Scott was up for playing anything, so I thought it was a good opportunity to set out my new expansion to the trench system I painted over the summer and run some Quar of Command and revisit the Brequar Manor scenario.
Since the Tollyn-Maeryn are providing the gun crews, I thought that the 8th Company, 22nd Fusiliers, Is-Caerten Gwyffyth ap Foldgyhth'wlech Officer Commanding, should be the defending force.
Scott ran the Crusaders, with appropriate speed and aggression. I played the defenders with appropriate bad luck.
Slightly more elaborate trench layout. Added a bunker for the HQ. Defender's Jump Off Points are the bunker and the three T intersections. Attacker comes in from the upper left corner of the table.
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| Crusaders moving up to make their assault |
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| Sentry at MG post taken out and first squads are in the trench. |
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| Base of fire element also moves up |
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| Defenders begin deploying. The delivery bicycle is a bit impractical in the trenches. |
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| Base of Fire/Support Element moving into the first trench. |
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| Defenders rally and begin putting fire down on the advancing Crusaders. |
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| A squad tries launching a counter attack from the bunker, but has to fall back. |
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| Advancing along the trench |
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| Bombers in the ruined house putting a lot of hurt on my HQ Squad. The Officer and Senior NCO are both wounded. This greatly reduced my Command and Control, limiting my options. |
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| "See that geezer over there? Put some bombs on him!" In the official background, the Tollyn-Maeryn make use of rhyfle grenades, so I allowed them to use TWO actions to load and then fire rhyfle grenades, which were 2 firepower each and reduced cover. If my HQ Squad hadn't been pinned I was going to do a Group Action and have both squads fire rhyfle grenades and eliminate the Crusader Bomber Squad. |
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| Support Element assaults the Bunker with it's Rhyfle and Bomber Squads, killing or capturing the defending squad, causing the Defender's Force Morale to collapse. |
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| Nothing like a grenade through the firing slit to say "Let me in!" |
Fun was had. The Crusaders won under every possible metric: casualties inflicted, objectives taken, Force Morale.
Take aways:
- need to move the Tollyn-Maeryn that just arrived from Don to the front of the painting queue.
- paint some HMGs for trench support weapons. I think the Pulp Figures MGs from his Deck Guns set will be perfect.
- clarify the use of Big Quar Command Initiatives for Group Actions.
- add rhyfle grenades rules to the Player QRS
- make separate QRS for each different army maybe
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