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

Tuesday, 7 April 2026

Playing The AI Generated Scenario

Dave, Will and myself set to here in Darkest Rawnsley to play the AI generated scenario I mentioned in previous posts.
It titled the scenario 'The Last Toll', a British vanguard had seized a vital bridgehead and a small ruined hamlet.
Before they can dig in a German Battlegroup supported by a lone tank emerges through the adjacent treeline.
The British set up on the table and place three objective markers in three of the four buildings. The Germans enter the table on turn one.
The scenario set the game at the standard Bolt Action six turns, has we were playing along the short edge of the proposed 6x4 table I extended that to eight turns. To win the Germans must control two of the objectives and British must control two objectives and destroy the German tank. This seems a tall order for both sides. The forces suggested are a typical Bolt Action 1000 point composition.

British Defender

German Attacker

1x Regular 2nd Lt + 1 extra man

1x Veteran 1st Lt + 1 extra man

3x Regular Infantry Sections (with Bren guns)

2x Veteran Grenadier Sections (Assault Rifles/Panzerfausts)

1x Veteran Vickers MMG Team

2x Inexperienced Volksgrenadier Sections

1x Regular 6-pounder Anti-Tank Gun

1x Veteran Panther OR Tiger I

1x Regular Cromwell OR Churchill Tank

1x Regular Sniper Team

1x Regular Forward Artillery Observer

1x Regular 81mm Mortar Team

I opted for a Cromwell as it was typically used as a recon tank and would no doubt gave been in the vanguard. For the Germans in 1945 I thought that full squads of surviving veterans would be few and far between so treated these as regular. My Tiger as yet to be painted so the Panther was allocated.
The following special rules were suggested,
  • "Desperate Valor" (German): The German units are a mix of veterans and raw recruits. Any Heer or Waffen-SS infantry unit that is Down or Pinned may ignore one Pin marker when taking an Order Test if they are within 12" of their Officer.
  • "Running on Fumes" (German): German vehicles cannot use "Recce" or "Outflank." Fuel is too precious to waste on maneuvering.
  • "Heavy Artillery Support" (British): The British have superior logistics. Once per game, the British player may call in an Artillery Forward Observer strike with a +1 modifier to the "Effect" roll on the Artillery Table.
  • Mud and Slush: All "Rough Ground" (rubble, plowed fields) counts as Difficult Terrain for wheeled vehicles and tracked vehicles alike.
    How did it play out, the Germans attacked on a wide front, in hindsight it would have been better to concentrate on the left and risk finding a less difficult route through the broken ground. We decided that troops wishing to enter would roll a D6, odds they would only be able advance, evens they could run. 
  • The assault on the right soon bogged down heavy fire pinning and causing casualties. The supporting Panther was constantly being hit by fire from the 6pdr, whilst unable to penetrate the thick armour it caused pins and the having to test and failing the Panther ended up retreating to cover.
  • The Germans bring mortar fire down on the Vickers MG team in the building but misses.The Germans on the right are making no headway the squads on the left switch to the centre avoiding the broken ground.
  • The British artillery barrage hits causing pinning and halts it. It is now turn eight and with no hope of achieving their objective the attack is called off.
  • Could they have achieved it? Perhaps with an advance on the left in mass, the Panther not being pinned out of the game could have changed the outcome?  Or was failure inevitable?
  • What do you think?
  • An enjoyable game for us none the less and I will definitely try an AI generated scenario again at some point in future.

  • Until next time, toodle pip and KBO

All Set

For some World War II action.

Wednesday, 2 April 2025

Finding A Gap

This week saw the turn of the 28mm World War II toys on the table.
It is early 1945, Lt. Justin Thyme's platoon has been tasked with finding a gap in the German outpost line which is being tenaciously held by a platoon of Volksgrenadiers. 
To win the game the British must get a squad to the German base line, although I stole the Patrol Phase from Chain of Command the British only got one jump off point out of three further in from the base line. This made the task in hand mighty difficult to put it mildly, nonetheless the British stiffed their upper lip and set too.
The Germans who have made their way through the British barrage (needing to pass an order test to deploy on table) await their adversary.
The British advance cautiously.
A German squad armed with Stg44's deploy forward to slow the British advance.
The British bring up their armour to support the infantry advance.
The German PAK40 hopes to stop the British armour in their tracks.
The British pour fire into the wood to clear out the Volksgrenadiers.
A Sherman Firefly is deployed on the other flank to support the advance there.
A random event brings a stray artillery round that does no damage to either side.
After a long dual between it and the British Sherman's the German PzIV is knocked out.
Meanwhile the British close in.
On turn five of six the second PzIV finally arrived.
The British are getting closer but time runs out.
A Pyrrhic victory for the Volksgrenadiers which will cost them dearly in future games.
Until next time KBO.

Wednesday, 5 February 2025

Surely Some Mistake?

The place Spain early 1937, objective seize and hold the bridge. Nationalist forces approaching the bridge are four squads of Foreign Legion including two 50mm mortars and a HMG with support of a squad of Regulares.
Also heading to occupy the bridge is the following Republican force consisting of five squads of EPR with HMG and 50mm mortar support.
The opposing forces converge on the bridge.
A squad of SFL wait for their comrades to nullify the threat from the the flanks.
The Republicans have the same plan it appears?
The Nationalists consolidate on their left flank engaging the Republicans on the other side of the river.
The Republicans advance to counter, but there is some confusion (a FUBAR roll) and one squad advances to the rear.
On the Nationalist right a squad and heavy weapons teams in support prepare to give the Republicans on that flank a hot reception.
The Republicans come under heavy and accurate fire, a hot reception indeed 
The Republican platoon commander moves up to encourage the faltering troops on the other flank who are missing the support of the retreating squads less than enthusiastic return to the fray.
A random event draw saw the Republican Assaultos miss an order to advance and support their left where the Republican heavy weapons teams were all but eliminated so that the Nationalist could concentrate their fire on them alone.
Up to turn three it looked as though the encounter would peter out into a draw, however as happens a lot after the break for lunch the balance switched dramatically to the Nationalists the draw of the order dice favouring them. The Republicans suffered from some devastating fire blunting their ability to reply. Turn four and the Nationalists took advantage of this storming over the bridge causing further mayhem.
Turn six and the Republican platoon commander ordered a withdrawal.
A rare victory for the Nationalists, surely some mistake?
As an aside several years ago I made a periscope that seldom gets used, too old school? With the use of measuring sticks in our recent games I thought this ought to get used too especially as Bolt Action uses true line of sight. We are both getting on to keep crouching down if needed and risk not being able to rise again😂 so out it came.
The periscope cunningly disguised as a house front.
Until next time..............
KBO




Wednesday, 13 November 2024

Continúe Transportando.

You may recall I picked up a Hispano-Suiza truck from Empress Miniatures at the recent Partizan for the Spanish Civil War collection.
Again I didn't want it lanquish in the pile of potential so quickly got it underway and here it is.
Gaming returned to OHQ this week with Dave been mobile once more. I arranged a WW2 game using Bolt Action III, a force of German Volksgrenadiers with tank support would be trying to breakout from an Allied encirclement.
Unfortunately I neglected to take any photos after the first turn, not as it really mattered my Volksgrenadiers didn't advance much after that. Constant pinning by British fire virtually halted the German advance after turn two. The breakout ground to a halt completely in turn five, pinning and poor planning on my part led to failure. It was good to see pinning being the order of the day in third rather than killing everything in sight in the previous incarnations. This like the game over at GHQ recently was certainly more WW2 than 1940K.
Until next time, here are the pics.
TOODLE PIP & KBO

Saturday, 26 October 2024

Republican T26

I picked up another T26 from Empress Miniatures while I was at Partizan for the Republicans, not as though they need it with the current run of victories ably commanded by Senor Bickley.
Rather than let it lanquish in the to do pile I have set to and completed it.
Also under the brush is a Hispano-Suiza truck I picked up at the same time.
I have also amended my Bolt Action House Rules and added a target acquisition test rule for anyone who likes a less god like vision of the table top.
Toodle pip for now and as always KBO.

Tuesday, 10 September 2024

Clash At The Crossroads

A Spanish Civil War game using Bolt Action rules with 3rd edition changes gleaned from Warlords posts and recent UTube games.
A resounding victory for the Republican forces.
                    
                        The field of Mars
                                The Battle.
Until next time ..................
Toodle Pip and KBO