Since the game is no longer a variant of the Square Brigadier I have decided to settle on the name The Tin Army.
|General Grey arrives and is briefed by the commander of the Oberhilse advance guard.|
The scenario has a small detachment of Faraway troops defending a river crossing on a quiet sector of the front. In this case there is a nice straight canal crossed by 1 bridge and a larger river crossed by 2. Oberhilse must capture a route across both bodies of water to win. Faraway must hold all of the bridges to win. The forces appear in dribs and drabs in what was supposed to be random order but dice being what they are, they all appeared in order!
Rather annoyingly, the scenario breaks from the usual format of "units" and occasionally 1/2 units to speak of companies, troops, squadrons and units without specifying what each was intended to represent. So for example there are 2 companies in the front village and the rest of the unit in the rear village. Ok so is that 2 and 2? 2 and 1 ? 2 and 8? No hint of proportion. If my own organization was fixed it would have been easier but eventually, taking into consideration what was available, I settled on the following.
Faraway or Red Army: 8 infantry and 2 cavalry and a commander in the small town , 8 more infantry and 2 more cavalry in the bigger one. Reinforcements eventually included the General, 4 more cavalry with the cavalry commander, a commander and 16 infantry, another commander with 8 infantry and an MG, and last but not least, a field gun. (in Red and Khaki) Total: General, 4 Commanders, 8 cavalry, 40 infantry, 1 MG, 1 gun
Oberhilse or Blue Army: 8 infantry and 4 cavalry under a Commander followed eventually by an MG and further 8 cavalry for the advance guard, another 8 cavalry and commander, a field gun and 3 "battalions" each with a commander and 16 infantry. (in Blue and Field Grey) Total: General, 5 Commanders, 20 cavalry, 56 infantry, 1 MG, 1 gun.
The game lasted 16 turns and probably lasted 2 1/2 to 3 hours. I spent too long fiddling with rules, taking pictures and just plain looking at the figures and used up my block of "me" time so had to finish it 1 or 2 turns at a time over two days when I could grab a minute.
I'm not going to attempt a blow by blow description of each of 16 turns but the pictures and captions will hopefully give a good impression of how things went. The red discs mark disordered or pinned units, the red caps mark carried over 1/2 hits while the white caps mark shaken units. Now that I feel very 'settled' I'll add more scenic markers to the to-do list along with more dismounted cavalry so units don't have to change uniforms when they dismount.
|A gratuitous close up of the arrival of The Frontier Horse. These volunteers are now largely recruited from Oerberg across the mountains, one of several grievances held by Her Majesty's government against that state.|