PAM (Post American Civil War Modern Era) BATTLE LOG FORT DURBAN (NATAL COLONY, 1879) What if, after their victory at Isandlwana, the Zulus had invaded the British territory, instead of waiting for the second British invasion of Zululand? Before the British buildup can be accomplished, a small Imperial force is now being sent to establish an outpost defense along the coast of Natal colony, about halfway between its capital of Durban and the border with Zululand. The object is to hold the enemy in this area so they can move no further south and reach the settled city of Durban. In this challenging game the British must land on the coast (from an armed steamer, a transport, and a supply ship), move inland, build a fort, and explore nearby kopjes (hills) where the Zulus may be hiding in ambush. But there aren't enough men to explore the whole area and build the fort at once. When the Zulus appear, they will appear in strength. And the longer it takes to locate the foe, the more turns the Zulus can control where their undiscovered regiments will appear, and prepare an offensive of their own! If the Zulus remain as an effective attack force or defeat the expedition, they can then move off to threaten Durban. The Zulus: Eight regiments--Dust Raisers, Orange River, Uve Bird, Clouds of the Sky, Bender of Kings, Big as Stones, Poisonous Snakes, and The Evil Omen; 400 figures commanded by Prince Dabulamanzi kampande.
The British:
Commander Thomas Trove, Royal Navy
Aboard HMS ANTELOPE:
1 Cmdr. Trove
Aboard HMS PANTRY: The Map: The Eastern edge is the coast, where the ships are landing. A cattle trail runs East/West past the center of the field. The center of the board is the proposed site for the building of the square log fort. At each comer of the main open field is a kopje, possibly concealing Zulus. Past the two far (Western comer) kopjes the terrain becomes "Glory Ridge,, (running North/South and blocking line of sight) . Past the ridge are three more kopjes North, Center, and South. The seven kopjes are labeled clockwise from lower right (Southeast) as A-G. Scenario Notes: The British must come adjacent to a kopje to Scout it by making a die roll. If no Zulus are discovered there initially, none will appear there for the rest of the scenario. The further west the kopje, the greater a chance of finding one Zulu regiment (odd number) or two (even number) on a second D10 roll. (First roll A/G: 8-10, B/F 6-10, C/E:5-10, D("Induna Hill", most likely gathering place for the main Zulu force) 4-10. Or if the Zulu player has already placed one or more regiments at that kopje, these are the ones discovered. on the other hand, each turn after Turn 5 the British do no Scouting, add up the turns played, and for each 10 turns that passes the Zulu Player may place one regiment anywhere he wishes, behind any non-Scouted kopJe! Thus, the Brits do not have enough men to both build the fort and do a quick scouting job. Of course, this is what the cavalry is for! But what if they find Zulus and are unsupported? Hmmm... GAME OUTCOME: There were a lot of decisions to be made by the British, so they were represented by no less than three players! I started them already disembarked on the beach, although they still had supplies to unload. On each flank were a group of 5 Royal Rifle Corps sharpshooters. Since the British encountered no initial resistance to their landing perimeter, the RRC advanced with other support behind them to the first two kopjes (A and G). Meanwhile the cavalry went quickly up the middle to occupy the fort construction site. The British had definitely decided that they were going to build that fort! And who could blame them? I was playing the Zulus and had the entire African might mounted (in lines, not on horses) and displayed offboard in regiments which completely covered several pieces of furniture! There were 50 (54mm) figures per regiment, and they looked dangerous. Did I mention that I was playing the Zulus? (This was also the first playtest of my rules for this period--and who knows the rules better than the designer)? Not to mention that I was playing ominous "natural rainforest" music in the background like some bad jungle adventure movie, and muttering anti- Colonial slogans, at them as they unloaded their camp equipment. So we players were all pretty excited about this game. Kopje G (Northeast) was scouted as empty, and thereafter known as "Quiet Hill." Kopje A was a totally different story. The five RRC figures were caught in an ambushing shower of spears, In one single turn they were wiped out, and their support, unfortunately further back from their first line than in the northern scouting group, was unable to get to the kopJe before it would be totally occupied by the Zulu regiment. As the Zulus were behind hard cover, even the expert fire from RRC would have of limited effect, but this was now academic. Kopje A became "Massacre Hill." The Zulus held it for the rest of the game, necessitating a minimal ship crew beach guard on the Southern flank. For a while there was no scouting, and the Zulu began building forces on kopjes B (Southwest), F (Northwest) and behind Glory Ridge. The 24th Foot advanced to the Fort site with 36 the lumber wagons, and began construction. Both the howitzer and the Gatling Gun were dismounted from the ships and started forward towards the site. The cavalry (Natal Carabineers) advanced to the ridge alone, but was set upon by swarms of Zulus! Realizing that retreating mounted would give them no shots back at the enemy, they dismounted and formed square, but were immediately surrounded at the top of the ridge. As the Zulus broke into the square, the last few were either slaughtered hand to hand or remounted and fled. Unfortunately, doctrine for both sides was to take no prisoners. So much for the poor unsupported cavalry squadron! Zulus advanced from kopjes B and F, forcing fort construction to stop, as the regulars leapt into line from work party detail. Their musketry did good work, and clearly the decision to bring up extra ammo boxes was a good one! So this first Zulu attack in the open fell back. The two artillery pieces came up to guard the site, and the regulars turned to fort construction once again. The less expert colonials came up and formed into line behind the fort walls as they were built. Naval infantry was marching up from the beach. The British felt they'd need everything they had in this scenario! Since the British declined to scout any more kopjes for the time being, the Zulus were able to begin their main build up behind various hills on the field. The Africans feinted from several directions every time the British tried to build the fort, with just enough force so most of the red coated troops would have to delay construction, form up from work party formation into line, and swing around to face them. The result was that by the time the fort was finished, most of the Zulus were on the board, and a coordinated Zulu attack all along the line was possible. Four full Zulu regiments rose up from behind ridge and kopje together, refusing the center and trying to work around the flanks. This time the British had both protection and maximum firepower, and the Zulus suffered terribly. Although Zulu snipers brought down a few British, and some charged close to the howitzer position, the defenders caused many more casualties than they received. As the Gatling Gun fired only every other turn, it did not jam, and the Zulus learned a healthy respect for it. Clearly the battle was reaching its climax. By keeping their entire force together, the British were able to break the back of the main Zulu attack by concentrating their organized volleys. The British officers were well satisfied when the Zulus retreated and went to ground again. Then the British proved comfortable and snug in their fortifications, and refused to move further forward! They improved the central fort with mealie bag lines on the flanks. After many taunts from me, and much trepidation, a small probe by the few remaining RRC and others was organized against Kopje F (NW), only to pushed back by Zulus firing old muskets and captured rifles from behind hard cover. Every Zulu regiment except one (seven total) were now on the board, and although they had taken casualties, there were plenty more of the brave warriors around. one hundred and eighty-four Zulu figures lay on the ground dead in heaps. Thirty-two Brits were slain, including 8 of the cavalry. The British had built and maintained their positioned, but failed to scout most of the kopjes, and left a deadly enemy in the field against them. Victory Points scored for casualties and for the British building the fort (minus points having to use all the naval forces available) were Brits: 534; Zulus: 464! Characteristically, both sides claimed a victory. The British had failed to do much scouting. This as well as the loss of the cavalry, meant that they would be tied to the fortified central position. But there were still many Zulus not engaged. on the other hand, although in control of the countryside of northern Natal, the Zulu invasion had been checked, as they could not leave such a secure post behind them. I gave the British a minor victory, after urging the British to attack again, an offer they declined. The scenario had taken two gaming sessions, and everyone had a good time. Another thing all agreed upon was that this was a particularly subtle scenario for both sides, with full scope for creative play. It was voted the most likely to be requested for replay--although I haven't replayed a game yet! Good show!!!
PART IV: ITS A SHARD, SHARD, SHARD WORLD! An appendix to my WWII Rules lists twenty-four different real or hypothetical conflicts during that general struggle. Most remain out of the mainstream and therefore rarely are gamed. On a low tech front such as the Italian invasion of Greece from Albania, a biplane and an armored car could be just as decisive as a Stuka or a Tiger tank! Not the mention the danger of a kiss from a beautiful woman ... The Italians have rarely been properly recognized for their brave fighting on many fronts--by the time the US entered the war they had fought in Spain, East Africa, France, over the skies of Britain, on the seas and islands of the Mediterranean, North Africa, the Balkans, Russia, etc. After we came in they continued to fight in Africa, Sicily and Italy. They had several dangerous elite formations, and suffered mostly from bad leadership (both political and military) and low technology (compared to the other major contestants). Then too, at a certain point, one perhaps becomes too wise to be good in war- -how hard should one fight in an unjust and losing cause? When playing small scale table war of course, any foe is dangerous. In this battle, the Italians had military superiority, the Greeks only their indomitable courage. The issue remained seriously in doubt every minute. The Map: One West (Allied rear line) to East (Italian entry) Mountain Trail. The battlefield is the grounds of the Monte Olympos monastery. Two stone walls (North/South) face the Italians on either side of the road to the East. West of that, to the North of the road is a row of three East/West animal pens, and just south of them a line of fodder bales. South of the road is an orchard planted in four North/South rows. Next sector to the West, is the main monastery building-two stories high-- south of the road, and a well north of the road. The last sector to the West sees the fairly straight trail make an 'S' curve through boulder strewn rough terrain. If you've been to Greece and seen their stony hills, you'll know what I mean by'rough.' The Italians: Four crack units plus one biplane with bombs and a machine gun, and one armored car. First Battalion: (green uniforms): Besaglieri (Sharpshooters) Company with 1 mortar and 1 MG in 2 trucks, 2 jeeps, and 2 motorcycles. One Alpini (Mountain) company in similar transport. Second Battalion: (gray uniforms) one regular infantry company, one MVSN Fascist Militia Company (Italian SS, if you will). The Greeks: one local village Partisan company (looking suspiciously like the townspeople in the Marx UNTOUCHABLES playset) on the Eastern section of the main road, to delay the enemy. They bury three anti-vehicle land mines one the road and either side of it within the monastery perimeter walls! One Greek Mountain Company with one heavy MG in two trucks and two jeeps- transport to be sent back as quickly as possible after defensive positions are chosen to ferry in reinforcements. Reinforcements: One platoon of British Empire Indian infantry; one platoon of British engineers. Greek Defensive Deployment: One Greek platoon in orchard, MG and rest of company in main building. Partisans at stone walls and animal pens. Partisan leaders and best armed figures in main building with the troops. And now, as the first Italian vehicles appear on the road, a little role playing music, if you will, professor ... Game Outcome: The Italians find a party waiting for them by the road--jugs of wine, tables of food, and pretty welcoming girls. The few men are playing musical instruments or hugging the Italians and inviting them to enjoy themselves for a few moments. Although the Besaglieri captain stays in his jeep, his men pour out of their vehicles to join the fun. This is more like it! When the frowning captain in his feathered helmet orders them to return to their trucks after a few minutes, the ambush is sprung! Partisans armed with shotguns, pistols, and submachine guns pop out from behind the cover of stone walls and fodder bales. A burst of fire cuts down some Italians, especially the ones on point idling their motorbikes. A grenade takes out the Italian captain and his staff. one woman is killed and one wounded as they run. Then a truck full of Italians run over a mine, and the road is blocked! (The mines are not triggered by figures, only vehicles). So rattled are the sharpshooters )according to the dice), that they shoot particularly badly, and most of the resistance fighters get away--after booby trapping the motorcycles, which the Italians are too smart to restart. As the biplane roars overhead dropping bombs and strafing the main building, the Italian Alpini arrive and dismount. These mountaineers in their feathered alpine hats attack the orchard, and prove better shots than the rattled "sharpshooters" before them. They take the first row of the orchard and the animal pens, and halt. The armored car charges around the destroyed truck, and it rides over a second mine--which fails to go off. Meanwhile, the British Indian unit appears in transport and dismounts at the main building. Now the second Italian battalion appears in its own transport. The armored car outflanks the second row of the orchard, and the remaining Greeks fall back, Above the field, the biplane finally runs out of ammo and flies off. Since the Allies have no weapon to beat the armored car, the Indians charge it from two separate directions. The armored car MG takes out one wave, but it can only fire in one direction at once! The second group throws grenades, and damage the car, so that it is forced back. Behind this action, the regular Italian infantry takes heavy casualties clearing the animal pens and orchard. When the British engineers appear from the last vehicle relay and dismount in the rough terrain to the far West, it is apparent that the steam is running out of the Italian "steamroller.,, The Italian Fascist Commander orders the infantry to attack again. But the regular army commander offers the place of honor at the front of the attack to the Fascists, and they in turn decline. There are six windows in the main building front; too many for the Italians to keep suppressed. But obviously another attack must be made. Not wanting to take on the Fascists, the regular army prepare for an attack. Their desperate is repulsed. Greeks, Indians, and partisans still hold out in the main building, and the British Engineers are ready to cover their retreat if needed from the broken, boulder strewn terrain behind the building. But it will not be necessary. The Italians have been too cutup to continue and they, like the entire Italian campaign, bog down in stalemate. There is victory for the freedom loving people of Greece--until the Germans come. 9. OPERATION: DROP ON ROME (September 9, 1943): What drop on Rome, you ask? Talk about one that almost happened! The US 82nd Airborne Division was actually in the air in its transports, winging over the Mediterranean from African airfields. Its mission: to drop outside Rome and secure the airport during the confused night when Italy would announce its surrender to the Allies. With proper Italian military support, the paratroop unit could have an effect far out of proportion to its size, convincing wavering Italians and unsure Germans to give up the crucial area. In actual history, as the secret last minute negotiations failed to confirm concrete Italian commitments from Marshall Badoglio's new government, the drop was canceled, and the transports recalled at the eleventh hour. But what if it had gone ahead? The unclear political situation regarding the Italian military behavior and the small but determined German local forces available would have left the situation balanced on a knife's edge. Here a battalion level action investigates the situation. The Map: The Germans enter from the West onto the main East/West airport road from the Rome direction. The main road becomes a raised causeway in its central third, with a marsh to the south and a woods to the north. There is a stone walled farm complex north of the woods. East of the raised section the road passes a stone walled ploughed field to the north and three house ruins to the south. An Italian Checkpoint is on the Western third of the road where the Germans enter, with a supporting bunker to the south covering the road and an Italian camp south of the bunker. The German column's obvious route for taking the Eastern board edge is straight over the exposed causeway. The Diabolical Part: After this night, Italian forces will split into groups. Some will prove proFascist or pro-Allied "CoBelligerent," but other units will simply disband and leave the war. During the rest of the conflict, a low grade Italian Civil War will further wound the exhausted country. The behavior of local Italian forces cannot be predicted! Scenario Notes: Will the Italians choose to delay the Germans, fight each other, or what? For each turn as the Germans attempt to move East, the Allies, already dropped, move (hidden) West from their drop zone (Central or Western sector). When and where the Germans actually contact the Allies will depend on how quickly they can pass the Italian position and scout the terrain ahead! Ach du lieber, Mein Herr! The Italians: One regular infantry company manning the road checkpoint and bunker with I AT gun and jeep. One Alpini (mountain) Company in the sandbagged/wired camp south of the bunker, At game start each Italian company makes two D10 rolls. Roll One: Political Doctrine-4-2 Disappear Immediately, 3-6 Passive positional defense against all comers, 7-8 Pro-Allied, 9-10 Pro-German. Roll Two: Morale-4-4 Weak, 5-8 Average, 9-10 Elite. Wild! The German Column: A company of Panzergrenediers mounted in 2 halftracks, 2 trucks, 2 jeeps, and 2 motorcycles, plus 2 Armored Cars. Following is a company of Paratroops in 2 jeeps and 2 trucks. The Germans are ordered to move fast and hit hard, counterattacking the enemy airborne assault before it can jell into a solid defense! The Drop: One company 82nd Airborne Division, a second company 101st Airborne Division; reinforced later by a second wave British Airborne Commando Company (the third) with 4 MG jeeps, 1 AT gun and jeep. GAME OUTCOME: The Italians at the Bunker proved Neutral/Defensive and Average in morale. The Alpini proved Elite and Pro-Allied! Neither of the players knew this as yet, and the Italian surrender has not yet taken place! The 101st dropped on either side of the causeway to prepare an ambush. The 82nd landed to the North, covering the North part of the woods and the Farmhouse complex. The Brits came down later in the Eastern sector near the Field and the Ruins. My savage but intellectual German player (David Dougherty, in real life both a refined gourmet and a martial arts champion) changed his stripes for this scenario, role playing to the hilt. (Previously in an East Front scenario, commanding a similar column, he was given the choice of halting to deal with Russian paratroopers coming down directly on him, or advancing to support embattled troops on the front. He choose both; he rushed to the front, running over the paratroops who had landed in the road and were still struggling to get out of their harnesses--the fiend). Today he merely left his column stopped on the road for a few turns while carefully discussing the situation with his Italian opposite number at the checkpoint. Herr Dave was just dripping with politeness and respect! He agreed to pass through the checkpoint peacefully, without dismounting or disturbing the Italians in any way. This left him open to ambush. However, the risk paid off. The Italian officer (me), relieved not to be involved in battle, warned him that the Allies had already dropped to the East. He suggested an alternative route instead of the open causeway: through his position and north, passing East between the woods and the farmhouse, then back around the woods to the road again. The Germans, passing the checkpoint calmly, then raced North at full speed in column. Meanwhile behind them, the now Pro-Allied Alpini showed up and relieved the first Italian company, who left the area (and the game) to report to higher headquarters. Unknown to the Germans, they now had enemies to their rear. Having made up the time lost in role playing diplomacy by racing ahead in column to the gap north of the woods, the Germans contacted the Americans about halfway down that path. Both sides being highly trained and experienced formations, the ensuing battle was fierce. The US paratroops (me--hmm, I wonder why I find it so easy to act in split personalities) pulled nasty "Dirty Dozen" tricks like rooftop ambushes and throwing parachute silk over an Armored Car to blind it for a turn. The Germans, blocked in the woods, pressed ahead down the corridor and south to the road again. With both Armored Cars damaged (firing main guns only every other turn)' and having lost one halftrack, the Germans were still able to outflank several American positions. Yet now the pro-Allied Alpini linked up with the 101st, and began a counterattack in the German rear. Confused fighting in the woods once more ended in stalemate. The Germans pulled back their rear flank (moving it forward, as it were), while also moving forward with their frontal attacks. With the 82nd and Italians mostly bypassed and exhausted and the 101st stuck out of position, the burden of blocking the Germans now fell to their British allies. The British AT gun further damaged one German AC with a half movement penalty. Then the two ACs took out the AT gun! The main British position in the ruins was now "outclassed'-having no way to reply to the German light armor. So carefully concealed in the houses to the south, the Brits quickly realized they had become rats in a trap. Escape in all directions was covered by well placed German machine guns. During the battle the Germans had lost 38 figures (1:4 scale), the Allies (including Italians) 58. The Allies, surrounded or trapped in the swamp, surrendered. Rome did not fall today. A combination of good diplomacy and excellent tactics by the Germans seated off this window into hypothetical history and the route to a quick Allied victory in the Italian campaign. A very impressive performance. The Allied folks at home will just have to buy more war bonds, 10. OPERATION- SWORD OF VICTORY (Glastonbury, England 1940/Alternative Era): Operation Sealion: the German invasion of lower England has smashed through the coast defenses at some cost. Remnants of various British units fall back, and defend only the most important areas. So why are squads of various British types concentrated in the quiet town of Glastonbury? Glastonbury, England: where ancient legends of the religion of The Great Mother Goddess, Jesus Christ and Joseph of Aramathea, and King Arthur cross and recross the land and each other in mysterious reference to landmarks like Glastonbury Tor (Hill) and Chalice Well. Mystical Role Playing: After a Most Secret briefing in London, languid upper class M.I. 5 operative Leslie Downes jumps into a jeep, nods to his companion, and the vehicle shoots off for Glastonbury. Behind them is a truck carrying a crack commando squad, equipped with every imaginable bit of military hardware, as well as personal cyanide capsules for suicide if captured. But even they don't know their true mission--only their two leaders know the details. Driving the jeep in front like a man possessed besides the agent is Crocodile Jones, ace Australian adventurer. He and his companion hope that the improvised defense of the area will hold until their arrival at nightfall, when strange doings will be afoot. For it has been learned that a high official of the Nationale Socialiste Deutche Arbeiters Partei is headed there as well. "Nazis," frowns The Crock, "I hate those bloody buggers! " THE SCENARIO: British remnants in squad strength are hidden around the field, told to protect Glastonbury Hill (the Tor) and a building Ruin opposite the Chalice Well. An anti-tank gun with its jeep is hidden on the top of the Tor itself. A German column approaches from the West, into an antivehicle minefield made up of five mines planted in a domino five pattern on the road. The Map: A main West/East road runs past the Father Wood and a ploughed a walled field to the North, and the Mother Wood to the South. The Tor lies to the far Northeast, away from the road. About halfway down the field the road bends off to the Southeast, passing through a walled wrecked house on each side and then past the Ruin - a truly smashed building west of the road and the walled Chalice Well east of the road, across from the Ruin. The road at this point is running Northwest to Southeast. There is an orchard behind the Ruin and the south wrecked house. The British: One squad of Birmingham Engineers in Mother Woods with an MG, covering the minefield. One squad of Welsh Company behind the West and South walls of the ploughed field. One squad and a gun crew of the Cornish Anti-Tank Company on the Tor. one squad of Home Guard in the wrecked house north of the road, and a second squad of Welshmen in the wrecked house to the south. One squad of Salisbury Mechanized Cavalry (dismounted) , with one jeep, in the Ruin (6 men with an MG) and some snipers (4 men) in the orchard. one squad of Number Six Commando accompanying the two Heroes from London; will arrive at nightfall. The Germans: A recon column driving in from the West as follows. Recon Section #1: 2 Cycles/sidecars (2 men each), one armored car, one halftrack (1), one Jeep (5). Recon Section #2: One Armored Car, one half track (10) jeep (5), half track (10) , halftrack (6). Support Section #3: jeep (5), truck (20), truck (20), jeep (5). Rudolf Hess and one squad of Nazi Brownshirts in one staff car and one truck arrive at nightfall. Battle Outcome: The role playing defensive confrontation can only take place if the British are still holding on to at least one of the two major objectives (Tor and Ruin) by nightfall. All other positions are expendable, although with 100 German figures to only 50 British (before nightfall), every British hand is needed to man the immobile defensive positions, and wear down and delay a superior and mobile force (once again led by the dastardly Mr. Dougherty). Since the Tor was the highest position overlooking everything else, it seemed obvious to me that the Germans should go south of the road, sheltering in the southern terrain features while taking the Ruin before going for the Tor. Naturally, my evil opponent immediately moved only to the north, getting off the road right away (he knows how I love to mine roads). Although he still took some vehicle damage from two mines, he avoided three more and took possession of Mother Wood with no opposition. My Engineer Company, disgusted at the outflanking of their ambush, fell back southeast through Father Wood. Dismounting and taking the long way through Mother Wood, the Germans set up a professional assault on the stone walls around the ploughed field. The Welshmen opened up to good effect, and the Germans fell back to the woods from the open area between them and the field walls. A German armored car and halftrack moved out in the open to outflank the wall to the Northeast. Time for my anti-tank gun to open up, as they moved into the gap southeast of the far end of the wall and northwest of the first building ruin Oust north of the road). I damaged an armored car and totaled a halftrack, as the Welsh pulled back to the far wall. A few surviving Germans from the advanced party popped their guns over the wall, calling the Welsh, caught flatfooted in the open, to surrender. Having taken out twice their number already, the Welsh quit, and sheltered in Mother Wood out of the battle as prisoners. With only one British heavy weapon in evidence, Herr Dave saw that it was a good bet to make an overall German vehicle-mounted charge! They went for the center position (the two nonvictory point wrecked houses). The German convoy returned to the road and their armored cars shot between the houses, to outflank the northern house from the road and forced the less sophisticated Home Guard there to give in. However, a dismounted force swinging south of the southern house was ambushed from both Father Woods (southwest of them) and the orchard (southeast of them) , and had to pull back. The second Welsh squad also fired at the Germans, barely missing the Home Guard prisoners, who stayed in the northern house with their captors. As the armored cars swung their guns to hit the southern position, the Welsh bailed out to the south, now free of the enemy, and dashed back to the orchard. The Germans now moved south to take the southern house across the road, but went no further after securing it. It was next the plan of the invaders to coordinate an attack on the Tor from both ploughed field and the northern house. As a German jeep tentatively moved southeast adjacent to the Ruin, mounted and dismounted Germans attacked the Tor from two directions. The British AT gun fired off the rest of its ammo, scoring various hits against the last German assault vehicles, as the Germans in small parties reached the foot of the two level Tor position. At this point the first gaming session ended. By the next session Herr Dave had been replaced by a less experienced German commander. Firing from the two ridge lines on the Tor, the British held back the Germans, who brought up their last reinforcements. As the sun went down, the few so far silent defenders in the Ruin shot the Germans probing forward down the road and took over their jeep! The last assault on the Tor failed, with only about five Brits still alive on the Tor, after a bout of short range fighting on the top. It had been a near run thing! But as the sun went down, the British still held both major objectives: Tor and Ruin. The British were now awarded an unexpected military victory in the conventional part of the scenario. Role Play Resolution: Night fell. A German car and truck raced through the night, passing the German positions and arrived near the Ruin, where the British garrison watched carefully. Agent Downes and the commandoes at the stone wall surrounding the Chalice Well felt a strange stiffness, and could not move. Suddenly Rudolph Hess, Secretary of the Nazi Party, appeared with his torch bearing retinue of hard core fascists, the ceremonial swastika topped pole he carried glowing in an eerie green light. M15 agent Downes with the commandoes looked on as Crocodile Jones moved inside the wall to face Hess at the Well's edge. Both Hess and Jones bent their strong wills against each other, as an answering blue glow came shone from the pool below in the shape of the Great Sword Excaliber, protector of the land! The Croc saw history swinging in the balance. He could see the Allied victory of our reality and an alternate one where the German invasion succeeded, and Fascism overran the world. In the distant vision, a panzer column approached Washington D.C. Hess bent his will toward reinforcing the Dark Vision. But there was an instability in the Nazi's makeup, a crack in his inner world, and The Croc bent to widen it (as both game players rolled dice). Hess widened his eyes in pain. The Dark vision receded. (Croc's player answered two trivia questions about British history out of three. Both player rolled dice again). With a cry Hess dropped his standard pole, which fell into the pool and dissolved as if in acid. The sword under the water shone forth in majesty, and then faded away. The Croc shook his head. Rudolph Hess walked back to his car, followed by the other brownshirts, who got into their truck. Once again the Allied soldiers could move. But the MI5 agent signaled them to hold their fire. There was no point in involving the other German soldiers, who had settled into their own positions not far away. Agent Downes looked at Crocodile Jones. "We're going to have to pull everyone off the field tonight. There are too many of the enemy here to fight them in the morning. The action of Glastonbury will go down in the history books as a German victory." The Australian smiled. "That's all right, mate. We won when it mattered. I wouldn't be surprised if the next time we see that bastard he wants to work out a peace treaty. Because they just can't beat us. Even if it seems like they're winning.,, "Hmmm. Well." Downes turned to the commando sergeant who was coming up. Pass the word to the boys who are left here, and on the Tor. We're pulling out tonight." "Right, sir. Don't suppose you'd like to let us in on what is was all about?" "Sorry, sergeant major. I don't really think I could put it into words." "I'll go pass the word, then." The next morning, the remaining Germans were told to about face. Oddly enough, their unit never went any further forward against the British defense during the entire campaign. Before the Germans could overrun the last guerilla units in the Welsh hills and the Scottish Highlands, the Americans would be landing on the first step of their long road on the liberation of the Continent.. I hope that the accounts of these ten battles have been fun, and illustrated what is possible when gaming out historical, semihistorical, historical variant, and hypothetical frameworks in four historical periods. The more you know about your period, the more you can blend elements of history, tactics, doctrine, and even role playing into your scenario designs, games, and discussions. Putting my own personal stamp on my scenarios is to me one of the most satisfying parts of our hobby. Making the scenarios unusual allows us to be real storytellers, making history entertaining and fun. Since those who choose to learn history become its guardians, gaming can become a satisfying way to communicate and share that history with others. And the more closely you look at history, the better the story becomes. Besides his interests in history and wargaming, Charley Elsden has studied with professional storytellers and written, performed or instructed on WNYE-FM radio, at The Omega Institute, The New School for Social Research, New York University, the Internet, and other venues with material including Greek, Norse, and Irish mythology. A full time staff trainer on such subjects as Cultural Diversity, he has worked in educational communication with audiences from three to three hundred, live and on videotape. Back to MWAN #93 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1998 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |