The past week has been spent messing around with some simple hex-based ancient naval games, testing out various rules on a hex and some home-brew variations. My aim is to settle on some rules prior to starting the planned ancient campaign. However, there is my existing WW2 Western Desert campaign to finish as I want to avoid having two campaign on the go at the same time.
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| The start of a naval game |
The Allies are in a perilous situation. Should they lose this campaign turn, they will lose the campaign overall. Already they have lost the first game of a best of three games which determine the winner of each campaign turn. The next game has the 15th Panzer division attacking the understrength 1st South African Infantry division.
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| Campaign map situation |
The battle will have the Allies in a good defensive position defending along a line of hills and escarpments, which will funnel any attacks. Axis forces will be able to get a flanking attack in this game which may well go along way in offsetting the terrain advantage held by the Allies.
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| Terrain cards selected for this game. The Allies are able to choose the side they defend. |
I plan to play what may well be the last game in the campaign this weekend.

































