Summer 176x, somewhere in Hesse
A few days ago you were enjoying a fine chicken along with a
glass of the local wine when an officer from one of the senior infantry
regiments rides into camp. You recognize
him as being the Chevalier du Fosses, an Aide-de-camp to the army commander
Broglie.
Captains St-Andre and
Mohr, I have orders for you from le Marechal the Duc de Broglie. We
have information that the Allied army has plans to destroy a bridge over the Schnellenbach. Le Marechal has plans to use this bridge to
attack the Allied flanks and you are commanded to seize the crossing before the
Allies can destroy it.
You will be
accompanied by Monsieur FitzJames. He
gestures to a young officer from the Irish Brigade. The officer in question is unfamiliar to you
but the family name speaks of a bastard line of the exiled Stuart kings of
England. He has important tasks to
complete that do not concern you at this time, except that you must ensure that
he is able to complete these.
While FitzJames sees to his horse and belongings, Du Fosses
speaks to you quietly. Take care of the young wild goose. He has the heart for battle but not the head
yet. Le Marechal wishes FitzJames to
acquire some seasoning, and thinks that this is an ideal opportunity. Let him think that he is acting
independently. His tasks may take him
away from your column for a day or so which is fine as long as no enemy is in
sight. Perhaps for these periods you
could allow him the loan of some Hussards or Chasseurs who can report back to
you on his progress. How ever, make sure
to firm a firm grip on his reins once the enemy appears – especially if they
are English. He is keen to take revenge
for the Boyne and Culloden in one afternoon.
But give him an opportunity to feel that he has played a significant
role.
You can take three
companies and a battalion gun of your regiment.
Le Marechal has arranged to attach some Chasseurs and a squadron of Hussards
to your force. Use this purse plus your own resources and powers of persuasion
to recruit additional companies, equipment and leaders to accompany you. Fortunately Mohr is on excellent terms with
the regimental quartermaster thanks to some “arrangements of mutual benefit” in
the past, so equipment should be easy to obtain. St. Andre can play upon his family name and
connections in the army, plus some outstanding gambling IOUs, to attract
additional officers (and their companies) to your adventure.
Travelling With FitzJames
The first of FitzJames tasks is to visit the Abbey at
Michaelsberg in square 4. You have
travelled there and remain camped on the Abbey’s grounds while FitzJames goes
about his task. It is pleasant country
and Bach was quite right about the quality of their vintages.
FitzJames is a Leader I as per the rulebook and will have
his own command chit in the scotch bottle.
He gets distracted easily so his actions will be somewhat random and
controlled by the GM. If you are in command
range with him, you can spend one of your activations to suggest how he should
best focus his efforts. Your odds will
improve if you are in direct contact with him.
FitzJames has some signs of a privileged upbringing but is
appears to be of more limited means currently.
He is quite well educated and has considerable charm and powers of
persuasion. You suspect that he must
have quite an effect on women and speculate whether “Fitz” can be squared.
During your travels he speaks passionately about the Stuart
claims to the throne. He wants to avenge
his family name and you fear that he will attempt to do this at the first
opportunity that he sees the flag of the “Hanoverian usurpers”. His family’s hopes have been dashed many
times, at Culloden in the last war and at Quiberon Bay in this war. You suspect that they may be running out of
wars to reclaim their throne.
Campaign
Objectives
1.
Capture the bridge over the Schnellenbach intact
2.
Defeat the Allied force sent to counter you
3.
Allow FitzJames to complete his tasks.
4.
Keep FitzJames under control
5.
Give FitzJames the opportunity to earn his
wings. See the Blooding the Dauphinoise
section in the rulebook.
Your Forces
Cambis Regiment
- 3 companies (groups) of regulars
- Level III leader
- Level I leader
Bercheny’s Hussards
- 1 squadron (group) of scouting cavalry
- Level I leader
Fischer’s Chasseurs
- 1 company (group) light infantry
- Level I leader
Regimental Artillery
- One light gun and 5 crew
- Lieutenant Lefebvre (Level I leader)
36 points of supports from the following list. Note that some of the extras have additional
effects in the campaign. These have been
marked with an asterisk.
You can argue among yourselves as to who gets to
play which role, but let me know your final decision.
St. Andre comes from an old military
family. His mother tongue is French but
he speaks good German and some English.
Mohr is one of many German officers in the French army but speaks good
French.
FitzJames speaks impeccable French and English
(think either Trudeau in either language) and basic German.
The Hussards speak Hungarian (actually Bercheny
was Transylvanian but honestly who can tell the difference) as their first
language and basic German and French.
Their
officers may have better language skills.
Fischer’s Chasseurs are a motley crew, but
mostly German. They have basic French
and the officer may have better language skills.
The rest of the army is French but will have
basic German. Officers may have better
German or English.
Before you select your forces you can ask
questions of du Fosses, your quartermaster, Bach or FitzJames.
Each will answer a limited (random) number of
questions before becoming distracted, incoherent or frustrated.
You will start in Square 4 on the map on the
morning of Monday July 20, 176x.
Supports
|
Type
|
Points Per
|
Maximum
|
Notes
|
Units
|
French Regulars
|
6
|
5
|
|
French Grenadiers
|
7
|
1
|
|
Voluntaires de l'Armée
|
7
|
2
|
Skirmishers
|
Engineering Group & Cart
|
5
|
1
|
Includes
bridging equipment
|
Light Gun
|
5
|
1
|
|
Leaders
|
Leader I
|
3
|
8
|
|
Leader II
|
6
|
4
|
|
Upgrade a leader
|
3
|
3
|
Per
level
|
Extras
|
Musician
|
1
|
1
|
Doubles
command range
|
Spirits & Tinder Box
|
1
|
1
|
Helps
light fires
|
Holy Man*
|
2
|
1
|
See
rules plus helps heal casualties
|
Each Specialist
|
2
|
1
|
Marksman,
Dipper, Cracksman, Silent But Deadly
|
Caisson*
|
2
|
1
|
Unlimited
cannister reloads during campaign
|
Water Cart
|
2
|
1
|
See
rules
|
Physic*
|
3
|
1
|
See
rules plus helps heal casualties
|
Scout or Exploring Officer*
|
3
|
1
|
See
rules, plus lower chance of getting lost plus scouting
|
Ammunition Cart
|
3
|
1
|
Allows
reloads
|
Colour party
|
3
|
1
|
See rules
|
Mule train
|
4
|
1
|
One lot
of water plus one of ammo
|