All,
I can't even remember the last time I was able to say this, but... dice have been rolled, and a winner has been declared! I set up the table Friday night; a 28mm table, for the first time ever and, quite frankly, I was a bit daunted. Everything is pretty damned big. I found myself thinking about unit density and frontages and how the heck do you do this without looking like a parade ground, and just kept adding more and more terrain to it, then thinking I want to add more but I need to buy/make more but maybe it's too much... Lots of fretting how to go about doing this. Rather than looking through rules and getting everything ready, I found myself sitting on the internet, looking at other people's Bolt Action tables, trying to make out if I was doing this right. Not sure what all my trepidation was about, can't really explain it, just had a horrible feeling that everything was not right. Even had a moment of panic, thinking "I'll just sell all this crap off, go back to 10mm" (which I'm still not convinced isn't the best idea, but anyways).
Saturday some unforeseen stuff popped up with the kids, so not really much time to ponder and fix the issue, or even to get ready for Sunday afternoon, which was the planned D-Day for finally getting a game in. Sunday afternoon rolled around and I still hadn't gotten anything ready, was still sitting on the internet looking at Bolt Action, Battlegroup, and Chain of Command tables and scenarios, trying to figure out how to do this. My intent was to umpire a game between my two sons (ages 15 and 10) using Bolt Action, at either platoon-reinforced level (as per usual with Bolt Action) or at company level (slightly modified). I just wasn't feeling it, until I came across a skirmish version, called "Bolt Action Firefight!", which apparently started as a fan-driven thing but has now been embraced by Warlord Games, where they host the rules and various supplements on their website.
It was perfect; quick and easy, breezy, no headaches, no more overthinking, just throw a couple of squads on the table and let the boys go at it. And it worked, a tremendous amount of fun was had by all, they quickly got the hang of it (well, not quickly, but they are knuckleheads, like their father), with an excess of trash talking. We shall definitely do it again, but don't worry, it's not the destination, just a step on the path of getting up to platoon- or company level.
So, in honor of the 81st anniversary of D-Day, 6 June 1944, we played out a game set in Normandy, seeing my older boy running a squad of British Airborne troops running into a squad of German Landser run by my younger son.
Bolt Action Firefight is set up as a man-to man skirmish game, where each man (as opposed to each squad/weapon crew) has an orders dice in the bag, which you draw out and activate a man from the side represented by the pulled dice. It's also got a cool mechanic for automatic weapons that allows you to use full firing dice on your first target, then shift to additional targets and keep rolling, losing a firing dice for each additional target.
The British have a section leader with Sten Gun, a trooper with Bren Gun, three more troopers with Sten Guns, and five troopers with Lee-Enfields. I gave the bolt action rifles 1 firing dice each, the Sten Guns three dice, and the Bren gun four.
Too small a table, with too much open ground (between the buildings, no covered route to get at the enemy) to facilitate any real maneuver by the boys. My fault...
And please forgive me, this isn't a real battle report; this was a learning game to get the boys into it and start figuring things out, so I didn't take hardly any photos, and there's not really a narrative.
At the end of the first turn, you can see each side has a man down, the Germans have a few pin markers (left center). And you can see how this is shaping up, both sides scrambling to the wall and shooting it out. The older boy, running the British, tried to maneuver a team of three guys (far right, in one of the fields) but, as you'll see, it didn't really amount to much.
Turn 2 saw the Germans unleash a helluva fusillade on the Brits, dropping the Bren gunner and his assistant, but a rifleman dashed forward, scooped up the gun, and returned fire...
The end of Turn 2; bodies are stacking up at the wall. The younger boy, running the Germans, makes no attempt at maneuver, it's just get to the wall pour fire into the enemy. The older boy, running the Brits, is trying; he's got a submachine gunner up to the upper building and his Section Leader into a building (right center), and his three-man team is still pushing to the left flank (just off camera to far right).
I've done a good job; both boys are laser focused on keeping their machine gun in action. I joked that they're not familiar with the tenets of Maneuver Warfare: we don't reinforce failure ;)
As a matter of fact, only one Morale or Orders Test was failed the whole game.
The ensuing casualties forced the Germans to take a Morale Test, which they promptly failed!
Some thoughts:
-Need a little bit bigger table with more cover to facilitate more maneuver
-I figured out that I screwed up the Orders Tests and Morale Tests, making them too easy to pass, so I'll fix that.
-I was thinking that the game was pretty bloody, that it was probably too easy to take out guys in hard cover, but now I'm not so sure. We're talking about twenty guys blazing away at each other with modern, high-velocity weapons at point-blank range. People are going to go down.
-The game took almost two hours! I had planned on playing a series of three fights, but we only played one because (I moped around until late, not getting things ready, and) it took so long. Some of it was due to it being our first game, where even I didn't fully understand the rules, and some of it was the boys overthinking things, measuring things five different ways, etc... I love the fact they were examining things in depth, so I don't want to push them too much, but I was pushing the idea that this is a fast-paced firefight, so we've got to keep things moving. I'm honestly wondering if I need a punch-clock, and if you don't get your move in on time you forfeit that activation. It could be fun ;)
Lots of fun, and we can't wait to get back to it. Now that baseball season is over, we might even get in a weeknight game.
V/R,
Jack