For the next scenario from One Hour Wargames, I was lucky that my good gaming chums, Dave and Keith, were up for taking on the roles of both commanders and issuing orders, based upon the terrain and the OOB that they were given.
As before, the OHW scenario gave the most basic guidance on terrain, which I had to fleshout, based upon the rules being used. Fortunately with enough games under my belt with BPII, I had a good idea on what would hopefully work terrain wise. As before the OOB were generated by a die roll from the Wargaming 19thC Europe book.
Details of the scenario can be found below:
|The map given to both players to decide upon their deployment and orders of attack.|
|An overview of the table, with Red deploying at the top, Blue at the bottom.|
|The Blue left wing and cavalry.|
|The Blue right wing and the artillery.|
|The Red right wing, mainly of cavalry with supporting artillery and light infantry.|
|The infantry heavy Red left wing.|
|The table after a few opening moves.|
|The Blue right wing in march column see the Red infantry forming into line to their front.|
|The cavalry eye each other up before charging into contact, watched by the Blue light infantry and artillery.|
|The Red left wing move to try and gain control of the ford.|
|The end of Turn 3.|
|The Blue left wing bring weight of numbers to bear against the Red troops.|
|In contrast the Blue right flank is under pressure from superior numbers of Red troops.|
|The Red troops by the ford.|
|The Red light infantry and artillery try to hold the ford on the right wing.|
|Towards the end of the game.|
|The Blue light infantry finally break as the Red troops cross the ford.|
|Red troops across the ford in force, with support over the otherside of the river.|
|The beleagured Blue right wing.|
|The Blue left wing across the ford.|
|The Red light infantry can only look on as the Blue troops cross the ford.|
- The Red troops got off to a very good start, with their swift approach to both fords, especially the left, giving them the edge from the start.
- The cavalry clash which could have had an impact on the game, ended up in an inconclusive melee, with both sides retiring and taking no further part in the game. I thought that the Red cavalry, having the advantage in numbers would have had the edge, but poor die rolling by them combined with good by Blue led to the draw. A case of what might have been...
- The Blue artillery was pretty much a complete failure, with repeated failures of orders and only one round of shooting the whole game! Not being able to support both wings, especially the right, hampered their ability to carry out their plans to seize and later defend the fords.
- With both sides controlling a ford each, honours were pretty even, but the Blue forces had lost all their artillery, their light infantry and one line infantry unit, compared to just one Red artillery unit, so I think it fair to call it a Red minor victory.
- The random generation of troops types once again worked well, giving a slight difference between each side. With the other side not knowing what they are facing, this gives a nice challenge to both players I think. The ten units a side also works nicely for a solo game lasting maybe a couple of hours, which is perfect for me at present.
- The 'blind' deployment by both sides gives a really nice edge to the game, echoing the 'old school' curtain across the table approach. Being able to see both sides plans is fun and when it comes to the game, I simply carry out the orders as best I can for each side, allowing for changes as circumstances dictate.
- I feel very comfortable with the BPII rules and with the Glory Hallelujah! supplement additions which to my mind, give a very good game. I'm at the point now that by and large the QRS is all I need for a game, with the odd reference to the rulebook.