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