Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Cuzco Wells
To Hell With Spain! #1
(Defender) Kingdom of Spain vs Cuba (Attacker)
United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for HwSp001
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game To Hell With Spain!
Historicity Historical
Date 1898-06-14
Start Time 11:00
Turn Count 0
Visibility Day
Counters 19
Net Morale 0
Net Initiative 1
Maps 2: 25, 26
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 154
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Naval Bombardment
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Elsenborn Ridge Maps
To Hell With Spain! Base Game
Introduction

The U.S. Marines landed at Fisherman’s Point on Guantanamo Bay and set up camp on a hill near the beach. The location proved tactically unsound as it was exposed to fire from the brushy hills all around, from which Spanish troops with their smokeless powder could harass the Marines with little chance of being spotted. Within 48 hours of the landing, Camp McCalla (named for the Marine commander) was under constant fire with the Marines unable to do anything but dig in and fire back at the bushes. “One hundred hours of fighting” ensued, and with the Marines near exhaustion a local Cuban rebel leader advised them to send out troops to destroy the Spaniards’ only local source of fresh water at Cuzco Beach. With no water supply, the Spaniards would have to pull out of the area and thus lift the siege of the Marine base. Commander McCalla sent out a detachment of Marines led by Cuban guides, with the gunboat USS Dolphin following them up the coast to provide gunnery support.

Conclusion

Captain George F. Elliott led Marine Companies C and D in the assault, which was soon joined by a platoon from A Company that had been in an outpost position. The two sides traded long-range fire until USS Dolphin opened fire from the seaward side, causing confusion in the Spanish ranks and making their soldiers far easier targets for the Marines. The Spaniards soon retreated out of the valley, and the Marines completed their mission of destroying the well.


Display Order of Battle

Cuba Order of Battle
Rebel Army
  • Foot
  • Leader
Kingdom of Spain Order of Battle
Ejército de Tierra
United States Order of Battle
Marine Corps
Navy
  • Misc

Display AARs (2)

Down to the Last Assault turn!
Author wleonard1
Method Solo
Victor Cuba, United States
Play Date 2021-09-06
Language English
Scenario HwSp001

Rules notes:

Played this using the 2nd Edition IA ruleset. Special rules for the scenario give the US gunboat the +2 Flanking Fire bonus everytime it shoots. But the the flanking fire option was removed in the 2nd Edition rules. So I compromised. I borrowed the crossfire concept from Panzer Grenadier, and awarded a +1 crossfire bonus if the gunboat was involved.

Three companies of US Marines with a little help - very little help - from Cuban militia are trying to take and control one hex - the Cuzco wells - from a slightly larger Spanish regular and militia force. Plus the US Navy contributes a gunboat for offshore but not off board gunfire support. The Marines and Cuban militia approach from the West. They move up to 2-hex range, and trade fire for over an hour with dug-in Spanish defenders in light woods. At the cost of a step of Cuban Militia( the other step never recovers to good order), the US inflicts enough disruptions to let the Marines move adjacent and assault. The gunboat Dolphin successfully disrupts the Spanish attempts to move reinforcements up to the assault. The US north flank reinforcements enter; the troops guarding the wells have tried to move up to reinforce the assault, so the Marine reinforcements try and slip past, but opportunity fire demoralized the leader and the reduced company just before they reach the wells. While the assault continues without losses to either side, machine guns and the gunboat begin to wear down the other Spanish forces,and a very brave Marine LT moves four hexes across the battlefield to get the isolated reduced Marine company moving again. As the reduced Marine company takes the well, the US finally gains the advantage in the assault. With four turns remaining, the surviving Spanish leader finally gets a hold of a good order militia unit, and sends it in to assault the Marines at the Well. And the assault works! The Marine Leader and company demoralize and flee. The Marines then use the gunboat and MG's to fire on the Wells hex with no effect, and the Marine captain moves his one good order company in for an assault. Assault on the next-to-last-turn has no effect.

The game comes down to the last turn. Last chance assault for the US - this is my chance to try out a Cold Steel assault. The Spanish defenders miss their first fire, and the Marines take their 5 factors, shift them up by 4 columns - Leader(1), Morale(1), and Cold Steel(2) - to the 24 column. The defenders lose a militia step, the reduced militia fail their M2 check, and fail their required recovery attempt, fleeing the hex and leaving the US holding the well hex. The US gain a Major Victory, capturing the well hex, and losing only 1 step to 9 step losses for Spain.

Overall, this is a nice intro scenario for the Infantry Attacks system. It was a close scenario - down to the last die roll, and competitive. The low unit and leader count limits both players options, but it is an intro scenario and the low count means you can complete the scenario in one sitting.

PG Uber mechanics adapted easily to Infantry Attacks. Thanks Peter for all of your work! I especially enjoyed the chance to use the ocean board!

1 Comment
2021-09-06 17:16

Bill, you will find in future scenarios that parts of 2nd Ed rules will not work very well. The absence of the flanking fire rule and the restrictions on direct fire column shifts, especially. Those 2 things will become a problem when it comes to levering the Spanish out of prepared positions. So you may wish to reinstate the first and drop the second.

When I was playing with my cousin, we decided that flanking fire should not be applied against units in woods, jungle, towns, blockhouses and forts. (That fort will be a bear too.)

Oh yeah, you're welcome. I'm curious to see how you approach some of the scenarios. I be watching.

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That drumming you hear is upon your head
Author plloyd1010 (Kingdom of Spain)
Method Face to Face
Victor Cuba, United States
Participants WightTiger
Play Date 2019-09-22
Language English
Scenario HwSp001

This was my first deep dive into IA. It was much bloodier than I had expected. Unfortunately, most of that blood was Spanish.

The scenario opens with the Spanish defending a well, the scenario’s primary objective, on an exposed beach. At first glance, it appears the U.S. Marines advancing along the cost are about to hit a wall. The ace for the Marines is in the gunboat. The Dolphin itself doesn’t do much damage. What it does is give the Marines flank shots against Spanish positions.

The game played out with the marines focusing on successive positions of the Spanish defense. The Dolphin would fire on the position, the next activation had the Marines firing on it. This broke-up the defenses systematically, starting with the north and working their way down the east side. At two times the Spanish almost disrupted the attack. First by demoralizing a marine company before it emerged from the woods. The second time when a machine-gun section was disrupted, breaking up the fire team. Both times, the U.S. troops recovered and the plan moved forward.

Luck went against the Spanish, but not excessively. The butcher’s bill was quite lopsided at 9 to 0. The best plan for Spain is to try run the clock out. The advantage in the game lies with the U.S., the Dolphin tips the scale.

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