On Day 4 the saps crept closer while the artillery bombard included more sound than fury.
Dawn on Day 5 found the saps starting to climb the glacis but behind the covered way, the Germans and Picard's company were massed with fixed bayonets.
With a roar the Queen's men leapt out of the covered way and stormed the heads of the saps. The besieging artillery unleashed a hurried blast of grape while the sappers grabbed their muskets.
A short but sharp melee ensued. When the dust settled, the bodies of the attackers littered the covered way but both engineers had been cut down and the sapping parties driven back in disorder and the new section of saps destroyed. While the melee was in progress the besieging guns turned their attentions to the walls again and dismounted 2 more defending guns! With their final shots, the defenders managed to inflict 3/4 of a casualty! sighhhhh.
This was a trying turn, the rules are frustratingly vague about exactly how sorties are conducted, points such as whether or not the siege batteries get to fire at the walls each tactical turn or not aren't addressed and while the rules are very similar to Charge!, the sketchy rules don't match precisely. For example, in Charge!, leaving the covered way would be an obstructed or 1/2 move but there is no mention of such things by Duffy, nor is there any indication of how a melee lasts or how it is decided. Not big issues if running a game as GM and making off the cuff rulings, but with a group of us running the games and with both players and GM's being used to using Charge! it made sense to me to stay consistent. I reset the sortie and played it again as straight Charge!.
So now we have a garrison with almost no guns facing besiegers with almost no engineers. Hmm.
You may also notice that the old saps have been torn up to provide new ones. I'm going to have to make more!
On to Day 6!