|Free State cavalry on the march. |
For some reason when I look at this image, I hear the instrumental version of 13 Days of Glory from the opening scene of John Wayne's The Alamo.
This Nine Years War will be what I call a "Narrative Campaign". In other words, no maps, no logistics and record keeping, I just make up a story to explain how we got from the last game to this one.
For example, the first game was the opener so I did an encounter between advance guards. Since Sawmill Village is an old favorite and only requires 6 units on each side, I prepared that many units. The invading Nottinglish lost so I saw the next game as some sort of rearguard action with reinforcements.
Before I got the game going I decided to make the reactionary forces an alliance. That suggested a game involving two poorly coordinated armies trying to join up with a pursuing force trying to separate them and assume a central position. 12 units a side happened to be what I had available so I started there crossed with the useable terrain on hand.
Up to this point I hadn't even thought about where the Imperial troops came from but if there was a shared border why hadn't the Emperor sent a division or more over the border rather than a brigade of Colonial Marines?
With one army wearing red coats and blue pants and the other wearing blue coats and red pants, there also lurks the possibility of a left side/right side sort of tension. I decided that since the armies hadn't actually joined yet that there would not be an over all General and that commanders could not order allied units yet.
|An overview of the table at the start of the game. |
This table is a mere 1/6 of my main table a couple of years ago. Hmm.
The Nottinglish started deployed in and around the town. In order to win, the allies have to join up and control the road joining the two camps including the bridge, town and road exit. The on table force is a General, heavy gun, machine gun,
mounted rifle unit, 2 Guard infantry units (shock), 2 infantry units.
The Imperial forces start off table and need to roll a 6 to bring on a unit of shock cavalry. Once that is on they begin again to dice with a 6 bringing on a general, a gun and 3 infantry units.
The Free State forces enter in column on the road. First a commander and 4 units of mounted rifles, already on table then moving on, the General, a 2nd brigade commander, 2 units of sharpshooters 2 guns, and 4 infantry units including 1 Elite. Their goal is to sieze the road junction and prevent the enemy from joining up.
The armies will have an equal number of units but the Allies will have more infantry and artillery if the Imperial troops ever arrive. The Free Staters are more mobile, have better command control and will be more concentrated with a bit of luck. They also have a faster force which can hold its own or better in a shooting match but which is weaker on the attack in melee. Since so many of the figures are Boers I thought about giving them superior firepower but decided to go with the basic unit types from the rules trusting that they would work as is.
|Burghers Sir! Dozens of 'em! Bugler, sound Alarm!|
Next post, the game!