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German Ulans and Hussars scout the British Positions. |
The Allies began with 6 companies of Ango-Indian infantry (1 mg) supported by an 18 pounder battery. On their way were 3 squadrons of cavalry, a cavalry MG and an armoured car.
The Germans marched on with 3 cavalry squadrons and a Jaeger battalion of 4 companies (1 mg). They were followed by 2 similar infantry battalions and 2 batteries, one field gun, one howitzer.
Victory would go to who ever controlled the village at the end of 15 turns.
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The streets are barricaded, the enemy have been spotted. Where are the reinforcements?? |
Alas for the poor Germans, their Commander was very slow to come up with a plan and was caught off guard by an aggressive use of the armoured car to blunt and slow a flank attack on the town.
By the time the artillery had put an end to it, time was running out.
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Around Turn 10. The British are near breaking but the town has yet to be seriously attacked and the French cavalry is at hand. |
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Too little, too late. Many casualties later, the Indians are still clinging to the town while the German attack is spent. |
I'd like to have an overall commander on each side with control of all of the artillery as well as a reserve although that sort of thing can be problematic with a group of random strangers. At any rate I want to provide a force equivalent to 2 battalions (8 "units" )to each player.
Time to get painting!
That is the second report of a stalled German attack. Are you considering adding a German reinforcements or slowing the arrival of Allied reinforcements?
ReplyDeleteIt was actually a different, impromptu scenario. The Germans made a couple of bad decisions and were slow to react as well as unlucky at dice.
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ReplyDeleteVery visually pleasing game. I particularly like the cavalry.
ReplyDeleteAlan
Its their 3rd uniform in 10 years but I like the look.
DeleteI think the fact that the game produced an engaging and coherent narrative bodes well—fine tuning from here: it certainly delivers on HG Wellesian charm appeal to the eye. Unless it’s a big game with lots if players on each side, it’s tough to come up with a convention game structure where one player takes the more indirect role of higher command running higher level assetts—I like the idea, but often find that in the end I wind up parsing that stuff out organic to the player commands.
ReplyDeleteI agree. It can be a bit of a problem at a con.
DeleteThere are enough troops and space for 3 commands aside but of course I hate the idea of turning people away so went with my usual 8. Not that I fill all 8 spots most years. It has occurred to me though that the artillery should not be under direct control of the infantry battalions. Still considering the other options there.
A good looking game as ever, Ross. As you say, sometimes it's just unlucky dice for one side. C'est la Guerre!
ReplyDeleteWell luck played a small role, The commander (ie me) screwed up with not one but 3 bad decisions.
DeleteRoss,
ReplyDeleteThis looks a neat game with plenty happening- an ideal candidate to take to Huzza.
Cheers. KEV. ( It is 34deg C here...I imagine your 'Snow Bound'.).
Not this yea. You might find the +7C cold but we are pretty much snow free, more than a month early!
DeleteMarvellous.
ReplyDelete