Bridge That Gap

A Scenario

by Steve Turner

[originally published in LW 81]

Introduction

It’s some months since I offered my last scenario to members. But, from feedback I’ve had, my efforts do appear to have found their mark and a significant number of gamers have tried them out and enjoyed them. I’d therefore like to offer my latest scenario. Devised and tried solo already by “yours truly” twce and played against a “live” opponent once. In all three games it gave enjoyable, and in one case startling results.

Having always been fascinated by 17th century gaming, and having spent many hours researching ECW and 30YW battles, I’ve set this scenario within that era. Recently I made a study of two ECW battles which, to my mind at least, appear to have had very similar conditions, and consequently led to the ideas which produced the present article. The battles concerned were “The Battle of Preston” (17 August 1647) and “Cropredy Bridge (29 June 1644). Both involved rivers and their bridges, both involved calculated manoeuvres, and both needed a cool head by the respective commanders-in-chief to be successful. (Not that I’m claiming that both were.)

The Situation

Concerns an army (Blue) which, under no apparent threat as yet, is making it’s way leisurely to a new position in the south, in order to be ready for an offensive at the start of the new campaigning season (1643). Its line of march crosses a wide river over which there are but two intact bridges. Latest scout report speaks of a small enemy force (about ½ size of Blue) marching to intercept Blue near the projected destination. Unworried, Blue’s commander has taken steps to remedy the situation by sending his 2nd in command by forced marches, and with a substantial part of the army, to secure the objective. An understandable maneuver in the circumstances.

But Blue’s scouts are in error. The enemy (Red) has made a flank march during the night, and is at this moment closing on Blue’s now depleted force. It is the morning of 26 march, 1643.

The Mechanics of the Game

The game lasts 16 moves (until dusk), but may continue for a further two moves if a result looks likely or if both commanders agree. Once the game begins, Blue selects a cavalry figure to represent his messenger. Before each move (not counting the first) he may/or may not (it is up to Blue) throw a single die to see if his messenger can be dispatched to recall the remainder of his force (commanded by the 2nd in command) beyond the battlefield at ‘Z’. A score of 6 ONLY allows the messenger to begin his move. Blue may continue to try and send his messenger before the start of all subsequent moves until he achieves this or the game ends. The messenger begins his move from wherever the Blue commander-in-chief is located on the field, travelling at ‘ordinary’ cavalry move distances (not charge move) towards ‘Z’ (see map). Once he has arrived at ‘Z’, Blue must wait one move before he can bring on the remainder of his force at ‘Z’. It is assumed that the 2nd in command had been moving to “the sound of the guns” and was therefore just ‘off-table’ near ‘Z’.

NOTE: Red cannot prevent the messenger from moving once he starts. If Blue does not throw a ‘6’ on the die, the messenger cannot set out and therefore Blue cannot bring on his off-table force!

Forces Involved

Red

    3 cavalry regiments
    2 infantry regiments
    2 guns

Blue

    2 cavalry regiments
    2 infantry regiments
    1 gun

Blue (off table)

    2 cavalry regiments
    2 infantry regiments
    2 guns

No sizes are given, but to set out terrain use the edge markings (each edge is split into 5 spaces) as a guide.

Blue has entered the field from the north and is marching toward ‘Z’ in the south.
Red’s whole force has entered from the east.
Blue’s 2nd in command is ‘off-table’ beyond ‘Z’.
River can only be crossed by bridges marked ‘A’ and ‘B’. Hills are negotiable by all troops, whilst only infantry with firearms (not pikes) may enter woods.

Victory Conditions

For Red to win, he must capture “Little Hapton Village” and hold it till move 16, OR he must force Blue from the field anywhere north of the river.

For Blue to win, he must hold “Little Hapton Village” till move 16 AND force red from the field in any direction. If Blue escapes via “Z”, the game is considered a draw!

Conclusion

Although set here as an English Civil War battle, I have fought this particular scenario in both Medieval and Napoleonic as well (naturally with changes to the forces involved). I hope members who give this scenario a try enjoy it as much as I did and if possible let me know how they get on.


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