Mark & SteveJ: 1,500 pts Panzer
Tank War scenario on 8'x6' table.
The US are on the right.
There are 6 objectives: The two bridges in the centre & the 4 hills towards each corner.
Deployment was in a turn 0 with no shooting each side within 24" of own table edge.
The US have advanced infantry to seize the two bridges.
Both sides are advancing infantry on their right flank.
Both sides are advancing infantry on their right flank.
The tanks are sniping at each other at long range. So far the only damage is a dead Sherman.On the far flank the German infantry have advanced, but were severely mauled by tank HE fire as they crossed over the ridge.
In the centre the US are Down on the objectives taking heavy fire.
On the near flank the US infantry have advanced to meet the Germans & hit them hard.In the last turn things really heated up.
On the far flank the US had a good chance of rushing the decimated Germans & consolidating within 6" of the objective. But they had a pin from Hetzer MG fire & failed to activate.
On the near flank, the US activated first & prevented the Germans trying to rush them.
In the centre, hot shooting my the German MMG in the orchard beside the house caused the US at the bridges to break. The LMG squad on the other side of the house then rushed up to the bridges.
The US had to move tanks forward to maintain possession of the objectives.
To win the Germans had to take out the US armour with their panzers to leave their LMG squad holding the objectives. They either missed their shots or failed to penetrate, so the US won holding 4 objectives to 2.
To win the Germans had to take out the US armour with their panzers to leave their LMG squad holding the objectives. They either missed their shots or failed to penetrate, so the US won holding 4 objectives to 2.
My personal favourite kind of BA game is between mechanised forces on a big table as we did tonight - there is room for manouvre & ranges & transport matter.
We tried just a few house rules tonight:
- Instead of 6&6 for Nigh Impossible Shots: 7= 6&4. 8= 6&5. 9=6&6. 10+= cannot hit.
- Cover accumulates, so firing thu 2 hedges is -2.
- No templates for HE. Dice for no. of hits as in houses except hits capped at 1 per fig in target.
- High dice good in Command/Break Tests. Vets pass on 4+, plus 1 per pin. Regs on 5+ plus 1 per pin.
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