Saturday, 28 October 2017

Nano Campaign - Two Tribes Part 5 (The End)

Introduction

So we come to the final battle in this little campaign (collective sigh of relief).
The remnants of the Lunares' army (Blue) led by their Chief Vindicatus, hurry to the nearest fording point on the Great River after their failure to destroy a third Solarii (Army Red) village. Having rested in the hills overnight they arrive at the ford at dawn only to find the army of Chief Divios, who have marched through the night, have arrived already.
Rules, as before, are Bob Cordery's The Portable Wargame, using variations shown in Part 1. Objectives; Blue must get 50% of his army across the ford in 15 turns. Red needs to stop this happening. If Blue reaches Exhaustion Point before thet get 50% across they can still keeping moving towards the ford but can only defend and not attack Red units.


Game 5 - Taken at the Flood

The Solarii had a slight numerical advantage but were fatigued after their long march so things were pretty evenly matched as the two armies lined up.


Starting Position (the ford is slightly closer to Red)

Both sides rush forward to get command of the river crossing (end Turn 1)


Heavy fighting by the ford and on the hill (end Turn 3)
Blue moves more men onto the hill. Both sides have taken casualties (end Turn 5)
Blue is pushed back from the ford but Red is losing men fast (end Turn 7)
Blue throws more troops at Chief Divios' Warband (centre) (end Turn 8)

Chief Divios of the Solarii falls! Army Red reach Exhaustion Point. (end Turn 9)
 
The Lunares begin to cross the ford unopposed as Red can no longer take action to stop them

Blue's last unit fighting is able to disengage (losing 1 SP) and head for the river (end turn 11)
The Lunares' were just able to get more than 50% of their force across the ford after 15 turns and so won the day. Overall they failed to destroy 3 villages but with the death of their Chief the Solarii were not going to look for revenge (not for a while anyway).

Although the 2mm units are not attractive, they  are truly portable and quick to set-up and work well with fast play rules.

My Portable Wargame (with Bic pen for scale  - other ballpoints are available)


6 comments:

  1. Great campaign Jack, a truly climactic ending. I disagree about the armies, they work very well as playing pieces and have lots of charm and character. I my have to pick up these rules now i have seen how effective they are.

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    1. Thanks! Do try out the rules, they're good for fast play battles and simple enough for people like me who tend to forget stuff if there are more than 3 or 4 pages to look at!

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  2. I enjoyed this campaign; there are many useful tips in it that will help me with future games. I, too, like using 2mm figures for portable games. I was working on "generic units" which could be used from ancient to Horse & Musket periods.

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    1. Glad you enjoyed the games. I agree that the 2mm blocks can be for multi period use and I intend to do more with them in the future. Look forward to seeing some of your games too.

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  3. The units may not be as "pretty" as actual miniatures, but they seem to work well and are, as you say, truly portable. One could even make the board in sections and/or foldable to fit into a small case like the rest of the components. Nice little campaign and set of reports!

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  4. Thank you! When I was working away a lot I used to use 2mm figures on A4 (foolscap) printed boards. I created all the scenarios from Neil Thomas's One Hour Wargames on a A4 gridded board using MS Excel and converted his rules to a grid system for movement and firing. Not as nice as using larger scale soldiers but good fun all the same.

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