July 19th 1702 Battle of Kliszow Wargame Scenario

On July 19th 1702, a Swedish army of 12,000 defeated a combined Saxon Polish army of 23,000. The Swedes simply had better soldiery and leadership.

Sweden

Charles XII

12,000 men

4 cannons

18 infantry battalions, 25 cavalry squadrons, and 12 dragoon squadrons.

Saxons

Augustus II

16,500 Saxons

6,800 Poles

50 guns

16 battalions, 44 cavalry squadrons, 24 dragoons, 26 Polish squadrons

Wargame

Use any 1700’s ruleset

2-6 players

4×8 table with lots of woods, swamps, and rivers , one key central hill, one Saxon camp

Objective

The Swedes must either secure the central hill or the Saxon camp. Either is a victory. I’d recommend giving the Swedes slightly improved units.

July 18th 387 BC Battle of Allia Wargame Scenario

After a diplomatic misunderstanding the Senones tribe of Gaul with their Boii and Insubres allies marched on Rome. Rome tried to field an army of untrained soldiers who quickly fled the field and Rome was sacked.

Rome

Quietus Sulpicius

24,000

Gauls

Brennus

40,000

Wargame

Use dbmm, hail Cesar or other such rules.

2 players

Standard game army for both sides. Instead of legions for Rome use auxiliary or militia.

6×4 board, with the Roman left flank set to a river.

Objectives

Re-fight the battle. In real life the battle was a slaughter, but a savy Roman commander should be able,to make better use of his troops.

July 17th 1453 Battle of Castillon Wargame Scenario

The final notable battle of the Hundred Years War featured 6,000 English under the command of John Talbot against 8,000 French with 1,000 Breton allies.

The battle was a slaughter with the English mistaking camp followers as retreating French soldiers, and walking his army into a killing field of cannon fire.

England

John Talbot Earl of Shrewsbury.

6,000 soldiers

France

Jean Bureau

9,000 soldiers

300 cannons

Wargame

Use dbmm, pike and shotte, or other similar rules

Create the army lists giving the French large amounts of artillery.

The battle should take place on level terrain with some rough going.

The English attacked in waves with each being slaughtered. Can you attack as a unified force and uproot the French?

July 16th 2013 Battle of Ras al-Ayn Wargame

The Battle of Ras al-Ayn took place over 5 months and three phases during the Syrian Civil War. The Kurds (YPJ/YPG), vs the Syrian Arab Republic, vs Hasaka. I tried to summarize this Sittang, but Wikipedia does it better.

The third phase of the battle erupted when al-Nusra militants surrounded a unit of female YPJ fighters near Ras al-Ayn on 16 July, and arrested the group’s driver. The YPG/YPJ consequently mobilized their forces, deployed reinforcements to the town, and started a number of raids on key al-Nusra positions.[28] Seeing a chance to take revenge on the insurgents, about 200 fighters of the Abu Jabal Brigade (an Arab government loyalist unit) joined the Kurds in their attack.[10] After a night of fighting,[6] the YPJ driver was freed, and the YPG had captured the al-Nusra Front’s local headquarters.[28] By 17 July, the jihadists had mostly been expelled from the town,[6] and the YPG/YPJ soon after took control of the border crossing with Turkey.[8] Eleven people were killed during this phase of the fighting, including nine jihadist and two Kurdish fighters.[66] The YPG/YPJ consequently advanced into the countryside to establish a defensive ring around Ras al Ayn, encountering heavy resistance. By 20 July, the Kurdish-led forces had secured the town and its surroundings.[67]

Wargame

Modern warfare skirmish rules

A Kurdish force about 50 models, and a rebels force of similar size, RPGs, Ak47s and LMGs should be your primary weapons.

Terrain, hilly, rocky, with a small town in the center.

6×4 table

Set-up, the rebels should be in the town with the hostages, while the Kurds should be in surrounding positions able to attack.

Objective

Kurds secure the hostages, and the town.

July 15th 1410 Battle of Grunwald Wargame Scenario

The Battle of Grunwald in 1410 led to the complete destruction of the Teutonic order. Out of 270 brothers, 211 were killed. The victory marked the rise of the Polish-Lithuanian kingdom as the dominant power of Eastern Europe. It was also one of the largest battles in medieval Europe.

Order of Battle

Kingdom of Poland and Grand Duchy of Lithuania

Led by King Wladyslaw II

39,000 men

50 Polish Banners and 40 Lithuanian

Teutonic Order

Led by Grand Master Ulrich Von Jungingen

27,000 men

50 Banners

Wargame,

Use DBMM, Hail Caesar, or any other large format battle. I’d plan on 600 points of Teutonic order, 350 Polish, and 350 Lithuanian. Teutonic should also have a camp. Don’t be afraid to give the Lithuanian army mercenaries.

I’d use an 8×4 table for 15mm figures. Set the temperature as hot and give the Teutonic two areas of rough ground to set as terrain.

Set-Up

Historically the Polish heavy cavalry took the left flank, Lithuanian light cavalry the right flank, and infantry in the center. The Teutonic order placed their elite heavy cav against the Lithuanians, with infantry in the center.

Terrain

A flat field, some woods, a small hill between the camp and the field. The Teutonic order should place two small rough ground areas.

Objectives

Win the battle in accordance with the rules of your chosen game.

July 14th 1808 Battle of Lapua Wargame Scenario

During the Finnish War of 1808, the Kingdom of Sweden went to great efforts to avoid a single decisive battle against a superior Russian force. Instead many smaller engagements over supply lines were fought all over the frontier. Lapua is such a battle.

Russia

Nikolay

4,000 troops (800 cavalry)

17 guns

Sweden

Carl Johan

4,700 troops (900) cavalry

18 guns

Wargame

Black powder or other regiment/division level wargame.

4×8 table

Wooded terrain with roads, small hills and structures.

Sweden 2 commanders, 2 artillery batteries 6 battalions 3 squadrons

Russian

2 commanders, 2 artillery batteries, 6 battalions, 2 squadrons

Set-up

The Russians should be in a defensive position, on a ridge or in a wooded area. The Swedes should attack the position.

Objective

Whatever your chosen game system recommends to win the day.

July 13th 2008 Battle of Wanat Wargame Scenario

On July 13th 2008, 200+ Taliban insurgents assaulted 48 American and 24 Afghan soldiers. The Taliban destroyed several tons of American supplies and were able to enter the base before being repelled by artillery and air strikes.

The attack was one of the bloodiest attacks of the war and should make a good scenario.

Wargame

Bolt action modern or other modern infantry based game

6×4 table

48 American figures, 200 enemy figures.

American army bases about 2×2 in the center of the table surrounded by hills and farms

Set-Up The Americans and Afghans should be within the base. They are not permitted any vehicles but can take an extra mmg. The Taliban should be in the surrounding hills. They are allowed lightly armoured vehicles such as trucks.

Objectives

Americans repel the attackers. Taliban destroy the American base.

Special rules

Air strikes, the Americans can call in an air strike every third turn.

Taliban destruction, the Taliban should designate 3 buildings they are attempting to destroy. If they get within 3inches and set off a bombardment it is considered destroyed.

July 12th 1801 2nd Battle of Algeciras Wargame Scenario

On July 12th 1801, six British ships of the line pursued and attacked nice French and Spanish ships in the strait of Gibraltar. The French and Spanish were attempting to flee the British but were caught in the middle of the night. The ensuing fighting caused confusion as both sides fired upon their own forces.

To wargame this particular battle will require the use of an umpire or other party to determine who can see whom and what.

Set-up use black seas rules

3 players

2 separate identical tables with a grid clearly marked.

6 British ships of the line and 2 frigates, 9 Spanish and French ships of the line with 3 frigates. plus several extra ships.

No terrain is needed

Light markers

Set-up

Each player should set up their ships on a different table.

The wind should be set with both players sailing with the wind. The Spanish should be spread out with three ships trailing behind the rest of the fleet. The British should be within one move of the Spanish ship.

The umpire should indicate the following, a marker where the closest enemy ship is, and a marker anytime shots are fired. As the battle commences and more ships become involved. The roll of a d6 should be incorporated for friendly shots fired with the 1 indicating the direction to move the marker, and the number of inches away. The goal is to add to the confusion and potentially allied ships being fired upon. Finally if a ship is on fire it should be clearly shown on the opponent board.

An example, the 4th turn of the game a British ship fires where it thinks a Spanish ship is located. The Spanish ship fires where it thinks a British ship is located. The umpire should place two markers on each board. Each marker based on the roll of the dice from the ship that fired.

July 11th 1804 Hamilton vs Burr Scenario

On July 11th 1804 Aaron Burr shot Alexander Hamilton in a duel near Weehawken New Jersey. The duel pitted two political power houses who wanted to settle their differences once and for all.

Wargame

2 players

Custom rules

3×3 terrain

Densely wooded terrain

3 models per side

This was a different scenario to write compared to many other fights. I didn’t want the game to hinge on a single die roll, but rather on movement.

Set-up

Each team of three should be set up within 2” of the table edge. The goal is to kill the leader of the other side. Each model gets a flintlock pistol and a dagger.

A game round starts with a roll off. The winner goes first. That player may activate one model. Then the 2nd player may activate two models. The first player activates their remaining two models. The 2nd player activates their final model.

When you activate a model you can do the following things;

Reload in cover

Shoot and cover

Move and shoot

Move and cover

Move and run

Move and attack

Run and attack

Movement

Models move 4” they can run an additional 2” but they sacrifice their ability to shoot, or cover.

Shooting ranges are 0-4” short range, 4” to 6” standard range, and 6” to 9” long range.

Shooting Modifiers

Regular shooting you hit on a 5+ on a d6

Short range +1

Did not move +1

Long range -1

Target in cover -1

Not having a clear line of sight -1

After shooting your gun is empty and must be reloaded. You cannot move and reload.

To attack you must be within 1” of an enemy. A successful attack hits on a 4+. The only modifier is if you successfully ran and attacked +1.

To successfully run and attack you must declare the attempt and roll a 4+. On a failed roll your model should move half the distance towards the model you were charging.

After being shot or stabbed successfully, the model that was attacked should see what happens. On a 5 or 6 no damage occurs. On a 2,3 or 4, the model is wounded. On a 1 the model is killed.

Leader models (Burr and Hamilton) can have 1 wound, but on the 2nd they are killed. Their aids will flee once a wound is taken.

July 10th 1921 Bloody Sunday Wargame Scenario

July 10th 1921 the day before a truce between the Irish Republican Army and the Protestant Loyalists was a day of pure violence. 17 deaths and 2,000 people homeless as both sides attacked homes and businesses of the other.

Wargame

2 players

Wild West rules or mobster rules will work well

20 models per side, some with grenades or Molotov cocktails

Small Irish village or dense street on a 4×4 board.

Scenario

The IRA player should identify 2 buildings they are defending from the loyalists. The loyalists must use two explosives to destroy the building. The IRA wins if neither building is destroyed while the two sides draw if only one is destroyed. The loyalists should have a car to increase mobility.

Set-Up

Both sides indicate a building to dispatch their forces from. 4 fighters may enter per turn.