Well, not all the minis and terrain are unpacked, so it still looks a bit sparse, but I'm ready to try it!
(It's been a long week.)
The Ga Pa mission (please excuse the lack of Swedish accent) is the simplest in the book - two full sides at either edge of table, go at it, and start rolling for final turn once there are five or fewer units remaining. We have twelve, so this may take a while... Also, it's about four in the morning as I write this intro.
Roll for officer qualities. Von Blacke of Talabecland is to the manor, but not the manner, born and thus gives his men no leadership bonus, whilst his opponent Ensign Schotte of Middenheim is blessed with invulnerability to lucky blows. Curious to start with certain rules negated for them, but while I could just pick something more interesting I can already determine who's attacker and defender in this scenario!
The Talabec (Red and Yellow sides) are spread across their table edge, with each "regiment" of pike and shot near a piece of terrain, and their dragoons in the center to support whoever needs it.
The Middenheimers (Blue and White) have their infantry to the left, and dragoons to the right ready to sweep round the hill and try to hold up that flank while their infantry overwhelms the other.
I'm afraid the tiny Wofuns make the photos a little incomprehensible. My apologies, today's report is mostly for my own practice and comprehension and the closest this gets to eye candy will be like those teensy mini M&Ms in the cylinders.
Turn 1: "Eastern" flanks move forward. (Right for the Talabec, Left for Middenheim). Dragoons on both sides fail activations on rolls of 4.
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| Surviving dragoons in peril. |
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| Both sides needed three sixes to cause a casualty. |
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| Dragoons careen towards uncertain doom. |
Turn 8: The Talabec turn aggressive, closing in on the Middenheim flanks as they in turn move towards the Talabec center. Three blue musketeers are killed by a first volley from the trees.
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| As the western sun streams thru the window and warms the photographer... |
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| Yellow officer desperately duels his opposing number... |
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| To no avail (the side with more 5+'s wins). |
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| Dragoons trying to sneak up on shot under cover of a wall. |
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| "We're done here!" |
- Automatic end of turn on a failed activation isn't actually all that bad because it makes the turns go by faster. There are few enough units in an army that you work through them quickly, and if I hadn't been writing a report, the game would have been over in a couple hours, tops. With more familiarity with the rules, this can be a fast game.
- The more casualties, the more difficult it is to rally. Once a 12-strong unit has fewer figures than its morale score, it can't pass since it has to subtract its casualties from the roll.
- The 6/12 combat dice allows even an understrength unit to have an effect on the game.
- Pikes and dragoons generally stand off against each other, because pikes are better when charged, and dragoons can avoid combat with Evade and Skirmish activations.
- But it's always possible to brick a roll and thus lose that "good" move.
- I have good dice - I rolled a lot of sixes today!
















































