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A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Thursday, December 13, 2018

Burning bridges with Maurice

Battle for Eckleberg bridge


Introduction:
It has been a while since I lasted played Maurice. Jaap from the Militia kindly offered to give it a go.  To minimise the beginner experience I borrowed the introduction scenario from Ospreys’ Honours of War rules (another ruleset I need to try at some point). The scenario pitches two small brigades against each other with one defending while the second attempts to overrun it.
The hands of destiny guide the Red force

Terrain:
Meckleberg and Eckleberg are towns. The river and forest count as disruptive terrain.

Forces:
The defending Blue force consists of two infantry regiment supported by a regiment of cavalry and a cannon.  While the red force consists of a three regiments of infantry supported by a regiment of cavalry and cannon.
The Blue force deploy first and must place all their units west of the river and within four BWs of the river crossing. The entire unit does not need to be within 4 BW but at least some of it must be.
The red force deploys second and must be entirely within four BW of the eastern table edge 
  
The Blue forcewaits for the sappers to do their task
Special rules:
Blow the bridge:
Blue force is buying time for their sappers to destroy the bridge. Each time a custom card is drawn regardless of which side draws it reveal the card and roll a D6. Keep count of the score. When the value reach eleven the bridge is demolished.  Once the custom card is played the player can draw a replacement card  If a red unit is closer to the bridge than a blue unit when the custom card appears the card can be ignored.
  
The blue force pushes out trying to catch the red infantry in column
Victory conditions:
The Blue force wins if the demolish the bridge or break the red force.  The red force win is they break the blue force or get an infantry across the river. Any other results is a draw.

Both sides cavalry effectively cancel each other out
Note:
We played the game twice. Jaap attacking first then swapped sides for a second game.  Both were pretty tense. In the first the attackers got of to  slow start their initial advance was pushed back and the second assault start just in time to see the bridge be demolished. The second game was a tense affair with with the sappers struggling at the bridge both sides got heavily engaged. despite losing a regiment the Red force pushed on to flank and then rolled up the Blue force causing them to rout.  Two rather good games, Jaap seemed to pickup the game pretty quick and it was not looking before he had the perplexed look you get with Maurice when to you are trying to plan a solid strategy.

That is all for now thanks for stopping by.

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