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I've now reduced the Napoleonic lead mountain by 33% - three of the nine cavalry units I have are done, as are fifteen of the forty infantry battalions. With plans to add another twelve units or so, we'll call it 25%. |
Well, at long last, there are enough Peninsular War figures painted to do a scenario and I've decided to make it an old favourite. It's loosely based on Charles S. Grant's scenario, Reserve Demolition (scenario number 20 in his book Scenarios for Wargamers, published by WRG 1981).
“A 'reserve demolition' is the modern parlance for a bridge prepared for demolition but which must not be destroyed until the time is right.” [C.S.G.]
I've played this scenario a number of times, with various modifications, and it's always been a winner.
This time I will play the scenario using Black Powder rules (which I haven't before), so some special rules for blowing the bridge have been devised but, apart from that, the rules will be pretty much as written in the master rule set and the Albion Triumphant supplement - with one exception: As the supplement suggests, I will not allow French Legere units to deploy into skirmish formation en masse as, by 1809, their training had generally limited them to using the tactics of the Ligne units. However, I have always thought of Legere as being a cut above average French infantry so, for the moment, I will give them 'First Fire' and make them 'Valiant'.
General Background
Wellington has been rebuffed by the French and his army is temporarily incapable of offensive strategic action. Nothing but small forces now remain between the French and Portugal. Wellington has given orders that all bridges that might be used by the enemy are to be prepared for demolition. They are not to be blown without direct orders from him as he might yet use them, if he is given time to concentrate the army, for a counter-stroke.
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The table set up for the Reserve Demolition scenario, looking north. Note the Engineer's column moving south towards Hermoso Santo (upper left). The table is set for 10' x 6'. |
The object of the scenario is a single stone bridge that crosses a deep, swiftly flowing river running north to south (impassable terrain). At either end of the bridge is the small village of Hermoso Santo. Due west of the village, commanding a crossroads, is a farm. North of the farm is long rugged ridge strewn with large boulders, brush and tumbled down walls (rough terrain); whilst to the south of the farm there is a smaller, similarly rugged, hill. Below the heights the land is well cultivated with vinyards, olive groves and small fields (cornfields represent areas giving light cover to those within). In the photo above, the 'chain-line' marks the limit of British deployment west of the river.
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New additions: I think I might have painted my favourite French unit so far - three battalions 2nd Legere (two pictured here). Figures by Front Rank, painted by yours truly in enamels. |
British Briefing
Deployment:
- The officer of engineers, his wagon and the riflemen assigned to him as sappers, must be deployed on the road leading north from the village four 'moves' from the bridge.
- One unit can be deployed east of the river.
- All other units must deploy west of the river within the marked deployment area.
- British forces deploy after the French player has organised his attack but before the French player deploys his first forces on table.
Mission:
To hold the bridge, with minimal losses, until ordered to destroy it.
Briefing:
You are responsible for holding and, ultimately, destroying the bridge if the orders arrive to do so. Unfortunately, although the enemy are within a day’s march of the bridge, the officer of engineers and his sappers have not yet arrived with the explosive and other equipment to blow it up – though their arrival is imminent.
In game terms:
- To blow the bridge: After the arrival of the engineer's column, sufficient powder charges must be unloaded and then laid at the bridge (the wagon holds six charges). Once laid, and Wellington's order to destroy the bridge has been received, the bridge must be blown.
- It takes one 'order move' to unload one charge (one barrel) and one 'order move' to lay it.
- It takes one 'order move' to detonate the charges.
- Each charge laid is worth a D6. When the charges are detonated a D6 is rolled per charge laid and the scores are added. If the result is 14 or more, the bridge is destroyed. If the detonation fails to destroy the bridge laying further charges will be fruitless in the time available.
This morning you sent a dispatch rider to Wellington to inform him of the presence of the enemy and requesting further instructions. The rider returned with frustratingly awkward orders: The bridge must be held at all cost and is not to be blown without express orders to do so. You must maintain your force as intact as possible as Wellingtons will require it later.
In game terms:
- Under no circumstances must you let the bridge fall into the hands of the enemy and you can only destroy it if Wellington orders it directly.
- Orders may arrive to blow the bridge at the end of each British turn. So that the French player doesn't know if any orders have arrived, make up a deck of playing cards containing 1 joker and nine other cards. Deal the British player one card at the end of each British turn. If he has the joker in hand he can blow the bridge.
- Whilst fulfilling your orders concerning the bridge you must extract at least five units (counting routers as half), west of the river, before the bridge is blown.
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New additions: French 4th Dragoons and 1st Hussars. Along with these I've added a few 'commanding' officers, mostly French, and a couple of stands of skirmishers for the Gordons. I'm thinking of rebasing my skirmishers onto larger bases - four figures on a single stand 40mm deep and 120mm wide, to simplify movement and sorting them out to their parent units (they can be name plated on a stand that size). |
Forces
C-in-C: Staff rating 8
- Brigade commander: Staff rating 7 [aggressive]. 1 Highland battalion; 1 Light Infantry battalion; 1 British Line battalion; 1 Light Dragoon regiment; 1 [half] battery of foot artillery.
- Brigade commander: Staff rating 8 [hesitant]. 3 KGL battalions; 1 [tiny] Rifle company; 1 battery of foot artillery.
- Officer of Engineers: Staff rating 8 [irresponsible]. 1 [tiny] Rifle company; 1 wagon with six demolition charges.
French Briefing
Mission:
Capture the bridge intact.
Briefing:
You command an advance guard tasked with seizing a vital bridge over which the main army will cross to reach Lisbon and end the war. You have divide your force into two columns, sending one by a circuitous route to approach from the north whilst you will lead the other from the south.
In game terms:
- You must choose which column you will lead from the south and which will enter from the north. You must mark the brigades in each column as van or rear.
- Your column will arrive from the south as soon as the game starts with the first brigade's units being allowed to make an on table march of one move at full rate before the start of the first turn.
- The second force may arrive at the start of turn one but will receive a -3 penalty to its order rolls (because of the circuitous route this column has taken to reach the battlefield), reducing to a -1 penalty on turn two, and no penalty thereafter.
- Units entering the table need not be in column of route but must start their move in contact with the road.
Intelligence suggests that the British are preparing all of the bridges in the immediate area for demolition. For the operation to succeed speed is of the essence. Once at the bridge any demolition charges must be neutralised.
In game terms:
- If the bridge has been prepared for demolition, you can prevent the bridge from being blown by placing troops on the bridge. Whilst there the troops can be ordered to remove any charges (the reverse of how they are laid - see British briefing) but, because you do not have an engineer present, such orders receive a -2 penalty.
- Occupying a village section in contact with the bridge will cause a -2 penalty to be applied to any British orders involving sapper operations.
Forces:
C-in-C: Staff rating 8
Column 1:
- Brigade commander: Staff rating 7. 3 Legere battalions.
- Brigade commander: Staff rating 7 [aggressive]. 1 Dragoon regiment; 1 Hussar regiment.
Column 2:
- Brigade commander: Staff rating 7. 3 Ligne battalions; 1 battery of foot artillery.
- Brigade commander: Staff rating 8. 3 Ligne battalions.
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It's all looking pretty French, so here are some Scots (I did some time ago) to balance things up. In the foreground are the 71st Highland Light Infantry with the Gordons coming up behind. |
Pre-game sequence
- The French player secretly determines which column enters from the south and which from the north, and which brigades are van and rear.
- The British player deploys.
- The French player deploys the van brigade of his southern column on table.
- Turn one, dawn, the French move first.
- Play until the bridge is blown, or the British give up.