Showing posts with label 95th. Show all posts
Showing posts with label 95th. Show all posts

Monday, February 26, 2018

New Edition of 95th, Adventuring in the Napoleonic Wars


Two Hour Wargames has just released a new edition of 95th!


This is a new edition of our Napoleonic Skirmish game. This version is self contained and even comes with counters that can be used instead of miniatures if you prefer.


It is also a lighter set of core rules designed to make each game play quickly so you can get on with the campaign and the rewards and pitfalls associated with it.

As always this game can be played head to head, co-op,or solo with the rules providing a complete AI to determine and run opposition forces.

Hope you like it.

You may read some more about it on the Two Hour Blog here .

You may purchase it here.

And my heartfelt thanks if you do :)

And as always, thanks for stopping by!


Sunday, March 6, 2016

Fortress Assault Historical Fiction Style: An Encounter for 95th

Fortress Assault

 Saragossa, Almeida, Badajoz. The Peninsular War saw its fair share of daring assaults and dogged defenses.
The guns have been sited. The breach has been declared practicable, and the storming parties formed.
The two Encounters that follow allow your 95th player character to experience the terror and exultation of assaulting a breached fortress wall.
Both Encounters share the same table layout and terrain rules.

Table Layout



Terrain Features

Terrain

·         The board is divided into nine sections. 
·         The wall runs along the line between sections 1/4, 2/5, 3/6, splitting the table in two, two thirds of the way in.
·         The breach is in the wall section between sections 2 and 5. A breach about 3 inches wide is sufficient but of course use whatever terrain you have available.
·         If you do not have a model wall, a strip of card 3” wide will do to mark the wall in 2d. Either cut out a breach or mark it with crayon/pencil/marker.
·         In sections one and three there is a stairway leading from inside the fortress to the top of the wall (the parapet).
·         Beyond the breach, inside the fortress will be a section of barricade. This obstacle would have been hastily placed by the defenders once the wall had been breached.
·         The rest of the table south of the wall (sections 4-9) is empty of terrain but considered torn up and debris strewn.
·         You may place a few houses on the north side of the wall or leave that area open as you choose.

Terrain Effects on Movement

·         Movement along the parapet counts as clear terrain.
·         Movement from the wall to ground level is not allowed except via the breach or the stairs.
·         A figure may move through the breach at a double the normal movement costs. That is to say that a figure moving through a 3 inch deep breach would spend 6 inches of its move.
·         A figure may move from the breach onto the top of the wall on either side at a cost of 4” of movement. The same applies to moving from the wall to the breach.
·         It costs 4” of movement to climb or go down the stairs.
·         No figures in the breach or outside the fortress may fast move. No Mounted figures may move on the wall, the breach, nor across the broken ground in sections 4-9.
·         The barricade costs 4” to cross.

Terrain Effects on Combat

·         The wall blocks line of sight from sections 1-3, to and from the rest of the table..
·         A figure on the wall is in cover from any shots coming from sections 4-9.
·         A figure on the wall is not in cover from any shots coming from sections 1-3 or the breach.
·         The breach does not provide any cover but does block line of sight between section 2 and 5.
·         A figure in the breach may be seen from both section 2 and 5.
·         The barricade provides cover to any figure providing the shooter is not adjacent to it.


Forlorn Hope

In this Encounter, you have volunteered to lead the first assault team into the breach. Success will result in great renown and favor. However death or maiming is a more probable outcome. At least no one can fault you for failure.

Objective

·         You must seize control of the breach and adjacent wall sections. You may count this mission a success if at least one of your figures makes it onto the wall and remains there for a entire turn neither OD or Out of the Fight. We presume that follow up assault forces will arrive to exploit your advantage.
·         Play continues until you succeed or concede defeat…or when you have no figures left with which to attempt success.
·         If your character fulfils the objective you may automatically increase Rep by 1 up to a value of 6 maximum. There is no need to roll for this increase.
·         If your side fulfils the objective but your character does not, you may still roll for Rep increase even if your character was rendered Out of the Fight for his or her efforts.
·         An officer or NCO character who survives a successful encounter will also be promoted one level in rank. Although this may have no effect on play it does allow you a more impressive title J

Forces

·         Your group can be as big or as small as you desire. Ten or so figures ought to do.
·         The enemy forces will be based upon the type of game and Encounter you are playing.

Deployment

·         You will enter the board through sections 7, 8, or 9. 
·         The first PEF is automatically resolved as enemy and placed on the walls. This party will number half, rounded up, of your storming party.  These are the Sentries.
·         The second PEF is deployed behind the barricade.
·         Roll to deploy the third PEF by halving the score of 1d6. The PEF will start in section 1, 2, or 3.

Special Instructions

·         Your group enters the table through section 7, 8, 9, or any combination of those sections if you choose to split your group.
·         After you have entered the table, place the PEFs.
·         Night:  The Forlorn Hope sets off just before first light. Treat this game as taking place at night.
·         Alertness: Each time the defending side activates roll 3d6.
·         If the result of this roll is equal to or more than the distance from any sentry to any member of the Forlorn Hope, the defenders have been alerted to the party’s approach.
·          If the result is less than the distance in inches from any sentry to any member of the Forlorn Hope, the defending troops do not activate this turn.
·         Once the defender is alerted there is no need to keep rolling  the 3d6.
·         Cacrass: Was a form of illumination used during this period. The turn following the turn in which the defenders were been alerted, sections 4-9 are treated as illuminated and figures in those sections may be seen as if the game takes place in daylight.
·         Sentries: When a breach had been effected and an assault appeared imminent it was common practice for sentries to have a number of loaded muskets on the wall nearby. This saved considerable time between shots as the sentry did not need to reload so long as another loaded musket was available.
·         Each time a sentry fires roll 1d6. If the result of the roll is less than the current turn number do not place a “fired” marker by the sentry. The sentry is free to fire again when next called on or allowed to.
·         If the dir roll is equal to or exceeds the current turn number, place a “fired” marker by the figure as usual. This sentry has used up his supply of loaded muskets and must abide by the standard rules for firing muzzle loaders for the rest of the encounter.
·         Fougasse: Once a breach was effected the defender would lace the ground approaching the breach with the forerunner of today’s land mines. These mines, called Fougasse, required someone to set them off at the right time and were not automatically triggered.
·         At the end of each turn in which assaulting figures are present in section 5 roll 1d6.
·         If the result is one, or the result is greater than the number of assaulting figures in section 5 there is no effect.
·         If the result is less than the number of assaulting figures in section 5, a fougasse explodes.
·         The fougasse uses a Blast Circle of 5”. (CRFV pg. 20).
·         Center the blast circle in such a way that it covers the maximum possible assaulting figures.
·         Each figure then roll for damage as if hit by an impact 3 weapon.
·         There is no limit to the number of fougasse that may be expended during the encounter so try not to linger in section 5!

Into the Breach

The Forlorn Hope has been repulsed. Now it’s the turn of your storming party. At least you don’t have to worry about fougasse anymore.

Objective

·         You must seize control of the breach and adjacent wall sections. You may count this mission a success if at least one of your figures makes it onto the wall and remains there for a entire turn neither OD or Out of the Fight. We presume that follow up assault forces will arrive to exploit your advantage.
·         Play continues until you succeed or concede defeat…or when you have no figures left with which to attempt success.
·         If your side fulfils the objective, you may still roll for Rep increase even if your character was rendered Out of the Fight for his or her efforts.

Forces

·         Your group can be as big or as small as you desire. Ten or so figures ought to do.
·         The enemy forces will be based upon the type of game and Encounter you are playing.

Deployment

·         You will enter the board through sections 7, 8, or 9. 
·         The first PEF is automatically resolved as enemy and placed on the walls. Go to How Many Enemy, and place that many on the wall.
·         The second PEF is deployed behind the barricade.
·         Roll to deploy the third PEF by halving the score of 1d6. The PEF will start in section 1, 2, or 3.

Special Instructions

·         Your group enters the table through section 7, 8, 9, or any combination of those sections if you choose to split your group.
·         After you have entered the table, place the PEFs.
·         Daylight:  This encounter takes place in daylight.

But What About…

These two Encounters have been abstracted quite a bit to give the feel of an episode of historical fiction. There is quite a lot of factors that played into the success or failure of an assault. For that matter the assault would be undertaken by hundreds, rather than tens, or as in our case ten men. Cannon would roar, Mortar bombs would fall from the sky, and as often as not rockets would streak through the sky. The powder smoke would be thick and cloying. The  men on wall would hurl grenades, caltrops, even masonry at the men making for the breach. At the same time as this drama was occurring, other storming parties would assault other parts of the defenses. These other parties might be intended simply to distract and confuse the defenders or represent a full on attempt to conquer the fortress via other breaches or by escalade…an assault by ladder.

We may presume all of this is going on while your character is fighting the very personal sort of encounter represented here, oblivious to the carnage and mayhem elsewhere on the field. 

Finally, this post  shows the rules in action.

Hope you enjoy them!

Bob

Wednesday, September 17, 2014

Forlorn Hope: A New Encounter for 95th WIP

Been working on this one a bit. Hope to send it off to Ed soon.

Basically your character can choose to lead the first assault party into a breached fortress wall.
Success will yield great rewards.
Death or maiming is more likely.

Here Captain Sharke (bvt.) leads a party of ten men; a Sergeant, two grenadiers, four line infantry, and two light Bobs.

They start out just before first light and hope the French sentries won't notice them until the very last possible minute.

In the event they were noticed right away...

Shots rang out. Carcass lit the morning. Fougasse turned the ground into so many mini volcanoes.

Sharke was hit twice by musket balls and took a pummelling from a mine but still he carried on.


First man into the breach was grenadier Simpkin of the South Mordor Regiment.

He was immediately shot and killed by a squad of Frenchmen waiting behind the retrenchment.


Disappointed at not having been first, Sharke redoubled his efforts, making his way up the wall to the parapet and killing a French officer in hand to hand combat.

The other side of the breach was tackled by a light infantryman who was not as lucky. His broken body tumbled to the ground below.

Of the ten men in the party only three reached the top of the wall.

It was enough to secure a lodgement for follow on forces, so a good, if costly, result.

Still need to finish up some bits (that means writing), both for this and the regular assault scenario. Still the end is in sight!

Thanks for stopping by!

Friday, August 22, 2014

95th, Flintloques, and Muskets

Flintloque and Muskets a free supplement for 95th

It must be apparent to observant readers that my Napoleonic figures are a bit "off".


There is a very good reason for this.


Although I often use them as historical figures, my Napoleonics are actually "Napoleoniques" hailing from the fantasy world of Valon.


A world where all of the usual, as well as some rather less usual, fantasy races all seem to be trapped in episodes of "Sharpe's Rifles", with the orcs cast as British, and the elves as French.


And jolly good fun it is too!


Valon is the world of of Alternative Armies's Flintloque and Slaughterloo figure ranges, examples of which may be seen in practically all of the posts on my blog.

While I have written 95th, as well as Muskets and Shakos, as strictly historical games, I do like to use the figures for their intended purposes as well. Flintloque is a fine game, presented in a series of well written and entertaining books covering different theaters of war. I encourage those with an interest to check out the free version of the rules available here.

Getting back to the main subject of this post, in the past I had written a small supplement to allow players of THW games to use Flintloque figures with THW rules.

With the release of 95th, an updated version of that supplement Flintloques and Muskets, is now available on Craig Andrews' excellent web site, Orcs in the Webbe .

I thank Craig for hosting the supplement, as well as running a very entertaining website, and Gavin Syme of Alternative Armies for his tireless support of my madder ideas in this genre!

Hope you enjoy the game and don't forget to check out Flintloque when you have the time.

Thanks for stopping by!



Monday, August 18, 2014

Giglamps and El Labrador

His duel with Mac Rattry behind him, Giggers was told the reason for his summons.

It seems the Peer was in a bit of a pickle. His Spymaster, a shadowy figure known only as "El Labrador" was on the run! The timing of the thing was, as usual, abysmal.

The army was on the verge of an offensive, planned in no small part on information provided by El Labrador. Should El Labrador suffer capture, not only the coming offensive, but the Duke's entire spy network would be at risk.

And so it fell to young Giggers, to seek out and rescue El Labrador. Travelling fast and light was the order of the day. Giggers elected to take only his trusted coverman, Cooke, on the mission.


This is my first game with the published version of 95th. Regular readers will know of this game's development under its working title of "Baker Rifle".

Giggers is a Rep 5, a leader, and Fierce. Cooke is Rep 4 and a Brute. Both are mounted and armed with a sabre, pistol, and carbine. 

The game was written to allow play in a 3x3 foot area. Normally I play on a larger area but this time I  marked out the edges and grid with small stones. The Rescue mission requires one to three buildings in the center of the table and in this case the dice gave me three. To the right of the town was an impassable escarpment, to the left, a wood. Behind the town was a hill.

I elected to enter the table from the bottom right, planning to use the escarpment to protect my flank while searching for my target.


The game started with three Possible Enemy Forces (PEF''s). One was in the wood, one behind the wood, and the third behind the escarpment. Each building also potentially held enemy troops. Somewhere among all of theses possibilities lay El Labrador.

Giggers cautiously led the way to the escarpment. It was impossible to make the move without checking to see there were enemies in the nearest building. There were none, but test for enemy forces indicated the next PEF would be more likely to generate foes.

At this point Giggers' plan was to scout the church and the escarpment and then sweep left behind the town, dealing with any enemy forces as they were uncovered.


This is the situation at the end of turn 2. Even with the increased chance of finding enemy troops, the church also proved to be vacant. It is worth noting here that even if one doesn't get shot at when approaching a building, there is still a chance that enemy are lurking in wait. They may strike when your troops actually enter the building.


At this point the enemy stole a march one me! Now the enemy was closing in for the kill. One PEF beyond the escarpment, one behind the church, and one on the far side of the church.

Here Giggers proved the wisdom of approaching mounted. A quick change of direction and fast movement might unhinge the enemy's scheme.


As our Hero cantered now across the front of the village, he saw a figure pointing towards the church with a hushed motion. El Labrador!


Cantering on Giggers caught site of the reason for El Labrador's gestures. A blue clad figure with musket was taking aim by the church!


The musket roared but the Rep 4 line infantryman failed to hit his mark.


Detailing Cooke to see to El Labrador, Giggers put spurs to his mount and charged. The infantryman put up a surprisingly good fight, besting Giggers in the first round of melee and forcing the use of Giggers' hero dice.

A second round ended in a draw.

Finally after a third round, Giggers beat his foe down, out of the fight.


Meanwhile as Cooke sheparded El Labrador towards safety, the final PEF resolved into a Rep 5 French line officers, four Rep 5 infantrymen, and a single Rep 4 infantryman. Quite a formidable detail.

 El Labrador quickly ducked back behind the cover of a building but poor Cooke was not so fortunate. 


 Two shots range out. One hit Cooke's horse, only grazing the animal. The other hit Cooke, and the brave chap was dead before he hit the ground.


It was time to beat a hasty retreat!


As the French patrol surged through the town,


Giggers and El Labrador disappeared into the distance.

Notes:

That was a short sharp action.

Normally the way my luck runs, PEF's are often real enemy forces and always outnumber my boys considerably. In that respect this was something of a low intensity game. 

There was quite a bit of suspense throughout. In the early turns this came from not knowing where the enemy was and in what strength. In the end game it came from facing an overwhelming French force.

Fortunately Giggers only need to escape with El Labrador and so he did. Wogan will be pleased.

D*mn*d shame about Cooke though.

Hope you enjoyed the report.
All figures are from Alternative Armies.
Buildings from Miniature Building Authority.
Other terrain of varied manufacture.

Thanks for stopping by!

Friday, July 25, 2014

Gamgee Din



You may talk o' ginger beer
When you're quartered safe out 'ere,
An' you're sent to penny-fights an' Aldershot it;
But in Victory or Defeat,
You’ll do better with a sweet,
An' you'll lick the ‘airy feet of 'im that's got it.


Now in Afri's sunny clime,
Where I used to spend my time
A-servin' of 'Is Majesty the Kyng,
Of all them ‘alfling crew
The finest bloke I knew
Was our regimental Bestie, Gamgee Din.



It has been said, and truly, that an army marches on its stomach.

Captain Giglamps of the Halflingland Rifles will tell anyone who will listen that a Halfling army fights on its stomach.

Similar to the Bhisti of India, the Bestie of Halfligland are both a tribe and an occupation. 

In the distant past when the halfings received the Word from the Author, the Bestie also received the gift of candy floss. The creation of this great confection is a closely guarded secret among the members of this endogamous community.

The word "Bestie" itself derived from the Common Tongue "best friend":, a reference to the common ancestor of the Bestie, known only as "the Old Gaffer", who brought candy floss to the wounded Bandobras Took and fought off the goblins sure to have killed that worthy, in a time before the great halfling diaspora.

Today the Bestie accompany any military expedition mounted by the Halflings of Halflingland, in order to sustain the troops in their time of need.

As a result of Albion military expeditions in Halflingland, both candy floss and the Besties who serve have become a topic of ballads in the Salons of Londinium.

Gamgee Din is one such Bestie of whom we shall see more in upcoming episodes.

Tuesday, July 15, 2014

Sergeants Wee

Having sent 95th (working title Baker Rifle) off to the publisher, it is time to have some fun and play some games.

The following is the first in a campaign arc I've been working on for sometime. The game takes place in Halflingland, and uses the Brawl encounter from 95th.

Sergeants Machutney, Quatar, and Balifine are, as usual, visiting the canteen. An altercation has broken out between our heroes and members of a Joccian battalion stationed in the area.


Some say the Joccians called Balifine's parentage into question.
Other say Machutney made an ill advised comment regarding kilts.
However we know it all has to do with the gullible Quatar having purchased a treasure map off of one of the rats. Machuntey rightly feared his friend had been swindled and tried to force the rats to take their map back.

Fisticuffs ensued.

Initially each halfling squared off against two Joccians. The halflings are all Rep 5, while the Joccians have two Rep 5 and four Rep 4 figures.


The Sergeants won the first initiative and they each charged the toughest looking rat of the two facing them.


Quatar bull charged his rat and sent him flying over the balustrade.


The unfortunate Joccian landing with thump on the table below.


Meanwhile Machutney knocked his target down but the rat was fast up on his feet again.

Balifine flailed at his foe but to no avail.


On their activation the remaining rats charged.
Quatar held off his assailant. 
Machutney brought down both of his foes.
Balifine went down under a flurry of furry blows.


The second turn initiative roll saw the arrival of the Provosts!


The Sergeants were frog marched off to face the wrath of Captain Giglamps.

Little did they realize that the Captain had sent the Provosts looking for them.

There was a very dangerous job to be done...

That's it. A very short game and very enjoyable. Unlikely the Provosts should have shown up so soon but I was hoping they would put in a quick appearance to lead on to the next game..."Finding Faccia da Rospo".

Thank's for dropping by!

Tuesday, March 11, 2014

Los Correos de la Muerte!


Antoine Fortune de Brack assures me that when scouting a village it is essential to seize the post office and the mayor. 

So it was with these twin goals in mind that I led my troop of dragoons (TV miniseries strength) onto the table. We were approaching from a wooded rise, and could expect some company although whether from British light forces or Spanish guerillas remained yet to be seen.

I split the troop into two sections, each approaching from one side of the village.

On my left, I wisely sent a scout out ahead of the section. He located the post office almost immediately.


On my right...lets just say I was addled. Rather than sending out a scout first, I sent the section to the top of a rise overlooking what turned out to be the church. This, before sending a dragoon to scout ahead.


The church was held by four veteran guerillas.

Four shots rang out as one.



Down went three of my men, and the fourth rode off in panic.


With fully 40% of my force lost in the opening salvo, I didn't think I had sufficient men in hand to storm the church.

... so I withdrew.

Not a sterling performance by any standard and I am unlikely to find a Marshal's baton on my backpack any time soon!