Rules

Tuesday, 14 July 2020

Snakes and ladders Jacobite campaign progress and next game

A Jacobite campaign game underway

The Jacobite campaign continues on the snakes and ladders campaign board. Government forces roll a score of five and move into a battle square where they are obliged to cease movement regardless of the dice score rolled.

Campaign board.

The dice decided One-Hour Wargames scenario 11, surprise attack, was to be used.

The opening stage of the battle has a small Jacobite force of two units defending the gap between the wood and rocky hill which is impassible. They must hold and wait for supporting units to arrive and bolster their defence. All six Government units arrive with the objective of taking and controlling the crossroads. Fortunately for the Jacobites no Government cavalry have appeared, reducing the chance of their defensive positions being quickly flanked around the rocky hill.

The bulk of Government forces soon advanced upon the Jacobite defensive position supported by their artillery unit. Their skirmishers push up into the woods on the left flank. As forces closed musket fire was soon exchanged. 

Not long after the fighting began Jacobite units began to arrive in dribs and drabs and take up defensive positions at around the crossroads.

Opening positions with the strategic crossroads in the background.

Government forces advance upon the Jacobite line defending the gap between the woods and impassible rocky hill.

Skirmishers mack their way through the woods to flank Jacobite defenders.

After sustaining losses and coming under fire from Government skirmishers in the woods. The remaining Jacobite units from the first line of defence fall back upon the crossroads. Meanwhile on the other flank their artillery engage single line infantry unit which had marching around the rocky hill.

Remnants of the first line of defenders retire to the crossroads where other defending units have taken up position.

It was a slow march around the rocky hill to outflank the defenders

Government units continue their steady advance as casualties mount on both sides. The final Jacobite highlander units arrive. They are not ideal units to defend the crossroads, and the Jacobite commander makes the quick decision to have them charge upon the advancing infantry. The infantry hold steady, delivering accurate volleys of fire which eventually break the charging highlander units. Seeing the situation to be lost, the Jacobite commander retires with the remaining artillery unit.

The attack begins on the crossroads as final defending units arrive.

Highland units charge the advancing Government troops.

The highlander units are routed and the way is open to take the crossroads.

Finally, a Government victory, but the final battle of this campaign will be fought after the Jacobites roll a five on the campaign board.

The final campaign move.


12 comments:

  1. Some great narrative and drama here.
    Loving the snakes and ladders campaign moves.
    And those card miniatures look fantastic.

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    1. Thanks, this is proving to be a fun little campaign.

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  2. Another exciting game! Please remind me, do the Jacobites get an advantage in the final battle for their successes to date?

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    1. The first side to the last battle square gets an additional unit in the final game. Thanks.

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  3. Cracking little scenario and nice to see a Government win at last!

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    1. Yes, after all the Jacobite victories it was pleasing to see a Government win.

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  4. Another great post, really enjoying the battle reports. Thanks for posting

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  5. Thank you. The scenario narratives are very helpful when writing up the battle reports.

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  6. That's a nice-looking game, the terrain looks just right! Neil Thomas' 'OHW' scenarios are very good, worth buying the book just for them. I liked this one especially, I played it in Seven Years War style, and the gradual appearance of the defender's units made for lots of tension! From what he says of the inspiration, your Highlanders might have called it 'Ceithir GĂ irdeanan'- if they had Google translate..

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    1. The OHW rules do seem to work particularly well for the horse and musket period. I have played this scenario a number of times and nearly always produces an enjoyable game.

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  7. I agree with the others; an enjoyable report of a top looking game. I'm a big advocate of attack as the best form of defence, so sorry to see it did not work here!
    Regards, James

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    1. Thank you kindly. Alas, the charges could not withstand a couple of effective volleys.

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