Friday, July 4, 2025

Maximillian Imperials versus Tudor

I found a different army to use my Burgundians with and took them to fight Mark B's Tudors in a tough fight.

The Imperials were out scouted and started on the defensive.
There is some difficult ground on the right and a small wood in the centre.

The Imperials advanced while their knights shuffled sideways.

The shooting starts, mostly ineffective.

Except for the Tudor artillery.
The Tudor's Irish tried their hand against Imperialist harquebusiers,
but were bloodily repulsed.

The Tudor artillery continues to inflict damage,
as the Imperialist infantry wait for the knights to catch up.
Some telling fire from yet more harquebuses decimates one of the Tudor units of longbow.

The Imperial mounted harquebusiers look a tad exposed.

The mounted harquebusiers were traded for a unit of longbow.

The Imperial knights from Burgundy obliterate the Tudor artillery
and inflict a heavy defeat on the Tudor knights stationed behind it.
The Imperial's harquebusiers have started to punish the Tudor longbowmen
that are hiding in the wood.
A unit of Tudor infantry has been bested by Imperial pike.

A slight pause before the final push.

The Tudor mounted knights fared badly,
but their dismounted knights made a mess of their opponents.
However, it was all too late for the Tudors.


Thursday, July 3, 2025

The Lamps Are Going Out again and again

It had been a while since Richard and I had last played this game.  The first game saw the war over by Christmas, but the second ragged on with a Russian Revolution and a very late US entry. Richard was the Central Powers in both games.

Germans spend Christmas in Paris.

US isolationists caused a critical delay.

Richard has provided the following (with a few edits from me)

The final scores for the second game were as follows:

Central Powers Points earned:
  • Russia defeated:  4
  • Serbia: 1
  • Romania: 1
Entente Points earned:
  • East Africa: 1
For a net of 5. The Central Powers need 7 to win.

The game was lost for the Central Powers when the Entente got back the Somme early in the game (1915). There was no real coming back from this as the Russians had built up so much that the Germans couldn't even spare a single army for the Western Front if they were going to make any progress against the Russians. The Russians had also made that extremely difficult by leaving armies behind to threaten the German flanks and Baltic supply line tying up two of their armies needed at the front.

The Russian fast build up was also made easier by super early Italian entry (fewer Austrian-Hungarian units used against Russia) and particularly no Gallipoli campaign (this might have been the first game where there was no Gallipoli). That was a critical factor which freed up a British army at a critical
time. The British seemed to always have more than enough production points throughout the game as the maximum U Boat attrition was only two which still leaves the British five.

The High Seas Fleet put in a good account after technology improvements, causing the British to expend production to repair their fleet, but it was too late by then.  The Germans pushed their luck with an extremely skimpy defence in the Rhine, but it failed at a critical moment and cost them a permanent army lost, which really hurts the Germans as everything is needed in the final turns. One more army
would have meant saving Belgium and another VP. With the late US entry, although a long shot, it was all still up for grabs, which is great as you never feel it's over until it is.

We did have a few mistakes over production points and fleet usage as well as forgetting to use poison gas, although the latter is understandable.