After his defeat at Fiddler's Bridge, Bluderia's commanding officer, General Cumberbatch, continued to look for a way to cross the Crystal River into Tweenwater. Learning of another bridge, he rushed his troops forward. However, the Redgravians had already crossed the river with the intent to take up a blocking position on the Blulderian side.
Advance forces spy a particularly well-suited hill just west of the village of Burkhardt.
The Redgravians manage to get more infantry to the hill.
Pushing the Bluderian infantry off. However, Bluderian reinforcements arrive.
Now the Redgravians get some cavalry.
The bulk of the Bluderian army arrives. The Redgravians on the hill have been hammering the Bluderian infantry with harassing fire.
But the Bluderians return the favor. One infantry unit gains a foothold on the hill.
The Redgravians try to drive them off, but to no avail.
Game Notes
- I should have played Machinas so I could get 6x6 credit, but I wanted to play with my blocks. Thus, I decided to run another game from the Tweenwater War.
- The game was a draw - so the Redgravians are still up 2-0-1 with 2 battles left in the campaign.
- The scenario is # 17 - Encounter, from Neil Thomas's One Hour Wargames. In this scenario, both sides try to gain undisputed control of the hill.
- Units arrive on the battlefield randomly, resulting in a rather confused affair.
- The Redgravians had the early advantage, but could not completely capitalize (bad activation rolls prevented them from assaulting the enemy). Then in midgame the Bluderians received more reinforcements. However, the Redgravians used the advantage of the hill to hold out for an extended period.
I always enjoy that OHW scenario, mostly because it's delightfully random :)
ReplyDeleteYes, it is a good scenario for solo-ing. Randomness is the solo gamer's friend. :)
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