The Batteries in my camera gave up before I could finish the game but here is what happened.
|My first units arrive, an armoured truck containing my Command Element and a Boys Anti-tank rifle.
|A general shot of the table from my seat.
|The BUF start to arrive (Boo Hiss!) Also known as Tim and Dick
|Peter arrives with a squad and a machine gun in the second truck and I get another spuad and a mortar in the 3rd truck
|The Fasists start to arrive in force, 3 trucks of troops and some troops walking along the road.
|being card activated my command struck speeds of down the road but the other two trucks fail to activate.
|Clearly the BUF now are up to 5 vehicles including a tankette!
|Pete takes his socialists into the side road and de busses.
The post box we find out at the very end is the Fascists objective!
|Petes Miners having de-bussed take the field and cross to the far side.
|Fascist Veteran Infantry arrive behind the tavern
|Fascist flying column take the hedge row in front of the tavern
|My socialists probably in a committee meeting remain stationary and fail to activate.
|View from the fascist table edge., They have a lot of stuff on the board now.
|The Fascist get tank support on the table, Along with their veteran troops.
Nothing we can do the boys antitank rifle is out of position and although does manage to fire 3 time in the game it hits nothing at all with any shot the entire game.
This was the last picture before the batteries in the camera died.
At this stage we could still win couldn't we.
Well actually NO. The game when it ended was 8 Victory points to the Fascist and ZERO victory points to the socialists. The Fascist did try to coddle me by claiming that we did score 2 victory points for knocking a MG out on an armoured truck. But as the VP table said we had to knock the veihicle out OR destroy it If is was a towed gun that kind of argument makes no sense to me.
So what went wrong? Honestly it was a combination of not knowing the rules which lead to some less than idea troop placement. (But that was the same for the Fascists as well). The fact that we could not activate anything that could knock out a fascist tank. And they just rolled over us.
Yes I did have a boys anti tank gun. In the game it fired a total of 3 times due to not getting activated, the first shot fired at a truck (No other targets) and missed, the second time did fire at a Fascist tank and Miss, The third time with no vehicle targets it fired at a Fascist machine gun and yep you guessed it.
I did have a tank with a cannon that could penetrate a Fascist tank. It activated twice in the entire game having come on late and spent those activations moving towards the front. The fascist tank it was facing activated MOST (but not all Turns) and was able to fire 3 times at my tank without me being able to fire back.
Overall I think I just have to say the cards were against us and while we could activate in the first 2 turns after that (and we played about 10 turns) me and Peter weer just sitting ducks and could not even shoot back. All in all very frustrating.
I am sure the fascists will point out that they had a unit that only activated twice (actually 3 turn as it did activate in the final turn) and you cannot blame them for our VERY bad luck.
Following te game there are several things I would change in the rules, Morale for a start units tend to get wiped out rather than retreat. The way units are activated. It could have been more balanced and the Fascists dd point out that before they hade anything on the table we did manage to get some units on and moving. And that is true, but in later turns we could do nothing to counter act the Fascist. We had no effective antitank at one stage they drove within 2 " of the Boys as they knew it would not activate and if it did the chance to hit was so small as to be worth the risk. Our anti tank gun was out of the game from the start and the only tank with a gun and not an MG was destroyed because it could not activate in the 3 turns that it was being shot at.
Still them's the breaks!