Scenario
The German Empire, in this light steampunk scenario, had by
1890 consolidated its control over central Europe. The Russian Empire justifiably fears German aggression
and decides to strike first by weakening the German position in Pomerania. Russian units will move northward from
Poland. This is a sneak attack and so
the German Airships will be unable to reinforce before the action has begun.
Sky Marines will be dropped in as reinforcements during rounds 1, 2 and 5. In addition, the German boffins have
developed portable machine guns and the Kaiser’s High Command distributed them
to heavy infantry units on the eastern front.
The Russians have no special steampunk technology of their own. However, The British developed short-range
mortars which they are generously allowing the Russians to test.
Mission Objectives
The Russian army (south) seeks to take and hold the bridge
as a primary objective. The German army
seeks to prevent the Russians from holding the bridge. The map shown below is patterned after one
shown in One Hour Wargames (Thomas 2014). The map and order of battle are taken from
Scenario 5: Bridgehead.
Victory for the Germans is to control the bridge. Victory for the Russians is there being no
German units within 12 inches of the bridge on the north bank.
Battle Plan
The Russians will batter the Germans with an artillery
barrage when the battery arrives. Their
artillery will target the German artillery on the hill. All infantry units will begin moving toward
the bridge when they arrive. The Russian
army is closer to the bridge than the Germans, so they will reach it first. The
cavalry holds back. Infantry units will cross the bridge and defend the units
still crossing. All units will engage
the German units with small arms fire, seeking flanking opportunities. After the
German army takes several hits they are expected to retreat. Russian army units will then advance into
German territory. The cavalry will seek
to flank the infantry.
The Germans will advance three infantry units toward the
bridge. One will attack frontally and
the other two will execute left and right flanking maneuvers, remaining out of
range of Russian units still on the south bank of the river.
The German artillery will be placed on the hill. The battery will target the Russian
artillery. 1st infantry moves
to support the artillery on the hill.
Those two units will defend the hill and provide reinforcements to the
forces at the bridge. The cavalry unit holds back.
Order of Battle
Symbols shown on the units are as follows: X=infantry,
/=cavalry, and a circle=artillery. Black
signifies German and White signifies Russian. Units were not chosen randomly. (See table below.)
The Russian force is composed of four infantry battalions
(one heavy), a cavalry company and an artillery battery. The defending German force consists of three
infantry battalions, one heavy infantry battalion, one cavalry company, and one
artillery battery.
Russian Brigade. Col Dimitri
Parsky |
German Brigade. Gen Alexender
von Kluck |
1st Infantry battalion |
1st Infantry battalion |
2nd Infantry battalion |
2nd Infantry battalion |
3rd Infantry battalion |
3rd Infantry battalion |
4th Infantry battalion (Heavy) |
4th Infantry battalion (Heavy) |
1st Cavalry |
1st Cavalry |
1st Artillery |
1st Artillery |
Rules
The rules are taken from One Hour Wargames by Neil
Thomas (2014).
The hill provides cover (divide by 2).
Infantry hits (D6).
Heavy infantry hits (D6+2).
Flank attack hits (D6 x 2).
Cavalry dismount to shoot.
Hits (D6-2).
Artillery hits (D6).
There is no hand to hand combat.
Shooting is in a 45-degree arc forward.
Movement is 6 inches except cavalry, who can move 12 inches.
One side moves some units and shoots with other units. Then, the other side finishes the turn.
You cannot move and shoot in the same turn.
Battle Report
Following the scenario as suggested by Thomas, the sequence
of deployment was as follows:
One Russian unit was deployed north of the river within 6”
of the bridge.
Turn 1. 2 German
units deployed using special rules (D6 1-2=point A, 3-4=point B, 5-6=point C). Points A, B and C are north of the bridge. Point A is on the west, point B is north and point C is on the east.
Turn 2. Russians
deployed one unit at point D.
Turn 3. Germans
deployed 2 units using the special rules.
Russians
deployed one unit at point D.
Turn 4. Russians deployed
one unit at point D.
Turn 5. Germans
deployed 2 units using special rules.
Russians
deployed one unit at point D.
Turn 6. Russians
deployed one unit at point D.
The picture below shows how the battlefield looked after all
the units were deployed. The German
battle plan called for deployment of the artillery unit on the hill. However, the artillery battery appeared from
the west, so deployment to the hill was not practical. This turned out not to be a disadvantage for
the Germans. The Russians, on the other
hand, were hampered by slow deployment across the bridge. In short, the battle plans were obsolete
almost immediately.
The Russians were able to hold for a while, but 1st
infantry was taking too many hits and was destroyed in round 6 (see picture
below). The Russian cavalry were now
exposed to fire from two directions. The
good news was that the late arrivals were able to face off against the German
units to the west of the road.
The German 1st infantry also was destroyed in
round 6.
The Russian 2nd infantry was destroyed in round
7. The Russian artillery was destroyed
in round 8. At this point, it appears that the Russian cavalry should have
disengaged and tried to flank the German 2nd infantry. Instead, they continued to fire at it; it was
destroyed in round 9 along with the German 3rd infantry. Miraculously, the Russian cavalry survived
until round 10. The Russians lost the 3rd
infantry in round 9. The remaining two Russian units (the cavalry and 3rd
infantry) were scattered in round 10.
After-Action Report
This scenario worked well.
It turned out to be a straight pitched-battle but I believe that was
partly due to the strange luck in random deployment of German forces and partly
due to poor tactical decisions made by the Russian leader during the heat of
battle.
The battle lasted 44 minutes. Some of that time was devoted to recording
hits and movements. Also, I had to think carefully for special deployment, but
hopefully during replay this will be less distracting. Even though I have been using One Hour
Wargames rules exclusively for a long time, I confess this is the first
time I have played one of Thomas’ scenarios because they looked a bit mundane
to me. To my delight, I found playing this scenario to be richly
rewarding. I will definitely play the
scenarios as written more often.
This is the first game in which I used the flat unit markers. The reader will have to judge whether the
action was as apparent in the photos as it would have been had miniature
figures been used, but I found that it was easier to distinguish the unit types
with the flat markers. They are a lot
cheaper than figures; just make them in a word processing program and print
them out. Or make them by hand. Not being embarrassed about my sloppy paint
jobs on figures is a plus. The idea for using markers like this came from the
many articles published by Scott Hahn in Lone Warrior, but mine are a lot
simpler than his. See Hahn (2014) for an
example of his work.
For this game I used a battle log sheet to record deployment, movements, attacks, hits, total hits, and when units were destroyed. I would show a picture of the log pages but my scribbles would not be helpful. The columns were round, attacking unit, defending unit, hits, total hits, and movement. Recording the game consumed three pages in a steno notepad.
References
Featherstone, Donald and Curry, John (2013). Donald Featherstone’s Solo-Wargaming. Kindle edition. First published by Kayle and Ward, London,
1973.
Hahn,
Chris (2014). The Governor’s Gamble AAR. Published in Game Reports, Lone Warrior. https://lonewarriorswa.com/the-governors-gamble-aar
Thomas, Neal (2014). One-Hour
Wargames: Practical Tabletop Battles for those with Limited Time and Space. Kindle Edition. Pen &
Sword.