Monday 17 September 2018

Destroy the 9th!! - American Civil War Scenario



After the disaster of the assault on Poville, the remnants of the Confederate 9th Brigade have retreated back into the plains to regroup and to strike out afresh, re-assembling around the grounds of Scaplehorn Farm. Scaplehorn is located on the edge of Cherokee forest, being used as a Confederate regional supply house.


Meanwhile, the Union has sent a number of brigades out in pursuit, with orders to destroy or capture the enemy force when they engage, so as to maintain the currently held area of North Carolina and to preserve the current railway network feeding the war effort in the region

Feeling flush with his recent victory at Poville and receiving word from his scouts, Major Richard E Grant, pushes his forces forward towards Scaplehorn to consolidate and gain an expected decisive victory over the stragglers of the 9th. His forces arrive and prepare to deploy casually the next morning. After all, these johnny rebs have faced him before, and offer nothing but the most futile of resistance.


Hearing of the defeat at Poville  and being the closest allies in the area, Colonel R Crenna of the 5th NC Division has struck out from Wilkesboro to reinforce and cover the retreat of this force, hoping to arrive in time and relieve the 9th from any further harassment by Union forces.

Under his authority is two brigades, the 17th Georgian and the 23rd North Carolina with the 23rd being local to the region and their general, Jeremiah Josiah Prodworthy, being able to advise on the surrounding terrain and regional layout, so as to speed their arrival and choose the best route of relief...............



Venue: Old Sergeant, Wandsworth
Date/Time: 16th December 2018. 12pm arrive and setup.

Table Size: 8x6


Deployments:

The Confederate 9th are holed up around the region of Scaplehorn Farm and start the game deployed within this area, situated towards the South Eastern quarter of the table.

The Union brigades all begin the game deployed in full along the North Western table edge, up to 16" into the table. Skirmishers and Scouting units may deploy ahead of their main brigade, if available.

The reinforcing Confederate brigades may decide prior to the Union deployment whether they choose to advance onto the table from the Eastern or Southern region and from where in the terrain and when they do so. This is written down and remains a secret until the forces move onto the table at the beginning of the turn. They may arrive apart or together, depending on what the choice of the CIC is on the day.

Confederate brigades should be aware that force marching to the table will result in exhausting their troops. Any brigade that deploys on turn 2 will be considered Exhausted. Turn 3 will have a 1 in 4 chance of being exhausted. Turn 4 and onwards, the units are considered to have rested on the way and make their way to the field of battle in good order.

Exhausted - The unit is unable to make more than a single move per command. This lasts until the GM considers a likely amount of time for the men to have regained their energy has expired and takes into account the exploits of the regiments on the table.



Union Considerations - you are to wipe out the remnants of the 9th, show no mercy and put the farmhouse to the torch in order to prevent this area being used by the enemy.

Confederate Considerations (9th) - hold and defend the farmstead until the hoped for relief force arrives. If things get too hairy, withdraw in good order via the south eastern region of the table. The loss of the supplies held at Scaplehorn, as well as its tactical location, will have a profound effect on our efforts in this region and must be defended.

Confederate Considerations (23rd & 17th) advance and relieve the farm, engaging with any enemy that may be encountered. Assist with the withdrawal in good order.



Union CIC - Major J M McDonnell (Rob)

Union 1 - Captain R E Grant (Rob)
Union 2 - Captain Ambrose Stark (Phil)
Union 3 - Captain Jeremiah Josiah Prodworthy (Erik)

Confederate CIC - Colonel R E Crenna (???)

Confederate 1 -  (Richard)
Confederate 2 - (John)
Confederate 3 (9th) - Beige


Map (thats my girl!)











Thursday 13 September 2018

Wargaming in Film #1 - Callan





Callan, the old spy/hitman telly series got, as all TV series did in the 70s, a big screen version. 

The difference here from our usual fayre is that our hero, Callan - an utter bastard - is also a wargamer. As was Edward Woodward, in fact, as its apparently his table and minis seen on screen in long pornographic shots of table display (his stuff was made by Peter Gilder)



Callan, retired off from black ops and in a crappy accountancy job, drinking too much and wanting an out, gets contacted by the old firm. They've a job for him. He gets back in shape, works out how to do it, then carries out the hit.

The key point for us is that when he makes contact with the hit (the chap works in the same building), the fellow is a wargamer! So they bond over this and the final scenes play out across the games table as they both try and work each other out.


Lots of scenes of Callan pondering how to deal with killing someone he genuinely likes and, well, has a superb games table and could be a regular opponent. This is filmed over scenes of him casting lead......not his own bullets, oh no, but his own miniatures. 



It was 1974 after all and you have to DIY or die then (literally!). Still - Casting whilst reading a history of the American Civil War and surrounded by paints, brushes and glues? They've got the detail of being a gamer down to a tee.



I enjoyed it, but its a cheapo film. Edward Woodward is always good for the money and him playing a cold bastard is always good value. This lead to him becoming the Equalizer later (directly from this role), so yeah - the Equalizer in his early years.

You know what? I think I might watch it again.