S12 Fighting Across the River – A Tilly’s Very Bad Day Scenario

This Tilly’s Very Bad Day scenario is based on Scenario 12: Fighting Across the River from “Scenarios for all Ages” by Charles Grant and Stuart Asquith. It is a small game on a small table with small armies (in numbers of units).


Mission

Setting: Either Thirty Years War or English Civil War.

The Red Army has taken up position south of the river line. The river is wide so can contribute to the defence. However, the river is neither deep nor fast, and can be forded almost anywhere. That means Red will be spread thinly to prevent Blue advance.

The Blue Army is advancing from the north towards the river. Blue must press home an attack across the river, fording it under fire, and then attack and defeat the Red army.


Map/Terrain

The map is:

Table - S12 Fighting Across the River - Tillys Very Bad Day

Table – S12 Fighting Across the River – Tillys Very Bad Day

Key features are:

  • A small table of 30 TUM x 30 TUM (this is 4′ x 4′ with my 80 wide bases)
  • Shallow small table lines for those who want a more smaller battlefield – these are the thin green dotted lines – use as the base edges
  • Flank lines – these are the grey dotted lines – used for deployment
  • A centrally placed west-east river; this feature is fordable; my river is 4″ wide on a 4′ table
  • Two bridges, which count as open terrain for all purposes
  • Six hills (Small 3 TUM x 4 TUM; Small 4 TUM; Medium 4 TUM x 6 TUM; Medium 6 TUM; Large 6 TUM x 8 TUM; Large 8 TUM)
  • Four woods (Small 3 TUM x 4 TUM; Small 4 TUM; Medium 4 TUM x 6 TUM; Medium 6 TUM)
  • The 8 TUM Large hill has the 6 TUM medium wood on top

Pre-game preparation

Game set-up (Phase 1) is a bit different. The steps are:

  • Step 1.1. Agree game size – Small Game
  • Step 1.2. Recruit army – Scenario specific
  • Step 1.3. Determine attacker – Defined by scenario
  • Step 1.4. Place Terrain – Defined by scenario
  • Step 1.5. Scouting – None
  • Step 1.6. Deployment – Scenario specific
  • Step 1.7. Bombardment – Normal

Step 1.2. Recruit army

The army composition is given by the scenario. Red and Blue organise their armies into commands.

Step 1.5. Scouting

No scouting.

Step 1.6. Deployment

Blue attacker first deploys all units. Red defender deploys second. Otherwise, normal deployment rules apply e.g. all Pike+Shot units must deploy in the centre (between the grey dotted flank lines).


Blue Player (Attacking)

Objective

Cross the river and defeat the Red Army.

Forces Available

The following units divided into two commands:

Blue Order of Battle

  • 2 x Commanders
  • 3 x Horse
  • 1 x Light Horse
  • 6 x Pike+Shot
  • 1 x Shot
  • 2 x Cannon
  • 15 Units; 56 Coins; 5 break point

Deployment

Deploys first, before Red.

Deploys behind the blue dotted line.

Otherwise, normal deployment rules apply e.g. all Pike+Shot units must deploy in the centre (between the grey dotted flank lines).

Cannon deploy limbered or unlimbered at the player’s choice.

Reinforcements

None.


Red Player (Defending)

Objective

Prevent the Blue Army from crossing the river.

Forces Available

The following units divided into two commands:

Red Order of Battle

  • 2 x Commander
  • 2 x Horse
  • 3 x Pike+Shot
  • 1 x Shot
  • 1 x Unlimbered Cannon
  • 9 Units; 34 Coins; 5 break point

Note: Red has a higher than normal break point.

Deployment

Deploys second, after Blue.

Deploys behind the Red dotted line.

Otherwise, normal deployment rules apply e.g. all Pike+Shot units must deploy in the centre (between the grey dotted flank lines).

No troops deploy on table.

Reinforcements

None.


Victory Conditions

The victory conditions, and which side wins, depends on whether:

  • The Blue army has reached its breakpoint
  • The Red army has reached its breakpoint
  • Blue has two or more units south of the river at end of Game Turn 10.

The diagram shows the combinations resulting in a Blue or Red victory.

Victory - S12 Fighting Across the River

Victory – S12 Fighting Across the River


Scenario Special Rules

The river is fordable for its entire length. It counts as difficult terrain except for units crossing at the bridges.


Notes

Nominal unit size: 1000 for Pike+Shot, Shot, and Rabble; 500 for Horse, Dragoons and Light Horse; 8 guns for Cannon.


Where to get Tilly’s Very Bad Day

Tilly’s Very Bad Day is available for Download (PDF).


References

Grant, C. S., and Asquith, S. A. (1996). “Scenarios for all Ages”. CSG Publications.

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