|Green arrives on turn 4 to find Grey already deployed.|
I took command of Green Force with 1 squadron of cavalry, 1 Armoured car, 4 infantry companies, 1 MG company, 1 Mountain Battery and 1 Field Artillery Battery for a total of 9 units, all arriving on the West Road on Turn 4. Grey Force was programmed. The dice indicated that a column with 1 cavalry squadron, 2 Jaeger and 1 MG company and 1 Field Battery would arrive on the SouthEast Road on Turn 3 while another squadron, 4 companies of infantry and another MG would arrive on the Southwest Road on Turn 5. Their orders were to deploy before advancing.
...hmm..wait a minute! They had 2 more companies than me! I thought I fixed that but the sneaky buggers fooled me and snuck 2 companies back in! No wonder I was having a hard time.
|Steel plate helps but its not invulnerable, especially against artillery and machine guns. The Dink pulls back to regroup.|
It took about an hour of alternating hope and fear to play the game to a draw. I really could have used at least another battalion a side and a few more turns.... but this was exactly the sort of quick affair that the Square Brigadier was meant for though and I like how the grid and rules work for this period and scale of game as opposed to earlier horse and musket era battles. I rather like The Tin Army name though. I should make sure there is still a written copy of the 20thC version as played today though since I went entirely by memory.
|Turn 15. Grey has taken heavier losses but isn't broken. Control of the crossroads and its approaches is still disputed. A hard fought draw then.|