Nuts! Blood upon the Risers - Flash and Thunder
Game: Nuts! By Two Hour Wargames (v4)
Scenario: Blood Upon the Risers: Flash & Thunder (scenario #1)
Goal: Gather forces and equipment for upcoming scenarios. Destroy AA gun if you can.
Although this set of
rules has been around for almost 20 years, I just recently discovered it. I
played a few scenarios of this campaign in attempt to learn the rules and
tactics of the game. I have since decided to start over and run the campaign
from the beginning.
Part of the reason is because I made some mistakes and
learned some things and part of the reason is I wanted to tweak some minor
things to suit my tastes. I also decided I wanted to start adding my various
wargames to a blog I started last year when I went to Normandy.
Usually, I do my writeups in storybook form as I rather
enjoy that. It works particularly well with this particular set of rules as
there is a ‘role-playing’ aspect to it. However, this time, I think I’ll do a
bit less of that and instead talk a bit about some of the rules questions I had
and the solutions I came up with. I should note that some of these solutions
are as a result of conversations on the Web and Facebook page and some are my
own conclusions. Also, typing these things up helps me revisit the game and
learn the rules better by seeing my mistakes.
On to the game
Pre-game notes:
“Reputation” is an important game concept. It ranges from
three to six depending on nationality and troop types. For American
paratroopers the range is 4-6; for regular German Infantry the range is 3-5.
Rather than use a die roll each time, I decided to do my whole army based on
the percentages of the die roll. So for the Americans, 1/3 are Rep4, 1/2 are
Rep5 and 1/6 are Rep6. I did it once for leaders and once for privates, as I
didn’t want all my leaders to be rep6 and only privates be Rep4, or visa-versa.
The Germans are 1/6 Rep3, 1/2 Rep4 and 1/3 Rep5. I also did this once for leaders
and once for privates.
I have given names to all the men from both sides. The
Germans are named after various movie characters. For the most part, the named
figure is carrying the same weapon he did in the movie or TV show, if not
always the same rank.
The US Paratroopers are named after men in my dad’s section
(HQ/1/507/82) or after the men in his stick. The sergeants and officers have
the correct rank, but many of the others do not. The “Star” is modeled after my
father, a staff sergeant in 1st Battalion HQ company.
The type of mission (attack, defend, Patrol) has a bearing
on reinforcements and the like. Unfortunately, some of the time the scenario
brief doesn’t come right out and specify. I decided that this one would be a
“Patrol” mission as there wasn’t any clearly defined lines for either side.
I rolled up two additional PEF (Possible Enemy Force). These
markers move around the table somewhat randomly until identified. In this
scenario, they could be a friendly force, an enemy force or an equipment
bundle.
Turn #1:
SSG Rockstar (the
main character) spends the turn searching for an equipment bundle and finds a
bazooka and two rockets. Although difficult to operate by himself, he keeps it
as it may come in handy later.
Turn #2:
SSG Rockstar spends the time collecting the bazooka.
One of the PEF comes into view while Rockstar is busy gathering
the bazooka. Unfortunately, this turned out to be a relatively strong enemy
force: 3 officers, 1 NCO, 1 radioman and two riflemen. Fortunately, Rockstar reacted first and threw
his only hand grenade. The blast killed Lt von Witzland and Obergefreiter
Dorfmann; the rest ducked back behind the hedgerow, out of sight for the
moment.
At the end of the turn there is a reaction test if anyone on
the squad has been killed. The results of the German test were that Lt Meyer,
Sgt Steiner and Private Baumer “carried on” whereas Lt Bertinck and the RTO
“dropped back” again behind a second hedgerow.
Note: This was a rules error on my part, they should have
“hunkered down.”
Turn #3: Activation 4/3 Americans
When the initiative roll totals seven as it did here, there
is a possibility of reinforcements.
Rules Note:
The scenario
instructions describe how to deal with reinforcements when they are revealed
PEFs, but doesn’t address what to do with them if they come from an initiative
roll of seven as here. The normal chart for reinforcement placement is based on
having a definitive side of the board. That really isn’t the case here.
Solution: I rolled for them using the same chart as if they
were PEF and placed them in a random area based on D6.
Returning to the game…
The reinforcement turns out to be Sgt Kelly (Thompson). He arrives
on the exact opposite of the board as Rockstar, about as far away as he can
get.
Pressing his advantage, SSG Rockstar advances to the edge of
the hedgerow, again winning the “In Sight” test (with a Reputation of 5 and
“Quick Reflexes”, he will win most of these). A spread from his modified
carbine wounds Lt Meyer and Sgt Steiner, knocking both out of the fight. Pvt
Baumer returns fire but fails to hit; Rockstar turns his attention to Baumer
and forces him to duck back again also.
This was enough for Bertink and he leads the survivors off
the battlefield. Rockstar isn’t in a position to deal with prisoners, so he
disarms Meyer and Steiner and leaves them where they lay. We may see them again
in later scenarios.
Turn 4: Activation 5/3 Germans
No Germans in play at the moment, except the AA gun. I
wasn’t really sure what to do with this. It’s immobile, so it can’t do much
until Americans move within 12”. To add some uncertainty, I rolled a directional
dice each turn and changed its facing accordingly.
SSG Rockstar spends the turn moving cautiously towards the
nearest PEF.
Sgt Kelly searches for an equipment bundle but finds
nothing.
The PEF comes into view of Sgt Kelly, it turns out to be a
three-man squad: Sgt Baker (Thompson) and Privates Miller and Sonka (M1s).
Baker, who is senior to Kelly, takes command of the group..
Turn 5: Activation 4/4 – doubles means a possible new
PEF. However, in this scenario it only happens on “snake eyes.” Reroll = 5/3
Germans
Nothing much happens as the paratroopers maneuver out of
sight of the AA gun.
Turn 6: Activation 6/4 Germans
Rockstar investigates a PEF. It turns out to be T4 Shivers
(Carbine) & Private Stohler (M1).
Sgt Baker moves to search for an equipment bundle.
Turn 7: Activation 6/1 Americans
More reinforcements: Cpl Caracci (M1) and Privates Bisetti
& Nocera (M1s). They appear behind the AA gun – fortunately there is a
hedgerow between them so they cannot be seen.
Turn 8: Activation doubles (twice) but no PEF; 5/4
Germans
The Germans keep winning activation, but aside from the AA
gun, which has no enemies in line-of-sight and cannot move, there are no
Germans on the board.
SSG Rockstar moves closer to last PEF – but is just out of
sight
Sgt Baker finds three tank mines in the equipment bundle
Cpl Caracci moves his team wide of the AA gun.
The PEF moves towards SSG Rockstar and turns out to be
Private Guidas (M1) and a lost 101 trooper: Pvt Nelson (Carbine).
Turn 9: Activation 3/2 Americans
Just some maneuvering. SSG Rockstar does send T4 Shivers to
look for an equipment bundle in sector 3.
Turn 10: Activation 6/1 Germans.
German reinforcement: Anti-tank team consisting of Privates
Reiser & Volk (each with Stg 44 & panzerfaust). They appear in the same
sector as Sgt Baker, but because of darkness are just out of sight.
With a rep of 4, the Germans cannot move on a DR of 6. Sgt
Baker advances on them and due to his quick reflexes, just wins the “In Sight”
test. The mass firepower of Baker & Kelly (Thompson) with Miller and Sonka
(M1) knocks both Germans out of the fight.
Rockstar and Caracci continue to move around the AA gun.
T4 Shivers finds M1 and Carbine ammo.
Rules Note: I wasn’t really sure what to do with this, as
the rules for ammo aren’t that strict. There is a special rule for airborne
running out of supply faster than normal troops. I decided that his find
counter acts that disability
Turn 11: Activation 4/1 Americans
SSG Rockstar and Sgt Baker move towards the AA gun from
opposite directions. Both are currently under the cover of hedgerows. Pvt
Nelson is sent to search for an equipment bundle.
T4 Shivers gathers his newfound ammo. Cpl Caracci and his
team link up with Sgt Baker.
Turn 12: Activation 5/4 Americans
SSG Rockstar pops out of the hedgerow and fires his bazooka
at the AA gun – and pretty much misses. Pvt Guidas lobs a hand grenade with
much more success, killing two crewman and knocking a third out of the fight.
Rules Note: At this point I had a question as to how the
“Outgun factor” (makes a difference as to whether the gun returns fire or the
crew takes cover) of the AA gun worked. The AA gun isn’t listed on the chart.
It didn’t make sense to call it “other ranged weapons” which would make it lose
out to American small arms, so I elected to count it as an anti-tank gun in
this regard.
Back to the game:
The return fire of the AA gun forced Guidas and Stoler
(bazooka loader) to take cover. SSG Rockstar was hit, but used his “Star Power”
(a game mechanic to make your main character harder to kill) to escape injury.
He ducked behind the hedgerow as well.
Sgt Baker was up next. He led his squad around his hedgerow
to get to the rear of the AA gun while the crew was concentrating on Rockstar’s
group. However, only he, Sgt Kelly and Private Sonka could get within
line-of-sight.
Rules note: An “In Sight” test is only triggered if you are
in the enemy line-of-sight and if the enemy hasn’t been sighted this turn. In
this case, the enemy did not have “LoS” (they were being approached from the
rear) and had already been sighted this turn. I took this to mean that Sgt
Baker and his boys got a free shot without taking the test.
As it turns out, Baker and company mowed them down, with
only one survivor, who dropped prone (too far from cover), ending the fight.
The survivor then failed the “Man Down” test and fled the battlefield.
Turn 13:
With the board cleared of enemy and the AA gun destroyed, nothing to do but search the last sector for equipment (nothing) and exit the battlefield.
Some photos from the game
View from SSG Rockstar's entry point. The AT gun in the left center is cleverly disguised as an AA gun
Thanks for the write up. Only played Nuts a couple of times.
ReplyDeleteVery good post. I'd count the AA as an antitank gun so OGR 5.
ReplyDelete