Showing posts with label Bolt Action. Show all posts
Showing posts with label Bolt Action. Show all posts

Sunday, August 18, 2019

Bolt Action WWII Pacific Jungle Game



I finally got the game table up and running, got the figs painted, got the terrain built... time to play.  I invited the guys from our Basement Generals group up for the game... The Baron (baronvonj.blogspot.com) Jon (jonscurioclashes.blogspot.com), Scott, Greg, Doug and myself.

I  set up a Bolt Action WWII game set in the Pacific jungles.   We've had some issues in the past with too many players in a single game and having things bog down, so I cam up with the idea of one large table, but dividing the table into three sectors.  Each sector would be its own one-on-one game.  I gave each side in each sector its own objectives, unknown to the opponent.  I tried to somewhat evenly match the ides by overall manpower... the sides had anywhere from two or three, 5 to 8 man infantry squads led by a Lieutenant or NCO, and an array of small units, ie. bazooka teams, MMG teams, medium and light mortars, snipers, flame throwers, a tank, medics, etc.  The IJA was allowed to set up 24 inches in, the Allied troops got to set up at the sea wall on the beach.

The Battlefield


Sector 1 had Marines vs IJA.  The Marines objective was to locate and kill the Japanese high ranking officer, a Major.  The IJA was to stop the invasion, kill the enemy, and destroy the landing craft (which was pretty much the objective of all three IJA sectors.

The Marines got some good strikes on the IJA but the IJA wasn't going down without giving as good as they took.  The IJA was aggressive and took the fight to the Marines with gusto... BANZAI!!!    The Marines, however, were able to knock most all of the IJA units including the Major, who joined his troops in the fight (and gave nearby units a +4 to morale roles), but was unaware he was a major target.  The flamethrower came in handy wiping out most of at least one IJA squad.  A pretty close win for the Marines who finished the battle with just two soldiers left.


Major Takashi, Sector 1, and IJA Troops


Marines ready to go


Waiting to fry the enemy when the come around the corner






Sector 2 had Australian and Chindit forces attempting to get to a supply depot and destroy the supplies supporting the IJA's war efforts.

The IJA set up primarily defensive and mostly in ambush which proved deadly for the Ausies and Chindits.  The IJA was able to effectively use some knee mortars to knock out a couple different teams members and put some pins on them, but not so many they allies became combat ineffective.  The Ausie/Chindits decided to focus on one single IJA team at a time and put either kill off or put multiple Pins on it.  Unfortunately I was playing the Allies on this game as one of the Generals couldn't make it to game night, and I spent so much time checking rules and answering questions that we weren't able to finish the scenario.  I had to avoid walking into those ambushes as they got first shot, even at a -1 it still deadly.  Outcome... close but inconclusive, both sides had enough forces to keep fighting.

Sector 2
Australians move inland

Australian and Chindits






.

Australians take hits




















Sector 3 had Marines attempting to destroy the IJA small tank (hence a couple extra bazooka teams for the player... then get to a mountain and destroy the radio signaling unit

Sector 3

IJA Light Tank and Troops

Both Marines and IJA units were aggressive and the IJA initially beat the Marines down... a straggling Marine infantry unit made it ashore and helped bolster the struggling Marines.   The IJA had a Banzai charge which resulted in all but two men on each side being killed in the close combat... a second close combat fight was to come... or was it... The Marine commander pulled up a flame thrower unit and decided to toast both of the units Marine and IJA locked in close combat, killing all the IJA and one Marine, but the IJA fled.  War is brutal.  The Japanese tank closed and tried to knock out some Marines, but was ineffective.  A bazooka team got in some heavy cover and with one shot set the tank on fire, stunning the crew and jamming the turret, but failed to knock it out.  The next round the same unit was able to deliver a killing shot to the tank.  Primary objective accomplished... but at what cost??
Bazooka takes out the tank

Marines take hits






Don't care, gonna flame everyone







Saturday, March 23, 2019

British Commandos WWII Europe

Getting away from the WWII Pacific theater, I have some British Commandos and SAS/Airborne squads.  The commando's are done, and nearing completion on the SAS/Airborne squads.  They're taking a bit longer due to the camo-smocks they are wearing.  The commando's actually might be a little more detailed due to the equipment they have on them... backpacks, and all the other gear that the airborne don't have on them.  It will be a nice addition for creating some European theater games. I enjoyed trying to get some enhanced detail for the tartan on the bagpiper's pipes bag, and the map.
Full Squad

Map reader and Piper

Sniper Team and other Observer


Australians for WWII Pacific

So now I have USMC, Chindits, and Japanese... What am I missing... of course Australians!!  I did up a squad of Australian Militia, and have a jungle division infantry team, command, MMG team, and Flamethrower, mortar, and sniper teams waiting in the wings to be painted.  Below is the Militia squad with commander.



Chindits for WWII Pacific

Ok, so along the same lines, I've been adding to my WWII line for Bolt Action.  I did up some Chindits for Jungle Play.  Again... I've just bought a good half dozen or more blisters packs full last September at a local con called RECRUITS in Lee's Summit, MO.  A couple Warlord dealers with a fairly decent selection and some minor discounts.

Medium and Light Mortar Teams, and Vickers MMG Team


Based so team casualties can be removed.  Something new I tried and liked.

AT-Rifle, PIAT, Flamethrower, Radio Teams

Always need some indigenous jungle guides!!

Russians: Updates

Gonna update a bit and do several shorter posts showing some of the new stuff I've finished up.  I've continued with my Russian WWII figs for Bolt Action.  Most figures are from Warlord Games except the Winter Rifle Squad and the NKVD Squad, who were by Battle Honors.  I've still got numerous squads and units in blister packs, bags, and some in the process of being painted.  So many... what have I done?


Command Team, Officers, Medic, Standard Bearer




Forward Observer Team
ZSU-23 Divisional Gun


Winter Rifle Squad

Anti-Tank and Flamethrower Teams

NKVD Squad


Assault Engineer Squad

Naval Infantry Squad

120mm Heavy Mortar Team
82mm Medium Mortar Team
Light Mortar Team


Tuesday, April 25, 2017

Bolt Action: Operaton Breakout After Action Review


BOLT ACTION:  OPERATION BREAKOUT:

 

Last week we dusted off the Bolt Action rules, and muddled our way through, with a few oversites in the rules, which we researched and corrected, at least as far as the rules would let us (the consensus still believing that an Ambush test should be based on experience of the unit attempting the test, not a straight 50/50 chance).  Ze Baron decided to give it another go, as we still had Jon’s (Curio Clashes) German and American figs at the Baron’s house, and the terrain was still on the table.  This time around we again kept units simple and attempted a straight forward game to further get familiar with the play of the game. 

 

The setup:  A break out scenario.  Several German units are caught behind the allied lines, having been enveloped within a pocket.  The Americans need to move from field edges into defensive positions across the width of the midline of the field and stop the Germans pull back.  The Germans goal is to break through and get their units past the Americans and off the field, back to their front lines and some well-earned steins of dunkel, and some sauerbraten (Fritz wanted Pilsner…  Fritz later died).  A roadway was set in the middle dividing the field.  Some bocage lined the roads across the midline.  On one end of the midline road was a small hamlet of houses and on the other a couple bombed out multi-level buildings.

 
Germans enter from the left, Americans from the Right
We had a total of six players (down from eight last week).  Since the Americans were able to select better defensive positions, they got one infantry unit per player and one HQ unit for the team.  The Germans who were forced to maneuver against the defensive positions received a bit more firepower in the form of four infantry units, and a HQ for the team.

 

The Americans maneuvered two infantry squads, Rangers and Paratroops, and the HQ unit into static positions inside buildings in the hamlet.  A regular infantry squad took a bombed out building at the opposite end of the road, and waited for the German advance.  The Germans, dreaming of the dunkel and sauerbraten quickly proceeded forward.  A squad of Heer Wehrmacht and a squad of Heer Grenadiers moved up the center towards cover of bocage along the center road.  An SS squad, another Heer Wehrmacht squad and the HQ unit moved left towards the hamlet.

  
Rangers and Paratroops move into Hamlet
Infantry move to the ruined building
The Hamlet:  The Americans got a bit bunched up and stagnate in the hamlet, limiting fields of fire and the ability of all units to effectively put down fire against enemy troops.  The German units used some woods, bocage, and walls to shield their advance till they were mere meters from the Americans positions in their warm little cottages.  The SS squad came in first, and laid down some effective suppressive fire, even with Americans having heavy cover (-2 to hit), adding Pins to the Rangers.  Casualties were light (being a veteran unit helped), but soon mounted.  Several rounds of this and a failed activation caused the Rangers to go down.  The Wehrmacht and HQ unit came in behind to support and added additional Pins and casualties.  The Rangers soon had to Rally and give up a round of shooting to remove Pins (hard to activate and shoot with 4+ pins against you), however, without supporting fire, the next round found them incurring more casualties and Pins to replace those rallied off.  Still, they did manage to inflict some casualties on the tenacious SS squad.  The Germans also effectively used the HQ unit to activate an additional squad on its turn, as well as having the morale boost modifier for activation.  Soon the Rangers were but a few, and the SS Squad quickly moved into close range (+1 to shooting) and vanquished the Rangers.  The Wehrmacht hopped a wall to attempt and assault on a house with Paratroops inside.  The paratroops, not having a good shot from the windows, grabbed a big hairy handful of their man-parts and mustered the necessary courage to leave the safety of their house and popped into the open, opening fire on the Wehrmacht.  Unfortunately, the -1 for moving and firing did not bode well and many shots either missed or caused no damage, although there were a few, enough to remove a couple men including a damage roll of 6 which allowed the American player to select the casualty.  Goodbye submachine gun.  Now facing off at close range, would this be it for our bold Para’s?  NO!!!  The Paras activated first and charged the Wehrmacht.  Closing fire was ineffective and a brutal close-quarters fight annihilated the Wehrmacht squad (bravo-yanks).  But it was a short lived victory.

 

SS Fight from behind bocage
Wehrmacht and HQ use woods to move up


Paratroops wipe out German Squad in Close-Quarters fighting
Across the field at the bombed out building…

 

The infantry squad was engaged by the Wehrmacht and Grenadier squads.  The Americans inflicted some casualties and Pins on the Grens, but the both German units were able to put down some punishing fire on the entrenched Americans.  The Grens unit was eventually whittled down to three men.  However, two units on one caused the Pins to start accumulating rapidly for the Americans.  The Americans on this side also needed to Rally to get rid of Pins.  The orders dice were also in the Germans favor.  Both German units activated before the hapless Americans on numerous turns.  It was just too much and eventually the American squad was wiped out.  No need to stay and fight in the hamlet, as two thirds of the battlefield now lay open for the German retirement.  It’s Dunkel and sauerbraten, and tales of heroism in service to the Fatherland for the victors tonight.


Germans in the Distance
Shooting at Germans behind bocage
Victorious Germans move past the destroyed American position, headed for their own lines
After Action Review (AAR):  Overall it went pretty smoothly.  Surprisingly, even with six players, the play moved along pretty well, but probably in part to everyone more or less controlling just one unit.  Getting orders dice out in a timely manner also sped things up as well as each unit again had their own color to differentiate which unit was activating.  I don’t recall any major rules issues.  There was some question of splitting a unit’s fire between two opposing units, especially for units in a house facing different angles towards different units.  For that we said it was ok to split fire as long as it was on the same orders dice turn, otherwise a unit had to fire at just one opposing unit.  I’m still looking to see if there are some rules regarding that.  Use of the Rally order was effective, but without supporting fire to Pin enemy units and cover the rallying unit, the unit inevitably got shot all to hell the next round.  There was some good use of the HQ ability to activate units within 6 inches, and this was done on a couple of occasion by the German units.  The Americans set up prevented this (out of range), and they did not adjust their proximity to their other units to take advantage of that.  The Americans in the hamlet also settled into stagnate and poor visibility positions early on and did not maneuver out to lend crossing fields of fire or make use of better ambush positions.  There were several rounds where a unit just didn’t fire due to line-of-sight restrictions.  It was a wide area to defend.  The German units split their forces, two to each side, but had they early chose to push all units toward the one American unit in the bombed out building, they could have forced the Americans in the hamlet out of cover to come to the reinforcement of the lone unit, and thereby engage them on their own ground, or else the lone unit would very quickly have become ground meat and bypassed.  It can be a tough decision knowing when to be defensive and when to be aggressive.  Typically units in a good defensible position have the advantage.  But in BA we again see that multiple units coordinating fire against a single unit can negate that.  In our game, a squad of 11 men, with 8 rifles, 1 Automatic Rifle, and two submachine guns can potentially give you between 10 and 14 to-hit dice, more if your unit carries a light or medium machine gun.  That’s a lot of damn dice.  Now multiply that time two or even three units converging fire on a single unit.  Even if you needed 6’s to hit, the law of averages says you’re going to roll a 6 somewhere in there.  Regardless if you kill a man, you’ve inflicted a Pin.  Use those Pins to neutralize and slow the enemy.  BA seems to favor the side that’s most aggressive; then again, maybe it’s just the luck of the dice.