Introduction
So we come to the final battle in this little campaign (collective sigh of relief).The remnants of the Lunares' army (Blue) led by their Chief Vindicatus, hurry to the nearest fording point on the Great River after their failure to destroy a third Solarii (Army Red) village. Having rested in the hills overnight they arrive at the ford at dawn only to find the army of Chief Divios, who have marched through the night, have arrived already.
Rules, as before, are Bob Cordery's The Portable Wargame, using variations shown in Part 1. Objectives; Blue must get 50% of his army across the ford in 15 turns. Red needs to stop this happening. If Blue reaches Exhaustion Point before thet get 50% across they can still keeping moving towards the ford but can only defend and not attack Red units.
Game 5 - Taken at the Flood
The Solarii had a slight numerical advantage but were fatigued after their long march so things were pretty evenly matched as the two armies lined up.
| Starting Position (the ford is slightly closer to Red) |
| Both sides rush forward to get command of the river crossing (end Turn 1) |
| Heavy fighting by the ford and on the hill (end Turn 3) |
| Blue moves more men onto the hill. Both sides have taken casualties (end Turn 5) |
| Blue is pushed back from the ford but Red is losing men fast (end Turn 7) |
| Blue throws more troops at Chief Divios' Warband (centre) (end Turn 8) |
| Chief Divios of the Solarii falls! Army Red reach Exhaustion Point. (end Turn 9) |
| The Lunares begin to cross the ford unopposed as Red can no longer take action to stop them |
| Blue's last unit fighting is able to disengage (losing 1 SP) and head for the river (end turn 11) |
Although the 2mm units are not attractive, they are truly portable and quick to set-up and work well with fast play rules.
| My Portable Wargame (with Bic pen for scale - other ballpoints are available) |


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