Wednesday, August 16, 2017

Schnellenbach Campaign - Allied Briefing



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

  1.  Destroy the bridge over the Schnellenbach 
  2.  Defeat the French force sent to counter you 
  3. Keep Von Drumpff under control  
  4. 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
  Elliot’s Light Horse
  •   1 squadron (group) of impact cavalry 
  •   Captn Philipson Level II leader
Hessian and Hanoverian Jaegers
  • 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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