Life does have a habit of interfering, instead of a tight series of games, this mini-mini-campaign has been dragging its heels with this game being played in three sessions over the course of a week. I haven’t the time and “Mental Oomph” (technical term) to create a proper narrative so it’ll have to be a quick recap, game thoughts and pictures, all rolled together.
Before I go further I would like to thank everyone who left a comment on the last post about Stuart Asquith and apologize for not answering any of them. I couldn’t think of any reply other than “Thank you” and “I agree”. Being an Asquith & Grant Scenario and a Solo game with occasional bits drawn from Stuart’s book on the subject, this game could be considered a sort of tribute but it was already in progress and is just the way my gaming has developed under those and other influences. However, I am planning an intentional Big Wars, Toy Soldier, Stuart Asquith tribute game for the near future.
But for now, “On with the Battle!”.
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| The Maritime Attack Begins. |
(See https://gameofmonth.blogspot.com/2019/11/theres-going-to-be-fight.html for the set up and forces). The rules used were A Gentleman’s War by Howard Whitehouse ably assisted by Dan Foley. You should really buy a copy if you haven’t yet. Its available from https://www.wingedhussarpublishing.com/ or from Amazon.
The rules were played straight up except for a) making the occasional mistake and b) being the biggest AGW game I had played, especially being solo on a 6’x4’6″ table, (meaning lots of rushing back and forth from one side to the other) with initial deployment set out by the scenario and thus beyond my control, I fielded a few extra commanders to increase the number of group moves I could make. To keep things under control I ruled that they had to stick with their own “brigades” and had the Generals sit at the back. I won’t bother next time, afterwards I realized that it would have worked just fine out ‘of the box’ with the commanders being sort of “Wing Commanders” rather than “Brigadiers” and the Generals earning their place in history. (“Lee to the rear!“)
I also used a minimum of unit attributes largely because I’m just getting this campaign set up and haven’t sat down yet to review all unit histories and assign attributes, nor did I want to assign too many blindly. Still some units have already earned them or worse, in one case, assigned them and once assigned, in campaign terms, they need to carry them ’til proved inappropriate. So, the Red Grenadiers remained Brave and the Bluecoats were Slow, and they were slow, apparently they thought they weren’t supposed to roll higher than 3 on their single die. I’m thinking of getting them their own Colonel and a burly Sergeant Major with a big stick.
MacDuff’s Fusiliers are one of those regiments with a 20 year history of gallant, sometimes desperate battle winning charges and stubborn defences from their first game on, so I left them in the capital to guard the King. I’ll figure that out another day.
Now I had intended to make most of the Rosmark cavalry Gallant based on past history but I forgot. They didn’t though and rolled handfuls of 5’s and 6’s in every charge and never any melee die lower than 4!
The Rosmark cavalry however, doesn’t really like going backwards so they spurred forward.
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| The clash by the bridge, phase one. Please note the heap of red horsemen from the 1st Squadron and the hasty tactical retreat of the remaining 2nd Squadron Dragoons. |
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| Oh, and my brother and succeeding generations as well. |




