The scenario was adopted from the "Take
the High Road" one provided in the rulebook. That scenario calls for a 18-point
defending force vs. a 24-point attacker.
Since this a 2-3 ratio we set up two 23-point British commands vs. 3
Russian commands of between 21- and 23-points.
We also elected to use the optional rule of one leadership value for
each command as opposed to one for each unit. The British rolled exceptionally
well and ended up with two commanders with 5+ ratings (each unit would thus
need to roll a 5 or better on 2d6 to move, fire, etc.). We also chose to roll for "leader
traits", which game the British nothing exception. The Russians were in
trouble from the get go, however, as the commander of the Russian left
(consisting of half the Russian infantry), rolled two ones on his trait and
ended up being downgraded to a 10+ leadership (aka Major Hapless)!
Predictably, the Russian left immediately proceeded to fail 95% of its activation rolls and remained nearly stationary the entire game. The Russian center advanced at a fair pace and the massed Cossacks on the right flew forward led by some Russian dragoons.
The Scots Greys on the British left countered by sallying forth and were beaten back with heavy losses. However now at close range, the British were able to maximize their infantry firepower and the Cossack assault melted away.
Since the Russian left was still in the starting blocks, the British right was able to concentrate all its attention on the advancing Russian center, and the newer, longer range British rifled muskets whittled away the advancing Russian infantry until only small remnants remained.
The game's objective was for the Russians to occupy both earthworks by the end of 12 turns. It was now the end of turn 5 and the Russian left was gone and the center in tatters, while the right remained firmly in command of Major Hapless with his 10+ command rating, so the game was called early.
The Scots Greys on the British left countered by sallying forth and were beaten back with heavy losses. However now at close range, the British were able to maximize their infantry firepower and the Cossack assault melted away.
Since the Russian left was still in the starting blocks, the British right was able to concentrate all its attention on the advancing Russian center, and the newer, longer range British rifled muskets whittled away the advancing Russian infantry until only small remnants remained.
The game's objective was for the Russians to occupy both earthworks by the end of 12 turns. It was now the end of turn 5 and the Russian left was gone and the center in tatters, while the right remained firmly in command of Major Hapless with his 10+ command rating, so the game was called early.
Below: starting positions.
Below: Russian dragoons are out in front in the middle of the board.
Below: Russian center advances.
Below: Cossacks assault the British left.
Below: State of the attack by end of turn four - Cossack assault almost entirely wiped out, Russian infantry assault in center reduced to a few stragglers, Pin markers everywhere...
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