Tuesday, 25 February 2014

Bolt Action Scenarios - D-Day

D-Day - 6th June .... Utah Beach


As dawn breaks the assault on Fortress Europa begins, US infantry speed toward their designated beach ... as the German prepare their defences and lay in wait ...

Another Tuesday night, another model club. This week we played Bolt Action, using an additional scenario, 'Bunker Assault', published on the Warlord games website (www.warlordgames.com).

In short, the defenders (Ze Germans) have three defensive lines set up across a 6ft game board, each defensive line consisting of a bunker and 18" of hard cover, in this case the hard cover was earth banks.

The worst picture in the world ... you can, just about, make out the three defensive lines..

The US have 10 turns to take all three bunkers to win, two bunkers to draw and one bunker is a loss.

To play the game in the spirit of our scenario background we decided that no vehicles were permitted, the armies would be solely infantry..

The Germans fielding three regular infantry squads, a mortar, a sniper and an officer. The squads all armed with 2 LMGs to try and keep 'der Yankees' at bay.

The US fielding two twelve man regular squads, an eight man engineer squad (avec le flame thrower! ... which is French for 'with the flame thrower'), two eleven man Ranger squads, a mortar, a sniper and an officer.

Rangers and engineers...

The navy barrage opens up on the German defenders, but, hunkered down in their bunkers, they only take a few pin markers ....
 
Turn 1 - 'starboard side six, port side six, move fast and clear those murder holes ... keep the sand out of your weapons, keep your actions clear, I'll see you on the beach'



With the regular infantry squads and engineers given the unenviable task of the first wave we begin our beach landing, the Germans get the first dice out of the bag placing the squad in the front bunker on 'ambush' ... the first squad of Americans land and charge straight up the sand to the earth works on the edge of the beach, taking three casualties on the way in, the remaining squads following their lead and avoid any further punishment ... that is, of course, until a single short rings out catching the flamethrower square between the eyes ... the US troopers have lost their best weapon against the German bunkers!

Turn 2 -

(It's all a bit much for 1st squad and they fall back into the sea..)

With the first wave high up the beach, the Americans push on ... the engineers assault the bunker without the support of the flamethrower, orders are orders, and narrowly overcome the defenders, however, the casualties prove too much and they break and run. First bunker taken on turn two ... this is going to be a piece of cake ... 

The German mortar team open up, having pre-sighted the entire beach a direct hit was inevitable, the GIs taking two casualties. Obviously shaken by the 'deadeye' accuracy of the Wehrmacht the squad fail their orders spectacularly and end up back in the sea ...

Turn over, all in the balance ... 

Turn 3 -



With the first wave on the beach in it's entirety, the second wave begins to arrive ... two full US Rangers squads!

However, with almost unbelievably accurate mortar fire from the single team at the back of the German deployment, the American advance becomes bogged down and is slowed ... there is no further advance this turn .... the remaining German MG42s are left scanning the horizon for an opportunity to present itself ...

Turn 4 -

Quality work from Mr Clay...

With indecision rife in the American ranks the German artillery starts to make the decisions for them ... another direct hit from the mortar team combined with the push of the Rangers arriving in droves, forces the US troops to start moving of the beach.

Turn 5 -


This is it!!

Full advance on all fronts, having calculated the distance that they require to cover, and the number of turns left, nothing but a sprint through open ground up to the final bunker can win this for the U.S of A ... with the support of their own mortar laying down smoke, Rangers and infantry charge over the earthwork defences ... if that smoke can stay in play for a turn or two running directly into the jaws of death might actually work!

Dan C (aka Rommel) gives us all an incite into the deepest recesses of his military genius and declares his battle plan ... 'I've been working on a six turn strategy' .... erm, no Dan, this runs for ten turns ...

Turn 6 -


The US start to make their advantage in material show by calling in an airstrike on the German sniper team, the veteran sniper continues to pour fire into the 2nd German bunker and the sprint for the final bunker continues apace ...

The roar of engines and the thud of heavy machine guns announces the arrival of the USAF ... the ground where the German sniper had been keeping infantry units pinned down erupts into mud, smoke and splintered wood ... nothing is left standing as the P51 rises back out of sight ...

Turn 7 -



The breeze coming of the sea picks up and to the horror of each GI ... all of the smoke carefully laid down by the mortar teams ... dissipates.

German MG42s open up with everything they have pinning one Ranger team and cutting one of the infantry squads, attacking the far defensive position, to pieces. It is all a little too much for these particular men and the US troopers rout.

Turn 8 -


All that is left of the assaulting army are the US Rangers, on the left a well placed mortar round puts a wall of smoke between them and the German guns ... on the right, yet another, dead eyed shot from the sniper team puts another pin on the bunker ... so distracting, in fact, that the Wehrmacht inside would rather keep their heads down than fire at the elite troops rushing their position. No fire from either bunker this turn.

Seeing the earlier devastation caused by the German mortar team, a second airstrike is called down on their position ...

... the skies remain empty ....

Turn 9 -


The American infantry position themselves to assault the German bunkers, armed to the teeth with SMGs and superior numbers it unlikely it will end well for the defenders ... just as one brave German officer sallies forth from his bunker and manages to take a Ranger with him before becoming a walking colander, the familiar sound of engines and machine guns is heard .... the German mortar team meets the same fate as the sniper team ...

... the whole game comes down to the last turn, if the Germans can just hold off one assault they could come away with a draw ...

Turn 10 -

.... the Germans are wiped out to the last man.

US victory.

In conclusion, the game was incredibly enjoyable ... we have had some thoughts about defending troops when we re-run it out on the Eastern Front and will find it interesting how the battle will run with entirely different assaulting forces ...

 

Wednesday, 22 January 2014

US Airborne - Bolt Action

'Take the bridge and hold it until help arrives Lt. Go to it.'

2014 and TNMC continues with reckless abandon! This week being the first Bolt Action skirmish of the year, and in keeping with making 2014 Tuesday nights more about camaraderie and fun than 'win at all costs', we put together a little D Day scenario without paying too much attention to points values. It would also give us the chance to have a look at how tough the elite Airbourne veterans were.


The early hours of 6th June 1944, an under strength platoon of the 101st Airbourne have made it to their objective, a small bridge that would be used by German reinforcements sent to push the forces landing at Utah beach later that day back into the sea.

The table was set up longways, with the river and bridge about two thirds of the way away from the German deployment..


The Americans would start one side of the river, a small squad of Wehrmacht garrisoned in a house and the rest if the German army starting off the board to come on from turn two, on the other. To represent the element of surprise, the German reinforcements would suffer a +3 to their order test to come on when first rolling to come on, then reduced to a +2 and so on!

Turn 1

The Americans charged forward, knowing that they must not let the Germans establish any sort of foothold at the bridge ... the garrison responded in kind and spilled out of the house in the direction of 'der yankies'.


Turns 2, 3 and 4 (half of the game, half the game and nothing happens!)

The paratrooper's advance continued, with a medium machine gun being placed in a house to cover  the bridge and the squads positioning themselves against walls running along the river. The German's advanced stalled however, with none of the reinforcements turning up until turn three and one of the two infantry squads not turning up at all, probably still looking for their rifles back at the barracks! It wasn't entirely 'doom and gloom' the German mortar team had managed to lay down some smoke to cover the advance of the vehicles ....


Turn 5

It turned out the German smoke worked both ways and, with the precision of a Swiss made time piece, one of the 101st squads swept over the bridge. The Americans now had both ends secured. Running out of time and with no support, the town garrison charged the Screaming Eagles on the German side of the bridge ... and met a swift end, a really, really swift end... embarrassingly swift. It was brutal.


Turn 6

With the entire bridge swamped with American troopers, the German smoke clearing and the allies dice first out of the bag ('if god be with us, who could be against us!) the battle was effectively over!! The airborne bazooka fired at a fully laden Hanomag, hit, did damage, but only blew the track off... the infantry instantly dismounted and opened fire with everything they had ... one Airbourne trooper taken casualty. The German mortar fired, and hit ... one Airbourne trooper taken casualty, but the Wehrmacht were unable to do any real damage to the veteran defenders and they stood firm..


If the overwhelming weight of allied troops on the bridge and the Germans having used everything they had wasn't enough ... the Americans brought their officer over the river as well and then preceded to put another squad on ambush. Nothing like belt and braces to make the win certain ... so much for getting away from a 'win at all costs' attitude!! 


However, in the final action of the game, in true Hollywood style and an attempt at regaining the 'right spirit' .. the German garrison officer charged the airborne officer ... breaking from behind a stack of barrels, Lt Gruber charged forward, making it three steps before disappearing in a hail of American bullets ...


All in all, it was another enjoyable WW2 romp, with a couple of lessons learned -1. veterans are tough hombres and probably worth the extra points, and 2. the Germans need to use the mechanised infantry tactic whenever they can!!

Wednesday, 18 September 2013

Lord of the Spire..

Lord of the spire

With yet another week of odd numbers and only sufficient time left for one game the S&M's, the Saints and the 88's entered into a round of 'Lord of the spire' ....

The arena in all it's tin can glory!

Lord of the spire is an arena game, in which each team has three 'live' players, the target of which is to push a big red button at the top of the tower while protecting your own red button at your base... sounds simple!?

The 88's took a bit of a pasting early doors, with the two runners finding themselves caught in a cross fire and getting gunned down... 


The S&M's made a brilliant early run for the top of the tower while one of their number kept the Saints pinned down ... but a combination of bad luck for the S&M's and sheer bloody mindedness from the Saints allowed Dan's crew to break out!

Security footage of the Almighty Saints

 Fighting between the Saints and the Masters continued around the tower, Dan's vantage point allowing him to remove Clay's gangers from the arena ... the Saints were on for a sure fire win ... until ... Suki-X of the 88's (rolling a '1' in the recovery phase) realised she was only suffering a flesh wound. The Saints most hated adversary was back in the fight! Dan wasted no time in laying down fire on Suki's location, keeping her pinned down..

'Just pop your head up ...'

Eventually the Saints missed, the shooter was taken down by an 88 sniper and Suki made a dash for the tower... cutting Saints gangers down in close combat, the toll of bodies became too much for The Saints and Dan called it..

Some say Suki-X can only be killed by a shot to the heart, that her ability with a blade is second to none ... it's probably more like blind luck ...

Tuesday, 17 September 2013

Gold Rush!!

Gold rush!!

Guillermo, he maybe too dashing and handsome for the populace of The 'Gate ...

This week we have decided to give each gang the opportunity to expand their territory. Playing the 'Raid' scenario, but rather than destroying a tunnel gangers are sneaking through it!

The background is that tunnels to a, previously inaccessible, area of the hive have been discovered. The local guild have despatched militia from the gate to safe guard the new area from treasure hunters but the lure of new revenue streams is too much for our gangs to resist!!

An Almighty Saint juve sneaks past the militia...

The only changes to the scenario rules will be that the militia captain (Luke) can place as many sentries as he likes, with the remaining members of his gang in reserve and ... the gangers slip off the board rather than destroying the tunnel (5xp for every man that gets away!)

Each gang will get a new territory if they can roll equal to or less than the number of gangers that make it through the tunnel on a D6. Territories are selected at random as normal!

Any gangers that make it through the tunnel are not allowed to collect revenue, they are too busy scouting for unguarded ways back to their own territory.

'Wasabi' can't resist a chance to prove himself .... charge!!!

Tuesday, 3 September 2013

Rescuing the rescuers ...

Rescuing the rescuers ... not the mice!!

So, last week was spent introducing the gangs to one another via the medium of gunfire... all of the encounters were fairly standard affairs, a Super 88 juve died a brutal death (mourned by one, celebrated by two!) and a Slave Master juve was captured.... 

Which brings us to this weeks first game! A daring rescue being carried out by the Slave Masters to save one of their youngsters from the Super 88's .... who were desperate to sell him to one of the local slave trains (somewhat ironic?!) ...

A rescue mission doesn't use full gangs, but each player rolls to see how many men they have available... the defending team (The 88's) had three gangers available, the attacking team (The Slave Masters ... The S&M's?? The Masters??) had a massive 8 gangers! Prince Adam and his boys were stealthier the a fox in camouflaged pants as they got themselves into position for their surprise attack and, with the 88's guards blissfully unaware of the impending danger, launched their strike!!

With Suki-X pinned down by gunfire from the Prince himself, Keito was on his own to fend off the wave of Red Jackets that had appeared from the shadows!



Things did not go quite as The S&M's would have liked... Keito refused to give ground (Clay rolled a lot of one's... a lot ...) and cut down the first ganger in close combat ... undeterred, the Red Jackets swarmed forward ... Keito gave no ground...



With 88 reinforcements coming on and opening fire, things became a little desperate for the Slavers ... shunning close combat, a short blast from a Lasgun took Keito off his feet ... the prisoner was freed and Keito was dragged off to work in the mines ...



..  a narrow win for the 88's but with both sides taking casualties it was not worth celebrating! The Slave Masters had freed their captive but at what cost? One of their number lying dead in the dust may be too high?

Saving Keito's Privates...

The second game of the night was a much less blood thirsty affair... and can be expressed as a comic strip (see below..)


... that's right, two gangers went up a ladder, freed Keito and disappeared into the darkness!!

Until next week ... the Saints may even make an appearance ...

Thursday, 29 August 2013

The Slave Masters

The Slave Masters

Prince Adam has been living out in the wastes for several years. The details of his early years and the reasons of his exile are unclear, but what is clear is that Prince Adam has established a formidable gang of desperadoes in the harshest of environments.


Tired of scratching an existence out of the blasted wastes the Slave Masters have carved out territory on the outskirts of The Gates. Looking on with greedy eyes as the rumours potential mining contracts gather pace.



The Almighty Saints

The Almighty Saints
(Dan's Gang)

Henry Morgan can trace his family lineage back to the golden age of Unobtainium mining, and although his family fortunes may have dwindled his local influence has not.


While still maintaining mining rights Morgan has had to establish other revenue streams to maintain the family. Fiercely proud and full of distrust and hate for outsiders the Almighty Saints have little patience for petit turf conflicts.


Armed to the teeth, the Almighty Saints are ready to re-establish themselves as the premier mining family in The Gates...