Monthly Meeting Saturday 5 July 2003
after action report
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
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.
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.
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.
Later a DBM of 85 points format was fought by the Early Samurai (commanded by Philip Ngo) and the Chinese Chíin army of Cheung Kar Fai (itís just a game, who cares if it isnít history!). As a result, the majestic and violent Chíin 's defeated the invaders.
In a MechWarrior
battle, Tom Tong utilizes the long-range bombardment as a shield, and
wipes out Christopher Chuís Steel Wolves factions.
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'.
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.