Trans-Slovania under threat.

The Fezians have been emboldened by their victories, last year, against both Crussian and Redian armies, so much so that they have invaded Trans-Slovania. Initially the invasion force comprised primarily of Fezia's ally Hermany.

The Trans-Slovanians, however, fought better than the Fezians and even the Hermans.  They were determined not to return to the Herman yolk.  Bolstered by Crussian volunteers they pushed the invaders back, securing a key bridge and threatening to capture a train.

As usual, however, the Slovanians were hampered by inter ethnic and religious rivalries. Shamefully the crack hussar regiment of Contessa Alexi refused to engage the enemy. The reason for this appears to have been taunts from an Orthodox infantry regiment from the province of Snookum Ookum. Contessa Alexi's 'Wolf Riders' from the semi-independent province of Transylvania had a tradition rooted in pagan belief. The lore of vampires and werewolves was firmly planted in their native land. Rumors even existed that the Contessa herself was a vampire and that the wolf riders were descended from a long line of lycanthropes - nonsense of course but where there is smoke......In any case being called 'Devil Bastards' by the rival regiment's rank and file, apparently stirred on by their regimental priest did little to achieve fraternal good wishes necessary for forces supposedly on the same time. Only the discipline instilled by Contessa Alexi prevented them charging this infantry regiment. However, they took no further role in the battle, instead eyeing the Snookum Ookum regiment and growling under their beards.
The Hermans and Fezians had suffered terrible casualties, notably among the cavalry, not least because of a valiant cavalry charge which killed the Slovanian gun crews of two cannons, rendering them unserviceable. Slovanian cavalry sought and got bloody revenge on the Herman cavalry.

GAME MECHANICS
The game was played between myself as the Slovanians and Matt as the Fezians and Hermans. One table was used. All units had to be rolled for for their arrival on the board. Rules used were Funny Little Wars. The differences were that we do not have simultaneous artillery firing by both sides, allow moving and firing and two closed ranks firing. There were four infantry and three cavalry per side as well as two medium and one light horse artillery. he Slovanians as Army Light Green had to roll to see if a regiment refused to follow order due to rivalry with other groups. I rolled on the table and was fortunate that the regiment concerned just remained in place and did not attack the nearest unit. The advantage for the army was to always set up after the enemy.
CAMPAIGN

FOLLOW UP Units under half strength return to the board at full strength when diced for. This leftleave Matt greatly outnumbered to start with on one table but a large relief force will be coming from another table - twelve Herman and Fezian regiments that will be opposed by six hidden Fezian units that will attempt to delay or stop the force. Fezianss were indicated  on pieces of paper face down where half the pieces are blank. Approaching units in line of site roll a dice to see if they can see if an enemy is present.

Below: On table 1 the Fezian infantry in the foreground have made a defensive line, bolstered by a machine gun in the cottage.


 
Below: Table 2 shows the paper indicate hidden units or blanks.
Herman cavalry approach Fezians hidden in forest and a Cossack unit secreted in the building. Militia are hidden in the barns in the foreground as Fezian cavalry advance up the road..




Below: Wisps of morning mist drift across the battlefield (cat Neville's fur) as the lancers approach the building.
Below: Fezian militia
Below: A Trans-Slovanian spy attempts to appear innocent by holding a puppy. Actually it is a stuffed toy -stuffed with dynamite. The Fezians aren't buying it and gun him down.

On table one treachery strikes the Trans-Slovanians as an infantry regiment of Transylvanians changes sides. The Trans-Slovanians gun down their own men using a machine gun and infantry fire. Fortunately the Transylvanian cavalry, the Wolf Riders regain their loyalty and figure well in the battle.
Table 2: An infantry regiment looks like it is about to be overwhelmed by Herman and Fezian cavalry but it fights off both! Trans-Slovanian guard infantry in red awaits the outcome. (Actually they were originally made as a contra-guerilla unit in the Mexican Adventure!)
A Crussian miners regiment awaits the Fezian advance and Cossack horse holders (I didn't get around to putting horses there).


 
   Bottom: table 1: Snookum Ookum lancers cross the Bridge of Tears and charge the Ruritanian lancers and defeat them. However, enemy fire causes them to retreat.
Table 2



   A Trans-Slovanian farm girl living under Fezian rule. She feigned friendliness to the Fezians whilst the Trans-Slovanian militis prepared ambush.
    A Fezian steam engine hauls Big Bertha as decimated Fezian cavalry retreat to the rear. Fezian infantry advance on the farm buildings.





 Trans-Slovanian elite infantry pour fire into Fezians advancing up the road.

Table 1: Cossacks arrive to assist the Trans-Slovanians.
  Table 21Fezian infantry advance. A dead Slovanian spy lays across the cobble road. A Slovanian woman demonstrates her wrath over the inadvertent death of her prized pig.
  Table 2: The death of animals is an additional burden of war, as witnessed by the sad demise of these goats, caught in the crossfire.

Table 1: Herman artillerymen run out of ammunition,
A depleted Grey Wolves regiment has redeemed itself in the baptism of blood.
                                    Table 2: The Fezians deive the Slavonian militia from the buildings but they escape to withdraw to table 1.
                                         Cossacks in the building are killed by the Fezian assault.
                                          Table 1: The Slovanian/Crussian view of no mans land.
                                         Slovanians advance across a bridge and rocks.
                                         Slovanian guard regiment advances on the Herman flank.
                                          Table 2: Fezian's torturous advance

                                          Fleeing Slovanian militia
                                         Table 1: Hermans attempt to claim the train.
                                         Table 2: The Miner's regiment repels the Fezians.
                                        
 Slovanian guards screen the withdrawal of the militia, followed by the Cossack horse holders.
                              Table 1: The Herman general is captured by the Grey Wolves.
                                         Sloveniean general advance on the store house held by Herman grenadiers.

    Ecstatic Slovenians wave their flags in victory over the grenadiers. A mass assault of three regiments took the building.
       Cossacks and infantry capture some retreating Hermans and kill the crew of a light cannon.
                            The feisty Slovenian woman with broom strikes again as she attempts to beat, with her broom, Herman prisoners. Mercifully, in the name of humanity, a Slovenian nurse intervenes to protect them.

A Trans-Slovenian victory is proclaimed and rejoicing commences in Trans-Slovania, Crussia and Redia, the last two countries still stinging from their earlier defeat at the hands of Fezia. Fezia is at risk of losing its Slovenian provinces and the Kaiser of Hermany reportedly went into one of his uncontrollable rages.
VERDICT:  The game went for twelve moves lasting about eight hours over two days. (There was also an earlier game that this flowed on from). Matt's relief force elected foe a cavalry advance which resulted in its almost total destruction. The infantry eventually depleted the resistance but it was too late.
The Slovanians held, at the end, the objectives of the store house and bridge whilst the train was in contention.
As for game mechanics we added in the plus one save if a target was fired on by a moving unit. We forgot, for half the game to halve casualties which was more in my favour as Matt's troops were advancing in the open. Matt neglected to use a tunnel which could have enabled a unit to advance under cover.
The Army Light Green rules were more of a liability than a help as Trans-Slovanian regiments deserted to the enemy two times. One of these in forest on table two had put up a great fight for many moves prior to this but they were about to be overwhelmed and self preservation took over. All spies on both sides were capured or killed before they could do great damage.
V
 
 

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