Wednesday, October 9, 2024

Yes, yes, yes.....NO!

 Ah well, it felt promising when it started.  

The armies deploy and the gunners on both sides prepare to open fire. 

To be fair,  it worked "ok", but there were too many little things nagging at me, and the game was taking longer to play than I wanted but ended only a little over 1/2 way through the maximum number of turns. Considering that the rules were well based on various rules that I've written over the last 20 years, initially, (loosely) inspired by Joe Morschauser's rules crossed with 50 years of miniature wargames, I had hoped for better. On the bright side, I'm now free to try something "completely different".  This coming weekend is the last dog show of the season and its an 'away' one so I'll be home alone to try the scenario again with the brand new rules which will miraculously appear by then.  

Anyway, here's a brief, illustrated battle report. The Queen of Faraway's force (Red) were under orders to seize the bridge and march off the far end of the road. Oddly enough, the Republic of Oberhilse's force (Blue) had the same orders but going the other direction. There were two spots where men and horses could ford the river but the artillery and ensuing supply train could only cross by the bridge. The game was set at a maximum of 15 turns, and an aim of around 2 hours playing time. It lasted 8 turns and about 4 hours.
(It was also played over 5 days but that was mostly due to outside duties, and a little bit to periodic vain attempts to fix various rules issues from a largely game quality viewpoint.)

Each side's HQ had discussed 3 possible plans and finally selected one plan. (rattle, rattle, roll)


I wasn't really expecting the Light Dragoons to overrun the gun, then chase off the enemy cavalry but they were inspired.  
(Umpires were called in to inspect the dice and certified them.)


Apart from the cavalry charges, the fighting stalled into a prolonged and bloody firefight.


The fighting went on for a few more turns until Blue had lost enough stands to reduce their army morale to the point where they could no longer attack. They might have been able to hang in for a draw but their Commander valued his troops over a draw with a strong chance of a rout before then. 


Stay tuned........ 

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