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| The battlefield |
So, our second go at the Valor & Steel & Flesh rules, with some changes from last time. As an example I revamped the vehicle rules adding some hit location rules.
This time around the British had gotten hold of a defecting scientist and stashed him somewhere in the town. The Irish patriots aided by Rouge Noirs minions want the scientist for their own, of course the minions do not want to share. So the minions had a secret objective, if they got the scientist they could break off their alliance. Each of the heroes had their own unique aspect, one was a coward (but had to hide that fact) another British officer felt he had to prove himself The junior minion leader believed in promotion by eliminating his superior, while one of the Irish leaders had a martyr syndrome.
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| The town, held by the British forces |
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| British reinforcements arrive from the left, the Irish & Minions come in from the small bridge |
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| The Canadians aided by a Scottish unit defend the town & guard the prisoner. They also have a damaged armoured Land Ship, a machine gun trike & an outdated Nordenfelt MG tractor. |
The game started with an automaton assault against defending automatons. It was an even match and since they could no no fear, neither side retreated.
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| The minions are deployed in force, supported by their own Land Ship & a pair of Irish light armoured vehicles. |
The Irish/minion forces were allowed to place barriers, either as road blocks or as cover for their units. They split up barriers fairly evenly.
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| British Unilancers (actually Prussians subbing in) get bogged down in the grassy fields |
As stated above the Unilancers got bogged down on the field. I have already updated the terrain charts, and reclassified what this terrain is so that it should not be that bad next time. (also rolling 3 dice for movement would have helped, I counted them as cavalry)
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| Main thrust of the British, 2 light MG Tractors, a land Ship , Hardlove suited troops & a guard unit. |