*Please Note: This post refers to the Battle at the Crossroads and not the soap-opera set in the West Midlands of the UK, in case you feel cheated.
Today's Portable Wargame was based loosely on a scenario of Martin Rapier's that can be found here.
Setting
Winter has passed and the war between Red and Green is poised to recommence. Green attempts to preempt a Red invasion by attacking a supply line at a strategic Crossroads in the centre of a village. Red has possibly not stationed troops of sufficient quality guarding this vital position...
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Grey squares indicate BUA (village and a farm). The two hills are heavily wooded and only passable by Light Infantry. Red starts with 2 infantry units rated Poor at Zone A, and a unit of infantry in the village. The roads are barely passable due to melting snow and heavy rain and confer no movement bonus. When the Poor class units first come under fire they must roll a d6 each turn - a 1 means they retreat at normal speed to the village. When they take their first hit they must roll d6 - 1,2,3 means they retreat as above. Once in the village they behave as per Portable Wargame rules. Green Army arrives on turn 1 (all on South base line). Red's remaining force arrives on North baseline on Turn 2. Green's objective is to occupy the Crossroads at the end of the battle. Game
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Note: the purple dice remind me these units are Poor quality Green's attack begins at once |
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One Red unit retreats but the other stubbornly resists |
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Green's cavalry bypass the occupied farm |
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Green's cavalry attempt to out flank the Red defenders |
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The farm defenders finally retreat |
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Green starts the assault on the village |
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The attack is slowing as Green takes hits |
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Everything is thrown at the defenders |
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Heavy losses for both sides have reduced them both to EP |
The Poor quality troops, naturally, held out longer than expected, tying up Green's forces (shades of Sittangbad). I might try this again using OHW rules that would allow a fight to the last man, though the troops in the village are still going to be hard to winkle out.
Maudlin Jack Tar,
ReplyDeleteI like scenarios where poor-quality troops in defensive positions have the opportunity to perform better than expected and hold off a superior force.
All the best,
Bob
Cheers Bob. Originally I was going to make the Red (defenders) a smaller army but thought I'd try using poorer quality troops instead. It worked well for the defenders (this time anyway!)
DeleteA creditable performance from the Red army, particularly the poor quality infantry units ⚔️⚔️
ReplyDeleteCheers,
Geoff
Once again attackers were held up by a smaller force of ostensibly weaker soldiers - I do enjoy a game that goes in an unexpected way
DeleteI like the morale rules for first contact for the poor troops. Good to see green back in action.
ReplyDeleteThanks Mark. They were based on something suggested to me by Martin Smith. Blue's having a rest after the last game!
DeleteInteresting to read your 6x6 rules in PWC3. I've been fiddling around trying your 3x3 rules on larger grids and decided to use a 6x6! More on this anon.
I'm looking forward to seeing how it plays out for you.
DeleteCannot recall what it was I suggested, MJT…π…but good to see more Risk army games on the go. They’re an excellent use of the figures, and a pleasing minimalist look (which I like a LOT). Cheers!!
ReplyDeleteI thought it was you Martin but it may not have been π³ - I really must write down my sources!!
DeleteGlad you're enjoying the RISK figures - I do too.
I have tracked down the source - it was John Pirrie who sent me a system for morale he was using for ECW games that gave me the idea! Apologies to all for a misleading comment π
DeleteWe all get confused…must be the smell of gunpowder that distracts us, and causes us to forget our sources. There are SO MANY good ideas floating around out there…it’s inevitable! π. Is John a blogger?
DeleteJohn certainly WAS blogging but I haven't seen anything recently (https://theinsularidler.blogspot.com/ )
DeleteThanks for the link ππΌπ
Deleteπ
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