The next campaign moves were going to be critical for the English as their army elements would be reducing in number and exposed to an attack. To move the English need to roll 3+ and French 4+. The dice rolls went the way of the English and two army elements with their baggage successfully boarded the waiting ships, while the third inched (quite literally) closer to escape.
|The way to the ships is open|
|The English army slips away|
|The English ready to board their ships|
- The terrain drawn in each campaign square influenced the number and type of tabletop terrain features. This proved successful and the resulting dice generated terrain posed some interesting choices for the defender who always got to choose the side they wished to defend.
- The game set up worked out. It had the defender always deploying their first line of defence with 50 percent of their available units. The attacker then placed all their units in two lines. Then the defender placed all remaining units in a second defence line behind their first defensive line.
- The campaign stopped me from overloading the tabletop with too many units (a failing of mine). The more interesting games often had the fewest units.
- I allowed myself the latitude to make up some of the rules as the campaign went. For example, what to do with major vs minor victories. Allowing the victor of a major victory to determine the path of retreat for a defender.
- Campaign attrition worked out well. Another rule made up and based on some useful post comments. Where after every 3 games armies could field one less unit, unless the army element was accompanying the baggage (when the rule did not apply).
- The same campaign approach could work just as well with a campaign dealing with a relieving force trying to get to a besieged garrison.
What next? While I am still working through my longish running AWI campaign which is about two-thirds of the way through. I now need to give some thought to a WW1 1917-18 campaign for another 6x6 challenge.