Monday, January 16, 2023

Scenario: Destroy the Supplies

I've tried my hand at making a new scenario for bolt action. The scenario is named 'Destroy the supplies" and is an attacker and defender scenario played on a 4'x4' board. 

British Commando's conduct a raid deep behind enemy lines on the island of Vågsøy, Norway 1941.

SCENARIO: DESTROY THE SUPPLIES

A strike force has been sent behind enemy lines to destroy key objectives, disrupting supply chains and wreaking havoc in the rear echelons. The defenders must quickly react and protect the key objectives.

SET-UP

5 objectives are placed on the board in a 'Z' shape position (See map). These objectives should be tactically important supplies such as an ammo dump, fuel reserve or command post.

The defender picks a side of the table and sets up at most half of his units (rounding down) in the set up area (See map). Units that are not set up to start with are left in reserve. The attacker's units are not set up on the table at the start of the game. The attacker must nominate at least half of his force to form his first wave. This can be the entire army if he wishes. Any unit not included in the first wave is left in reserve.

Reserves are not allowed to outflank in this scenario.

OBJECTIVE:

The attacker must try and destroy all of the objectives on the map. To destroy an objective an infantry or vehicle unit must be given a successful fire order while within 2" of the objective. This order cannot be used to fire at any unit and instead results in the destruction of the objective. Single shot weapons such as panzerfausts are not expended for this fire order.

PREPARATORY BOMBARDMENT:

As this strike is carried deep behind enemy lines there is no preparatory barrage used in this scenario. 

FIRST TURN:

The battle begins. During turn 1, the attacker must move his entire first wave onto the table. These units can enter the table from any point on the attackers table edge, and must be given either a run or advance order. Note that no order test is required to move units on the table as part of the first wave. 

GAME DURTAION:

Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1,2 or 3 the game ends, on a roll of 4,5 or 6 play one further final turn. 

VICTORY:

At the end of the game calculate which side has won by adding up victory points as follows. The attacker scores 2 victory points for each objective destroyed. He also scores 1 victory point for every 2 enemy units destroyed. The defender scores 2 victory points for every objective which has not been destroyed. He also scores 1 victory point for every 2 enemy units destroyed.

Map: Scenario - Destroy the supplies.

I imagine this scenario is better suited for smaller battles of <1000pts but perhaps it could be expanded to larger forces. I think a few thematic scenes would really suit this scenario such as an SAS raid in the deep desert, a glider assault dropping men to destroy artillery guns, a strike force sent to capture officers/POWS or a strike to capture fuel reserves vital for an offensive campaign! It would suit many theatres and points throughout the war. I also have no idea if this is balanced or not and will be planning to play this scenario this week so will probably make a follow up post on how it goes. I imagine some extra cheesey lists could be cooked up to rush and capture all the objectives in the second turn but I'm very much a 'beer and pretzels' player so that's not the spirit of the game I'm going for with this - I want something cinematic and fun!

I hope this can inspire other players and lead to some fun games of bolt action.

Signing off,

Chewie.

No comments:

Post a Comment

Scenario 3: The Battle for Nijmegen

  The Waal Bridge and Nijmegen following the battle. Background: Tuesday 19th September 1944 - the British Guards Armored Division and US 82...