Wargaming from Hertfordshire & Beyond!

Monday 27 September 2021

Showdown at Singara; 344AD

An easier travel plan for our reporter this week, as he travelled from the Libyan/Egyptian border of late 1941 to the desert of Mesopotamia in Summer 344AD. This was going to be a hot one. The Sassanian King Shapur II had launched at attack on the Roman frontier seizing the fortress of Singara. The Emperor Constantius II has come in person to command his armies and restore Roman martial pride. Phil, Tony and Fred took the Sassanids, with Chris, Rob and newly recruited Tribune Barney the Romans. With both sides fielding double-armed units, both sides had a relatively low unit count and only a small number of victory medals.

The Sassanids started by seizing the ridgeline on their right flank whilst pushing aggressively forward on the left. 

The centre was curiously static. It must be a ruse.

The Romans advanced in good order, albeit a tad slower. Tony again pushed the Sassanid left forward showering Chris mighty Cataphract unit with arrows, one of which amazingly scored a hit. This seemed to un-nerve the Roman senior commander.

He was even more worried when his cavalry were also hit and died, leaving his wing exposed. Worse was to follow as Phil deployed the “lost” Stratagem and managed to bring his unit of light cavalry onto the table straight into the Roman camp area. Five coins lost and none captured for the Romans.

The Roman left and centre manfully fought on, but realised that their right was in danger of collapse and the Sassanids were in their rear area. Nasty!

Chris finally managed to deploy his “reserve” light cavalry to save the second Roman camp, but the situation on the left continued to worsen. The cataphracts were finally destroyed as were the light infantry, and the flank was turned. The sole Roman success occurred in the centre where Rob’s legionaries managed to destroy some of Fred’s cavalry which had rashly advanced into a palm grove. Cavalry fighting in broken ground is never a good idea!

The end for Julian came soon after. A unit of Auxilia was broken and Tony’s massed cavalry attacked an exposed Legionary unit.

A Sassanid victory 11-2 and a comprehensive defeat for Rome.

Simon

Friday 24 September 2021

Return to Octerapus - The Empire Strikes Back

 To: Space Marine Strike Cruiser ‘Townsville’, base of the third company ‘Imperial Dropbears’ chapter

From: Imperial Battle Barge ‘Zeemaphrame’ commanded by Imperial Inquisitor Lord Rob.

Greetings in the Emperors name.  It has come to my attention that Heretical activity is taking place on Imperial world Octerapus with Traitor Marines having been spotted.  A unit of Deathwatch Marines dispatched to the planet are out of contact and are assumed to have been destroyed. Please urgently send a team of Marines to the planet to locate and destroy the heretics before the heresy takes root.

From ‘Townville’: Strewth Mate we’re just in the middle of something here, can’t you take care of it yourself?’

From ‘Zeemaphrame’: No we can’t.  His excellency Lord Rob is busy undergoing routine maintenance.  Planetary garrisons are already committed elsewhere. What’s so urgent you can’t help?

From ‘Townsville’:  We’re having a bar… Err We’re partaking in an ancient chapter ritual that’s totally out of the manual and shouldn’t be interrupted. [Muffled] Here Wayne watch those sausages mate, they’re starting to burn.

From ‘Zeemaphrame’: What? Look Rob is a Lord Inquisitor and he can totally order you to obey you know!  Besides we haven’t carried out a ‘purity review’ of your chapter recently if you get my drift.

From ‘Townville’:  All right mate, don’t stress yourself out, OK we’ll send a few of the boys to deal with it.  Leave it with us.  Townsville out.   Bluey get your lads together, oh and pass those prawns…

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With Rob busy on family business Tony stepped up to play the next game of Kill Team.  The two sides were Tony’s Tactical Space Marines vs Chris’s Heretic Space Marines giving a simplified battle as it was Tony’s first game.

The Heretic Astartes were as the previous battle, Aspiring Champion Derek the Miffed with Plasma Pistol and Power Fist, Chaos Warrior Roderick with Bolter, Chaos Warrior Tyson with Bolt Pistol and Chainsword, Chaos Warrior Tarquin with Chaos Icon, Bolt Pistol and Chainsword, Chaos Gunner Brutus with Meltagun and Chaos Heavy Gunner Steve with Heavy Bolter.

The Imperial Dropbears Space Marine Chapter fielded a Sergeant Bluey with Bolt Pistol and Chainsword, three Marines Bruce, Robo and Loco with Boltgun, Gunner Wayne ‘Barbie’ with Flamer and Heavy Gunner Chook with Missile Launcher.

Chaos won the initiative and choose not to use a Strategic Ploy, the Imperials chose Bolter Discipline enabling them to Shoot twice.  Tarquin started by Dashing to the centre objective and securing it for Khorne (1vp to Chaos).  The Imperial response was brutal as Bruce advanced then gunned down Tarquin using his two shooting actions.  Steve moved forward into a shooting position and secured the second objective (2vp for Chaos).  In response Robo leapt onto a shipping container, negating Steve’s cover and again with two shots gunned him down.   

                    Hapless 'Steve the Slaughterer' getting himself slaughtered

Tony’s decision to enact Bolter Discipline looked to be the right one.  Worried about the way things were going Brutus Dashed towards Robo and fired his Melta gun.  The effects were pretty brutal and finally Chaos had started to inflict some casualties.  Wayne moved towards Brutus and unleashed his flamer but only managed to likely injure the marine before securing the third objective (1vp for the Imperials).  Roderick moved position and managed to secure the final objective (3vp for Chaos).  Bluey dashed forward in the centre and managed to shoot Brutus with his bolt pistol inflicting enough damage to kill the injured marine.  Carnage amongst the Chaos ranks with 50% dead and it was still turn 1, admittedly their saving rolls had been rubbish.  Tyson moved up into the middle of the table and Loco jumped onto a shipping container and fired at him for no effect.  Derek dashed into range of Loco and shot him with his Plasma Pistol killing him on the spot.  Chook repositioned at the back lining up on Tyson.

Turn 2 and this time Chaos took Malicious volleys allowing them to shoot twice.  They also won initiative and started off with Bluey charging into combat with Bluey and killing him with his power fist.  He was also planning to shoot down Wayne but Tony reminded his sergeant that ‘Only is Death does duty end’.  Bluey remained in play preventing Derek from shooting an he was still within the Engagement range of the fatally wounded (but not yet expired) Marine.  The next activation saw Bluey killing the Chaos Space Marine Sergeant and securing the central objective before falling to his wounds.  Roderick opened fire at Chook and in two rounds of shooting managed to inflict only 3 wounds on Chook.  He then moved out of sight to avoid the likely counter fire.  Unfortunately Tyson was not so lucky being found to be in the Missile Launchers sights.  One Krak missile saw Tyson blown to bits leaving Roderick as the sole Chaos Marine in play.  The remaining Imperial forces repositioned and captured objectives leaving the score 4/3 to Chaos at the end of the second turn.

Turn 3 and the sole Chaos Marine was first to go.  Using Malicious volleys, he advanced into position where he could see two of his three opponents before unleashing a stream of bolter shells at Chook (unfortunately two lots of shooting saw no hits inflicted).  This time the answering shot hit the unfortunate Roderick killing him and leaving the table to the forces of the Imperium.  Victory to the Empire.

   Chook takes aim at his second Heretic Marine of the day - he's had his Weetabix!


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The game ran well now that we are starting to get the rules under our belt.  There was major rules query.  If someone is killed during a melee attack but uses ‘only in death’ to survive one more activation does the combat continue?  We decided not but we’ll have to see if an official adjudication is announced.  Beyond this the game seemed to be a easy to play although as a new player Tony initially found the rules tricky to get to grip with.  Didn’t stop him winning though.

Saturday 18 September 2021

Dust up in the Desert - Part Due

After yet another short break from action our indefatigable reporter packed his solar topee and greatcoat and headed to the Libyan/Egyptian border in November 1941. The British have launched Operation Crusader and this action sees the Brigadier Scott Cockburn’s 22nd armoured Brigade trying to wrest the Bir El Gebi crossroads from the Italian Ariete Armoured Division and their supporting Bersaglieri. Will the Italians live up to their reputation and crumble like a stale Panettone?


The British advanced cautiously onto the field with pairs of Crusaders to the north and south, and the Valentines holding the centre. The Italian plan proved more interesting, or should that be chaotic. Whilst Chris’ lone M13/40 and Tony’s L6/40 advanced to meet the Crusaders, the other M13/40, Semovente, L6/40 and “Dummy” decided to form a “target-rich environment” for British artillery in a palm grove/ Lucky there is no artillery in WAT!

Eventually the Semovente lurking in the palm grove crawled out of its lair and planted a shell into the side of a Crusader, which was finished off by Chris L6/40.

More disaster followed for the 22nd Armoured when a Valentine fell to a single shot through its frontal glacis plate. Matters evened up somewhat with an L6/40 falling to 2pdr fire, and things looked decidedly tricky for the Northern M13/40 and Southern L6/40 as British tanks manoeuvred for close-up flank shots but then failed completely to manage a “kill”. 

Indeed both of Phil’s Crusaders fell victim to the Semovente and the lucky M13/40.


With only one Crusader and a Valentine still in the fight the British called it a day and retired, leaving Bir El Gebi in the hands of the Ariete Division.

Post game I have been looking at the data for the various tanks involved. Those for the Italians seem correct. I was surprised to find the “light” L6/40 actually had thicker armour than the “medium” M13/40. My personal view is that the Valentine should have a frontal armour of 6 not 5. As an infantry tank it was well-armoured, if not as heavily as the Matilda II. Armour 5 is exactly the same as that of the Stuart and it was better armoured than that! I sense a home-brew modification coming on!

Simon


Friday 17 September 2021

The Ravening of Octerapus - A Kill Team Story

 On Imperial Battle barge Zeemaphrame a young neophyte hurried towards the command station to meet Lord Rob, the Imperial Lord Inquisitor commanding this sector of the Imperium of Mankind.  He bowed ‘G’Day your grace I have news’. 

The Lord Inquisitor stirred amongst the many cables and conduits sustaining his ancient frame, given his vast age he looked surprisingly young. Despite this, the interruption to his nap time left him grumpy, ‘Yes what is it?' came his curt reply.

‘We have received a broadcast from the Imperial World Octerapus, they have found evidence of Heretic activity in the ruins’.

The Lord Inquisitor pondered the facts, Octerapus was a key imperial world but had recently suffered the depredations of an Ork Waargh, a Necron attack, an attempted Tau invasion and the Crimson Fists Christmas party (which had got completely out of hand).  ‘Given recent losses, I assume their own garrisons cannot handle this problem?’.

‘Nah your grace, they are too busy dealing with a Genestealer Cult outbreak.  Still you've got to laugh, don’t you agree?’

The Ancient leader considered his options.  ‘Very well, deploy the Deathwatch to root out and destroy this heresy.  Oh and Neophyte, you are far too happy for a grimdark future.  Have yourself hideously killed in a pain amplifier to restore some balance!’

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 Another Friday game of Kill Team this time pitting Rob and his Deathwatch Veterans against Chris and his Heretical Chaos Space Marines (I think you mean alternatively loyal - Ed). 

The Deathwatch comprised of five Marine Veterans led by Captain Tytus Mordelai (with Plasma Pistol and Xenophase blade).  Erik Trollbane (Veteran Fighter with Power Maul and Stormshield), Lydus Markov (Veteran Warrior with Deathwatch Shotgun), John Doe (Gunner with Combi-Melta/Deathwatch Boltgun) and Raelyn Castigar (Heavy Gunner with Frag Cannon)


Against them the forces of Chaos deployed six Chaos Space Marines led by Derek the Miffed (Aspiring Champion with Plasma Pistol and Power Fist) and including Steve the Slaughterer (a Heavy Gunner with a Heavy Bolter), Brutus the Bloodletter (a Gunner with Meltagun), Roderick and Tyson (two Marine Warriors) and Tarquin (an Icon bearer with Bolt Pistol and Chainsword).


The game was Control the Killzone with four objective markers to be secured each turn for 1 Victory Point each.  To simplify matters no TacOps were used as we are still learning the rules.

The game got underway with both forces manoeuvring for position and gaining 2VP each as the objectives were secured.  Unfortunately in his haste to secure the second objective for the Deathwatch Lydus ended up in the middle of an open ruin.  Brutus stepped up to the wall and  looking through a open window saw Lydus standing in the open.  


One blast of the Meltagun and Lydus was reduced to a bubbling pool of slag. First blood to the good guys (other opinions are available – Ed).  Rob expressed his dismay in the form of massed bolter fire at the Chaos Leader, who leading from the front, had already secured an objective.  Dragonfire rounds removed the benefit of cover, but no hits were achieved. 

Frustrated Rob threw his leader at Brother Tyson, a Plasma pistol shot saw the Chaos Marine similarly melted (one all).  In response Bolter fire from Roderick saw John Doe taking 4 hits (its just a flesh wound he was heard to mutter through gritted teeth).

Turn 2 and the players remembered they had Command Points! Both sides picked Strategic Ploys which allowed 2 shots per round with Bolter weapons and Chris won initiative.  First move saw Steve looking for revenge for Tyson using the medium of Heavy Bolter shots against Captain Titus. Two loads of shooting proved too much for the Captain and after considerable discussion about how to interpret the Critical rules another Deathwatch Marine fell.  However as Rob was quick to remind him, ‘Only in Death does Duty End!’ 1 CP and the Captain survived for one more activation.  Digging deep the brave Captain managed to both kill Steve using his Plasma Pistol on supercharge, and secure an objective before falling to his wounds (two all).  Roderick was next up managing to finish off John Doe, before having a second shot at Raelyn Castigar who was hiding at the back of the Deathwatch line.  Rob spent Command Points freely declaring ‘Only in death..) once more.  John Doe got another turn before dying.  Unfortunately he only managed to lightly injure (3 wounds) the Chaos Champion before falling.  Three out of five of the Deathwatch killed with only two of the six Chaos boys taken care of.  Rob started to look nervous.  Time for the Chaos Champion to earn his pay.  Derek secured the central objective and moved towards Erik hiding behind the wall.  

A supercharged Plasma shot inflicted 10 damage on the Marine leaving him with only one remaining - ouch.  Erik responded in the only way he could, by charging.  Unfortunately even a Close Combat Specialist has his work cut out against an Aspiring Champion with a Power Fist, especially when he is already wounded.  Erik fell inflicting a further 4 points on Derek, but leaving only one Deathwatch Veteran left.  Seeing that there was no risk to him the Chaos Icon Bearer joined his boss and secured an objective into the bargain (5VP to 3 for Chaos).

Imperial hopes were fading almost as fast as Robs morale.  Raelyn took a shot at Roderick with his Frag Cannon, but failed to inflict even a single hit.  As there was no double shooting for non-bolter weapons he then made a run for an objective marker ready for next turn.  Unfortunately Brutus was waiting for him, Melta gun at the ready.  


Unfortunately for the Chaos Marine the shot went wide with no damage inflicted, Chris noted that Brutus was a ‘Veteran of the Long War’, 1 CP to repeat the shot. This time he inflicting 17 points onto the already injured Raelyn and the final Deathwatch Marine was removed from the table.  Victory to the forces of Chaos!

 

Another game of Kill Team, another chance to whinge about Games Workshops rule writing style.  Both players found the interpretation of weapon Critical effects ‘challenging’, resorting to working out the various options before deciding on which one made sense.  As noted previously once you’ve figured them out, the rules work well, and are fairly straight-forward, but they are expressed in ways that do not make them clear (Rob’s shiny new QRS helped significantly).  Despite this a third game is planned for next week, with Genestealer Cults taking on the Adeptus Mechanicus (assuming Rob’s not dog sitting).

Thursday 9 September 2021

1945 - The Fall of the Reich

 From STAVKA to 17th Heavy Tank Regiment    

Good news comrades, the Nazi's are broken and retreating.  We are now in German territory and the war is close to its end.  All you have to do is advance into the next village and secure it for follow on units to move through and continue the advance.  Resistance is expected to be negligible. Za Stalina - onwards to victory!


9/9/21 With most of 'the chaps' away on holiday or attending other clubs (the traitors will be purged) gamers are short on the ground.  As such the plan was for Comrade Commissar Dave to lead his men Comrade Fred and Comrade Greg against an umpire controlled enemy.  Sadly as the game grew closer work demands claimed both Greg and then Fred.  Comrade Cadet Barney was hastily recruited in their place.  There is no manpower shortage in the Red Army!

Initial reconnaissance saw no Germans on the table.  Both T34/85 advanced cautiously along the north of the battlefield, reinforcements were promised - eventually.  


Midway up the table Dave managed to spot the first German blind, surely it would just be a group of villagers out for a picnic?  Nope it was a Stug lurking for the unwary 

Both T34/85 turned to engage and a slugging match ensued.  Plenty of hits were achieved but the shells just didn't want to go through the armour.  Fortunately the German armourers seemed to have gone to the same supplier.

With the battle in danger of stalling Comrade Commissar Dave led the way by advancing into the attack.  The Stug was forced back.  Dave advanced again with victory in his sights.  Wait a minute whats that on the flank?


The T34/85 was a superb combat vehicle, well armed and armoured with excellent cross country mobility, it was arguably the tank which secured victory for the Soviet army.  However parking one with its flank towards a King Tiger was only going to end one way.  Scratch one T34/85.  


Comrade Commissar Dave was seen running to the baseline to commandeer the next T34/85 to enter the fray.  Meanwhile Comrade Cadet Barney faced the Stug and King Tiger alone, plus a German blind advancing from the rear through the woods.  Spinning his T34/85 around Comrade Cadet Barney headed into the woods to seek out the lurker behind him and definitely not to hide from the King Tiger on his flank.  A group of German charcoal burners scattered before him.  Comrade Dave in his shiny new tank entered the table near the south and chanced a long shot into the flank of the Stug.  Hit.  Sadly Stug armour is not as strong a it could be and the once mighty Stug was reduced to wreckage.


Continuing his advance up the table Dave managed to draw a bead on the final German blind,  The mobile field kitchen decided discretion was the batter part of valour and ran away.  With only one German tank against two mighty T34/85's surely the game was in the bag for the Russians.  Shame its a King Tiger though.   Both Russian vehicles start playing 'drive behind the German' in an attempt to get in a rear shot.  The King Tiger refused to co-operate and got a flank shot on the Comrade Cadet.  Another dead T34/85 and the centre of the table starts to look like a scrap yard of dead armoured vehicles.  


A fourth T34/85 arrives at the baseline and Comrade Commissar Dave continues to circle his prey.  The fourth T34 races up the table to try and keep the pressure on the King Tiger but CC Dave finally manages to get behind the monster and to put a shot into its rear.  Kampfgruppe Commander Chris is initially scathing about his efforts, but wait don't 3's count for a rear shot? They do and there are a lot, 12 armour dice are rolled and only two saves are made - not enough and the King Tiger is finally knocked out.  


With only two burning T34/85 on the table losses are deemed to be acceptable in exchange for both a Stug and King Tiger.  Victory to the forces of the Rodina! 






Kill Team Version 2 - First game and First Impressions

 3/9/21 - And so it came to pass that Rob the Elder packed his copy of Kill Team Octarius into the car and headed south to play Chris the Younger at Kill Team V2.  (OK as most people know its really V3, but no-one really remembers V1, so its just the new version alright?)

The first issue on arriving at Fort B was that Rob, despite all his free time being retired, hadn't quite got around to painting the figures, or assembling them, or taking them off the sprue, or the terrain either come to that.  Fortunately Chris had all his painted terrain and board from the previous version and all that was needed was to hit the figure stash for some modern Orks and Veteran Imperial Guard.


Well the Orks look ok with well painted figures properly armed.  Hey that Squigg looks a bit like a fantasy figure.  Hmm, oh well he'll do I guess.


Meanwhile the Guardsmen are perfect, smart fellows and well turned out.  Given how long they've been in service they must be veterans by now.  That sniper looks a bit short (its actually a first generation Ratling sniper converted into a Womble with a sniper rifle - result!).

Once tea had been served battle commenced with Rob taking the Orks, Chris taking the Guard and GW taking liberties with the English language.  The key point with any set of rules is to clearly state what is required in easy to understand language.  GW has comprehensively failed to achieve this.  Turns have become Turning Points, Distances have become random symbols and rules concepts are dressed up with the sort of flowery language we've come to know and struggle with, especially Rob, who's getting on in years...

That said once translated out of GW-ese the rules do seem simple and straightforward, Rob leaps into action and soon Chris is on the back-foot.  The Squigg charges into action and boom, first Guardsman dead.  He was not to be the last.

It soon becomes apparent that the Guardsmen are considerably more fragile than the Ork boys, as casualties mount.  Despite this Chris keeps pace with Rob collecting victory points from objectives, but as the Orks get into hand to hand combat Guard numbers dwindle and its clear that it is unsustainable.  Fortunately Rob's bedtime approaches and with the long drive North before him he has to call it a night.  Half the Guard are dead, most of the rest are injured, meanwhile Rob has lost two figures, and one of those was the bomb squigg which blew itself up. Chris offers a draw, but Rob is skeptical.  In all honesty it does look like an Ork victory (just).  Greenskins for the win, this time.


So the initial verdict on the game.  Basically the rules are simple and straightforward, but GW don't seem to be able to communicate.  Basic easy to understand terms are abandoned in favour of frankly weird terms (why Turning Point exactly, when Turn is easier).  Worst still there are a number of typographical errors in the fluff which is simply not acceptable for a company of GW's size.  Can't they afford a grammar checker (or an editor)?  With two technical authors reading the rules tolerance and mercy for the Evil Empire(TM) are in short supply.  

Despite all this the rules are generally good and seem to play well.  They also run a lot better than the previous version with none of the flesh wound nonsense to slow the game down.  With the prospect of getting his Deathguard Veterans on the table Rob vows to write a QRS to aid with further games and with his Chaos Space Marines, Necrons, Tyrannids, Genestealer Cults, etc etc available to use Chris vows to actually get a set of the rules and the compendium.   Further games are planned potentially other members of the group could be reeled in.  Watch this space.





Friday 3 September 2021

Commerce raid in the Atlantic

"From the Halls of Montezuma to the shores of Tripoli...". So goes the US Marine Corps hymn. Not so for our reporter. For him it was “From the dust-bowl of 19th century India to the Atlantic Ocean in 1812. Three days into the war Commodore Rogers set out with two "Super-Frigates" and two Brigs on a commerce cruise against a British convoy of only one merchantman, three 5th rates and a Brig. Would the US vessels live up to their much-vaunted reputation?

The British sailed onto the table in close formation, but decided to split forces going to either side of the island. 

The Yankees came on in line astern

and swung round to pound Rob’s now isolated vessels. 

Although Rob got his first shots away damaging the lead frigates gun deck and rudder, the weight of shot reduced HMS Belvidere to matchwood and eventually she was drifting into the distance ablaze. 


Dave’s two vessels turned to intercept Chris and the merchantman, leaving Greg to deal with Rob and hopefully take a valuable prize. 

Greg decided to overpower Rob’s Brig with his Frigate, sending his own Brig the long-way round to try and support Dave. Rob’s Brig soon struck its colours, leaving Chris trying to plough on through the waves to safety.

It was getting very tense as Chris seemed to be on the verge of escape. However the inexperienced crew on the merchantman proved useless in battle, and the super-frigate proved its worth. It took damage but was able to absorb it, and dished out far more, although the American Brig was forced to strike its colours under fire from the British . Eventually Chris’ Frigate sailed off the board heavily damaged and passing tests not to strike its colours. Chris was looking at the merchantman’s damage score. Not good. Greg’s Frigate then entered the fray and also poured hot-shot into the merchantman , which began to catch fire. 


The game was called as an convincing American victory. The Yankees had lost a Brig which would be recovered. The British had lost all their fleet bar one Brig. The Super-Frigates had indeed proved their worth.

Next week sees Chris running "What a Tanker".

Simon

Can the British relieve Cawnpore?

Sunday the 29th August witnessed a hard-fought SP2 game with the British trying to relieve the garrison besieged in the Residency of Cawnpore. A mixed force of regulars and Honourable East India Company troops were attacking a village aiming to seize a ford and thus allow heavier artillery to pass through. The defenders were the usual Sepoy rabble albeit some better Sepoy troops plus cavalry were known to be en route from Gwalior.


The British pushed their light troops forward on one flank, with cavalry and line infantry advancing steadily through the centre.
 

The Indians had mainly poor troops in the centre, with the Gwalior contingent coming on to contest the walled garden against the Sikhs and British lights. The sight of cavalry trying to jump multiple walls was most amusing.


The British cavalry attacked through the centre but took cannon and musket fire, and were forced to retreat in some disorder.


The British line formation gave fire but the Indians stood relatively firm. 

Even when finally forced back there were more units to take their place.

The cavalry and lights fought to an impasse, with neither side having the strength or will to carry the day.

When a second HEIC unit was forced back it was decided to award the day to the Mutineers. The residency would fall soon after.

A game that I think everyone enjoyed. I noted that the Indians are universally very cheap, and seem excellent value. I’m not sure their cost reflects their actual “combat power and resilience”. One to muse on….!

Simon