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Herbert
Wong and John Jenkins played a 15mm French, British, Seven Years War game
using the Age of Reason rules. The
scenario was a simple introductory encounter game with both sides equal at
10 SP (strength points). This
gives each side between 3-4 Brigades. The
game is basically card driven with each card activating a particular
brigade.
Set
up is simultaneous, with both sides already having made a note of
deployment on paper. The set
up zone for both armies for an encounter game is 12" from the
baseline and 18" in from both sides. The
narrow deployment area means some consideration for manoeuvre to cover the
flanks must be made. The
French set up in a classical formation for the period, Infantry in
strength in the centre with cavalry on both wings. Since
the French had this advantage in cavalry, it was up to the British to
secure their flanks. The
British left flank, held a defensive position using the river as a
defensive anchor, against the threat of 2 French cavalry regiments. The
British right was more open with no terrain to anchor the wing and not
enough troops to extend the line.
The
French general sensing this was the weak point sent 2 regiments of
Dragoons to take advantage of the situation. The
Dragoons almost caught the British line out of position but the outer
supporting regiment managed to wheel in time and send a volley of musket
fire into the charging Dragoons at point blank range! This
was enough to rout the French Dragoons from the battlefield. In
later turns the British cavalry reserve advanced and also routed the
second French cavalry unit, securing the flank against further intrusions.
Meanwhile the centres of both
armies advanced and proceeded to hammer away at each other.
Both
sides reached 25% casualties after a few turns of continuous volley fire
without any significant breakthrough in the centre, although the French
seemed to be gaining the upper hand. The
percentage of casualties initiates a 'withdrawal check'. Unfortunately
the French, failed their check and were forced to withdraw, much to the
relief of the British centre that looked like it would not survive another
round of volley fire.
This
was a good example of a fairly simple encounter game for this period. A
chance for both players to try out the mechanics and familiarise
themselves with the basic rules. The
choice in this case was Warfare in the Age of Reason rules by
Emperor's Press (no longer print but readily available on the Internet).
The governing factor for a scenario like this was simply to use
whatever troops were available, to create two equal forces. 10
SP (strength points) seems to be recommended to give a good sized game
which lasts between 2-4 hours. The rules include some generic army lists
so that 'equal points' armies can be fielded, and also a simple system for
generating a terrain map.
In a battle of WW2
Microtanks on the Eastern Front, Christopher Chu and Philip Ngo controlled
the Soviet Army, relying mainly on the T-34/85, and met the German army
led by Cheung Kar Fai and Eddie Law, head-on. Known
to some extent by us, we determined to cancel the restriction on the
respective marks, and put the models which we had ready on the table to go
to war with. We think, perhaps
this suits the situation of the real war even more, so the German army has
the relative advantage in respect of fighting capacity.
On the table top, except for two hillocks and a bush forest which provided
some cover, the battle was fought in a quite open place. This battlefield
seems to be more favourable to the play of the German army.
The war begins, the German army takes the initiative, Cheung advances his
Tiger I forward, having occupied the favourable position; and Eddie Law
cooperates with offensive also, and attempts to move round the bush forest
on the left wing, but is prevented by Ngo with many German tanks being
destroyed.
On the other flank of the battle, being suppressed by the Nazi's strong
fire power, Chu determines to sacrifice his Light Tank Company composed of
T-60s and T-34s, refusing fire with the German army, shielding the other
two teams to attack circuitously. Unfortunately,
before the T-34’s of these two teams have reached their positions, Eddie
makes a very brave try and passes through the bush forest in the battle
field with his Pz IVs, thereby surrounding the Soviet right wing and
opening fire on their rear, smashing Ngo’s HQ and paralyzing a large
number of Soviet tanks.
The T-34/85s commanded by
Chu
can
fire on the German flank, but Cheung already has shifted his army to meet
them head-on. Although
Chu
destroys a Tiger I and few Pz IVs, the Soviet Army
cannot retrieve a defeat.
Later a DBM of 85
points format was fought by the Early Samurai (commanded by Philip Ngo)
and the Chinese Ch’in army of Cheung Kar Fai (it’s just a game, who
cares if it isn’t history!). As a result, the majestic and violent
Ch’in 's defeated the invaders.
In a MechWarrior
battle, Tom Tong utilizes the long-range bombardment as a shield, and
wipes out Christopher Chu’s Steel Wolves factions.
Often
people ask "what's wargaming
really about?", so I normally respond by saying it's re-creations
of historical battles on a table. This
conjures up all sorts of images, so instead I try saying it's like chess
without the squares. At this
point (blank stares) I normally give up and drag people along to try it
for themselves . . . similar to my encounters with 'Twister'.
Visitors and new members alike (6 in all) joined me in a pre-Dreadnaught
naval battle (a period considered to be between 1890 and 1913) . . .
however, given that my newly arrived American Battleships just needed a
good run against my also newly arrived Germans, Peter offered up his dust
covered Brits to aid the bright-eyed yanks for "A Storm in a Tea
Cup" scenario. This was
effectively a scenario of preposterous origins, completely fabricated for
the sole purpose of introducing 'newbies' to a simple gaming system. Phil
Barkers 'Damn Battleships Again' rules are definitely very user friendly,
and having Peter adjudicate the occasional decision on stray torpedoes
didn't hurt either.
Other wargamers often preserve their gaming sessions to a cave-like place
in their hearts, being the last redoubt from their partners . . . however,
Ken and myself brought our girlfriends along to dispel this, and perhaps
to prove that it really is wargaming that we sneak off to once a month,
and not some sordid girlie bar. I
sometimes wonder whether the girlie bars are easier to fathom in us
though. Still, full credit to
our better halves, who not only showed an interest, but were so into it
that they were screaming for the blood of their enemies with every dice
throw. I am now wondering
whether I have lost my last cave site, just for me. Now,
if I could just get her interested in painting models . . .
Anyway,
as to the game, broadsides and torpedo runs were generously shared,
heavily overlaid with eccentric personalities which left us with a draw
and too many empty bottles of beer. Check out the photos.
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