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.
The scenario does tend to descend into a bloodbath pretty quick each time I've played it. Does using the portable Wargame rules with the Ep rule encourage a more careful approach?.
ReplyDeleteNo! Not by me anyway. Just a mad rush to punch through the roadblock and exit! As Blue can start with some of his men half way across the board, the fighting starts immediately and Red has to rush in quickly too. There is no time for manoeuvring! The dice were also very generous for once.
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