This is likely to be my last game of anything for a while. (I'll still be painting) With the pubs gearing up to re-open in Wales I'm forced back to work and to further scupper my gaming plans, my FLGS, Firestorm Games, is moving venues. Until they've set everything up in their new building I'll just be painting more stuff ready for the big day.
Now on to the main event! Turnip28 now with added cavalry and cannon rules. Once more I took the blue clad Reekfield Free Company, supported by cannon and heavy cavalry.
My House Mate commanded the Gleebland Wandering Garrison accompanied by looming, mobile Root Chapel. 5 Objectives and plenty of cover... this was gonna gruesome.
The red-coats took the initiative and marched on the ruined farm in the center of the field. My house mate was hoping to repeat our last encounter that saw us both pouring endless streams of troops into the central ruins for almost no gain.
I was determined not to fall into the same trap twice and put the cannon to the task of showing the Gleebland fodder the error of their ways...
Or so I thought. The cannon roared of a decent hit, smashing through a wall and pulping a pair of Gleebland riflemen, but the return fire was unexpectedly accurate. The Cannon's crew were gunned down before the smoke had cleared and the first black eye of the game was awarded to me as I removed the cannon from the field in the first activation.
Pressing their advantage with the newly freed Eastern flank, the remaining Gleebland infantry moved up to cover the objectives and support the garrisoned ruins. Meanwhile the Gleebland light cavalry Whelps redeployed to the West Flank.
With the loss of the cannon the Reekfield Company had to act fast to gain any chance of victory. The ruins were a lost cause at this stage so I sent the heavy cavalry Bastards to claim the objectives along the West flank.
The Brute infantry held their ground and poured lead into the ruins to try and keep the Gleebland garrison's heads down.
It was crunch time on the West flank. I needed to make some big gains and the Whelps were hiding across the far side of a wood from my heavy cavalry. I took the risk and gave the order to charge. My luck held out and the Reekfield knights cleared the woods without injuries and plowed into the unsuspecting Whelps. A short and brutal melee and the surviving Whelps flee.
Across the field on the East flank, the Reekfield Brutes march to secure the objectives and hold the barricades.
Desperate to escape the fury of the Reekfield knights, the Gleebland light cav flees to the safety of it's fellows. Allas it is a short lived escape. The Whelp is run down, but before the knights can regroup, their mistake is realised. The ruin garrison unleash a volley on the knights, removing them from the world.
The Reekfield Brutes holding the barricades volley into the Gleebland fodder and drive them from the area, leaving the East flank dominated by the Reekfield Free Company. Whilst the Gleebland Wanderers still hold the ruins, their reluctance to abandon their defensive position has been their undoing. The garrisoned Fodder chose to fire on the exposed Brutes and drive them from the field, but in doing so failed to claim a third objective. The game ended 3-2 in favour of the Reekfield Free Company.
Once again the continuing rules update for Turnip28 are keeping me and my house mate interested. Though a few minor tweaks left us second guessing our tactics at times, we quickly adapted and still enjoy the direction that Max is taking the game. The Cavalry have had some tweaks since we played so I'm hoping to sneak a game in when work calms down just to keep my hand. Go check out what Max is doing on his Patreon and if you're curious, I cannnot recommending looking at #turnip28 on Instagram enough. So much good stuff there.
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