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Midnight Debacle
Being a skirmish scenario set during the late Revolution in the Americas.
Rules
This scenario is written for a set of wargaming rules adapted for the American
Revolution from The Great
Rail Wars rule set by Pinnacle Entertainment Group. The adapted rules
can be found here.
Setting
Elizabethtown, New Jersey, 1780.
A small party of William Franklin's "Board of Associated Loyalists"
are attempting to infiltrate the New Jersey shoreline. The group has crossed
the straight from Staten Island by batteaux and surprised a sentry,
bayonetting him before he could raise the alarm. Leaving a small group to
guard the batteaux, the rest of the group has started inland to accomplish
their mission: the kidnap of a Rebel leader.
However, before they get far from the shore, a shot rings out in the night
and the cry of alarm is raised behind them. A vigilant Colonial sergeant, checking
on his guard posts, has stumbled across the dead sentry. The other sentries
and their nearby comrades are alerted and coming. The only choice remaining
to the Tory commander is to retreat to the batteaux and escape with as many
men as he can.
Map
+--------+--------+BBB-----+--------+--------+--------+
| BBB |
|~~~~~~~~~~~~~~~~~~BBB~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
SEN &&&& LG &&&&&& &&& SER &&&& SEN
| &&&&& &&&&& &&&&&& |
+ && + & + &&& + + &&&&& +
| &&& & && |
| & |
| |
| |
+ + + + + + +
============ && |
| = LR&&&& =====================
| = WWW && = |
| = W W = |
+ + = W+W + = + + +
| ######## WWW = Cornfield |
| # CAP # = |
| # # = VET |
| ######## = |
+--------+-=------+--------+------=-+--------+--------+
Legend:
B : Batteaux
& : Woods/Shrubs
= : Wooden Fence
# : Stone Farmhouse
W : Wagon
The table is 4' x 6'. Each square in the map above represents 12" x 12" of table
space.
Loyalist Game Information
Counting Bounty
The Loyalist player counts Bounty for all Loyalist figures on the
batteaux who are not "Eatin' Dirt" at the end of the scenario.
The Loyalist player may declare the scenario ended at any time.
Setup
The loyalist guard force all deploys within 6" of the position
marked "LG" on the map. The raiding force all deploys within
6" of the position marked "LR" on the map.
Forces
Loyalist Guards
Loyalist Raiders
- 1 Officer, excellent
- 1 unit Loyalist Militia, Veteran
- 1 unit Loyalist Militia
Unit Cards
Card |
Type |
Speed |
Strength |
Smarts |
Vigor |
Shooting |
Fighting |
Guts |
Weapons |
Special Rules |
Officer, excellent |
Hero |
2 |
d6 |
d8 |
d8 |
d8 |
d8 |
d10 |
Pistol, Sword |
Rank, Sand, The Voice |
Loyalist Militia |
Posse |
1 |
d6 |
d6 |
d6 |
d6 |
d6 |
d4 |
Musket |
|
Loyalist Militia, Veteran |
Posse |
1 |
d6 |
d6 |
d6 |
d6 |
d6 |
d6 |
Musket |
Brave |
Special Rules
In order to keep fire discipline, none of the Loyalists have
loaded muskets. They must spend 1 Action reloading their muskets
before they can Fire.
Night Rules are in effect (see Cry Havoc book).
Colonial Game Information
Counting Bounty
The Colonial player counts Bounty normally.
Setup
- The Colonial Sergeant sets up at the position marked "SER" on
the map.
- Each Colonial Sentry unit sets up within 6" of one of the positions
marked "SEN" on the map (one unit at each).
- The Veterans all set up within 6" of the position marked "VET"
on the map.
- The Captain's Party sets up inside the house marked "CAP" on the map.
Forces
Captain's Party
- 1 Captain
- 1 unit Colonial Line Infantry
Sergeant
Sentries
- 2 units Colonial Line Infantry
Veterans
- 2 units Colonial Line Infantry, Veteran
Unit Cards
Card |
Type |
Speed |
Strength |
Smarts |
Vigor |
Shooting |
Fighting |
Guts |
Weapons |
Special Rules |
Captain |
Hero |
1 |
d6 |
d6 |
d6 |
d6 |
d6 |
d6 |
Pistol, Sword |
Rank, Bad Eyes |
Sergeant |
Hero |
2 |
d6 |
d8 |
d6 |
d8 |
d6 |
d8 |
Pistol, Sword |
Rank, Level Headed |
Colonial Line Infantry, Veteran |
Posse |
1 |
d6 |
d6 |
d6 |
d6 |
d8 |
d6 |
Musket |
Tough As Nails |
Colonial Line Infantry |
Posse |
1 |
d6 |
d6 |
d6 |
d6 |
d8 |
d6 |
Musket |
|
Special Rules
The Captain's Party and Veterans are unprepared for combat. They must
spend 1 Action immobile, gathering their gear and waking themselves.
After that they may spend their Actions as they wish. They all have
unloaded weapons, however, and so must spend 1 additional Action loading
before they may fire.
All other units start the game with muskets
loaded (including the Sergeant who sounded the alarm...he's fast).
Night Rules are in effect (see Cry Havoc book).
Notes
This scenario is based loosely on the events in and around Elizabethtown
area at this time. No attempt has been made to represent the actual actions of any
individuals.
Page last updated: January 13, 2003
Copyright ©2003,
William Scarvie
Any advertisements below are placed there by Angelfire, not by me. Companies or links advertised below do not imply my endorsement of these places. For the places I like to visit, please see my Links or Rocketry Links pages.