|Turn 2. The artillery is trading fire at long range and Blue has started to redeploy his forces. I'm sure the Tigers and Buffs were muttering about having stormed and taken this same bloody town on Sunday. Ferozepur is it?|
The game follows on from the last one where Red won a technical victory. The general idea was that Blue had fallen back to a defensive position which a reinforced Red would attack. I was looking for a small scenario which would be quick to play but didn't want another encounter scenario or anything to do with rivers or one that I had fought a zillion times. I was resigning myself to plopping a hill down in the middle of the table and just going from there when I thought about Thomas's OHW. Surely there must be something in there. It was a struggle, esp since so many are stripped down versions of familiar Grant Teasers but I came across this one inspired by a Panzer Blitz scenario and figured it would do. The forces are equal but the defender has to allocate 1/3 of his resources to each of 2 distant objectives while the attacker can focus on 1. I might or might not have once played the Panzer Blitz original but it was close enough to something different and I was off.
Oberhilse (Blue) Rolled up 3 infantry (4 stands each), 2 guns and a cavalry unit (2 stands). They posted 1 infantry and a gun in and around the town and the same on the hill in the far corner. The cavalry and other infantry unit hovered in the middle.
Faraway (Red) Rolled up 3 infantry, 2 elite infantry and a gun. The hill looked like the most vulnerable target but I made myself roll: 1-4 attack the hill, 5,6 attack the town. Yup, inevitably 5.
I deployed the elite Tigers and Buffs to attack the town (and promptly forgot the elite status), the gun in the gap and the rest of the infantry to clear the wood, support the gun and act as a reserve.
I shuffled out a deck for 12 turns maximum and set to.
OK so what's next? A post discussing the rules naturally and at least a quick reference summary but there are more troops to paint as well as limbers, bands, hospitals, command groups, engineers and some slightly bigger, hollow, buildings to make. Buildings with a lift off roof and able to hold 2 stands while only taking up half an area so that a road can run through the town as with these solid ones. And more! Much more!