As part of my recent interest in using Neil Thomas' scenario design methods, I gave this very old Rowton Heath scenario, back from Miniature Wargames 001, the Neil Thomas-esque treatment.
This is the scenario I have added as a separate page, so I won't re-hash the actual details here, but will instead have a think about how certain concepts are handled. Additionally, for context, I have played this scenario at least twice before: here, using Polemos: ECW and here, using the Pike & Shot period rules in Neil Thomas' Wargaming: An Introduction book.
In One Hour Wargames-type scenarios, the things to note from my point of view are:
Real force composition doesn't matter 'too' much, unless there was something very particular about it i.e. a side must have an artillery battery to win or whatever.
Terrain comes in a limited number of varieties and sizes. This is really useful for a cutting down the amount of terrain you need.
Terrain is entirely functional. Now, this doesn't or shouldn't stop one using pretty scatter terrain, but what it does mean is that if the military effect of say some earthworks and a built-up area are the same, then it doesn't matter which one you use.
Slightly modifying terrain positioning for overall effect is a good thing.
Anyway, just for completeness, a quick run down of the actual playthrough (I used my WSS British and Franco-Jacobites, with the British being the Parliamentarians and the Jacobites naturally supporting the Stuart King!):
The Battle:
The British infantry attempt to storm up the road |
After a brief fight, the Irish regiments and French Dragoons rout the leading Scottish battalion |
The British re-group for another go |
Again the British take heavy casualties on the approach... |
But this time, they hold on and their own close range fire pushes back the French Dragoons and Jacobite Horse |
However, another deadly exchange of musketry fire in the centre leads to the Irish bloodied, but the Scots are broken! |
Which leads to a wider panic! |
Some British Dragoons arrive to help outflank the Irish infantry - the odds aren't looking great here though |
The battle peters out, and the British withdraw, unable to see a path to victory. |
Game Notes:
The scenario worked okay, although the potential deadliness of Ruse de Guerre meant that the first infantry battle was over before the flanking force could arrive to help them! I think playing the Polemos:WSS rules would have worked better for a horse and musket battle. I should probably have another go at this with the Neil Thomas Pike and Shot rules, or adapt his Simplicity in Practice horse and musket rules for the ECW using his concepts and calibration within the Pike and Shot rules for a game more focused on this size of battle. Anyway, good fun and the scenario seemed to work okay.
Figures by Baccus 6mm, buildings by Leven, fortifications by Irregular.
Just for contrast, here is an image of the set-up for the Polemos:ECW game:
and this is the one for the NT:WAI game
Excellent thoughts on what is important in terms of making a scenario Thomas-esque, which would apply equally to other rules and scenarios too. Quite often for my SYW games a lot of the table top decoration has no effect upon the game, but simply makes it more enjoyable to play from a visual point of view.
ReplyDeleteYes, quite so. I like the visuals as long as they add to the spectacle, but not get in the way of the game.
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