100% found this document useful (2 votes)
270 views2 pages

Battle - August 1978 Teaser #4 - "Hold Up in The Badlands"

The document sets up a scenario for a wargame battle between Red and Blue forces in difficult terrain called the Badlands. Red has a small garrison stationed at a farm (location X) on the edge of the Badlands. Blue must fight its way out of the Badlands that day or risk being trapped. Blue can win by taking the farm or getting most of its forces out of the Badlands safely. Red aims to hold the farm and prevent Blue's escape. Movement will be difficult in the marshy terrain, potentially influencing tactics and outcomes. The stage is set for an engaging battle with high stakes.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
270 views2 pages

Battle - August 1978 Teaser #4 - "Hold Up in The Badlands"

The document sets up a scenario for a wargame battle between Red and Blue forces in difficult terrain called the Badlands. Red has a small garrison stationed at a farm (location X) on the edge of the Badlands. Blue must fight its way out of the Badlands that day or risk being trapped. Blue can win by taking the farm or getting most of its forces out of the Badlands safely. Red aims to hold the farm and prevent Blue's escape. Movement will be difficult in the marshy terrain, potentially influencing tactics and outcomes. The stage is set for an engaging battle with high stakes.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 2

Battle – August 1978

Teaser #4 – “Hold Up in the Badlands”

Introduction
One of the important considerations
in any battle is the ground upon
which both sides fight. A
commander will invariably attempt
to bring his opponent to combat on
ground and in a situation which he
believes will be in his own favour.
The ground may be deemed
suitable for a number of reasons. It
may, for example, present the
opportunity for a commander to use
to best effect a better or stronger
arm of his force. In this way, a
commander with a predominantly
cavalry army will probably look for
open, rolling plains,

he selects to do battle. He may have However, on occasions the


an inclination towards a defensive contingencies of war may force
posture and will therefore be looking commanders to do battle on ground
for hill lines, preferably dominating which is to neither side's liking.
ground through which the enemy Worse still, the ground may be a
intends to pass. Such features can downright disadvantage to both. This
increase in their attraction if a flank teaser puts our old favourites Red
is secured on a river line or if the and Blue into just such a situation
position dominates important where battle is inevitable but the
features. However, the bolder ground for both is unenviable.
whereas a general with plentiful general with a more offensive bent
light/irregular infantry will seek close may look for just such features Period
hilly country with woods and other attractive enough to his enemy to This scenario has been set in the
cover. Of course, ground may be bring him to stand and fight. He will "horse and musket" period and is
selected, not so much to develop then look at the approaches, weak particularly applicable to the
one's own advantages as to points and salient angles using such American Civil War. Nevertheless,
embarrass or neutralise a particular features as are available to his the engagement is little more than a
enemy trait or strength. This can be advantage in the assault. skirmish, and the forces could be
done by bringing enemy cavalry to Ground may, of course, have a converted to almost any period.
battle in ground broken up by more direct influence on the
streams, marsh and steep slopes selection of the battlefield in that Terrain
where movement is restricted. Such there may be a particular feature The table should be laid out as in
country may also hinder an enemy which is of strategic importance to Diagram One. Marshy areas may be
with highly drilled, large bodies of both sides. This feature may be a represented by areas of green baize
infantry unused to independent town, a bridge, a hill range or other or small strips of lichen or sponge.
action. In this way terrain may focal point. Lakes and ponds can be simulated
become a useful ally. All these and other factors help by pieces of card cut to size and
A commander's character will to influence the choice of ground painted blue. Rivers and streams
also influence the ground on which upon which any battle is fought. are marked as normal, and roads

-1-
Battle – August 1978
Teaser #4 – “Hold Up in the Badlands”

and tracks should be shown in At the start of the game, Blue's


string. forces start to arrive on the road at
A, while Red's forces are deployed
Forces as shown in the area of X. The order
Red Army – of march for Blue is, of course,
2 regiments of infantry determined by their commander. If
2 regiments of cavalry any unit of Blue's leaves the table
1 battery of artillery (2 guns) either to the comparative safety of
Blue Army – the North or East or back into the
4 regiments of infantry Badlands (South or West) during the
2 regiments of cavalry game they are not permitted to
1 battery of artillery (2 guns) return.
The nature of the battlefield terrain
General Situation imposes severe restrictions on the
The "Badlands" are an area of movement of forces. To simulate the
marsh, swamps and rivers on the disadvantages of this sort of country,
edge of the main area of operations the following limitations are
on Red's flank. Red force has a suggested. All troop movement on
small garrison of troops on the edge roads and bridges remains normal.
of the Badlands, protecting the flank However, artillery may only move on
of his army. He has assumed that roads or deploy one period off the
the Badlands are virtually road at half their normal move rate.
impassable for Blue, thus the small All rivers are fordable by infantry and
size of this protective force. cavalry at a reduced move rate of a
quarter. Lakes are impassable. Badlands (to the North or East).
Blue, determined to inflict a severe Troops moving in marsh areas or
reverse on Red, has decided to take woods may do so at half their The game is drawn if Blue gets
him by surprise and to push a strong normal move distance and only in between a half and three-quarters of
reconnaissance force through the open order (one inch between his force out of the Badlands but is
Badlands to secure an exit on Blue's figures). The penalties for movement unable to take the farm.
flank. Once this is held, Blue will in this sort of country will inevitably
move through the Badlands in influence other factors such as Conclusion
strength and exploit his advantage. musketry, charging, and hand-to- The stage is now set for the action
hand fighting. While the way these to begin. The stakes are high; Red
Opening Narrative factors may be interpreted depends has been caught off balance and
Blue's recce force has struggled for on the rules used, it is suggested Blue must succeed or be destroyed
three days in the Badlands. Now, on that they include penalties for troops — the makings of a most enjoyable
the morning of the fourth day, they attacking out of and into marshes, game.
are approaching the edge of the across streams, crossing obstacles
Badlands on Red's flank. They must and reduced charges moves. The
fight their way out today or be effect on the accuracy and weight of
pushed back into the wilderness with fire of musketry will also need to be
insufficient food and fresh water to considered. All these and any other
return to safety. specific considerations must of
course be written down, agreed to,
Red's forces have been garrisoned and known by all concerned before
in the farm for some months, and the game begins.
are not expecting any enemy. They
are concentrated in location X. They Winning Requirements
are unaware of the enemy until It remains to ensure that the
Blue's forces begin to appear in the conditions for winning, drawing or
first period. losing the game are clear to both
sides.
Red Forces Aim
To hold the exit from the Badlands at In the case of Blue, he will win if he
the farm X and to prevent any of takes the farm at X and secures it by
Blue's forces from escaping out of nightfall. He will also have won if he
the Badlands to the North or East. succeeds in getting three-quarters of
his force out of the Badlands to the
Blue Forces Aim North or East. Thus he has two
To take and secure the exit to the options and Red will remain
Badlands at X and if this cannot be uncertain as to which course he will
done by last light, to fight their way take.
out of the Badlands to the North or
East. Red will win if he holds the farm X at
last light and has not allowed half of
Special Instructions the Blue force to escape out of the

-2-

You might also like