Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Monday, April 01, 2019

Sharp Practice, Race to the Bridge AAR


 This was a playtest of the scenario presented in the previous Post, but only of the right hand side of the table. As described in the previous Post, I will have two games going side by side at the Enfilade Convention in May. The ungrateful rebellious colonists have made a raid deep into enemy territory and have made off with a wagon full of ammunition and weapons needed to supply the Militia. They need to get the wagon over the bridge and exit off the North side of the other table.

The British have a DP at the cross roads and get to deploy one Unit using that DP. They also get a barricade as a Support Option. The rest of the British come on at the South Road on the turn after the Rebels have deployed all of their Units.

The Rebels get a Deployment Point which they can deploy 2D6 +6" from the South Road entrance. They also get one MDP which can be deployed as per the rules.

(Note: Added Scenario rule. Rebels cannot hold up deployment to delay British entry at the South Road entrance. If a Rebel Leaders card comes up, he must deploy with his Command. This is to prevent the Rebel player from holding up the British pursuit Force by keeping one Group off the table.)

Below is the map showing the position of troops after a couple of moves. The British deployed the Fusiliers(their best troops) just South of the Cross Road with one Group behind the barricade and the other behind the rail fence.

The Rebels got some decent first moves and were able to get up to the farmhouse area, the Continentals going down the road, Militia in the woods and Skirmishers in the hog pen to hold up the British pursuit.

The pursuing British sent the skirmishers to harass the Militia and the Regulars to try to cut off the escape of the wagon.



Picture that pretty much matches the map above. The Continentals were looking and got some early shots in that took out a few of the Fusiliers.


The Continentals take some fire from the Fusiliers and the British Skirmishers from behind, ending up with quite a bit of Shock. The British Regulars put some shots into the Rebel Skirmishers knocking their Leader, Capt. Upton O. Goode unconscious. A subsequent End of Turn draw with the Tiffin and he is back in action. The Wagon Master, Walter Sobchak get a good move and wheels the wagon out of the line of fire.


British Regular Commander, Capt. Warren Peace, wants to charge the skirmishers, but doesn't get the Command Flags to do a Thin Red Line maneuver. He was plagued the whole game by missing activations. The Reverend Hal E. Looya has  a couple of good rolls on 1D6 (a 4 and a 5) to enable him to remove nine Shock from the Continentals allowing  them to slowly move up.  Meanwhile, Walter Slobchak gets the wagon closer to the exit point. The Militia turn and fire at the British Skirmishers taking half of them out and forcing them to retire. They were ineffectual for pretty much the rest of the game.




 I gave the Wagon Master his own card instead of letting him be activated on the Force Leader's card. His card came up much more than Capt. WarrenPeace's did and he got very good movement rolls also.

I added another Scenario rules regarding the wagon. Since it was carrying gun powder along with the  weapons, there was a chance any stay shots might set off the gunpowder destroying the whole wagon. As the British wanted to recover the wagon so they could supply their own Militia forces, there is incentive for both sides to not shoot at it. If within four inches of a Group taking fire, it would be subject to hits just like another Unit.

If hit, roll 1D6, A 6 hits the Wagon Master(roll for effect just like any other leader), a 5 hits the Horses(-1 pip per movement die for each hit) and a  1 thru5 hits the wagon with a 50% of blowing up. Roll for Hits in Open for every figure within six inches of the wagon with any Shock doubled.



 A view from the other side of the table. We had a Random Event in the Pig pen with the pigs stampeding, but they narrowly missed running into the Rebel Skirmishers. The Luck seemed to be with the Rebels, no doubt due to the intervention of the Reverend Looya.








 The Reverend had a significant effect on the game. He was a Support Option for the Rebels and came with a Relic ( Cross of Saint Whatever) that enabled him roll 1D6 twice to remove Shock. His first roll got a four and the second one on his next turn was a five. This resulted in the removal of all the Shock on the Continentals allowing them to continue to move.

 As with the Wagon Master, I gave him his own card. In the event of the loss of leaders, I would allow him to use Command Flags to be able to command Units, but that was not needed in this game.






British Regulars can never seem to be able to get enough movement. Either the Regulars were tired from the pursuit or Captain Peace was a malingerer.


 Continentals try to charge the barricade, but end up an inch short. They were taking quite a bit of fire from the Fusiliers, but the casualties were minimal. The Fusiliers just couldn't seem to hit anything today. Between Capt. Hiram Cheaper, Level 3 and Sgt. Frank Sansbeens , Level 1, they were able to remove just enough Shock to allow the Continentals to move forward if they had decent movement rolls.





 The Continentals manage to charge the barricade. Although outnumbered in melee dice, they inflict three more kills than received on the Fusiliers, driving them back and breaking their Formation. Captain Cheeper moves to within hailing distance of Walter Sobchak and tells him to get his ass in gear and move the wagon. The British Regulars manage to wipe out the Rebel skirmishers except for their Leader, but the wagon is too far away to catch.



  Ending dispositions. The Militia were largely untouched, illustrating the fallacy of putting six man skirmisher Groups up against twenty figure Militia units



With British Force Morale at "1" and the Rebels at "8" we called the game as there was nothing to prevent the wagon from exiting the table.

Although this was a small game, it was very enjoyable and had couple of Dramatic moments, the Shock removal by the Reverend and the epic charge by the Continentals. I really like the way the narrative plays out in Sharp Practice games and can only hope the Convention game goes as well.




Have a few tweaks to work out in the scenario and I should be ready for Enfilade 2019. In this game we found we had to move the farm house and the pig enclosure over to allow room for the forces to deploy in line. If you look at the last post Map, you can see the difference.  I will also add another skirmish unit to each side so each player will have one Formation of two Groups and one skirmish Group to command.With two players per side, that will ensure each player will have enough to keep him busy. Will probably move the British set up on table B back just a bit to give both sides more room to deploy. British player on Table B will start with one Unit on the table North of the road junction and the other unit coming on at the Eastern road entrance.

Any comments welcome and if you use this Scenario, please send me some feedback. Thanks for looking

Monday, March 18, 2019

SP Scenario for Enfilade 2019

I've done Sharp Practice(SP) games at conventions and the Card Activation system on these rules always seems to leave one player sitting around waiting for his card to turn up. A couple of turns of this,does not make for an enjoyable game for that player. SP seems to work best with two or fewer players per side, but at conventions you really need to allow for six or more players per game as its just not an efficient use of a table to put on a game for two to four players.

So how to reconcile the problems with SP's card activation system and still allow for eight players in the game. This year I am trying two separate but linked games going at the same time. To do this I have divided the table into two sections with impassable terrain between them. Each section will have their own card deck and proceed at their own pace. This way there will only two players per side in each section with the possibility of interaction between the two only at the end of the game.

Below is the map of the scenario with details described below.

Scenario Description

Rebel Force B(RB) is returning from a raid into enemy territory. They have a wagon full of  supplies, ammunition and muskets they have captured. They are trying to get back to friendly territory and must cross a bridge to do so. The British have been warned of their presence and send British Force B(BB) to  prevent their escape.

On the other side of the river, a friendly Rebel Force A(RA) has been sent to hold the bridge where they must cross. Another British Force(BA) has been sent to intercept the wagons to prevent their escape.

The river runs in a deep ravine and is impassable other than at the bridge.  The terrain on either side of the river is heavy undergrowth, dense forest and rocky hillsides being classed as Really Heavy Going.
Rebel Force RB must cross the bridge and exit the North edge of Table A. The British must try to prevent the wagon from escaping.

Set Up
Each force is comprised of two units of two Groups each and one Unit of Skirmisher type infantry. Rebel Force RB with the wagon first places his Primary Deployment Point(DP) on the road 2D6 plus 6 inches from the Southern table edge. The Rebel Force RB may all enter on turn 1.

The British Force BB B may place only one unit using their Primary DP at the Road junction to the bridge during the first Turn. The remaining two units may enter anytime after turn 2 using the Southern road entrance on Table B as their Deployment Point.

Rebel Force RA and British Force BA may both enter on Turn 1 using their respective Deployment Points located at the North and South road entrances to table A. British Force BA has a Movable Deployment Point(MDP) they may use per the rules as long as the Provential Regulars are the first to make use of it. On table B, the Rebels also have a MDP which functions as per the normal rules after they place the Primary DP as described above.


Force Characteristics

Rebels

 Force RA  Total 65 points
Ldr 1 Capt. Seymore Bush Lvl III
Ldr 3 Sgt. Buster Cherry Lvl I
Continental Line   Regulars   Muskets   8figs/Group   2 Groups  7 pts/Group
Formation: Always                       Crashing Volley: 2      Characteristics: Sharp Practice
First Fire:   Yes                              Step Out:  2
Controlled Volley: Yes                   Drill:        2

Ldr 2 Lt.Moe Lester Lvl III
Ldr 4 Sgt. Rick O'Shea Lvl IMilitia   Militia   Muskets 10figs/Group   2 Groups  3 pts/Group
Formation: No Shock                   Crashing Volley: 3      Characteristics: No Bayonets
First Fire:   Yes                             Step Out:  3                                           Hearth&Home
Controlled Volley: First Only       Drill:        -

Ldr 5 Sgt Melvin Sackrider Lvl I
Miltia SK   Irregular SK  Rifles   6 figs/Group   1 Groups  7 pts/Group
Formation: No                    Crashing Volley: -      Characteristics: Sharp Practice,
First Fire:   Yes                             Step Out:  3      Hearth & Home, No Bayonet
Controlled Volley: No                   Drill:        -

Support Total 8 points
Holyman  1 point
Marksman 2 points
Water Cart  2 points
Relic 3 points



Force RB  Total  64 points
Ldr 1 Capt. Hiram Cheaper Lvl III
Ldr 4 Sgt. Frank Sansbeens Lvl I Continental Line   Elite   Muskets   8 figs/Group   2 Groups  9 pts/Group
Formation: Always                       Crashing Volley: 1      Characteristics: Sharp Practice,
First Fire:   Yes                              Step Out:  2                Good Shots, Stubborn
Controlled Volley: Yes                   Drill:        2

Ldr 3 Lt. Jason Sanborn Lvl II
Ldr 5 Sgt Luke Warme Lvl I
Militia   Militia   Muskets 10figs/Group   2 Groups  3 pts/Group
Formation: No Shock                   Crashing Volley: 3      Characteristics: No Bayonets
First Fire:   Yes                             Step Out:  2                                           Hearth&Home
Controlled Volley: First Only       Drill:        -

Ldr 2 Capt. Upton O. Goode Lvl II
Frontiersmen   Skirmishers    Rifles   6 figs/Group   1 Groups  7 pts/Group
Formation: No                    Crashing Volley: -      Characteristics: Good Shots, Movable DP,
First Fire:   Yes                             Step Out:  3      Aggressive, Movable DP, Tomahawks,
Controlled Volley: No                   Drill:        -       No Bayonet

Support Total 6 points
Holyman  1 point
MDP  2 points
Relic 3 points


British 

Force BA  Total 65 points
Ldr 1 Capt. Serge A. Head  Lvl III
Ldr 3 Lt. Pat Pending Lvl I
Highlanders   Elites   Muskets   8figs/Group   2 Groups  9 pts/Group
Formation: Always                       Crashing Volley: 1      Characteristics: Sharp Practice,
First Fire:   Yes                              Step Out:  2                 Thin Red Line, Aggressive,
Controlled Volley: Yes                   Drill:        2                 Tomahawks

Ldr 2 Lt.Duncan Doughnut Lvl II
Ldr 5 Sgt. Jimmy DeLocke Lvl I
Loyalists  Conscripts and Volunteers  Musket   8figs/Group   2 Groups  4 pts/Group
Formation: Always                       Crashing Volley: 3      Characteristics: Sharp Practice
First Fire:   Yes                              Step Out:  3                        
Controlled Volley: First Only        Drill:        -

Ldr 4 Sgt Creighton Shippet Lvl I
Loyalist SK  Skirmishers  Muskets   6figs/Group   1 Groups  7 pts/Group
Formation: Never                      Crashing Volley: -      Characteristics: Movable DP
First Fire:   Yes                          Step Out:  3                         
Controlled Volley:No                 Drill:       -

Support Total 8 points
Physic 1 point
Water Cart 2 Point
MDP 2 points 
Colors 3 points


Force BB Total  67 points
Ldr 1 Capt. Warren Peace  Lvl III
Ldr 4 Sgt. Justin Thyme Lvl I  
Line   Regulars   Muskets   8figs/Group   2 Groups  7 pts/Group
Formation: Always                       Crashing Volley: 2      Characteristics: Sharp Practice,
First Fire:   Yes                              Step Out:  2                          Thin Red Line
Controlled Volley: Yes                   Drill:        2

Ldr 2 Lt.Canby Allgoode Lvl II
Ldr 5 Sgt.Tommy Rott Lvl IFusiliers   Regulars   Muskets   8figs/Group   2 Groups  7 pts/Group
Formation: Always                       Crashing Volley: 2      Characteristics: Sharp Practice,
First Fire:   Yes                              Step Out:  2                  Thin Red Line, Aggressive
Controlled Volley: Yes                   Drill:        2

Ldr 3 Lt.Allen Rench Lvl II
Skirmishers  Light Inf Muskets   6figs/Group   1 Groups  9 pts/Group
Formation: Always                    Crashing Volley: -      Characteristics: Sharp Practice,
First Fire:   Yes                          Step Out:  3                Aggressive, Tomahawks            
Controlled Volley:No                 Drill:       -

Support Total 6 points
Physic 1 point
Breastworks 2 Point
Colors 3 points



Umpire Notes

If the Rebels can get the Wagon Across the Bridge with nothing to stop them from exiting, then game is over with it being a Rebel Victory. I suspect it won't turn out as simple as that. With the British only allowed to place one Unit blocking access to the bridge, a lot will depend on how aggressive the Rebels are on Table B. Likewise the British on Table A have to be very aggressive in case the wagon makes it to the Bridge.

I haven't yet decided how to work things out if a Unit from Table B actually crosses onto table A. The easy thing to do would be to transfer the Leader cards to the other tables Deck, but I'm wondering if they couldn't just each continue to draw cards from their own deck. If any interaction occurs they could just implement them simultaneously.

I've made my own card deck with pictures of the individual Leaders That makes it easier for the players to identify them on the Table. No more looking for a Roster to see who Leader 5 is.



Comments

Still a few things to clean up for this Scenario. I need to find another Rebel Sergeant figure to use or paint one up. Hopefully, I get some playtesting done before the convention in May. If you have any suggestions or comments,please leave them below.