Still, that’s the benefit of having a dedicated area for your gaming. No need to pack away. Alas I seem to have a small amount of damp seeping in at the base of one of the walls following the torrential rain we’ve had since completing the build and the ensuing snow. I think the answer may be guttering, but I’m not sure what to do with the downpipe as there’s no drain in that part of the garden.
Anyhow, back to the game.
This is another SCW game using “If You Tolerate This”, my latest rules for the period, recently published in Nugget and soon to be available from here. The scenario here is a Republican counterattack to the North West of Madrid, tying to seize the main highway and disrupt Nationalist supplies. The attack is designed to show the effectiveness of the Communist Party organisation, featuring two three battalion brigades from the “Fifth Regiment”, supported by squadrons of T26s, a couple of BT-5s, some armoured cars and a decent chunk of artillery. To ensure international support an International Brigade of three battalions have been added, together with three battalions of Anarchists in armoured trucks. Finally, a fairly strong air wing has also been provided to support the attack.
The defence centred around two fortified villages, one
controlled by a couple of units of Civil Guards, and a smaller one defended by
some Falange. The main road and the town located at the cross roads was
defended by a few battalions of regular army, supported by some Condor Legion
|The table all set up. Must find somewhere to put all the junk underneath it|
|The fearless Civil Guards take up position|
Phil took the Communists and Will the rest. I think they had a tacit agreement that Will would get armour support when he needed. Poor trusting fool....if Phil followed his historical predecessors.
They started by pushing the armoured car recce up the main road. The Civil Guards in the big village opened up with a field gun firing in an anti-tank role and knocked out one of the lead squadron (each model represents three vehicles). I should have savoured that more than I did as it was one of the few high points of the evening for me.
|First blood to the Nationalists. Black ring on the roof of the front car|
|Phil veers to the right|
The other challenge of the game is to get units to co-ordinate with each other if they are not exactly the same. Thus when you move from one troop type to another (say Communist infantry to Communist armour) you have to roll to activate the next unit. This roll gets harder depending on the types of units. For example it is easier to switch in the previous example of Communist foot to armour than from Communist foot to Anarchists.
This mechanism had the effect of making Phil's advance more stumbling than he had intended. He got his infantry in front of his armour and kept failing to switch to the armour. This enabled the defenders to get in a round or two of firing at the unprotected infantry before the armour pulled up.
Will had a similar problem, exacerbated by his slightly weaker armour force. He didn't have enough to cover his entire assault, so the Civil Guards were able to shoot up his anarchists quite effectively when they dismounted from their armoured trucks.
|The Anarchists on the Left start to take some fire.|
|The BT-5s lead the way through the wire|
|The village is occupied|
The communists finally got their act together and ejected the Falange from the other village with maximum prejudice. I may have to look at the hand to hand results table when this type of thing happens. Perhaps the defenders should be allowed to take another step of damage rather than retreat.
|The Falange retreat under severe pressure|
At which point we called it a night. There's enough juice in the game for another evening, so we'll be back next Monday.