Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Bolt Action - Scenario 1

Hasty Attack

Divisional HQ has brought forward the time of the attack forward by 24hrs. The troops earmarked for the attack are currently still in their assembly areas some way from the forming up point.

Set Up

Both players roll the dice the higher score decides whether to attack or defend, the lower dice chooses his table edge.

Attacker rolls for each unit in his force, on a die roll of 1-3 they arrive on GT 1, on a die roll of 4-6 they arrive as reserves from GT2. GT 1 attacking troops do not need an order check, all units from GT 2 onwards do need to take an order check as per the rules. If a unit capable of being deployed forward arrives on GT 1 it can be pre-deployed up to 18 inches in from the attacker’s table edge. Troops that can be forward deployed that are scheduled for arrival from GT 2 can be deployed forward and exchanged for a GT 1 arrival unit on a further successful die roll of 2-6.

Defender is allowed 50% of his force deployed forward on-board. The 50% includes any troops that can be pre-deployed forward. Troops deployed (less pre-deployed forward units) set up within 18” of the player’s table edge. Remaining troops arrive from GT 1 with an order check as defined in the rules.

The attacker places an objective within 18 inches of the defender’s table edge.

The defender places an objective within 18 inches of the attacker’s table edge.

A third objective is placed on a terrain feature within 12 inches of the tables centre line. On a die roll of 1-2, it is in the left third of the table, 3-4 in the centre third, and 5-6 on the right third. Placement of the objective should be by mutual agreement and assigned to a terrain feature, or road junction.

Mission Objectives

The objective is to secure as many objectives as possible while destroying more of the enemy than you suffer. To secure an objective it must be captured by a friendly infantry unit within 3 inches and have no enemy or any type within 3 inches of the objective.

First Turn

Prior to the arrival of the first troops the attacker rolls to determine if he has a preliminary bombardment. This arrives on a die roll of 4-6. An attacker’s special bombardment rule does not apply.

Units arriving on GT 1 or later must arrive on their own table edge. The defender’s forces that arrive on GT 1 or later do so with an order check. The attacker’s forces on GT 1 do not need an order check, but they do need an order check from GT 2 onwards.

Game Duration

A standard 6 turn game, with a possible 7th turn on a dice roll of 4-6.

Victory

Victory is measured by which side scores the most points:

  • 1 pt per enemy unit destroyed.
  • 1 pt for holding an objective in the attacker’s half of the table.
  • 2 pt for holding an objective astride the table centre line.
  • 3 pt for holding an objective in the enemy’s half of the table.
  • Bolt Action - Scenario 1

    Hasty Attack

    Divisional HQ has brought forward the time of the attack forward by 24hrs. The troops earmarked for the attack are currently still in their assembly areas some way from the forming up point.

    Set Up

    Both players roll the dice the higher score decides whether to attack or defend, the lower dice chooses his table edge.

    Attacker rolls for each unit in his force, on a die roll of 1-3 they arrive on GT 1, on a die roll of 4-6 they arrive as reserves from GT2. GT 1 attacking troops do not need an order check, all units from GT 2 onwards do need to take an order check as per the rules. If a unit capable of being deployed forward arrives on GT 1 it can be pre-deployed up to 18 inches in from the attacker’s table edge. Troops that can be forward deployed that are scheduled for arrival from GT 2 can be deployed forward and exchanged for a GT 1 arrival unit on a further successful die roll of 2-6.

    Defender is allowed 50% of his force deployed forward on-board. The 50% includes any troops that can be pre-deployed forward. Troops deployed (less pre-deployed forward units) set up within 18” of the player’s table edge. Remaining troops arrive from GT 1 with an order check as defined in the rules.

    The attacker places an objective within 18 inches of the defender’s table edge.

    The defender places an objective within 18 inches of the attacker’s table edge.

    A third objective is placed on a terrain feature within 12 inches of the tables centre line. On a die roll of 1-2, it is in the left third of the table, 3-4 in the centre third, and 5-6 on the right third.

    Mission Objectives

    The objective is to secure as many objectives as possible while destroying more of the enemy than you suffer.

    First Turn

    Prior to the arrival of the first troops the attacker rolls to determine if he has a preliminary bombardment. This arrives on a die roll of 4-6. An attacker’s special bombardment rule does not apply.

    Units arriving on GT 1 or later must arrive on their own table edge. The defender’s forces that arrive on GT 1 or later do so with an order check. The attacker’s forces on GT 1 do not need an order check, but they do need an order check from GT 2 onwards.

    Game Duration

    A standard 6 turn game, with a possible 7th turn on a dice roll of 4-6.

    Victory

    Victory is measured by which side scores the most points:

    • 1 pt per enemy unit destroyed
    • 1 pt for holding the objective in the attacker’s half of the table
    • 2 pt for holding the objective astride the table centre line
    • 3 pt for holding the objective in the enemy’s half of the table. 


    Bolt Action - Game Report 12

    Operation Racer September 1943

    Introduction

    I was inspired by Mike's scenario for the last Bolt Action Tournament that I decided to have a go and write my own. 

    I was equally inspired by reading about an action by the Canadians at Le Mesnil-Patry in Normandy. In this action the time of a planned attack was brought forward by 24hrs and therefore troops were not in the correct place and there was a great deal of confusion and improvisation. 

    Hence the scenario "Hasty Attack".

    Kevin agreed to give the scenario a try and this allowed me to bring 9 Platoon 1st Battalion Duke of Glendon's Light Infantry (1 DOG) into battle again. Kevin laid out some very impressive Italian terrain which proved to be very good for the battle.

    When we rolled for sides, I became the attacker and Kevin the defender.

    Situation

    The allies have consolidated the Salerno beachhead and have successful beaten back the German counter-attacks. The allies are now preparing for the breakout and to advance North. In preparation for the breakout the Divisional Commander wants to seize some key ground. The attack was planned for 24hrs, but the pace of overall operations means that this attack has been brought forward to today. C Coy 1 DOG has been given this task, and 9 Platoon will be their point platoon.

    Friendly Forces

    9 Platoon suffered losses in the landings, but has since been reinforced. It now has 2 inexperienced rifle sections and a veteran infantry section. The platoon has been reinforced from Division with a FOO, an M3 half-track and a Churchill and from the Battalion a mortar section with MFC, a Bren gun carrier, and a sniper team. 

    Enemy Forces

    A mixed German Infantry Platoon with armour support were known to be in the immediate area of the objective. 

    Mission

    9 Platoon is to secure the Villa D'Pagini

    Battle Report

    Regrettably the combat cameraman was not available for much of the battle.

    The battlefield. The German vehicles are two of the objectives, the third is behind the Villa. The MFC was successfully deployed forward. The bulk of the German forces are on their side of the river, but they do have a section deployed close to the Villa.

    OC 9 Platoon has led forward one of the inexperienced rifle sections, while he has sent the other forward in the half track to secure the objective (the Bren carrier) by coup de main. The Churchill can be seen engaging a Pz IV advancing behind the bridge. The firefight between the two AFVs was indecisive with no hits recorded. While the Bren Carrier is there to provide fire support for the infantry section trying to assault the Villa. 

    The Churchill has been forced back by the PzIV which is now advancing over the bridge.

    Meanwhile the half track has itself been forced back and the section it was carrying is suffering losses from the Germans that are now counter-attacking in force. The second wave is trying to make progress and provide fire support. 

    OC 9 Platoon is making a desperate attempt to move his platoon forward and to occupy the Villa and from that seize the objective in the defender's zone..

    Outcome

    A major victory for the Germans in that they retained their objective and seized the other two. The coup de main attempt by the half track was a dismal failure. Moreover, British fire support was less than its usual high degree of effectiveness!

    The scenario  played reasonably well, but we both think it might need a little tinkering with. The balance of forces at the beginning might need to be improved, and it warrants more play testing. However, it hasn't put me of thinking of more scenarios.




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