Wooden Wars: Capture the Bridge!

" The Ardent golfer would play Mount Everest if somebody put a flagstick on top."
                                                                                                                   ~ Peter Dye

The release version of the Wooden Wars rules goes to print this week, just in time for being sold at my Pacificon dealers table, not to mention in time for the momentous launch of my web store. (Two more weeks!) These differ from the Kickstarter-exclusive version by having another edit pass, some rules clarifications (thanks to all you play testers!) and campaign rules, which include a campaign map and more scenarios.  

One of the scenarios available in the campaign is "Bridge Battle".

Infantry take fire as they cross the bridge

As their officer was knocked over, an ADC is ordered to take command.
Found throughout many historic battles such as Essling, Vienna, Arcole, and, well - lots of others - it's a classic trope, and perfect for the game.  Or is it? 

Before committing it to the campaign system, we had a few progressive field  tests here at the Fossling Proving Grounds to see if a "Capture the Bridge" scenario would work with the rules and game mechanics, and more importantly, was is fun?   I'm happy to report that a bridge can be captured and held, and that the carnage to take said bridge, especially one that has been zeroed in on by artillery, is bloody splintery! 

For those of you that want to play the home version, here is the scenario:
Napoleon at Arcole


Background: A key bridge crossing a river must be captured without being destroyed.

SetUp: Create a river in or close to the center of the battlefield and build a bridge across it. This can be as simple as using playing cards to denote the river and an open book for a bridge. Blocks make great bridges as well.

Victory Conditions: The army that has possession after 4+ 1d6 turns wins. To possess the bridge, an army has to control the bridge uncontested (not in melee) on both sides by any units. If a bridge is destroyed to the point where a unit can no longer cross, the game is a loss for both sides and no army controls the battlefield.

Special Rules:
  • Many ADC's act as army scouts, so the army with the most ADC's goes first. If there are no ADC's present, it's a roll off to see who goes first.
  • Rivers are passable but it takes a full baton movement to do so. Crossing on a bridge is considered "normal movement." Artillery may only cross a river using bridges. Infantry and cavalry can ford a river anywhere but with some limitations on their movement.
    • Example: an infantry unit marches up to the river and has to stop at the edge. The following turn it may cross the river at any point but instead moving a full baton length, the unit is then just lined up on the other bank of the river. Cavalry can sacrifice one of their two baton movements in order to cross anywhere and are also just lined up on the other bank.

Marching into a battery of 3 guns

Notice one ball hits an ADC near the commander.

The bridge still holds. The crossing unit... not so much.
This scenario has such great crowd pleasing potential that I'll be running it at Pacificon, maybe with two bridges. If you are at the convention, please come stop and say "hi", or better yet, come join the action!


  1. Nice scenario and looks like great fun.

  2. Thanks Sean- I'll have some after action reports next week, and we'll she how she played out.