Having spotted a Balkan Wars scenario in the Great War Spearhead iOGroup files section, I invited Jon to come on over and give it a go. The scenario represented the Battle of Driskos in 1912, with a very understrength Turkish division attacking a 'ragtag' group of Greek units. The game was played using my 6mm armies, with WW1 Russians proxying for the Greek troops.
This was the scenario map:
The open ground across which the Turkish infantry would have to advance looked very daunting. A quick of a topographical map however showed this:
This is fairly rugged ground. We added some ridges running across the Turkish line of advance. The deployment restrictions on the Greeks however meant that this had little effect on the game.
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The battlefield with Turkish troops attacking from the right, the Greek forces positioned on the terrain protecting the two spot heights. |
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Jon commanded the Turkish division and concentrated on his right against a single Greek 'regimental group'. He drew carefully constructed command arrows anticipating a disciplined advance. |
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At each stage Jon would advance, and enter the firefight |
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The overwhelming weight of small arms fire meant that within three moves he had essentially won the firefight on the extreme right |
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The Greek left flank was held by a mostly Green regimental group. It survived the first morale check at 33% casualties, but failed the second, and the Greek left disintegrated |
The Greek position was untenable, and their defence melted away, much as it did in reality. The game was a good foray into a relatively uncomplicated pre-WW1 period of battles. In hindsight, with this battle in particular, when you look at the topo map the ground is more rugged and challenging to an attacker that the scenario models. We felt that the Greeks should be defending at least four contours. We connected this with my experience playing the Gallipoli/ANZAC Cove scenario developed by Robert Dunlop. This modelled the difficulty of the terrain with a scenario rule whereby attackers could only cross one contour at a time, and that at half speed. We finished by wondering if that might more effectively represent the terrain that you see in reality in this battle.