Tuesday 29 December 2020

Sweep the table SP2, ACW.













The 11th Massachusetts Regiment are having a successful Peninsula Campaign, unlike their boss General McClellan. The Rebs have withdrawn from Yorktown and are being followed up towards the enemy capital at Richmond.  What the General needs now is information, and more specifically he needs the 11th to find a Spy who is trying to pass the Confederate lines near Williamsburg.  

Unfortunately the advance seems to have spurred a Reb rearguard and the damn spy has gone to ground somewhere near the Dunker Church on the Richmond road.  Both sides have sent out a detached force ostensibly to seize the church, but in actuality to sweep the area and find the spy.

The Battle of Williamsburg, also known as the Battle of Fort Magruder, took place on May 5, 1862, in Virginia, as part of the Peninsula Campaign.  Following up the Confederate retreat from Yorktown, the Union division of Brig. Gen. Joseph Hooker encountered the Confederate rearguard.

The winning maneuver of this battle was Brig. Gen. Winfield S. Hancock's brigade's move to threaten the Confederate left flank, occupying two abandoned redoubts. The Confederates counterattacked unsuccessfully. Hancock's localized success was not exploited. The Confederate army continued its withdrawal during the night in the direction of Richmond, Virginia


The game focus is on the 11th Massachusetts advance against the Church, South-East of Fort Magruder.   


Characters and Locations
The mission is search for the spy.  Problem is, we don't know who, or where the spy is.  The hidden character rule will be used to discover the spy.  Literally X marks the spot.

EARLY UNION, 1861‐62  
Leader, Status II 
Three Groups of 8 Infantry, Rifled Muskets 
Leader, Status I 
Three Group of  8 Infantry, Rifled Muskets 
Leader, Status I 
One Group of 6 Skirmishers, Rifled Muskets 
Point Value:  83 

CONFEDERATES, 1862
Leader, Status III 
Two Groups of 8 Infantry, Rifled Muskets 
Leader, Status II 
Two Group of 8 Infantry, Rifled Muskets 
Leader, Status I 
Two Groups of 6 Skirmishers, Rifled Muskets
One 9pdr gun, 5 crew.
Point Value 1862:  83

Union Force Morale is 
Confederate Force Morale is 

Both sides will use three leaders:
Two Union players, Line and Skirmishers
Two Confederates, Line, Skirmishers and guns

11th Massachusetts
Captain Dick Power
Lootenant Stu Piddidiot
Sergeant Seymour Butt
6 Regular Groups, 1 Skirmish Group
7th Virginia
Captain Herry Balls
4 Regular Groups, 
Sergeant Lardo Grossweiner
1 Skirmish Group
Lt. Chris P. Bacon
1 9pdr gun five crew.

The fight for the Churchyard


The Apostolic Presbyterian, Evangelist, Ecumenical Methodist, 3rd Coming, Dunker Church of Lower Williamburg.   A Sweep the table Battle.

The 11th Massachusetts are the first unit on the northerly road to encounter the Confederate rearguard.  This is a linear game, short edge to short edge, and an infantry line game.  Apart from the creek there is little cover for the Union advance, whilst the smaller Confederate Force has the benefit of fence-lines on the road, and the graveyard surrounding the church.

Civilian characters appear on table, one per area. 


INTRODUCTION
This game is a Mission.  It requires one side to sweep the table in order to gain an objective. In this case recover the spy and the documents he or she  is carrying.   Their opponents have been dispatched to stop the foray.  They should, ideally, not be aware of the exact nature of their opponent’s mission. 

DEPLOYMENT POINTS
Both sides roll a D6 to see which of their two possible entry points they use for their Primary Deployment Point, with an even chance of either.  After that they place any other Deployment Points.  The force which is sweeping the table may deploy as normal.  Their opponents are slightly delayed, so will roll 2D6 each time their Force commander’s card is dealt.  When that cumulative total reaches 14 they may begin deploying their force on any subsequent Leader activations.  Neither side is the defender in this scenario. 

FORCE SUPPORT
For support roll 1D6.  On a roll of 1 to 3, both sides may select 4 points of support.  On a roll of 4 to 6, they may select 6 points of support.  Neither side may select entrenchments or any other static defences.  

OBJECTIVE   
To win a victory the side sweeping the table must achieve its objective.  Since  the objective is a Spy or escaped prisoner, we will use the Hidden Characters rule to find him. 
An officer must "interview" the spy rolling 2D6 and obtaining a cumulative 10 to unmask them.  There is also the small matter of the Hidden Documents.

TERRAIN & MINOR CHARACTERS 
There are three buildings on the table, each in a different square, with additional outbuildings or areas.  Each of these should have at least one minor character present.   

The Church
1. Why I do believe it's Miss Daisy
2. Mrs Kornblow, a-lookin' so lovely
3. Uncle Peter, an escaping slave
4. Dunker Reverend Dimwit Van Troomp.  How do you eat a biscuit sir? 
5. Eustace the chicken wrangler
6. Mayor J. D Hawg
Roscoe's farm
1. Miss Belle, Why I declar'
2. Mrs Van Troomp, running away from her husband
3. Slim, the overweight mailman
4. Preacher Welby
5. Prissy, an escaping slave
6. Roscoe, dirt farmer
Parker's Meadow
1. Miss Scarlett, with a revolver
2. Mrs Firefly, looking for her drunken husband
3. Rufus T. Firefly, with a bottle of bourbon
4. The Duke boys, cropping an old cottonwood
5.  Mr Rhett Gable, Southern gambler
6.  Otis P Driftwood, whiskey drummer

The Game













x

Wednesday 23 December 2020

Gunfighter's Zoom

Table E Zooms for some Christmas Gunfighters Ball.






The Gangs
Captain Quincy Whitmore
Jubal
Young Earl

Blue Eyed Frank
Knuckles McGurk
Snakey

Taco
Chico
Jose

Indio
Kinsky
Sancho

The Opening Game, a warm up.

Indio runs and jumps into the flatbed wagon.  Captain Q hides behind a coffin.

Taco shoots and hits Captain Q W, twice, shooting him through the heart, twice!  He falls back into the coffin.

The Sad End of the Captain...

Snakey runs to take cover behind the water trough.  He shoots at Taco, hitting him the the right leg, halving his movement.

Indio unleases a storm of rifle fire, wounding Snakey and knocking him down

The Mexicans win the pregame warm up...

The Scenario

The card allocation, only Indio  chooses to take a 3, 2, 1 configuration.

Brushwood Gulch has been invaded by the "Outlaws."  They have stashed their loot in town.  In addition Miss Totty, Indio's girl, is being stalked by the loathsome captain Q, a bounder and rotter.   

The banditos must recapture the town and save the girl.

The Bandidos come on table behind the church.

Indio is shocked when Quincy pokes his head out of the window.  Indio draws and fires first. he misses but so does Quincy.


"Is that gunfire?" Blue eyed Frank activates in the Cantina.  He spots Sancho and backs away towards his fried chicken.

He draws and goes back to the window
Jubal draws and moves to the door.

Indio and Captain Q exchange fire again.  Both miss, again.



Kinsky shoots Captain Q in the foot.  He kills Miss Totty...

Chico shoots through another window at Captain Q, who is now lying on the floor with a missing toe.  This time he is hit in the groin, and crawls...

Jubal appears from Boone's dry Goofds

Snakey runs from the Marshal's Office

Turn One Ends

Sancho shoots at Jubal, misses.  Jubal's return hits Sancho's crucifix, which saves his life.



Chico shoots through the window at Captain Q, Both quick draw but Chico shoots first.  he misses.  Quincy also misses.



Kinsky aims at Knuckles fires twice and misses both


Chico shoots at Captain Q but the Captain fires first.  Both Miss...


Knuckles shoots three at Sancho, slight wound.  

Taco runs down the back of the building... two ones?

Snakey hides under the canopy

Taco finishes his run and gets into position

Jose hides among the geese.


Indio aims and fires twice at Knuckes dropping him.


Young Earl hides in the Marshals office

El Indio kills Pedro's Mule.

Knuckles blazes away at Sancho, again... three shots one hit, in the spine.  Sancho drops. Once again he has a charmed life.

Young Earl grabs the loot.

Jubal is Indio's next target.  He misses both, but kills a civilian.

Kinsky aims and kills Knuckles.




Blue eyed Frank steps out from the cantina and shoots Taco in the back of the head.


Frank then turns on Chico, fires and hits.  He shoots Chico in the back...  Chico turns but misses.

Turn three

Indio downs Snakey, two hits drop him.


Young Earl gets the chest from the marshal's Office and flees with it.

Chico quick draws Frank, simultaneous...   Frank is hit in the spine with 4 damage.  He drops.

Snakey shoots at Indio, extreme shotgun range, cant hit.  He wastes his load.

Frank and Chico exchange fire again. No effect.  Its personal...

Jose moves to the other side of the geese enclosure.


Jose quick draws Frank, mutual again.  They miss...

Ever the optimist Snakey reloads
Indio fires again at Snakey. He hits. Grazing Snakey.

Sancho empties his pistol killing Frank

Jubal moves up to the corner of the outhouse

Earl catches the mule, and escapes with the loot...


Jose targets The Captain, a rifle shot grazes his head, stunning him.

A few moments later Jose fires again, shooting the unconscious Captain in the left leg.  


Jubal shoots Kinsky in the hand and the hump.  Dropped gun.


Indio and Jubal exchange fire.  Indio hits him in the left arm.  Jubal shoots Indio through the heart.  

Snakey crawls.




Kinsky picks up his gun and reloads.  He shoots Jubal through the head...

All the gang leaders are dead or unconscious. Young Earl wins the game by escaping with the loot, but the real winner was the town mortician.

That's,... that's all folks...