to make a name for himself, but do it his own way, this lad gets his own character card and must break formation when it is drawn. Having broken formation he must down at least one enemy aircraft to keep the squadron CO from grounding him. This character type should be a veteran or ace pilot. The Transfer Seasoned, Career. A career man who decided that flying sounded more exciting & career enhancing than being an infantryman/destroyerman. The Loon Loony, Unknown. Off his rocker after having seen too much action, this chap should be committed. Reel Inspiration: Flash, Piece of Cake (and maybe our very own Richard Clarke – ed) Behavior: This pilot has no apparent fear, and will stay on the board and fight long after departing seems like a good idea. Page 57
The Academy Man The Pariah Egotistical, Position. A second generation military man who was quite the big man on campus and always wears his academy ring. A popular squadron pilot was killed and the other pilots, but not the official investigation, decided this guy is to blame. Behavior: Will claim any shared kill as 100% his own after the battle Reel Inspiration: Edmund MacDonald, FlyingTigers. Behavior: Seeking to prove himself worthy, he will hang around a fight long after good sense dictates that he should leave. The Comedian The Hot Head Sarcastic, Attention. The squadron jokester who never takes anything seriously and has an under his breath oneliner for all official policy. Impulsive, Cause.Always breaks formation to charge in and attack. Never thinks to see if it could be a trap or wait for reinforcements. Reel Inspiration: Harrison Ford,Hanover Street. Behavior: This chap should have his own character card and must break formation at the first sight of the enemy and go charging in. Behavior: If shot down and captured, this chap will crack up the guards and then makes good his escape back to friendly lines. Page 58
The Texan The Round Man Boisterous, Home. Quick with an anecdote about roping or riding, he always wears cowboy boots with his flight gear (American, British or Canadian squadrons only). Jovial, Gluttony. Constantly ribbed for his rotund shape, this chap is a fine pilot, but all wonder how he squeezes into a cockpit. Real Inspiration: E. J. "Jumbo" Gracie, RAF. Behavior: If shot down, his accent and boots will give him away and he will be immediately captured. Behavior: If you are flying in his section, please provide him with a donut or other pastry as soon as your game is over – assuming he makes it back alive. The Film Star Showy, Career. Joined the war effort as a boost to his career, his showy antics in the air and on the ground sometimes draw the ire of the career officers. The Exchange Pilot Personable, Career. A seasoned pilot from another service here on exchange duty. Reel Inspiration: Ensign Hallam "Oscar" Scott, A Wing and a Prayer. Behavior: Having completed at least one tour in his own service, upgrade this pilot one level from whatever is rolled or initially part of the scenario (Sprog to Regular, Regular to Veteran, etc.). PVC: Must fire his guns in anger and return safely. He needs a good hero story to tell the girls and press, but he also wants to be around to share the story. Page 59
The Everyman The Brawler Likeable, Cause. One of the countless men who fought the war. A Johnson, Smith, Schmidt, Suzuki, Ivanov or Russo. Aggressive, Fighting. This chap is always looking for a good fight in the air & on the ground, especially after a few pints. Behavior: There is absolutely nothing exceptional about this man – except that he and thousands like him are the ones who filled the cockpits in the greatest air war in history. Should he survive the game, be sure and buy him a pint and listen to his story. Real Inspiration: Major “Greg” Boyington, USMC. Behavior: Will barrel in regardless of odds, but inspiring those with him. Gets an extra dice when firing because he will go in with or without a wingman. The Tinkerer Easygoing, Engineering. Loves to work with maintenance crews in the shops. Often spends more time with them than the other pilots. The Showboat Ostentatious, Glory. Draws attention to himself by doing low passes, stunting and wearing custom uniforms. Real Inspiration: P-47 ace David C. Schilling. Behavior: His extra knowledge from experience and talking to the ground crews allows him to get the most out of an engine and thus he can add an extra pip to his D4 roll if he so desires. Behavior: At the end of any mission he flies and makes it back to base, roll a 2D6. If he rolls a 2 or 3, he is killed in a low pass “beating up” the home airfield. Rotten luck. Page 60
The Footballer Social, Status. Star of the Academy team, he is recognized throughout the service wherever he goes. Behavior: A man of action who is prone to believing in his own legend, he should have his own character card and break off to go hunting on his own when it comes up. The Intellectual Serious, Music. Tall and serious, an Ivy league grad whose chief relaxation is listening to popular music. The Author Reflective, Writing. This thoughtful lad is keeping a detailed diary so that he may write a wartime bestseller on his experiences. The Olympian Determined, Competition. Participated in the 1936 Olympics and now brings that same determination into flying for his country. Real Inspiration: Paul Richey, RAF, author of “Fighter Pilot”. PVC: If he shoots down an aircraft or gets shot up and makes it back to base, he can claim a personal victory as either will make for a real page turning story in his book. Behavior: His superb physical conditioning makes him tough to kill and thus he can ignore the first pilot wounded result. Page 61
Ensign New-Kid (Ensign Newkidd?). You get the idea. Now you know who is who with just a glance at their name on the roster. No more, “now which one is he?” When you line out Pilot Officer Hangover off the squadron roster, you know there’ll be an empty barstool tonight. This is useful if A) you’re not very clever at coming up with last names and associated backstories or B) if your squadron is having a lot of attrition – why waste clever names and backstories on someone who isn’t going to last more than one mission. Second Lieutenant Family-Man we’re looking at you. Running the Game at a Club or Convention So how do you incorporate some of the above personalities? Assume you are running a club or convention game. You can put all or some of the above pilots onto index cards, tailoring the list to your liking. As the evening’s players walk up they can draw their pilot from the deck. You can put the short briefings from above on the other side of the card, on a hand out, or simply read the description of their pilot straight from this article. Now a Johnny Walkup is not simply moving an anonymous fighter model across the table, but rather is playing a character that he can have some investment in. Since this pilot may have personal victory conditions that are separate from the basic mission victory conditions, they may lead to some interesting behavior. If you play a club game where the losing side must pay for the winners drinks (highly recommended with the right crowd), then you’ll really see chaps striving to hit their personal victory conditions. Summary So there you have it. A stockpile of ready-made characters for all your Bag the Hun aerial adventures that can be used to add flavor and color to any convention or club game, even for walk ups who’ve never played the game. Of course these could be used with modification for any air game and any era. Need a pair of pilots to cover that recce plane into North Vietnam, Lieutenants Showboat and Comedian are just your guys. Naturally all of the above types could be used with future editions of Algy as well. Of course much great thanks goes to Joe Legan whose Squadron Forward inspired the above. Now … off you go. Good luck, and good hunting. Using the Charters with Squadron Forward The above list of pilot archetypes is not limited to just club or convention games. You can also use them with Joe Legan’s excellent Squadron Forward supplement. In fact the personality and motivation notations were designed to go with that very supplement. What it does is give you pre-loaded backstories to quickly fill out your squadrons.You can use the type name as their last name. Thus you would have Squadron Leader Skipper, Pilot Officer Round-Man (Roundmann?), Sergeant Pilot Footballer and Flying Officer Bully. Or perhaps Lieutenant Commander Hunter, Lieutenant Country-Club, Lieutenant Junior Grade Fury and Page 62
continuing forward with the building of the nation became dependent on more clandestine and unofficial agents who could act without concern for normal diplomatic niceties. It was well known that the Bourbons ruled in Naples through fear and force of arms and that the population regularly rose up in protest, equally regularly being crushed with unrestrained violence. If a force could be assembled to provide a rallying point for the people of the South, there was a reasonable hope that this could meet with some success, especially if the expedition was led by a charismatic leader. Fortunately such a leader was at hand; Giuseppe Garibaldi. The process of Italian Unification, the creation of a single nation state where previously a patchwork of small states had existed, was a lengthy one, beginning with the revolutions of 1848 and only finally ending with the Treaty of Saint-Germain in 1919. At times, the struggle to create one Italian nation seemed an unlikely goal, faced with the power of the Austrian Empire and her satellites; however, the support of Emperor Napoleon III and the war of 1859 saw the aggrandisement of the Kingdom of Sardinia, with the addition of Lombardy, Tuscany, Modena and Parma to their lands. Whilst the war of 1859 was a key step to the eventual unification, there could be little doubt that the political gains for Sardinia had been gained chiefly by French bayonets backed up by political pressure from Paris to achieve the peace. This now presented Italian nationalists with a significant problem. The Austrians retained Venetia in the North East, the Papal States continued to dominate central Italy and the Kingdom of the Two Sicilies with its Bourbon monarch ruled in the South. Most importantly this new arrangement was supported by France, making further expansion achieved by Sardinian military might an unlikely prospect. The dream of unification appeared as unachievable as ever. Garibaldi requires little introduction; he is a national hero in several South American nations thanks to his participation in their wars in the 1830's and 40's. In 1848, the year of revolutions, he was appointed a General by the new government in Milan and the Roman Republic of 1849. For European liberals and revolutionaries Garibaldi was the poster-boy of his age. As a result, when in May of 1860 when he was persuaded to lead an expedition to invade the island of Sicily, over a thousand men from across Italy and beyond gathered to join him. Whilst the majority of these were young men inspired by patriotic fervour, the mix was leavened by the hard core of Europe's revolutionary movement. With the option of expansion through traditional military means politically impossible, the hopes of Page 63
violent attacks from the local population leading to recriminations and atrocities on both sides. Seizing two steamships from the dock in Genoa, they then sailed to Quarto where the party of 1088 men and one woman embarked. Whilst the popular myth sees "the thousand" equipped in their red shirts, the truth is that civilian dress was predominant, with a complete lack of uniforms and a reliance on dated smooth-bore muskets. This rag-tag force was sailing to face over 25,000 well-trained Neapolitan troops on Sicily; unlikely odds by anyone's calculations. Before the Garibaldini lay Palermo, the capital of Sicily. Commanded by Bourbon General Lanza the city was defended by strong walls and 16,000 men. With the revolutionary ranks now swollen to 2000 men the odds still seemed unlikely. Garibaldi was, however. very aware that Lanza was an indecisive commander, albeit with some aggressive and more dynamic subordinates. Forming a column from his antiquated and useless artillery, his wounded and over a thousand Sicilian volunteers, Garibaldi despatched this force with orders to make a visible withdrawal from the city. This succeeded in drawing off a significant Bourbon force which set off in pursuit. Meanwhile Garibaldi led his force across the mountains to attack the city at the most weakly held gate and there forced an entrance. A significant part of the population rose to support their liberator and the garrison withdrew into the Royal Palace. Landing at Marsala, Sicily's westernmost tip, on the 11th of May, the expedition could have been ended there and then if the Neapolitan naval commander in the area acted with alacrity and determination. As it was, the presence of the Royal Navy, protecting the interests of the British wine growing colony, persuaded him not to bombard the town and the assembling Garibaldini, allowing them to establish themselves on land. Within days Garibaldi had declared himself dictator of Sicily in the name of King Victor-Emmanuel II of Sardinia. Despite the return of the columns which had been duped into leaving the city, General Lanza was a broken man. With the Royal Navy intervening in an attempt to save civilian lives, an armistice was signed which saw the Bourbons abandon the city, heading East to abandon the island which was now in the grip of a popular, albeit militarily ineffective, revolt against their ruler. Only the fortresses at Syracuse, Augusta, Messina and Milazzo remained in Bourbon hands. Garibaldi's first objective was to capture the city of Palermo where, once established, he believed that volunteers would swell his ranks. Several hundred men had joined the colours at Marsala, and when organising his forces Garibaldi envisaged that companies would soon become battalions and then Regiments. On the 15th of May the first encounter with Bourbon forces took place neat Calatafimi, where the 8th Battalion of the Cacciatori a Piedi under Major Sforza blocked the road to Palermo. In a violent action the Garibaldini won a narrow victory when the Bourbon troops ran out of ammunition and were obliged to withdraw. Militarily, the driving in of a Bourbon outpost was insignificant; politically it was a disaster. The population were well aware of Garibaldi's history and his very name being attached to an immediate victory served to persuade them that the hour of liberation was at hand. Within the Bourbon ranks, morale fell as their retreat to Palermo saw them come under increasingly In June Garibaldi attacked Milazzo and, despite determined resistance by the local commander a lack of support from the senior command saw the citadel surrender after a brief siege. With Sicily almost entirely under Garibaldi's rule, the remaining strongholds were allowed to wither on the vine as lack of supplies obliged their surrender over the coming months. In August Garibaldi crossed the straights and landed in Calabria. Some resistance was met as the force marched North, but many Bourbon Page 64
Additionally, whilst Sharp Practice is a large skirmish game, with one figure being one man in reality, it is very possible to apply a scale of 1:10 which allows the representing of the entire Thousand on the tabletop; an appealing option which allows some of the most significant actions of the war, especially in Sicily, to be refought. units were now disbanding rather than fight, many joining the ranks of the Garibaldini. On the 7th of September Naples fell without a fight, King Francis II abandoning his capital and retiring northwards. At the start of October 20,000 Garibaldini fought 28,000 Neapolitans at the Battle of Volturno where he won a narrow victory due to the inefficiency of the Bourbon commanders. However, it was sufficient. A Sardinian Army under King Victor Emmanuel II had fought its way through the Papal States and now arrived in Naples to declare the founding of the Kingdom of Italy. Royal troops now took up the siege of Gaeta, the last Bourbon fortress which held out until the following year. With his task completed, at least for now, Garibaldi retired to his home on the island of Caprera. However, he remained committed to the idea of an Italy "from the Alps to the Adriatic". In 1862 he mounted an unauthorised and disastrous attack on Rome. In 1866 he fought again against the Austrians in the Alps and in 1870 he rallied to the cause of the French Republic in their fight against the Prussian invaders. ORGANISING THE GARIBALDINI Upon landing at Marsala Garibaldi organised the Thousand into eight companies, each of 120 men. The first was commanded by Nino Bixio, the second by Guiseppe Dezza, the third by Francesco Stocco, the fourth, completing the first battalion, by Guiseppe La Masa. In the second battalion the fifth company was commanded by Francesco Anfossi, the sixth by Giacinto Carini, the seventh by Benedetto Cairoli and the eight under Edoardo Bassini. The Genoese Carabinieri were retained as a separate unit under Antonio Mosto, despite having just 43 men. Additionally there was a party of 23 guides. WARGAMING THE "THOUSAND" In many respects the expedition of the Mille is perfect for Sharp Practice. The rules not only cover the period in terms of weaponry, but they also focus on the importance of leadership on the battlefield; the area which provides the key differentiator between the two forces. Constantly during the campaign it was poor and unimaginative leadership on the Bourbon side which let down troops who were determined and brave. This contrasted sharply with the leadership of the Garibaldini where personal example and individual bravery were very much the norm. Garibaldi himself was constantly reproached for leading from the front, but he refused to change his ways and constantly put himself in danger, serving as an inspiration for his men. Subsequent recruitment saw thousands of Sicilians join the force. However, these were of dubious military value initially, being largely made up of youths who whilst happy to snipe at an opponent from a distance were less inclined to close with the bayonet - the most popular tactic for the Garibaldini. Over time these Picciotti were to provide good service, a ninth company being formed from the best of the volunteers before the fall of Palermo. Page 65
as a Baker Rifle with which they may skirmish. These troops increase the cover they are in by one level to reflect their expertise in a light infantry role. As time progressed volunteers arrived from all across Europe, bringing manpower, leaders and better equipment. The bulk of the Garibaldini were originally armed with antiquated muskets when they landed on Sicily, with the Carabinieri having 1851 pattern Swiss Stutzer rifled carbines. With the fall of Palermo, Garibaldi was able to equip his men with the captured Minie rifles which the Bourbon troops used; a significant improvement. What little artillery the force originally possessed was antiquated muzzle loading smoothbore pieces of dubious value. However, this situation improved as Neapolitan weapons were capture and imported weapons, came in from abroad. One British supported sent a battery of rifles breach loading Whitworth guns to Garibaldi. Picciotti Groups of 6 figures armed with muskets, two Groups making a single company. Poor Light Troops classed as Weedy Coves in close combat. These troops should be only able to skirmish when behind cover. When in the open they fire without the light troops benefit. The Picciotti Group should have one Status I Big Man for every two Groups. Volunteers, July 1860 Onwards To represent the additional volunteers who joined Garibaldi's ranks after the fall of Palermo. These could be deserters from the Bourbon ranks, European volunteers or Sicilians who had received some training or been seasoned by their first military encounters. These are Average Troops formed into Groups of eight figures. Roll a d6: on a roll of 1-3 they have Muskets, on 4-6 they have Baker Rifles. Volunteers should have one Status II Big Man for every two Groups with one Status III Big Man commanding where more than four Groups are fielded. To reflect all of these factors, we can organise our Garibaldini as follows: Garibaldini May to June 1860 Groups of 12 figures armed with muskets. Good troops, Aggressive. Apply the rule for Sailors in Close Quarters, 12.1.8 if Garibaldi is within 12" of any troops and fighting in Fisticuffs (he cannot simply be nearby). During this period the Garibaldini have sufficient ammunition for just four rounds of fire. One Status III Big Man should be present with each Group in the first four companies. In companies 5 to 8 the Big Man should be Status II. Garibaldini Cavalry Cavalry played a small part in the campaign of 1860 but they do make for an attractive game option, especially as Garibaldi's main mounted unit was two squadrons of 100 Hungarian Hussars each. These are Good troops organised into ten figure squadrons. They are sabre armed and count as Aggressive in Fisticuffs. These cavalry should have one Status II Big Man where one Group is fielded and have an additional Status III Big Man when both Groups are used. Garibaldini, July 1860 Onwards Groups of 10 figures armed with Baker Rifles. Good troops, Aggressive. Apply the rule for Sailors in Close Quarters, 12.1.8 if Garibaldi is within 12" of any troops and fighting in close combat (he cannot simply be nearby). Whilst the Garibaldini have Minie rifles they are not skilled in their use, so we treat them as Baker Rifles. One Status II Big Man should be present with each Group. Garibaldini Artillery Almost non-existent at the start of the campaign, what was available was antique smooth bore pieces. Allow just two guns to be present before July 1860 and treat these as light guns with a maximum range of 36". After that time the more Genoese Carabinieri One Group of Six figures armed with modern carbines. Good Light troops. Treat their weapon Page 66
modern guns should be treated as Heavy Guns. Where breach loading pieces are present these take just one Action to reload. One Big Man, Status I, should be present for every gun fielded. period in its structure and armament. Unable to entirely rely on its own subjects, the Bourbons recruited from Switzerland and the German states to create a dependable core of mercenaries whose loyalty was to the Crown. GARIBALDINI SPECIAL RULES The Army was made up of a Royal Guard of two Grenadier Regiments, each of three battalions of six companies. A single Cacciatori Regiment also had three battalions of six companies whilst the single one Tiragliatori Battalion had eight companies of 100 men. A Royal Naval Infantry Regiment completed the Guard infantry with three six company battalions. Finally two Hussar Regiments had four squadrons each. Nine LIves Garibaldi was famed for his bravery and aggressive leadership. To reflect his Devil-maycare attitude we give Garibaldi two "The Devil's Own Luck" cards. These differ slightly from the main rules (see section 16) in that he can discard one of these card when he is hit but before rolling for the effect. If Garibaldi does not have one of these cards available and is wounded any Garibaldini within 18" will immediately take one point of shock. If he is killed any Garibaldini on the table take three Shock immediately. The Line infantry was made up of fifteen Regiments of infantry, each with three battalions. Each battalion had four fusilier companies, one company of Grenadiers and one company of Cacciatori. One elite Regiment of Carabinieri had two battalions in total. Each battalion had a strength of just over 900 officers and men. Brother Pantaleo Brother Giovanni Pantaleo was a fighting man of the cloth who was a great patriot and brave leader. He may join any Group to minister to them during combat. Any Group within 9" of Brother Pantaleo will ignore the first point of shock they suffer in any turn. The main combat forces of the Bourbon monarchy in Sicily were made up of what, in theory, were Light Infantry battalions; fifteen battalions of Cacciatori and three battalions of Foreign Carabinieri, largely Swiss and Bavarian troops. These battalions had eight companies with an average strength of 120 men each and were formed into their own Brigades with three or four battalions plus some artillery support. In fact these units fought as line infantry, being trained to deliver controlled volleys as opposed to independent actions of light troops elsewhere. The Bourbon Cavalry was made up of Three Dragoon Regiments, two Lancer Regiments, one Regiment of Mounted Carabinieri and one of Mounted Cacciatori. All of these had four Squadrons of 150 men. Artillery was in a state of flux, attempting to move to a rifled system but still largely with smooth bore weapons, some of which were being re-bored with rifling. ORGANISING THE BOURBON FORCES The Bourbon Army of the Kingdom of the Two Sicilies was based on the French Army of the Page 67
To reflect the above we represent the Bourbon force as shown below: two Actions to Load, one to present and a fourth Action to fire. Bourbon Line Infantry Groups of eight figures armed with muskets. No distinction is made between the companies. Poor troops, Weedy coves in Fisticuffs. Two Groups form a Company with one Status I Big Man being present with each Company. If a whole battalion of six companies is fielded a Status II Big Man is added to the force. GENERAL SPECIAL RULES To reflect the somewhat chaotic and uncertain nature of the conflict in 1860, add five Taking the Biscuit cards to the Game Deck. When dealt, these remain in play until used by a player of either side. They may be used to either enhance a Big Man's command ability in that turn, much as a Grasp the Nettle card is used, or, if two such cards are available, the player whose Big Men card has been drawn may activate that character with two additional command initiative or he may activate that character as normal before then activating any Big Man who has not yet been activated in the current turn. When doing so that Big Man activates with one additional command initiative for that turn only. Bourbon Light Infantry Groups of eight figures armed with Minie Rifles. Average troops but Weedy Coves in Fisticuffs. One Group of 12 men forms a Company with one Status I Big Man being present for every two companies fielded. If a whole battalion of eight companies is fielded two Status II Big Men are added to the force as its commander and his deputy. To use a card, the player must actually use the card for a purpose, he may not simply claim the card in order to remove it from play. Bourbon Cavalry Organised into Groups of eight figures armed with sabre or lance. Two Groups form a Squadron with one Status I Big Man attached to each Squadron. Where a whole Regiment is fielded a Status II Big Man may be added to command that force. Random Events and Bonus Cards All of the usual Random Events and Bonus Cards in Sharp Practice remain as in the rules. The exceptions are as follows: Vive l'Emperor is replaced by Viva Garibaldi. The player with the most impressive facial hair get a bonus move for a Big Man. If no facial hair is present, or if ladies without facial hair are playing, the player with the most prominent item of red clothing may claim this card. Bourbon Artillery All guns should be treated as Heavy Guns. One Status I Big Man should be present with each gun fielded. NEAPOLITAN SPECIAL RULES Fuego! This card may not be used against Bourbon troops who have very good, if slow, fire discipline. Controlled Volleys The Neapolitan forces were trained to deliver controlled volleys against their enemy, even supposedly Light troops operating in this manner. To reflect this, the Bourbon troops require one additional Action after loading to present their weapons and fire in a controlled manner. As such, the musket armed line troops will require one Action to load, one to Present and a third to fire. The Minie armed Light troops will require Page 68
one dressed in red, the colour of the uniforms worn by criminals on the galleys still then in use, he determined to crush the "beggars" in one engagement. SCENARIOS Garibaldi's campaign of 1860 provides us with ample opportunity to fight all sorts of skirmishes and small battles using Sharp Practice. When researching this piece I was struck how the actions around Milazzo alone in July could fill a scenario supplement with varied and exciting games of very manageable proportions. Deploying his battalion on the high ground of the Pianto del Romani he put his troops through their drills in an attempt to intimidate the rabble he saw before him. For his part, Garibaldi deployed his thousand on the raised ground of the Pietralunga to the South of the Bourbon position. It was clear that the Sicilian volunteers were not ready to face an organised opponent, so it was his original force which was deployed to meet the foe. My own preferences are for actions with forty to seventy figures a side as I feel this allows us to get the most from the rules, with formations playing a significant part, something I feel that distinguishes Sharp Practice from the more usual lower level skirmish games where the actions of individual figures is paramount. For several hours both sides watched each other before the Bourbon bugles sounded and their line surged forward. With limited ammunition the Garibaldini rushed forward to meet their assailants with the bayonet, checking their advance in the valley before pushing them back up the terraced slopes of the Pianto del Romani. Here the local population had created the terraces to aid their agriculture. For the Garibaldini, each break in the terracing provided cover where they could get their breath back before surging on up the slope to take on the Neapolitans once again. At 3pm the Bourbon troops were out of ammunition and reduced to hurling rocks and stones. Realising the implications of this Garibaldi ran forward at the head of his men to seize the final terrace, obliging his foe to withdraw. Having said that, I make no apologies for the fact that the first scenario presented demands around a hundred figures per side. The chance to game with the whole "Thousand" is simply too good to miss. If you are building up a force for this period from scratch, fear not, you'll find plenty of smaller actions where just thirty or forty figures a side will get you started. Table size is not really that important, we tend to play on a 6' by 5' area and the maps are generally around that size. Buildings tend to be two storied, but use whatever you have to hand. SCENARIO ONE HERE WE MAKE ITALY, OR DIE! This scenario represents the first battle of the 1860 campaign, as Garibaldi advances on Palermo he finds his route blocked to the South West of Calatafimi by the Neapolitan Army's 8th Cacciatori battalion commanded by Colonel Sforza. This force was under orders not to attack the Garibaldini but rather to stop the local population lending them any assistance. It seemed that the Bourbon high commend was determined to allow the rebels to fail through lack of sustenance as opposed to seeking a confrontation. However, when Sforza saw what he took to be a rabble of civilians with the odd It had been a hard fought action but one which would shape the campaign to come. This is an unapologetically large action, the opportunity to game with the entire Thousand is too appealing to miss. If desired you can reduce the numbers by half, but do reduce the Big Men present as well as the troop numbers. Bourbon Briefing Your orders are for you to take your battalion and to block an "Army" of rebels advancing on Page 69
Palermo. So, imagine your surprise when you saw that this was no Army, but a collection of beggars and escaped convicts from the galleys! Scum like this deserve nothing more than being ground into the dirt and clapped into irons. You intend to do just that. Your force is as follows: Garibaldini Briefing Having landed on Sicily three days ago, you are keen to push on to Palermo to liberate the city and gain much needed assistance from volunteers who will, you are sure, flock to join your cause. Before you the road to the capital is blocked by a force of Neapolitan troops who have been drilling on the high ground known as the Pianto del Romani. You have deployed your force to the South, also on the high ground and now the moment has come to make Italy of die in the attempt. Your force is as follows: Colonel Sforza, Status III Major, Status II Eight companies of Cacciatori, twelve figure each, with Minnie Rifles. Average Troops. Weedy coves. You have four additional Big Men, Status I to attach to this force. Guiseppe Garibaldi, Status IV Brother Pantaleo, inspiring cleric Eight companies of Garibaldini, twelve figures each, with muskets and four rounds of ammunition. Good, Aggressive Troops. One company of Genoese Carabinieri, six figures, armed with Baker Rifles. Good Light Troops. These troops increase the cover they are in by one level to reflect their expertise in a light You begin the game deployed on the table approaching the summit of the Pianto del Romani on the northern table edge. Your force is currently deployed in individual Groups. If you wish to form any Formations you will need to do this before you advance. There are no limitations on how many Groups may be placed in a formation or commanded by any Leader. Page 70
infantry role. ammunition. They have no limits Garibaldi's force as flank guards. If this option is taken allow the Bourbon forces one Heavy artillery piece and one Squadron of sabre armed Dragoons. on You have four Big Men Status III and five Big Men Status II, all of whom must be allocated to one company each. SCENARIO TWO ROAD TO HELL You begin the game deployed on the southern table edge. The battle for Palermo itself presents one or two interesting skirmishes before the battle itself was joined inside the city, a phase which has less appeal due to the demand for a cityscape in which to game. However, before we reach Palermo the Colonel Sforza's force had to withdraw through hostile terrain where the locals were rising up following news of Garibaldi's victory at Calatafimi. This presents us with a more unusual type of game, but one which follows on with the narrative and helps us understand the frustrations of the Bourbon forces. Umpire's Notes The terrain here is noteworthy as the Pianto del Romani is a terraced hill. Where the contour lines are shown these should be represented on the table and marked with scrub and a scattering of rocks. These terrace edges do not hamper movement, but they do offer cover for troops moving uphill and sheltering behind them. The raised ground of the Pietralunga is not terraced but is a gentle slope which does not hamper movement or provide cover. The stream in the valley appears to be insignificant and the players should be told that it is not an obstacle. Indeed, crossing it will not hamper movement; however, when any troops cross it, it will break their formation. This scenario is generic and based on the Bourbon retreat, with rebellious Sicilians attempting to harass them all the way back to the gates of the capital. This game could be set anywhere on the road to Palermo. The worst excesses occurred at Partinicio where the advancing Garibaldini found the town half destroyed and the population dancing around the corpses of dead Neapolitan soldiers. Some commentators referred to the town as having been abandoned by God. To reflect the Bourbon ammunition shortage, each time a Garibaldini Big Man is wounded or killed a D6 should be rolled. On a roll of 4-6 one firing Group will become run out of ammunition. The Bourbon player may choose which group of those firing it is. Bourbon Briefing Winning the Game The countryside has risen in support of the rebellion. Damned peasants don't know what's good for them! Your tactical withdrawal at Calatafimi has been misread as a defeat and now you must march back to Palermo to make a stand there. Your force has not been troubled thus far, but everywhere you go you feel the local watching you with hatred. Be on your guard and make sure that the remains of your force can cross the table ahead of you. Your force is as follows: Colonel Sforza, Status III This is a straight punch up where one side needs to win by driving off their opponents. Going Large There is a "Go Large" option for this scenario which is to extend the table by 12" to the East and West. A stream runs down where the current Eastern table edge runs and to the Wets is more high ground running down the Western table edge. One company of Picciotti may be deployed on the Western and Eastern flanks of Page 71
Six Groups of 6 figures armed with muskets. Poor Light Troops classed as Weedy Coves in close combat. Major, Status II Six companies of Cacciatori, eight figure each, with Minnie Rifles. Average Troops. Weedy coves. One Heavy artillery piece with limber One squadron of Dragoons, eight figures You have four additional Big Men, Status I to attach to this force. You have two Status I Big Men to add to this force. These troops should be only able to skirmish when behind cover. When in the open they fire without the light troops benefit. Picciotti Briefing The damned Neapolitans have been defeated by the famous General Garibaldi. You believe that he has come to free you from the terrible rule of the local nobility and divide the land fairly among those whose labour makes this harsh land habitable. Now is the moment when you can hit at the soldiers who have kept you in bondage for so long. You have nothing to lose but your chains! Your force is as follows: Umpire's Notes The Bourbon force begins the game in column on the road on the Western end of the table. The player must deploy the rearmost Group on the table edge where the road enters, with all other Groups in column in front of that. The column many be organised as the player wishes, but no Group may be more than 6" from any other Group. The exception is one single Group which may lead the column as scouts. These may deploy up to 12" from another Group; however, all force must be on the road. Bandit Leader, Status II Page 72
SCENARIO THREE The Picciotti may treat any area of cover on the table as a Blind and may deploy to that point providing no enemy troops are within 4" of them when they deploy. THE ADMIRAL'S BRIDGE The battle for Palermo throws up several options for skirmishes, the fight for the Ponte dell' Ammiraglio being one of the best options as the Garibaldini approached the city, with a Bourbon outpost attempting to delay their progress. Any Group of Picciotti may leave the table by any table edge or by entering any area of cover which is more than 12" from any enemy troops. This represents their local knowledge. Troops leaving by a table edge have left the area and may not reenter the game. Troops leaving via any cover may subsequently re-deploy onto the table at any other point of cover. On the evening of the 25th of May Garibaldi was visited by a party of three British Naval officers and the correspondent of the Times newspaper. The journalist was Hungarian born and an experience soldier who had been into Palermo and seen that the Porta Termini was the only gate not to be defended by artillery. He passed on this information and plans were made accordingly. Winning the Game The Picciotti win the game if they inflict double the casualties on the Bourbon forces than they suffer with a minimum of a dozen Bourbon troops killed. The major obstacle to this plan was the long and narrow Norman bridge, the Ponte dell' Ammiraglio, which had an outpost of Bourbon troops defending it. However, all of the men in the attacking column were ordered to make a silent approach which, it was hoped, would allow them to surprise the outpost. Postscript Great revolutionary though he may have been, the Sicilian peasantry were somewhat disappointed to find that the nobility were allowed to continue with their ownership of the land as previously. Indeed Garibaldi deployed his own troops to violently suppress at least one peasant rebellion during 1860 when the locals realised that this was not a revolution in the sense which they had imagined. Garibaldi's trusted Hungarian Lieutenant, Lajos Tüköry, led the way with a small party of guides supported by Sicilian volunteers under La Masa. As they came within sight of the city the Sicilians were overcome with emotion and began shouting "Palermo! Palermo". The Bourbon sentries sounded the alarm and the initial rush by Tüköry was repelled with ease. This in turn caused the Sicilians to lose heart and disperse in panic. Once can only imagine Garibaldi's frustration that his carefully planned attack had been ruined. Turning to Bixio he called "Set an example!", and the Genoese Carabinieri and four companies of Garibaldini stormed forward. The fight lasted an hour, during which time Tüköry was mortally wounded. Bixio was also wounded, shot in the chest, but he removed the bullet himself and carried on fighting. Page 73
Take the bridge and Palermo will be free! Your force is as follows: Finally the Bourbons were overcome and the Porta Termini seized, opening the route into Palermo. Several days of confused street fighting followed, but ultimately the rising of the population to support the revolutionaries provided the impetus required to persuade the Bourbon command of the uselessness of continuing the fight. It must, however, be stressed that Palermo was lost by a lack of commitment and self-belief within the Bourbon ranks rather than by Garibaldi's military prowess. Such was his reputation that much of his success was a product of the image of the all-conquering revolutionary which sapped the will to fight from his opponents. Guiseppe Garibaldi, Status IV Brother Pantaleo, inspiring cleric Four companies of Garibaldini, twelve figures each, with muskets and four rounds of ammunition. Good, Aggressive Troops. One company of Genoese Carabinieri, six figures, armed with Baker Rifles. Good Light Troops. These troops increase the cover they are in by one level to reflect their expertise in a light infantry role. They have no limits on ammunition. You have two Big Men Status III and two Big Men Status II, all of whom must be allocated to one company each. Garibaldini Briefing Palermo lies before you with just the Bourbon outpost at the Ponte dell' Ammiraglio lying in your path. You have issued orders for a silent attack, but you have just heard firing from up ahead and a whole host of Sicilians have just run past you in disorder. What can have gone wrong? You must seize the nettle and push on. You begin the game deployed in column on the road at the Eastern end of the bridge across the canal. The head of your column is at the start of the bridge. Page 74
Bourbon Briefing SCENARIO FOUR Sound the alarm, call out the Guard! The rebels are upon us! Your force is guarding the Ponte dell' Ammiraglio before the Porta Termini on the South Eastern side of Palermo. It seems that you are under attack. You must do all you can to hold out in order to allow troops to man the gate into the city. Your numbers are few, but you do have the bridge is narrow. You must do what you can. Your force is as follows: DEATH AMONG THE VINES Bourbon forces surrendered Palermo in early June of 1860 and began to evacuate the bulk of Sicily. Their remaining major garrisons were ordered to hold their positions and avoid being besieged. They had 18,000 men at Messina, 2000 at Syracuse, 1000 at Milazzo and just 500 in Augusta. General Tomasso Clary was promoted to the rank of Marshall and began to plan a counter-offensive in order to regain Palermo. The first step in this involved moving one of his best officers, Colonel Fernando Bosco, to Milazzo with 3000 men where he was ordered to hold a ring of villages which protected the town and citadel which, located as they were on a promontory, could easily be besieged is the narrow isthmus was seized. Captain, Status II Lieutenant, Status I Three Groups of eight figures armed with muskets. Poor troops, Weedy coves. Umpire's Notes The table is dominated by the canal with the long narrow bridge across it. The canal is completely unfordable. The bridge is a 12th century structure which has a pronounced hump in the middle where two steep ramps lead up to the centre. Troops cannot remain in formation which crossing the bridge due to its narrowness. Troops clearly behind the "hump" cannot be fired at by troops the other side of the hump unless they are within 3" of the hump when only the front rank can fire. Garibaldi, meanwhile, had expanded his forces significantly. Thousands of Sicilians had volunteered and support was constantly arriving from overseas as men inspired by revolutionary zeal had made the journey to take part in the historic events. Thus reinforced Garibaldi had split his forces into three groups in order to occupy the whole island; Bixio heading along the South coast for Syracuse, Cosenz headed into the interior whilst Medici moved along the northern coast towards Milazzo. The buildings are stone and provide hard cover. The trees are purely ornamental but they do serve to break up and otherwise bland table. After some initial skirmishing, with Bourbon troops attempting to deny the Garibaldini the outlying villages, the forces joined battle on the 20th of July with attacks being made along the entire Bourbon line. Here the broken terrain saw the battle degenerate into a series of small actions (all perfect for Sharp Practice!). On their left, a body of Tuscan volunteers under Malenchini hit the Bourbon line where four artillery pieces were covering their approach and were thrown back with losses. Bosco ordered his right to advance to complete the victory over this force which was now obliged to conduct a fighting withdrawal through the vine covered slopes up to the Zirilli farm. Winning the Game The Bourbons win the game outright if they hold the bridge at the end of the game. They win a victory if they hold the house near the western table edge. If they are swept from the table they have lost. Page 75
Garibaldi was unphased by this reverse, sending Enrico Cosenz, himself a former officer in the Bourbon Army but now one of the revolutionaries' foremost leaders, to reinforce that flank while he led a charge off to the right of the battle, hoping to obliged the Neapolitans to withdraw by threatening their flank. Guiseppe Malenchini, Status III Five companies of Garibaldini, six figure each, with Muskets. These are Average troops, but each Group has two points of Shock when the game begins. You have two additional Big Men, Status II and one Big Man Status I to attach to this force. This scenario focuses on the Bourbon counterattack on their right and the fighting withdrawal by the Garibaldini. You begin the game deployed on the road in the North-Western sector of the map. Behind you, up the hill, lies the Zirilli farm with its stout stone walls. Garibaldini Briefing Bourbon Briefing Disaster! The damn Royalists were waiting for you with cannon and, having stopped your attack, they are now in pursuit. You have sent word to Garibaldi but as yet you have had no word back. You must fight a withdrawal back to the Zirilli farm where you can find some cover and hope that reinforcements are being sent. Your force is as follows: These damned rebels have annoyed you! They have attempted to besiege you in the fortress of Milazzo but you have made fools of them and checked their advance with artillery fire. Now you are pushing them back up the hill. If you can defeat them here you will give them the beating these dogs deserve. You must push on and defeat them completely. Your force is as follows: Page 76
Game Deck for a Big Man commanding the gun. This arrives at the North Western corner when that card is dealt. Major, Status II Five companies of Cacciatori, twelve figure each, with Minnie Rifles. Average Troops. Weedy coves. You have three additional Big Men, Status I to attach to this force. A Blank Card should be added to the Game Deck. When this has been turned five times Garibaldini reinforcements arrive on the road on the Eastern table edge. These are as follows: You begin the game off-table, approaching from the North West. When a leader's card is dealt for the first time he and the men he commands will deploy on the North Western corner of the table or in contact with any troops which are deployed at that point (as more troops deploy they will cluster around that corner until they move away) to reflect the somewhat chaotic advance through the vines. All of your Groups begin the game out of Formation. Enrico Cosenz, Status III Two Groups of twelve Garibaldini, twelve figures each, with Baker Rifles. Good, Aggressive Troops. Winning the Game At the end of this game whoever holds the Zirilli Farm wins the game. If the farm is contested, the side with the larger number of Big Men is considered to have the best cohesion and will, therefore, win the day. You are attempting to get artillery pushed forward through the vines but so far this is proving difficult. You may attempt to call this forward by expending one command initiative in any turn, This allows you to wave your arms and shout in a suitably histrionic manner in the general direction of the artillerymen. Who knows, it might help! SCENARIO FIVE AVANTI! CORRAGIO, UOMINI! With the Bourbon success on their right flank, Garibaldi was determined to use the situation to his advantage. Sending Cosenz to reinforce Malenchini on his left, he attacked hard on his right, driving along the coast through the farms, mills, wheat fields and vineyards which scattered across the coastal plain. Here he was commanding a force of volunteers who had joined his force only recently, many of whom were seeing action for the very first time. Umpire's Notes The terrain here slopes up towards the South and South East with the vines being liberally scattered across the table. Note that the vines are planted as shown, providing free passages for movement through them. Whilst in the vines order is lost somewhat, with no more than two Groups forming into a single Formation while in the vines. Standing exposed to the enemy fire, Garibaldi pushed his volunteers forward with words of encouragement, "Avanti! Corragio, uomini!", exhorting them to find courage in the battle. The Zirilli farm is made up of two stone buildings which are hard cover. The walls surrounding them are around four foot high and also provide hard cover for men behind them. This action follows the attack parallel to the northern coastline which saw the Garibaldini approaching Milazzo from East and outflanking the Bourbon advance Southwards. On the third attempt at waving his arms and shouting histrionically, the Neapolitan commander succeeds in getting his artillery forward. On the next Turn add a card to the Garibaldini Briefing With news that the enemy are winning off on your left, you are determined to turn the tables Page 77
fighting in close combat (he cannot simply be nearby). You begin the game on Blinds, entering the table on the road or track on the Eastern table edge. on him by driving in his right and isolating his over-extended forces. Here you must attack hard and drive the enemy out of their positions to open the road into Milazzo. A victory here will close the isthmus and bottle up the Royalist troops in their citadel. Your force is as follows: Bourbon Briefing The good news is that our right flank force has routed the rebel attack. The bad news is that they seem to be attacking here on our left. We must hold our ground here or the enemy could cut off the town and isolate any of our forces to the South. It is vital that you hold your ground here and do not allow the enemy to advance westwards. Your force is as follows: Guiseppe Garibaldi, Status IV Brother Pantaleo, inspiring cleric Three companies of Garibaldini, ten figures each, with muskets. Average troops. Three companies of Garibaldini, ten figures each, with Baker Rifles. Average troops. One company of Genoese Carabinieri, six figures, armed with Baker Rifles. Good Light Troops. These troops increase the cover they are in by one level to reflect their expertise in a light infantry role. Each company has one Big Man, Status II attached. Major, Status II Five companies of Cacciatori, twelve figure each, with Minnie Rifles. Average Troops. Weedy coves. One Heavy gun with no limber. You have three additional Big Men, Status I to attach to this force. Apply the rule for Sailors in Close Quarters, 12.1.8 if Garibaldi is within 12" of any troops and Page 78
judicious application of the rules which allow the gamer to "tailor make" his force in terms of selecting those characteristics which best allow its specific characteristics and character to shine through. You begin the game on Blinds which may be placed anywhere on the table at least 24" from the eastern table edge. You may have two dummy Blinds. Umpire's Notes Until recently figures for the period were, in 28mm at least, few and far between. Fortunately this gap has been amply filled by Gringo 40's who have recently released their range for this very period. Indeed it was seeing these in the flesh which led me to revisit a period which has always intrigued me. Ged at Gringos 40 is always a helpful chap to deal with which always makes handing over hard earned cash so much easier. You can find details of this, and his other ranges, here: http://www.gringo40s.com/ The table should be an attractive pastoral scene, with small farmhouse nestling in amongst fields, vines and olive orchards. The table is flat. Both sides have reserves for this game. Garibaldi has one additional Company of Garibaldini, albeit one with very little ammunition. They have sufficient for just two rounds of fire. To bring these forward, Garibaldi must be within 12" of the eastern table edge and must spend two command initiatives to bring them onto the table. This cannot happen until at least three Neapolitan companies are deployed on the table. For those looking for off-the-peg products, Empress Miniatures produce some very nice rustic looking farm buildings which were designed for their Spanish Civil War range but will work in any part of Southern Europe very well indeed. Empress Miniatures can be found here: http://www.empressminiatures.com/ The Neapolitans may deploy Colonel Bosco himself onto the table with his escort of a single Group of Dragoons. A Blank Card is added to the Game Deck and once this has been dealt three times Bosco's card is added to the deck. Bosco is a Status III Big Man. Naturally we will be covering this period when we produce the second edition of Sharp Practice, but for now the rules presented here will allow Sharp Practice users to get cracking with this fun period. Winning the Game Garibaldi's objective here is to simply smash through the Bourbon troops and exit his force off the road in the North Western table edge. This will allow him to close off the isthmus and cut off any Bourbon troops to his South. The Bourbons win if they reduce Garibaldi's force to twenty men or less. They win a major victory if they stop the Garibaldini leaving the table but their road objective. Conclusion I hope that this piece has provided sufficient an over view of Garibaldi's campaign in Sicily to show what an interesting and fun period this is to game. The somewhat chaotic nature of an irregular force, albeit one led by a highly charismatic and efficient leader, can provide some interesting gaming challenges which can be well-represented by Sharp Practice with a Page 79
Although we can research the troops present for historical encounters (at the same time absorbing a useful feel for the approximate relative strengths of historical units) we cannot do the same thing for sci-fi battles, at least not without a mass of experimentation. One of the great things about Quadrant 13, the TooFatLardies rules for company-sized Sci-Fi wargaming, is the fact that you can construct and use any army from any figure manufacturer or fictional source. Want to use Space Dwarves from a mix of manufacturers? No problem. An army based on not-Star Wars? Also no problem. You name it, Q13 can simulate it. What is needed is a mechanic that allows you to calculate, for example, how many Chuhuac blaster-armed, velociraptor-like infantry squads should be fielded if their Aphid enemy has three Flycatcher hover tanks at their disposal…at least until you’ve played enough to get a feel for the ratio yourself. This flexibility, however, does come with a price. Quite a few people have mentioned to me that they have a problem not so much with actually building the armies themselves, but with then working out what troops to deploy on each side to give a good game…especially for heterogeneous armies such as humans versus bugs. Yes, it’s the ultimate heresy: a points system. The Ultimate Heresy What you will therefore find below is a rudimentary points system for Q13 that I believe will allow you to field two forces of approximately the same strength on the tabletop. Put simply, they can use the guidelines in the rules to give their medium tanks the right sized gun but then have difficulty in working out how many tanks to field in order to make it a ‘fair fight’ with the opposition. Unlike the TooFatLardies historical rule sets, there is no frame of reference. A few words of caution, however. Firstly, this is not any sort of endorsement for points systems in general. No Frame of Reference Q13 is unique amongst the TFL canon in dealing with the non-real. It therefore needs something like this to help translate what is effectively fiction into playable ‘fact-tion’. Do not expect points systems for IABSM or CDS to follow! Discussing this issue with Richard Clarke, the two of us gradually came to the conclusion that this lack of a frame of reference is a real problem. Page 80
We can see that the Leg Infantry squad has three figures that give it zero Actions, one figure that gives one Action, one figure that gives two Actions, four figures that give three Actions and one figure that gives four Actions. Secondly, this system still doesn’t solve the basic problem of estimating the worth of an anti-tank gun if the enemy has no tanks present. Yes, it compares an anti-tank gun (sorry, support weapon classed as DF Bolt) with a tank, but has no situational modifiers. With the Drop Troops, it is two figures that give zero Actions, one figure that gives one Action etc. To calculate the base cost of an infantry squad, simply multiply the number of figures by the number of Actions that each gives. Finally, and in keeping with most things Lardy, this is not a system for rules lawyers and rivetcounters. It is designed to give you a quick-start way of getting a playable game onto the tabletop as soon as possible: a short-cut to the feel of what the relative strengths of units are. So, for our Regular Leg Infantry squad, the calculation is as follows: (3 * 0) + (1 * 1) + (1 * 2) + (4 * 3) + (1 * 4) = 19 points So, are we sitting comfortably? Then I’ll begin… Commanders and Specialists Very simple. Just multiply the army’s Tech Level by the factors shown in the table below. And for our Veteran Drop Infantry squad it is: (2 * 0) + (1 * 1) + (1 * 2) + (3 * 3) + (1 * 4) = 16 points Unit Big Men Drone Operator EWSO Forward Observer Medic Sniper Adjust for Weight Points Tech Level x Level x 10 Tech Level x 10 Tech Level x 20 Tech Level x 10 Tech Level x 5 Tech Level x 15 Now add a modifier for the weight of the squad (Section 2.4.3 of the rules). This is simple: if the squad is Heavy, add three points; if the squad if Light, subtract three points. Don’t change the base points cost if the squad is Standard. Tech Level 0 armies should use 1 as their multiplier. In our example above, let’s define the Leg Infantry squad as Standard, so it remains at 19 points, but let’s define the Veteran Drop Troops squad as Light, as they will drop into combat with personal weapons only, and so their points cost reduces to 16 – 3 = 13 points. Infantry Squads Start by looking at the number of Actions that the infantry squad has (Section 2.4.4 of the rules). Adjust for Other Characteristics Let’s assume we are pointing up the following (a) a Regular 10-man Standard Leg Infantry Squad and (b) a Veteran 8-man Light Drop Squad. The army as a whole is Tech Level 2. Now add one point for each of the following that apply: Role Checking the rules, their Actions are defined as follows: Actions Leg Infantry Drop Infantry 0 1, 2, 3 1 4 2 5 1, 2 3 4 3 6, 7, 8, 9 5, 6, 7 Weapon Protection 4 10 8 Movement Chrome Page 81 Assault Mobile Recon Engineer Flame Have armour Powered/Shields Mega PMS BI As appropriate
Note that troops with powered armour or armour and shields add two points: one for the line ‘have armour’ and one for the line ‘powered/shields’. Those with Mega armour would add one more. Let’s give the Leg Infantry squad armour, so increase their total by one to 20 points. We’ll make the Drop Troops Assault troops, give them armour too and, as per their designation, make them capable of Battlefield Insertion: that’s a total of three extra points, so they are back up to 16 points. Being a bit worried that the Drop Troops are now a bit weedy, let’s define them under chrome (Section 2.12 of the rules) as carrying lots of automatic weapons for maximum impact up close, so they won’t get the penalty for being a Light squad at Close Range. We’ll decide that that is worth another point, bringing them up to 17 points. We could have decided it is worth an extra two points, but as the reduction for a Light squad is -3, and there are three ranges, I think a single point benefit is appropriate. ARMY LIST (Tech Level) Infantry Squad Actions Infantry No. of figures Points 0 1 2 3 4 0 0 0 0 Base 0 0 Weight (H+3, L-3) Role Weapon Protection Movement Assault Mobile Recon Engineer Flame Have armour Powered/Shields Mega PMS BI Chrome Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Total Points Cost For Squad Tech Level 0 1 2 3 4 Modifier 1.0 1.5 2.0 2.5 3.0 That gives our final points totals as follows: Leg Infantry: 20 x 2 = 40 points Drop Troops: 17 x 2 = 34 points I have built a simple spreadsheet that allows you to calculate the points easily which may be found opposite. 0 Support Weapon or Vehicle Weapons Bolt Boom Autogun* Flame Adjust for Tech Level Finally, multiply the squad’s points score by the Tech Level modifier from the table below. Always round any fractions to the nearest whole number. 0 Base Actions Crew or Armour Role Recon Weapon Variable Fire Close Combat Capable Anti-Aircraft Specialist Each Gunner HOV Move Speed (F +1, S -1) BI Chrome Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Flight modifier (x2.0, otherwise enter 1.0) Total Points Cost For Support Weapon or Vehicle Total 0 0 0 0 0 0 0 0 Command & Specialists Big Men Drone Operator EWSO Forward Observer Medic Sniper Tech Level x Level x 10 Tech Level x 10 Tech Level x 20 Tech Level x 10 Tech Level x 5 Tech Level x 15 Cards & Chrome Each optional card or chrome that gives a benefit Each optional card or chrome that gives a penalty Page 82 Tech Level x 20 Tech Level x -20
Support Weapons & Vehicles Adjust for Other Characteristics Support weapons and vehicles are handled in a similar fashion to infantry, but their base points cost is derived from their weaponry rather than their Actions. Just as with infantry squads, now add one point for each of the following that apply: Role Weapon To calculate the base points cost of a vehicle or support weapon, add up all SVs of all weapons. Those weapons able to fire both Boom and Bolt count as having two SVs, and Autoguns add one for each extra barrel (Section 2.7.3 of the rules). Remember that twin guns count as two weapons. Move Chrome Again, let’s look at an example. Our army, above, wants to deploy a medium-weight, fast attack tank to support its leg infantry. The tank is armed with a single SV5 Both DF gun, and a two-barrelled SV2 Autogun. Recon Variable Fire Close Combat Capable Anti-Aircraft Specialist Each Gunner HOV Speed (F +1, S -1) BI As appropriate In our example, this tank is Fast, but that’s all: so that adds one, making 23 points so far. Adjust for Tech Level Finally, as with the infantry, multiply the points score by the Tech Level modifier from the table below: The base points cost for the tank is therefore (5 + 5) + (2 + 1) = 13 points. Tech Level 0 1 2 3 4 Note that you should count the points cost of any off-table support weapons just as if they were on table. Adjust for Actions Next, add the number of Actions available to the vehicle or support weapon. Off-table vehicles/weapons have no Actions, so add nothing here. Modifier 1.0 1.5 2.0 2.5 3.0 That gives our final points totals as follows: Fast Attack Tank: 23 x 2 = 46 points Flight And finally, for vehicles, double the score if the vehicle can fly, either STP or N-STP (Section 2.5.7.4 of the rules). In our example, the tank is defined as Regular, so that is three Actions i.e. +3. That gives us a points cost so far, of 13 + 3 = 16 points. Adjust for Crew or Armour Next, for support weapons only, add the number of crew. If, on the other hand, you are pointing up a vehicle, then add the appropriate Armour Value (AV). In our example, our tank is medium tank,so would have an armour value of between four and eight, so let’s make it AV6, so that’s +6. That gives us a points cost so far, of 16 + 6 = 22 points. Page 83
Then add a Bonus Move card for the tanks and drop troops (40 points); a Rally card for all (40 points); and a Rapid Deployment card for the drop troops (40 points). Cards and Chrome For each optional card (Section 3.1.2 of the rules) added to the pack that gives a bonus, no matter what proportion of the army it refers to, add Tech Level x 20 points to the cost of your army. Likewise, for each optional card (Section 3.1.2 of the rules) added to the pack that gives a penalty, no matter what proportion of the army it refers to, subtract Tech Level x 20 points to the cost of your army. Total: 998 points. I’m now ready to fight another 1,000 point army! Finally, add or subtract an amount based on one of the factors already mentioned or a multiplier of Tech Level for any Chrome not yet covered. Note that if a Specialist is attached to a particular infantry squad, support weapon or vehicle, just add the raw points for them (i.e. without the Tech Level multiplier) in under Chrome. As an example, a Recovery Drone, that repaired vehicles, would add five points under Chrome, and count as a Medic to vehicles i.e. could remove Shock. Our Example To see all this in action, let’s say that I am building an army based on the units above. I have two 3-squad platoons of leg infantry and a small, 2-squad platoon of drop troops (each headed by a Big Man) supported by a squad of five fast attack tanks. That gives me points as follows: Commander: 80 points (Level 4 Big Man) Leg Platoon 1: 160 points (Level 2 Big Man @ 40 points plus three squads at 40 points each) A Final Word So there you have it: a points system for Q13 that should help you get your figures onto the table Leg Platoon 2: 160 points (Level 2 Big Man @ 40 points plus three squads at 40 points each) I will post the spreadsheet as a download on the Vis Lardica website and, in due course, a completed version for each of the existing army lists. Drop Platoon: 128 points (Level 3 Big Man @ 60 points, plus two squads at 34 points each) Tank Squad: 270 points (Level 2 Big Man @ 40 points plus five vehicles at 46 points each) Below is a working example: the spreadsheet for my Chuhuac forces from Loud Ninja Games. Add a Medic (10 points); a Sniper (30 points) and an EWSO (40 points). Page 84
Page 85 1 4 1 1 Chrome Movement Weapon Protection Weight (H+3, L-3) Role 0 1, 2, 3 3 0 Bolt Boom Autogun* Flame 2 2 2 2 2 2 Base Actions Armour Role Recon Weapon Variable Fire Close Combat Capable Anti-Aircraft Specialist Each Gunner Move HOV Speed (F +1, S -1) BI Chrome Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Flight modifier (x2.0, otherwise enter 1.0) Total Points Cost For Vehicle Weapons Close Defence Close Defence Close Defence Close Defence Close Defence Close Defence Sirrus APC 19 2.0 1.0 38 1 Total 2 2 2 2 2 2 12 3 3 29 2.0 58 1 1 3 4 6,7,8,9 10, 11, 12 4 3 12 12 27 Base Assault Mobile Recon Engineer Flame Have armour Powered/Shields Mega PMS BI 2 5 1 2 Trooper Squad CHUHUAC (2) Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Total Points Cost For Squad Actions Infantry No. of figures Points ARMY LIST (Tech Level) 1 3 1 1 Chrome Movement Weapon Protection Weight (H+3, L-3) Role 0 1, 2 2 0 3 5, 6 2 6 Base Assault Mobile Recon Engineer Flame Have armour Powered/Shields Mega PMS BI 2 4 1 2 Bolt 4 4 2 2 Boom Autogun* Flame Base Actions Armour Role Recon Weapon Variable Fire Close Combat Capable Anti-Aircraft Specialist Each Gunner Move HOV Speed (F +1, S -1) BI Chrome Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Flight modifier (x2.0, otherwise enter 1.0) Total Points Cost For Vehicle Weapons Main Gun Rocket Launcher Close Defence Close Defence Battlesuit Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Total Points Cost For Squad Actions Infantry No. of figures Points Assault Trooper Squad 20 2.0 1.0 40 Total 4 4 2 2 0 0 12 3 5 11 2.0 22 1 1 0 9 4 1 2 1 1 Chrome Movement Weapon Protection Weight (H+3, L-3) Role 0 1 1 0 3 4, 5 2 6 Base Assault Mobile Recon Engineer Flame Have armour Powered/Shields Mega PMS BI 2 3 1 2 Tech Level x Level x 10 Tech Level x 10 Tech Level x 20 Tech Level x 10 Tech Level x 5 Tech Level x 15 Rally Bonus Move Charge Rapid Deployment Dynamic Commander Cards & Chrome Big Men Drone Operator EWSO Forward Observer Medic Sniper Command & Specialists 40 40 40 40 40 Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Total Points Cost For Squad Actions Infantry No. of figures Points Special Ops Squad 20 40 20 10 30 16 2.0 32 1 1 1 4 6 1 4 13 1 4 1 1 Chrome Movement Weapon Protection Weight (H+3, L-3) Role 0 1, 2, 3 3 0 3 6, 7, 8, 9 4 12 Base Assault Mobile Recon Engineer Flame Have armour Powered/Shields Mega PMS BI 2 5 1 2 Base + Equipment Tech Multiplier (0: x1.0, 1: x1.5, 2: x2.0, 3: x2.5, 4: x3.0) Total Points Cost For Squad Actions Infantry No. of figures Points Grav Bike Squad 21 2.0 42 1 1 1 0 15 3 4
and Jim Catchpole their experiences running Games Days in their neck of the woods. Hello and welcome to another Roundwood Report where I, Sidney Roundwood, once again attempt to shed light on the mysterious and somewhat anarchic world of Lard. To give some contextual background, Ade Deacon of the Wyvern Wargamers hosted the very first Lardy Games Day, Operation Market Larden, in Evesham back in 2012. This was swiftly followed within a matter of weeks by Deep Fried Lard, organised by Derek Hodge of the South East Scotland Wargames Club and Jim of Durham Wargames Club joined the party this year, organising Wor Lard in March. Readers will no doubt be familiar with Richard Clarke's "Up Front" column in Wargames, Soldiers & Strategy magazine where he regularly shares his insights into the hobby, its past and its future. One of the themes addressed recently has been the evolution of the wargames show and how those which do not adapt with the times will not flourish. As usual with Rich's column it stimulated the little grey cells and got me thinking about the way we view wargames "shows" and what they deliver. Interestingly, the format for all of these events is strikingly similar: a full day of wargaming followed by beer and curry in the evening. I asked Ade Deacon if this was the format he had developed. There is, of course, the perpetual debate about whether UK shows should be more like US Conventions, with the emphasis on gaming rather than shopping and this made me realise that in some ways, the day of gaming is something which has been successfully delivered for a number of years now by what can collectively be described as the Lardy Games Days. So I thought that rather than simply talk to Rich or Nick I'd invite three more interesting guests to the Roundwood Report Sofa to discuss with Ade Deacon, Derek Hodge Ade: No that was down to Rich. When first asked if he would personally attend a day of TFL games, he replied "Of course, if the day is ended with beer........oh, and curry there must be curry." Thus the concept had arrived. Sidney: Why does that not surprise me! So chaps, what motivated you all to run a Lard themed Games Day? Page 86
Ade: I was a late bloomer, not reaching Lard enlightenment until around 2008, but I'd had my best fun wargaming in over thirty years of the hobby playing TFL games and become a complete convert into their "friction" type of approach. Initially I decided to "#spreadthelard" by giving folks who were buying into more run-of-the-mill "IGO-UGO" systems produced by the industries' big hitters a chance to try something a little different. When it quickly became apparent from the TFL Yahoo Group that there was already an extremely good community feel of likemindedness, there was the added incentive to meet up and game with some of them in person. but it has always clashed with our club show. When I found, from a discussion on the list that other Lardies in the region were interested in the idea of our own Lard Day, I just decided that someone needed to seize the moment and it might as well be me! Sidney: Jim how did you deal with getting a venue for the event? Jim: Part of my reason for stepping forward was I thought our club in Durham was a perfect venue. We have the room and facilities, and it is easy to get to from anywhere in the region and many parts further afield. I simply approached our club before announcing anything, who were very supportive of the idea. Derek: I was inspired by reports of similar events that people were running elsewhere. I can’t really remember what exactly, it was either an article in one of the Specials or something on the web that finally pushed me into doing something about it. Derek: We don't have a permanent facility in Edinburgh like the Durham club has, so I started off with a list of absolute requirements for the sort of Games Day I would want to attend myself; space to play wargames and a bar. I also needed easy access to the services essential for a good evening entertainment, a decent pub, a curry house and transport home. Jim: For me, it just felt like something whose time had come. I've always wanted to get to a Lardy Day, but Lard Island has always felt too far for a day out, Operation Market Larden more so. Deep Fried Lard would be just doable, Initially I hoped that we could use the Navy Club in Edinburgh, the normal venue for the Page 87
South East Scotland Wargames Club, but the room we use there is not available at the times needed on a Saturday. I looked at the premises used by other wargames clubs in Central Scotland, but none of them were suitable, usually with no bars and often in the middle of nowhere. on the Village Hall Committee so there's never a problem booking the venue. Failing that I suppose I would have explored a few halls or community centres locally. There also needs to be ample parking for my tractor. Sidney: I always have the thought in my mind that organising a Games Day will always mean getting ample numbers of people to run games. How does that pan out? Inspiration came and I asked about the functions room at my local rugby club, it’s busy on Saturdays during the season, but they had some free Saturdays in June, before the main holiday season starts. Musselburgh Rugby Club is close to an excellent pub which was CAMRA Pub of the Year for the Lothians in 2014 [a trophy everyone I know believes they nicked from another pub down the road! Ed.], a decent Indian restaurant and a couple of hotels. They’ve got storage space where I can leave stuff overnight before and after the event and the price is quite reasonable. And it’s all within walking distance of my house. Derek: It’s simple really, I strong-arm friends and send an email round people who have expressed an interest in coming, asking if they’d like to put on a game. Enough of them say yes for it all to work out. It helps that people who run games get first shot at games they get to play. Jim: That was the easy bit actually; they just volunteered themselves! I didn't have to do anything. Sidney: What about you Ade? Ade: There's a very healthy group of Lardistas in the club's ranks, so volunteers to put some games on isn't really an issue. We've had roughly a 50:50 balance between home-grown and visitor-run games in all three previous Ade: Fortunately I attend a club called Wyvern Wargamers and they have a fantastic venue in a modern village hall. Another club member is Page 88
years at OML. Rich is normally keen to promote his newest offering too and in the inaugural year he was running his "Lard Approved" program which gave budding authors a chance to get their concepts into the public eye. Following the success of the first event, there's luckily been no shortage of willing umpire's. Now it's more about momentum. providing the "Total Experience" It really is as simple as that. Jim: The only real objective was for everyone to have a good time. Towards that end, I felt we should have a range of games on offer, and as it happened, the games offered met that. I did make sure that our optional extra games would add to the variety as well. Sidney: How do you spread the word about the event? Derek: To have fun. What’s not to like about playing wargames with friends, drinking lots of beer and eating curry? Derek: As far as I know most people initially heard about Deep Fried Lard by reading a post on Lard Island News, through the Yahoo Group, or by word of mouth. After two years of running the event I’ve got an email list to circulate as well. Numbers seem to have stabilised around the mid-twenties, but that’s fine. Sidney: With something like seven Games Days behind you collectively, what would you say has worked for you? Ade: I know it's not everyone's way, but having a clear plan really works for me. I know for example that our venue's comfortable capacity is about 36 people and roughly 10 games. So I aim early to sell it as quickly as possible with those in mind. I also ask for three choices of preference from each player from a list of known systems. That way I know I can sort names to games and enhance the chances of everyone getting what they wanted from the day. Knowing how many intend to stay for the social "debrief" also helps. Jim: I initially announced it on the TFL forum and yahoo group, then started finding contact details for local clubs, who I sent off invitations to. For the next one (I have already been told there will be one!), I will probably try getting more flyers out at shows before the event, and working up a list of forums where announcements would be useful and welcome. Ade: First option for spaces is offered to previous attendees by email now and the take up is almost total. In the beginning we floated the idea via the TFL Yahoo Group. Now of course I could also solicit the TFL Forum. This year we had at least five new faces solely from word of mouth, which was particularly pleasing as it showed growth of both TFL's product awareness and the event itself. Jim: Keep written records beforehand - of contact details, invitations sent, announcements made, attendees, arrangements made - but don't over-plan the day itself. For the day itself, I had a simple list of people who should be attending and any preferences they had expressed, so I could point them in the right direction, but who actually played what was arranged on the spot. We also had everything ready for a couple of extra games which could have been dropped into the schedule if needed. Sidney: This may be a daft question as within the context of Lard Richard is not really a chap with a corporate approach to his gaming, but do you have any goals or objectives when organising a Games Day? Derek: Just keeping it simple. Ade: Primary goal is to get more people playing Lardy games. Primary objective is to send them home thinking it's been a great event. There's a really social side to TFL gaming, so facilitating that too is important in Sidney: Has there been anything which hasn't worked, or stuff which has gone wrong and you wouldn't repeat? Jim: I picked the weekend because A Call To Muster, in Middlesborough, had been Page 89
cancelled. I thought that would maybe mean more wargamers in the region with nothing arranged for the weekend - I was trying to arrange the whole thing quickly, since I knew the summer would be busy and I didn't want to wait until the autumn. As it happened, a number of people were interested, but couldn't make it at short notice. years which works well for me. Sidney: Have you hit any unexpected pit-falls which you would flag up to other people? Having sold out early, keep a reserve list in case of withdrawals. If you're lucky enough to be able, apply that to games as well as players. Sidney: Are there unexpected pit-falls which you would flag up to other people? Derek: Finding out that the hall booking in 2013 clashed with the final test between the Lions and Australia and that there were hundreds of rugby club members wanting access to Sky television and beer. Fortunately there’s another hall in a community centre run by the rugby club across the other side of the pitch from the main clubhouse so we just shifted a hundred yards. Jim: Not a pit-fall really, but getting the word out wasn't a one-time announcement. You need to keep repeating yourself, using different channels. People miss individual announcements for a host of reasons, and I had enquiries about attending very late. Next year may be easier because I know who attended and who wanted to but couldn't make it, so I can make sure they know well in advance, then it's just a matter of spreading the word beyond them. Ade: For me it was more of a case of something I didn't do. In the first year I never planned names for games, letting people choose on arrival. There was a "runaround" type effect with some games getting far more players than others. That brought about the more tightly planned approach in following Derek: The difficulty of getting taxis in Musselburgh after midnight on a Saturday Page 90
night. I now advise people needing to get a taxi back to their hotel to leave the pub early or to book a mini-cab in advance. for information on, but the banter is very much about people meeting with friends in a social environment and having a laugh. Talking of which, have you had any amusing situations emerge which have caused a chuckle? Sidney: What, for you, has been the most positive aspect of your Games Day? Jim: Well, there was the case in the afternoon where a certain rules author had a go at playing a very popular set of rules he wrote, in a game which was biased towards his side, and was comprehensively trounced! Ade: The huge enjoyment of gaming and socialising with like-minded wargamers. It can be hard work running the event at times, but you definitely get back more than you put in. Jim: Meeting new people, some of whom I have heard of and even conversed with online, and knowing that on the day everyone had a good time. Derek: The “Retreat from Musselburgh” is something of a legend in Scottish Lardy circles; when Richard and the Ayrshire Lardies, all slightly worse for wear, took the long way round on their way back to their hotel after failing to find a taxi. They’ve not gone back to that hotel since, it’s located in services just off the Edinburgh bypass which could easily be used as a set for zombie apocalypse movies. Derek: The way that it’s helped build up a distinct Lardy community in Scotland. Sidney: I think that's a key point Derek. The whole Lard venture is very much about developing a sense of community and engaging with likeminded gamers. I know that has been very much inspired by Richard from the outset; the Yahoo Group may be terrible for searching Ade: As anyone who's ever been for a beer with Rich will confirm there are always going to be lots; far too many to mention! But as they Page 91
say "What happens on tour, stays on tour" who be interested in getting the ball rolling in those locations I'd be very keen to support you in that. Sidney: From my own experience I can confirm that that is a very wise policy! Moving swiftly on, my thanks to Jim, Derek and Ade for their informative comments. It certainly sounds like you're all doing an excellent job, long may it continue. Sidney: Why don't you set something up in those locations? Richard: As we've heard from the lads, the fact is that having local knowledge and contacts is key to running a successful day. Here in St Albans I can set up the venue, I know the pubs and the curry houses which will suit the event. I really don't have that knowledge in those other locations. We need a local to make it work. They will know the local clubs and shops where they can publicise the event too. In fact everything which is simple when you know the turf becomes incredibly difficult when you don't. Now, moving on, I've just been joined by Richard in the Lard Island studio. Richard, do you see Lardy Games Days as important going forward and was it you who insisted on beer and curry being written into the contract? Richard: Blimey, yes. For me the Lardy gaming days are the epitome of what gaming is all about. Yes, the day has wargaming at its heart, but the addition of the beer and curry means that we get a chance to not just play games but also to discuss games and the hobby in general. Meeting up with like-minded friends to share our enjoyment and to chat and generally socialise is the best part of the hobby. What's more, we not only get to discuss games we have a good laugh to. It is this fantastic social network that means that when any of us go to wagames shows around the country we know we will probably meet up with fellow Lardies and be among friends. That's a huge achievement in a hobby which, with the internet at its centre, can sometimes feel a bit lonely. I've always wanted Lard to be about developing a community and I think the Games Days are central to making that work. Sidney: That does make sense. So its volunteers take one pace forward then? Richard: It certainly is. I'd be there to offer support and advice and help publicise the event, but I do need boots on the ground. These days I'd prefer to do Lardy Games Days to the traditional wargame show. For me the Lardy days are so much more fun. Sidney: Can you see this being outside the UK? extended Richard: Why not? Getting to the continent is something we're happy to do. North American or Australasia are somewhat more problematic, but I'm not going to say "never". What is good is that Eureka Miniatures USA is now our agent across the pond and Rob is very keen to put games on at Conventions, so I am hoping that this will provide the US community with a similar focal point at Conventions as we go forward. Sidney: So how would you like to see them move forward? Richard: Good question. I'd really be keen for people to come forward to fill in the gaps on the map. In an ideal world I'd love to get Games Days up and running in the West Country, the North West, Wales and the South Coast. We do have the launch of the St Albans Games Day this October and I'm keen for that to get a permanent place on the calendar. If there is anyone in those other three locations Sidney: So, what's on the menu for the rest of 2015? Page 92
Richard: Obviously Fighting Season is at the top of the pile. We are in the public playtest stage now for that. The Sci-Fi rules which we are developing are piggy-backing onto that and we are currently playtesting Sharp Practice v2 on Lard Island. Lots in store in fact, it should be a very exciting twelve months ahead. Richard: Yeah. Essentially, I believe that the best set of rules would be an invisible set. By which I mean one that is so intuitive that once you've played a few games you barely have to ever look at it. That means that you try where possible to have shared mechanisms so the learning experience is as simple as possible. Sidney: Sharp Practice 2. That is interesting. My career as an international blogosphere celebrity has kept me away from Lard Island recently, can you tell me more about that one? Sidney: How does one avoid that being simplistic? Richard: That's where the skill is involved. As an example, think about the shieldwall rule in Dux. Where the troops in shieldwall ignore the first kill on each group in the combat. That uses the same rule as the normal combat but it makes one very subtle and easy to remember change which means that you get a very different set of results without having to look at a table of plus and minus factors. After one round of combat the bloke with his troops in shieldwall has learnt that rule and will never need to consult the rule book on that point again. Richard: Yes, sure. You can blame Neil at Meeples & Miniatures for this one actually. In an interview on his show last year he asked me if there were things I'd change in any of our rule sets and I said I'd like to update Sharp Practice. It was rather odd as I hadn't consciously been thinking about it, but the more I thought about it I realised that was the case. Sharp Practice has been a huge hit for us, I have honestly lost count of the number of print runs we have had done, but it is well over thirty. In many ways the rules were the unlocking of a new branch of the Lard family tree of rules. Since we published them we have followed on with Mud & Blood, Dux Britanniarum and Chain of Command which all share the same common DNA. That said, there are significant differences between Sharp Practice and Chain of Command in almost every aspect of the system, not surprisingly we have just got a bit better at writing rules in the past seven years since Sharp Practice came out. The rules don't feel much different but they are just a lot more streamlined and that makes learning them a bit more intuitive to use. Sidney: Okay, so what are the things in Sharp Practice you'd like to change? Richard: Firing for a start. At the moment you really cannot play Sharp Practice without referring to the playtest sheet on the back of the rules. There are a whole lot of range bands and a whole lot of different weapon specific scores required to see whether the different weapons hit. Look at Chain of Command. Two simple range bands and constant to hit roll targets. At close range all weapons hit on 4, 5 or 6. That is so much more streamlined and it is that type of change we are looking to introduce to streamline Sharp Practice. But that isn't all. I am very keen to take the concept of national characteristics in Chain of Command and use them in Sharp to cover off things like drill and fire management. Sidney: This ties in with your concept of invisible rules I presume, can you remind us about that? Page 93
Sidney: Aha, so will that introduce a Chain of Command style dice system? Is this the death of cards. world has turned since we introduced IABSM and got a huge anti-cards backlash. Look at Dux Britanniarum; that uses cards in a very interesting way and we have had no complaints about the cards there. There are quite a few games out there now which use very similar card driven systems to Sharp Practice and some which could even be mistaken for twins, and we just don't hear the same complaints now that we did ten years ago. To my mind, this is not a decision about do people universally like cards, but one about what is the best mechanism to produce the game we want, and for Sharp Practice cards simply work. Richard: Actually, no. We did try Sharp Practice using Command Dice and it was really not what we wanted. Sharp Practice is not about using limited command assets to make the best tactical decisions for our force; it's a bodice-ripper of a story, all about derring-do and madly heroic men doing daft things. The card system is absolutely perfect for that. However, that isn't to say it will remain entirely unchanged. We are introducing a few changes which we think will add some fun and also add some historical colour too. Sidney: So when can we look forward to the arrival of that? Sidney: That is interesting. Do you think some people will see that as a retrograde step? A return to cards having moved away from them? Richard: Richard: No idea. Before Christmas I hope. That's certainly my plan. I've been mulling it over for a long time and I know precisely the look and feel that I'm looking for. It's just a I am actually convinced that the Page 94
case of testing those and getting it all together for publication. Of course we'll be producing card decks and other ancillary bits to go with it and that takes time and effort. Richard: There are lots of things in the pipe line. Rhodesia for Chain of Command as well as Red Dawn, the Cold War version. The biggest thing next will be the Sci-Fi rules. We are finding that Fighting Season is really assisting with some of the most modern technology, we can incorporate some of the ideas there into those. Sidney: And what of Fighting Season? How are things progressing there? Richard: Really well. I cannot pretend that developing any set of asymmetrical warfare rules is easy and Leigh and I have spent a lot of time playtesting these and developing ideas in order to really try to capture the feel of the conflict, it's been very challenging but we have broken through the pain barrier you get with any prototype rule set and are really now having fun with the game. Wherever we take it people seem to really enjoy the game. For me, the big challenge now is distilling all the conceptual ideas I have about the campaign system and getting that into a working format. Then we're really ready to go. Sidney: Sounds like you're going to be busy for a long time to come. What about some of the projects, like the Boer War or I Ain't Been Nuked Mum, how do they fit in? Richard: Essentially both of those projects are very close to fruition, but they are in-fills which can be dropped into the schedule depending on what is happening with the other big projects. I have long given up predicting dates. Stuff gets done when my inspiration levels bring that project to the top of the pile. That's the only way I can work I'm afraid. It's not very commercial, but it is the simple unvarnished truth. Sidney: It's a very different game to WWII Chain of Command. Sidney: Exciting times ahead then and I am sure we will all look forward to seeing them all come to fruition. Richard: Yeah, it certainly is, but that is in the way it feels rather than the way it plays. Anyone coming to Fighting Season will find all of the mechanisms instantly recognisable but the game feels very different due to some small but subtle changes. I really like that. No big learning experience, just a very different tactical feel. My thanks to Ade, Derek, Jim and Richard for joining me on the sofa of truth. Remember you can catch up with what is happening in Roundwood's World at my blog http://sidneyroundwood.blogspot.co.uk/ I do hope you'll join me there. Have a great summer. Sidney: So Fighting Season is first, then Sharp Practice v2, then what? Page 95
Forked Tailed Lardies P-38s for Bag the Hun by James Crate In the fall of 1943 the US 8th Air Force was struggling to decisively turn the tide in the air war against Germany and the Luftwaffe. Several high profile raids in late summer and fallhad suffered unsustainable casualty rates among the bombers. One of the primary factors in these losses was the inability of USAAF and RAF fighters to escort the bombers all the way to their targets. A variety of different means were tried to address this gap in coverage including drop tanks and developing new aircraft. In the short run, it was hoped that introducing the long range P-38 would provide an immediate answer. The P-38 had been very successful against the Japanese during missions covering the vast distances of the Pacific. It was hoped that P-38s could replicate this long range success against the Luftwaffe. However, while the P-38 had chalked up an enviable record in long range missions at low and medium altitude in a tropical environment, long range missions at high altitude in the freezing winter sky against the Luftwaffe was quite a different proposition.Among the first forces to try would be the 55th Fighter Group who started to conduct regular long range escort for 8th Air Force bombers in November 1943. The Luftwaffe came to call the P-38 der Gabelschwanz-Teufel, the "fork-tailed devil". Order of Battle USAAF, 8th Air Force, 55th Fighter Group Swindle Red Flight – Four P-38HLightnings, led by Major McTwinboom Roll on the BTH2 Pilot Generation Table for pilot skill. Use the USA Late War table. Swindle Blue Flight – Four P-38HLightnings, led by Captain Triggerwell Roll on the BTH2 Pilot Generation Table for pilot skill. Use the USA Late War table. Luftwaffe, Jagdgeschwader (JG) 1 Schwarm 1 – Four Bf 109G-6, led by Hauptmann Hans Huhn Roll on the BTH2 Pilot Generation Table for pilot skill. Use the Luftwaffe 1944 table. Schwarm 2 – Four Bf 109G-6, led by LeutnantGuttbohme Roll on the BTH2 Pilot Generation Table for pilot skill. Use the Luftwaffe 1944 table. When rolling for aircrew, neither side may have more than two aces. If more than two aces are rolled up, lower the extras to Veteran. If the Luftwaffe side rolls up two Jr Aces, they have the option of changing one of them to a Top Ace and the other to a Veteran. Cards Major McTwinboom (Swindle Red 1) Swindle Red Flight Move Swindle Red Flight Fire Captain Triggerwell (Swindle Blue 1) Swindle Blue Flight Move Swindle Blue Flight Fire The scenario itself is a generic encounter between two flights of P-38Hs versus a like number of Bf 109Gs during November of 1943. Although generic, it is representative of several initial encounters between the 55th Fighter Group and the Luftwaffe during the early attempts to use the P-38 as a long range escort fighter by the 8th Air Force. Hauptmann Hans Huhn (Black 1) Schwarm 1 Move Schwarm 1 Fire Page 96
LeutnantGuttbohme (Yellow 5) Schwarm 2 Move Schwarm 2 Fire Altitude Bonus Tally Ho! Achtung! Indianer! Bail Out! No Fuel To Duel – Per the Finest Hour supplement, only applies to the USAAF side. Top & Jr Ace Bonus Cards (per BTH2 rules if ace pilots are rolled on pilot skill table). Note: No bogeys or bogey cards are used for this scenario (see below). Altitude Bands for High Altitude Combat Board Set Up As the P-38s are new to the 8th Air Force, the Luftwaffe are not expecting any fighters this deep along the bomber route. Thus they will momentarily have the element of surprise. Place the Luftwaffe Bf 109s in the middle of the board in an appropriate formation at Altitude Band 5. The P-38s will be placed bearing 2D6 and range 3D6 from the Schwarm 1 leader at Altitude Band 6. One optional house rule that I use for high altitude 8th Air Force combat is flipping the thickness of the altitude bands. Although this scenario doesn’t include heavy bombers, for 8th Air Force scenarios that do, putting the bombers at Band 5 with their escort at Band 6 works better than having them all in Band 5 as you would with normal BTH2 bands. This scenario was playtested using the altitude bands as follows: Bearing – Roll a 2D6. A roll of 7 equals the 109s 12 o’clock (ie straight out in front of the Luftwaffe leader). A roll of 2 would equal the 109 leader’s 7 o’clock. A roll of 12 would equal the 109 leader’s 5 o’clock. Simply go around clockwise for other numbers. For example a roll of 6 would place the P-38s initially at the 109 leader’s 11 o’clock. There is no roll that places the P-38s at the 109s dead 6 o’clock. Thus it is more likely that the P-38s will start off in front of the 109s at a higher altitude, but there is a chance that they may start in a more advantageous position to the rear. Band 6 – 27,000 to 30,000 feet and above Band 5 – 24,000 to 26,000 feet Band 4 – 21,000 to 23,000 feet ----Band 3 – 16,000 to 20,000 feet Band 2 – 11,000 to 15,000 feet ----Band 1 – Less than 10,000 feet ----Band 0 – Hedgehopping / On the deck Basically the first 10 thousand feet is 1 band, the second 10 thousand is 2 bands and the third 10 thousand is 3 bands. What this does is decrease the rate of climb as altitude increases without having to change the ROC number. It happens via the bands naturally vice having to change your pips per climb in different bands like in Algy. You could optionally do the same thing with 9 bands of 2, 3 & 4 bands in the tens, teens and twenties Range – Once you have the bearing, the lead P-38 will be 3D6 hexes away, again at Altitude Band 6. The P-38s may start facing whichever direction the flight leader desires. This is the initial set up, no bogeys are used, simply get at it. Page 97
adds 2 dice. I also add 1 dice for any guns on the fuselage centerline. Thus a Bf 109E-4 would have 6 dice for its wing guns (4 for the first + 2 for the second) and 3 dice for it’s over the nose rifle caliber machine guns (1 for each + 1 for being on centerline), for a total of 9 – which exactly matches the rating from Finest Hour. altitude blocks respectively. The only other caveat is that an aircraft must be in control to operate at Band 0 or hedgehopping altitude. Out of control aircraft that fall below band 1 crash. They do not get an extra attempt to bail at altitude 0. Aircraft Stats Modeling the P-38 versus Bf 109 in Bag the Hun The following aircraft stats have been selected specifically to reflect a high altitude combat between the two aircraft types in this scenario. “The enemy will try turning with us and then invariably half rolls.” -Lt Col Mark Hubbard 20th Fighter Group, 8th Air Force P-38H: SPD: 8 MAN: 4 ALT: 6* ROC: 2 ROB: 3 SIZ: 3 Front: 13 Compressibility Recovery Procedure: “Most important of all, don’t get into compressibility.” – P-38 Pilot Training Manual The P-38 gets 4 factors from the 20 mm cannon and 9 from the machine guns (8+1 for being on centerline) for a total of 13. It has enough ammo for 10 seconds of cannon firing and 36 seconds of machine gun fire. This scenario is designed to show how the unique performance of the P-38 can be modeled in Bag the Hun. The P-38 is tricky for the BTH combat system. As author Jay Stout points out in his excellent (and highly recommended) The Men Who Killed the Luftwaffe, the performance difference between most of the single engine fighters being used over France and Germany at this point in the war was fairly minor. They possessed roughly similar speeds and turn performance, the latter being more a function of pilot skill than anything else. The P-38 was another proposition altogether. Although a twin-engine fighter like the Bf 110, it did not have to drag around an extra aircrewman or as much fuselage, and thus had better performance. Yet it was still not strictly the same in performance class as the single seat fighters it faced. The knock on the P-38s that initially flew with the 8th Air Force in late 1943 were essentially three fold: 1) engine problems in the freezing weather, 2) low initial roll rate, 3) problems diving due to compressibility. *A P-38 in Altitude Band 6 may always claim the Altitude Bonus card over any Bf 109 at the same altitude. Bf 109G: SPD: 7 MAN: 5 ALT: 6 ROC: 2 ROB: 2 SIZ: 1 FIRE: 9 The Bf 109G-6 gets 4 factors from the 20 mm cannon and 5 from the machine guns (4+1 for being on centerline) for a total of 9. It has enough ammo for 12 seconds of cannon firing and 22 seconds of machine gun fire. Note: When I calculate firepower, an initial 20mm receives 4 dice while each subsequent Page 98
Luftwaffe Abschwung – If attempting to evade a P-38 via a Split-S (Abschwung), the Luftwaffe player should add an additional -1 to the Staying on the Tail Testdie roll. This makes it even more likely that a Luftwaffe pilot will be able to evade a P-38 via a Split-S than versus other aircraft types. Engine problems are somewhat beyond the scope of the short tactical fight of Bag the Hun, but you could simulate this by having one or two fewer P-38s if you wish. P-38 Maneuvering – P-38 pilots must treat all Tricky maneuvers as Hard. Of note, this means that as Hard maneuvers, only one may be performed each move. Thus a P-38 may only perform oneBreak Turn per move (and only after passing a Hard Maneuver Test if required by pilot skill). Easy maneuvers are still Easy and thus do not require testing to perform. The Luftwaffe’s opinion of the maneuverability of the P-38 was wildly different depending on which pilot you talked to, and in reality depended in large part upon the skill level of the pilots whom they encountered. While all Luftwaffe pilots agreed that the combination of 20mm & 50 cals firing along centerline were very deadly and to be avoided, there was no agreement on the maneuverability of the P-38. Some Luftwaffe pilots thought the Lightning was very maneuverable and others thought it meat on the table. In a sense they were both right. The P-38 could turn very tightly, once it got established in the turn. But its initial roll rate to get into the turn was sluggish. Optional: To even more closely get the feel of flying the P-38 as described by its pilots, you can add the additional restriction of a P-38 having to perform an Easy Turn before it can perform a Break Turn. This will be one more special exception to have to remember though in addition to the above. As far as diving, Luftwaffe pilots had long used the Split-S (Abschwung) as an evasive maneuver and continued to do so throughout the winter 1943-44 air war (in fact long after it became hazardous to do so versus P-47s). Although this maneuver was not developed specifically to counter the P-38, the compressibility problems that the P-38 encountered in the dive meant that it was an effective maneuver for Luftwaffe pilots against that type. Recommended P-38 Tactics In all theaters it was recommended that P-38 pilots use slashing or hit and run tactics. Additionally, pilots were instructed to use the P-38s superior climb after each attack to reposition for another attack. In Bag the Hun this can be simulated by P-38 pilots being patient and waiting for a run of cards. Try to finish each trip thought the deck of cards at altitude 6. After the shuffle, plan on an element on the edge of the fight using the Altitude Bonus, Tally Ho and Flight Move card as a run of three cards to swoop in, perhaps dive down one band, and then climb away. If you aren’t able to get into a firing position, resist the urge to use the second or third of these cards to turn more than 90 degrees for a better shot. Rather, climb away and plan on using another run of them after the next shuffle. I tried several different rules and exceptions in trying to get the feel of this specific contest right, but I also did not want anything overly complicated with too many specific exceptions for regular Bag the Hun players to remember. I’ve settled on two rules for this specific scenario, one applied by the Luftwaffe player, and one applied by the USAAF player, so that each only has to remember one additional rule beyond the normal Bag the Hun rules. They are: Page 99
Variants Objectives 1) Try adding eighteen B-17Fs at Altitude Band 5. If you add the bombers, add underwing cannon pods to half the Bf 109s making them “Kanonboote” (gunboats). I haven’t bothered with points since that was not part of the accounting that would really be done back at base between the intelligence officers and the pilots. Each side is simply looking to shoot down as many of the enemy as possible while minimizing their own losses. That said, when determining a victor realize that while the loss of a veteran or ace pilot would be blow to either side, the USAAF can replace aircraft and regular pilots almost as if they have an infinite supply while the Luftwaffe cannot. Bf 109G/R6: SPD: 6 MAN: 3 ALT: 6 ROC: 2 ROB: 2SIZ: 1 FIRE: 13 The Bf 109G-6/R6 “Kanonboote” with two fixed underwing MG-151 cannon pods gets an additional 4 fire factors from the 20 mm cannons, but pays the price in being treated as a loaded aircraft. The underwing 20 mm pods each have 10 seconds of firing time. Reading Recommended Reading for the P-38 in the ETO (all conveniently available on Kindle except for the P-38 PTM which is available as a PDF) 2) Change the time period to mid-1944 and replace the P-38Hs with the P-38J-25. The P38J-25 had hydraulically actuated aileron boost which vastly improved the rate of roll and new electrical dive flaps solved the compressibility dilemma. For the P-38J-25 the MAN rating is now 5, Luftwaffe pilots treat a Split-S as a Hard maneuver, and Tricky maneuvers by P-38 pilots are once again treated as Tricky maneuvers (ie change the P38 MAN rating to 5 and drop the two special rules from above). The Men Who Killed the Luftwaffe, Chapter 16 Fighter-on-Fighter Combat, by Jay A. Stout P-38 Lightning Aces 1942-43, Chapter 6 The Mighty Eighth, by John Stanaway Fork-Tailed Devil, Chapter 9 Across the Channel, by Martin Caiden Pilot Training Manual for the P-38 Lightning, by HQ Army Air Forces (PDF) P-38J-25: SPD: 8 MAN: 4 ALT: 6* ROC: 2 ROB: 3 SIZ: 3 Front: 13 Page 100
The events following Napoleon's return from exile in Elba in February of 1815 need little introduction. The rallying of France behind their Emperor and the reaction of the powers at the Congress of Vienna declaring him an outlaw led directly to the Hundred Days Campaign, possibly the most famous military campaign in history. Threatened on all sides by numerically superior forces of Britain, Prussia, Austria and Russia, Napoleon had little choice but to act aggressively in an attempt to defeat his opponents in detail. In doing so he turned to the North and on the 15th of June initiated hostilities by driving in Prussian piquets on the Sambre South of Charleroi. His plan was a simple on and reminiscent of his earlier successes. The Prussians were concentrated as a force and therefore formed the most coherent threat whereas the British forces were still somewhat dispersed. If he could defeat the Prussians and push them East he would isolate the Duke of Wellington and be able to turn his forces against the British and Dutch. The 16th of June was an eventful day, with Ney and Wellington fighting each other to a stand-still at Quatre Bras, but with Napoleon winning a victory over Blucher at Ligny. However despite what was clearly a tactical victory, Blucher was able to retain his force largely intact and thereby achieve the strategic objective of maintaining contact with the British and Dutch forces, paving the way for the combined Allied victory at Waterloo three days later. INTRODUCTION This scenario describes the western part of the Ligny battlefield, where Vadamme’s III Corps fought elements of Prussian 1st and 2nd Corps for the villages of La Haye, Le Hameau and Wagnele. Immediately to the east lies the village of St Amand, where the other two divisions of III Corps were fighting. The initial French assaults pushed the Prussians out of the villages and back across Ligny brook. At about 4pm, Blücher himself organised and led a counter attack… THE BATTLEFIELD The battle should be fought on a small table, ideally 4’ by 4’. The Ligny Brook is easily fordable for infantry and cavalry (troops defending will count Terrain Advantage), but artillery can only cross on the roads. The built up areas have defence factor 3. The crop fields shown were able to conceal movement of troops so they count as Light Terrain. The two deployment areas shown are separated by only 12”. Page 101
PRUSSIA R AN ORDER OF BATTLE E - LIGN NY C-in-C Prin nce Blücher (Bold/Solid) 2nd Infantryy Brigade (1stt Corps) Pircch II Infantry Reg giment #6 (1 1st West Prusssian) B class 2 battalionss musketeerss B class Fusilier batttalion Infantry Reg giment #28 2 battalionss musketeerss C class Fusilier batttalion C class 2nd Westpha alian Landweehr 3 battalionss D class Artillery 8x6lb guns Foot Battery #3 C class (Solid) SK1 SK2 Élan Élan SK1 SK2 Élan Élan SK1 h (Solid) 5th Infantry Brigade (2ndd Corps) von Tippelskirch st Infantry Reg giment #2 (1 1 Pommeran nian) Élan C class SK1 2 battalionss musketeerss Fusilier batttalion Élan C class SK2 Infantry Reg giment #25 2 battalionss musketeerss D class SK1 Fusilier batttalion D class SK2 th 5 Westpha alian Landweehr 3 battalionss Britttle D class SK1 Artillery Foot Battery #10 8x6lb guns C class Foot Battery #37 8x6lb guns C class Leh hmann (Solid) Reserve Arttillery 1st Corrps Foot Battery #2 8x12lb gunss C class Foot Battery #6 8x12lb gunss C class eserve Cavalry Jürggass 2nd Corps Re st 1 Brigade Thü ümen 11th Hussarss C class C class 6th Neumark Dragoons nd C class 2 Silesian Uhlans hr Soh 2nd Brigade 3rd Branden C class nburg Hussarrs th C class 5 Pommerranian Hussaars C class 8x6lb guns Horse Batteery #6 rd Sch 3 Brigade hulenburg ns 1st Dragoon B class 4th Kurmarkk Landwehr D class Reinforcem ments: 6th Infantry Brigade 2nd Corps 2/3rd Elbe Laandwehr Infantry Reg giment #26 2 battalionss musketeerss Fusilier batttalion Kraaft (Solid) Light Cavalrry Line Cavalryy Lancers Light Cavalrry Élan Light Cavalrry Élan Horse Artillery Line Cavalryy Light Cavalrry (Solid) D class SK1 C class SK1 C class SK2 Page 102
1st Cavalry Brigade (Solid) B 3rd Corps C Maarwitz C class Lancers 7th Uhlans C class Lancers 8th Uhlans * The Prussian infantry battalions in nvolved weree very strongg compared to t the French h. Either use e 16 figure Prussian units, or add a battalion to each regimeent to make them 4 battalions strongg. FRENCH H ORDE ER OF BATTLE - LIGNY Y III Corps Vandam mme Giraard 7th Division (from II Corrps) 1st Brigade 11th Legere 2 battallions 2 battallions 82nd Ligne 2nd Brigade 12th Legere 3 battallions 4th Ligne 2 battallions Artillery Foot Battery 8x6lb guns bert 10th Infantrry Division Hab st 1 Brigade 3 battallions 34th Ligne th 3 battallions 88 Ligne 2nd Brigade 22nd Ligne 3 battallions th 70 Ligne 2 battallions 2nd Etrangerr (Swiss) 1 baattalion Artillery 8x6lb guns Foot Battery Reserve Arttillery Foot Battery 8x12lb gunss 3rd Cavalry Division Domon st 1 Brigade 4th Chasseurs a Cheval 9th Chasseurs a Cheval 2nd Brigade 12th Chasseurs a Cheval Artillery Horse Batteery 6x6lb guns Reinforcem ments: 5th Cavalry Division Subervie 1st Brigade 1st Chevauxx-Legers Lancciers 2nd Chevauxx-Legers Lancciers 2nd Brigade 11th Chasseurs a Cheval (Bold/Solid d) (Able) B class SK3 C class SK1 TLI,, Élan C class SK2 C class SK1 TLI B class (Solid) C class SK1 C class SK1 C class SK1 D class SK1 B class SK2 Élan B class B class (Able) C class Light Cavalrry C class Light Cavalrry B class Light Cavalrry B class Horse Artillery (Bold/SSolid) C class Lancers C class Lancers C class Light Cavalrry Page 103
Artillery Horse Battery 6x6lb guns B class Horse Artillery DEPLOYMENT AND REINFORCEMENTS The game begins after the battle has been raging for 90 minutes. Therefore, it is possible for troops to be deployed at a distance of 12”. Any command that wishes to start the game on a blind must deploy 16” or more from the enemy deployment zone. The French must occupy La Haye with Girard’s Division which is on a Hold order. Otherwise they maybe deploy commands on any type of blind, on any order. Girard’s Division had taken casualties during the initial assault on La Haye. Roll a D6 for each battalion: 1: 2 casualties 2,3,4: 1 casualty 5,6: no casualties The Prussians must deploy the 5th Infantry Brigade immediately behind Wagnele and the 2nd Infantry Brigade opposite La Haye. They may be on any orders the player requires. Other units may be on any type of blind, on any type of order. It is recommended that the Prussians are allowed to split their Cavalry division by making some of the Brigadiers “Independent”. The Prussian Reinforcements arrive on turn 4 at point A. The French Reinforcements arrivce on turn 2 at point B. The game ends after 10 moves, just before Duhesme’s Young Guard division arrives to evict the Prussians. VICTORY CONDITIONS Prussian Major Victory Prussian Minor Victory French Minor Victory French Major Victory Take and hold La Haye, La Haye Farm, Le Hameau and rout at least 6 battalions of French infantry Take and hold La Haye, La Haye Farm and Le Hameau Hold two of La Haye, La Haye Farm and Le Hameau Hold La Haye, La Haye Farm and Le Hameau HISTORICAL OUTCOME The Prussian 2nd Brigade was met by a storm of fire as it moved against La Haye. It recoiled, but rallied and attacked again. The French troops were sorely pressed when the inspirational Girard was mortally wounded. Both brigadiers were down as well, and the French infantry broke. To the west, the Prussian 5th Brigade, supported by Cavalry, debouched from Wagnele. French infantry, concealed in the crop fields, stopped the Prussian advance and then charged with the bayonet, breaking the 25th Prussian infantry regiment. The outnumbered French cavalry was expertly handled by Domon to keep the Prussians at bay. Just at this moment, d’Erlon’s Corps began to appear behind the French flank. It is difficult to say what effect it had on Vandamme’s Corps, but it certainly sowed confusion in the French higher command, causing Napoleon to delay his planned assault in the centre of the battlefield to send reinforcements to the left flank. For their part, the Prussians thought that the French were preparing to retreat, so attacked with even greater intensity. Blucher personally led the 3 battalion of the 1st Pommeranian regiment to capture Le Hameau. It, along with Wagnele, Le Haye and the northern section of St Amand were all in Prussian hands and the crisis of the battle was at hand. At this point, Duhesme and his Young Guard division arrived with its band playing the Chant du Départ. Vandamme’s exhausted men rallied and joined the guardsmen as they drove the Prussians from the villages at the point of the bayonet. Page 104
A scenario for Charlie Don’t Surf! by Nick Skinner In Vietnam small unit encounters could quickly escalate into large unit actions. This scanrio develops an intial contact into a multi-company action with an escalating level of fire support. A tall man, Captain Woolley (not to be confused with the character with the same name from “The Archers”) was described as having… “an engaging, collegial attitude as a company commander. He brought us together and quickly made all his newly commissioned young subordinates part of a composite, coordinated team. We clicked as an infantry company from the start… [he was] a friendly and articulate man who led through the strength of his personality” In June 1966 the 1st Battalion of the 28th US infantry was serving a tour of duty in Vietnam. At this time the battalion was thinly stretched, having to provide close security for engineers from the 1st Engineer Battalion who were working on Route 16 as well as finding men to carry out Search and Destroy missions in the region. (from Last Man Out: A Personal Account of the Vietnam War by James E. Parker, Jr.) That day in the jungle Woolley would be faced with a difficult challenge. Moving through the harsh terrain on this particular operation was not made any easier by having to leave one of its three platoons at base whilst it rested up from a night patrol, hence the men of 1st and 3d platoons had to go it alone. By 0630 hours, with daylight well and truly established, A On the 2nd June two platoons from A company, under the command of Captain Jack Woolley were on a Search and Destroy mission in the Ong Dong jungle. Their mission was to seek out enemy forces and positions to prevent them interfering with the operations of the engineer units. Page 105
reinforcement, to which Colonel Haldane responded initially by committing Company C and some tank dozers that were normally used for the engineering duties. In addition, Company B were to be prepared to be inserted by helicopter into an area southeast of the fighting from where they could swiftly relieve the pressure on A company and move on to crush the enemy. company had moved into the thickest part of the vegetation and had established a Company CP. From here Captain Woolley opted to send his platoons out to the left and the right in order to clear the ground of enemy mines and booby traps and ensure the engineers could operate free from the risk of ambush. The terrain in this part of the area of operations was a transition zone overgrown rubber plantation that gradually gave way to heavy jungle. But this support would take time to arrive, and A company were taking hits. The close nature of the fighting meant that accurate artillery support could not be brought down and if Woolley were to disengage the enemy would slip away and claim a victory. Wolley had to keep the enemy in action until reinforcements and vital medical assistance could arrive. As the men of 3d platoon moved through the ground, they found the change in terrain adversely affected their movement, and the squads became more bunched as the jungle became more dense. So when they unexpectedly hit an enemy position to their front they were not in the best formation. Extending to the flanks was difficult and all squads became pinned by enemy fire. 1st platoon, moving on a different line of advance, was called up to assist, but they too hit the enemy base camp position which was defended in numbers and were themselves unable to advance. Captain Jack and A Company bore the brunt of the fighting, suffering a number of casualties from the close range accurate fire from the enemy position. Eventually the ability to transport men and arms enabled the US troops to conclude the action, which escalated with the arrival of Company B, whose advance from the LZ to the contact position was supported by artillery and gunships. Woolley had a problem. Both of his platoons were committed and taking casualties. He had no reserve, and the platoons, although engaged, were unable to manoeuvre to provide mutual support and whilst he had no way of outflanking the enemy position, his own flanks were poorly exposed. None the less, the contact lasted all day, until in the end it was a combination of men from Captain Jack’s A company, reinforcing troops from B company and tank dozers that eventually cleared the enemy position. Casualties were high, with 45 men receiving what Garland calls “primary medical therapy”. Reaching quickly for the radio to battalion, Captain Jack requested Page 106
THE scenario Primary Objective: Search the Jungle and clear for booby traps and enemy positions. Military Victory value: 5 points. This encounter provides good potential for a CDS scenario. The US, initially restricted and locally overwhelmed at the beginning of the encounter are able to build their strength to the point at which victory almost becomes inevitable – provided they can keep the enemy in contact. For the Communist player there is enough opportunity to inflict heavy damage on the enemy ti keeo him interested and engaged for longer than might otherwise be the case. Difficulties in obtaining fire support also mean the early part of this game favours the communist player. For him the issue is when to break combat, and how. The source for this scenario1 makes no suggestion as to the size of the enemy force, but a ‘reinforced platoon’ seems to give a balanced game. Secondary Objective: If engaged, obtain a high VC bodycount. Military Victory value 10 points. This is a Search and Destroy Mission. In this scenario the US force has no dummy Blinds. US fieldcraft is neither good nor bad. US Reinforcements – B Company (Airmobile) Captain Billy Bouton One Corpsman 1st Platoon: Lt. G.K. Alley Sgt. John T Miller Three squads One Corpsman FORCE COMPOSITION 2d Platoon: Lt Norm Hendriks Sgt Kyle Beauregard Three squads US PLAYER US Forces – A Company 3d Platoon Lt Thane Moralis Sgt. “Willy” Peet Three squads One corpsman Captain Jack Woolley Mst Sgt Jack Sheet One Corpsman 1st Platoon: Lt. Henry Krasneski Sgt. Mike Roscoe Three squads One Corpsman 2 x Dozer tanks Sgt TJ NUbb 2 squads 3d Platoon: Lt Paul Trost Sgt. Big Bill Conrad Three squads 1 Deployment Company A deploy from the two areas marked on the map Captain Jack and Infantry in Vietnam, LTC A.N. Garland Page 107
his HQ may arrive at either of the two deployment points. FORCE COMPOSITION Due to the close nature of the terrain and the overall situation at this time no air support is available for this operation prior to the arrival on table of Company B. Once Company B are on table then fire support missions from 6 x 105mm howitzers is available subject to call in and helicopter gunship support can also be available at this time. VIET-CONG PLAYER Communist Forces Viet-Cong Leader: Hoi Bau 1 x Level 1 sniper 3 x six man AK47 groups 1 x RPD team Leader: Bo Duc Thanh 1 x 3 man team of grenadiers 2 x 8 man AK47 groups 1 x 60mm mortar team 1 x RPD Team The dozer tanks – supported by elements from Company C (one squad per tank) arrive at point B on the third turn of the Blank Card after Company B have deployed. Communist cadre forces have now established a new base camp in the jungle from which operations against the engineers will be conducted. Once the communist troops fire Captain Jack can use his next available card to call for reinforcements from Colonel Haldane. These reinforcements will arrive in the form of the Air mobile Company B on the fourth turn of the blank card after the call for reinforcements has gone out– which might be a long time. The communist player may opt to deploy his troops in any of the areas marked on the map. The VC force has four Blinds, one for each group and three dummy blinds. In this scenario VC fieldcraft is neither good. For the VC player, this means that there is plenty of time to inflict significant damage on the two US platoons, before thinking about pulling off. Primary Objective: Ambush US forces twice, inflicting double figure casualties. Military Victory value 10 points each ambush Secondary Objective: To slip away to the south (bottom table edge) with less than ten casualties Military value: 10 points The VC orders are to maximise damage on the US troops before Company B may enter the table at either one of the two LZ. However this must be determined by the US player on the first turn of the blank card after the VC player commences firing. Company B deploy with a forward observer who can then begin to call in artillery and they may also commence helicopter gunship strikes. Page 108
slipping away with as much of their force in tact as possible players charging about in the jungle as though they were in a playground. LZ1 and LZ2 are the optional drop zones for the US reinforcements. Only one of these may be used. Ideally, the location of these points will not be made clear to the US player. Indeed, if at all possible the available US players should be allocated roles within A company and no mention made of B Company and the reinforcement options until after the VC have fired, when the option can be made available on radio discussion with Colonel Haldane (ie the Umpire can disclose it and allocate players accordingly). UMPIRE’S NOTES The table set us is as shown in the map. This game is set in close terrain, and this should be taken into consideration when carrying out spotting and even firing. The VC firing positions ambush positions should afford the VC a good base of fire from which to conduct their ambushes. There are som options available as to how you choose to have the game develop. I would allow VC blinds to be anywhere on the table, and may even consider one or two reinforcement blinds just to keep the US players on their toes. These work very effectively as slowing down responses and stop Point B shown on the map is the entry point for the dozer tanks who will grind a path towards Captain Woolley and his men. Page 109
Cards This scenario following: POSTSCRIPT will require the Captain Jack Woolley Lt. Henry Krasneski Lt Paul Trost 1st Platoon (A Company) Captain Billy Bouton Lt G.K. Alley Sgt John T Miller Mst Sgt Jack Sheet Sgt. Mike Roscoe Sgt Big Bill Conrad 3rd Platoon (A Company) Sgt Kyle Beauregard Lt. Thane Moralis Sgt Norm Hendriks 1st Platoon (B Company) US Armour Sgt “Willy” Peet 2d Platoon (B Company) Sgt TJ Nubb 3d Platoon (B Company) Bo Duc Thanh VC Group 1 VC sniper Di Di mau Time Out Ammunition Shortage Forward Observer Dust Off Hoi Bau VC Blinds VC Group 2 VC support weapons Critical Wound Blank card Artillery Support Authorisation In Garland’s book this encounter is given as an example of an action in which close terrain and the difficult situation on the ground combined to make Casevac a real headache. In his account of the action, Garland explains how Colonel Haldane, on hearing that A Company were in close action and taking hits, immediately instructed his second in command, Major Allee, to get medical support up by helicopter. Captain Isaac Goodrich, the battalion surgeon, was immediately sent out in an OH-13 helicopter alongside two medics to get to Company A supported with a Huey supply helicopter that they commandeered for the purpose. With no decent landing site available the mission of the dozer tanks became even more important as they carved a path through to A company. If you wish to represent this in the scenario, simply convert the Company B to arrive either on the North or South table edge and restrict helicopter access to any LZ that the dozer tanks can create. To allow this, I suggest the tanks can each clear 1d6 square inches of jungle per turn, with a LZ needing (say) and area 6x6 to land. Adjusting the scenario this way definitely makes a more demanding game for the US players and that can only be a good thing! Page 110
Arise to Lard by James Crate “… I easily turned inside him, holding my fire until I was within 50 yards and then firing a shortish burst at three-quarters deflection.” -P/O Paul Richey on attacking his first Bf 110 Before the Spitfire became the star of the Battle of Britain, the Hurricane was earning its battle honors in the ill-fated defense of France. After the start of the Blitzkrieg on 10 May 1940, the Hurricane’s most common fighter opponent was the Bf 110. In France “One-one-ohs”, as they were almost universally called by RAF pilots, were tasked with escorting Luftwaffe twin-engine bombers while Hurricanes were primarily directed to attack those same bombers. Thus while there were more 109s in theater, the Hurricane encountered the 110 more frequently. 110s over France in May 1940. The primary aim is to illustrate the differences between the two combatants and give some suggestions of how to employ the 110s famous defensive circle on your table top. Aircraft Data & Notes The following aircraft stats have been selected specifically to reflect combat between the two aircraft types in this scenario. Use these statistics vice the numbers from the BTH2 manual. The scenario itself is a representative encounter between a force of Hurricanes and Page 111
Bf 110C-2: SPD: 7 MAN: 3 ALT: 6 ROC: 1 ROB: 3 SIZ: 3 Front: 11 Rear: 1 a total of 9. The Hurricane has enough ammo for 18 seconds of machine gun fire. Angriffskreis – The Attack Circle During the Blitzkrieg and beyond, 110 pilots would form up into a defensive circle when attacked by a more maneuverable opponent. This circling maneuver was called the Angriffskreis (Attack Circle) by 110 formation leaders. Some 110 flight leaders saw offensive potential in the Angriffskreis as they theorized that it would allow them to them to temporarily occupy a piece of sky, perhaps near a target area or while friendly bombers passed through. However, in a display of gallows humor, many Luftwaffe pilots referred to this maneuver as the Angstkreis or “Circle of Fear”. This formation/maneuver was called a Lufbery Circle in other air forces, being named after Lafayette Escadrille ace Raoul Lufbery who ironically did not invent the tactic. The Bf 110C-2 gets 4 factors from the 20 mm cannon and 5 from the machine guns (4+1 for being on centerline) for a total of 11. It has enough ammo for 7 seconds of cannon firing and 54 seconds of machine gun fire. No Break Turns: Time and again in period accounts, Hurricane pilots talked about the ease of out turning the 110. I have read that comment in so many accounts written both during and after the war that it was hard to have a game that did not address this. Thus for this scenario, Bf 110 aircraft may not perform a Break Turn maneuver. Angriffskreis: Bf 110C may treat the Lufbery as a simple maneuver. Bag the Hun 2 describes the Lufbery Circle as both a formation and a maneuver. This is the exact right way to think about the Lufbery. However, while the Lufbery Circle section in BTH2 gives some rules on how to execute the circle, there is still a fair amount left to the imagination. The below gives some playtested guidance on the specifics of recreating the Angriffskreis on your table top. No Protection: The Bf 110C-2 that flew in France in 1940 lacked cockpit armor protection found on later models. Thus any “Pilot Hit” result, treat as pilot KIA. Starting in June of 1940 armor was added and this penalty may be removed for any Bf 110C-3 or C-4s used in Battle of Britain scenarios. Hurricane I: SPD: 6 MAN: 6 ALT: 6 ROC: 1 ROB: 2 SIZ: 1 Front Fire: 9 Note that the above factors in speed, climb and firepower are different from the data given in BTH2. Among other things, the Hurricane I gets 8 factors from the 8 wing mounted machine guns +1 for being noted by pilots as being a very steady gun platform for Figure 1: The Lufbery as shown in BTH2 Page 112
1: Move straight ahead 3 hexes and then execute two Easy Turns in a row. 2: Execute two Easy Turns in a row and then move 3 hexes. 3: Move 1 hex, execute an Easy Turn, move 2 hexes and execute another Easy Turn. 4: Execute an Easy Turn, move straight ahead 3 hexes and then execute another Easy Turn. 5: You get the idea 6: Execute three Easy Turns in a row with his 9 pips of movement. The Aircraft Data Tables of Bag the Hun 2 state that the Bf 110C may treat the Lufbery as a simple maneuver. This is exactly right and should be the case in your game. The Lufbery description in the Manoeuvres section shows the recommended circle size for single- and twin-engine aircraft. Essentially it shows a track in the sky and all of the aircraft should ostensibly be on that track. However, if taken literally this results in situations where an enemy Hurricane could be behind a 110 in a shooting position, but the trailing 110 is unable to take a shot at the offending British fighter due to the constrictions of the track. There also tends to be a lot of counting and eyeballing to ensure everyone is on the track or path. Finally, the circle as recommended works well for six aircraft, but not so good for a very common number like four. Thus for all of the reasons given above, I suggest not worrying about the twin-engine circle dimensions as shown, and use the following instead: You must execute two Easy Turns in the same direction, but are not limited to just two Easy Turns (although in practice 3 is probably the limit). If used properly, adding some straight flight with the turns would allow the leader to slowly move his formation toward the edge of the board if he needed to. Now, as the other aircraft in formation take their positions they must meet the below parameters: 1: Each trailing aircraft must be positioned behind the 3-9 Line of the aircraft in front of it. On the 3-9 Line does not count as being behind. 2: Each leading aircraft must be in front of the 3-9 Line of the aircraft behind it. On the 3-9 Line does not count as being in front of. 3: As stated in the BTH2 rules, aircraft in the formation may be no closer than 3 hexes or no further than 10 hexes from all other aircraft in the formation. The BTH2 rules state that there “must be two clear hexes between aircraft at all times” which is just another way of saying no closer than 3 hexes. 4: You must have a minimum of 3 aircraft to form a Lufbery (as you could not meet the requirements of the above with just two). The 3-9 Line – Most air gamers are familiar with the “clock code” where 12 o’clock is straight ahead and 6 o’clock is dead behind. This leaves 3 o’clock being 90 degrees to the right of the nose, while 9 o’clock is 90 degrees to the left. Drawing a line between the two clock positions we get the “3-9 Line” which in most World War II fighters is roughly analogous to the line formed if you drew a line from wingtip to wingtip. The 3-9 Line bisects the front hemisphere of the aircraft from the aft hemisphere. The term came into wide spread use in the fighter community after World War II, but is effective in communicating what we’re talking about. Remember that in the BTH2 Aircraft Data Tables, the Bf 110C notes state that forming the Lufbery counts as simple maneuver for that type and should be played as such in this scenario. With our definitions out of the way, here are the parameters for executing Lufbery in Bag the Hun: To get into the formation, the lead aircraft declares on his move that he is forming the circle (“Angriffskreis!”) and then must execute at least two Easy Turns in the same direction not combined with any other maneuvers. Thus a 110 leader whose base speed is 7 and who rolled a D4 of 2 could: When forming the circle, if you have other friendly 110s at the same altitude band and within 10 hexes of the formation leader, they may join the circle/formation. Page 113
Flying the Angriffskreis “One-one-oh party!” Bonus Card The BTH2 rules state that “the spiraling nature of this formation resulted in a loss of altitude, and this should be reflected by a reduction in altitude of one band for every two moves that the spiral is maintained.” While the spiraling nature could certainly cause a gradual lowering of the formation, this was not always the case, and in any rate, I can never remember if I dropped the formation last turn or the turn before. To alleviate this, if the 110 formation leader rolls a D4 of 1 or 2, or elects to not roll a D4 at all during his move, the formation will drop 1 altitude band (with a commensurate increase in 1 pip for altitude change). A D4 of 3 or 4 results in the formation maintaining its current altitude while conducting its circling maneuver. “It was found that each of the single seater aircraft could easily out-turn the Me.110 at low altitude …” -AFDU Report No 38, Tactical Trials Messerschmitt 110 The sluggishness of the 110 compared to the Hurricane allowed RAF pilots to usually take and keep the initiative during their confrontations. Thus to further show the initiative that RAF single seat aircraft had against the Bf 110, it is recommended adding a single “One-one-oh party!” Bonus Card to the deck. On the turn of this card, a single Allied pilot of any skill level can use the card exactly as an Ace Pilot Bonus Card. So for this scenario, the Allied player may select any Hurricane pilot and that pilot may attempt to either move or fire (not both). If the pilot using this card is part of a formation, then he may utilize this card to move the formation, provided the section has not previously moved under its section or character card in the same turn. The “One-one-oh party!” Bonus Card should only be used in scenarios where Allied single seat fighters are exclusively fighting Bf 110s. If playing a scenario where the RAF faces a mixed force of 109s and 110s, do not add this card to the deck. One advantage of this formation is that EVERY aircraft in the formation may receive the “Firer has Wingman” bonus when conducting attacks with its forward firing guns. As a tactical consideration, with eight aircraft the Luftwaffe player may elect to for two counter rotating circles of four stacked at consecutive altitudes vice a single one of eight. This can complicate the problem for the attacking aircraft. While the Lufbery has some definite advantages, it is important to remember from the BTH2 rules, “if an aircraft is forced out of formation either as the result of failing a control test or as a consequence of a bad miss or enemy fire, then the formation is broken and each aircraft must act independently.” Thus the RAF player should attempt to attack any Lufbery circles early in an attempt to break them up. Order of Battle County of Flummoxed Squadron – Operating with their Hurricanes near the front lines from their third base in as many days. Red 1: Veteran Pilot (F/L Neville Dysetower) Red 2: Regular Pilot Red 3: Regular Pilot Yellow 1: Jr Ace Pilot (F/O “Clobber” Fame) Yellow 2: Regular Pilot Yellow 3: Spog Pilot Should the formation leader decide to abandon the Lufbery circle voluntarily, he must move straight ahead, and the trailing aircraft will form up in a “line astern” formation behind him with 1 hex spacing. Zerstörergeschwader von Schtabbin – Honoring their WWI namesake, this 110 squadron has been dining on French fighters and light bombers for the last two days. Page 114
Today it has been sent slightly ahead of the bombers to clear a path for a deep strike at major French city. 1 Schwarmfuhrer: Junior Ace (Haupt Wolfgang Heckside) 2 Rottemann: Regular Pilot 3 Rottefuhrer: Veteran Pilot 4 Rottemann: Sprog Pilot 5 Schwarmfuhrer: Veteran Pilot (Leut HansJadda Jadda) 6 Rottemann: Veteran Pilot 7 Rottefuhrer: Regular Pilot 8 Rottemann: Regular Pilot Cards F/L Neville Dysetower (Red 1) Red Section Move Red Section Fire F/O “Clobber” Fame (Yellow 1) Yellow Section Move Yellow Section Fire Hauptmann Wolfgang Heckside Schwarm 1 Move Schwarm 1 Fire Leutnant Hans-Jadda Jadda Schwarm 2 Move Schwarm 2 Fire Altitude Bonus Tally Ho! Achtung! Indianer! Bail Out! RAF Jr Ace Bonus Card Luftwaffe Jr Ace Bonus Card 110 Tail Gunners Fire Note: No bogeys or bogey cards are used for this scenario (see below). Page 115
Board Set Up Suffering from overconfidence, Hauptmann Wolfgang Heckside is not expecting much resistance in this sector, thus the Hurricanes (for once alerted) have the opportunity to perhaps get the jump on the Luftwaffe. Place the Luftwaffe Bf 110s in the middle of the board in an appropriate formation at Altitude Band 4. The Hurricanes will be placed bearing 2D6 and range 4D6 from the Schwarm 1 leader at Altitude Band 5. Bearing – Roll a 2D6. A roll of 7 equals the 110s 12 o’clock (ie straight out in front of the Luftwaffe leader). A roll of 2 would equal the 110 leader’s 7 o’clock. A roll of 12 would equal the 110 leader’s 5 o’clock. Simply go around clockwise for other numbers. For example a roll of 6 would place the Hurricanes initially at the 110 leader’s 11 o’clock. There is no roll that places the Hurricanes at the 110s dead 6 o’clock. Thus it is more likely that the Hurricanes will start off in front of the 110s at a higher altitude, but there is a chance that they may start in a more advantageous position to the rear. Objectives I haven’t bothered with points. Each side is simply looking to shoot down as many of the enemy as possible while minimizing their own losses. In this scenario, the RAF have superior aircraft but are outnumbered, thus things should be relatively even. That said, in this campaign the Luftwaffe can more easily replace their losses, so the RAF will have to shoot down quite a few 110s for a notable victory. A draw favors the Luftwaffe. Range – Once you have the bearing, the lead Hurricane will be 4D6 hexes away, again at Altitude Band 5. The Hurricanes may start facing whichever direction the flight leader desires. This is the initial set up, no bogeys are used, simply get at it. Recommended Reading Arise to Conquer by RAF ace Ian Gleed, was originally published during the war in 1942. With its in-the-moment prose and taka-taka delivery, no book for me more captures the feel of the Bag the Hun game than Arise to Conquer. You cannot finish a chapter without wanting to put some Hurricanes on your gaming table – my absolute highest recommendation. Variants Obviously you can change the scenario by determining pilot skill via the Pilot Generation Table. Additionally, try adding nine Luftwaffe medium bombers at altitude 4. If you do, I recommend adding another flight of six Hurricanes. You can use the aircraft statistics and rules from above for a Battle of Britain scenario as well. Tony Holmes’ Hurricane I vs Bf 110 1940 from Osprey was also instrumental in preparing this scenario. Page 116
Scotland Forever! This year is the 200th Anniversary of Waterloo and to mark this event TooFatLardies is giving you the chance to charge into action with the Royal Scots Greys at Waterloo Will your battlefield decision making led to glory and the capture of an enemy Eagle or will you be one of the thousands who pay the ultimate sacrifice on the day that the Napoleonic Wars reach their dramatic and deadly finale? Play this unique game and take your place in history. How the game works: You will need a d6 to play. Simply read the story below and use the options to help you select what happens next. Then just follow the link to the next section and see how your story develops. From time to time you may need to roll a d6 to allow fate to play a hand. But choose the right course of action and with luck and a true sword arm you will prove your mettle in close combat with the enemy and will be in with a chance of capturing a coveted Imperial French Eagle standard. Make a poor choice, or have an unlucky moment, and an unmarked grave awaits… Share your stories with us on twitter @toofatlardies or on our facebook page www.facebook.com/toofatlardies Good luck Page 117
Note: This has been extensively playtested so you shouldn’t get into a loop but – if you do, simply go back a stage, take a different option and rejoin the action! START HERE A field near the village of Mont St. Jean 18th June 1815 What a difference a day makes. This time yesterday you were weary, wet and retreating before a French Army that had beaten the Prussians and looked set to plunder Brussels. Today you stand in glorious sunshine as part of the Allied Army that will blunt Bonaparte’s bloody ambitions for the last time. You shift uneasily in the saddle and look at your pocket watch. Two hours since the cannonade began and now their roar seems louder than ever. Thank God you are on the reverse slope, safe from the carnage. But somebody is getting it and that’s for sure. The steady procession of wounded men to the rear serves only to steel your mind for the day ahead. You know that infront of where your squadron stands, beyond the crest of the slope and out of sight , Bonaparte’s army is on the move, their advances led by their fearsome and deadly horse artillery batteries. You look around at the men of your squadron. Despite just a few days of campaigning most look weary, red eyed and caked in mud. Yesterday’s heavy rain and manoeuvring created such a mud bath that even the neatest of troopers could not prevent becoming caked from head to foot. The guns roar again and in the distance the sounds of bugle call and drums are softened to the point that they become almost rhythmical. To your left Trooper Thurleigh, a young faced man from Renfrewshire catches your eye. “Do you think we’ll be at them soon, Sergeant”, he asks. “Aye lad”, you reply, “soon enough”. You move to the end of the file, looking back along the line of the squadron. Captain Cheney glimpses at you and then rides off to the front of the regiment. Through swirling smoke the sounds of the dreaded Pas de Charge can be heard coming from the slope. The French are on the attack. To your right, a party of blood-spattered Dutch infantry bolt to the rear, carrying a wounded comrade and shedding their equipment in their haste to get to safety. The French are pushing hard. This is it. The battle is close by. An aide-de-camp wearing a guards uniform flashes past you, stopping violently when he reaches Colonel Hamilton. Orders are relayed. From the main line a roar of musketry is heard, adding a further crescendo of noise and throwing yet more smoke into the dry air. Go to 1 Page 118
-1The aide-de-camp raises his hat to the Colonel, and in a moment he is gone again. Colonel Hamilton exchanges some words with Captain Cheney and Captain Payne calls for the bugler. Suddenly, you are aware that your lips are dry. You move to lick them, and realises that the dryness extends to your entire mouth. You swallow hard. The Colonel twists excitedly in his saddle, his voice bursting with pride and exhilaration. He nods to the bugler and raises his voice to the men, all of whom fidget nervously as they watch events unfold. “Now then Scot’s Greys…. Charge!” Captain Cheney repeats the command with formal precision "The Division will draw swords. Eyes right. Draw….SWORDS!" Division will prepare to charge CHARRRRRRRGGGGGE!!!!! The men respond with excited professionalism. Taking the reins firmly in left hand you shift uncomfortably in the saddle and adjust your accoutrements as you begin to move forward. You unsheath your heavy dragoon sword and grasp it firmly. The ground beneath you is broken and uneven, but your horse seems to be treading a steady path. Whether your horse responds to you directly, or is simply following the moment of its comrades is hard to say but in a moment and in a fashion that seems perfectly natural, the push towards the enemy has begun. The horses press on, the riders maintaining cohesion to ensure the squadrons retain their formation. The pace quickens. The roar of musketry increases and the sound of artillery fire seems to reach new heights. Around you men are cheering. To your left Troopers Pascoe and Thurleigh manage somehow to shake hands as their mounts push forward. Each man exchanges glances with those around them, and each sees, in the face of his colleague, a determined face of exhilaration – and the hidden curse of fear. Fate awaits. The charge has begun. Go to 2 -2All along the ridge the body of grey horses pushes forwards, their hooves throwing up great clumps of Belgian earth with each stride. As you pass the crest of the ridge the spectacle of battle is laid out before you, but it is so vast, so confused, and so disguised by smoke that you cannot make sense of the scene. Focus on the job in hand. Maintain cohesion. Keep the boys together. As you pass through the ranks of the Gordon Highlanders the momentum quickens. In your ears, above the sounds of the battle, you can hear the skirl of the pipes as the bagpipers play a stirring tune. A few of the highlanders, spurred on by the momentum of the cavalry, surge forward to join the charge. You can now see the enemy columns arranged before you, barely 100 yards ahead. A pox scarred and burly highlander attempts to grasp your straps as you pass, seemingly wanting to be pulled along by the charge. His clumsy grasps disturb your mount who buckles and instinctively pulls away from him. What do you do? Do you… Extend an arm to the Highlander to encourage his forward movement - Go to 4 Kick in your heels and press forwards – Go to 11 Page 119
-3Through the smoke of battle you see the dark jacketed mass of men moving up the slope and through the corn towards you. The range closes to 50 yards. As one they look up to face the cavalry and in an instant their momentum ceases. Their forward movement stops with an exaggerated sway as though an anchor had been dropped in their midst. The poor wretched infantry behold the might of the mounted British and for a moment you feel pity for them. Scattered shots ring out, but seem to serve little purpose other than make your own men cheer even louder. This is it. The thrill of the charge, a massed movement of men and horse in perfect cohesion falling mercilessly upon a pitiful foe. Just a few more heart thumping strides and you are upon them. With a throat wrenching cry of “Scotland Forever!” you plunge on into the enemy formation, battling to control your mount with one hand and wield your heavy dragoon sabre in the other. The clash of steel on steel rings on your ears whilst your eyes, streaming from the thrill of the charge and the sting of the acrid smoke, struggle to identify targets among the throbbing mob of men and horses that now surrounds you. The cohesion of the squadron, so perfect at the commencement of the attack, is lost in an instant as a series of individual melees break out. Out of the corner of your eye you see Thurleigh pitch forwards from his horse and into the corn, his face contorted in his death throes. With a sudden lurch your mount spurs you towards the distinctive shako of a Frenchman. He turns towards you with anger in his eyes and sets to thrust his bayonetted weapon towards your exposed right side. Do you: Kick on to leave the threat behind you and delve deeper into the formation - Go to 5 Parry his thrust - Go to 10 Attempt to cleave his head with your flashing blade – Go to 36 -4You extend an arm to the burly Scot - “Come on then you mad bugger!” – and attempt to pull the highlander forward. He runs forward with you, grabbing hold of your stirrup and running for all his worth. But the pace of the animal is too much for the infantryman, weighed down with his full kit. After a few moments he releases his grip, and yells a breathless fare-ye-well as you speed on down the slope. Go to 3 Page 120
-5Breathing heavily, you move on down the slope. The order of the charge has now started to give way to disruption and chaos. The ranks of the French appear to be broken, and whilst some men break for safety, others assemble in isolated pockets in an attempt to survive the mounted onslaught. Casualties litter the ground. To your right you see a Greys officer, unhorsed and wounded, engaged in a fierce fight with two French fusiliers. Do you Control your mount to move to the officer’s aid? - Go to 6 Push on down the slope? – Go to 8 -6Moving with determination, your horse barges into one of the fusiliers, knocking him to the ground. The Greys officer, inspired at your arrival, plunges his sword into the chest of the prone Frenchman, whose colleague lunges at the officer. Instinctively you plunge towards the Frenchman, sword arm raised, and cut him down with a shoulder jarring sweep of your blade. The officer, recognisable now as Captain Payne, turns towards you and demands that you offer him your mount. Do you Dismount and hand the reins to your senior? – Go to 42 Extend him an arm – your mount can carry two? – Go to 7 Ignore his pleas and push on towards your next enemy? - Go to 8 -7Manoeuvring close to the officer you extend an arm to haul him up behind you. As you do so a French fusilier steadies himself and fires his musket. The ball strikes the officer full in the back, and his lifeless hand loses its grip as he slumps to the ground. Roll a dice: 1,2,3 - Go to 17 4,5,6 - Go to 27 Page 121
-8The officer shouts something in your ears as you push on into the throng. Around you the picture is one of panic and carnage. Bodies of friend and foe alike a littered on the ground all around, some writhing in their death throws. Go to 17 -9Feeling exposed and vulnerable without a horse you lose your footing for a moment in the uneven ground. The battle swirls around you and in a moment the scene shifts again, a moustachioed Frenchman fixes your gaze and turns to face you, pointing his trembling musket at you. Barely a few feet away, if he fires you are done for. He pauses for a moment. Out of the corner of your eye you see more Frenchmen moving around you. Your cause seems desperate, and for the first time the fear of death flashes into your mind. DO you Raise your sword in a determined effort to die fighting? Roll a d6: 1,2,3,4 - Go to 14 5,6 - Go to 10 Recognise that your position is hopeless and offer up your sword? Go to 40 Turn and run? Go to 46 -10The Frenchman recoils as he fires his weapon, the flash of flame from the barrel extending almost into your face. You feel a hammer blow to your chest which knocks you backward. As you fall, you glimpse more Greys moving around you. You gasp for breath and hit the floor hard, flat on your back and staring up at the blue sky. A rushing sensation in your chest fills your mind and stops your breath. You cough. The rushing sensation becomes an intense and crippling heat like something is crushing you. You cough again as a welcome and warm light calms the noise, removes the pain and embraces you in endless honour. Your battle is over Page 122
-11Terrain and excitement mean that the squadron formations are poorly maintained. Somehow you are in the front rank and oh - such a sight – before you stretches row upon row of Frenchmen moving steadily up the ridge. You glimpse across and see Colonel Hamilton, sword arm raised, urging the Greys onward. As one, the body of horsemen react to his urging, kicking in their heels and careering down the slope. Go to 3 -12Shaken, battered and breathing deeply, you make it back through the ranks of the highlanders through whom you have charged just a few minutes before. The men raise a cheer as you pass, a bugle call allows you to find the survivors of your troop. Eyes wide, you listen to the tales of your comrades and hear the names of some of those who fell. The French it appears are in turmoil, the battle surely won. But what a cost, and as Sergeant Ewart presents a group of officers with an eagle that he has captured on the battle field you stare down at your blood soaked hands. Glory for the regiment. Survival for you. Your battle is over -13A loud cheer greets you as you make your way back up the slope. The highlanders, many of whom had charged forward with you just a few moments previously, are raising the bonnets and shouting hoarse cries of salute. Inresponse you raise the captured eagle above your head in a sign of victory. Slowly your comrades form up around your, desperate to hear the story of how you secured such a prize. Their wide eyed faces are streaked with blood and sweat, and Trooper McLaren enthrals all with his tale of how he saw the Colonel fall in his moment of greatest glory. All are agreed that the French are beaten, their formation smashed by the charge. Captain Cheney approaches, accompanied by none other than the Earl of Uxbridge who greets you warmly “A fine day, Sergeant, to be capturing the enemy’s standards and sending his armies back to Paris – don’t you think? Now…tell me how you came upon this…..” Your battle is over. You are a hero. Page 123
-14The Frenchman pulls the trigger and there is an earsplittingly loud bang. For a moment everything stops. Then you see the look in the eye of the Frenchman – a misfire! What luck! With a maniacal cry and pushed on by sheer fervour you thrust forward with a firm movement of your arm and the unfortunate Frenchman crumbles as your blade pierces his ribs. With a twist you seal his fate and, in the same movement, extract the blade and turn around. A riderless horse – Thurleigh’s horse almost knocks you over but stops, almost fatefully, between you and the French horde. Do you… Mount the horse and push on down the slope - Go to 15 Stay on foot -there are plenty of Frenchmen still to kill here - Go to 40 -15Leaping instantly to the saddle, you sweep your sword arm down, keeping the cowardly French at bay. The scene around you is one of chaos. All around you is in turmoil. Above it all are the screams of the dying and the incessant thunder of the guns. Instinctively you kick your heels into the animal’s side and it reacts with a startled jolt, and in a moment the scene changes… Go to 16 -16Fifteen years of service flash before your eyes in a moment. Surely nothing can match this, the thrill of pitched battle with the old enemy. The noise of gunfire mingles with the screams of battle and the cries of the wounded. You tighten your grip on your sword. Do you… Take a moment to get your bearings - Go to 18 Plunge on into the smoke - Go to 17 Page 124
-17For a moment you find yourself alone, then, emerging into an area of good visibility you realise that you have pushed a great distance down the slope. Around you fleeing French soldiers are being cut down by rampant greys, who, emerging rapidly from the smoke, are careering downhill, cheering wildly. The momentum of the charge and the exhilaration of smashing the French columns is driving men forwards – surely now this battle is won ! If you have already captured the Eagle go to 43 If not, Roll a d6 1,2,3 – Go to 38 4, 5 - Go to 20 6 – Go to 18 -18In the distance you can hear a bugle call of recall. To your right you see Colonel Hamilton in melee with a French officer and spur your mount to support him. As you close, he skewers the Frenchman through the face and twists in his saddle, looking through you to a distant point. With a frenzy in his eyes and a cry of “Charge the Guns!” he pushes past you, followed by a dozen other troopers. Do you… Join this valiant group? - Go to 29 Heed the bugle call? - Go to 19 Plunge into the wider melee? - Go to 20 -19You steady your mount and begin to head back up the slope. As you do so, a French lancer appears behind and to your left, his red and white pennant whipping violently as he manoeuvres the tip of the weapon towards you. You accelerate to pull away from him, desperate to heed the call of the bugle, but the Frenchman, on a fresh and light horse, easily gains ground on you, thrusting his lance at you. As you twist in the saddle to deflect his blow, the lance point gouges deep into the flanks of your horse, making the animal fall to the ground – spilling you clumsily from the saddle. In an instant you are thrown forward, your losing your shako and taking a mouthful of Belgian soil. Clumsily, shaken, you rise to your feet, turning to face the lancer – but he has moved on. Go to 12 Page 125
-20In a brief lull you see men around you engaged in fierce combat, in the main, the greys are carving a path through the French column who appear broken and fearful. Ahead of you a burst of sunlight highlights the embroidered colour of a French flag. AN Eagle! What a prize! You move speedily and smoothly forwards, man and horse moving with a smooth determination that suggests the horse has also recognised the importance of its goal. In a moment you are alongside a group of French infantry guarding their regimental flag. Do you… Make a grab for the eagle? - Go to 21 Attack the soldiers? - Go to 10 -21Using your height advantage, you make a grab for the eagle. Amazingly, your gloved hand grips the shaft first time, yanking the colour towards you. The Frenchman, shocked at your intervention, instinctively pulls away, almost wrenching you from the saddle. Determined to retain his flag and the honour of his regiment the grizzly looking Frenchman thrusts his sword towards your groin. With your sword in one hand and the eagle and the reins in the other, you are momentarily off balance. What do you do? Attempt the parry the blow whilst you regain your balance? 1 to 4 go to 22 5 to 6 go to 41 Ignore the Frenchman’s attack and launch one of your own? 1,2 – go to 23 3,4 - go to 28 5,6 - go to 41 -22With a flash of your blade you parry his attack, breaking your opponent’s sword in the process. In a flash, your arm comes up, and as you regain your balance you bring your sword arm down, enabling you to deliver a fatal blow to the Frenchman, cleaving his shakoless head with a powerful blow that releases his grip on the eagle and life. Pulling the flag in towards your side you pull your horse around to the left to head off with your prize Go to 23 Page 126
-23Before you can act another horseman comes up alongside you. You look up into the eyes of a French Lancer, his gold helmet and green jacket temporarily lit up as a shaft of sunlight breaks through the smoke. His rapid approach has you at a disadvantage. Do you… Turn to fight him? - Go to 24 Kick your heels to make good your escape? – Go to 27 -24You turn to face the lancer, who throws his lance at you. Aided by the momentum of your turn, you instinctively parry the lance down your right side. The Frenchman, cursing his luck, fumbles momentarily for his sword, presenting you with the opportunity to strike Do you… Make an attack?– Go to 25 Kick your heels to make good your escape? –Go to 34 -25Instinctively you whip your sword arm upwards, cutting the Frenchman through the chin and exposing his teeth, which for a moment, shine like a row of grave stones in the eerie light. With a bloody cry, he falls from the saddle. You kick your heels and move off, still clutching your prize. Go to 38 -26Twisting in the saddle the Captain looks at you with dark eyes. At the sight of your prize he raises his hand to his hat, raising it for a moment in an act of salute. “you brave fellow”, he cries; “take that to the rear; you have done enough until you get quit of it”. “Be off with you – find the general, but go alone for we still have business to do before Bonaparte is beaten”. Then, in a moment, he turns back towards the bugler by his side, and in a moment they both plunge forward into the fray. Go to 13 Page 127
-27Moving urgently, you get but a few paces before you are faced with another adversary. A brave and grizzle foot soldier, abandoned by so many of his colleagues, seems intent on making a fight of it. The deafening noise of his musket stuns your horse, who flinches at the sound. The ball zips past your head, missing it by inches. Unphased, you and your adversary close the distance, and, with a gritty determination the steely eyed Frenchman makes a thrust with is bayonet. Do you… Parry? - Go to 10 Or attack? - Go to 28 -28With swift determination you sidestep your horse, avoiding the foot soldier’s clumsy attack, and deliver a punishing swipe of your battered sword that takes the Frenchman out of the action. Your horse stumbles in the even ground, but with a cool deftness that comes with a life in the saddle, you regain control and cool the beast. Without another thought, you kick your heels and move on If you have the Eagle, go to 43 If not, go to 38 -29Led by Hamilton the group charge on, striking down fleeing Frenchmen as they go. Fuelled by your success and the momentum of the charge your plunge onwards, and soon find yourself in amongst the enemy guns. Around them is a scene of carnage, with Greys and other Union Brigade troopers riding amok amongst the hapless gunners. For a short time at least, these guns will do no more slaughter. An artilleryman swings his ramrod at your horse, but with a deft movement you avoid his blow and close in on a cannon, abandoned by all bar a lanky looking gunner, whom you sabre mercilessly. Go to 44 Page 128
-30“Look out lads - lancers!” The body of Greys makes a valiant effort to close ranks to defend against the attack of French lancers. The British horses, blown from their charge, lack the lightness of control needed to respond to this new threat. Breathing heavily, you steel yourself for another combat as the cavalry close, choosing an approaching Frenchman as your adversary. He fixes you with his gaze and, as the distance closes between you, you to stand up in your stirrups to gain the crucial height advantage and leverage that will enable you to level the odds. The enemy closes with your small group, and out of the corner of your eye you see Colonel Hamilton fall from his horse. Momentarily distracted, your enemy has you at a slight advantage and he makes a firm thrust at you with his lance. With a deft twist of your arm you deflect the blow, and the lance travels across the front of your body until it lays flat across your chest. Do you… Take the chance to grasp the shaft? – Go to 45 Or twist to the right to launch an attack? - Go to 31 -31The Frenchman, acting swiftly, releases his lance and reaches for his sword. He is clearly and experienced warrior, for as you bring your sword down he is able to parry your blow. With a cry of “Vive L’Empereur!” he thrusts his lighter sword towards your side, and you feel a warm burning as the steel cuts through your flesh. With a wince and a cry you shift in the saddle, and swipe uselessly with your sword. You and the Frenchman are now knee to knee, your swords locked together bloody combat. Your wound burns – he already has an advantage over you. Something desperate is needed. Do you… Attempt to bring your sword hilt up into his face? - Go to 33 Or attempt to pull him from the saddle? - Go to 32 -32You grab desperately for his straps, gripping them firmly through your heavy gloves. Standing painfully in your stirrups, you pull the Frenchman towards you with all your strength, lifting him from his saddle. With his lance now lost and sword arm restricted, the Frenchman resorts to grabbing your face with his left hand, his coarsely gloved fingers gripping your jaw and holding you by the mouth, pulling your jaw downwards. Roll a d6 1,2,3,4 - go to 33 5,6 - go to 34 Page 129
-33Whipping your hand upwards, the sword hilt smashes into the Frenchman’s jaw with a painful crack, stunning him and throwing him backwards. With a follow up thrust you plunge your sword into his abdomen, and the Frenchman gives a gurgling cry as he keels sideways away from you, falling from his saddle and thudding to the ground. Recomposing yourself for a moment you turn to face the front once more, and are instantly struck in the face by something hard. Shocked and with your vision momentarily blurted, you see another lancer to your left, releasing his grip on the lance that he has just struck you with and turning about on his horse to re-engage you with his sword arm. Do you … Bring your sword arm round?- Go to 34 Make a grab for the lance to pull the Frenchman closer? - Go to 45 -34You bring your sword arm round, but the Frenchman, fresh and experienced, is faster. You feel a chest tightening pain as his blade spears you through under your left arm, penetrating so deeply that the sword, now embedded in you up to the hilt, ends not only your fight but your grip on life. With eyes wide you fall to the ground, snapping the blade of the Frenchman’s weapon with your ribs as you fall to the ground. Your last breath is taken from you as you thud into the Belgian soil and you join the ranks of the fallen. Your battle is over -35Kicking in your heels, you see a way back through the fight. The French infantry are broken, of that there is no doubt, but now the greys, scattered across the slope and with horses blown, face a great danger. With luck, you can restore some order and capitalise on your brilliant and devastating charge. If you have the Eagle, go to 43. If not, go to 20 Page 130
-36Before you can act, the Frenchman thrusts at you, and you can feel the hard steel of his bayonet as it pushes against, but not into, your thigh. In a moment, your sabre crashes into his epaulette, and your arm judders as the heavy blade cleaves into the flesh of your adversary. Terribly wounded, the Frenchman staggers back and your horse kicks on once more. Do you Wheel round to finish him off? - Go to 37 Kick in with your heels and push on down the slope? - Go to 5 -37As though jerked away by the hand of the Almighty, your horse collapses, throwing you from the saddle and into the corn. Shocked, but still grasping you sword, you struggle to your feet, suddenly feeling exposed and breathless amidst the throng. Go to 9 -38A French Officer appears out of the smoke, leading a group of men. He thrusts at your with his sword, Roll a d6 On a 1,2,3,4 - Go to 39 On a 5 or 6 - Go to 34 -39Sparks fly from the blade as you parry the Frenchman’s thrust. With desperate fervour and amazing speed he swings his sword at you again, but this time a swift and powerful parry from your heavy dragoon blade soon shatters his inferior weapon, and with an upward slash you piece his abdomen, disembowelling the unfortunate enemy and he crumples with a sickening cry. If you are on foot go to 40 If you are mounted and have the eagle, go to 43 If you are mounted but don’t have the eagle, got to 44 Page 131
-40It seems that fate is not finished with you just yet… “Here Sergeant, take this…” You turn to see Captain Cheney, who extends to you the reins of a horse. With consummate ease the Captain strikes down a Frenchman who makes a strike at him. Eagerly, you mount up, but before you can thank the Captain he has disappeared down the slope. Roll a d6 1,2 - Go to 18 3,4 - Go to 27 5 - Go to 17 6 - Go to 20 -41You are an excellent swordsman, but this Frenchman is better. With astounding skill the enemy has you beaten, and with a flick of his Gallic wrist he plunges his blade deep into your chest. You slump forward, your motion snapping the blade as you fall to the ground. As you fall to the ground your eyes catch sight of a glittering Eagle. Then all is dark. A mass grave awaits. Your battle is over -42The officer takes your mount and rides into the throng without a word. Go to 9 -43Gripping the Eagle tightly you spur your horse on up the slope. What a prize! A group of bloodied troopers from your own squadron cheer at the sight of you. Captain Cheney is with them. Go to 26 Page 132
-44A bugle call sounds through the smoke. Recall. Recall to where? All is confusion. Through the swirling smoke you see a sight that strikes fear into your heart – enemy lancers Go to 30 -45You grasp the shaft of the Frenchman’s lance, pulling him close to your face. You look into the eyes of a moustachioed dark skinned fellow, much smaller than you. At that moment a trooper of the greys appears at your side, delivering a heavy blow to the Frenchman’s shoulder which cleaves him through to the chest. You watch him fall away from you. His fight is over. Yours is not Go to 35 -46You turn and run, the long corn swishing noisily as you stumble along, then, in a moment, there is a horseman by your side Roll a d6 1,2 go to 40 3,4,5,6 go to 47 -47You look up into the eyes of a mounted French officer. With a cry of Vive L’Empereur he raises his sword and strikes you down, the blade of his sword carving into your neck and shoulder. You fall to the ground, bleeding heavily. The battle moves around you, but laying painfully in the corn the fighting takes on a surreal form. Choking on the warmth of your own blood, day becomes dusk, and dusk becomes night. Movement is impossible, and you drift in and out of consciousness. The moon moves slowly across the sky. In the morning, you find yourself looking into the face of a woman, much older than you. Her face is dirty and her clothes are worn, and bloody. Her hand is in your pocket. She takes your pocket watch and your pipe. You try to speak but she scurries away. You drift again into unconsciousness and soon all around you is darkness. Your battle is over Page 133