BA Scenario 1: A(nother) Bridge Too Far.


This is a multiplayer scenario for Bolt Action. We played it using approximately 5000pts per side, with 6 players per side. It is completely hypothetical, although it tried to capture some of the "feel" of the hill fighting of the Italian campaign.

Background

Its 1944, and the Germans are conducting a fighting retreat through the hill country around Florence. They are tasked to destroy the bridges (which are already wired for demolition) and hold the village for as long as possible. However, they have just gotten word that Oberst Landbrot, a VIP   – has fallen behind the general retreat, and is at risk of capture. He needs to escape off the table via the north west road as a matter of urgency... 

The Allies need to secure the two small bridges to maintain the speed of advance and relieve transport bottlenecks. RM Commandos were tasked to capture the bridges ahead of the advance, but things went awry, and have only managed to hang on to one, with limited heavy weapons and minimal manpower remaining. They are dug in, but urgently need support. To secure the lines of advance, the village, and the high ground to the east of the bridges need to be controlled. One more thing. Allied Intelligence has stressed that they need to talk to a certain Oberst Landbrot rather urgently: “Try not to kill him, chaps...”

Pic courtesy and copyright of Greg Pullin

Setup

  1. German team can register up to 6 target points before any other deployment commences. These Registered Target Points must be noted on the map, or described in detail to the umpire. If a target unit is within 2 inches of a RTP, and is in line of sight of spotter or indirect fire weapon that is activating, it may be nominated as a target with a +1 to hit (ie 5 or 6 on first roll), provided the weapon team or spotter has not moved before during the game.
  2. Allied team must select one of the bridge objectives, and deploy the RM Commando force within 6 inches of the bridge.
  3. Allied team then nominates 50% of remaining units as first wave.
  4. All other allied units are designated as reserves. Outflanking forces are nominated if required, following standard rules.
  5. German team must then deploy at least 50% of all infantry units and at least 50% of all fixed artillery units. Infantry units may deploy anywhere on the table, but not within 18 inches of any Allied model. Fixed weapons (including fixed infantry team weapons like MMGs and fixed artillery pieces) must be deployed in the Axis deployment zone (± 24 inches from table edge, or further than 12 inches from table centerline.) but not within 18 inches of any Allied model. All units, except those deployed outside of the Axis deployment zone, may be hidden.
  6. German team then deploy observers and snipers at this point anywhere on the table and not within 12 inches of allied units, as per normal advanced deployment rules. These units my be deployed hidden.
  7. All other Axis units are designated as reserves. Outflanking forces are nominated if required, following standard rules.
  8. Special reserves: Axis team must nominate Oberst Landbrot (VIP) as a reserve unit, and may then select any other reserve units as part of Gruppe Landbrot.  These reserves units may move onto the table from reserve anywhere within 6 inches of either point A or B. Oberst Landbrot can be assigned a dice from any of the Axis colours (just swap his colour out of the dice bag)
  9. Axis team must designate a turn number (from Turn 1) on which they intend Gruppe Landbrot reserves to enter. These need to be diced on in the normal manner.
  10. Allied team may then deploy observers and snipers, in Allied half of the table and not within 12 inches of axis units, as per normal deployment rules.

Allied Objectives

Controlling an objective as per normal scenario rules (ie there must be a model from one of your infantry or artillery units within 3 inches, and there must be no enemy infantry or artillery model within 3 inches)

The aim is to achieve the following objectives by the end of the game:
  1. Control one intact bridge by end of game (2 VP)
  2. Control additional intact bridge by end of game (3 VP) - (additional, so both bridges secured = 5VP)
  3. Control 3 large buildings in town (west of map) at end of game (1 VP each)
  4. Control high ground on north east ridge.(3 VP)
  5. Capture VIP (6 VP)
  6. Kill VIP (-2 VP)

Axis objectives

  1. Exit VIP from Point X (6 VP)
  2. Demolish one bridge by end of game (2 VP)
  3. Demolish additional bridge by end of game (3 VP) (additional, so both bridges destroyed = 5VP)
  4. Control 3 large buildings in town (west of map) at end of game (2 VP each)

First turn

A Preparatory Bombardment (as per standard rules) begins the game. During Turn 1 Allied must bring first wave onto the table. These units enter from the Allied table edge, and must be given a Run or Advance order. No order test required for first wave.

Game duration

6+ turns, dice at the end of turn 6 and subsequent turns to determine end (1-4 = game ends).

House rules


Bulldozing: Vehicles can move wrecks or immobilized vehicles with a special run order. Need to be with 2 inches of wreck at start of activation. A vehicle with armour damage value equal to, or 2 better, than the wreck, can move it 1d3+damage value difference. A vehicle with armour damage value 3 or more better than the wreck, can move it 1d6+damage value difference.

Railway tracks: Movement along railway tracks is 1.5x the relevant rate for vehicles. Standard movement for infantry.

Capturing enemy: To capture the VIP, you need to defeat his unit in close assault.

Bridge demolition: At the end of any game turn, the German player can attempt to destroy each bridge that they currently control (ie there must be a model from one of your infantry or artillery units within 3 inches, and there must be no enemy infantry or artillery model within 3 inches). Roll a dice. On a 3+, the demo charges fire.

Platoons: The lists do not strictly follow the selectors. Additional vehicles, armour and team weapons have been allowed.

Foxholes: The RM commandoes may be deployed in rough foxholes. When first targeted while in these foxholes, a unit may roll to see how much cover they can claim – 1-4 = soft cover, 5-6 = hard cover. These are not cumulative with any cover afforded by other terrain. These do not block LoS.

Forest: Forest defined by area. Blocks LoS at 6 inches. If within 1 inch of edge, unit can shoot out without penalty. Provides soft cover.

Map Notes

  • Additonal walls, hedges, vegetation required to complete battlefield and provide sufficient cover.
  • Commandos can be hastily dug in. (50 % chance of heavy cover, 50 % chance of light cover, doesnt block line of sight)
  • Axis players can place trenchs (5) on the north east ridge.
  • Both sides can outflank on either short table edge as per rules, but note the distance per turn is different.



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Lists

 

US Infantry 

(All Reg, with the Nisei = Tough Fighters. Standard loadout for squads – 1 x BAR, 1 x SMG, 8 x M1s)

HQ             
Captain + 1 Rifle
Medic
AFOO + 1 Rifle

Platoon 1 - Nisei             
2nd Lt + 1 rifle
Squad 1 x 10 men
Squad 2 x 10 men
Engineers x 8
Bazooka Team x 1
Sniper Team+SMG
MMG Team 1
MMG Team 2

Platoon 2 - GI             
2nd Lt + 1 rifle
Squad 1 x  10 men
Squad 2 x  10 men
Bazooka Team x 1
Sniper Team+SMG
Medium Mortar+Spotter

Platoon 3 - GI             
2nd Lt + 1 rifle
Squad 1 x  10 men
Squad 2 x  10 men
Sniper Team+SMG

US Armour & Transports             

Truck x 1
Halftrack M3 x 3
Sherman M4A3 x 3
  

Royal Marine Commandos 

(All veteran. Standard loadout for squadssquad = 1 x Vickers K, 2 x SMG, 4 x rifles.)

Lt + 2 rifles
Squad  1 x 7 men
Squad  2 x 7 men
Squad  3 x 7 men
Squad  4 x 7 men
Squad  5 x 7 men
Light mortar Team
Medium Mortar Team
PIAT Team
Sniper Team
Vickers Team

24 Guards Battalion 

(All regular. Standard loadout for squads = 1 x Bren, 2 x SMG, 7 x Rifles)

Platoon 1
Lt + 1 Rifle
FOO +1 Rifle
Squad  1 x 10 men
Squad  2 x 10 men
Medium mortar + spotter

Platoon 2
Lt + 1 Rifle
Squad  1 x 10 men
Squad  2 x 10 men
Medium mortar + spotter

Guards Armour & Transports & Artillery
Bren Carrier x 4
6 pdr x 2
AEC Armoured Car
Sherman V x 2

Heer 362 (Armenian Brigade). 

(Mostly inexperienced, shirkers. CO = Vet, Leutnants = Reg, Snipers = Reg. Standard loadout = 1 x LMG, 2 x SMG, 2 x P/fausts, 7 x Rifles)

HQ
Capt + rifle

First platoon
Leutnant + rifle
Squad 1 x 10 men
Squad 1 x 10 men
Medium mortar+ Spotter
Sniper

Second platoon
Leutnant + rifle
Squad 1 x 10 men
Squad 1 x 10 men
Medium mortar + Spotter
Sniper

Third platoon
Leutnant + rifle
Squad 1 x 10 men
Squad 1 x 10 men
Heavy  mortar + Spotter
 

16th SS

All Vet. (Standard Squads = Fanatic. Standard Loadout = 1 x LMG, 2 x SMG, 2 x AR, 2 x P/Fausts, 5 x Rifles)

HQ
Capt + rifle

First platoon
Leutnant + rifle
Squad 1 x 10 men
Squad 1 x 10 men
Squad 1 x 10 men
MMG Team
Sniper Team
Flame Team
Panzershrek Team

FJ/Nembo 

All Vet. (Standard FJ Squads = Fanatic. Standard FJ Loadout = 1 x LMG, 2 x SMG, 2 x AR, 2 x P/Fausts, 3 x Rifles) Standard Nembo Loadout = 1 x LMG, 3 x SMG, 4 x rifles)

HQ
Capt + rifle

First platoon: FJ
Leutnant + rifle
Squad 1 x 8 men
Squad 1 x 8 men

Second platoon: Nembo
Lt + rifle
Squad 1 x 8 men
Squad 1 x 8 men
Sniper Team
MMG Team
  

German Vehicles

Panzer IV Ausf G x 3
Hanomag 251/1 x 5
Hanomag 251/10 x 1
Hanomag 250/9 x 1
Bikes+Sidecar x 5
Staff Car/Heavy Field Car x 2
Kubelwagen x 1
Kettenkrad x 1
SDkfz 10 x 1
Sdkfz 222 x 1
Truck x 1

German Support Weapons 

Pak 40
105 Howitzer + Spotter
105 FJ Recoilless rifle
Quad 20mm Flakvierling

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