The Volley and Bayonet rules have a great scenario generation system included. For me it works well, but it doesn't always suit the needs of every 'gamer. For this reason I at times try to create a fictional scenario that might be challenging, that might appeal to others. It is however something of a black art (which is a euphemism for 'I'm not very good at it').
This week I tried to create something very different, set on the Peninsula, using my 25mm Spanish and French armies. The setting was a French attempt to clear a road for its future advance. There was a somewhat tired garrison of Spanish troops in a town (M4), and the French advance was led by some second rate French dragoons, also M4. Reinforcements for both sides fed into the battle on predetermined turns. The Spanish force included some guerillas, for which I created some bespoke rules.
Some candid shots from along the way..
The issues were:
- The guerilla units were too strong... sharp shooters who could be deployed in any terrain feature, and could be redeployed in following turns if 'eliminated' by melee contact. If destroyed by shooting, they were permanently removed from the game, if contacted in melee they simply melted away, able to reappear next turn (just not in the same terrain feature).
- The French 'escalation' was too slow.. they needed more troops earlier in the game. They had 10 turns to clear the town and road along the 6' length of the table.
- Rating the dragoons as M4 made them too fragile, and even though the opposing Spanish cavalry was also M4, they were a part of the larger divisions. The French were an independent cavalry division. The M4 rating made their exhaustion level too low, and so they were far too fragile.
- The French needed a greater cavalry superiority if they were to successfully push along the entire length of the road.
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