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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          |
|   ########                      =                   |
+--------+-=------+--------+------=-+--------+--------+
Scenario Map

Legend:

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

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

Forces

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.

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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.