Alright: At ease.
Bolt Action Battle for the Crossroads After Action Report:
The Basement Generals engaged in some WWII gaming at Baron
Von J’s last Thursday using the Warlord Games, Bold Action (BA) rules (2nd
Edition). Jon from Curio Clashes brought his most excellent American and German 28mm forces. The scenario was a battle over
a crossroads, with several other strategic victory markers locations. At the end of six rounds of play, the side
who held the most strategic marker locations wins.
The set up:
We played
diagonally on a 6x9 foot table, and visually the terrain and layout was super
nice looking.
A 4 way crossroad was in
the center of the table with Bocage hedgerows extending out along each side of
the axis of the road intersection for about 12-15 inches. Some buildings
(strategic locations) flanked either end of the road that divided the Americans
and Germans, as well as one at the rear of each sides area.
Units were all infantry squads, except that
each side received one medium machine gun (MMG) crew.
So far so good, although, we anticipated some
inevitable hurdles we have had in the past, namely that we had eight players,
four per side.
BA is not well geared to
have that many players.
No more than four
would probably be the best.
With eight,
it’s easy to get distracted waiting on your turn to move, which often
culminates in a lot of talking and/or inattention to pass the time.
With only one person moving at time, it can
bog down if not careful.
Also with that
many players and not a lot of familiarity with the game and the new rules,
there are a lot of questions that arise that that need to be looked up and
possibly debated, especially if the rules are not correctly interpreted from
the rulebook (partly my bad).
It took roughly
two hours +/- to run the game, which isn’t too terrible.
Keeping it simple with just infantry units
helped.
To begin, three players on each
side got one unit, and one player got their unit plus the MMG crew.
A couple turns in, each side got two
reinforcement squads.
We had enough different
colored dice that each person had their own color, one dice per unit.
The dice go in a bag, and the turn is
determined by the color of the dice pulled.
I tried to keep things moving by pulling the
next players die while one player was making their move, and alerting the next person
they were next, giving them a heads up to be planning their move.
This can move pretty quickly when out of
range and maneuvering, but slows a bit when resolving battle.
Each side maneuvered forward toward the road crossing the
dividing point on the table. Each side
chose to hold its MMG crew back in an elevated position that could overview the
table, as they had a 36” range, and placed the MMG on Ambush orders (a rule
that became an issue I’ll discuss shortly).
An American squad made it to the crossroad and took position behind the
bocage. The Germans got a squad to the
bocage lined road and began pouring fire into the American squad, causing some
casualties and inflicting pin markers against it. A second German squad made it to the bocage
at the crossroads and heaped some additional fire into the American squad,
killing it off in a short amount of time.
One American squad made it to a bombed out three story farmhouse on the
left flank (all views are from the American side), but really leave it as you
had to hold the victory location to get the points, but this left them out of
range to engage the enemy fighting at the crossroads. On the right flank A German squad made it to a
two-story farm house and set up on Ambush orders (another area of the rules that
was misinterpreted and then debated for long while, which I’ll explain shortly). An American squad came into the house across
the street and got lightly shot up but put down some fire back, forcing the
Germans into a down position after a failed order test. Another American squad rushed the Germans in
the house for some close quarters fighting (here arose the third point of contention
and misinterpretation of the rules which coincided with the Ambush orders). The close-quarters fight, as we initially
played it, was brutally quick and the Germans died quickly, apparently by being
down and suggesting they did not see the charge of the Americans. Reinforcements and regular units fought
primarily for the crossroads, taking turns charging into the center and laying
down point blank (<6”) fire onto the opponents. The sixth round ended with the Americans
holding most of the strategic locations, although the crossroads was still
contested.
Okay, now for the critique…, first the MMG crews and ambush
orders. Ambush rules in BA 2nd Ed. read that on initiating an ambush
(seeing an opposing unit MOVE not fire), a six sided die is rolled and on a 1-3
the ambush fails (ie. unit was not paying attention) and on a 4-6, the Ambush
fire succeeds. I initially thought I
read, and put it out, that on a fail, the die gets removed and ambushing unit
loses its turn. This caused some serious
consternation, rescinded testicles, and curled toenails, and garnered the
question ‘Why the hell would you take the risk to use Ambush if your chance was
50/50 and if you fail you are done?’ After
further review, the rules state that if the roll fails the die is SUPPOSED to go back in the bag, and gets
pulled as a regular orders die, so the unit still gets to go that turn, just
not as an ambush. Oops, sorry. I kind of believe that the Ambush roll should
only fail if you roll a 1, or at most a 2, not 50/50, as most troops, at least
regular and veteran are going to be pretty alert. Hey, there’s an idea… Ambush roll depends on
the experience level of troops.
Inexperienced succeed on 4, 5, and 6; Regular succeed on 3 or better,
and Veteran on 2 or better. Stupid
conscripts are so inattentive.
Second if the Ambush succeeds, the die is changed from
Ambush to Fire and the die goes back into the draw bag at the end of turn, as
the unit has given up the element of surprise, I think we let one go and let
the Ambushing unit make a second ambush attack the next round. Memory is a bit fuzzy there.
The third issue involved a unit being down, and getting
charged into close-quarters hand-to hand resulting in the down unit getting
wiped out… DRT (Dead Right There). This
really caused some serious butt-hurt, but in the end the aggrieved player was probably
justified in his butt-hurtedness. If I
remember correctly, the German unit was pinned and down after failing an order
test. After further review of the rules,
it turns out the German unit, since it did not fire that round, and even though
it was pinned or down should have been given the opportunity for closing fire
against the charging American unit, factoring in any to-hit +/- modifiers, would
likely have whittled the assaulting unit down significantly. Secondly, depending on how you viewed the
close combat, whether facing off between an obstacle, ie. through windows (or
over bocage), versus rushing into the house to fight, the rules state that if
two units fight across a barrier with each other, close combat is resolved simultaneously
and attack rolls are made at the same time, versus an unobstructed meeting
engagement where the charging unit resolves hits first, then receiving unit
fights back with whatever is remaining of is unit.
Another issue encountered was a unit charging into close
quarter combat across bocage, ie. the unit was behind bocage and had to cross
it to assault a unit directly across the road behind another stand of bocage. One person thought the assaulting unit could
not do this because:
A. a unit making the assault must
issue a “RUN” order to that unit.
B. units can’t ‘run’ through hard
cover ie. bocage/wall/woods.
However, the rules indicate you can still issue a run order
to the assaulting unit, but encountering hard cover stops the run and limits
you to half movement, advance order speed of 6”. So, if a unit started right at the bocage,
issued a run order but immediately was limited to 6” for encountering the heavy
cover, as long as the unit could close to within 1” at the end of the movement
(this is the one exception that allows a unit to move slightly further than its
actual movement allowance), even if the defending unit is behind an obstacle, the
assault continues and you enter into close-combat and either move up to base-to-base
or fight across the obstacle, which I discussed above. In both instances, it seems the assault would
favor the defenders, as they should get closing fire (if they haven’t fire that
turn already, or unless the assaulting unit starts charge under 6” away), and
the fight across the obstacle causes the attacks to be made simultaneously.
Other food for thought… A bit of strategy for engagement, and
strategic and timely issuing of orders helps.
In BA, getting PINS on a unit, and using multiple units to inflict multiple
PINS on a unit is really important in neutralizing a unit’s effectiveness. Also, timely use of the ‘Rally’ and ‘Down’
orders as a method of removing multiple PIN markers is critical. And just because you have 5 PINS on a unit
(-5 to hit) doesn’t mean you CAN’T hit… it’s just really really hard (Need to
roll a 6 plus roll a second 6 for a ‘Nigh Impossible Shot’), but we’ve seen it
done. Good communication is also
helpful. Declare what your unit is going
to do. Try to be fairly precise as this
helps eliminate confusion of what the intended action was supposed to entail. It helps avoid the “what I really meant to do
was this…” and the inevitable response “Sure you did”.
All in all there were a few missteps along the way, some
misinterpreted rules, and some completely missed rule calls, ie. the number of
people that can fire out of a house (2 people per window or door), and giving a
negative 1 per PIN marker on the to-hit roll.
Luckily most of the discussion was good natured and constructive, and
hopefully helped all get a better understanding for future games. This was a pretty basic no frills game and we
still had these questions. More issues
will arise as we get a bit more in-depth, (ie. spotting hidden units I’m sure
will be one.)
Dis-smissed!