Mark's British 8th Army v. Chris' Afrika Korps.
Both sides 1,350 pts + free transport as mechanised coys. Double Envelopment Scenario on 8'x6' table with 18" wide deployment zones.
Pics taken from German side of the table. After turn 2 most forces are on the table, some delayed by poor command out of reserve.
Mitzi checks out the action.
The battle developed in 3 parts.On the right 3 British infantry units advanced into the oasis opposed by 2 German infantry supported by a MkIII.
In the centre artillery, mgs, mortars & a Sherman exchange fire at long range.
On the left armour engages at close range on the ridge & the bugs pin down German mg teams. The Germans got the better of the tank fight paving the way for their Honey & a truck full of infantry to race towards the enemy rear.The German push on the left past the burning Shermans has gained them a lot of VPs. The Schurtzen attacking through the oasis clawed back some VP's by killing infantry, but their failure to push any units gave the Brits a decisive victory.
We have used some house rules in both BA battles this week & liked them. They include:
Trucks are strictly transports, no mgs.
Trucks don't have their own command dice (use their passengers') & don't count as VPs if destroyed.
Fire at trucks is like firing at the passengers in the open.
Instead of 6+6 for Nigh Impossible Shots: 7 = 1/2 dice & 6 to hit (or 6 & 4+ if 1 dice). 8+ = no hit
Down bonus is only +1 if going down as a reaction. +2 if already down.|
No templates. Use dice as v. houses, but no. of dice capped at no. of men in target.
Allow vehicles to turn more freely.
Using a big table with mechanised forces is also highly recommended as an interesting game.
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