Monday, September 23, 2019

New Scenario: C-in-C’s at Work


I ran a different sort of scenario for my Toy Solders game on Wednesday. The goal of this was to test out an idea of reserves. I wanted C-in-C’s to have a broader job than just moving from crisis point to crisis point adding the command points. I worked out rules to activate and attach reserves for the game that required them to be within command range of the divisional commander they were attaching to. We played through it twice and while it worked, it still lacked the crises point issue that I had hoped for. The scenario both times went well, so all is good on that front.
Game 1 opening moves


In the first game both sides shifted forces to attack/reinforce the town road exit. This led to a weakening of the central road position that the forces of Otherwhen succeeded in taking. 


Reinforcing the town
Cavalry battle on the town flank
Assault on the central hill line


In the second game cavalry was sent to the high hill flank while the main assault came straight up the central road. Devastating fire from the Otherwhen forces had the Nodd defenders reeling. Even with this the Nodd defenders were not pushed off the hill until the last turn. 
Game 2
The cavalry battle near the town, while the key assaults approach the hill line.

Otherwhen assault advancing up the main road
Otherwhen's assault on the big hill begins. 
Nodd's infantry stand ready on the central hill 
Cavalry face off in the valley below the big hill.
Otherwhen cuirassier and lancers in the foreground. Nodd hussars to the left. 
The cavalry battle near the town road.

Last of Nodd's cuirassier defending near the town await the Otherwhen charge.


Otherwhen's Queen's Guard lend their weight to the assault on Nodd's Royal Foot Guard. 
At battles end the field nearly empty of Nodd defenders 

At near days end Nodd's Royal Foot Guard still holding on to the main road right to the end





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