|Surprised! (But not very) The British allied Hussars scout ahead.|
|Oh! Look what we found!|
Random selection gave Brent the French ambushers while Martin took charge of the British convoy. Victory for the British meant getting both wagons through the pass and over the bridge. If the British got 1 over the bridge or withdrew both wagons safely then the game would be a draw.
The pictures give a general idea of how the game went. The French chose to focus on denying the British the passage they needed while hoping to grab at least 1 wagon when their army routed. The British pushed doggedly ahead into the meat grinder, replacing spent units as needed and making the most of their numerical superiority.
|The British infantry pushed ahead into the pass, one unit at a time while the 28th made repeated attempts to push the enemy light troops out of the broken ground, falling back to rally when needed.|
Sighhhhh. This is why I had dropped one of my favourite parts of the rules which is that shooting and combat weakens units by removing figures temporarily on the assumption that the player, as overall commander, does not yet know if they are permanent losses ie: killed, wounded or run away or only temporary losses due to fear, fatigue, temporary ammo shortages etc., etc.. I liked the theory but in practice it was a right pain in the arse.
I suspect one reason I clung to the system (apart from liking how it worked) is that I took so much flak for it in the 90's when gamers were used to all wargame "casualties" being dead or wounded and some didn't like having some "come back from the dead" as it were.
I haven't had that sort of complaint much since the Lardies came out with their Shock concept so I can probably pack in the ego side of the question and look at the functionality in multiplayer convention games with lots of units and figures and limited time. In theory I still like the idea but even when players understand the rules and implications it has two serious drawbacks: the logistics of tracking temporary vs permanent casualties and the difficulty of knocking units out of the game if they are well handled means that a convention game will often run out of time before a decision is reached.
|As light failed the fight still raged. The convoy was forced to fall back safety. Tomorrow would be time enough for another try.|
The fact that this also makes it easy to play the game with fixed multi-figure bases is merely a happy coincidence.