As mentioned in my previous post Dave came over for a Great War game using
Bolt Action rules. The Germans are in retreat a small rear guard is left behind to delay the Allied advance, they must hold Tommy at bay for six turns, maybe seven, in game terms this will be a draw, if however they manage to drive the advance back it will be a victory.
To off set some of the casualties the British could expect I decided to use the spotting rule from
Battlegroup rules, this would allow for early morning mist and the British making use of the many shell craters as cover.
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The German Line. |
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The British Advance. |
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Slightly Shaken By The British Bombardment The Germans Await The Attack. |
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The Atmospheric Shot. |
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The British Pick Their Way Through No Mans Land, Although The Bombardment Had Been Effective In Cutting Wire It Was Not The Case In A Critical Area, This Would Eventually Lead To The British Attempt To Turn The German Flank And Win The Game Fail. |
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The Tank Breaks Through, To Little, To Late To Effect A British Victory |
A finely balanced game, tipped in the Germans favour by the wire being uncut in the worse place for the British, one of wargames hilarious moments as the sections either side were destroyed, meaning that the British had to negotiate through boggy ground to achieve their aims with little time remaining for such a delay, c'est la guerre.
I have found Mark Pipers Rapid Fire 1918 amendments online so will be giving them a try next outing.
TTFN