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

Tuesday, February 28, 2017

Bolt Action II Duel in the Sun Escalation Campaign – Round #5


Bolt Action II Duel in the Sun Escalation Campaign – Round #5




Round 5 – 850 points (choose for options below)
Reinforced Platoon

  •  Lieutenant – First or Second
  • Infantry squads
Plus

  • Captain or Major
  • Medic
  • Forward Observer (either Artillery or Air)
  • Flamethrower team
  •  Machine gun teams
  • Mortar teams
  •  Additional Infantry squads
  • Transport vehicle or tow (soft-skins or armored) 1 per infantry unit in the reinforced platoon.
  • Anti-tank teams
  • Field Artillery, Anti-aircraft or Anti-tank gun
  • Armored Car
  • Tank, Tank Destroyer, Anti-aircraft vehicle or Self-propelled Artillery
** Only team weapons listed under the "Plus" above can be selected with the "Additional Infantry squads".**

Round #5 will start 3/5/17 and must be completed by 4/1/17.

Before his relief arrived, Stone decided to take his tank and the other on outpost duty with him. They motored a little way south before creeping up the gently sloping ridge in front of them, using for cover a shallow valley or re-entrant that ran up towards the crest of the ridge at right angles. As they neared their objective, expecting the crack of an enemy shot at any moment, the tanks slowed to a crawl to keep their noise and dust down.

“Suddenly, not two hundred yards away was a 50mm anti-tank gun pointing straight at him.  Fifteen yards away from it were the crew, frolicking over their breakfast in their slit trenches.  Stone looked to the left of this little party of Germans, spotting a couple of machine-gun nests. Then turning to the right of the gun, further along the ridge, he saw something else – perhaps some piece of artillery equipment. Stone was amazed that he had made it so close without being detected.  These anti-tank guns had driven him mad at times during the proceeding weeks, but now he had the opportunity for revenge. . .” – The Tank War, Mark Urban

The following scenario allows you to recreate one of the many confusing skirmishes that took place in the North African desert, where a patrol has a sudden, unexpected close encounter with the enemy. Fighting in the desert could be a disorientating experience, and despite the apparent bleakness of the environment, hidden gullies, low ridges or the subtle undulation of sand hills could hide enemy units from each other until they were almost nose-to-nose.

FORCES
This scenario is designed to be played with equal points values on both sides.  It should be a two player game (one Axis and one Allied player).

Any of the reinforced platoons mentioned here can represent the forces involved.


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

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


SET-UP

TERRAIN
The scenario takes place somewhere in the Libyan or Egyptian desert (see Desert Warfare). However, terrain is not set up before the battle as usual. It’s put down as part of the deployment phase, as explained next.

DEPLOYMENT
Each player will need a small scrap of identical paper for each unit, and must briefly but clearly write down on one side the unit’s name or description. Each scrap needs to be folded over to conceal the writing. An identical number of blank scraps, likewise folded over, are also required.
All scraps from both sides, plus the blanks, are then placed in a cup, bag or other container and mixed up.

Then divide the table into a number of sections of equal dimensions. The number of sections is equal the length of your table in feet. So for example, a 6’ x 4’ table must be divided into six equal-sized sections (six 2’ x 2’ sections).

Starting with the defender, each player now takes it in turn to place a piece of desert terrain on the table – the terrain must be placed at least 6” from another terrain piece already placed. When a player places a terrain piece, he must also draw a scrap from the container and place it still folded (no peeking!) anywhere on top of or adjacent to that terrain.

Continue placing terrain (and scraps) until you either run out of terrain or scraps. Alternatively, a player can announce that he is passing as long as each section of the table has got terrain in it (even partially). The opposing player can then, if he wishes, place one more terrain piece (and scrap) before moving onto the next step.  After terrain placement, all scraps remaining in the container are discarded without looking at them.

Then, starting with the defender, each player takes it in turn to reveal one scrap of paper. It’s unfolded, and the associated unit, if any, is placed by its controller in or adjacent to the terrain piece.

After all scraps on the table have been revealed, each player rolls a D6, re-rolling ties. The player who scores highest chooses one long table edge as his edge. His opponent has the opposite side as his edge.

The set-up phase then ends. All units that have not been placed on the table are in reserve.

SPECIAL RULES

FIRST TURN
The battle begins.

DESERT WARFARE
Use the rules for Desert Warfare for this scenario (see here).

OBJECTIVE
Both sides must attempt to destroy the other whilst preserving their own forces.

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 victory points than the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honors are shared – a draw!

Players score 1 victory point for every enemy unit destroyed.


Monday, February 6, 2017


BA 2nd - Duel in the Sun – Round #4 - Score
      Round ends March 4th, 2017!


Attackers - Allies

Phil – Americans           6

Mark – SAS                    7

Mike – British                7

Jim – French                 4

John H. – Americans      2








 
Defenders - Axis

Larry – Italians            2

Tim – DAK                   3


Art – Germans             3

Frank - Germans         7
Hunter – Germans       6



 


Score
Allies -   3
Axis   -   2





Saturday, February 4, 2017

Duel in the Sun Campaign - Round 4



Bolt Action II Duel in the Sun Escalation Campaign – Round #4






Round 4 – 675 points (choose from options below)


Reinforced Platoon

  • ·         Lieutenant – First or Second
  • ·         Infantry squads


Plus

  • ·         Captain or Major
  • ·         Medic
  • ·         Forward Observer (either Artillery or Air)
  • ·         Machine gun teams
  • ·         Mortar teams
  • ·         Additional Infantry squads  
  • ·         Transport/tow (soft-skins or armored) 1/infantry unit in the reinforced platoon.
  • ·         Anti-tank teams
  • ·         Field Artillery, Anti-aircraft or Anti-tank gun
  • ·         Armored Car 

** Only team weapons listed under the "Plus" above can be selected with the "Additional Infantry squads".**


Round #4 will start 2/5/17 and must be completed by 3/4/17.


The assault on Vila Chata was fought between British and German forces over the tactically important heights overlooking the road to Tunis.  The Allies stormed the village, taking it after a furious uphill struggle, and holding it against enemy counter-attacks. But the Germans managed to perform an outflanking maneuver and assault the village from the rear. The Allied forces were split by the Germans, and the order given to withdraw.


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:


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 table is set up as shown on the scenario map.

It’s recommended you make a big hill for this scenario, covering an area about 36” x 24” – it should comprise of three semi-circular tiers, placed on top of each other to make two 3” steps leading up to the plateau at the top. This should give you enough space to place some buildings on top of the hill, representing the village. Along the curved edge of the topmost tier, the German player should place obstacles such as sandbags, barbed wire, etc.


Place a few bushes and trees on the tiers to represent the vine-covered slopes, which proved so difficult for the attackers to move through.


The rest of the table should be set up with a few field boundaries such as hedges and walls, and maybe a small farm building.


Deployment

The defender sets up half his force (rounding up, they can start the game hidden), on the topmost tier of the hill. Note that he cannot place any vehicles on the table at this stage. Any units not set up this way are held in reserve.


The attacker sets up at least half of his units in his set-up zone. Any units not set-up at this stage are held 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

The battle begins


Rough Going

The slopes of the hill make its ascent tough going – the lower two tiers count as rough ground and are impassable to all vehicles.


Defender’s Reserves

If the defender has any vehicles in reserve, these must be deployed as part of an outflanking maneuver.


Dug-In

The defenders can dig in.


Number of Players

Max two players per side!


Reduced Airpower

Both sides have Reduced Airpower.  Players are still able to call an airstrike. However, instead of rolling on the Air Strike chart, he rolls a D6: On a 1–5, he gets a ‘The skies are empty’ result. On a 6, he gets a ‘Here it comes!’ result. Refer to the Air Strike of Bolt Action for details on these results.


Limited Specialists

Only one FAO and/or FOO allowed per side. 


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!

·         The victory conditions are simple – if the defender has any units on the top tier of the hill (even partially) he has won – a vast wave of reinforcements arrives and pushes any attacking troops off the hill. 


·         If the defender has no units on the top tier of the hill, the attacker wins.

This might seem to be a difficult proposition for the attacker, but these types of fights were tough. The attacker has to earn his victory in this scenario.