|The Blue Guards and 7th Infantry arrive on Turn 5. Meanwhile Red has being faffing about with abysmal order dice and getting shot up by Blue's artillery.|
My original intent for this Atlantica campaign was to use 1 unit per 1 unit for Grant scenarios. In this case with a OHW scenario I had only 6 units but it all worked like a charm. The resulting game lasted just over an hour suggesting the larger Grant ones should be good for 2-3 hours.
The game was supposed to go 15 turns but since I was using dice for activation I used cards for a combined Chance Deck and turn record such as I have been experimenting with. Once again it worked like a charm despite suspicions that an Oberhilse agent had spiked the deck. Two chance cards turned up. One allowed Blue to halt a Red unit on turn 2, the other shortened the game by 3 turns robbing Red of time for bombardment.
Several times I was going to try various new ideas but the game was flowing well so I let things be. There were plenty of tense moments, brilliant rolls for Blue, like the fistful of 6's from Blue's artillery to repulse a charge by Red's cavalry and amazingly poor ones for Red at times, at least until they got warmed up.
|With time running out, only 1 block captured and units on both sides one hit away from dedtruction, it was "Do or Die" for Red. "Bugler! Sound Charge!"|
I was going to repost the page with the rules but apparently I over typed it with one of the 20th Century variants, carelessly relying on the Google drive backup which I apparently never actually made. Oops. Luckily its all in my head and there's plenty of abandoned variants to start from.
It will have to come back as Square Major General given the size and scale but it'll be back on line (and properly backed up) soon.