Red Line Infantry abandon their defensive position unsuccessfully attempting to block the Cuirassiers |
Thursday, 30 July 2020
Scenario 9: Double Delaying Action
Scenario 9 is another action that involves removing units from the table by a single exit point at specified times. For anyone who doesn't have the book, Red must exit one unit at turns 4, 8 and 12, by the road at the top (or North) of the board. Blue must stop this or finish turn 15 in complete control of the "town" and having exited two units of his own. There is also the matter of the Exhaustion Point to contend with.
Saturday, 25 July 2020
Scenario 8: Melee
Another day, another hill. This is pretty much Scenario 4 only with staggered arrival of forces. As such I thought I'd give the same armies a go and see if fortunes would be reversed - except this time I added Machine Guns.
The objective must once more be held exclusively to get a win - usual stuff, game length is 15 turns max. or ends when both sides reach exhaustion point.
Quick reminder of the factions involved (as I usually forget) - The Tan coloured figures are soldiers of the Democratic Party of Free Uqbal (DPFU) and the Green are The Peoples Democratic Front (PDF) - both wish to establish their own one party "democratic" system in the former Albionian colony.
In the mean time there has been (almost inevitably) an almighty duel between the armoured car and Bazooka Joe on the opposite flank.
Both factions have since ordered some heavier weapons from the same unscrupulous Super Power in the hope of breaking the deadlock.
Thursday, 23 July 2020
Scenario 7: Flank Attack (2)
(Working Title - Colonel Deering's Bad Day Out)
A game in which defeat was plucked from the blood-soaked jaws of victory... again.
The Situation
An Uqbali brigade had strayed into Albionian territory and been pursued back to the border. They have taken up a defensive position on a hill, facing the direction in which the enemy should be coming. Attempting to emulate Frederick the Great, no less, the Albionian Commander, one Colonel Deering, puts his cunning plan into action. He positions a third of his force on a small hill facing the enemy whilst moving the rest to their left flank..
To win, the attackers must have exclusive possession of the large hill by Turn 15 or when both sides reach Exhaustion Point (EP).
Footnote: The Uqbali cavalry valiantly silenced the Naval guns in time to be frozen by their force reaching EP. Colonel Deering went on to train new officers at the Military Academy and later became a Cabinet Minister.
Tuesday, 21 July 2020
Scenario 6: Flank Attack (1)
I've played this game twice in the last few days, but only because in the first game my mastery of the Art of Wargaming led me to forget that "Army Blue" must "exit the table via the road".
Victory condition (in case you don't have the book) - "The Blue Army wins by having 3 units exit the table by the end of the game. Failure to do so results in a Red victory". In this case, the end of the game is either Turn 15, or (as I'm playing the Portable Wargame) when both sides have reached Exhaustion Point (EP).
Technically, Army Red win as Army Blue cannot now move two more units off the table.
As it was only Turn 6 I played on to see if Blue could get any more troops off.
Two more turns and they did it, though they would only have got a handful of men away.
A very messy action in which both sides rapidly lost troops to accurate fire and hand-to-hand fighting. The next game (Flank Attack 2) will probably prove to be a similar affair.
Thursday, 16 July 2020
Scenario 5: Bridgehead
For this scenario I have returned to the duel between the armies of General Wise (USA) and General Gilder (CSA) as they fight their way over Featherstone County...
The objective of the scenario is to complete the game with none of the enemy's forces within one grid area to the North of the bridge, thus establishing a bridgehead.
The inevitable log-jam ensued at the bridge; one day I'll try this game on a bigger battlefield!
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