Showing posts with label River. Show all posts
Showing posts with label River. Show all posts

Monday, 5 March 2018

Congo: The Crocodile River

Introduction

McCoy expedition at the far side, Glover expedition in the foreground, objectives in the centre

Deep in the jungle of central Africa in the latter part of the 19th century, 2 groups are trying to extend their spheres of influence.  This time it isn't one native tribe against another, or even colonial powers trying to subdue a native village.  Rather, this game is set between two "white men expeditions" to see who can control more territory.  Or maybe there was a disagreement over which group got the last bottle of gin in the closest trader's store, or someone cheated at cards.

Whatever the reason, the "Glover" expedition (led by a rather unscrupulous retired army officer) and the "McCoy" expedition (a much more genteel affair, led by a formidable lady scientist) clashed on the banks of the Lomami river.  This is their story...


The Scenario

This is a fairly simple scenario:
  • There are 3 objectives (territory markers?) in the river that runs along the middle of the table.
  • Points are scored for carrying these objectives off the far side of the board, or at least for having them in enemy territory.
  • The river is deep, muddy and infested with crocodiles!


The Forces

Major Glover's Ruffians

Major Glover's own group of Ruga Ruga are exhausted: they lose a man and panic before the game has even begun!
  • Several (3?) bands of Ruga Ruga: fearsome mercenaries, though rather prone to superstitious terrors.
  • Some ascaris, led by a flag bearer
  • A group of native warriors
  • A group of native archers
  • Several bearers.

Mrs McCoy's Column

  • Several groups (3?) of trained ascaris.
  • 4 rifle-armed, well-trained soldiers
  • A band of native warriors
  • 3 white adventurers (we wondered if this was the 19th century's equivalent of a "gap year" for the aspiring young gentleman).  One of these was lost to exhaustion before the game started.  I wonder if it was malaria, dysentery or a hostile witch doctor who put paid to this chap?  Or maybe syphilis?
  • Several bearers.
  • A journalist.


The Game

Normally, I would advance the action in a game fairly equally along all the points of interest.  However, in this game the forces were distributed between the three objectives and the thick jungle (and limited command & control) meant that there was little interaction between each group.  It will be more instructive to handle each sector in turn from start to finish.


The Left Flank


Blue Ruga Ruga entered the river on the right flank and seized that objective, long before any of the red forces were close.



They were chased out of the river by a crocodile and then charged by the red ascaris, but the Ruga Ruga held their nerve and savaged their attackers.  So far, this was all going swimmingly (if you'll pardon the very bad pun!) and there didn't seem to be much to prevent the blue unit from carrying its trophy off the far edge of the map.



Then, sporadic rifle shots rang out.  With almost every shot, one of the Ruga Ruga fell; the blue group just couldn't figure out what was happening.  Finally it was revealed: the two red adventurers had opened fire from a nearby patch of jungle.  Even though the Ruga Ruga were under cover, the white men shot like champions and almost every bullet was a hit.

Between the murderous rifle fire and frequent terror attacks (playing on the Ruga Ruga's superstitions), the blue unit was severely reduced.  Eventually, the last two men fled back across the river; only one made it to the other bank.  [Technically, this loss was due to a flee action after the unit took too much stress, rather than a crocodile attack.  It is possible that the second man did survive - but decided that he had pressing business elsewhere].



By the end of the game, the blue unit was in a very bad way; it was reduced to a single, highly stressed individual.  However, he did have possession of an objective marker.

Points scored for the left flank

  • Red (McCoy expedition): 0 points.  No enemy units destroyed, no loot discovered, no objective in or taken off the board through enemy territory.
  • Blue (Glover expedition): 0 points.  No enemy units destroyed, no loot discovered, no objective in or taken off the board through enemy territory.

The Centre


The McCoy Expedition's soldiers reached the river first.  They tried to cross, but disturbed a waiting crocodile.  These hardy warriors kept their heads though; the crocodile was driven off without loss.



Blue ascaris (with the blue expedition's flag bearer) took cover behind vegetation along the edge of the river.  However, they weren't in time to prevent Mrs McCoy's ascaris from seizing the objective.  Shots were exchanged between the groups; the blue ascaris all missed, but the better-trained red ascaris hit several of their opponents.



The red soldiers crossed the river to try to enfilade the beleaguered blue ascaris.  However, a thunderous charge by Major Glover's recovered Ruga Ruga threw them back across, leaving several of their dead behind.



In any case, the remaining blue ascaris survived by rallying to the flag and keeping their heads down.  Eventually Mrs McCoy's red ascaris retreated out of the chest-high water when a crocodile took one of their number.



The crocodiles were really active now - or at least, fear of crocodiles was running rampant.  The retreating soldiers panicked...



...and the pursuing blue native auxiliaries (who had finally reached the river right at the end of the game) were also inconvenienced by things real or imaginary moving below the surface.



At the end of the game, neither side had anyone on the enemy's side of the river.  Red did have possession of an objective, but since this was still in their own half, it didn't score anything.

Points scored for the centre

  • Red (McCoy expedition): 0 points.  No enemy units destroyed, no loot discovered, no objective in or taken off the board through enemy territory.
  • Blue (Glover expedition): 0 points.  No enemy units destroyed, no loot discovered, no objective in or taken off the board through enemy territory.
So, could either side do any better on the right flank?  Read on...


The Right Flank


Blue's native archers tried to take an early shortcut through a patch of thick jungle...


...but were severely stressed by some local wildlife.  They did eventually recover their composure and carry on, but it took most of the game before they were anywhere useful.



Maybe the archers wouldn't be needed anyway?  Blue's right-flank Ruga Ruga easily beat the opposition to the river and claimed the objective.  They topped this by firing a murderous volley which stopped the advancing red ascaris dead in their tracks.



Not wanting to risk a crocodile attack, the blue Ruga Ruga climbed the far bank of the river.  A red warrior unit attacked them and was driven off, but the Ruga Ruga were building up quite a lot of stress.



The defeated warriors (encouraged by their attached journalist, no doubt) started to throw assegais instead.  This proved to be much more effective and two blue Ruga Ruga fell.

[Note: in this confrontation I didn't record whether the remnants of the red ascari unit fired as well as - or instead of - the warriors.  It doesn't really matter either way; the result was still the same].



As the end of the game drew near, the blue Ruga Ruga took cover behind some bushes.  Blue archers were approaching, but were too late to offer any assistance beyond the dubious morale benefit of their support.

Points scored for the right flank

  • Red (McCoy expedition): 0 points.  No enemy units destroyed, no loot discovered, no objective in or taken off the board through enemy territory.
  • Blue (Glover expedition): 5 points!  No enemy units destroyed, no loot discovered - but one objective taken into enemy territory (just).

Conclusion


This game was pretty much inconclusive.  Neither side encroached much on the other's territory.  There weren't even that many casualties; not a single unit was wiped out!  Even though the (blue) Glover expedition scored 5 points to the (red) McCoy expedition's 0, that is peanuts compared to what might have been achieved if either side had run off with one or more of the objectives.  At best it's a very marginal victory, though I think it more fair to describe it as a close-fought draw.

From the preceding paragraph, you might think that it was a dull game.  Nothing could be further from the truth: it was an enormously fun morning!  Both sides had chances, but found themselves limited by superstitious terrors, bad aim or hostile fauna.  Red very nearly prevailed on the left, but were possibly a little too slow.  Red also had a good chance in the centre; the blue flag proved invaluable in rallying the faltering defenders.  On the right, blue's early rush paid off: the outnumbered Ruga Ruga managed to hunker down and survive.

Possibly red's scientist could have gone looking for discoveries - and this might have given their journalist something to write about - but there's no certainty that such a plan would have reaped any rewards.

Finally, the crocodiles in the river only cause one (directly attributable) casualty.  Their main effect was to cause a lot of stress, both in game terms (stress counters) and in tension to the players.  There's nothing quite as nerve-wracking as losing a melee on the bank of the river and being forced back into the crocodile-infested waters!  

Friday, 14 March 2014

Hogni's Saga: the fight at the ford

"By the River fettered Fenrir will lie till draws nigh the doom of the Gods."

This week, there was no meeting of the Helensburgh Games Club.  It's in something of a crisis since numbers have plummeted and we're trying to decide what, if anything, can be done to revive it.


Instead, my sons and I played a game of SAGA at home, so at least my readers can have their regular battle report!

We set up the standard "Battle at the Ford" scenario, with 5 points-worth of troops on each side.  In this game, the field is divided into two parts by a river which is only passable at 2 places (a ford and a bridge for our version).  After 7 turns, the winner is the player who has the most troops on the enemy's side.

My youngest son and I took the Vikings; our plan was for the berserkers to storm the bridge, followed up by a large unit of warriors to hold the ground.  In the south, the rest of our troops would line up on our side of the ford and prevent the Scots from crossing.  Simple, right?


"Týr is the boldest and most courageous, and it is very much up to him who wins in battle. For men of action, he is good to invoke."

With a rush, the Scots charged across the ford before the Vikings had even realised what was happening.  They used their long spears to Reach, causing the first casualty of the game to the startled Norsemen.

At the bridge, much the same thing happened.  The Scots were most of the way across the bridge before the Vikings could react.  OK, change of plan: we need to stem the flood before we're overwhelmed by the Scots' reserves!
 

"Falling in battle is the lot of brave men."

The Viking hirdmen charged in to try to dislodge the group of Scots warriors who had already crossed the river.  Although they felled a couple of the intruders, they were met with A wall of spears and all the hirdmen were slain.



At the bridge, the Vikings rushed the Scots spearmen.  One warrior was slain on each side in a fairly inconclusive fight; the attackers withdrew a short way to consider their next move.  This was not going the way I'd hoped, not at all!

"His own men went to battle without coats of mail and acted like mad dogs or wolves. They bit their shields and were strong as bears or bulls. They killed people, and neither fire nor iron affected them. This is called berserker rage."

Right, time to send in the berserkers.  Fuelled with the power of Ullr, the 4 frothing Viking fighters charged at the tired Scots warriors on the bridge.  Let's see now: 16 attack dice, hitting on 3+ (because of Scot's fatigue) and re-rolling any misses (Ullr) - that should do the trick!

Of course, one thing about the berserkers is that they're not wearing any armour and are therefore rather easier to hit than average.  They cleared the bridge, but all died in the process.  Not quite what I had in mind...

"To Odin many a soul was driven,
To Odin many a rich gift given.
Loud raged the storm on battle-field,
Axe rang on helm, and sword on shield."

At the ford, both sides rushed in reinforcements, including their respective warlords.  The Scots had more men and most of them were thanes (hearthguard class) against the Vikings' Bondi (plain warriors), so it was looking grim for myself and my young apprentice.



Casualties started to mount up on both sides - but the Scots had the better of it.  They could afford to trade man for man, but the better-armoured thanes were cutting down the Viking Bondi faster than they were taking losses themselves.

"Do you see there that all our men have fallen, and it appears to me most likely now that we will be Odin’s guests in Valhalla tonight... We will never flee from our enemies but rather endure their weapons."

The Scots warriors joined in as well, defeating their opposite numbers and causing the bondi to fall back and leave Leif gunnarson (the warlord) exposed.  The Vikings took great pleasure in using the power of Loki to wipe out the remnants of the Scots warriors immediately after this (Loki only works on units of 3 or fewer warriors or levy; the Scots warrior unit lost a man in their victory over the bondi).  So, that brings the odds down to 6 thanes and Macbheatha, the enemy warlord, against Leif and 3 bondi.  Not good odds!


"Each man must at one time die. No one may escape dying that once, and it is my counsel that we not flee, but for our own part act the bravest."

The warriors at the bridge surged forward, but found their way blocked by a thin line of Scots thanes.  In a bloody encounter, 3 men from each side fell and the Vikings pulled back to lick their wounds.


At the start of turn 6 (of 7), the Scots had 9 victory points for figures on the opposite side of the river (1 warlord and 3 thanes) against 0 for the Vikings.  The ford and the bridge are too far apart for reinforcements from one to reach the other before the end of the game.

"When the watchman of the gods shall blow the shrieking horn, the warrior sons of Othin will be summoned to the final battle."

First things first: the 6 warriors at the bridge charged at their sole remaining foe.  Even though the Scots thane tried to Hold the Ground, he was overwhelmed for no loss to the attackers.  At least that's 6 victory points to the Vikings which cannot really be challenged.


Now the 2 warlords and their bodyguards set to and fought each other.  The initial clash left 1 dead on each side, but the Vikings couldn't afford that rate of exchange.

Macbheatha and his thanes attacked the Viking warlord, but in a burst of enthusiasm, Leif slew 2 of these enemies and sent the Scots warlord reeling backwards.

Sensing a change, Leif called out to Hogni, his last remaining warrior.  "Come on lad!  Let's finish this b*stard off!"  Hogni was fired up with thoughts of Heimdal and gained a number of attack dice, though at the cost of leaving himself more vulnerable.  Whilst Leif and Macbheatha circled each other warily, Hogni charged in and delivered a mortal blow to the Scot.  He didn't escape injury himself, though: the brave warrior collapsed and lay bleeding after his ferocious attack.

Turn 7 - the last turn of the game.  The remaining Scots thanes pondered whether to attack Leif, but decided that this would be very hard to achieve with just 2 SAGA dice.  Instead they fled, hoping to preserve the 6 victory points that they represented.

The final act of the game was for Leif.  He could have tried to chase down one or more of the Scots, but there was a risk that he would fail to kill any; this would leave the scores tied at 6 points each.  Alternatively, he could cross the river himself and thus add 3 more victory points to the Viking total.

Weary and bloodstained, Leif jogged across the ford and the Vikings claimed the victory, 9 points to 6.  Hogni's valour would be remembered for many a day!