Saturday, 14 March 2026

Yvonne Ryan’s express- The batrep

Okay cards on the table, I’m sort of phoning this one in. I played the game a week go and the details are already starting to fade. For someone that’s ostensibly retired I’ve been having a ruddy busy time of it this last few days, so apple bogies in advance. 

Anywhoo

A better title for this playthrough should probably have been, “sometimes you can’t catch a break,” because the dice gods pretty much abandoned one side from the start. 

The target. Two BUF lads attempt to get the locomotive up to steam while the Spanish volunteer Hotchkis team guard the main approach.


To make matters worse for the attackers in the scenario the BUF had occupied both the engine shed and an adjacent factory in the previous mission and were ready and waiting.

The BLDV plan was simple, Solomon’s Rotary Club Rifles would keep the factory defenders busy…

While The Major, the Lewis gun and a flame thrower team headed off around the flank to clear the engine shed.

Up on the carpet factory third floor a Rotary Club sniper kicks things off.


Solomon’s lads leg it towards the lea of their target building. A smoke grenade was thrown which went off course but ended up providing more cover than it would have in its original target point. Fun fact. A smoke grenade of this period would burn for two minutes and produce up to 250sqm of coverage. My smoke grows by one template for three turns then disappear again one by one.

The BUF needed to roll two sixes in order to get the loco up to steam and rolling. This one was close…but no cigar. 

I don’t allow grenades to be lobbed through windows from a distance, I insist the thrower is in contact with the building. I’d forgotten what a well placed grenade can do in a confined space. The BUF lads are stunned and flee to the far corners of the factory.

The BLDV sniper gets his eye in and wounds a BUF guy in the engine shed. There he is look, up in the top window. Coooeee.

Not wishing to be caught by more grenades the BUF withdraw from the factory, but hope is at hand as they roll the first six indicating the loco is finally at full steam. Now, which lever to pull to get it rolling? Can they roll another six?

The stunned BUF stragglers from the factory don’t get far. The Rotary Club rifle chaps are on them in a trice. It’s literally backs against the wall.  Bodies begin to fall.

Lady Luck is a fickle bitch. The Brompton boys secured a random event which resulted in the arrival of Unlucky For Some. 

The armored car was great but the icing on the Brompton cake was the arrival of the flame thrower team on the blind side of the engine shed…with predictable results. 


Surely things couldn’t get worse for the forces of corporate fascism? Yes they could. Where one faction has armour and the other does not I’ve added “tank shock” to the FFOL rules. Infantry with 6 inches of the armour suffer one level of shock, making their fire less accurate and their movement more cautious. Gomez and co decide to up sticks.

Sensing the way the wind was blowing and anxious to preserve some of his force for the next battle, Action Group leader Hartwell orders a quick retreat. The lads on the train failed to roll another six to snatch a last minute win and that was it…game over.


The final activation belonged to the Brompton lads, but out of perverse curiosity I wondered what the BUF might have rolled if they’d had another chance…and yes naturally it was a six! Doh.


I was pretty sure the BUF would win this one. I began to suspect that the scenario was too weighted in their favour. They held strong defensive positions and only had to roll two sixes during the course of the game to win outright. 

So, Hartwell has now lost his positions in the factory area and will be forced to fall back on the government defences at the Stour river bridge and the last mission of the campaign.

Cheers for wading through this lot, unless of course you just skipped to the end because batreps are boring, in which case boo - you suck. lol. 

Toodleooh mes amis. 











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