Thursday, March 15, 2012

Scenario 1: Advance Guard Action



The Field of Mars

With Leprecon out of the way, I thought it would be best to get started on my Tabletop Teaser campaign. We played this scenario last night and there will be a full report to follow, but I thought that in the meantime I'd put my adaptation of the scenario for Command & Colours: Napoleonics up. The scenario does limit the amount of information the players start with and unusually for a Command&Colours: Napoleonics scenario requires an Umpire.

Just to be clear, this is not an original work. It is an adaptation of a scenario written by Charles Grant and which is available here.

Friendly Warning

This scenario makes use of a pre-battle planning phase and if you don't intend umpiring this scenario reading any further will impair your enjoyment of the game.

Umpires Briefing

This scenario is an unusual one in that it employs symmetrical forces and a relatively balanced map. Each player commands the vanguard of his army and has been given an objective, which he is to hold and prevent the enemy from contesting. He is made aware of a second objective which he may attempt to take, but which he is told is in enemy hands. He is also told that reinforcements (determined randomly) are on their way.

We had a debrief after playing this last night and one of the players described it as "a test of character", arguing that players will reveal what sort of play they favour by the plan they adopt. I'm not so sure about that, but I know that we had a great deal of fun with it.

Begin the game by separating the players and giving them a copy of the map, their list of forces, their opening hand of six cards and piece of paper marked 1-11 (or 1-13) to record their marching order. Each player must pick the optional units of their force, complete the marching order and then write what their first card play is going to be on top and then hand it over to the umpire.

Scenario notes

1. The battle is to seven flags.
2. Each player draws six cards.
3. The player who plays the card that moves the smaller number of troops on the first turn, moves first.
4. Uncontested control of the town is worth one flag.
5. Uncontested control of the bridge is worth one flag.
6. The river is unfordable.
7. When each player plays their sixth card, they may draw one card from the reinforcements deck.

Reinforcements

Take eight cards (I used cue cards) and write the following on the back. Each player gets to draw one card, which is then discarded from the deck, when they play their sixth command card.

1. two infantry units now
2. two cavalry units (light, heavy) now
3. light cavalry now
4. heavy cavalry now
5. one infantry unit in three turns
6. one cavalry unit in three turns
7. draw again in six turns
8. no reinforcements

French Briefing

Mon General,

We are advancing towards the British forces. As the leader of the vanguard of the army, it is your task to take and hold the bridge over the river. The British hold the town of Estanque Nergo to the north and while it would be greatly to your credit to take the town, your main task is to hold the bridge over the Una Vida river. Once that has been achieved, you must drive off or destroy the British forces that are in a position to contest your possession.

To that end, you will be sent reinforcements from the main body.

Scenario Notes

1. The battle is to seven flags.
2. Each player draws six cards.
3. Uncontested control of the town is worth one flag.
4. Uncontested control of the bridge is worth one flag.
6. The river is unfordable.
7. When you play your sixth card, your reinforcements will arrive.

Your forces

2 leaders
1 light cavalry
1 heavy cavalry
3 line infantry
1 light infantry
1 foot artillery

Choose 4 units from the following list.
1 light cavalry or heavy cavalry
3 line infantry
1 light infantry

Once you've picked your forces, draw up a column of march, ranking each unit from 1 to 11 (or 13 if you have not attached your leaders to a unit). Your units will move onto the board as they are activated. They may enter any hex on your baseline (which counts as one hex of movement, cavalry may move further obviously), but they may only be brought on in the order that you've written down.

Once you've done that, please note what your first card play is going to be and hand the marching order to the umpire.

British Briefing

General,

We are advancing towards the French forces. As the leader of the vanguard of the army, it is your task to take and hold the town in order to secure our lines of communications. The French hold the bridge over the Una Vida river to the south and while it would be greatly to your credit to take the bridge, your main task is to hold the town of Estanque Negro. Once that has been achieved, you must drive off or destroy the French forces that are in a position to contest your possession.

To that end, you will be sent reinforcements from the main body.

Scenario Notes

1. The battle is to seven flags.
2. Each player draws six cards.
3. Uncontested control of the town is worth one flag.
4. Uncontested control of the bridge is worth one flag.
6. The river is unfordable.
7. When you play your sixth card, your reinforcements will arrive.

Your forces

2 leaders
1 light cavalry
1 heavy cavalry
3 line infantry
1 light infantry
1 foot artillery

Choose 4 units from the following list.
1 light cavalry or heavy cavalry
3 line infantry
1 light or rifle infantry

Once you've picked your forces, draw up a column of march, ranking each unit from 1 to 11 (or 13 if you have not attached your leaders to a unit). Your units will move onto the board as they are activated. They may enter any hex on your baseline (which counts as one hex of movement, cavalry may move further obviously), but they may only be brought on in the order that you've written down.

Once you've done that, please note what your first card play is going to be and hand the marching order to the umpire.

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