Back in 2024 I'd planned an Arc of Fire game in which several factions competed to capture Professor van Langendonck's experimental gas shells from the rogue Turkish officer calling himself Iskender Bey. Scheduling conflicts meant it didn't go ahead at the time but now I knocked up a two-player version of the scenario.
In the end we had three players; Tim and Frazer who commanded a small British force, and Nick, who took on the role of Iskender Bey himself.
The field of battle was dominated by a ruined fort on a small hill:
| The venerable Sarzeh Fort making yet another appearance on the gaming table |
After Nick had deployed his forces it became apparent that he'd misunderstood my briefing and had his entire force facing in the wrong direction! As I felt the error was mine, I allowed him to redeploy one unit (Iskender Bey's personal guard) and its trenches. This would be balanced by my making another on-the-fly adjustment in favour of the British later in the game.
After a small dice-driven delay, the British arrived and began pushing towards the fort with their Mark V tank in the lead. Nick's only effective defence against this lumbering monster was his 75mm field gun, which happened to be the unit equipped with the VM gas shells.
Unfortunately, they were deployed facing in the wrong direction and it took them a while to redeploy.
If the tank had taken out the Turks' gun I would have allowed them another as a reinforcement. This would have to drive onto the table from the far end so encouraging the British to press their attack before it arrived.
It was about this time that I discovered my second error. I'd been treating the Iskenderist (can we use that term?) troops dug in in front of the fort as "Concealed" for the purposes of the Arc of Fire spotting rules. This might be appropriate for well-camouflaged Japanese bunkers in the jungles of Burma but in this case the British couldn't target their enemies without getting ridiculously close.
I made an executive decision to change to "In the open" for spotting purposes but retaining "Hard Cover" against the incoming fire. This worked much better and rewarded Frazer's positioning of the Gun Section.
Nick had successfully repositioned his Arab bandits to the end of the fort menaced by the British but this only brought them under the fire of Frazer's Gun Section. They were rapidly reduced to just a single man left wandering inside the fort!
Meanwhile, Tim (in the role of the British commander, Lt Ponsonby-Smythe) had pushed his infantry forward on the left. Using the knocked-out tank as cover, his Lewis gun team brought the enemy guards under enfilading fire.
The effect was to trigger a morale test on the guards that left them all cowering in their trenches. If Ponsonby-Smythe's main force had been in a position to charge the enemy trenches, the fight would have been all over bar the shouting. This kind of timing would be challenging even for a player with luck and experience on his side. Sadly Tim had neither.
At this point Iskender Bey himself made an appearance in the trenches. His steadying influence rallied enough of the defenders to all but wipe out Tim's charging First Section. The Second Section, moving out of the woods in support, were hit by gas shells and forced to retreat.
On mature reflection, I'm calling it a win for Nick and Iskender Bey.
| Nick and Iskender Bey |
Anyway I don't expect to make any instant converts from this but at least the guys now have some idea of how I spend my weekends. I'm pleased that we've also told another tale from the bloody history of Andreivia. Maybe a future game will see a second attempt the pull the fangs of Iskender Bay?
2 comments:
Excellent 👍 Always good to see an Andreivian outing. I see the standard Andreivian fort layout was in operation. One set of plans used throughout the country saves on materials and easy to construct 😉
Yeah, strange how the walls always seem to crumble in the same place. Must be a design flaw!
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