All,
Greetings, hope all is well! Just a quick update on what the boys and I have been getting up to. We played a game, but I shouldn’t really call this a battle report; there’s not much much in the way of a narrative, or a real scenario, or a plan… hell, there’s not even many photos! What we did have was lots of learning and lots of fun, which is a great thing to report, and should lead to some actual batreps.
Last time we played on a 3’ x 3’ table using a skirmish version of Warlord’s “Bolt Action” rules, whereas this time we used a modified (simplified, by me) version of Bolt Action version 3. The simplified piece consists of a few things I changed to speed things up and/or season to my tastes, but the guts of the game are still there: random activation via dice draw, orders straight out of the book (well, mostly; we allow sustained fire MGs to engage multiple targets on Ambush), movement simplified a bit but largely in line with the book, anti-personnel fire pretty close to the book (I really don’t like the “roll for damage” step so I got rid of it and changed things to take troop quality into account in the “roll to hit,” added a “target obscured” DRM, and kept cover saves), I changed up anti-tank fire to simplify it (but actually made it almost impossible to kill tanks), and order and morale tests straight out of the book (except I messed them up with regards to casualties for the morale test, made them too easy to pass). I don’t really pay any attention to force construction/structure/points rules, I give a numerical advantage to the attacker and go with what I believe is plausible (maybe leaning a little towards Hollywood in order to make sure it’s interesting for the boys, particularly in terms of AFVs).
The table, again somewhere in Normandy. Let’s say it’s June 8, 1944, on the eastern edge of the Allied bridgehead. Ground forces have linked up with British 6th Airborne Division, which is now attacking south against 21st Panzer Division. North is left, buildings and stone walls are hard cover, fields and trees are soft cover, attacker comes from the left and mission is the village at the crossroads (center-right), a super simple “attack-defend” scenario.The British starting positions: there are two rifle sections (bottom left and center right too, just visible between the two buildings) a PIAT team (behind trees at top right), the command element and mortar team in the courtyard, and the Vickers MG team and FO in the two-story building.
The German setup. The older boy has a rifle squad in the street, between the buildings (bottom left), intent on dashing into the left hand building as soon as he can. The panzerschreck team is centrally located behind the wall behind them, with the MG-42 team at the wall above them. The command element is at bottom right, while the other rifle squad is in the trees at top right, across the road, while the ATG is in the clump of trees just below them, right where the road bends.
The Sherman (top left) and Stug (bottom right) continue trading ineffective shots as the German reserve squad comes on and dashes up behind the rear building (center) and the MG team hops a wall and moves up to the next wall (at the intersection). Meanwhile, the panzerschreck team (center top left, just visible on the other side of the wall next to the far building), prepares to dash through the gap between the building and chicken coop, looking to smoke the Firefly…
But as the German panzerschreck team dashes forward (between buildings at top left) they are spotted by the Vickers MG team (in building at bottom center right), which promptly opens up and mows them down!
End of Turn 2: the Brits have been punishing the German rifle squad in the near building (center) and MG-42 team (at crossroads), while the Sherman and Firefly have settled into a comfortable rhythm of exchanging ineffectual fire with the Stug. The remaining Sherman and Stug have failed their second consecutive reserve availability roll, much to my amusement.
End of Turn 3: the last Sherman has come on (far left bottom), adding to the ineffectual anti-tank fire, while the other Stug, needing anything but a ‘1,’ fails to come on again. The German rifle squad in the near building has been knocked out, their command element has fallen back, and the Brits finally get their riflemen moving in the center and on their left (top left).
The Brits continue pushing forward, putting pressure on the Germans. Frustrated at his inability to knock out the Stug (off camera up the road to top right), the youngster leaves a Sherman and the Firefly to continue trading shots with the Stug while the other Sherman dashes forward (just above trees at far right) to pour cannon and machine gun fire into the German units in the rear building (top right).
The youngster pushes the PIAT team up to the orchard (far left), trying to get a point-blank shot on the Stug (far right). The older boy pushes a squad across the road to counter the PIAT team (center bottom), as the British mortar pounds the MG-42 team and Pak-40 ATG (center right, between wall and field).
The youngster is getting bold, pushing a section forward to lay into the German command element (casualties on the German side were much lower than should have been because we forgot the ‘point-blank range’ dice roll modifier).
The German rifle squad at the orchard (top right) moves up to eliminate the PIAT team (at the bottom right corner of the orchard, above the tractor), but they only manage to kill the assistant gunner and put a pin on him! A Sherman moves over (bottom left) and returns fire, taking out a few exposed riflemen.
Which allows the surviving PIAT gunner to slam a HEAT round into the Stug’s side armor, knocking it out!
The second Stug had finally entered the fight on the German right, where it promptly shot up some British para riflemen, but the Brits finished off the German MG team and ATG crew right before this, so when the first Stug brewed up it broke the German morale, ending the game.
So, despite my colossally stupid mistake on the AT procedure, we had a ton of fun, lots of laughs, plenty of drama, plenty of whining about bad dice rolling, and we figured a whole bunch of stuff out in terms of tactics, gameplay, and rounding the rules into form for us. Specifically:
1) Fix the AT procedure so the shooter rolls a D6 (adding gun pen) but the target does not (roll D6 and add armor, just use armor).
2) Infantry targets will not count as obscured when AFV main guns, field guns, or infantry AT weapons target them in hard cover (building, wall, bunker, etc…).
3) Order/Morale tests will be at -3 for units that have suffered 50% casualties.
4) Add a third body to Bazooka/PIAT/Panzerschreck and Flamethrower teams to add resilience under fire.
5) Tree lines do not block LOS but obscure target (-1 DRM to Hit), copses/stands/clumps of trees block LOS, use base under to define border.
So sorry, not much there in terms of a normal battle report, I’ll look to get back to that as we get the rules ironed out. Now I need a good mini-campaign to run; still not sure what they’re called or how exactly to describe it, but you start at a central geographical location and move back and forth in a linear method based on who won and lost the previous battle. KISS Rommel did it like this:
Start at Tobruk, move left or right based on winner of previous battle report.
Track: Tunisia - El Agheila - Benghazi - Gazala - Tobruk - Mersa Metra - El Alamein - Alexandria - Cairo
I’d like to work mini-campaigns that have maybe five locations, and are much more tactical than that, I.e., you could probably do a five-step mini-campaign just for Gazala, Tobruk, or El Alamein, right? Or Stonne, or Dunkirk, Sicily (either the British track or American track), Salerno, Anzio, Caen, St Lo, various Market Garden locations, the Bulge, probably a million of them on the East Front, right? Anyone have any ideas?
Anyway, thanks for taking a look, I appreciate it.
V/R,
Jack
No comments:
Post a Comment