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Teaser One: The Bridge Demolition

Battle February 1978

C. S. Grant with the first in an 48 men) - 3 points the terrain is reproduced on the
Heavy cavalry regiment (4 officers and table and the armies scaled down
exciting new series of wargame 24 men) accordingly. Dispositions relate to
scenarios and their solutions. 4 points the opening of the battle and
Artillery battery (2 guns) - 2 points moves then commence. One can
either follow the plans of the
An Introduction to the Series warring generals, or attempt in
The sources of inspiration for Each general may select an army of
say, 15 points, the size of the army one's humble way, with the
wargames are numerous. However, if benefit of hindsight, to do better.
one may be permitted to generalise, it depending on the playing time and
space available. This may produce two Whether the battle is
is possible to divide war-games into Thermopylae, Agincourt,
four categories. The first is the simple armies such as:
Fontenoy, Austerlitz or
conflict type of game which involves Gettysburg, there is
two sides, each with the object of General 'A'
tremendous enjoyment and
defeating the other by inflicting more satisfaction to be gained from
casualties on one's opponent than 2 regiments of light infantry 4 re-fighting actual battles, not to
one receives oneself. Such a game at 2 points each mention the occasional surprise.
can be conducted in a variety of ways. 3 regiments of line infantry 9 The third category of wargame
Terrain can be selected impartially or at 3 points each action is that which is derived
by each player selecting and placing a 1 battery of artillery at 2 2 from running wargame
number of terrain elements alternately points each campaigns. Such actions may
on the table. An example of this Total points 15 range from small scout actions
procedure would be as follows: and skirmishes to full-scale
"Each player has agreed to select General 'B' battles. Whatever their nature,
three items of terrain. Player 'A' wins they have one thing in common —
the throw to start and selects a small 1 heavy cavalry regiment at 4 they are part of a long-term plan
wood which he places in the top right 4 points and pose other factors and
corner. Player 'B' in his turn places a 2 light cavalry regiments 6 considerations than the short -
small hill in the centre, 'A' a village at 3 points each term destruction of the enemy
and so on. (The result is shown in 1 light infantry regiment at 2 The engagements may be fof
diagram 1). The two players then 2 points long-term strategic benefits, pro-
throw the dice to see on which side of 1 line infantry regiment at 3 3 tection of lines of communication,
the table they will arrive. What may points delaying actions, preludes to
have appeared to be a favourable Total points 15 larger battles, deceptions or a
terrain from where one stood placing hundred other situations. It may
items on the table may often seem Thus two armies are arrived at require minimal losses to be
less advantageous when viewed from with a degree of balance (depending sustained, towns or bridges to be
another angle, in particular the one on the sanity of the generals' choice) kept intact, or involve other
from which one's army is to arrive." but with scope for individuals to factors which will influence one's
The terrain selected, there are a exercise their character, consider the actions and plans. All these and
number of ways in which one can opponent's character and make many other considerations add a
select the contending armies. The allowances for the terrain. new, exciting and realistic element
easiest method is, of course, to A more complex method of choosing to wargaming.
produce two identical sides, but this the armies, but one of particular value The process of campaigning,
has obvious limitations. Other in Ancient wargaming where there are while immensely rewarding, may
methods are aimed at producing a profusion of classes of soldiers, however be a long one, requiring
differing sides without achieving an arms and weapons, is for each type of frequent contact with one's
undesirable imbalance figure to be given an appropriate points opponent and a degree of paper
One's selection must, of course, be value. One may then select units of work. To provide some of the
limited by the figures, units and differing sizes and types. elements of the campaign
numbers one has available. One The outcome of these deliberations situations, without the continuity
simple way to produce two armies is and preparations is invariably a first and length of time required, there
to give units of a standard size a rate wargame. is a fourth type of war-game. This
value in points, for example: The second of our sources of may, at the risk of labelling, be
wargaming is found in re-fighting called 'situation' wargaming. It is
Light infantry regiment (3 officers and famous battles. This is a most with this type of wargame that this
24 men) - 2 points enjoyable and rewarding process and other articles of this nature
Line infantry regiment (5 officers and where a particular battle is researched, will be concerned. 'Situation'

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Teaser One: The Bridge Demolition
Battle February 1978
wargames are those which present prepare and demolish it today. Blue has excitement is still undiminished
both sides in a particular scenario with been advancing through the night one can add a further factor. Once
given forces and aims. In this way pushing at best speed to take the bridge. the demolition is complete, Red
many of those additional elements throws one dice for the effect on the
present in campaign encounters may Opening Narrative bridge. A scale may be devised
be reproduced to add more versatility along the following lines:
and realism to the At first light all Red forces are as shown 6 — bridge is destroyed at once.
encounter/confrontation war-game. on the map. Blue forces on the table 5 — bridge is destroyed at once.
When I first considered writing on consist of one regiment of light cavalry in 4 — bridge is destroyed at the
war-game situations, the consideration four squadron groups for scouting end of next move.
of a title was by no means the least of purposes. The first move of work on the 3 — bridge is destroyed in two
my problems. For example "Tactical bridge will be move one. moves time.
Problems for War-gamers" is pretentious 2 — rewiring is required — two
to say the least, and suggests that there Blue Force's Aim clear moves of work.
is a specific problem which has a 1 — faulty work — three clear
specific answer, whereas this may not To take the bridge intact. moves of work required for
be the case. Furthermore I am reminded rewiring.
of the maxim that "tactics is the Red Force's Aim
opinion of the senior officer present," Conclusion
and would therefore not presume to To destroy the bridge before Blue takes it.
attempt "answers" to such problems. While Red's aim is clearly to
Moreover, some of the scenarios are not Special Factors destroy the bridge before the enemy
problems but merely "stage settings" for seize it, the better general will
a battle, and so the term "problem" is Blue's forces have marched through the attempt to bring as many of his
therefore misleading. After much night on two main roads arriving on the troops to safety on the south side
consideration it is hoped that "Table Top table at A and B. However, their order of before the bridge blows up.
Teasers" as a title embodies some of the arrival and the route each unit arrives
enjoyment as well as head scratching from is somewhat enveloped in the fog of
which they are intended to provide. war and the confusion of the night march. Next month: Teaser 1 — "A bridge
Finally, these situations are designed too far".
for others to try, and it is hoped that To this end, cards should be prepared
someone will put pen to paper and and placed in envelopes as follows:
produce an account of their experiences
with a "teaser" for this magazine. Card 1 — 2 infantry regiments.
Card 2 — 2 infantry regiments.
Teaser One:
The Bridge Demolition Card 3 — 2 infantry regiments.
Card 4 — 1 battery of artillery.
Period Card 5 — 1 battery of artillery.
"Horse and Musket" though no doubt Card 6 — 1 regiment of light infantry.
it could be adapted to modern Card 7 — 1 regiment of heavy cavalry.
wargaming and, with a little more
“difficulty” to ancient periods. Card 8 — 1 regiment of heavy cavalry.

Terrain At the start of move one Blue throws


one dice for each card in turn. "Odds" the
As shown in the map. The river is im- force on the card in the envelope arrives
passable except by means of the bridge at A, "evens" the force arrives at B. He
(diagram 2). then throws a further dice to show which
playing period the troops concerned
Forces arrive on, for example for a throw of five,
the envelope is opened and troops con-
Red Army: cerned move onto the table at move five
from either A or B as designated.
2 regiments of heavy cavalry
3 regiments of line infantry The envelopes with the marked cards
1regiment of light infantry are plain, so neither Red nor Blue know
2 batteries of artillery what they contain. Blue marks the result
1 troop of engineers of the dice throws on each envelope,
i.e. period 3, position B. The game may
now unfold.
Blue Army:
Special Rules
1 regiment of light cavalry The time taken to prepare the bridge for
2 regiments of heavy cavalry demolition is obviously critical. The game
6 regiments of line infantry will have no purpose if it is too easy for
2 regiments of light infantry either Red or Blue to achieve their aim.
2 batteries of artillery The factor will depend on the rules used,
but as a guide it is suggested that the
General Situation time taken to prepare the bridge should
be twice as many periods of time as a
Blue forces have broken through thirty line infantry regiment of Blue would take
miles to the north. Red is re-organising to reach it unopposed.
to counter attack in two days, but has There should be uninterrupted move
been caught off balance. In order to periods for the engineers working on the
give himself time to prepare he has to bridge. If they have to abandon work
delay Blue. In this particular sector the because of enemy activity or casualties in
bridge at X must be destroyed before it a specific period, then that period will not
falls into Blue's hands. Last night a rear count towards the preparation of the
guard with engineer support from the Red demolition.
forces arrived at the bridge and is to For those whose appetite for
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