The game is Afoot!

The action from turn turn 2 through 5.

Turn 2 starts with the Blue artillery scoring hits on the Red cavalry and 1 infantry unit. Blue wins the initiative and charges. Red gives ground, Blue follows up but is then repulsed.  Blue infantry advances to the river. Red holds the cavalry back and the light infantry moves up to attack Blue cavalry and scores a hit driving them back further. Blue infantry advance onto the western bridge.

Turn 3: Artillery fires scoring another hit on the Red cavalry and one on a Red infantry. The infantry can and does retreat. The cavalry has to take the hit. Red wins the initiative. They advance over the bridge with 1 infantry and secure the bridge head on the south side. The close combat is inconclusive though Red takes a hit. Red cavalry attempts to run the Blue cavalry off the board but is repulsed. The light infantry however, scores a hit. Both cavalry now have 2 hits.

Turn 4. Artillery firs again, this time scoring no hits. Red wins initiative They slide 1 infantry to the western edge and shoot scoring 1 hit on a Blue infantry. A second infantry moves to the bridge. Though in range, I decided the Red infantry could not shoot from the bridge because it would be in a column and unable to fire. Blue slides to the west to block the Red advance and is content to shoot at the Red infantry to no effect. Blue cavalry charges the Red cavalry to no effect. The Blue infantry charges the Red cavalry in the flank scoring the needed hit to destroy the cavalry. However, the Blue infantry also takes a hit and opts to retreat.

Turn 5. Blue fires its artillery at a single Red infantry scoring 1 hit. Blue wins the initiative. Blue is content to fire at Red with its infantry. Its scores 1 hit on the Red infantry on the bridge. Blue cavalry is down to one point and does not want to chance getting hit by the Red light infantry. Blue’s infantry charges the Red light infantry and inflicts a hit but is repulsed.  Red fires with 1 infantry and scores a hit on the Blue infantry directly across from the bridge. Blue then charges with the other infantry and ends up taking 1 hit in the inconclusive close combat.

The game really moves along at a good clip.  It is also very well suited for one hour wargames.  The fight hangs in the balance.

One last modification is with regard to exhaustion points.  The rules are somewhat ambiguous but seem to suggest that exhaustion points are assessed as they happen.  I am assessing them only when a unit is defeated.  This will give some incentive for a player to not go all in and needlessly sacrifice its units.   As it stands, Red has an exhaustion level of 8 and Blue 7.  With the loss of the Red cavalry the score is Red 5 and Blue 7.

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