OK on with the actual game. For those not familiar with the rules, there is a pre-game ritual of political dicing. I didn't get much out of this but my opponent was able to upgrade one of his marine regiments with two extra mortars, so he had 4 mortars!
After that there is dicing to see which units we actually got onto the table at the start. This is interesting and fun because it is completely random. We both only managed to start with two units each, an infantry unit and armoured car Squadron. I accepted this as being quite realistic; Zumri is pushing forward as soon as possible from the beachhead with what he has ready and I as Zaio need to have time to get my defences organised. That made it quite exciting already.
As the attacker, my opponent chose his 3 objectives, and declared them, although I didn't know which was his main one and what may be of lesser importance or even a diversion.
I decided I must defend the supply depot which meant my infantry unit and mortars.
My armoured cars I deployed along the road.
This meant leaving the railway line and everything west of the road uncontested, but I hoped that the marshland and river would provide a natural obstacle and slow his advance.
I was pretty confident. I had one more armoured car more than him.
Here he comes!
His first regiment of naval infantry supported by a HMG
He begins crossing the river and advancing his troops
I don't actually do anything on the first turn because I don't want to commit myself.
As it happens, my opponent doesn't manage to get all his AFVs across the river, so to keep unit cohesion his advance is slowed
2nd turn I begin to move my armored cars off the road
I also mortar his armoured cars and he shells me with his 76mm guns, killing one base of troops.
First blood to Zumri
3rd turn
His infantry begin to cross the river. I intend to make them pay for the privilege. My guns and MGs take out his HMG and another base.
Bad news is he gets his whole armoured car unit over the river. I lose a precious EBR75 in short order.
I move my two RPG bases up to the road as a forward Anti-armour screen and one base is lost immediately
His naval infantry are tough. Undeterred by losses they bring the fight to me. A second a/car is lost. Bugger!
At least I have the satisfaction of staining the river red with his soldier's blood
The rules allow to dice for reinforcements from turn 3 onwards. I desperately needed some but didn't get any. Zumri got a second infantry unit.
Turn 4 his Naval infantry are still coming on. The squadron commander's AFV is knocked out and I pull back my remaining vehicle.
His Saladins are slipping through
I desperately fire with everything I have got. Between my RPGs and mortars and small arms I manage to knock out two of them.
But now his second unit of infantry come on from behind me.