In this scenario, which was played using the original Portable Wargame rules (for late 19th Century), both sides began with a random unit locating a strategically important hill. The remaining units of each army would then arrive (randomly picked), one each turn, on the roll of 4, 5 or 6. This rule was to prove decisive.
The objective was the hill; to win, an army must have complete possession of the hill at Turn 15, or when both sides reached Exhaustion Point (30% casualties).
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The scouts arrive (note the trees are just there to relieve the flatness) |
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Blue is first to grab the objective but are already outnumbered |
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By Turn 5 Blue still hold the hill but have yet to receive reinforcements |
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Turn 7. Red now hold the objective and still no fresh Blue forces have arrived
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Finally the Blue forces begin to appear, but is it too late? |
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Turn 11: Red have total control of the hill though Blue's forces are building up |
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Blue begins to damage Red but time is running out |
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Time runs out for Blue and the day is lost |
Army Blue's commander will have to explain why it took half a day for his force to arrive on the battlefield (dice issues again).
Thanks for the battle report ππΌ. I love the simplicity of the set up. This is such a fun and/or frustrating scenario…It’s so uncanny how a side can repeatedly throw 1,2 or 3 and miss out on assistance! My kind of solo ππΌππΌ
ReplyDeleteCheers Martin - The random arrival can make for a very one-sided game indeed!
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