Since I was using my smartphone for the video chat, I broke out an ancient ex-phone to use as a camera. Alas, something was wrong and I didn't get a single picture. What follows is an attempt to recreate events as closely as I could, except for the last picture which was taken with my current phone before resetting the table.
Early in the game. The French have stormed the first post in quick time and are about to push on. |
The second thing is that the game has a 15 turn limit. We've played enough AGW now to get a feel for converting turns to Jokers so we went with the game would end on the 4th Joker and that worked well. This scenario allows the attacker to remove his first wave of attackers on any turn and reenter the board with a fresh army on the next turn. I thought about having to make that call on a Joker but decided that at the end of any of my cycles was closer to the original intent.
A Damsel in distress emerges and pleas to be taken to "votre commandant", the poor helpless innocent. |
Gen. Stewart
Infantry
42nd Battalion Royal Highland Regiment: Brave, Gallant
Emigre Battalion de Brouiller
Battalion of Brunswickers
Detachment Chasseurs St. Lambert: Marksmen, rifle armed (-1MD to fire)
Royal Artillery with field gun
Royal Scots Greys: HC
One unit must garrison each fortified village with a 1 deep line but fires 1d/figure instead of 1d/2
Choose 1 Cameo, either: Spy, Mistress, or Messenger
FRENCH
Gen St. Michel
1 Battalion 'Old' French Infantry, Brave
2 Battalions of French infantry.
1 Battalion "Light" Infantry (may break into 2 x 6 skirmish detachments )
1 Field Gun
Death's Head Hussars LC, Gallant
Choose 1 cameo: either Cantiniere, Spy catcher or Messenger
The second wave has advanced in a hurry and threatened the British gun but the Grey's intervene. Their attack on the hasty square was bloodily repulsed but the gun was saved, for now at least. |
The messenger was damned useful until we took the first town, the first Joker turned up and with it, a woman from the town was brought before my General and that was it. He pretty much forgot all about sending messages for the rest of the game! (The Messenger can dash off on the first card of the cycle to give a unit an extra activation as if they had pulled an ace but the Mistress cancels the first card in each cycle if its a number card, well..........guess who kept pulling number cards....)
A broader view of the same moment. |
Once that tart showed up though, not only was my General too distracted to send the messenger out but the cards decided to become neutral and average out the long run of black cards I had enjoyed with a run of red ones. My attempts to storm forward in column to prepare the final assault on the second post was met by volley after volley as Rob cycled rapidly through his compact force again and again. When I finally managed to complete a cycle I took the chance to declare my reset.
At last the gun is taken at the point of my men's bayonets and only a handful of Highlanders blocks the way. In the background my latest unit again leads the charge to the rear. |
The next few turns saw some fierce fighting and the low saving throws for columns hurt. My new battalion routed at the first morale check, the supply of face cards dried up and that d__d b___h kept cancelling the first card in every cycle! Since I was in a wide arc to surround the town, brigade moves suddenly became harder, especially before I remembered that having a mistress didn't stop me from leading a brigade in person! The action can be followed in the pictures and captions but it was nip and tuck as I watched the deck draw down until only four or five cards were left, one of which was the Joker that would end the game. I began throwing in my remaining hold cards just to get my troops close enough to make some kind of rush. At last I had my chance.
The final assault was easily repulsed. Please note the Ensign of the Black Watch holding off a whole battalion by the glint in his mad eye! |
Can't think of a better way to have spent an afternoon in lockdown. These armies will continue to grow and see action under A Gentleman's War. Seems like that Whitehouse author guy knows what he's doing after all.
Great looking game Ross - is the card drawing, special characters etc all part of AGW or rules of your own?
ReplyDeleteThe card draws are basic AGW, the Cameos (characters) are one of the optional, add on rules.
DeleteA fine looking Collection Ross- great photos of the Battle- you must be very pleased with your efforts.
ReplyDeleteThanks, I am very happy with them.
DeleteLovely table, the Thomas games do give a nice sized action.
ReplyDeleteThey do, occasionally I miss my old games with 2 or 3 times the numbers of unit but happily I have the means to scratch that itch a couple of times a year when the urge gets strong.
DeleteVery sweet!
ReplyDeleteThanks.
DeleteSplendid game!
ReplyDeleteIt was fun and challenging.
DeleteNice to see your new toys in action and an exciting game .
ReplyDeleteand I now have a very heroic unit (my Highlanders thankfully) and a potentially cursed one! Toy Soldier history is being born!
DeleteYour reconstructions look pretty accurate. It was definitely a tense game, though you were a little lucky that the second joker in that second deck was almost at the bottom (card #53 of 54 as I recall). We need to try more of the cameos; those seemed pretty powerful...
ReplyDeleteI was lucky with the start of the game and to get that long shot opportunity at the end, if it had worked it would have been an undeserved steal. The long run of red aside, I let my forces get scattered which cost me dearly.
Delete