This was a game of pure self indulgence and was prompted by a recent and very thought provoking blog post from Ross Mac - Zulus and the ACW. I will elaborate further on my take on this later but for now, on with the little known battle of Oturankotu during the Balkan War of 1912.
The Bulgarian advance across European Turkey continues and the on all sides the Turks are being either outflanked, overrun or simply annihilated. A hastily assembled Turkish force has been tasked with holding the bridge in the small town of Oturankotu against a superior Bulgarian force to enable the Turkish command to redeploy some badly needed reserve 'Redif' formations. It was hoped that by doing so the front could be stabilised. In the meantime the Turks were ordered to hold until nightfall (game turn 16) or failing that, to prevent the enemy crossing the bridge.
The Turkish force was well equipped but short of manpower and comprised the following:
2 x Command (2 x 1)
4 x Infantry (4 x 4)
1 x Cavalry (1 x 3)
2 x Artillery (2 x 2)
2 x MG (2 x 2)
29 strength points with an exhaustion level of 14 - the troops were for the most part in cover and ordered to hold, indeed die where they stood.
3 x Command (3 x 1)
8 x Infantry (8 x 4)
2 x Cavalry (2 x 3)
3 x Artillery (3 x 2)
2 x MG (2 x 2)
51 strength points with an exhaustion level of 17.
The action was fought using the basic first edition Battle Cry rules but without command cards. Each side had 4 actions or activations a turn and this is varied by the roll of a d6 at the start of the players turn - a roll of a 6 adds another activation whilst a 1 reduces the score from 4 to a 3. All ranges and move distances are as per the rules with the only addition being for machine guns. I have treated these in the same way as artillery - strength two and hit on an artillery icon. They roll the same number of dice as an infantry unit, that is 4, 3, 2 then 1.