After our recent game we agreed that the firing mechanics in Triumph Of The Will were clunky and needed a review. By coincidence Chris has all but finished his Chinese Warlord army so it was also an opportunity to get these lovelies on table.
After diving into the obligatory Tea and biscuits we organised our forces.The Mad Baron Von Ungern Shternburg led our forces, Chris Flowers had two regiments of white infantry supported by one MG and a battery of 2 guns.
The key thing we have found clunky has been firing. Previousley you had one die for every 5 figures firing having to roll lower than the number of firing figures. This can then be modified up or down. The issue being that each unit is made up of between 6 and 10 figures so you are always throwing 2 dice needing different things on those dice. Clunky and hard to remember.
Chris has some lovely 3D printed terrain peices like this lovely dragon and the Pagoda in the background.
Opening shots were White artillery as the only thing in effective range. Chris's new firing mechanism is that you can roll as many dice as you like but must score lower than or equal to the number of figures firing. I was pretty sceptical to be honest but it worked really well. So if you have an 8 man company firing you need to score 8 or less, roll as many dice as you like but if you roll 6 you are not very likely to score any hits. If you roll just one you are guaranteed a hit. You then get a saving throw. So you can gamble with more dice but need to get lucky.
This did seem slightly too easy for artillery as you are very unlikely to miss unless you get greedy, we parked it to revisit as the game went on.
Steves Chinese had a long range hit with artillery on my Mongolian cavalry, with a notional 15 figures for his gun he rolled 3 dice, scored within 15 and got three hits, I saved 1, as its long range this is just shock so two points of shock slows the cavalry down by 4 (Infantry slows it by 2 cavalry movement is always doubled)
So far so good and the Whites are advancing steadily on the Chinese.
Our Artillery misses the Chinese this time but Steve is now in effective range and we get another 3 hits on the Mongols saving 1. 2 hits from MG fire add disruptions slowing us down further.
The Chinese militia cavalry await us calmly on top of their hill. Do they know something we dont? Maybe just that ponies are no match for modern artillery and Maxims.
The Cavalry close and are now just a move away from hitting the Chinese, the Chinese however inflict another 4 casualties on the leading unit. Effectively putting this out of the game, the following two are badly damaged and have already been passed through. But the Chahar Mongols on the extreme left are untouched and about to go in.
Small arms fire has taken these tribal mongols down to 3 figures, artillery now takes them to just the one remaining figure and they are out of the game.
The field is looking pretty clear now! The infantry have continued to advance and having destroyed the infantry at the bridge and the MG the artillery switch's targets to the heavy weapons for both flanks.
The Chahars close and the tribal cavalry are able to reach their flank and support them. We then commence a bloody and bitter ongoing melee.
Mutual destruction. the cavalry have fought each other until nobody on either side remains, never seen that before.
The White foot have now reached effective rifle range, the Chinese are badly damaged and only one unit of whites has taken any real damage, but its too late to press home our attack and finish the game off so we call it a day.











































































