Rematch: Ameriga Invades Translovania

 Mat and I often do rematches and frequently change sides. I rolled a die to see where the steam flyer was located and this time it was at the other end of the field, on a hill close to the board edge. As Army Light green (Translovania) can choose which side of the board it fights from I set them up at the flyer end but I gave Mat a choice to play the same side again. He decided to have the same Army Light Green. This meant that Army Red White and Blue had to again go on the offensive.

One thing working against the Amerigans was the rule we used that, even at the beginning, we had to roll for each unit's appearance, starting with a D6 roll of 6. My first go I got my dynamite gun and general with staff. Mat got about five units on. It didn't make a huge difference except to slow the Amerigan advance.

My luck was mixed in this game. The two units of volunteers that got to fire were this time only militia level which meant they had minus one on the to hit rolls and lower breaking point. Another piece of bad luck was that my two Gatlings took a while to appear and didn't do damage until after several moves. 

The dynamite gun moved as a medium artillery but its affect was as a heavy piece. The first matchstick fell short of the enemy but the next one landed well to the rear of the Slavic forces and on the general's bodyguard unit! This not only took out a number of his mounted 'volunteer' Black Cossack guard (loaned to him as by Tsar Putin of Crussia). The stick had a nine inch radius of damage with all covered having D6s rolled for them and anything more than a one killed them. Luckily for mat the general rolled a 1! Otherwise we would have to decide the affect on the army and how long before it got a new leader or else retreated!

Then the dynamite gun, next time it shot exploded, killing all crew! The Funny Little Wars rules stipulate that for American artillery, being experimental, a D6 is rolled and on a 1 it fails to shoot. i added the rule from my ACW games that a die is again rolled and a further 1 results in it blowing up, That is because guns, presumably becoming less prone to such catastrophes than in made 19th century, would be a little unstable if TOO experimental.




At the start of the game we simply placed non activated (meaning here not arrived) troops facing away).
Below can be seen the objective of the steam flyer, an invention of the Righteous Brothers.

                                      Translovanian defence with militia in skirmish order n the hill and the general and bodyguard in the foreground. Regular infantry are across the road. Cavalry lurk behind the treeline.
                                 The Countess Alexi Grey Wolves Hussars move to the left.
                                                         Amerigan reserves not yet arrived
                                                                       Dynamite gun
                                                                  Command group
                                                            Amerigan early deployment
                             The elite Rough Riders prepare to dismount and move into the church.
   Amerigans move through the cover of the village but this does slow down their advance.

                              The gap is designated negotiable terrain although neither of us crossed it.

                                                                         Boom!
                                       Washington Volunteers (Marx West Point cadets) take position in a ruin but, as militia class, are unable to do effective firing at long range.

                                            The Grey Wolves came under fire from the elite Rough Riders and also the advancing vounteer infantry. They held up the Amerigan advance, just by their presence but now they have withdrawn behind cover t await the further advance of the enemy.
                                A unit of quarrelsome Bordurians refuses to fight alongside Syldavians.
                                                        Regulars and elites block the road.
                       A priest adds his blessings to the Royal Guard and in the background the lancers prepare to repel any further Amerigan advance.
             ArmyLight Green Militia (AIP Boers) on the hill, ineffective in firing but showing their preparedness.
   As the Amerigans advance through the village they notice a local yokel feeding his ducks. That is not all he is doing for suddenlynhe runs to the rock fence and prepares to throw an infernal device! It explodes in his hands, killing himself and the ducks and killing just one of the approaching Amerigans (narrowly missing an officer).


   Army light Green regulars and elite go into skirmish order around the road.


                                   The Royal elite is decimated by Amerigan shooting, especially now a Gatling has joined in!  They retreat. The artillery finally prepare to fo fire.
                                             Amerigan volunteers sneak through the forest.
                                 Amerigan advance from their right wing, gradually edging towards the flyer. it is in sight!
 The Steam flyer pilot, Mc Gubbin after escaping the Transovanians hopes to get his flyer going again.
    Another Balkan spy emerges from cover, intent on throwing another infernal device!

At this point at the end of move 2 we rolled the dice to see if the battle continued but it ended! That was frustrating for me as I was in sight of the objective, finally. Mat had also lost way more men than me. Yet out victory conditions were solely based on possession of the flyer so mat was the victor.

RULES

I enjoy Patrick Wrights FLW rules and especially his quirky little rules for different armies. Some things we do play slightly different. Sometimes we don't fire the matchstick and just roll dice to hit but matchstick firing is fun. It is also realistic because the shells can land somewhere other than the original target which means you need to be careful about having an of your own troops near that target. It also gives the realism of shots that fall short or tom the side and the gradual correction of shooting. i found that when I elevated the barrel slightly it lengthened the range.

Also I allow troops to make a half move and to shoot but give the target a 6 on a D6 save. arguably this could be a higher save. I don't allow this, usually, with flintlock era battles but from percussion era on I do.

One quirk which became obvious today and last game was that the minus one for militia class plus minus one for shooting at skirmishers made it impossible for them to hit targets at long range. We will change this rule to a saving roll for the targets or a half or quarter casualties. (In my ACW rules that is the case).

Another is that any unit being charged has an option of a free shoot at no penalty. maybe that should be reduced to a smaller chance but then it is the era of improved fire power so perhaps it is right.


NEXT GAME

We rolled our die to see what armies we will use next and it will be Army Black versus Army Red - equivalent to Prussia and Britain. I haven't decide yet whether to set it in 1880 to 1900 era or 1900 to 1911 or steam punk which involves steam tanks and walkers.

After that the intention is to try out Paul Wright's new inter war  (1920s -30s as in Tintin, Syldavia, Borduria, Biggles etc) rules which he will be publishing as a new book. I need to get hold of some appropriate 1/32 planes for the era.


Comments

  1. Great reporting! Some cracking uniforms on display here, I especially like the orangey brownish guys, very nice painting all round though. I see you are using FLW, I have considered getting this before but have a few questions. Does it support multibasing? For instance I have quite a few figures permanently affixed to bases in groups of 6 or 3 Also I'd like to know where to go to purchase the rules as I cant seem to find them with my inital searching. Cheers, Max

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    1. It matters not at all how you base the figures. Basing becomes more important in rules where you match up bases, as in Warhammer. I do this also n my medieval fantasy rules but even there I find I can use some multi-based figures so long as I also have individually based figures and roughly match up the displacement of multi and individual bases.
      The FLW rules are unit based so you sure can have more than one figure to a base. However if you use all the FLW rules then you would have to make sure that officers and musicians, characters etc are individually based; the reason is that the rules allow for casualties among such figures and this is determined by 'counting along, left to right when there are casualties. I must admit that Mat and I don't always do this and either forget or wait until the unit is heavily reduced. There is another method we use and that is that we use different coloured dice t determine if the officer etc are killed. Or we just roll a dice and say a one means he got killed. You could also use different strength dice to determine that but in FLW it is all with D6s. I am strongly of the opinion, as, I believe, is the author, that we are free to make our own adaptations so long as this is understood before the game, or if you are nice chaps, have a pleasant discussion about what should happen.

      Orangey brown blokes are Marx Spanish American War 60mm, Yes, I was fairly happy with the shade I obtained from mixing paints.

      As far as I know you can buy the rule book from Patrick at the The Virtual Armchair General. He also stocks resin 54mm figures for the period. Interesting figures include a Duchess, surgeon, machine gunners and Japanese figures including sailors. He also stocks card buildings, cars etc.

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