The scenaro makes the Attackers deploy their range away from any edge, but as my range was an upgraded 24" there was nowhere to deploy them on a 6' x 4' table! So we changed this to 18", the same as in our first game.
By choosing to deploy on the edge he did, Ian was almost on top of three of the objectives right from the start, but as luck would have it the centre of this edge was also the zone I had nominated for two of my Tribal units to pop up in.
This allowed me to place them at 8” from the British. This is almost as good as it gets, but would have been better if I could have placed them in cover. If they survived Ian's next turn and if I could activate them, I could charge home without the risk of failing to double adequately.
|Beginning of Turn 3: Mahdist unit E recovers from pinning but can only sit there. Mahdist unit F fails to activate and cannot charge. This is the other decisive moment of the game.|
|Beginning of Turn 4: Mahdist unit A takes the hill, but Mahdist unit E loses more casualties and is pinned again.|
|Beginning of Turn 5: Mahdist unit E is effectively no more. Unit C manages to charge but is beaten off.|
|Beginning of Turn 6: All the Mahdist units are now too depleted to be effective.|
|End of Turn 6: a technical win for the Mahdists at this premature end to the game but their fate is sealed.|
Our club AGM curtailed our gaming time. At the point we decided to stop I was technically the winner as the British had by that time taken only two of the objectives. But had the game continued I think I would have been wiped out, so I take no satisfaction in this 'victory'.
We are still trying to work out how best to use Tribals - how to survive and how to make them more than a one shot, one tim e weapon. Perhaps it's too early to admit defeat but I'm inclining to Ian's view they should be reduced in price to 2 points.
We also had some dreaded Line of Sight issues but I'll gloss over that until we've had more time to think about it.