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Miniatures Adventure => The Great War => Topic started by: Captain Darling on November 20, 2022, 01:37:42 AM

Title: Meeting Engagement Scenario AAR - Great Escape Games 1914 Rules
Post by: Captain Darling on November 20, 2022, 01:37:42 AM
Recently we played a WW I game using GEGs 1914 Rules.

The Russians adopted a central approach and raced for the bridge, while the Germans refused their left, sent two Battalions in on their right and the rest of their force in the centre.

Both side used their cavalry to screen their infantry which was a successful tactic and later deployed their main cavalry from the appropriate Screening Unit.

Both sides flanking forces flank engaged and the Russians scored a minor victory, their cavalry pinning two German Battalions thus weakening their centre.

To the left and right of the town and bridges the Germans were successful in destroying several Russians Companies and pushing them to the brink of breaking while the Russians in the town picked off Germans enjoying the protection it offered.

The last turn began and the Germans gained the initiative, they fired along the line and the Uhlans charged inflicting many hits on the Russians but failing to destroy the single Company they required to break them. Then with the Russians in control of the turn they loosed volley after volley on the Germans and the casualties were sufficient to break their morale, the men clad in grey retired from the field!

A Russian victory!

German Uhlans Deploy and prepare to charge!
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvjWgR1dVuVvxkjDLWSRobQJhEMsp4tlVaRMqKoCqR-RleAxDEkSnHdbWYF0uEQWslbX5wB_2OEfVCeUxVgCmP-OhzQRAhaaLt8gyASjXtMvCqIHWrVwxFlRhg9YXr8PlTXexPjz7LktqCx1JsQdZoIZRa8NgDCFVB2XGezDONUeQsGVvC-CJVMtsD/w400-h279/20221012_153128.jpg)

The two battalions on the German right were roughly handled by the Russian cavalry!
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUBTL0XiOsqM41Bt92xf3lwsJqqipf9Yv6c82gvniAyjAIsEOuQuyob0r7CS70BjNbpwtLc0OFtKpbv-Pjt-vtTi84e0O9CGdQR0zfhnrsUCs5RP8re6XYSNV6JbgojhQhuLZyNaw4ATw5GZjRDWiIMceX26Sw8M4Gm68e7wtrBBaJd-rMt89pGz_3/w400-h256/20221012_153103.jpg)

The full AAR with a few more pictures is on the TSOG Blog...
https://toysoldiersforoldgits.blogspot.com/2022/11/meeting-engagement-scenario-aar-great.html (https://toysoldiersforoldgits.blogspot.com/2022/11/meeting-engagement-scenario-aar-great.html)

Cheers!
Title: Re: Meeting Engagement Scenario AAR - Great Escape Games 1914 Rules
Post by: fred on November 20, 2022, 07:24:34 AM
Good stuff, been a while since we played 1914 rules. Did you make much use of the interrupt mechanism? When we were playing the players seemed to want to keep their command chits to use in their own turn, making the game pretty much IGOUGO.

And if you already have 1914 Germans, adding British or French to allow you to play the Western front seems very sensible. I’m thinking of doing the reverse, and adding Russians to allow us to play the Eastern front. But perhaps need to finish up some more of my Western front troops first.
Title: Re: Meeting Engagement Scenario AAR - Great Escape Games 1914 Rules
Post by: Captain Darling on November 20, 2022, 08:16:57 AM
Hey Fred,

Thanks!

The interupt option make these rules, we use it regularly (not quite as much as in the WW 2 version, Iron Cross). Plus there is all ways the chance when doing it you can snatch the initiative. The decision of whether to try to interrupt or not to interrupt really adds to the game ...

Cheers!

Title: Re: Meeting Engagement Scenario AAR - Great Escape Games 1914 Rules
Post by: fred on November 20, 2022, 10:02:46 AM
Good to hear that. We had used it loads in Iron Cross, but in 1914 it was rarely used (I wonder if this was in part a consequence of playing over Zoom)
Title: Re: Meeting Engagement Scenario AAR - Great Escape Games 1914 Rules
Post by: Captain Darling on November 20, 2022, 11:32:57 AM
Could be remote play led to less interrupts, 1914 has less flexible command than Iron Cross (which fits the period) so tokens are allocated to specific units meaning it’s not as easy to pick ones with no prior actions to use as interrupts and then there are less spare tokens as in Iron Cross group moves of three units with one command gives more to ‘play with’ overall…