The book is all in Black and White, no color images. Each scenario has a nicely done 2D map, set up description, victory conditions and roster of forces.Although developed for TSATF, you could use your own favorite set of skirmish rules instead.
We used the Quick Reference Charts contained in the Scenario Booklet for our game rather than the ones found in the TSATF Boxer Rebellion Supplement by the late Lynn Bodin. Since this is a Blog about Colonel Klink, we used our own mix of German Allies instead of the historical allies used in the Scenario Booklet.
Below is a 3D Scenario Map I did. The Allies set up within eight inches of Anting Station. Two Boxer units may set up hidden anywhere at least twenty four inches from North map edge. The rest come on one unit a turn at one of three locations determined by a die roll shown on the map. Ron Berry and I played the Allies with me taking the German Marines and Ron the Austro-Hungarian sailors. Tom Condo and Gary Williams played the Boxers. The Allies must hold at least two building at Anting Station AND prevent the Boxers from Damaging the Tracks town The Boxers had to either capture three buildings at the Station OR damage the railroad tracks within two foot of the North edge.To damage the tracks, each Boxer figure that spends the Melee phase on the tracks, does one point of damage. Twenty Four points are needed to sufficiently make the rails unusable. Game length is ten turns.
Well here we go with the set up. I arrange the Marines around the South end of the Station. Ron puts one squad of sailors defending the tracks and the other squad into one of the buildings. The two Boxer units visible aren't really there. They are somewhere hidden on the table.
A view looking toward North end of table. Those Boxers aren't there either. They are awaiting their arrival on the table. The Boxer side spent several turns building up their forces. It was about turn five before they decided to show themselves.
Seeing nothing happening, Ron moves his 1st squad of sailors out of the house to go look for trouble. He finds it soon enough. I send a squad of Marines to support.
Finally feeling they have enough units on the table, Tom sends a unit of Boxers to attack the sailors defending the Station. Rolling four dice they achieved enough movement to come rushing over the hill. Another unit attacks the Marines, but didn't have enough movement to reach. I forgot to take a picture of the attack, but the results can be seen in the next photo.
Ron successfully drives off the 1st wave, but has taken some casualties. With only eight man units, its easy to reach the "Critical" unit morale point easily. We used Mitch's Alternate Wounded Accounting Procedure (MAWAP) to resolve wounded figures. (i.e. On next activation unit rolls 1D6 for each wounded figure. 1,2,3 they come back; 3,4,6 they're dead) We find this cleans up the battlefield of the many wounded figures if using the standard TSATF rules.
The Allies fend off several Boxer attacks on the Station. I send some Marines over to help Ron's sailors who are getting whittled down. Ron sends his other unit of sailors to deal with the Boxers who have been accumulating North of the Station on the tracks.
Ron's sailors are attacked by a unit of Boxers that were hidden in the woods. Facing the wrong direction, only a couple of figures can fire. The sailors decide discretion is the better part of valor and fail their "Stand to Charge" morale test.
The sailors promptly run away, but avoid any casualties. Not to worry the Marines are moving up to defend the North section of the Station. They subsequently drive off the Boxers that had attacked Ron with firepower alone.
Another Boxer attack on the Station is fought off by the Marines with encouragement being given by Colonel Klink. Ron has sent his squad of sailors who have taken several casualties into the white building. His other squad of sailors have rallied and are advancing again. My unit of Marines to the North tries to drive the Boxers off the rails by gunfire, but are out of range and only succeed in diving off a small unit of Boxers that had reached "Critical" morale.
Colonel Klink survives the last Boxer attack on the station, but realizes too late that he needed to also prevent the Boxers from damaging the railroad tracks.
The Boxers arriving at the North entry point went straight to the tracks and began their nefarious work of tearing up the rails. Being unmolested by the Allies, it was easy for them to reach the 24 points of damage in a few turns.
The Boxers are victorious over the foreign devil today. The allies at Peking will not get relieved any time soon. Lets hope Charleston Heston and David Niven can hold out a little longer. Colonel Klink and his Austro/German troops face a long march back to Lang Fang.
In retrospect, the Allies must send some units North immediately to prevent the Boxers form being able to damage the tracks. If I had it to do over again, I would send two squads North to protect the rails and keep three at the Station. As it happened in this game, no Boxer units appeared at the South end of the table, not that it would have made any difference. But imagine if the allies had sent units North and the Boxers all appear at the South end. The variable appearance location of the Boxers in this scenario, keeps one guessing making for an exciting game.
At any rate, we enjoyed playing the game. I hope you enjoyed this after action report and encourage you to try out this scenario. If you have any questions about this scenario, the figures of this blog, leave a comment or email me at bandrsntch at wavecableDOTcom. Thanks for viewing.