The game set up as per the scenario instructions with Red's cavalry scouting ahead in small troops. |
Last week I had this powerful urge to play a more "conventional" wargame with my 54mm Toy Soldiers, and no I don't know exactly what that meant either except that I wanted something larger and more complex than a One Hour Wargame. So, I turned to CS Grant's Scenarios for Wargames and picked Scenario 4, Holding Action (2), and I decided to go off the grid using Hearts of Tin, and quickly reorganized the troops into suitable units, and laid out the armies.
The Highlanders seize the Northern Bridge, briefly... |
Red's cavalry crosses the ford. Behind them the assault has stalled with Red initially losing the firefight against inferior numbers of Blue infantry and artillery. |
Red's job was to get troops across the river and off the northern table edge. As per scenario instructions, some of his cavalry was scouting ahead to look for hidden fords. Having played the scenario several times over the last thirty something years, this called for some role playing for both sides and a die roll for Red's decision once the ford was reported.
Blue redeploys his cavalry to the West bank despite a pinning attack by Red's adhoc Naval and Rifles Brigade against the Southern bridge. |
I had spent some time writing up some clever, only slightly convoluted improvements to the Tin Army Command Control rules, improvements which I forgot to use and didn't miss. Instead, habit led me to just dice for units to move if they started beyond command radius of their Brigadier or of the General. Simple and providing sufficient hindrance, especially when paired with the usual Initiative and Chance Card deck and a turn limit. OK, habit wins again.
The Highland Brigade is redirected to move to their right to cross the ford and continue the march North. |
A late game charge up the Western shore by Blue's two cavalry squadrons beat the three Red ones, routing one and nearly routing the shiny new Bodyguard but their own losses were heavy. Alas for Blue, his Army Morale cracked at the start of the last turn when three broken units failed to Rally, This left Red an open road for several battered companies of Highlanders to march off the Northern edge, fulfilling their victory conditions.
<<<<Please imagine the accidentally deleted final picture from turn 15 showing how close Blue's cavalry came to sweeping the North Shore clear.>>>>
Sounds great Ross, what an impressive table!
ReplyDeleteThanks.
DeleteDamn ! but those 54mm look impressive !
ReplyDeleteWhat's the old saying? Quantity has a quality of its own?
DeleteThe two mounted Union officers, charging and the one next to him on standing horse are very impressive, what is their origin?
ReplyDeleteBrian, the charging officer was part of the Union set in the small range of metal 54mm vignettes that they released in the late 60's. I had 2 of the 4 sets. He is what's keft.
DeleteThe other officer is the Miniature Molds copy of a Britain's Guards officer with a headswap.
Strombecker Shilo box and figures
A very nice looking game, I particularly like the cavalry figures.
ReplyDelete-20C? Makes me feel ashamed to moan about -4C and 3 inches of snow...
Its all relative but it doesn't normally get that cold around here its back to a cozier -10 now .
DeleteI'm continually impressed by your ability to actually get in games. Thanks, by the way, for the invite the other day - it was, however, the day my son was being dropped off for the holidays, and I couldn't be away when he arrived.
ReplyDeleteIt was hard at first without a regular weekly gaming group but I needed to find a way to be active without adding to the surfeit of painted figures!
DeleteI didn't make it either, the Highway cams looked bad and I wasn't sure the power was back for sure. Having your son home sounds like an even better reason. Jeff wrote a quick blogpost with a pic 28mm Chain of Command WWII game