Last Sunday Rob from the Sharp End of the Brush blog dropped in via Google Hangout for a game. The scenario was Forlorn Hope 2 from Wargames for All Ages, the troops were 40mm Prince August and the rules were Charge! by Lawford and Young.The situation is that a surprise attack is being launched against 2 redoubts that guard the end of a fortified position. The scenario is so similar to an article written by Charles Grant for Stuart Asquith's Practical Wargaming magazine on a similar at Yorktown that I can't help but imagine that it was inspired by that event.
My table is slightly smaller than the map suggests but instead of shrinking to fit, I tried to keep the distances between front line, redoubts and main position constant and trimmed the edges. The rules allow the defender to roll once per turn per redoubt to check if sentries have spotted the advancing forlorn hopes. Since Charles usually uses The Wargame which has shorter moves than Charge! (7" in column iir vs 15" in charge) I allowed the defender to roll twice per turn instead.
Rob chose to defend, a good decision given the poor video quality he was experiencing, partly due to bandwidth issues but mostly to the poor lighting which my tablet camera doesn't handle well. Hopefully this will be the year I get that resolved.
|Light Infantry swarm the redoubt as more Irish move up but the now understrength garrison spikes the gun and retreats just as the Crown Prince Carabineers emerge from the main position.|
Huzzah. To my surprise we ended up playing 9 turns over at least 2 hours of playing time and it ended up being a challenging game with a cliffhanger ending. At least part of the excitement was down to the rules which use simultaneous moves to written turn orders allowing me to make several small blunders, no dice required and Rob to surprise me at least once. The combat system is also capable of the occasional wild swing of multiple dice away from average with possibly catastrophic results if it comes at just the wrong (or right) time.