The arrival of forces in the OHW scenario 17 is dependent on the roll of 4-6 on a d6. When this is only happening for the opposing side, unfortunate events can occur.
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"God Save the King!" The King of Albionia discusses recent dispatches with his General Staff |
For the remaining games in this Mini Campaign I'm testing a new rule that has come about through comments from Geoff (aka Elliesdad): this relates to a Commander's quality. Each General throws a d6 before the game starts and applies the following:
6 equals General is classed as Inspiring - The usual +1 applies to the unit that the General is with, the Army EP is set at 40%
4 or 5 General is Average but experienced - The usual +1 applies to the unit that the General is with, the Army EP is set at 30%
2 or 3 General is Average but inexperienced - +1 applies to the unit that the General is with for a single unit type only (roll d6 1-2 Infantry, 3-4 Cavalry, 5-6 Artillery), the Army EP is set at 30%
1 equals General is Poor quality - No bonus is applied and EP is set at 25%.
For the following battle the General for the Kingdom of Uqbalistan was Inspiring. The General for Albionia was Average and had been promoted up from the Cavalry, only applying a bonus when imbedded with Cavalry units.
Game 3 Encounter
The Albionian Army is still trying to extricate itself from Uqbalistan. Both sides are looking to take control of a strategic hill however their units are arriving piecemeal.
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The first units arrive and head for the hill |
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Weight of numbers is already one-sided |
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Another unit of Albionians has turned up |
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and gets onto the hill |
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only to be destroyed |
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Late in the day, the army of Uqbalistan have total control of the objective |
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Albionian fire begins to dent the enemy but confidence has collapsed and Exhaustion Point arrives |
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Day's end - another victory for Uqbalistan
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Campaign Scoreboard: KU 6 AAU 0
The Albionians now need to win the last two battles to avoid defeat. Recent events suggest that this is unlikely.