Showing posts with label Bolt action. Show all posts
Showing posts with label Bolt action. Show all posts

Saturday, September 19, 2026

Boltaction - Great war pt:3

 


The French counter attack to retake their frontline trenches, the German frontline is made up of regular riflemen, a Veteran MMG and a Regular Sniper, Forward observer and Mortar team. The king Card allows the Germans to add 250 points to their total global reserves.


Then French deploy a heavy assault force of Veterans and a Heavy Trench Mortar supported by a free Forward observer and a Sniper.


Turn 1 the French Heavy Mortar fires at the right flank Soldaten missing, whilst the German Mortar fires, hitting and killing the Lt and Medic alongside 2 of the 3 Heavy mortar men.


The German Lt snaps the action, the MMG then pours its fire on the advancing French putting on 2 pins before...


The Sniper fires killing the Forward artillery observer hiding in the ruined house.

Turn 2 saw the French push forward trying to avoid the Artillery bombardment, with no indirect support it's up to the Vets the carry the assault.




The French sniper gets an angle on the Mortar team and removes it from play.


The the Artillery barrage arrives, wiping out a squad of veteran trench raiders and putting lots of pins on the other assaulting squads.



We introduced a new rule, allowing the attacker to break off the attack if they're completely in their table half and the defender has no units in their table half.


Germany holds its gains, loses only 50 points and causes 350 French losses.




Monday, September 14, 2026

Boltaction - Great war pt:2

 

 Germany counter attacks, playing the Gas team and Night attack card the Germans surge across no mans land to dislodge the off balance French after their failed assault.

Key scenario rules:

- Night fighting

- Siege artillery, French barrages cause a large blast on a 5+ rather than a 6+

Gas teams are a free and special unit that can only be brought on via a card, they have a 1 in 3 chance of dropping a Gas cloud on the enemy or a 1 in 6 chance of dropping it on their own troops, they get forward deployment like an observer.

One of the unique units for BA: Great war is the Trench raider squad, intended as a forward harassment and assault unit it has tough fighters, field craft and forward deployment. Throughout the game we discussed and argued the pros and cons and decided that the unit should instead get the ranger rule allowing them a 12inch head start as well as counted field craft for wire only and a 5-10 man squad size instead of 5 only. 


 
France started the battle with a volley into the dark, trying to hit the Trench raiders and Gas team, however they were unable to see them. 


The Trench raiders then counter attacked, passing through the wire and defeating a rifle squad in Melee, being unable to fire as they spent their action trying to shoot in the turn.


With the skirmishing over, the German gas shells landed and waves of German infantry poured forward to assault the trenchline as the Gas team tried and failed to pour their gas into the French trenchline.


French Riflemen moved forward on the German left to put shots into the Veteran squad but missing in the dark, the Veterans then moved foward in their activating and the following turn charged, wiping out the French Regulars.



I FORGOT to take more photos, the game ended turn 5 as the German Veterans and flamethrower overan the Trenchlines on the Left and Right flanks.


Germany lost 390pts whilst the French lost 720pts.



Friday, September 4, 2026

Combined arms - Normandy! Log entry 7

  Mopping up the Channel


With the initial assault scattered or routed the Germans now aimed to reinforce their battlehardened forces, the campaign is counting down with 5 VP's to 1 in Germany's favour with only 9 cards left in the deck, so unless the allies come back absolutely swinging so long as germany can hold the line they'll win. 

The fleets meet off of the coast of England, aiming to cut passage through the channel the Kriegsmarine attacked the reinforcement point fpr the Royal navy.
 The RN won the setup and first turn roll off, the Kriegsmarine set out un dismayed and got off an first turn salvo from the Tirpitz putting 8 damage and a critical engine hit on the Warspite.
The following turns saw the Kriegsmarine using smoke to screen the Tirpitz whilst the Koln and Koenigsburg began shooting apart thr RN destroyer screen.
RAF Hurricanes dove into the swarm of JU88's and ME109's and were throughly chewed up and spat out.
The RN charged the centre alongside their cruisers as the KM cruisers began their fires against the Tribal classe destroyers.
Having swept away the Hurricanes the JU88's closed on the Dido and a Tribal class destoyer, losing a single flight to AA the remaining bombers dive bombed and sunk their targets. The 109's closed with the swordfish torpedo bombers and wiped them out.

Screened against the fire of the warspite the Tirpitz unsuccessfully tried to sink some Tribal class destroyers however the Zestörers and light cruisers succeeded in crippling one and sinking another.
The final kill shot of the game was the bismark annihilating the Leander class whilst the Zerströyers moved into a Torpedo run on the Warspite.

With the final allied fleet sunk the Kriegsmarine controlled the channel blocking any troop transports ending the campaign.

Sunday, August 16, 2026

Combined arms - Normandy! Log entry 6

   We rolled No mans land for the land battle, I brought a Brummbar in addition to a Marder III (still have to pay the pts). Instead of using tank war lists, we just get to take an additional tank slot unit in a standard reinforced platoon.

I used the Free air observer card, whilst the allies played a fanatics card making all infantry and teams fanatics this game, however they cannot retreat so will be destroyed if they lose this battle.



Start of the Game, Germany castled up in the corner farm with the Brummbar and Marder III in reserve alongside 2 infantry squads, whilst the USA deployed in the centre, keeping 2 infantry squads, a jeep and a Bazooka team in reserve to outflank.


Ends of Turn 2 both sides had largely rallied from the Preliminary bombardment.



The US Heavy Mortar nailed the MMG team but only killed 1 member and they passed their Morale of a 5.


Turn III the Jeep ran on the threaten the Marder III flank with HMG fire but was countered by Grenadiers in reserve taking 4 Panzerfausts.


Bottom of turn III the German armour had come on, the Nebelwerfer had missed and would continue to miss every shot this game.


The Stuart charged, seeking out a flank shot on the Brummbar only to roll a 1.


Soon afterward the Marder reversed and put a shot into its side blowing it up.


Then the Forward air observers fought it out Hand to Hand with the Germans winning.


End of turn 4 all reserves were on the table with Germany leading 4 Nil


Having wiped one squad ad the AT Gun the Brummbar turned and wiped another squad at point blank range.



Then the LT moved forward with his Batman to mop up the remnants of the US infantry squad after a lucky Mortar strike. 


Ending with an 8 Nil game turn 5 because the BBQ was finished, the Germans now controlled the mainland, the Allies reinforce themselves with a fleet.





Friday, August 14, 2026

Combined arms - Normandy! Log entry 5

A massive furball of fighting turn 11, the allies reinforced whilst Germany battled. This means the Germans got to pick the fight, I chose not to do an air battle simply mainly because I wanted to play Victory at sea.


Tonight we played Victory at sea, the Kriegsmarine penned the allies into the coast and pressed the attack. The Kriegsmarine rolled Maximum attrition, they had to destroy more of their opponent than they themselves lost. Whilst the Allies rolled priority target and had to try and sink the Tirpitz and cause maximum damage themselves.


The RN had to deploy first, the KM bundled up in a corner to Destroy the opposing fleet in detail.

The Tirpitz began the battle with a long range broadside, hitting the Dido and causing a catastrophic explosion wiping it out turn 1.



The RN Tribal Class destroyers sink the Koln with volleys of Torpedoes whilst the fighters and bombers duelled above.






The JU87's feinting towards the Warspite now turned and bombed the Destroyers closing on the German Destroyers.


The Lumbering bombers now made their run on the Tirpitz, missing with all their bombs and losing 2 bomber wings to AA fire.


The Koenigsburg ran off of the board as it was one hit away from Crippled.


The German Destroyers now began with Torpedo work firing 24 Torpedoes into the Warspite pummelling it, however that torpedo belt did a lot of work.


The Tirpitz continued its work, with its big guns exchanging Brutal volleys with the Warspite


The Battleship dual continued from turn 6 to 8 ending with the Warspite crippled and all turrets destroyed.



The Kriegsmarine lost 137.5 points, whilst the Royal navy lost 606.5 points leading to a clean Kriegsmarine win.


With nowhere for the ship and infantry in transports to run they were both destroyed automatically.

Next game the Germans launch and armoured assault on the Communication bunker!

Boltaction - Great war pt:3

  The French counter attack to retake their frontline trenches, the German frontline is made up of regular riflemen, a Veteran MMG and a Reg...