More Teasing the Table

Scenario

by Ian Barstow, UK

Many years ago, when I was but a young mite, a magazine called Battle existed, and within its pages appeared a series of wargaming scenarios under the title Tabletop Teasers. The vague memory of the style of the late Charles Grant, for I believe it was he who authored them, has stayed with me, and was one of the defining influences on my gaming style and ethos.

It was all about the game then. Realism was just a fortuitous by-product (not to be sneered at, of course) that was secondary to the tactical challenge of the game. Following the publication of the Napoleon Solo rules in the last issue of this magazine, the illustrious editor asked me to put together a scenario to emphasise what the rules were about. I sat down, toyed with convoluted army lists, and proceeded to begin a refight of Quatre Bras, but somewhere along the road I became dissatisfied, and that was when the memories of the Good Old Days intruded into my thoughts. Why not leave all the historical refights to more convoluted rules sets, I thought, and instead hearken back to the hallowed days of the Tabletop Teaser? So damn it all sir, I did!

Any of you who bothered to read through the rules in FE52 will be aware that whilst originally planned as a solo set to get me through the heartache of having no pals, they also work perfectly well head-to-head, or even Hydra-like. Thus the scenario that follows is aimed at two players, but with a leaning which will allow one side to be easily controlled using the system and a bit of common sense, in case like me you are Billy No-Mates.

The particular scenario I envisage involves a river, being mainly because I have a plethora of river sections amongst my assembled terrain. Thus battles always seem to involve a river. I also have a number of splendid bridges, including a lovely log affair, which has a matching ruined version. Whilst admiring these items for the umpteenth time, and considering the fact that they have rarely been of any actual use, I thought that a scenario involving them both might be fun to try out. I seem to remember that one of the scenarios in the old Battle series may have involved defending a bridge with a rearguard of troops, and whilst it is by no means an original idea, either now or back in the Seventies, it makes it no less interesting.

So there we have it. I will put forward a scenario involving an advanced guard attempting to seize a crucial bridge whilst at the same time the defenders must hold it long enough to allow their engineers time to mine and destroy this threat to their line of retreat.

You can see from the accompanying map that a river straddles the gaming table, with the bridge itself the focal point near the centre of the board. The terrain has been kept deliberately simple. A couple of woods and two shallow hills to block line of sight, plus a village near the bridge itself. Every respectable wargaming table should be in possession of a village.

So, having arranged our terrain, we need the protagonists. With all the major armies accounted for in the leadership tables, it seems pointless specifying who should fight whom. After all, you may have different armies available to those that I suggest, so it makes far more sense for me to suggest the composition of the forces and a few additional rules for the scenario.

Right then. I always feel that a division of about three brigades is ideal for most games of this style. With these, you can either form a centre and two wings, or a vanguard, main body and rearguard. Also, the total number of figures are manageable whilst still giving a satisfying display of painted metal.

For the attackers, we will have two brigades of infantry plus one of cavalry. Each infantry brigade should have one B class unit, and three C Class. In addition, one of the units may be light infantry, trained to skirmish, should the player deem fit and should they be available to his chosen army. In each brigade, this unit may or may not be the B Class outfit, at the player's choice. Additionally, each brigade has a 4/6 pdr foot artillery battery attached. As for the cavalry, a brigade of two regiments of C Class light cavalry with a 4/6 pd. horse battery will be more than adequate to fill the role of advanced guard. They may be lancers if appropriate. Each brigade will have a randomly generated commander, and in charge will be an equally random Divisional general.

The defenders are a little more stretched, and for the purposes of the game will be obliged to fight at a disadvantage. Maintaining the three brigades idea, each defending brigade will have three infantry battalions. One of these battalions is composed of B Class veterans, including a unit of skirmishers; the second is C Class and the third is D Class, representing expendable militia. Two of the brigades may have a 4/6 pd. foot battery, whilst the third must be allocated the engineers. These are effectively invisible, and are assumed to be working on the bridge demolition. However, to be successful they must be within command range of their brigade commander, making their assignment an important decision.

The defenders must deploy first, up to the line marked X-Y. At the start of the first turn the attackers advance onto the table in any order they wish. They are assumed to already be moving (rather obviously).

The objective is straightforward. The attackers must take the bridge intact. Casualties are irrelevant, compared to the damage that a rapid pursuit will inflict on the defender's retreating main body. The defender must hold until the bridge can be destroyed, but in addition must escape with at least 33% of his force in good order.

All we need now are a few special rules to make the game complete. As has already been mentioned, the invisible engineers are working on the bridge. However, they are being a bit lax, it being a warm and comfortable day, and they not expecting such a vigorous pursuit. Once the first shot has been fired, at the start of each turn the defender roles a D10, requiring a 10 to see the demolition plans complete. From that point each side has one complete turn of movement before the bridge is no more. Hence you can see that the defender dare not stray too far from the bridge for fear of being cut off.

Enjoy.

Map


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