Lieutenant Weismuller orders the jagers of third platoon towards the east side of the wharf area.
The game begins with the Sobelburg Jagers breaking out of the southern treeline and moving stealthily into position for the attack.
...his second platoon deploys along a hedge in easy range to hit the sentries...still unaware of the threat...
the first jager platoon sets up in ambush along the road to the wharf...the troops in Lehmangraz still slumber.
The jagers approach
Alarm! Lt. Weismuller's platoon is spotted by the sentries as they cross the fence of the dock area.
...seconds later, the second platoon lets fly with a deadly volley hitting one of the sentries...the second man falls back in to the compound where he fires, and misses, only to be hit by one of Weismuller's men now fully inside the compound.
Weismuller orders six of his men to keep firing as the sailors and militia garrison begin to tumble out of the barracks...
...he then takes three of his men on a dash towards the boats...they hit the man on watch on the first gunboat and move to board...
To Arms!...the Lehmangratz militia form up in the town square
...second platoon charges the front gate...
...meanwhile the naval crews spill from the barracks and under the cover of the drydocked gunboat, run towards the wharf...in the background, the platoon of militia tasked with protecting the compound try to form up to deliver a volley...
the Hetzenberg marines form up and head off down the road, but in their haste fail to send out flankers...
the jagers board the first gunboat and attempt to set it ablaze...
while first platoon trades shots with the defending militia platoon...
....seeing that the way to the magazine building is blocked by jagers, the naval men instead run down the wharf to their ships in an attempt to get them underway...
and as the deadly firefight in the compound rages... we end Part 1.
7 comments:
Very nice visuals! I love your buildings and your ships and the clever way in which you use comparatively few figures very effectively.
Well done, sir.
-- Jeff
I totally agree!
Uh oh, not looking too good for the Hetzenbergers! But surely the dashing Horngeblase can turn it around!
Just like Batman when we were kids - always stops at the most exciting moment!
On a mechanical vain - how did you handle the alarm for the sleeping troops - how long until they were active?? Also how "easy" is it to set the ships on fire?
Gripping action indeed! Can Horatio turn the tide? Let us read on!
Steve,
All events that required some sort of chance roll like setting/putting out fires, grappling, etc. were decided by a d6 roll based on an estimate of how hard the event would be given the circumstances: basically a very good chance (3-6), a good chance, ex. setting a fire (4-6), fair chance such as grappling a ship (5,6), or slim chance, such as putting out a fire would take a (6)...trying of course to be unbiased towards either side, and because I'm playing solo, being rigorous about abiding the outcome.
Excellent - simple, yet fair...
Great skirmish system!!!
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