Oh look! Time for another quarterly all day gathering.
Chris & Chris rapidly deployed, taking advantage of the sunken road.
Phil got his artillery out early, but was immediately pinned by the Republican mortar battery.
Richard resolved to evict the troops in the sunken road by enfilading them with his Lancia armoured car.
The militia weren't taking it lying down. Pablo and his chums rushed it, threw a stick of dynamite, and blew it up. Which was a bit of a shock.
The Italians called up some Naval Gunnery to support their attack (aka playing a Joker) and shelled the Republican mortars, forcing them to stop shelling the Italian artillery. Alas this happened close to the end of a turn, and the Republicans were able to open up again shortly.
Some workers militia were holding a forward post in a village. Richard brought up the "tanks", whilst Phil advanced on it with one of his battalions.
The return fire was unexpectedly effective.
Phil & Richard shot up the central village, and were luckier this time round. The Republicans had received some reinforcements in the shape of a shiny worker designed and built wonder weapon, entering stage left.
Richard responded by driving the CV33 Flamme up to point blank range and setting fire to it. This was surplus to requirements in the attack on the village, which saw the militias expelled with heavy casualties.
With the game delicately poised, it was time for lunch, with the traditional baguettes.
Richard couldn't wait for the infantry to catch up, so he assaulted the survivors from the village with his armour. He wiped out the unit completely, but at the cost of two tankettes, including the Flamme unit. The costs of using armour unsupported. He was not pleased.
Phil's artillery continued with their wretched day, being bombed by a rare flight of Republican aircraft. They weren't very effective.
However, the artillery failed their Terror Test and chucked it all in, heading off table.
Richard finally realised he needed to sort out the sunken road, and closed to close range, setting up an assault.
Part of Richard's problem was that he and Phil had focussed a lot of their card resources on Phil's wing. However, he was struggling to get forwards. In an error I allowed the Schneider to fire in bombardment mode, which slowed Phil down considerably.
Phil's lead unit was really in a bad way. He needed to reorganise.
Phil's end of the table was a bust by now, and Richard was in a bad way. We had another hour or so play in the game, but we wanted to get Chris A's game of the Battle of Cape Bon on the table, using Nimitz, so the Italians graciously withdrew.
On to the Naval Game
Richard & I took two Italian cruisers, stacked with essential supplies for Italian troops in North Africa. We can't fire to the rear, as that's where all the barrels of much needed aviation fuel is stacked. No worry, there are no Brits in the area.
Or are there? Ultra has tipped off the Royal Navy, and three British and one Dutch destroyer are heading to cut us off.
Chris was closing on the rear of of our little flotilla.
Phil (top left) was looking to cut us off from our table exit. We hastily decided to split up and make a run for it.
I'm heading towards the top, Richard to the left.
I do like Nimitz. It does the sort of rivet counter game, but in a really neat simplified way. Chris A has got the game management of the ship cards sorted, and it all ran smoothly.
Chris A then had to pack away and go off to another engagement, so the rest of us headed to the village pub for an evening meal.
A thoroughly satisfactory day.
Good to see your SCW collection and rules back on the tabletop, Graham. Reading your battle account, I was struck by the naval bombardment forcing the enemy guns to go silent. After giving this some thought and re-reading the rules (oh, spotted an uncharacteristic typo on p47), I wonder if playing the joker against these firing guns was actually a bonus for the artillery? If the artillery had already expended its three activations for the current turn, it would be compelled to stop firing in the next turn (T+1) if it wanted to switch targets. That changing of targets would not be possible until T+2. Playing the joker sped up the process of changing targets greatly for the recipient of naval bombardment. Of course, it has been a very long time since I have played the rules and my logic may not hold.
ReplyDeleteYou are correct. Of course. Probably when the pinning is removed the gunners should restart firing at the previous target. I daren't look for the typo.
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