![]() |
| Situation at the start of the game. |
![]() |
| End of Turn 1 |
![]() |
| End of Turn 2 (despite the marker placement) |
Looking forward to continuing the game in a few weeks.
![]() |
| Situation at the start of the game. |
![]() |
| End of Turn 1 |
![]() |
| End of Turn 2 (despite the marker placement) |
![]() |
| T54 |
![]() |
| Bishops and Panther Gs |
![]() |
| Panther Gs |
![]() |
| JS3s |
![]() |
| Buildings |
![]() |
| Bridges |
![]() |
| the annual New Years Day Mummers parade in Philadelphia. |
![]() |
| Start of Game. Pillboxes are hidden as is Wire and Mines on the bridge. Hungarian player knows they have to be on the bridge though. |
![]() |
| In a twist the defender moves first. I move on the sacrificial lambs for the slaughter. I have not figured a way to save them, the Hungarian armor VBM freeze sleezes them and it is all over... |
![]() |
| End of Hungarian turn 1, the ACs hold three Yugoslavian squads in Melee. Stacking was a bad idea too... |
![]() |
| Scratch one tank! (Picture courtesy of the History Channel who swears it is an early war Hungarian tank) |
![]() |
| End of Yugoslavian turn 4. The Melee ends in the squads favor while the Hungarians start setting up the big guns (105s). Gonna be some hurtin when they score a hit! |
![]() |
| The "Squad/Platoon" stands. These are based for Fistful of Tows and the modern version of Fireball Forward (whenever it is released). Also very useful for IABNM. |
![]() |
| Detail shot of a squad stand. |
![]() |
| 25 LBers and transport. |
![]() |
| CMP transport for the 25lbers and FV-432s for IABNM. |
![]() |
| FV 432 and T55MV |
![]() |
| T55MV, 6 lber Portee, SU152 and SU122 |
![]() |
| Laser Designators |
![]() |
| Ultra-Modern US Riflemen. |
![]() |
| Barret Sniper rifles. Probably some others in there but my eyes have enough trouble making out the difference between a sniper and an LMG at this scale... |
![]() |
| SAW gunners |
![]() |
| Mortars |
![]() |
| MG Teams |
![]() |
| Leaders. GHQ's normal over-abundance. Better too many than too little though. |
![]() |
| The mandatory grenade throwing guys. I generally dislike them, a few is OK - 6 total would have been good... |
![]() |
| Standing Riflemen |
![]() |
| Kneeling Riflemen |
![]() |
| The commanders once again. Unlike the Grenade guys extra commanders almost always come in handy. |
![]() |
| An overview of the map, Continentals setup and the British enter at the top right. |
![]() |
| End of Turn 1. British entry order as shown on the Time Track. |
![]() |
| Tarlton (Mr. T) enters the map and gets within one hex of Continental Cavalry using road movement. (can not go adjacent when doing so) |
![]() |
| End of Turn 2. |
![]() |
| Still no fighting. Mr T is reinforced with militia while the Continentals bring up some riflemen and light troops. (they can move quickly through the woods) |
![]() |
| End of Turn 3. |
![]() |
| First blood goes to the British! |
![]() |
| End of turn 4. |
![]() |
| End of turn 5 |
![]() |
| At the top of the map the Continental Cavalry holds the Infantry back by using a Cavalry withdrawal. While the Riflemen hold up the British advance on the right. |
![]() |
| End of turn 7 (I forgot turn 6?!?!) |
![]() |
| Up top the Cavalry is holding up the infantry but Mr. T is coming up - that will keep them from doing a Cavalry Withdrawal again. On the Right the main army with Cornwallis is plodding along. |
![]() |
| End of turn 8 |
![]() |
| Up top the Cavalry is pushed back but not eliminated. To the right the British keep plodding along. |
![]() |
| End of turn 10? Did I skip a turn, that would have a big effect on the end game... |
![]() |
| The British finish off the Lt Rifle troops holding them from the main part of Greene's army (Greene is with the other portion of the army however). Things will get hot here shortly... |
![]() |
| Mr. T works with Cornwallis' subordinated to attack from the other direction. The good troops were sent this way (with +2 morale ratings they are tough fighters) |
![]() |
| End of turn 11. The Continental army suffers major losses a leader, their Dragoons captured and another combat unit. |
![]() |
| Up top Greene forced a retreat of one of the units there. |
![]() |
| End of Turn 12. Based on Points the British now have a solid Marginal victory! But Cornwallis wants more - even though it is impossible at this point for the most part. |
![]() |
| The British Rifles fire on the Cannon and kill it off.Cornwallis steps in to try and force a crossing, to no effect. |
![]() |
| Up top the British try to skirt the Continentals (silly move, should have simply tried to grab Greene, that IS a major victory) |
![]() |
| British get the Initiative on turn 13 and Cornwallis Crosses the stream to attack! Disaster strikes as the Continental Rifleman finally score a hit and a leader casualty.. |
![]() |
| Cornwallis Falls in battle! The previous good fortune for the British is now almost completely gone. The game now being a draw. |
![]() |
| Without Cornwallis to lead them (a lesser leader is still in the stack next door) they fight to a PIN result. The Continentals have to attack back on their half of the turn. |
![]() |
| On the other part of the field Mr. T mangles a good part of the Continental force there. Another turn might have lead to the capture of Greene... |
![]() |
| The Continental counterattack ends up a disruption for them but the other units pass their morale checks to stay in place. |
![]() |
| And Greene retreats his forces. |