RoyW has just pointed me to Colonel Bills who have some VBCW figs and picked up a few interesting figs.
I also got Netflix and have been addicted to Continuum which to be honest is baffling. It is a time travel show and falls into the temporal paradox trap and disappears up its own ass.
I have done some wargaming stuff though and have designed my 2nd Schleswig war solo campaign
This is a stylised recreation of the 2nd
Schleswig War between Prussia and Denmark in 1864 and was the opening conflict
in the Unification of Germany. The Prussians and Austrians invaded Holstein in
January and quickly conquered the pro-Prussian region as the Danes retreated.
On 2nd February the Prussians and Austrians crossed the River Eider
in 3 locations and entered Schleswig and the real war started.
This campaign will recreate that portion of the war and creates a campaign with 1 division of Danish troops and 1 division of
Prussians.
The Prussians are numerically superior and therefore 2 days
after each battle will receive 100% reinforcements. The Prussians also have the
superior Dreyse needle gun which is superior in the rules. They are advancing and had a habit of keeping
their artillery at the rear then in all battles except where the Prussians are defending then the guns arrive as
reinforcements in D6 turns.
Danes have limited numbers and will receive 75% of
casualties after each battle.
Both sides have not fought a major war for at least 16 years
and have undergone significant reorganisation
so at the start of the war there are no veteran troops.
Campaign Map
A
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B
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C
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1
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Hadersleben
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||
2
|
|
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3
|
|
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4
|
|
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5
|
Apenrade
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||
6
|
/
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+
|
\
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7
|
|
|
|
|
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8
|
| (3/4)
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| (3/4)
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9
|
Oversee
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-
(1/4)
|
Flensberg
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10
|
|
|
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|
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11
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| (3/4)
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| (3/4)
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12
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Hagel
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-
(1/4)
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Missuride
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13
|
| (3/4)
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| (3/4)
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14
|
+
|
-
(1/4)
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+
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15
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Crossing 3 (1/3)
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Crossing 2 (1/3)
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Crossing 1 (1/3)
|
Danes start at Apenrade with 1 full division and lose if the
Prussians take Haderslben. Each turn is 1 day and Danes make first move once
the Prussians decide which crossing to use. Subsequently Prussians move 1st
and then the Danes.
Danish Rules
1. Danes are unaffected by weather
2. Danes are 1 division plus an independent infantry battalion and Dragoon ½ regiment. The independent unit starts at Hagel (50%) or Missuride (50%). May move in
any direction including off road and may support defence of a town or attach
supply column. Each town also has a battalion and possible artillery. Danes may
hold against the vanguard or may retreat.
3. Danes are unaffected by supply
Prussians start other side of Eider and lose if they do not
advance past Apenrade after 30 turns or if the division is destroyed in battle
or due to supply
Prussian moves are decided at Random with the following
conditions
1. Prussians must always advance or move sideways but can only retreat
2. Odds of each direction are shown. For crossing 2
there is a 50:50 chance of advancing towards Hagel or Missuride
3. Prussians advance as a brigade vanguard
including Jager and Cavalry followed D10 moves later by the division. The Corps
is always in the town behind and will not cross Eider until a town is taken
4. Prussian Division carries 1 weeks supply and
uses it at 1 day per move plus 1 day per major battle. A loss in major
battle costs 3 days supply. A captured town contains 3 days supply. Corps can send a supply train out once it has
established a base and is stationary. Supply train contains 1 weeks supply and
travels at rate of division. Only one supply train can be sent at once
and is guarded by Jager Battalion. If the division is out of supply then it
remains stationary. If engaged in battle
loses 1 to all dice rolls.
5. Prussians throw for move, where appropriate and
then a weather dice is thrown. A 6 on D6 is bad weather and division must halt
for that turn.
Battles
1.
Major battles occur when 2 sides meet on the map
a.
If both sides move it is a meeting engagement
with vanguards meeting first
b.
If one side is stationary then they start fully
deployed and pick the ground
c.
If one side is stationary for more than one turn
then they start defensive positions
2.
Major victory then losers retreat 2 full turns
and victors may advance 1 turn
3.
Minor victory then losers retreat 1 full turn
and victors halt
4.
Draw both sides retreat 1 full turn
Once I've finished painting I will post campaign updates as it progresses and evolves.
Finally I went to see Modest Mouse last week and they were great
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