Yesterday we played another VBCW game, using the world aflame rules.
We had the evil BUF guarding the airfield, and a few rebellious naval ratings, manning the coastal defence battery. They were both supported by plenty of local militia units.
The opposition were going to make a seaborne invasion, using boats off the duck pond...never a good idea. They also had plans for armoured support, coming in from the flanks.
Initial layout.
Coastal defence.
Duck pond flotilla arrives....what could possibly go wrong ?
More militia arrive to welcome the boys on the beach.
BUF forces line the hedgerow, covering the airfield.
The opening shots on the beach, are exchanged.
Supporting armour appears on the right of the beach, only to have 2 nutters run at the tanks with their explosives in hand.
German militia guard the airfield supplies. Germans helping the BUF, who would have thought it ?
More armour appears at the airfield. The BUF weren’t expecting that.
French militia and BUF react to the new armour threat at the airfield.
Back at the beach, and it is not going well at all for the duck pond invaders. Boats and bodies everywhere.
Now for the twist. A random event card is pulled, and the duck pond navy open up on the BUF, landing two great shots into their massed ranks. The BUF fall like flies.
Oh dear.
Let’s say it again....oh dear.
With the BUF taking catastrophic casualties, the right wing armour strides forward, towards the airfield.
The right wing armour take out the BUF and their artillery.
Now there’s marauding armour everywhere.
The battle comes to an end ( because the bacon butties were ready), with the seaborne force shattered, and the land forces, eventually capturing the airfield.
Good game, but spoilt by the rules a little, as we have been playing TMWWBK and Patriots and Rebs lately, so these rules with a homemade qrs, and too many unnecessary dice rolls spoilt it a little.
We think we can adapt the other two rule sets, to get a better flowing game.
Let’s see how we get on.