Saturday, February 7, 2026

Another 2mm Midnight Madness Wargame

The two armies drawn up. Red is the aggressor.


End of turn two. I decided at this point to take a photo at the end of each turn, more for my own pleasure than for blog.


End of 4. First blood to blue army.


End of turn 5: red has lost 3 infantry and 1 cavalry to blue's loss of 1 infantry and 1 cavalry.


Turn 6, action picks up. It's a bad turn for red; they lose half their cavalry 

Turn 7 for red: I do something I have never done in a game. I spend red's turn consolidating their line and try to bring up reinforcements.

Blue gathers their forces to launch an attack on their right.






Turn 10: blue's attack on the right is devastating.  Red loses three infantry units.

Turn 11: Red launches a counterattack on the blue cavalry on their left. The red battery eliminates one cavalry unit, another is force to retreat.

The blue's artillery fire on the strong red artillery and infantry with great effect. 2 infantry units eliminated and the 2 artillery batteries are forced to retreat.

The beginning of turn 12. Red has lost over 50% of the army. I had decided a turn 8 to have 12 turns in this game (so I could go back to bed!) Red could continue to fight and maybe do a little more damage to blue, but then would've been exposed to blue's return fire. They chose to retreat.
This game has me thinking of starting a campaign game. I have already started to work it out in my mind: now to start putting it to paper.

 

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