Shockley’s Village Revisited Scenario Brief

“Shockley’s Village Revisited”

Master Scenario Brief

 

Northwestern Spain, Near the Portuguese Border, Early Spring, 1809

 

Background: As Soult’s French Forces invade Portugal, the Spanish-Portugal Border is in turmoil. Innocent civilians flee for their lives as the French plunder the border villages for food and supplies.

 

British Situation: Our Hero, Lt. Shockley, finds himself in command of an adhoc force of British & Spanish troops. Shockley has been directed to link up with the Spanish Guerrillas and exchange information with their leader, Castaneda. He has also been ordered to facilitate the evacuation of Civilians & Supplies located at “Villabuena”. Unfortunately, largely due to the slow pace of his Portuguese & Spanish Allies, by the time his force reaches the Village it has already been occupied by the French. Worse yet, Shockley’s best girl, Margarita, has been taken by French Lieutenant Goodenot who has less than honorable intentions.

 

French Situation: Capt. Alvord and his right hand man, Lt. Goodenot, have occupied Villabuena. They are attempting to move the captured civillians and supplies out of the area. Lt. Lahey has joined Alvord with his detachment of Dragoons. Unfortunately some of his men are without horses due to the rigors of hard campaigning and the lack of dependable supply lines. Lahey has detected a stable near the town and seeks to “liberate” the horses therin.

 

Set Up: The game begins as Shockley’s forces have linked up with the Guerrillas near Villabuena. The French have occupied the village and are moving towards the Guerrilla’s position. All forces start deployed on the table. The French are in control of the Civilians, Wagon and Villabuena (Village = 1 VP). The British are more or less in control of the Barn and horses. 3 Standing Horses are placed within the confines of the barn. The Wagon, Civillians, Big Men & Units are placed as shown on the map.

 

Order of Battle:

British: Lt. Shockley (II) (Charismatic, Handsome) commands a section of his beloved 95th Rifles (12 men) (Elite w/ Rifles), a troupe of mounted Hussars (7 men – Elite w/ Carbines), 3 Sections (12 each) of British Line Center Company Troops (Good w/ Muskets), 1 Section of Marines (12 men) (Elite w/ Muskets). He also has linked up w/ a unit of Spanish Guerillas (12 men) (Poor w/ Muskets) and he has a 6# gun & crew. He is assisted by Ensign Mallory (II), Sgt. Barret (I), and the Spanish Guerrilla Officer, Teniente Castañeda (II). Capt. Clowes (III) in is in nominal command, but the men look to Shockley for guidance & inspiration. Shockley is stature 5, all others are 4.

 

French: Capitan Alvord (III) commands a force of 3 sections (12 each) of French Fusiliers (Regular w/ Muskets); 2 Sections (12 each) of Voltigeres (Good w/ Muskets), a section of dismounted Dragoons (12 men) (Good w/ Muskets), a troupe of 6 mounted Dragoons (Good w/ Muskets) and a 6# Gun and crew. He is assisted by Lieutenant Goodenot (II) (Charismatic), Lt. Bontecou (II), Lieutenant Lahey (II) and Sergent Champney (I). All French Big Men are stature 4.

 

Objectives: Shockley must attempt to meet w/ Castaneda, liberate the village, civilians, supplies and above all else, save his best girl. The French will attempt to defend the village while moving the supplies and civilians off board. Lt. Goodenot will attempt to woo Margarita or at least keep her from Shockley. The footsore, dismounted Dragoons will be most interested in securing the horses located near the barn, so they can ride rather than walk.

 

British Objectives: The game ends after 4 hours. The side that achieves the most vp’s at games end will win the scenario.

  • British are awarded 1 vp for control of the village.
  • British are awarded 1 vp is Shockley exchanges information with Castaneda (Task = 12)
  • British are awarded 1 vp for recapturing the supplies
  • British are awarded 1 vp for liberating the civilians
  • British are awarded 2 vp’s if Shockley frees Margarita before she falls in love with Goodenot.
  • Britsih are awarded 1vp if the French have more groups routed and/or swept from the field at games end.

 

 

French Objectives:

  • French are awarded 1 vp if Goodenot Charms Margarita
  • French are awarded 1 vp if the Dismounted Dragoons secure the 3 Horses (touch their stands)
  • French are awarded 1 vp for control of the village.
  • French are awarded 1 vp if the civilians exit the French Map edge.
  • French are awarded 1 vp ff the supply wagon exits the French Map edge.
  • French are awarded 1vp if the British have more groups routed and/or swept from the field at games end.

Bonus Cards: The British hold One (1) “Hop to It” and One (1) “Thin Red Line” and One (1) “Charge w/ Élan” at start.

 

Sharp Practice Cards: British: 3 x (I), 2 x (II), 1 x (III), French: 3 x (I), 2 x (II), 1 x (III), Sharp Practice, Various Leader Cards, Wagon, Civilians & Tiffin cards.

 

 

Special Rules:

  • British Colors: Any British Big Man within 12” of their side’s Colors may use an extra initiative for being inspired.

 

  • Cover: Due to the poor condition of the walls, all cover (walls, woods, etc.) on the game map is considered soft/light (-50% to firers dice). All walls are low.

 

  • Terrain Penalties: All terrain is mild (forest, slopes, etc.) and costs -1 pip to each movement die.

 

  • Obstacles: Walls, etc. cost 1d to cross.

 

  • “Control” (or recapturing) is defined as no enemy troops touching the objective. Control is negated for either side if enemy troops (big men do not count) are touching the objective.

 

  • Margarita: Shockley’s best girl will move with Goodenot; until he is defeated by duel or is killed in some other manner. Once freed, she may move towards Shockley @2d6” per Tiffin. Shockley has considered to “free” her when they are in base to base contact. If Goodenot charms her before she can be freed, then the British may not “free” her and may not collect the 2vp’s. Goodenot must score a natural “11 or 12” on the dice to win Margarita over, for she is true to Shockley.

 

  • Civilians: Move on their card @ 2d6”. Terrified, they will try to move off of French map edge unless touched by British figure, whereupon they are considered liberated. *Roll 2d6 on each move card to see if they overpower guard. “12” = success; move civilians toward British lines @ 2d6 instead. French may touch civilians to “recapture” w/ a unit (not just a big man).

 

  • Munitions Wagon: The wagon moves on it’s own card @ 2d6” along the dirt road, until it exits. Once it is contacted by an enemy stand, it may be moved by the new owner. If fired upon, roll randomly for hits on escort and/or horses. Note: Shock has no effect on the wagon’s move; just kills. Wagon will continue to move normal until all horses are killed. If one horse is killed the wagon will stop and can be moved no further until the dead horse can be cut loose by the escort. Task=12. If it’s escorts are killed, the wagon will move randomly 2d6” each turn, until friendly or unfriendly forces come within 1”. Then the wagon may come under that sides control and stopped or led @ as per normal move. Breakdown: Each time the wagon card comes up, roll 2d6; if a natural “12” is rolled the wheel has come off and will break down. Task = “12” to repair.

 

  • Exchanging Information: Shockley and Castaneda desire to speak to one another to exchange intelligence. Either figure may perform “a task” and once the task achieves a “12” task points, the British is awarded a VP for the exchange. 

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