Here ye will fin' all manner of unspeakable beasties an' their activities...
An' remember ta' beware o' th' Rabbit!

Tuesday, December 27, 2016



Bolt Action II Duel in the Sun Escalation Campaign – Round #3



Round 3 – 550 points (choose from options below)
Reinforced Platoon

  • Lieutenant – First or Second
  • Infantry squads

Plus

  • Medic
  • Machine gun teams
  • Mortar teams
  • Additional Infantry squads
  • Transport vehicle or tow (soft-skins or armored)
  • Anti-tank teams
  • Field Artillery, Anti-aircraft or Anti-tank gun
  •  Armored Car

 Round #3 will start 1/8/17 and must be completed by 2/5/17.

The second battle of Longstop Hill (21–23 April 1943) was fought between British and German forces over the tactically important heights of Djebel el Ahmera and Djebel Rhar, which guarded the road to Tunis, the chief headquarters of the Afrika Korps. After a grueling battle, the British finally won through, paving the way for an Allied advance on Tunis and total victory in North Africa
.
The battle is typical of the bitter hill-to-hill fighting that the Americans and the British had to endure as they clawed their way across the highlands of Tunisia.

FORCES
This scenario is designed to be played with equal points values on both sides. The following reinforced platoons should be used to represent the forces involved:

Only Two Players Per Side!

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

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

SET-UP

Terrain
The hill should dominate the center of the table, but shouldn’t be closer than 12” to any table edge. It should be adorned with some hurriedly prepared defenses (like sandbag emplacements, dug-outs, etc.).

The defender sets up at least half his force on the hill, no closer than 18” from any table edge. Any units not set up this way are held in reserve.
The attacker does not set up any units at the start of the game. He must nominate at least half his force to form his first wave. Any units not included in the first wave are held back in reserve.

SPECIAL RULES

Preparatory Bombardment
The attacker rolls a die: on a 2+ a preparatory bombardment strikes the enemy positions. On a 1, the barrage fails to materialize, but you have your orders and the attack must go on as planned.

First Turn
On the first turn, the attacker must bring his entire first wave onto the table. These units can enter the table from any point along either long table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of a first wave.

Very Rough Going
The dry, rocky slopes of Longstop Hill are impassable to all vehicles. For other units, the entire hill counts as rough ground.

Objective
The attacker is trying to destroy the forces on the hill. The defender is trying to hold the hill at all costs!

Game Duration
Keep a count of how many turns have elapsed as the game is played. At the end of Turn 6, 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 points than the other, then that side has won a clear victory. Otherwise, the result is a draw!
·          

  • Both players score 1 victory point for every enemy unit destroyed.
  • They also score 1 victory point for each of their units on the hill and within 12” of the table’s middle line at the end of the game.



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