The objective for this game is d6=3 Schönkirch.
Red starts at d6=1 Silberburg
Red are in Two Brigades, each of four battalions, and two batteries. Two Rifles companies are split between the Brigades. The Infamous Red Hussars provide their only Cavalry force.
Commanding the Red Force is the veteran Maj-Gen Stuhl, known to the King as Old "Solid" Stuhl.
His Chief of Staff is Colonel Inkontinenz.
Turn 1
Red match on the New Selhiemer Road
Red Event
The Council should sort out these potholes.
The road used by advanced units has been washed out with recent rains. Progress is slowed.
Turn 2
Red Event
Draw a new Officer card.
An Officer trained in the Blucher Academy is added to your Forces. Colonel Kershaw, Earl of Brent. Master strategist is revealed as the commander of Red First Brigade.
Turn 3
Red advanced units crest the Doppelberg.
Shovels, shovels, shovels
Stores Officer Uriah Hackenbush has a wagon load of dodgy military stores that must be escorted to the main body from the nearest farm which he has established as a depot. Unfortunately the enemy know and an attack is imminent. Scenario 5 Attack an Objective-Battle
A Red company must defend the farmstead, and a traitor is in their midst.
The list of possible traitors is generated from both the officers in the defending force and any of the three Civilians in this location,
Otto the mule guy, Paymaster Uriah Hackenbush and the Blue Nun.
Red Forces
Captain James Dale
Lieutenant Bernie Cribbins
Sergeant Pete Butterworth
2 Groups Skirmishers
3 Groups Line
Turn 4
The Mayor of the nearest town is another traitor.
Local Militia close the town in the enemies name.
The Earl of Brent commanding 1st brigade sends his Squadron of Red Hussars to arrest the Mayor.
(A short game I think, but I need to finish my 9 British Hussars)
Red Forces
Hussars Lieutenant Charlie Hawtrey
One group 8 Hussars
In support
Rifles Lieutenant Quentin von Wießmehr. (Nicknamed the Fidgeting Midget)
Rifles Sergeant Terrance Scott
1 Group Rifles
Blue response:
The siege at Wirthshaus Zum Lamm; The enemy has fortified a strong point on the flank held by a single company of heroes under a charismatic Blue officer.
Go kill them please.
The "charismatic" Blue Officer will be Major Finguin, with his Legere Skirmishers and a gun. For "charismatic" read ...handsomely Fat. He will have some civilians/guerrillas in there as well as a section of poor local militia. The Blue are up to something here, and have a wagon loaded in the farmyard.
1. The Spy
2. The 83 year old Nun
3. A Red officer is a traitor
4. Torturing Count Bresslaw
5. Saucy Miss Windsor
6. Dragoons down the road
The good thing is that I don`t actually know what Blue are up to and won't until half way through the game when roll on the list of 6 possibilities. I sincerity hope its not that 83 year old nun again. She caused havoc last time.
The Red Force will be randomly selected for this one since blue drew this, but it will probably be our valiant Rifles captain and his long suffering butler who gain the honour.
So the game has had its first four turns, but in true Farthingdale fashion I am paused to paint up figures for the second game. I have however rolled Turn 5 so I know that these games are isolated events on the route of march.
Just what are Blue up to this time?
Turn 5
The enemy are nowhere to be seen. Could they be waiting just off the map?
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