Summer 176X, somewhere in Hesse
The Erbprinz summons you to his tent. You are happy
to oblige, as the young general is surprising good company and stocks an
excellent wine cellar. Between the
Erbprinz and his uncle Ferdinand you have found that being under the command of
Germans is no bad thing. You could be
commanded by that butcher Cumberland!
Come in Campbell, have
a glass of claret. I have a little job
for you. Broglie’s got us a bit on the
back foot and we need to secure our flanks.
There is a bridge over the Schnellenbach to the west of your position
that could give the damn French a route to attack our flanks and I want you to
do something about it. My sources tell
me that they already have moves afoot to seize the crossing. Seems that one of your countrymen is involved
somehow.
Are you familiar with
the Hanoverian engineer Von Drumpff? Yes
I know he’s a pig of a human being and if I had my way I’d have him flogged and
drummed out of the army. Unfortunately
he’s a very well connected pig of a human being and he’s used his connections
to push us to employ this clever plan of his.
It seems very hare brained to me, but I’m obliged to let him try it
out.
Von Drumpff’s plan is
to set the bridge with powder to blow, but to delay the demolition until the
French have started crossing. He would
stay behind and light the fuse at the key moment, sending some of the enemy
flying and leaving more of them on the wrong side of the river where we can
destroy them. Quite how he get’s away
safely is beyond me but he’s convinced himself and a key Hanoverian minister
that this is genius. I think that there
must have been a lot of beer and maybe some incriminating letters in play, but
that’s really not for me to say.
You look a little pale
Campbell, here have some brandy. Now
here’s what I want you to do. Sheppard
Von Drumpff to the bridge over the Schnellenbach so that he can set the charges
to destroy the bridge. Wait for the
French to appear and let the little engineer play out his “clever little plan”. If it works, that’s wonderful. If not, make sure that the bridge is blown up
and I’ll be happy. And between you, me
and the tent post, it might not be such a bad thing is Von Drumpff ends up on
the wrong side of the river.
One more thing, this
territory belongs to our allies in Hessen-Kassel. These people have had armies traipsing over
their land since 1756. It’s important
that we remain on good terms with them.
Do what you can to make sure that your little force treats them
decently. And yes that means that I am
making you responsible to keep Von Drumpff in line!
You can take three
companies of your Scotsmen, and I’ve arranged to attach some Jaegers and a
squadron or two of the British light cavalry to your force. Of course Von Drumpff and his pioneers will
be with you. Talk to my adjutant, I’m
sure that there’s some more troops, officers or equipment that we lend you for
a week.
Campaign
Objectives
- Destroy the bridge over the Schnellenbach
- Defeat the French force sent to counter you
- Keep Von Drumpff under control
- Maintain friendly relations with local peasantry
Your Forces
Keith’s Highlanders
- 3 companies (groups) of highlanders
- Captain Campbell (Level III leader)
- Lt MacDonald (Level I leader)
- Elliot’s Light Horse
- 1 squadron (group) of impact cavalry
- Captn Philipson Level II leader
- 2 companies (groups) light infantry
- Hauptmann Von Scharf (Level II leader)
24 points of supports from the following list
Note that your highlanders are a little lax on
fire discipline but keen to get to hand to hand fighting
Supports
|
||||
Type
|
Points Per
|
Maximum
|
Notes
|
|
Units
|
British Regulars
|
6
|
4
|
|
Hessian Militia
|
3
|
1
|
|
|
Light Gun
|
5
|
1
|
|
|
British Dragoons
|
8
|
1
|
|
|
German Hussars
|
6
|
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
|
Removes
shock, helps heal casualties
|
|
Each Specialist
|
2
|
1
|
Marksman,
Dipper, Cracksman, Silent & Deadly
|
|
Caisson
|
2
|
1
|
Unlimited
canister
|
|
Water Cart
|
2
|
1
|
See
rules
|
|
Physic
|
3
|
1
|
Heals
leader, helps heal casualties
|
|
Scout or Exploring Officer
|
3
|
1
|
Lower
chance of getting lost
|
|
Ammunition Cart
|
3
|
1
|
Allows
reloads
|
|
Colour party
|
3
|
1
|
See
rules
|
|
Mule train
|
4
|
1
|
One lot
of water plus one of ammo
|
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