Finally playing a solo game of conventional scale! Drawn from Charles S. Grant's classic Programmed Wargames Scenarios. Let's see how it goes, shall we?
The rules are Stephen Simpson's from Wargames Illustrated #75. They are forerunners, I believe, of Beneath the Lily Banners, and I quite like them - short and simple. This is the first time I've had a table large enough to field units of the correct size (four bases) and to move them correctly (5-15").
One issue with the rules I'm using is that there are no rules for light infantry, unless you count Highlanders and Indians - which in these rules are more for assault than reconnaissance. There also aren't rules for different types of cavalry. I suppose I could use the rules for elite or green units (basically + or -1 to all rolls), but I'll leave that out for now. Given that light infantry, under programmed deployment, are often spread out across the deployment zone, that's probably fine, since usually you only get one or two regiments anyway.
That means the British defenders have six infantry regiments, one cavalry regiment and two guns. I formed them evenly, with the guns in the center, half the infantry to either side, and the cavalry forward on the left flank.
I rolled randomly for the opponent from seven choices, and the French get seven infantry, three cavalry and a gun. I roll for their deployment, and get "centre-right" - from left to right, a 2-4-4 distribution. That works for the regiments; I'll put the cavalry to the right, as part of the attack, and the gun to the left. There is a possibility that the left flank will act defensively, which will suit the gun.
The rules are modular, and have basic additions for command and control, but I'm leaving those out for this first runthrough.
| Deployment from the Attackers' side. As it is July 4, there were atmospheric sound effects to help set the scene... |
Deployed infantry and guns move 5", deployed cavalry 10". If in column, they move a further five. Guns have unlimited range, but a bonus within 18". Musketry range is 10". Since they are aggressive today, the gun will move with the infantry, aiming to get close before pouring in fire. As you can see from the photo, I've kept things simple by starting everyone off deployed into line.
Turn One: The French (well, about half of them Irish or Scots) march towards the British and Hessians on the ridge. The gun will target its opposing numbers. The mechanism is very basic - D8-D6, plus or minus any factors such as, in this case, being under fire from artillery over 18" away. I rolled 2-6+1; the result is less than zero, so one of my guns takes a hit. Another and it is routed. With infantry, I'd remove a single base; with guns represented by a single base, I'll have to remember.
I'm not actually sure if guns can move and fire in this game - they can fire while deployed and they can move while deployed. Given the paucity of scale, I'm fine with it; each move can be assumed to be several minutes.
| The cavalry sweeps round a putative Built-Up Area. |
| The French gunners "lay on." |
In response, the British hold their ground and I fire both my guns at the Irish regiment opposite. They'll have a +1 for the long-range artillery, but this is balanced by a -1 for being under fire from more than one unit. Straight D8-D6: 4-5=-1. They lose a base. Simple, see?
Turn Two: More advancing.
| As enemy cavalry gang up on mine, I realize I made the mistake of not moving my grenadiers forward into 10" firing range; they're still 12" away. |
| "Close up, close up!" cry the officers of the Irish Brigade. |
| The extreme left has some difficulty as it skirts the wood. |
Turn Three: Time to charge. units must roll to attempt such actions, at 4+ on a D10. Remarkably, only one of the units passes. The British morale roll is at -1 for first round of melee, but +1 for being uphill. They pass. My left-flank infantry, in response, move forward, but don't quite have line of sight to the cavalry (the crown of the hill is in the way) or range to the infantry. The cavalry melee continues with no result, as does my cannonade.
| I need to dress the enemy ranks here...! |
Turn Four: Moved forward, and did dress ranks. Lots of firing now we're in range, but ineffective on both sides. A second cavalry unit managed to charge in, but the combat remains inconclusive, even when I charged my own left-hand infantry into it.
| Round and round we go... |
| The battle looks more traditional now, but the dying light is in the defenders' eyes... |
| ... and they are taking casualties. |
| "For what we are about to receive..." |
| One unit of French horse retreats, leaving the other open to charge in ... and they fail the roll for a third time. Cowards! |
| The "Gap of Danger" |
| With the grenadiers gone, an ominous flanking movement begins. |




