Wednesday, November 12, 2014

BA: US Paras vs Fallschrimjager

Tonight Kent and I had another game of Bolt Action, with my US Glider Platoon taking on his Germans. This time I'd tweaked my list a bit, taking 2 squads of US Veteran infantry to represent the tough as nails paras. Otherwise it was similar to the list I used in our last game.

My plan, use my multiple infantry squads to outmanouvre him and support each other.

  • Vet officer & NCO
  • 8x man Vet Glider troop- BAR, 2x SMGs
  • 7x man Vet Glider Squad- BAR, 2x SMGs
  • Airforce observer 
  • 8x Vet  Inf (Paras)-BAR
  • 8x Vet  Inf (Paras)- BAR 
  • 1x  Reg Med Mortar 
  • 1x Vet Sniper team
  • 1x Vet Bazooka team
  • 1x Reg M16 Quad AA half track
  • 1x HMG Jeep

Kent fielded his usual Fallschrimjager force:

  • HQ
  • panzershrek
  • 9-10 man FJ squad (LMG, 2-3 SMGs)
  • 9-10 man FJ squad (LMG, 2-3 SMGs)
  • 9-10 man SS (4-5 assualt rifles)
  • 1x medium mortar
  • 1x MMG
  • 1x Sniper
  • 1x 234/1 armoured car 
  • 1x Air observer team 
So two similar forces. We rolled by maximum attrition. As per usual I had a cunning plan and included a flanking force of the two vet para squads and the jeep. Kent, as usual deployed his entire force in the first turn. 

Turn one the paras make a run for the safety of the buildings.

 Turn 1, the M16 opens fire at Kent's air observer team needing 7s to hit. I managed to get 3x 6s out of the 12 dice. This was followed up by 3 6s- 3 hits! I then followed that up with this! One dead observer team.

Towards the end of turn 1 the (new) 234/1 armoured car advances on the M16, causing it to catch fire but the crew put the fire out and managed to stay on table- the lieutenant in front of the M16 helped with that though.

The situation at the end of turn 1.My infantry advancing on the buildings.
 The Germans are also advancing towards the river.



 Turn 1- a mortar strike (needing a 6 to range in) killed two men from my glider squad, My observer has called in an airstrike so Kent decided to hide the target, the 234/1, amongst my troops- part of a cunning plan.
 Who's ya daddy?

On cue the airstrike arrives, my Quad is pinned but doesn't open fire- the 234/1 is then knocked out. At this point we had a big discussion about how over the top airpower has been in our games so far (we've rolled 6s each time for the strike) and have decided to ban the use of aircraft- or at least take a serious look at the alternative rules, in our limited experience so far the rules seem over the top so we will stop using it, at least in is RaW form.
The Fallschrimjager advance to the banks of the river.
 The SS find a crossing and head towards the dormer house in the distance, which now houses one of my glider squads.
 And they are across the bridge, my lieutenant, in the foreground, is starting to panic.
 Advance- the SS are also across the river. Where are my flanking troops?

 Turn 4: At last the reserves arrive- the jeep spraying the MMG team with 50 cal shells, killing one crew member.
 The two veteran para squads advancing down the banks of the river.
 My oficer has retreated and Kent's FJ prepare to assult my squad in the house.
 Fierce hand to hand fighting ensues.
 I lose (4-3) and the building is captured.
 The bazooka team races out to fire on the second FJ squad following up to take advantage of the breakthrough.
 In the other house a FUBAR results in an attempted order to assault the remnants of the SS squad into a garbled and confused order to "RUN AWAY!"
 The two SS survivors retreat from my veteran para squads, slowly giving gorund by keeping up automatic wepaon fire as they do so.
 The M16 tries to cut down the second FJ squad
 In the final turn my officer suruvies as last gas attempt form the sole survivor in FJ squad one, from killing him.


And so it ended. a rather chaotic battle. Kent destroyed 5 of my squads/units and I got 4 of his so another close and hard fought game.

Most enjoyable, even if we both agreed that the air rules aren't that much fun. We will have a look at the alternative air rules to see if they are any better.

Sunday, November 9, 2014

BA- Early War Germans

A few reinforcements arrived from Northstar yesterday; some Artizan Designs German infantry in greatcoats,which will be used as my fourth infantry squad, and a squad of Late War Germans to start the late war version of the list.

Tonight I painted up the German in greatcoats. the infantry painted up really well, easy to paint and hardly any flash, unlike some of the Warlord figures. I still have to highlight the uniforms but the base coats and wash are completed. I was unhappy with the basing of the force so added a some woodlands scenics clump foliage and also some Silfor flowers and am much happier with the result.

I can now field 4x squads of 10 men if required.

The new squad- I wanted to use greatcoated figures so I could use them as veterans and differentiate them easily on the table.



Support weapons- a MMG, 81mm and pak 36 "doorknocker"
 The entire force assembled.






Kent is available for a game this week so my US paras will take on his late war fallschrimjager on Wednesday.

Craig

Wednesday, November 5, 2014

BA Early War: Germans vs French

Tonight Tony, Dave and I had a game with Tony's new French army vs my Early War Germans down at the club
We each had 800 pts.

I fielded the list I've just completed- mainly regular but with some vet pioneers

Tony took:
Regular HQ
3x regular squads with LMGs (2 sections had 2x LMGs)
1x mortar
1x somua
1x MMG (Vet)
1x free light artillery

We rolled up Hold until
Relieved and after winning the dice roll I decided to attack- after all we were kicking off the 1940 German World tour.


 A couple of shots of Tony's lovely new French army- like me he prefers double figure basing.


The building with the roof off is the objective, it has one squad of French infantry, the other house has a squad to help hold the objective.
Turn 1: My infantry advance. 
 My regular infantry take some rifle fire and take a pin.
 On my far right my third squad (Reg) advances down the hedge lined road.


 The French forces in the building.
 Tony's Somua, lovely paint job with free hand heart and flag.
 The Somua pins my infantry.
 Hmmm... that stops me from advancing in the open adn in fact the squad spend most of the game down and trying to reduce hits.
 My pioneers and other regular squad advance to the edge of the walled road.
 Turn 3 the stug arrives and takes a pot shot at the infantry in the building (the objective) but misses- both sides rolled lots of ones tonight.
 The French commander crosses the open ground to check on his troops. In the foreground Tony's third squad advances to put pressure on my troops.
 I take the bait and whittle them down- they are after all threatening to enfilade my troops.
 I'm no closer to taking the objective but finally my mortar ranges in and kills half the troops- but Dave passes his morale test.
 My commander and NCO decide to win an iron cross charging out to attack the infantry squad, destroying it. My commander then sets his sights on the MMG in the distance and eventually takes it out too.
 The stug moves up on the other building while the 222 pours fire into the objective but it continues to miss the gone to ground inhabitants.
 Are those Frenchmen auditioning for Fiddler on the Roof?
 My pioneers attack and after two bloody rounds of combat the French destroy my pioneers and continue to hold their building- with two LMGs this squad was a pain all game.

The doorknocker keeps pinning the Somua and thus keeping it combat inefective even if none of the shots penetrate.
 Turn 6 and 7- I just can't finish off the last couple of men in the building and my infantry remain pinned and refusing to finish off the Frenchmen.
 Turn 7, the first dice Dave ranges in (first attempt) on the stug and the round penetrates the top armour and the stug catches fire-  I roll an 8 for my morale test and the crew leg it.
So the French just manage to hold the objective.

A fun game and as good to have an early war battle. As with most systems it plays differently than the more typical late war big toys games but was a hell of a lot of fun. Tony has a really well painted army and it was good to get an historic match for my Early War Germans. 800 pts made for a great game but as per usual I wished I had an extra squad or two of infantry but I was fielding all I had. One thing that impressed me tonight was the nastiness that is two light machine guns in a squad- might need to look into that myself.

Craig