Lucivika Under Siege
The Syldavians had a short time to prepare for the Bordurian invasion; right in the path of the invaders was the town of Lucivika. The towns people had no warning and the newly arriving Syldavian troops desperately tried to evacuate the civilians. Many did not believe the warnings and died as a result.
The Syldavians had one medium gun in place in the village and were busy moving in another field gun.
Two tadpole tanks, two armoured cars and two tankettes moved up as did a unit of elite Black Cossacks and units of regular infantry. The uniforms varied greatly, reflecting the influence of various European powers.
The Bordurian force included two 'box tanks'. the heavy Bloongburg tank and a swarm of tanketts, most with twin linked machine guns. General Ockler had his custom built sports car and an escort of eight cavalry. Coming from reserve was a Redian Bi-plane flown by Eric Von Floggem and a medium artillery piece pulled by an armoured steam tractor.
As the Bordurian infantry edged forward towards the Northern part of the town Syldavian infantry hidden in the buildings opened fire, killing many. Then the Bordurian tanketts and infantry opened up and cleared the valiant defenders.
Civilians go about their business, including one chap playing a solo game with toy soldiers. Meanwhile an army despatch rider attempts to alert the citizens into fleeing the town.
Syldavian troops move forward.
Some citizens begin to heed the motorcyclist's message.
The Syldavian general surveys the momentum of his troops.
A Syldavian gun moves forward.
A Syldavian says a prayer.
A priest blesses the Syldavian army.
The Bordurian general arrives with cavalry escort.
The Bordurian army
The Black Cossacks prepare to defend Syldavia.
Syldavians in surplus Bluesian uniforms
Bordurians slowly advance.
Some citizens are still oblivious.
Bordurian fast armour
Syldavian tankette, soldiers and civilians fall to Bordurian tank firing.
Civilians flee, at last.
Others die, as we as the brave despatch rider.
Bordurians advance behind their tanks.
Our wargamer friend is too absorbed in his own 'little war'.
Syldavian machine gunner
Chaos in the outskirts of town as tanks engage at close quarters; Sykdavian fire even damaged their own vehicles.
Bordurians begin to take position in the town's buildings.
Syldavian flame thrower.
Bordurian Storm troopers
Bordurian firing sweeps the street.
Bordurian cavalry enters.
Syldavian archbishop decides which side his bred is buttered.
Townspeople who fled to safety
A dead priest
... and businessman
The last resistance
A Syldavian spy
A Bordurian spy surveys his handiwork- a blown up armoured car.
Bordurian general and steam tractor pulling a field gun.
GAME MECHANICS
Mat elected to have the smaller Syldavian army. His mission was to evacuate civilians and to hold out in the Southern portion of the town. His despatch rider played a prominent role in alerting citizens to the danger and he even managed to get a dog out of danger! Each saved civilian gained a point and each building still occupied in the Southern part of the town earned five points.
Bordurians gained five points for capturing the same buildings and five points for each unit to reach the enemy base line.
The Sydavians had two initial free moves to deploy their army units in the town before the Bordurians arrived.
RULES:
Basic rules were the Funny Little Wars Rules with our own adaptations. (We allow a half move and firing).
Also rather than matchstick firing cannons we placed appropriate templates and used a direction dice with two dice to show scatter in inches. Also we used the Warhammer 40K system of weapons strength and armour value. So a dice is rolled after a hit to determined strength of hit; the score is the dice score combined with weapon strength. If it equalled the armour it simply removed a hull point but higher and a roll was made on a damage table; results could be weapon destroyed, crew stunned or shaken so that they could either not move the vehicle next move or not shoot, Other result were immobilised , wrecked or explodes.
The WW1 tanks move about the same speed as infantry and have armour 11 versus guns at strength 7 or 8. Tankettes have similar armour, less hull points but greater speed and fewer weapons. machineguns have strength 5 and rifles strength 4. The heavy tank had armour 12.
Convincing civilians to leave - a soldier needed to be within six inches and a roll of 5 or 6 required on D6. This was made 4-6 or 3-6 in cases where the threat from the invaders was more pressing.
Game length was ten moves plus D6 extra so the game went for 12 moves.
Cover saves in buildings was 4 plus which the Syldvians made good use of.
OUTCOME
Mat moved his forces into the Northern art of the own to delay the Bordurian advance and this worked for a while. he also blocked the streets with his tanks which slowed things down. Finally the Bordurian infantry managed to find gaps to advance.
If Mat had positioned his tanks in firing positions earlier he might have done more damage. He did not use the tank mortars which might have helped him. ( We were going to use plastic catapults shooting dice to represent the mortar fire).
My bi-plane arrived from reserve and managed to machinegun the enemy infantry in a building, causing some casualties but then Syldavian infantry and machinegun fire brought down the plane. (Its armour was only ten and so sixes were required to hit it the 'armour' could be breached on fives or sixes). The plane moved five feet and then had one foot free to turn. I forgot to give it bombs.
My biggest mistake was to move up a flame thrower unit to a tank and to forget to use it. Naturally Mat's tank then machine gunned the lot of them. Due to the close quarters of street fighting a unit of my infantry did reach a stationery enemy tank, already having lost hull points, and destroyed it - this required sixes and presumably they were shooting through the vision slits.
I had a spy with bombs and Mat had Tintin with a pistol. my spy hid in an enemy house. I chose one without windows facing the Bordurian approach so it was less likely to be occupied by troops. He bided his time and then threw his bomb out the side window at the rear of an armoured car destroying the already damaged vehicle. Tintin, by contrast hid in a churches crypt waiting fro the approach of the enemy general, who never took that route. He did escape detection, however. Bordurian units did spend some time searching buildings near their initial approach to the town but the general was safe.
The civilians were slow to evacuate and a number were killed in crossfire or shelling. (Honest, the Bordurians did not deliberately target them, although, at one point they were ordered to - and refused!) Mat picked up quite a few points in saving them but at the end of the game he had few men left to occupy buildings. Although only the Syldavian general and a three or four die-hards remained the Bordurians won by just one point. (Hopefully, for the Syldavians time has been bought for the arrival of another army - the Syldavian Alamo).
The Syldavians had one medium gun in place in the village and were busy moving in another field gun.
Two tadpole tanks, two armoured cars and two tankettes moved up as did a unit of elite Black Cossacks and units of regular infantry. The uniforms varied greatly, reflecting the influence of various European powers.
The Bordurian force included two 'box tanks'. the heavy Bloongburg tank and a swarm of tanketts, most with twin linked machine guns. General Ockler had his custom built sports car and an escort of eight cavalry. Coming from reserve was a Redian Bi-plane flown by Eric Von Floggem and a medium artillery piece pulled by an armoured steam tractor.
As the Bordurian infantry edged forward towards the Northern part of the town Syldavian infantry hidden in the buildings opened fire, killing many. Then the Bordurian tanketts and infantry opened up and cleared the valiant defenders.
Civilians go about their business, including one chap playing a solo game with toy soldiers. Meanwhile an army despatch rider attempts to alert the citizens into fleeing the town.
Syldavian troops move forward.
Some citizens begin to heed the motorcyclist's message.
The Syldavian general surveys the momentum of his troops.
A Syldavian says a prayer.
A priest blesses the Syldavian army.
The Bordurian general arrives with cavalry escort.
The Bordurian army
The Black Cossacks prepare to defend Syldavia.
Syldavians in surplus Bluesian uniforms
Bordurians slowly advance.
Some citizens are still oblivious.
Bordurian fast armour
Syldavian tankette, soldiers and civilians fall to Bordurian tank firing.
A much diminished Bordurian infantry regiment after being targeted by enemy machine guns
Bordurians in a factory ruinCivilians flee, at last.
Others die, as we as the brave despatch rider.
Bordurians advance behind their tanks.
Our wargamer friend is too absorbed in his own 'little war'.
Syldavian machine gunner
Chaos in the outskirts of town as tanks engage at close quarters; Sykdavian fire even damaged their own vehicles.
Bordurians begin to take position in the town's buildings.
Syldavian flame thrower.
Bordurian Storm troopers
Bordurian firing sweeps the street.
Bordurian cavalry enters.
Syldavian archbishop decides which side his bred is buttered.
Townspeople who fled to safety
A dead priest
... and businessman
The last resistance
A Syldavian spy
A Bordurian spy surveys his handiwork- a blown up armoured car.
Bordurian general and steam tractor pulling a field gun.
GAME MECHANICS
Mat elected to have the smaller Syldavian army. His mission was to evacuate civilians and to hold out in the Southern portion of the town. His despatch rider played a prominent role in alerting citizens to the danger and he even managed to get a dog out of danger! Each saved civilian gained a point and each building still occupied in the Southern part of the town earned five points.
Bordurians gained five points for capturing the same buildings and five points for each unit to reach the enemy base line.
The Sydavians had two initial free moves to deploy their army units in the town before the Bordurians arrived.
RULES:
Basic rules were the Funny Little Wars Rules with our own adaptations. (We allow a half move and firing).
Also rather than matchstick firing cannons we placed appropriate templates and used a direction dice with two dice to show scatter in inches. Also we used the Warhammer 40K system of weapons strength and armour value. So a dice is rolled after a hit to determined strength of hit; the score is the dice score combined with weapon strength. If it equalled the armour it simply removed a hull point but higher and a roll was made on a damage table; results could be weapon destroyed, crew stunned or shaken so that they could either not move the vehicle next move or not shoot, Other result were immobilised , wrecked or explodes.
The WW1 tanks move about the same speed as infantry and have armour 11 versus guns at strength 7 or 8. Tankettes have similar armour, less hull points but greater speed and fewer weapons. machineguns have strength 5 and rifles strength 4. The heavy tank had armour 12.
Convincing civilians to leave - a soldier needed to be within six inches and a roll of 5 or 6 required on D6. This was made 4-6 or 3-6 in cases where the threat from the invaders was more pressing.
Game length was ten moves plus D6 extra so the game went for 12 moves.
Cover saves in buildings was 4 plus which the Syldvians made good use of.
OUTCOME
Mat moved his forces into the Northern art of the own to delay the Bordurian advance and this worked for a while. he also blocked the streets with his tanks which slowed things down. Finally the Bordurian infantry managed to find gaps to advance.
If Mat had positioned his tanks in firing positions earlier he might have done more damage. He did not use the tank mortars which might have helped him. ( We were going to use plastic catapults shooting dice to represent the mortar fire).
My bi-plane arrived from reserve and managed to machinegun the enemy infantry in a building, causing some casualties but then Syldavian infantry and machinegun fire brought down the plane. (Its armour was only ten and so sixes were required to hit it the 'armour' could be breached on fives or sixes). The plane moved five feet and then had one foot free to turn. I forgot to give it bombs.
My biggest mistake was to move up a flame thrower unit to a tank and to forget to use it. Naturally Mat's tank then machine gunned the lot of them. Due to the close quarters of street fighting a unit of my infantry did reach a stationery enemy tank, already having lost hull points, and destroyed it - this required sixes and presumably they were shooting through the vision slits.
I had a spy with bombs and Mat had Tintin with a pistol. my spy hid in an enemy house. I chose one without windows facing the Bordurian approach so it was less likely to be occupied by troops. He bided his time and then threw his bomb out the side window at the rear of an armoured car destroying the already damaged vehicle. Tintin, by contrast hid in a churches crypt waiting fro the approach of the enemy general, who never took that route. He did escape detection, however. Bordurian units did spend some time searching buildings near their initial approach to the town but the general was safe.
The civilians were slow to evacuate and a number were killed in crossfire or shelling. (Honest, the Bordurians did not deliberately target them, although, at one point they were ordered to - and refused!) Mat picked up quite a few points in saving them but at the end of the game he had few men left to occupy buildings. Although only the Syldavian general and a three or four die-hards remained the Bordurians won by just one point. (Hopefully, for the Syldavians time has been bought for the arrival of another army - the Syldavian Alamo).
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