|
Post by carl on May 6, 2012 17:18:13 GMT
Bolt Action League | | Played | Won | Drawn | Lost | Towns Held | VP's For | VP's Against | Campaign Pts. | Carl | Axis | 7 | 5 | 1 | 1 | 3 | 118 | 81 | 27 | Kieron | Axis | 2 | 1 | 0 | 1 | 0 | 15 | 5 | 4 | Dave T | Axis | 2 | 2 | 0 | 0 | 1 | 51 | 23 | 9 | Neil | Axis | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | James | Allies | 1 | 1 | 0 | 0 | 1 | 26 | 8 | 5 | Pete | Allies | 3 | 0 | 1 | 2 | 0 | 27 | 50 | 4 | Michael | Allies | 4 | 0 | 0 | 4 | 0 | 44 | 73 | 4 | Dave | Allies | 2 | 1 | 0 | 1 | 0 | 11 | 13 | 6 |
|
|
|
Post by carl on May 16, 2012 19:22:50 GMT
Bolt Action WW2 Campaign
Setting
The Ardenes region around the time leading up to the ‘Battle of the Bulge’.
Army Sizes
My suggestion is to make list and play games of 500, 750 & 1000pts during the campaign, which will allow small skirmishes as well as larger games to be played.
Points Awarded Per Game
1pt per side for a loss whatever the game size 2pts per side for a draw whatever the game size 3pts for winning a 500pt game 4pts for winning a 750pt game 5pts for winning a 1000pt game
10 extra points will be awarded to each ‘side’ at the end of the campaign for each town they control. Towns can only be captured or held in a 1000pt game.
Length of Campaign
The campaign to be played over an agreed amount of ‘turns’ with a turn being complete when everyone has played at least one game in it, or 5 games have been played, whichever is the sooner. I would suggest perhaps 6 turns.
Army Lists
Due to the models we currently have, I suggest we ignore the army list restrictions and that you can make up your force anyway you wish, with the only exception being that you can have only one ‘vehicle’ per 500pts in your list.
This means that in 500 and 750pt games you may only have one vehicle, whether that be a tank, halftrack, truck or jeep etc, but in a 1000pt game you can if you wish have a maximum of 2.
Games
Games can and will probably / mostly be one v one matches, and everyones first game should be one v one, but there is no problem in two players taking on a single player after the initial game if they wish, with the only restrictions being that this can only happen in a 1000pt game, and that the split must be a min of 70/30 in the amount of points they take, and of course preferably 50/50. If a game is played and one player takes more than 500pts in their force then they MUST be the person who takes a vehicle(s) if the players decide to have one in their army. If a person takes less than 500pts out of the total force they cannot have a vehicle. If the split is 50/50 then they can both take a vehicle, but one player cannot take two.
Also, they must also include a HQ unit in each force, and this HQ can only add its morale bonus to other units in its own ‘half’ of the army.
Parachute Rules
These cannot be used in a 500pt game, but either or both sides can use them in a 750pt game.
In a 1000pt game only the attacker can use them if the town is defended, but both sides can use them if the town is unoccupied at the start of the game.
Both players must nominate before the game starts if they are going to have any units parachute in during the game. All other units must deploy on the table.
The number of units that can parachute in depends on the game size, and they are;-
750pts = up to 1 units max 1000pts = up to 2 units max
Towns
All towns are unoccupied at the start of the campaign apart from one per ‘side’ which is their army HQ/base. If this is captured and is in enemy hands at the end of the campaign then it is worth 30pts extra to the total.
In a game over an unoccupied town then set it up in the centre of the board.
In a defended town scenario then the defender sets up the town anywhere in their half of the board but no building can be closer than 12” to either the back or side edge of the table, i.e. 12” up – 12” in.
There will be a minimum of 2 and a max of 3 buildings in this scenario. Roll a d6 and on a 1-4 then place two buildings, and on a 5-6 place three buildings.
The defender may set up one unit of infantry of up to 10 men in a building, but cannot put 2 x 5 man units in it. If it also has an upper floor, then a spotter of any kind can also be placed in it and he must be in the uppermost floor.
If the game is for an unoccupied town then neither side can deploy units in it.
Winning Games
Games are won by destroying or removing enemy units from the board, and thus gaining points. However, if you remove one of your own units by friendly fire due to a FUBAR roll then your opponent wins the points for these as well, just as if they had removed them.
Simply add up the amount of points each side has won at the end of the game, and if the difference is 3pts or more then the side with the most is the winner. Any other difference or equal score means the game is too close to call and it’s a draw.
Therefore, I suggest the following points per unit;-
Tanks 3pts Halftracks etc 2pts Other vehicles 1pt Field Guns 2pts Mortars (all sizes) 1pt HQ unit 2pts 5 man inf’y squad 2pts 6-10 man inf’y squad 3pts Small units (1-3 men) 1pt
Buildings & Points
In a game where the town is un-occupied at the start, then each building you control at the end of the game will get you 5pts.
If a town is defended then the same rule applies for the attacker, but the defender can only gain a maximum of 5pts total if they stop the attacker from gaining control of any of the buildings, and they control at least one of them.
To fully control a town at the end of a game then you must have more buildings than the other side. In a game where the town begins defended it will only change hands if the attacker controls more than the defender at the game end. If they both control the same then the town becomes an un-occupied town as both forces in effect withdraw to regroup.
If a unit is in a building and is on the top floor (if there is one) then an enemy unit can enter the lower floor but immediately upon doing so close quarter combat will begin, and will continue until a winner is found.
HQ Unit / Leader
All army leaders can only start at either of the first two levels for their respective force, i.e. Second or First Lieutenant ( German = Leutnant), and can earn promotion via winning games etc.
My suggestion is if you win a game and the actual points difference is 6 or more then you automatically earn the recognition of your superiors and can upgrade your leader to the next level (add the points onto the force, but do not worry if this takes it over the limit on a game). Alternatively, if you win 3 games in a row by any score then you also gain promotion.
If you lose a game then your leader will be at -1 morale in the next game until he successfully makes a morale check.
If your leader ‘dies’ then roll a d6 at the end of the game and on a 1-4 he was merely wounded as is patched up ok for your next game, on a 5-6 then he has succumbed to his wounds and is dead. You must go back to the lower level, if he had already got promotion and redress the points accordingly. This is to show someone from the platoon has been promoted from within to the one of the lowest ranks of officer.
Also, if your officer dies, then any winning streak you were on is lost and you start this sequence again.
As an extra bonus if you win a 750 or 1000pt battle then for the next game your leader can roll for an attribute he can use in the next battle. Roll a d6 and consult the chart below;-
1. +1 morale until a test is failed 2. Ignore first casualty on HQ unit on a 4+ 3. Range for his morale range increased by d3” 4. Range for his morale range increased by d6” 5. Re-roll one failed morale test during the game 6. Re-roll two failed morale tests during the game (cannot re-roll a re-roll)
The re-rolls can be used for either the HQ unit or any unit within 12” of the HQ unit, but can only be used on infantry units inc field guns etc, not tanks or any type of vehicle.
Winning a 1000pt Game But Not Capturing a Town
1000pt games will normally but not always involve trying to capture a town, as capturing towns helps considerably in winning the campaign.
If at the end of the game the attackers have won the game on points but have not managed to control the town then they get 4 campaign points for a win in a game of this size, but the defender retains control of the town unless they have lost over 75% of their units. If they have lost over 75% they will retreat out of the town and the enemy takes control, otherwise the attacker withdraws to re-group for another assault later in the campaign.
If the defender has lost the game but not control of the town then the leader does not suffer the -1 morale penalty in its next game due to heroic defending.
Parachute Rules
Taking one parachute marker (2” diameter max) at a time, place all the markers on the board, with at least 12” between each marker, and at least 12” from any enemy unit.
Resolve the first units ‘drop’ fully before moving onto the second and third unit if applicable.
Starting wherever you like, roll a scatter dice on the marker and if a ‘hit’ is scored then place the unit leader in the centre of the marker and then fanning out from this model place the remaining unit members within 1” of the leader and once you have gone ‘around’ the centre model then fan out again around the other models.
Once deployed after the ‘hit’ roll, they can shoot at any legal target but get a -1 for moving plus any minuses for distance etc, plus a further -1 for dropping in. the only other actions allowed are advance or down. They cannot go into ambush or run.
If the roll comes up with an arrow symbol then the drop has gone wrong in so much as the unit has drifted slightly from its intended drop point. The unit will scatter in the arrows direction 2d6+3”, which means between 5” and 15” from its target.
If this drift takes them into scenery or terrain, then certain things happen, as follows;-
Unit hits trees / woods;- takes 1d3+1 pin markers and their order dice is shown as ‘down’. Also, roll a d6 for each model any dice that come up as a 1, are rolled again to see if they wound.
Unit hits buildings etc inc ruins;- if even a single model hits any piece of terrain under this category then roll a d6 for each model and any rolls of a 1 or 2 are picked up to see if they cause a wound. The unit also takes 1d3+3 pin markers.
Unit hits rivers, lakes, marshes etc;- if even a single model hits any piece of water based terrain then roll a d6 for each model and any rolls of a 1 or 2 are picked up to see if they cause a wound. The unit also takes 1d3+2 pin markers.
The following modifiers are imposed on the ‘to wound’ roll;
Trees, woods etc; +1 - Rivers, lakes etc; +2 - Buildings, walls etc; +2
For example a unit of veteran paras hit a building after a scatter result and there are five models in it, and after rolling 5d6, 2 come up as a 1. These are rolled again and with the modifier of +2 to wound a roll of a 3 instead of the usual 5 would cause a casualty. The rolls are a 2 and a 4 and one model is removed.
If the unit ‘lands’ in a river then roll a d6 and on a 2-6 simply place the unit on whichever side of the riverbank the player wishes them to be, along with a down marker. If a 1 is rolled then determine the flow of the river and move them 2d6+4” downstream of where they landed and then place them on the riverbank as described earlier. Also, if the arrow symbol comes up then before working out the units drift, roll the misfire/number dice and if a number comes up then simply move them as above, however, if the misfire comes up then the opposition player gets to move the unit instead.
The opposition player can move the unit in any direction they wish, the rolled number of inches, but they cannot be placed into and piece of scenery or terrain, or into an enemy unit. If they are moved and would hit scenery or terrain the ‘controlling’ player at this point choose which side of the scenery / terrain to place them. They also get a down marker.
If the unit scatters via the arrow dice and would hit a friendly unit then simply place them 1” away from this unit, and both units suffer two pin markers and a down order.
If however they scatter into an enemy unit then they are automatically destroyed if the enemy unit is of equal or higher number of models in its unit to that of the parachutists. If the enemy unit is not of equal or higher number then place the parachutists 1” away from the enemy and employ the assault / fallback rule detailed later, if the enemy wishes. The parachutists at this point take d6+1 pin markers.
They cannot as stated above be moved deliberately into an enemy unit via a misfire result, but can be placed within 6” of an enemy unit by the controlling/opposing player.
They can also scatter via the arrow roll towards enemy unit, and if this happens, and the distance between them is 12” or less, then the enemy unit(s) have two options to utilise;-
1. If the enemy unit(s) have not performed an action that turn then one unit can immediately take a dice out of the bag/cup and assault the unfortunate parachutists. Even if more than 6” away when the assault is declared the parachutists cannot perform the normal fire response as they are too busy untangling themselves from their ‘chutes ready for combat, and they can, if any are left, fight back as normal. But, if they manage to win combat in the first round the assaulting unit is not removed as normal, but either remains to fight on or can fall-back 6” with 2 pin markers imposed. If the assaulting unit decides to fight on they must win the 2nd round of combat, and any draw or loss will see them removed from the game. The parachutists do not get to consolidate after this combat but simply continue to untangle from their ‘chutes ready for the next turn, if they survive till then of course.
2. All units within 12” of the landing parachutists can declare they are ‘falling back’ and shooting at the enemy. All units wishing to do this must perform this action before any shooting takes place. Once all fallbacks are done, then units take it in turn to shoot at the enemy, and if they wipe out or cause them to leave the game then any remaining units that have not shot can if there are any viable/legal targets shoot at these instead but suffer a further -1 to hit along with penalties associated with moving and distance.
Resolve all drops and landing points before any enemy reactions take place.
|
|
|
Post by carl on May 22, 2012 22:12:52 GMT
Results from games played 22/5/12
Dave (Axis) beat Pete (Allies) 25 to 17 and holds St. Etienne
Carl (Axis) beat Michael (Allies) 16 to 12
Both games were 1000pts so campaign stands at
Axis 8pts - Allies 0pts
|
|
|
Post by Kierons on May 29, 2012 20:40:58 GMT
Results played 29/5/12 Kieron (Axis) beat Pete (Allies) 13 - 0 500pt game. Brilliant game, but not sure if Pete will ever bring is Arty again... Kieron
|
|
|
Post by carl on May 29, 2012 21:48:54 GMT
table updated.
well done guys, campaign is going along nicely. 2 more games planned for/in a fortnight, Dave v Michael and Pete v Carl.
just need to confirm points size for games and if they are going to be for a town if 1000pt game(s)
|
|
|
Post by Pete Melvin on May 30, 2012 11:31:08 GMT
Current Artillery observer is under investigation by SIS in the suspicion that he is a fifth columnist. I will be bringing the Arty again as I am typically, bullheadedly British.
1000 points sounds good to me as does going for a town. Need to break my losing streak and test out some new secret weapons...how many points does a wizard cost?
|
|
|
Post by carl on May 30, 2012 15:59:56 GMT
1000pts and a town it is sir!
your wizard will cost about the same as my newly recruited imperial deathstar. ohhhhhhhhhhh feel the force. shabba!
|
|
|
Post by carl on Jun 4, 2012 12:08:53 GMT
we may have a 4th allied player as UnDave is looking at sorting out his brits to join in.
if he does i will update the table accordingly
|
|
Undave
Gates of Antares
Posts: 446
|
Post by Undave on Jun 5, 2012 19:11:06 GMT
I should be able to get in on the action. I'm going to have to order a couple of things so I may have to use stand ins if they haven't arrived before my first game is due.
How often do we have to play campaign games? I can't really get over to Rushden every week and I'd like to be able to play other stuff too.
|
|
|
Post by carl on Jun 5, 2012 21:09:26 GMT
once a month or so would be good but it's up to everyone individually how many games they play. no hard and fast rules on that to be honest.
when you are ready simply post for a game, or if you are down on the 12th you could sort one then, and go from there.
if you are definately committing to the campaign i will add you to the table. post here asap and i will sort
|
|
Undave
Gates of Antares
Posts: 446
|
Post by Undave on Jun 5, 2012 22:06:54 GMT
Yep I'm in. Like I said I've got similar looking stand ins if stuff hasn't arrived. Time to turn this war around and stick it to Gerry!
|
|
|
Post by carl on Jun 6, 2012 8:16:01 GMT
the axis forces are now outnumbered due to an extra allied player entering the war.
big welcome to Dave (Undave)
|
|
|
Post by carl on Jun 6, 2012 8:21:33 GMT
also, don't forget that those forces who lost their last game will begin at -1 morale for their leader until a successful morale check is made in the game
|
|
|
Post by Kierons on Jun 6, 2012 13:46:33 GMT
the axis forces are now outnumbered due to an extra allied player entering the war. big welcome to Dave (Undave) They do say history repeats its self.... Kieron
|
|
|
Post by Pete Melvin on Jun 6, 2012 14:25:09 GMT
also, don't forget that those forces who lost their last game will begin at -1 morale for their leader until a successful morale check is made in the game Clarification (since I'll be needing this rule a lot): Does this mean -1 to his morale (eg regular officer;normal morale 9, reduced to 8) or to his BONUS morale (eg 1st lt; normal bonus +2, reduced to +1) Also by succesful morale check do you mean when one is forced 'pon him (eg by shooting) or can he take a non-standard morale check at the start of a turn to regain his morale? PS: Welcome to Allied command Dave, things are a bit rough at the moment but with some good old British pluck we'll pull through, stiff upper lip and such, what. Pip pip.
|
|