Wednesday, February 27, 2013

Our first Bolt Action game - clash of the paratroops!

Doug, Andrew and myself decided to try out the new Bolt Action rule set (actually Andrew the Rules Guru stepping us through it!) using my Fallschirmjaeger against a mixed US force of paras (504th Airborne) and combat engineers (133rd Infantry Combat Team).  The game is set in northern Italy in 1944 so I can get my Autoblinda into the action too!  The forces were matched at 1000 points each with the Germans having three seven-man infantry squads (with two Panzerfaust each) supported by a mortar, MG and flamenwerfer team together with a STuG III Assault Gun and the Autoblinda armoured car.  The Americans consisted of two reinforced platoons one Airborne, the other infantry each in turn composed of two 6 man para sections and two 7 man infantry sections.  They were supported by a mortar, MG, bazooka and flame-thrower teams as well as a 'Ronson' - M4 Sherman with a 75mm gun.  But there was also another whose presence I had completely overlooked - an Air Force FAO (Forward Air Observer) indicating of course that the Americans had, at some point in the game, access to air support in the form of the dreaded 'Jabos' - US fighter-bombers.  The penny didn't drop until I was asked to leave the room for a bit while Andrew and Doug discussed how and when the air support would happen.

Part of the German force lines up outside the village
The objective for both was an ammo dump in the centre of an Italian village.  The closest to it or controlling it at the end of six turns would be the winner.  The Germans were allowed to deploy one section in the village, being informed that the Americans would be coming on somewhere along the Western edge of the table. The rest of the force came on in the first three turns.  I didn't have enough to defend the entire perimeter of the ammo dump, so took a punt on several buildings at the northern side of the village - with one lonely Landser spending the entire game sheltering in the bunker covering the northern approaches over a river.  The entire US force came on from the western side so he had a very quiet game - the only one to do so as the battle raged around him!

First success goes to the US airborne as they successfully storm a house on the western edge of town
Doug's Americans tasted success in the 1st turn, storming a house on the western edge of town that had nearly half a squad of Fallschirmjaeger in it, loosing two in the process for two Germans and the third with a Panzerfaust taken prisoner.  Doug bought on his other squad at the other end of the village and the race was on to occupy as much real estate next to the ammo dump as possible - and drive out the Germans occupying the northern side of town.

US infantry with a deadly bazooka team arrive at the other end of town
The Americans wasted no time and immediately began to assault the main German position occupying the northern side of the town square.  The first squad of airborne soon came under intense fire from the Fallschirmjaeger  MG in the upper floor of the house overlooking the road.  Unbeknownst to Doug, I had my mortar team observer also in the same house and he directed some very accurate fire from the redoubtable mortar team on the eastern side of the village which soon put paid to the first squad of Americans!  Given you need sixes on a D6 to hit anything at all, I was always a bit skeptical about the use of mortar fire (unless there is a lot of it) but in this game, the dice gods smiled on my FJ  mortar team.

The German mortar crew well positioned on the other side of town kept up an accurate bombardment throughout the game, scoring some stunning successes.
The Americans were frustrated by their loses as they expected to at least be able to break into the village in the first few turns.  To winkle the stubborn defenders out, the Americans brought up their flame-thrower team to wreak havoc, which it certainly did.

The going gets tough for the Americans: one squad tries to break into the southern end of town, while the one in the middle is pinned by German fire and the one at the other end of the road has just come under a deadly mortar barrage.
Lite er up boys! The American's deadly flame-thrower lights up the house with the German MG nest (and the other half of a squad AND the mortar observer!)  Note the very long line of pinned markers next to the house!
By pure chance the Americans had run straight into the most heavily defended part of town and had no choice but to clear the house and its stubborn defenders if they wanted any chance to seize the objective.  They poured fire - lead and liquid - into the house which also had the effect of trapping the half of the defenders that survived.  Once the house was ablaze I really wanted to fail my morale so the men could flee the building - especially my heroic forward observer - but for three turns I could literally do nothing!

Once this strong point had been reduced, the Americans introduced their armour with the Sherman making an unwelcome appearance.  My Autoblinda had spent the first half of the game playing cat and mouse with the Americans.  The bazooka team had a go at it and of course, the US infantry were armed with AT grenades which made getting too close extremely dangerous for the (lightly) armoured car.  I have to say (and I should have known) that the reverse gear on the Italian armoured car worked even better than expected.  The Autoblinda's shooting was abysmal for the entire game, with its MG killing only one or two but missing an entire squad caught in the open at point blank range!  It also managed to ping a shot off the side armour of the Sherman.  The only thing that saved it was the reverse gear - it skedaddled off backwards every time it was shot at!

The Autoblinda plays hide and seek from one end of the town to the other by vigorously working its reverse gear!  It was frustrating for the Americans who couldn't  get a shot on it and frustrating for the Germans as the Auto couldn't hit the side of a barn either (they are firing one off at the US mortar in the woods opposite and missing as usual!)
The STuG III was a different story.  As it came on at the opposite end of the table to the Sherman there was no tank duel but the STuG threatened the US assault, bringing it to a halt with MG fire and enabling the rest of my FJ squads to come up and get into the town.  I have to say that HE fire from even a 75mm gun appears to be remarkably ineffective against anything but another armoured vehicle in these rules - so against infantry even in hard cover we didn't bother.  Tank MG fire was much more likely to get a result.  

A STuG's-eye view: target is the US infantry hiding behind the wall between the buildings in the distance, the Americans were also about to occupy the house directly in the middle.  Note the German paras behind the house to the left which they were about to occupy, supported by the advancing STuG when... Achten Sie Jabos! Gehen Sie in Deckung!  
The STuG was proving a headache for the Americans who were otherwise winning at this point, forcing their way into buildings next to the ammo dump objective.  In the above photo the STuG's MG had just taken out half a squad of Americans and it was advancing on the survivors when the US fighter-bombers made an appearance. Doug played his secret weapon at this point - an airstrike!  The Americans had several Jabos on call and managed to get several strafing runs in on the STuG including a 1000 lb bomb right on top of it! STuG kaput!

Scratch one STuG!  The building next to it was destroyed by the bazooka team but luckily for me the mortar in the courtyard  survived both near-misses and continued fire support!
At the other end of town the Americans were also having rotten luck with their armour.  Doug only advanced his tank to the edge of town - nervous as I was about the AT capabilities of infantry!  He had good reason to be as he had two Panzerfausts fired at him - one missing and the other pinging off the frontal armour.  Although they can penetrate most Allied tank armour at close range, the Panzerfaust is best used against side or rear - but I had no men positioned to get such as shot in - and the useless Autoblinda missed it's shot as usual.  But amongst the raging inferno of the house opposite, there was one man who had his eye in - my slightly barbecued mortar observer who called in mortar fire dropping right on top of the aptly named 'Ronson' which erupted in a geyser of flame!  Scratch one Sherman.

The Ronson ignites! Courtesy of the singed mortar observer on the top floor of the burning building opposite.
At this point, despite their heavy losses, Doug's Americans were winning as they had successfully occupied the building opposite the ammo dump and could shoot anything that approached.  My paras finally occupied a house at the southern end of the town but it was too far from the ammo dump - all they could do was blaze away at the Americans in the house next to the dump and attempt to give covering fire to my other remaining squad and flamenwerfer team.  Once the Sherman was destroyed it freed up my Autoblinda to make a direct assault on one of the remaining US squads - including that bloody flame-thrower - next to the town square.  It duly drove right up to the sandbag barrier at the end of the street and let loose with its MG at point blank range.  I can't remember if it killed the flame-thrower team or one of the US officers (commander or the FO) but once more under threat from another team that had wormed its way between the houses, once more engaged reverse and backed away at speed.  My own flame-thrower team were using it as cover and after leaping out of the way, managed to get a lick in before themselves being cut down by the Americans between the houses.

Out of two other squads in the northern part of town now blazing away, three very singed survivors, including the mortar observer, finally managed to get out and run to safety. They kept running actually as between them they had nearly 10 pin markers and not a hope of rallying.  At this point I had no one close to the objective, so desperate times called for desperate measures. The commanding leutnant charged across the open to the sandbags surrounding the ammo dump. The remaining squad, shamed by the leutnant's suicidal bravery, also charged across the open to the shelter of the sandbags.  The Americans opened up on them with everything they had, cutting down several Fallschirmjaeger.  The squad failed its morale twice - rallying and charging back in only to fail again and retreat back 12" to their start point.  

Last man standing - the German commanding officer shows 'em how its done!
This was Turn 6 and Doug's remaining paras still occupied the house next to the ammo dump objective.  German activation and the officer adding oak leaves to his Knight's Cross, charges back to the objective by himself, letting loose some SMG fire as he dives for cover.  American activation - they fire again at the lone German officer, who gets pinned (again) but somehow survives his morale.  Final activation - Germans open fire again - an entire squad with an LMG, SMG and assault rifle - on the US occupied house and manage to wipe out the remaining American (me rolling a D6 for a kill in the last dice of the game!)  The officer is the closest to the objective, so the Germans are deemed to have held onto it and scrape a win.

It was a really fun game and although the Americans suffered the heavier loses, the game went right down to the wire, with the German's only winning on the last roll of the dice!  I give a big two thumbs up for Bolt Action - its fast, furious (quite bloody) but heaps of fun as a WWII skirmish game.  A big thanks to Andrew who organised and umpired the game and Doug for the determined opposition and sumptuous venue - a nice table in a dry shed in the middle of a downpour!  I think we will be playing these rules again soon.

Cheers,
           Doc

7 comments:

  1. Excellent looking game, models and report, Doc. I have yet to play my first game - have the book & troops. One of our group has played them several times and will be schooling us in several weeks. He's also hosting a "tournament" in May at our annual convention. Looking forward to getting my WW2 guys on the table again. Oh, and good to see you got to use your newly painted autoblinda too! Aloha, Dean

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  2. What a fabulous report and as for the special effects - wow!

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  3. Great batrep, Doc. I like the way that even the machinery displays national characteristics, eg the autoblinda!

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    1. Thanks Rosbif - I've studiously avoided all the usual jokes about Italian tanks with one forward gear and nine reverse etc, but truth be known I exercised that option (unique to armoured cars) because my GERMAN crew failed time and again to hit what they were aiming at!

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  4. great battle report - sounds like a very fun game

    I've finished a Japanese force and will be playing in the Cold Wars tournament this weekend - nothing like jumping in the deep end to start off.

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    1. Cheers Miles - I know what you mean but at least we had our resident rules guru Andrew was there to referee/guide. We liked it so much we're going to have another game at our club meet this weekend - this time 1500 points per side.

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  5. yep, I've noticed the special effects too, you should join WETA, Doc :PPP

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