|The action is fast and furious as the allies try to hold off the advance of a Chinese/Cephlapod force to save a column of civilians|
No, it hasn't been four months since we've gamed on Sunday night. It's been that long since I updated this part of the website, though! Time was mostly the reason I hadn't gotten around to it. The guys had written entertaining reports of the gaming action. I had pictures of some of the evenings, though the troubles with my camera contributed to the sporadic updating. Also, I was worried about space -- since Earthlink gives me only so many megabytes for storage for this website. With learning how to "hotlink" -- which means storing the photos elsewhere but linking them here so they appear part of the page -- that concern should also be one of the past.
The introduction below was written by the GM, Tom Graves:
|A Chinese and Cephlapod force on the march|
There was a black smoke projector on board, which required wind rules, but it never was able to fire on the enemy because the Chinese and Allies troops were so intermixed (I'm not sure the Cephlapods would have been as careful of Chinese casualties as Joel played them, but that was good for us).
I liked the joker card very much, it made the warband charge that much more uncertain for both sides. The ability of the warband to charge as many as three times in a turn gives them the leg up they need against the firing superiority of the colonial troops, so that is still working well. The positional uncertainty of the flyers was also interesting as I found them much more reasonable in their (in)ability to just hover around and shoot things. Now they are more "strafing-like."
|Russian machine gun company and rifles momentarily check the Chinese/Cephlapod advance|
An 'impassable' river bisects the board with only a single bridge crossing it. Two villages are along the road that runs from West to East toward the safety of a port and the evacuation ships. Ceplapods, Imperial Chinese, and Boxers are pursuing from the west and the Colonial Allies are deployed hidden to try to defend the line of retreat (represented by a supply wagon marking tail end charlie of the refugees).
|Chinese forces close in on the west village|
Mike's "death trap" was never completely sprung, but it held up my Boxer command as I probed for a solution. We played six of the expected 12 turns necessary to complete the scenario. It is hard to tell what the result would have been. The Boxers overran the West Village, but it looked near impossible to have secured the bridge by the turn 8 deadline. Each side had one command destroyed, one crippled, and one about half dead by the end of the game. It definitely could have gone either way.
|The gallant Russian guard battalion makes a stand in the center of the west village|
And here is Joel's, always humorous take on the action:
The European Powers relief force had collected the threatened civilians and were working on a slow, methodical evacuation. The Allies dug in to provide full cover for their citizens return to safety. The Boxers were on the massed on the right flank of the Imperial Chinese, the Celphalods on the left and back slightly.
The battle opened with a Russian machine gun raking an advancing Imperial Chinese unit, then the Boxers took a slower, caution advance on the village. The Cephalods seemed fascinated at the hilariously primitive Sikorsky flier. After two turn their side bets were much more important than the battle in the village & wheat fields. The Italians had hoped on a crossfire to stop the Boxers, but the Russians, to their right were pressed and wavered.
|The allies are slowly shoved out of the west village by the Boxer assault|