GM: Jim Ferich
The Indian mutineers are trying to stop a column of British troops from exiting the the board to continue their relief efforts. The rebels have amassed an impressive force to meet the British. They construct a fortification on the raod and deploy to defend their position. The 4 units of cavalry are deployed to the far right flank of the mutineers. Infantry and artillery deploy along the road while peasants emerge from a town on the far left. Most of the leadership of the mutineers is 7 and the peasants are a 5.
|Peasant mobs emerge....poor leadership will keep them static.|
|Mutineers hold the center|
|The fortifications block the road and more mutineers arrive|
|The mutineer cavalry|
|Some British forces move fast and prepare to engage on turn 1|
|2 mutineer cavalry units are disordered and 1 is shaken (blue chip)|
|The British left keeps pace with the advance|
|Mutineers block the way|
|The main road with the British center making it to the board edge after several blunders|
|3 units of Mutineer reinforcements arrive.|
A melee ensues and the result is a draw. The Mutineers have support and the Highlanders do not.
|Highlanders arrive in a disordered state|
|The British Infantry is stalled for now|
|The Scots retire in disorder after being flanked|
|Supporting troops are now close as another assault is planned. Once more into the breech.|
|Jack Tar at the ready!|
|Mutineers face off against the coming storm.|
|Every rifle is brought to bear on the attackers|
|The assault on the fortifications|
|The assault on the fortification sans Scots|
|The final result is the taking of the fortifications.|
The game took three and a half hours. We did need to look up a few rules but overall we played without being slowed down be tedious rules. We did have some problem deciding how to treat fortifications, which will be considered as occupying buildings in the future.