I'm starting to almost look forward to the Winter Campaign season when I can usually get a whole game in on a single day. Sighhhhh....... Anyway, one must work with what is and this small, basic 12 turn scenario was played over a week, 1 or 2 turns at a time, with 3 extra turns added. The details are already getting blurred in my mind but the pictures will tell the important bits.
The scenario was a simple encounter at a strategically important crossroad with the 40mm 1840's fictional armies of Oberhilse (Blue) and Faraway (Red).
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Faraway's cavalry and riflemen reached the town first and occupied three of the four houses while one of Oberhilse's volunteer battalions seized the farthest house. |
(** Note: As usual. clicking on the pictures will give you a closer/larger view )
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The fighting in the village was fierce and prolonged. Oberhilse's dragoons were sent forward to drive off the skirmishers who were starting to target the gunners but with 6 dice vs 1, the republic's dragoons who had driven off the Queen's dragoons, took 1 hit from the rifles, whiffed their roll and came tumbling back blaming their repulse on their tired horses. |
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The fighting was prolonged and bloody. As the sun started to sink towards the horizon, the commanders held a quick truce and agreed on 3 extra turns. |
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When the last turn was done, both sides had suffered heavy casualties and while the Queen's troops still held onto 3/4 of the town, the Republic's troops held a section on the edge of town which gave them control over the eastern road. After a short parley, the Commanders agreed to both pull back, rest &, reorganize their forces, clean up the rules, bring the start lines forward, and start again at a day and time agreeable to both sides. |
That is a good after action report. Short, succinct and with humour. Thank you - a very enjoyable read.
ReplyDeleteMy pleasure (literally). Thanks for the comment.
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