KINGSTON IRREGULARS

KINGSTON IRREGULARS
US Support Teams take up positions in Chain of Command Wargame

Monday, May 30, 2011

CEDAR MOUNTAIN

CEDAR MOUNTAIN
A scenario published on the Fire and Fury Website

This week we had 2 new players, Spencer Clough and his son Ben Clough. Though they had played F&F before it had been quite some time since their last exposure.

Spencer and Son under the command of Jack Breen took the confederate side while Rick Bryant, commanding and Dick Messier were the Union.

THE SCENARIO
 To see the scenario details as the gamers saw them, go to the website :



Army List: US

A. Banks Corps - Rick Bryant
B. Augur Div.  - Rick Bryant
C. Prince 6/4/2
D. Geary 7/5/4
E. Greene 4/3/2
F. Williams Ex. Div. Dick Messier
[G. Crawford 9/7/5 Ex.] appear at Z when C and D cross Cedar Run
[H. Gordon 9/7/5] appears between S & T when G appears
[I. Bayard Cav Br. 6/5/3 unatt.] Appears between S & T at 7:00 and may move.
4 Batteries of Res. Artillery


Army List: CS
1.Jackson Corps Ex. - Jack Breen
(No Div. comm. present) - Ben Clough
3. Garnett 5/3/2
4. Taliaferro 7/5/4 Ex.
5. Ronald 5/3/2
     2 batteries
[6. A.P. Hill Div.]arrive on the road at X and enter in march column at 5.30.  - Spencer Clough
[7. Branch 10/8/5]Arrive with 6 above
[8. Archer 9/7/5]arrive at X at 6.00 in march column.
[9. Thomas 4/3/2]Arrive with 7 above
      1 battery [on road]
10. Ewell Div. Ex. Spencer Clough
11. Early 8/5/3 Ex.
                                                                                           2 batteries

[12. Trimble 5/4/3] and [13. Forno 8/6/4] (Jack Breen)arrive on table in supported line at 6.00, from Cedar Mountain. They may arrive earlier, if an unspent enemy unit moves to within 6" of the Cedar Mountain batteries.
Unless otherwise specified, all units except for the Confederate unit near the Crittenden house start in supported line. The Confederate unit near the Crittenden house starts in single line.

The game begins with the US 4.30 turn, and ends with the CS 7.30 turn. The last turn is a twilight turn, cannister and in-combat shooting only, command radius is reduced to 6".


Tuesday, May 24, 2011

AMERICAN CIVIL WAR - PRATT’S LANDING


Rebels hold Magruder's farm

The Kingston Irregulars finally had enough ACW figures to try a small scenario. Several great purchases and a loan of troops from Bob Beattie allowed  us to move back into this great gaming period. We have another scheduled for next week. – Dick Bryant

ED  NOTE: Dick White had to come up with a scenario fairly quickly and after a search of the internet came up with this one. Unfortunately He did not note the source or the site of the scenario. If the author or one of  his friends reads this, please contact me so that I may give proper credit – as it is a fun, small scenario. Two aof the players had not played Fire & Fury before and this small scenario was a great tool for getting them started.

THE SITUATION:

Federals
Gen Rosecrans
You have been ordered to set up a supply depot for the advancing Federal army on the banks of the Ohio river at Pratt's Landing. To this end, your division has been sent ahead to seize the landing.
During the morning, you received news that a Confederate force is also advancing to seize the landing. It is imperative that you beat them to it.

Battle starts at 12 noon, Nightfall is at 6 pm (12 moves)

Objective:
No enemy in musket range of Landing 5 points
No enemy artillery within range of Landing 10 points
No enemy in musket range of Magruder's Farm 5 points
Plus points for enemy casualties

Troops:
Archer 8/7/5 Inf Green (Normal uniforms)
Doubleday 8/6/4 Inf Veteran (Zouaves)
Meredith 8/5/3 Inf Crack (The Iron Brigade) (Slouch hats)
Burford 8/6/4 Cav Veteran
2 Artillery batteries

Any TWO of your commanders (including yourself, if desired) may be declared EXCEPTIONAL.
Any TWO of your units (Artillery batteries count as a unit for this purpose), enter on move 1, along with yourself.
To enter the rest of your units, you must roll less than the move number on 1d6 - roll at the END of each move (i.e. if you roll a '1' on move 2, they will come on at the start of move 3).

Units may EITHER enter in Column of march along a road OR may wait 1 move and enter in any formation anywhere on the baseline.

Confederates
Gen Bragg
You have been ordered to prevent the set up of a Federal supply depot on the banks of the Ohio river at Pratt's Landing. To this end, your division has been sent ahead to seize the landing.

During the morning, you received news that a Federal force is also advancing to seize the landing. It is imperative that you beat them to it.
Battle starts at 12 noon, Nightfall is at 6 pm (12 moves)

Objective:
No enemy in musket range of Landing 5 points
No enemy artillery within range of Landing 10 points
No enemy in musket range of Magruder's Farm 5 points
Plus points for enemy casualties

Troops:
Bartow 8/7/5 Inf Green (Zouaves)
Johnston 8/6/4 Inf Veteran (Normal Uniforms)
Early 8/5/3 Inf Crack (The Stonewall Brigade)
Steuart 8/6/4 Cav Veteran
2 Artillery batteries

Any TWO of your commanders (including yourself, if desired) may be declared EXCEPTIONAL.
Any TWO of your units (Artillery batteries count as a unit for this purpose), enter on move 1, along with yourself.

To enter the rest of your units, to must roll less that the move number on 1d6 - roll at the END of each move (i.e. if you roll a '1' on move 2, they will come on at the start of move 3).

Units may EITHER enter in Column of march along a road OR may wait 1 move and enter in any formation anywhere on the baseline.

Sunday, May 15, 2011

INCIDENT AT WEE WANG

INCIDENT AT WEE WANG

This scenario is based on “The Raid” a scenario from the website of Nicholas Lloyd


As most of the troops I have at present are Koreans, Chinese and U.S. Marines (for the Korean War), we had to move the scene to Korea. The club is building German and U.S. Army forces at the moment so Non-Korean War scenarios can be kept as Non Korean War scenarios, eventually. But back to Wee Wang;

The NKPA has over-run a U.S. command post and captured a safe containing top-secret plans. U.S. Forces have identified the location of the safe. The NKPA is awaiting a special team of experts who will attempt to open it without destroying any documents inside. The U.S. has to destroy the safe before the NKPA can get to the documents.

The safe was hidden in a small town (Wee Wang) and guarded by a company of Green NKPA troops. A couple of companies of Regular NKPA infantry and some armor is bivouacked a few miles down the road to the NE of Wee Wang.

NKPA FORCES
301st-Infantry Company, (GREEN)with:
            1CC(+1)
            1-SMG Sqd.

                        Company Heavy Weapons
                        1 HMG

                                    3-Rifle Platoons; each with:
                                    1-PC(+1)
                                    2-Rifle Squads
                                    1-SMG Squad
Attached troops
            1 HMG
            2 60mm Mortars (12FM) ea.ON TABLE

NKPA places its forces ANYWHERE on the table and places first. They are HIDDEN if in buildings or terrain features except for the ROCKY GROUND that does not break LOS. The lakes are impassable but do not give cover nor break LOS.

The U.S. wins by having a squad of specialist troops (engineers) continuously next to building X for 5 of his phasing initiatives– the NKPA wins by denying him this.



NKPA REINFORCEMENTS
After 8 NKPA initiatives, a die roll of a 5 or 6 indicates a reinforcement arrives at the road exit on the next NKPA initiative – another roll of the die will decide how many points of reinforcement that will be – it could be none! Roll on every initiative thereafter until the reinforcements are all on table.

POSSIBLE REINFORCEMENTS
(All Regulars)
1D6 - (1D6+1)

COST                                     
1 pt.                                         1 platoon of REGULAR infantry (4 available)
1 pt                                          1 HMG in truck (1 available)
2 pt.                                         1 T34/85 TANK (2 Available)
2 pt                                          1 off board 81mm Mortar with FO (he has to move on the table from the road exit. 12FM (1 Available)

U.S.FORCES
2 Coy US Marines(VETERAN)

                        1BC                                                                
                        1 ENG Platoon
                        2 81 mm Mortars OFF BOARD ea. with FO and 12FM
                        1 HMG
                        1 75mm Recoiless Rifle on Jeep
                        A Co. With
                                    1 CC
                                    3 inf platoons ea. with                                                                                                               1 PC (+1 rally only)
                                    2 rifle sqds
                                    1 Bazooka Sqd

                        B Co. With      
                                    1 CC
                                    3 inf platoons ea. with                                                                                                               1 PC (+1 rally only)
                                    2 rifle sqds
                                    1 Bazooka Sqd


The U.S. places on board 2nd and has the initiative. You may begin on any two table edges as photo recon has pinpointed the building holding the safe (Marke “X”). Split your forces as you will.

The engineers are the specialist troops needed to blow the safe up. At least one stand must stay next to Bldg X continuously for 5 of your phasing initiatives to win.

Tuesday, May 3, 2011

THE TAMING OF RUNNING SNAKE




THE TAMING OF CHIEF RUNNING SNAKE



This report is a bit late. I found it difficult to write a report on an “Individual Figure Game”, or Skirmish game as some would say. Its one thing to keep track of squads, platoons, battalions, regiments, etc on the table top but keeping track of 14 individual characters, I find, is much more difficult. I was able to be somewhat accurate only because I took a lot of photos which enabled me to follow some of the action that I could not personally see from my vantage point during the game. And I was the Game Master!! We use the Desperado rules as originally written with some modifications.

I apologize in advance to the players who I may have misrepresented their play or the details of the actions of the characters they were running. But, I feel that this report is accurate in the general depiction of the action that occurred and the final results.

OVERALL VIEW - CJIEF SNAKE'S VILLAGE IN THE DISTANCE, BURNING FARMHOUSE IN THE FOREGROUND


Running Snake, longtime peaceful Indian and friend to the white men settled near his camp, was finally convinced by the tribal Medicine Man, Manitokes, to take white hostages to settle some long standing grievances. Unfortunately some of the tribe over reacted and burned some farms and the army has been sent to rescue the hostages and capture Running Snake.

HOSTAGES BEING HERDED INTO THE TEPEES


The game starts with a group of Indians guarding the hostages in their village. Dick White was Chief Running Snake, and had the Indians Tyanot, Limping Beaver and Ruptured Buffalo. Rick Bryant had the other group of Indians over by the burning farmhouse. They included Manitokes (the medicine man), Whynotme, Breaking Wind and No Name. No-name is an Apache being taken in by the tribe but who has not as yet earned his name.