Before we started the game each player diced for his personality.
Chinese (Dave) = Shirker. His unit won't shoot or close combat unless attacked.
Russians (Ian,aka Westbury) = Yellow. Cannot willingly make contact, may shoot.
British (John) = Lilly Livered. Tries to stay out of enemy charge reach.
Indians (James, aka Vodkafan). Bald, but has a head covering.
.
Mad Mullah (Bob, aka Flatpack & I) = Bit of Consumption. may not move at double.
So we had an advance of British, who really didn't want to start a war, coupled with
the Mullah who would rather NOT go running around the countryside. Plus his allies
who also didn't want to instigate any fighting. Good set up for a wargame, what?
The first part of the game would not involve a lot of action.
I was trying out some ideas for vehicle movement & maybe I emphasized too much on the
unreliability of vehicles.
This was not helped by the jokers in the pack. If someone drew one it meant one of their
vehicles stalled. Move ONE & John drew BOTH jokers!
8024 & 8025
He diced off, & lost, against the Russians & Chinese to see who would choose which vehicles.
they chose the REALLY big tank & the lead medium tank. As the Really big tank was too big
& heavy to safely cross the bridge it was trying to cross the dried up riverbed. This meant
the British troops were stuck. The unreliability of anything mechanical meant they took almost
no part in the fighting. It also led to a gap opening up between the Indian troops & their
8020 = The Russian tanks advance in front of the Mullah's fort, well they would have but
they kept breaking down.
8027 & 8019 = The Mad Mullah's fort. Well defended.
8021 = More of his troops advance on the left of the fort. But not very far.
8022 = Meanwhile the Russians wait in ambush, hidden in the wood & dried up river.
British support.