The invasion of Vaneria by the combined armies of Odessinau and Latveria took everyone by surprise. Believing the allies to have been sufficiently chastised the previous year the Vanerian leadership on the border had relaxed somewhat.
Reacting quickly reinforcements have been dispatched and supplies gathered to run into the soon-to-be-besieged city of Proskurov. As the invading armies spread out, light troops were sent to harry and disrupt wherever possible such plans.
And so we find ourselves with a convoy of eight wagons and two herds of livestock, escorted by a Janissary regiment, a battalion of light infantry and a squadron of cavalry desperately trying to get themselves under the protective guns of the Gammon Ravelin. With equal determination a trio of light cavalry squadrons and a light infantry battalion seek to stop them. Rules are Batailles de l'Ancien Regimes by Bill Protz. Each unit (or the convoy) are activated on a turn of the card, as is the order of musketry fire. Being a cobbled together convoy of mostly civilian wagons, even on the road their movement is slow.
The head of the convoy got under the guns of the ravelin and was able to reach Proskurov later. A squadron of Vanerian dragoons showed up belatedly to help and the garrison of the ravelin sortied to help cover the survivors. In the end, both livestock herds were lost along with four wagons. The Vanerian lights took 60% casualties after being routed (more on that next). A Odessinau hussar squadron was routed as was one of the Janissary battalions. The ravelin was under orders to conserve ammunition so could only fire if the enemy came within 30". Likewise, the allies were under orders not to proceed too close since they needed to be preserved. In the wagons taken was found food and musket ammunition, the sheep and cattle may or may not make it to the main body.
After the action, casualties were diced for. A roll on a d6 of 1-3 was a light wound or straggler that would rejoin their unit the next day. A roll of 4-5 was a heavy wound that necessitated going into hospital with a doubtful return. Finally a roll of a 6 was killed outright. The results are tracked by the referee (me) and are carried forward in our Imagi-Nation campaign. Unlike others we have played using the works of Charles S. Grant, we are going "off script." The commanders will be able to make their own decisions regarding the prosecution of the siege and defense. Interesting times await.
Reacting quickly reinforcements have been dispatched and supplies gathered to run into the soon-to-be-besieged city of Proskurov. As the invading armies spread out, light troops were sent to harry and disrupt wherever possible such plans.
And so we find ourselves with a convoy of eight wagons and two herds of livestock, escorted by a Janissary regiment, a battalion of light infantry and a squadron of cavalry desperately trying to get themselves under the protective guns of the Gammon Ravelin. With equal determination a trio of light cavalry squadrons and a light infantry battalion seek to stop them. Rules are Batailles de l'Ancien Regimes by Bill Protz. Each unit (or the convoy) are activated on a turn of the card, as is the order of musketry fire. Being a cobbled together convoy of mostly civilian wagons, even on the road their movement is slow.
The convoy and their view of the distant ravelin. The back table is in play. The Janissary regiment has been split into two elements, with the lights in open order on the right side of the road and the Cossacks trailing.
To their left a squadron of hussars leads a light infantry battalion. The convoy got the first move, then everyone else started moving on card flips.
The Odessinau troops get ready for combat. In the distance the mercenary Bosniaks and Colonel Stark's light cavalry move after a delay.
But they too get into battle order, facing the lights and Cossacks. Both the Bosniaks and Cossacks are irregular units so if they charge they will immediately fall into disorder.
The Bosniaks test the mettle of the Vanerian lights. The melee is inconclusive and the cavalry bounces back to try again.
Seeing the large body of disciplined infantry the Odessinau cavalry relocates behind the woods as the light infantry prepares to engage.
The firing and movement cards to a lesser degree favored the allies. One Vanerian battalion was severely reduced before they got to fire.
The Bosniaks and lights were pretty inefficient but the morale toss for the lights broke them and they were pursued to destruction.
Although doing grievous harm with musketry to the Odessinau hussars, Colonel Stark's unit handily defeated the Cossacks and found themselves in an enviable position.
Mindful of their mission and aided by the fact that the civilian drivers and refugees wouldn't fight back, the cavalry plunged in among the convoy.
After the action, casualties were diced for. A roll on a d6 of 1-3 was a light wound or straggler that would rejoin their unit the next day. A roll of 4-5 was a heavy wound that necessitated going into hospital with a doubtful return. Finally a roll of a 6 was killed outright. The results are tracked by the referee (me) and are carried forward in our Imagi-Nation campaign. Unlike others we have played using the works of Charles S. Grant, we are going "off script." The commanders will be able to make their own decisions regarding the prosecution of the siege and defense. Interesting times await.