Saturday, November 23, 2013

That was a Crazy Game of Bolt Action

Ohh myyy

The Charlotte Area Bolt Action Group has been involved in an Escalation League for the past couple months. Today we held our closing event. Unfortunately, due to some last minute scheduling conflicts, only two of us were able to attend. This is not to say there was a lack of nail biting tension! Au contraire!

Sean and I have been battling it out at the top of the list since Round 1. We met earlier in the week and played a 750-point round of Top Secret to a draw. Today, for the final 750-point bouts, we rolled a '5' - Maximum Attrition. Perhaps the only scenario I like less than Top Secret is Maximum Attrition. 

There was some conversation over on the Bolt Action Facebook Group about transports this past week and with that fresh in my mind - I opted to give the Hanomag another try. 


Overall, it worked out well. There was an instance in the next match where it failed two consecutive order tests to arrive from reserves (holding three other units back), but unsuccessfully rolling a '9' or less on 2d6 two consecutive turns isn't exactly normal. Chances are the half-track will be in my list again - probably greater than the odds of rolling a couple 10's on back to back turns.




Of course, having that 30 point anti-tank rifle knock out my 89 point armored carrier did not have me feeling all warm and fuzzy about it. Luckily, everyone had already bailed out.

Who's up for game two



It then dawned on us that we had played our second consecutive game - one on Tuesday and then the one today. One of the rules in the league was that two players could not play each other more than twice before playing another opponent. So, we went ahead and played a 1,000-point exhibition game. The scenario this time - Demolition. And wow! Was this one intense!! Anything but an empty transport can demo the objective if it is in contact with the objective at end of turn.


His tank needed to adjust its bearing before making its final approach. My tank did as well. (My target objective is the figure on top of the die near the river)
 

However, before we get to the objectives, there was some serious close quarter combat action going on over to the left board edge. His Commandos enter from the flank and immediately assault a 6-man Veteran Grenadier unit. Next order die (German), one of my 8-man Veteran Grenadier units comes in from the same flank and assaults the Commandos. Last man standing!


And then it really got crazy!

His tank, now in line, runs to the objective. But remember, he has to hold it until the end of the turn. No problem, right? My half track has failed two order tests to come out of reserve. I have no AT on this side of the board. The Nebel can hit a nearby squad, but the tank is no longer within 6". 

But wait!

The 251 passes its order test! Next order die, the 8-man Vet Gren squad (w/ PanzerFaust) disembark and assault the tank. They gain 4 hits against the 8+ light tank. They need at least a 5 on a 1d6 roll to even have a chance to knock the tank out. And roll a 6.

Now for the damage roll. 4, 5, or 6 to knock it out.


KO'd!

But wait, there's another Commando team to run up and assault the 8-man Vet Gren squad. Since they're in open ground the attackers have the advantage. 


The Commandos take the ground. 

Okay, now it's definitely over!!

Right??

The Veteran 2nd Lt and soldier disembark the 251 and assault the Commandos. They manage to knock out a couple of Brits before being eliminated. 

Next the German ATR team jumps out and takes out another Commando but also dies in the assault. 

Remember the 8-man Vet Gren from the flanking assaults on the other side of the board? They advance towards the mayhem and fire their assault rifles. 

They take out 3 of the remaining 5 Commandos! 

A morale check! 

But they pass! The Commandos still hold their ground.

Well there's only one thing left - the proverbial kitchen sink. An MMG team rushes out of the building to assault the 2 remaining Commandos. And they pull it off!

But even after that it wasn't a done deal. The StuH 42 runs 18" toward the British object that turned out to be 18-1/2" away!! The British light howitzer fires and pins the German medium tank but can not penetrate it enough to cause any damage. 

Turn 6! 

With 1 pin, the tank still must pass its morale check...

It does! 

The Germans hold and win! Probably the best game of Bolt Action I've played yet!

I say Bolt Action, and you say jah

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