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Friday, November 18, 2016


Bolt Action II Duel in the Sun Escalation Campaign – Round #1





Round 1 – 300 points (choose from options below)
Reinforced Platoon
Lieutenant – First or Second
Infantry squads

Plus
Medic
Machine gun teams
Mortar teams

Round #1 will start 11/13/16 and must be completed by 12/2/16.

ROUND #1 SCENARIO 8 (Modified): BLOOD ON THE BEACHES – AMPHIBIOUS INVASION

The following scenario is designed to recreate one of the few instances of resistance at the beach landings during Operation Torch. The beaches are lightly fortified, and the attacking Allies gain the benefit of the Preparatory Naval Bombardment rule described below. The Desert Warfare rules are not used for this scenario, as it takes place on the coast.

FORCES
This scenario is designed to be played with equal points values on both sides.
 Germans, Italians and French are defenders.
 USA, British & Commonwealth and French are attackers.

SETUP
 Terrain
From the attacker’s point of view, the first 12” of the table from the defender’s edge consists of deep water (Rough terrain), the next 12” is shallow water, then 12” of beach and the last 12” is where the defender deploys his units and fortifications (if any).

Deployment – Defenders
·          The defending player places half of his forces (rounding up), within 12” of his table edge – this is his deployment area. They may start the game hidden)
·          The beach is lightly fortified, a few obstacles, such as barbed wire, low walls, sandbag emplacements, tank traps or ditches, and up to one bunker, can be placed by the defender in his deployment area.
·          Any units not deployed are held back in reserve.

Deployment – Attackers
The attacking player places no units at the start of the game. Instead he must nominate at least half his force as his first wave. Any units not included in the first wave are held back in reserve.
   
SPECIAL RULES
Preparatory Naval Bombardment
The attacker automatically gets a preparatory bombardment against the enemy positions.
Before the attacker moves resolve the preparatory bombardment. To see how effective the bombardment is, roll a die for each unit in the enemy set-up zone at the start of the game and consult the chart below. Targets that are in bunkers or comparable fortifications deduct –1 from the die roll, and cannot therefore score worse than a 5 or suffer more than 2 pin markers. However, note that hidden units derive no benefit from being hidden when working out preparatory bombardments.

PREPARATORY BOMBARDMENTS
D6 Roll
Effect
1
That's miles away!
No effect
2 or 3
That was close!
The unit takes 1 pin marker
4 or 5
I can't take it anymore!
The unit takes 2 pin markers
6
Incoming!
The unit takes 2 pin markers and 1 automatic hit with a +3 penetration value. This counts as indirect fire, always striking the top armor of armored vehicles. If a two-man team takes a casualty, it must immediately take a morale check as normal.

Amphibious Assaults
An over-the-beach assault against a waiting enemy is just about the worst way to enter combat. The rise and fall of the surf is constantly working against the attackers, while the defenders have a conveniently packed group of men against which to concentrate their fire.
When preparing to play a game of Bolt Action that involves an amphibious landing, you should define an area of the table as Deep Water, and another as Shallow Water. These areas of water normally start from the attacker’s table edge, as described in the scenario being played.

Movement in Water
Deep Water
Deep Water is impassable terrain to all units except those that have the Waterborne or Amphibious rules, or any other rule allowing movement in water (i.e. boats and amphibious vehicles, usually). We assume that infantry laden with all of the kit they need to carry in combat cannot swim and keep their kit operational.
In addition the following extra rules apply:
•If a vehicle with the Waterborne or Amphibious rule is immobilized while in Deep Water, it will automatically drift D6” forward every time it receives an order.
•Units in Deep Water suffer an additional -1 to hit when firing their onboard weapons because of the waves rocking the boat.
•If a transported unit does not have the Waterborne or Amphibious rule and is forced to dismount in Deep Water, it can try to reach an area of Shallow Water with his move to dismount. If it cannot reach the Shallow Water, it is destroyed.
Shallow Water
Shallow water is treated as rough ground, with a few extra rules:
•Only Infantry and Waterborne or Amphibious vehicles may move in water.
• While infantry are moving in water, they can do nothing else (e.g. an infantry unit may not fire weapons while in water).
•Infantry units must always pass an order test to execute an order while in water, even if they are not pinned.
•Water provides hard cover to infantry from small arms fire. This is due to the rounds being slowed down by the density of the water.
•When an infantry unit finally moves out of the shallow water, it immediately gets an additional pin marker to represent the difficulty of regrouping after moving in water.
•Waterborne vehicles may end their move overlapping solid ground for up to half of their length, thus allowing transported units to disembark.

Landing Craft, Personnel
The most common example of Landing Craft, Personnel was perhaps the Higgins Boat. This ubiquitous vehicle was made from plywood, its design based around boats normally used in swamps in the mainland US. It could carry an entire infantry platoon or a light vehicle like a jeep and deliver them from their transport ship offshore to the beach, where the front ramp was dropped to let the troops quickly deploy. Around 20,000 were built during World War II.

Cost: 40pts (Inexperienced), 50pts (Regular), 60pts (Veteran)
Weapons: 1 MMG covering the front and left arc, 1 MMG covering the front and right arc
Damage Value: 6+
Transport: 36 men, or one jeep and 16 men
Special Rules:
•Waterborne: May only move in areas of Deep or Shallow water, being treated as a tracked vehicle for speed and turning ability
•Slow
•Open topped

Defenses
Defenders can purchase barbed wire and one bunker.
Barbed Wire 
Barbed wire is designed to slow down units of troops.  Cost: 10pts per 8” strip Special Rules: 
•During a preparatory bombardment, roll a die for each strip and on a 6 it is destroyed. They can also be destroyed by combat engineers (see below), and by tracked vehicles moving over them, as normal for obstacles. 
•A linear obstacle to infantry (see page 27 of the Bolt Action rulebook), impassable to wheeled vehicles and artillery units, but destroyed by the passage of tracked and half tracked vehicles. 

Bunker
A Bunker is designed to provide cover for men to fight from.  Cost: 90pts Special Rules:
• Only accessed through door, only fire from/to firing slits.
• Cover modifier is -4.
• Indirect fire weapons have no effect.
• Tanks cannot assault bunkers.
• Includes MMG team.
• Can take 3 men.
• Firing slit to front, exit hatch to rear.

Medics & Officers
In this scenario it is likely that more than one player will be on each side. 
Medics can attempt to heal another players troops (regardless of nationality). 
Officers cannot influence or issue orders to another player’s troops.  

Outflanking Moves
Attackers are not allowed to attempt to outflank the defenders.

First Turn
During Turn 1, the attacking player must bring his entire first wave onto the table. These units can enter from any point on the attacker’s table edge. Note that no order test is required to move units onto the table as part of the first wave.

The attacking player must try to move as many of his units as he can into the defender’s set-up zone and destroy the defending forces to establish a beachhead. The defending player must try and stop him. Note that in this scenario, attacking units are allowed to deliberately move off the table from the defending player’s table edge to reach their objective.

Game Duration
Keep a count of how many turns have elapsed as the game is played. At the end of Turn 9, roll a die. On a result of 1, 2 or 3, the game ends, on a roll of 4, 5 or 6 play one further turn.

VICTORY!
At the end of the game, calculate which side has won by adding up victory points as follows:
  • If one side scores at least 2 more victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and the result is a draw!
  • The attacking player scores 1 victory point for every enemy unit destroyed. He also scores 1 victory point for each of his own units that ends the game in the enemy deployment area and 2 victory points for each of his own unit that has moved off the enemy table edge before the end of the game.
  •  The defending player scores 1 victory point for every enemy unit destroyed.

Attackers - Allies
Phil – Americans
Mark – SAS
Mike – British
Jim – French
John Harrel – Americans
Steven – Americans

Defenders - Axis
Larry – Italians
Tim – DAK
Jim - French
Art – Germans
Frank - Germans

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