Friday, 1 April 2011

A Race for Cars

In this scenario, played as a Russian Civil War game , the Bad Guys (Bolsheviks) had a convoy travelling along a sunken road in a wood that was shelled by our Good Guys (White Russian and French) side. The Bad Guys deserted their vehicles and run for cover, and we have sent a platoon to retrieve the trucks for ourselves. Only problem is, the Bad Guy platoon has collected its wits and is also returning.

Mud & Blood rules, the opposing forces had equal numbers and organisation - each a platoon of 4 squads of 9 men and an HQ section of 9 men commanded by a Lieutenant (Level IV Big Man), assisted by a Sergeant (Level III) and each squad had a Lance Corporal equivalent (Level I).

Abandoned convoy in a wood - each side enters from opposite table corners, armoured car in centre

The French approach approach was to send 4 squads to the right side (closer) side of the column - 2 units of very poor White Russian line infantry stiffened by one of French poilu and one of crack Foreign Legion and a diversionary force (the newly painted Turcos) to our left. The Bad Guys sent 3 sections to their right (our right), and 2 to their left, hoping to grab the whole convoy.

In essence, the 3 Section unit of Bad Guys drew really great cards, and moved forward rapidly with their Lieutenant. The one section of Turcos were thus rapidly mown down and retired with over 50% losses. This allowed the Bad Guys to commandeer 2 vehicles

On our side, the Big Force moved more slowly, and a firefight with the 2 delaying sections of the Bad Guys took time but they were eventually sorted out by a Legion bayonet charge on the cars they were sheltering behind.

A bayonet charge by the Foreign Legion (White hatted Good Guys) sends the Bad Guys packing

There was then a tussle for the Putilov arnoured car in the centre - the Bad Guys had got to it and started driving it away, but lost a lot of their men in the process (including their Lieutenant). I shouldaddd at this time that both sides artillery were making random shots still as no one had told them that a rescue/snaffle sortie was happening.

The game ended with the Good Guys pursuing the rapidly fleeing remnants of the Bad Guys through the forest, taking potshots as they ran, and trying to puncture the tyres of the escaping Putilov. A stray bullet did cause a breakdown but the crew were able to get out and fix it despite pinging bullets and drove off.

Result - Bad Guys got 2 trucks and their armoured car away, heroic Good Guy French captured 2 trucks and caused 70% losses to their platoon with only 30% losses to us and were in command of the field. The points system we were using judged it a narrow 52 to 48 for us Good Guys (Hurrah). I think our concentration strategy was probably superior, as (i) the concentartion of 4 squads firepower took a huge toll on the Bad Guys and (ii) if the Bad Guys hadn't had that great rush of initiative earlier they would would have been delayed a bit longer by the Turcos and struggled to get the armoured car.

Mud and Blood yielded an enjoyable game from a simple scenario (we had played the same awhile ago with another set of rules, but it wasnt as much fun - the M&B random card system really adds interest). Owing to the more unpredictable nature its important to get your grand strategy right.

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