Part Two
The Last Train from Goldwasser
The Kaiser Doesn't Dig Here Any More


Continued from Part One
The train screeches to a halt, less than an inch from the barricade, as Zinktrumpet, with full confidence in his German engine-crew, knew that it would. (To see the real situation, click here).

The plucky Hussars' bullets splatter against the little tank engine, hoping to hit a critical steam line.

As the Schutztruppen pile out of the railway cars, the German line in the pass is still holding, but a unit of British Fellahin and the sole British fieldpiece (out of the picture at the bottom), are able to work their way around the Askaris' shortened flank. Ignoring the tempting backs of the doomed askaris, quick-thinking Lt. Wilkinson Blade orders the Fellahin to charge the German Imperial troops defending the camp. The open-order advance shields the vulnerable artillerists from the Imperials' Mausers as they feverishly unlimber the gun on a small hill.

With the situation at the mouth of the pass becoming more urgent, the Schutztruppen attempt to carry the barricade at bayonet point, without waiting for the laboring steam launch and its machinegun. But their nerve fails and they cannot drive home the charge.

As the train slowly backs away, a single magnificent long-range shot from the hastily-laid British fieldpiece at the mouth of the pass explodes among the Schutztruppen assaulting the barricade. The German left flank is demolished in a storm of shrapnel.

But the right flank of the Schutztruppen is still intact - and completely blocking the rifle and machinegun fire from the long-awaited steam launch.

The German defense at the mouth of the pass crumbles, and the remnants of the Askaris and the Imperial reserves stream back toward the train. The Gardner gun in the ruins finally has a clear field of fire, and takes a heavy toll among the British Imperial troops assaulting it. The hail of fire drives off the redcoats, but the same ruins which provided the gun with cover now make a quick withdrawal impossible.

The Panjandrum's First Pusilliers, Thingmin swordsmen who have thus far spent the battle grimly enduring the Hillmen's bullets in the rear of the British column, now see an chance for glory as the British line thins, and they surge forward against the gun's left flank while Mudd's redcoats mount a second assault from the front. The combination is too much, and the surviving gunners scramble toward the train as the tribesmen overrun the position.

The barricade is still too strong for the train to crash, and Zinktrumpet laces up his Nikes for an expeditious retrograde deployment. While a few Schutztruppen still stand between them and the British troops, he orders the civilians to strike out for the road bridge, with himself and his staff closely following. Once safely across the river in German Ouargistan, the bugler blows general retreat (not that most of the German troops need the cue), and the Kaiser's influence in the princely state of Thingimi comes to an ignominious end.


Outcome
Since the German objectives were to evacuate the gold, plus as many troops, civilians, and machine guns as possible across the river into German Ouargistan, the battle was a decisive victory for the British. Though the civilians escaped, the gold, the train, and the German machinegun all wound up in British hands.
Meet the Commanders
Scenario Evaluation
An interesting question is whether the Germans COULD have won, i.e. whether the scenario was balanced. Consider that not a single stone was removed from the barricade. It may be that, as the scenario is written, the British numerical superiority is overwhelming. There is no question that "Goldwasser" requires very skilful play on the part of the German commander. The British have it easier - it is pretty evident that they must move as fast as possible, sacrificing men for time if necessary, and refuse to get hung up on local issues which distract from the main purpose. Their job is essentially a headlong rush.

The German, on the other hand must decide if the machine-gun and/or part of the infantry at the ruins are best used against the main enemy force in the pass or turned against the cavalry barricade, and whether the train should be held safely back while its infantry march forward to join in the assault on the barricade. He must keep a cool enough head to insure that the barricade is attacked by a coordinated force, not piecemeal, although the time pressure to make an early attack is tremendous. If the launch is having bad movement rolls (as it did in this game), he must decide whether to wait for it, or assault the barricade with what he has on the ground. He must also maximize the advantage of his machineguns, the German equalizers in this scenario. One reason the British did so well this time is that one German machinegun never fired a shot, and the other was blocked by friendly infantry for the first three turns. Three turns of Gardner fire could have made a big difference in the speed and success of the main enemy force. Considering all this, it is not implausible that, with somewhat better luck and a bit more coordination, Zinktrumpet might have pulled it out.

For those who believe the Brits still have the advantage, one of several solutions might be suggested:
Reduce the number of the British cavalry at the barricade from twelve to six, (a bit drastic) or
Increase the German cavalry from six to twelve, or
Increase the German Imperial infantry at the ruins from 10 to 20, or
Remove one or two of the palm trees near the road bridge, whose bases currently block the fire of the launch's machinegun and riflemen until the last minute.

To read the full scenario specifications, click here.


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