Or, "Not The Navy Lark..".
Whether inspired by a recent multiperiod event at Hever Castle, where we did Smugglers, Sailors & Revenue men (I tend to come away with more cuts n' bruises from these than from our medieval fights, due to no protective gear in 18th/19thC. I hear that apparently the viking group which attends this event - all shields, maille, helms & protective gloves - think that we are mad..) or a recent decision to re-read Alexander Kent's the Bolitho saga (which I think I first started reading in 1970s Iran) I decided this week to do a little AWI Landing Party action....
So....
The Story:
Fort Gibaigazo, held by the rebels and with its collection of heavy guns, commands access up the Big Snake River. The captain of the British Frigate HMS Reckless has orders to neutralise the threat to allow passage of an important supply shipment to proceed upriver. Clearly to attempt to do so using the frigate itself would be suicide and the cliffs and bluffs prevent landings below the fort itself. Thus, seven boats of ships crew and the frigate's marines are to proceed up Wee Small Creek (from point A on the map, attack the fort from the landward side, spike or otherwise destroy the guns therein, and make their way back safely.
There is no intelligence as to the exact size of the garrison. Friendly local sources indicate it is small, though large enough to man all the guns present. The element of surprise would therefore seem to be vital.
The Plan:
The boats will proceed upriver, during the night of the 12th, to the bend where they will be hidden in the patch of woodland there. They will rest up here during the day. Come nightfall the force will move along the tack which leads from the river westwards. On reaching the north-south track the force will proceed north to the next junction, whereupon it will split. A third of the crew and half the marines under 2nd Lt. Reed will move along the track towards the Big Snakey. At four o' clock in the morning they will infiltrate the fort using the spurs of the high-ground, deal with any sentries, and begin spiking the guns.The rest of the men will wait at the junction while a small group reconnoitres, and deals with, any picket at the small entrenchment on the rise east of the fort. The force will then move to to the next junction, where, again, it will split.
Half the crewmen and the rest of the marines will stay at the redoubt with Lt. Harris of the marines and Midshipman Burton and await any noise from the fort. If there an alarm or shooting is heard they will rush the fort entrance; making as much noise as possible.
The remainder of the crew, under 1st Lt. O'Tool will move north along the track, past the spur leading to the fort entrance, and on to the woodland to the north of the fort. At four o' clock in the morning they too will infiltrate the fort from the north; neutralize any sentries, and begin spiking the guns at that end.
The objectives are:1) To spike the guns. Once this has been done a colour will be raised to indicate the fact to the Reckless.2) To blow up the magazine.The force will then return to the boats and head downstream to the confluence with the Big Snakey, to rendezvous with the Reckless after she has further bombarded the now impotent fortifications.
NO weapons are to be loaded until ordered. This puts Friendly Units at an initial disadvantage if attacked, but prevents accidental discharge.
*
The plan is complex and will require stealth and good timing. Officers will check their watches at the woodland before setting out to aid with coordination. Keeping to the tracks is risky, but necessary to prevent parties from getting lost in the scrub in the dark.
In addition to the risks of getting lost once off the tracks (dice tests) there may be enemy patrols and random civilians (hunters/travellers etc.) about. On the plus side there may also be Loyalists in the area, willing to guide, or even join, the force.
Scenario Specific rules:
1) Night-time Move Tests: Each night-time move a 20D will be thrown for each independently operating unit. Units test even if stationary, but only four tests an hour. On a throw of 20 the Event Table must be checked. This Move Test throw is modified as follows (cumulative):
Unit is stationary -3 Unit is in woodland -2
Unit is moving and has friendly locals with it -1
Unit is moving and has friendly local Scout/s with it -2
Unit is "Sneaking" -4
Unit is stationary and taking cover +2
Unit is moving at full speed +1
Unit is Scurrying +3
Unit is moving on track +1
Unit is within 3" of track +1
Unit has prisoners - +1
Plus 1 for each Wildlife Token in play (see Event Table).
Plus 8 if any friendly unit fires or has fired in last 10 moves.
Plus 4 if any friendly scout or single enemy sentry fires or has fired in last 5 moves.
Plus 5 if any enemy unit has fired during this scenario.
Plus 12 if any gun has fired during the scenario.
Plus 15 if boats have been discovered by hostiles and this fact has been reported to the Fort.
However, an unmodified 20 result always requires a Test for an Event and an unmodified 1 an "Accident Test" (see below) .
2) Day-time Move Tests: Each daytime move a 12D will be thrown for each independently operating unit. Units test even if stationary. On a throw of 12 the Event Table must be checked. This Move Test throw is modified as follows (cumulative):
Unit is stationary -1
Unit is in woodland -2
Unit is moving and has friendly locals with it -1
Unit is moving and has friendly local Scout/s with it -1
Unit is "Sneaking" -2
Unit is stationary and taking cover +2
Unit is moving at full speed +2
Unit is Scurrying +5
Unit is moving on track +3
Unit is within 3" of track +2
Unit has prisoners - +1
Plus 2 for each Wildlife Token in play (see Event Table).
Plus 5 if any friendly unit fires or has fired in last 10 moves.
Plus 2 if any friendly scout or single enemy sentry fires or has fired in last 5 moves.
Plus 5 if any enemy unit has fired during this scenario.
Plus 12 if any gun has fired during the scenario.
Plus 15 if boats have been seen/discovered by hostiles and this fact has been reported to the Fort.
However, an unmodified 20 result always requires a Test for an Event and an unmodified 1 an "Accident Test"(see below) .
4) Accident Test:
Throw 1x6D.
On a result of 1 someone dropped a loaded firearm and it goes off. Test for friendly casualty as normal shooting. This occurs EVEN if an "unloaded" order has been given (someone disobeyed).
Result of 2-4; someone has disturbed Wildlife - gain a Wildlife Marker.
Result of 5; someone has tripped. Dice for injury as shooting. Injured party moves at half speed.
Result of 6; someone has tripped. Dice for injury as shooting. Injured party moves at half speed. Also, the person who fell has shouted. Place wildlife marker (represents human noise but who need different markers?)
5) Movement:
Friendly units have three movement modes "Sneaking", Normal and "Scurry".
6) Accidental Firing:
Each Friendly Force must be designated loaded or unloaded. If loaded a 1x6D test must be made for each Event Test.
On a result of 1 someone shoots. Test for all adjacent stands of three.
On a result of 1-3 they also shoot. Continue this process for every shooting stand. Add 2 to each subsequent Event Test for every stand which has fired.
IF the Event Test results in any human presence test for casualties on that presence. If an enemy patrol/sentry they MUST return fire (i.e. they cannot just run off in the first round). Any Ambush is deemed triggered prematurely and gets NO Ambush bonus.
7) Event Table:
Should be self explanatory.
Right, all ready to go.... Watch this space for the fight...