05-22-2009, 07:24 AM | #1 |
Banned
Join Date: Apr 2008
|
First run with Mass Combat
Hello All,
The game I'm a player in just used Mass Combat for the first time. It seemed to work well. Summary of Forces Alliance Ambush Force Elements/TS/Classes//Mob/Features 8 Hunters (Lt Inf)/24/Recon/Foot/Levy, Mountains 1 Hero(IC)/2/Recon, C3I/Foot/Desert, Night, Neutralize C3I Recon TS = 26 C3I TS = 2, (-2) Total TS = 26 Enemy Messenger Party (Guesstimate) Elements/TS/Classes/Mob/Features 2 Lt Cavalry/8(6-12?)/Recon, Cv/Mounted/(?) Recon TS = 8 (? 6-12) Total TS = 8 (? 6-12) The scenario: The Alliance Force has been infiltrated behind an enemy fortification. The Hunters' mission (commanded by yours truly) was to interdict a mountain pass so that no message can reach the enemy rear until the Alliance main force (elsewhere) has captured the fort. Initially, Intel informed us that the messenger force could be up to 50 horsemen. (In the event, only 20 were in the party). The Hunters have established an ambush situation and rigged up a simple rope-pulled-taught trap to catch the first of the horsemen as they pass. Alliance Order of Battle submitted to the GM: Objective: Kill (or capture) each and every member of the enemy force. We will kill horses if necessary to prevent escapes. Tactical Assumptions/Hopes 1. We’re hoping that the mountainous terrain neutralizes the enemy’s cavalry superiority as per MC p.31. 2. Our Recon bonuses: +2 for being all Recon, possibly +1 (or +4) for knowing the Terrain type, and + whatever our superior numbers provided). 3. Assuming we win Initiative we can choose the engagement type – we choose an “Encounter” (not “pitched”). 4. By choosing an Encounter engagement we prevent this enemy from selecting a Retreat strategy or any Defense strategy other than Mobile on the first round. 5. If we acheive Surprise or Ambush the opposition will be Confused and the only order they can use is ‘Rally’ on the first turn (since retreating is already prevented per above), or Rally or Full Retreat on subsequent turns until a Rally is successful. 6. Because we are hunkered down awaiting combat if we have an Ambush our side will get the Defensive Bonus for the first round as per pp.32 and 34. Initial Array of Forces: Main body of 6 Huntsmen Elements – divided in two groups, hiding in a row along both sides of the road. A group of four men will manage the rope-trap, near, but not quite at the end of our group furthest from the fortress. Instructions are WAIT until ordered to attack, then attack. Those behind the enemy are instructed to attempt envelopment when the attack begins. Hero Element – positioned among main body, near the group manning the rope trap. Instructions, give attack order just as enemy van reaches the rope trap. Initial round Heroic risk +1 to be taken to, if possible, kill highest value enemy target (mage if present, otherwise the apparent leader). Reserve body of 2 Huntsmen Elements – positioned two-mounted-Moves further from the fortress than the main body, starting on either side of the road, but fanned out in either direction in case enemies try to ride around. Instructions are (1) kill enemy who try to pass, and (2) come to the relief of the main force if ordered. First round Orders: All cases: -All out attack (with Cmdr risk adjustment +1) Second round Orders: If enemy still Confused and Cmdr is uninjured: -Indirect attack (rear envelopment) (with Cmdr risk adjustment +3) If enemy is not Confused or Cmdr is injured: -Attack (regular) (with Cmdr risk adjustment 0) Third and subsequent round Orders: If Alliance side is ahead: -Attack (with Cmdr risk adjustment +1 (or -1 if Cmdr was injured)). If Alliance side is behind by less than 50%: -All out Attack (with Cmdr risk adjustment +1 (or -1 if Cmdr was injured)). If Alliance side is behind by 50-70%: -Skirmish (no Cmdr adjustment as the Hero Element will abandon the fight to give warning to other forces.) If Alliance side falls to over 70% and Cmdr is still there: -Full Retreat. ------- So, that's the beginning. I will post the GM's reply and the outcome in a subsequent post. Last edited by Figleaf23; 05-22-2009 at 07:29 AM. |
05-22-2009, 09:04 AM | #2 |
Join Date: Nov 2004
Location: Flushing, Michigan
|
Re: First run with Mass Combat
Sounds interesting.
So...when is Mass Combat going to be a PoD softcover? |
05-22-2009, 09:21 AM | #3 | |
Banned
Join Date: Apr 2008
|
Re: First run with Mass Combat
Here's how it turned out, from my GM:
Quote:
|
|
05-22-2009, 06:57 PM | #4 |
Banned
Join Date: Apr 2008
|
Re: First run with Mass Combat
|
05-23-2009, 09:45 AM | #5 |
Join Date: Sep 2008
|
Re: First run with Mass Combat
Good luck when the enemy reinforcements arrive!
|
05-23-2009, 11:52 AM | #6 |
Banned
Join Date: Apr 2008
|
Re: First run with Mass Combat
Hopefully the attack by the main force on the fortress will mean there are no reinforcements to be had.
|
05-23-2009, 12:26 PM | #7 |
Join Date: Oct 2006
Location: Chagrin Falls
|
Re: First run with Mass Combat
Or the reinforced messanger service leaving the the main objective will weaken it enough to make it fall easily. Then when those allies do arrive they'll be facing a much worse position.
__________________
Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
|
|