June 4th 1859 Battle of Magenta Wargame Scenario

On June 4th, 1859, during the Second War of Italian Independence, Napoleon III of France crossed the Ticino River to force the Austrian army under Gyulay to retreat. The Austrians had 68,000 men available and established defensive positions around the town of Magenta, securing four bridges.

The French, noticing the Austrian weakness, built a pontoon bridge to the south on the river, outflanking the entrenched Austrians and forcing their retreat.

The Wargame

RuleSet Blackpower or Other similar Game
Players 2
Austrians 12 Battalions, 2 Cavalry Squadrons, 2 Cannon Batteries, 2 Battalions Garrisoning the Town
French 16 Battalions, plus 1 new battalion every other turn, 2 dragoon squadrons
Set Up. See the map below.
Table Size: 8×4

Deployment:

The Austrians were surprised by the maneuver and were not in an adequate position. Most troops should be stationed in the field to the south of the road in the center of the map between the two sets of trees. The French should have half their units across the bridge, with the rest crossing. It takes one turn to cross the water. Only two units at a time can cross. Additional French units should arrive every other round or turn (however, your rules describe both forces getting to act as one turn). So total if the French never lose a unit, there would be 16 battalions, 2 dragoon squadrons, and an additional 12 French battalions.

Objectives:

The Austrians are fighting a rearguard action to hopefully prevent the complete destruction of their army. By nightfall, they must keep the French from reaching the town on the top left of the map. The attack took place at 2:00, so the French have six hours to reach that point. This amounts to approximately 24 turns for most games. The French want to get the town and surround the Austrians. The French must have forced back the Austrians; if the Austrians are fighting to the city at nightfall, it is still an Austrian victory. Losses do not matter here.

Special Rules;

The Austrians can garrison any building with half a battalion. The building becomes fortified and difficult for the French to move past.

The fastest route of travel should be the road. The area around the road is heavily wooded.

The trees to the left of the road are impassable.

June 3rd 1098 Fall of Antioch Scenario Wargame

On June 3rd, 1098, following an 8-month siege led by Raymond IV of Toulouse, modern-day Turkey’s Seljuk-held city of Antioch fell to the crusaders during the First Crusade. The city fell due to treachery from one of the guard captains.

While a full campaign with 10 battles to capture and Siege Antioch and defend it would be ideal, I think a simple wargame scenario depicting stealth would be more appropriate for this blog.

The guards’ goal is to catch the attackers, while the crusaders must successfully reach the gates and open them for the waiting forces.

Wargame

Ruleset Custom

Number of Players 1
Number of Models 25
Play Area 4×4
Scenery Castle Walls and Towers, many small buildings within. The streets should feel crowded and cramped with many turns.

The four crusaders must navigate to the gate without being seen. The defenders should be set up in four patrols of five soldiers in various areas of the setup. I recommend doing a grid and setting up the patrols at random. The soldiers should be governed by a deck of cards; each time a card is drawn, it indicates something.

Red FaceCard Movement directly forward as much as possible
Red Odd Card Turn Right next chance forward
Red Even Card Turn Left next chance forward

Black Facecard Movement moves directly backward as much as possible
Black Odd Card Turn right next chance backward
Red Even Card turn left next chance backward

Thus, the patrol moves randomly through the area. In the event of an encounter with the opposing troops, each group moves towards the combat until they come in contact with the crusaders or the fighting ends.

If a patrol spots the crusaders (6″range) a card is flipped. A red card, the defenders’ attack, a black card, they flee towards the bell.

Combat is resolved simply. Two combatants each roll a D6; the crusaders get +2. The loser is eliminated. The engagement range is adjacent to the models. The crusaders can take crossbows. Lethal hits on 5s. The crusaders should be slightly faster than the defenders.

June 2nd 1676 Battle of Palermo

During the Franco-Dutch War. Dutch and French forces were converging on the city of Messina who was in revolt to its Spanish rulers. The Dutch were allied with the Spanish. The French did far more damage than the Dutch force; however, battered the Dutch were the French pulled off making the victory meaningless.

French

Commander Duke of Mortemart

24 Ships of the line
5 Frigates
25 Galleys
9 FireShips

Dutch-Spanish Force

Commander Jan den Haen, and Diege de Ibarra

14 Ships of the Line
13 Frigates
19 Galleys
4 Fireships

Wargame

RuleSet Black Seas
2-5 Players
Models Needed: 100
Tablesize: 4×8
Terrain: Enough islands or rocks to create a bay.

Set-Up

The Spanish ships should be arrayed in line formation at the mouth of the bay. The Dutch ships should be arrayed in a similar fashion on the opposite side, facing the same direction.

The French should have their ships arrayed in a line approaching from the Spanish side. Frigates and galleys should be in the space between the two lines.

Objectives;

The French must inflict as much damage as possible on both fleets without losing a capital ship. The French must also evade the coastal batteries, which should have the firepower of a first-rate ship of the line.

The Spanish and Dutch forces need to use their screen to avoid losing any ships of the line. They do not need to inflict any damage. The fleet may flee at any time into the bay.

Additional Rules:

Fireships played a significant role in the battle, dealing most of the damage to the French.

Coastal batteries cannot be destroyed and should deal high damage.