Following the unsuccessful attacks in Quern province the Meriscane command on Sladden switched focus to the neighbouring Stiphad region. Orders from on high suggested that the failures in Quern were due to 'insufficient zeal' and that attacks must be pressed more vigorously. Once again the 121st Infantry Regiment (The Theoclast's Own) was prominent. The regiment's inexperienced third battalion was thrown into an attack on a sector of the line that was considered to be lightly defended. The area had been fought over previously and had been subject to heavy bombardment. Orders were that attacks must be carried out without delay and that breakthroughs must be achieved. The leading elements were flung into the assault as soon as they contacted the enemy and more troops fed in piecemeal as they came up.
I've been wondering about trying this using Blast Pistol by Nordic Weasel. The details are similar. The idea is that the attacker must press the assault without regard for casualties - a squad which becomes Rattled might as well continue to attack, be lost and be 'recycled' as halt and rally.
1 The table is 1m x 1m and represents a small section of the attack; it should not be so wide that the defenders cannot cover it all. The attackers have an unlimited supply of troops - the list below is the maximum that can be on-table at any time. The defenders lay out the terrain and can have as much as they like by way of defence works, trenches, barricades, ruins etc. to defend.
2 Both sides are the same troop type, with stats as below.
The defenders have three squads of six, five with trench carbine and one with rattle gun.
The attackers start with five squads of six. Three squads have five with trench carbine and one with rattle gun. The other two have all six with trench carbine.
3 Any time the attacker loses enough figures to form a squad a new squad appears on the attacker's table edge. That is, every time six figures are off-table (squad composition can be either of the two shown in 2 above).
4 Each time the attackers move a squad off the table at the defender's edge the figures go into the reinforcement pool and a counter is removed from the 'game end pool' as detailed below.
5 Game end: After the end of turn three put a counter in a cup. Roll 1D10 for each counter. A 0 means the game is over - the defenders get reinforcements and the attack is called off. At the end of turn 4 and every subsequent turn add another counter and roll. For every squad (regardless of size) of the attackers' figures who exit the defenders' edge remove a counter from the cup - the attack is going well and will be allowed more time for its success to be exploited.
Please click below to go to the page you are looking for.
http://www.spodilicious.com/sladden.html Overview and planetary data for Sladden
http://www.spodilicious.com/sladden---chapter-0.html Mini-campaign rules
http://www.spodilicious.com/sladden---chapter-1.html A game played using MDRG
http://www.spodilicious.com/sladden---chapter-2.html Another game played using MDRG
http://www.spodilicious.com/sladden---interlude-i.html Background to the Meriscane intervention on Sladden
http://www.spodilicious.com/sladden---chapter-3.html A game played using FUBAR
http://www.spodilicious.com/sladden---chapter-4.html Outline of a game that has yet to be played
http://www.spodilicious.com/sladden---chapter-5.html A game played using FUBAR
http://www.spodilicious.com/sladden---interlude-ii.html Background to the Meriscane intervention (continued)
http://www.spodilicious.com/sladden---chapter-6.html A game played using Blast Pistol