Sunday
night saw the Chinese Army attempt to put down the Boxer Rebellion before it
took hold.
Extracting
the forces for the Scenario as laid out in the book and converting to
TMWWBK equated to 30 points apiece, we had a lengthy discussion around
the number of turns and decided that given the potential for units to fail
their activation role we would push the turns out to 20, assuming a 50%
activation rate.
I played the part of the Boxers.
To secure victory I must ensure I retained at least one Boxer unit within
6" of the temple (Boxing Grounds) situated at the top right on the table.
With 10
units I opted to hide 9 and leave one in front of the Temple to draw in my
opponent, sneaky Boxers....
The Chinese deploy on a broad front, as trained
regulars they would get to Fire for free which would make breaking them
difficult, but I only had to hold out and stay out of trouble and their firing
line.
I had placed one unit well in advance of my main
body of troops and this advance party rose up from behind the hill and charged
into the westernised Infantry on the left flank. First blood to me....
Despite knowing I simply at to hold the temple I
could not help myself and threw a couple more units into the fray hoping to
turn the flank of the Chinese. Fire poured into the advancing Boxers, first
they became pinned and then they were shot down to a man. Revenge for the
government forces.
Meanwhile on the right flank I rushed out of the
woods looking to take down the Artillery. I had now comitted over 50% of my
forces so much for holding back.
I managed to over run the gun but the Boxers were
spent and the reorganised firing line destroyed what was left of the
attack force. The remaining Boxer moved back into the safety of the woods to
await the government advance.
The government forces advance towards the temple
and sighted a number of my remaining units defending the village the stockade
was no defence to round after round of rifle fire. I urged my troops forward
but they stopped short of the firing line and are ravaged by fire.
The clock ticks down and as the Kansu Braves near
the temple I trigger my remaining units and rush forwards in a pincher movement
on the advancing Braves. I have a chance to still pull this out of the bag, do
you think I could activate a charge or Double far enough to contact...
The Kansu Braves and other Infantry elements fired
at will. Pinning unit after unit slowly reducing their numbers to make any hand
to hand combat a less than even affair.
A small number of the Boxers made it into combat
but failed to win a single round of combat.
With
plenty of time to spare the Government forces marched on to the Boxing grounds
and the remaining Boxers fled back into the woods and countryside.
A fine
victory for George and the Chinese regulars as with most TMWWBK games it went down to the wire with both of us feeling at one stage or another under serious pressure.
The
result mirrored the historical outcome and the casualty count felt about right.
Increasing the number of turns to 2x the book seemed to do the trick and keep
the scenario balance right.
I could
have been a little luckier on the dice front but I was out fought in hand to
hand and shot to bits once pinned. I perhaps should have held back longer but
Boxers do like a good charge...
Great AAR and nice to know the rules worked well:)
ReplyDeleteThanks Steve almost tailor made.
DeleteCheers
Stu