HAVOC 2026, Concord Bridge North, with Light Bobs 250′ rules

HAVOC 2026, Concord Bridge North, with Light Bobs 250′ rules


What follows is a slightly modified Blog Post from Peter who played in this game and then posted it to his blog.

Blunders on the Danube

Actual Blog Post >>>


First game, 9:20 AM Saturday (Twnety minutes late – I got stuck in traffic in Waterbury, CT for 20 minutes – a construction site winding down at 7:00 AM, one of the few times when there is usually hardly any traffic there!

Concord Bridge 1

My friend, GM Mark T. (aka GamePoet) who lives in New Hampshire. His figures are 40mm scale.  Editor:  most are 3D printed from dayofbattlegames.com but some are Sash and Saber Castings and Trigard Miniatures too.

Concord Bridge 2

 


The Bridge model has a story.  Back in Marks youth during the Bicentenial early middle school, Mark’s class had an assignment to do “Shadow box” type dioramas. Not content with that, he (using 54mm toy soldiers) did a 2x 4 foot model of Concord Bridge North, the site of a major skirmish during the British raid on Lexington and Concord. He had some help from his Dad, and the model hung out for decades. Last year, Mark rehabbed it and built up new terrain for the scenario, which sees a British force trying to hold back a Patriot advance upon their position. A party of British Grenadiers is seen in the far ground, trying to march to the rescue!  Also in the far ground is Chris Parker.

Concord Bridge 3

The patriots try to storm the bridge with their best troops, while many of the others provide fire support from the river banks.

Editor:  Note the playing cards are used for the command system in Light Bobs 250.  Smoke markers note how many times a Unit has Fired in that turn.  Gray markers are Disorder levels brough on by casualties or multiple actions of a Unit in a single turn.

Concord Bridge 4

“Some talk of Alexander, and some of Hercules…”
The Patriots have taken the bridge, dispersing most of the British Defenders… but the British Grenadiers arrive, with vengeance in mind!

Greanadiers arreive

 

In the end, it is too little, too late. The (skirmish level) rules used were Light Bobs by Chris Parker (2nd edition in evolution, with help from Mark T). The game uses a playing card deck for activations in some interesting ways, but D6’s for combat “Ones are Magical”. I enjoyed the game… and the rules!