Nuts! Blood upon the Risers campaign - episode #3 - Eviction Notice (scenario #4)
Introduction (note - photos at the end)
I was originally
going to try and keep track of each individual German soldier fig as I worked
through the campaign (I have named them after various movie characters).
However, as they keep getting killed or wounded, I decided to keep the names and just recycle them.
I used a computer-generated die rolling app for the
Attributes. Squad AS-B2 had particular bad luck, especially for an assault
group. Must be Volksgrenadiers.
Several of my main group troopers have anti-tank mines. The
main rules state that you can plant mines before the start if allowed by the
scenario. This particular scenario doesn’t specifically state that mines are
allowed to be planted during setup. However, since this is clearly a defensive
scenario, I decided to allow it. Especially as I don’t have much by way of
heavy weapons.
My initial squad has been lucky in gathering troopers (I
have maxed out at 14) but not so much at gathering heavy weapons. I haven’t
captured anything good either. My main squad has three anti-tank mines and the
temporary attachment has one. I decided to plant two mines, saving two of my
main squad’s mines for the future.
The rules state that they are planted “in the middle of a
section.” Sections 1,3 & 5 are all in my deployment zone, Sections 2,4
& 6 are only partially in, some more than others and none more than 50%
inside my deployment zone. I therefore decided that I could only plant mines in
areas where the middle point of the section was in my deployment zone. I
planted two mines in section 3 – hoping they would cover the road.
I placed one trooper in the center of each of the sections
under my control, in order to be able to search for equipment bundles on turn
one.
Rules note: The numbers right after the turn identifier are
the initiative rolls. In case of a tie, a possible enemy force (PEF) may
appear. If both numbers totals “7” the side with the high die roll may get
reinforcements.
At the start of the scenario, the two forces looked like this:
Right
Flank Gd |
Rep |
Wpn |
Attributes |
HG |
GG |
Other |
T4 Shivers |
5 |
Carb |
5/6 Steely
eye: +1D6 “In Sight” |
1 |
|
XX |
T5 Dymowske |
5 |
SMG |
5/5 Stealthy:
Opp -1D6 “in Sight” |
2 |
1 |
|
PFC Sonka |
4 |
M1 |
None |
1 |
|
X |
Stohler |
6 |
BA |
2/2 Crack
shot: +1(2)D6 shoot (prone) |
|
1 |
X |
Guidas |
5 |
M1 |
3/1
Initiative: Rep +1 when acting alone |
2 |
|
X |
Left Flank
Gd |
|
|
|
|
|
|
SSG Rockstar |
5 |
Carb |
3/6 Nerves
Steel: DB=CO; charge +1D6 |
1 |
1 |
XX |
|
|
|
4/3 Quick
reflex: +1D6 “In Sight” |
|
|
|
Sgt Kelly |
5 |
SMG |
4/4 Rage:
+1D6 charge; +1D6 melee |
1 |
1 |
AT, X |
PFC Jones |
5 |
SMG |
3/3 Lucky: RR
any result 1x scenario |
1 |
|
|
Miller |
5 |
M1 |
1/5 Brawler:
+1D6 in melee |
|
|
AT, X |
Skinner |
4 |
M1 |
6/4 Unlucky:
On D1-2, takes friend hit 3” |
1 |
|
AT, X |
Bldng 2DV4 |
|
|
|
|
|
|
1Lt Law |
5 |
M1 |
2/6 Hard
Nails: 1st KIA = OOF |
1 |
|
|
Mansfield |
5 |
.30MG |
6/3 Tough: 1st
HD = DB |
|
|
|
Meredith |
5 |
Ldr |
None |
|
|
|
Bottom
Floor |
|
|
|
|
|
|
T5 May |
6 |
Carb |
4/5
Resilient: 1st OoF = CO |
|
|
|
Moates |
6 |
SMG |
1/3 Ball
Player: Throws grenade 8” |
2 |
|
|
Turner |
4 |
M1 |
1/6 Clumsy:
FM 2bl = ½ move/Prone/CO |
|
1 |
|
Gibby |
5 |
M1 |
None |
|
|
|
Outside
Bldng |
|
|
|
|
|
|
Cpl Daly |
4 |
M1 |
3/2 Knifeman:
+1D6 Melee (throw 4”) |
|
|
|
Crapgame |
6 |
Baz |
2/5 Greedy
delay 1D6 if near loot (-Ldr) |
|
|
4Bz |
Nelson |
5 |
Carb |
5/3 slow:
only 1D6 on FM |
|
1 |
AT |
Group |
Germans |
Rep |
Weapn |
Attributes |
AS-B1 |
Cpl Otto |
4 |
MP40 |
6/3 (tough):
1st HD = DB |
|
GF Katczinski
II |
5 |
Kar 98 |
1/1 (agile)
No fast move penalty |
|
Baumer |
4 |
Kar 98 |
|
|
Kropp II |
3 |
Kar 98 |
|
|
Kemmerich |
3 |
Kar 98 |
|
|
Forst II |
4 |
Kar+GL |
|
AS-B2 |
Sgt Steiner
III |
4 |
MP40 |
5/4 (Slow):
-1D6 on “in sight” |
|
Cpl Kruger |
3 |
MP40 |
4/6 (Runt):
-1D6 in melee |
|
GF Kern |
4 |
MP44 |
|
|
Anshelm |
4 |
MP44 |
|
|
OG Kroner |
4 |
Gw43 |
|
|
Gerhardt |
4 |
Gw43 |
|
|
Bauer II |
5 |
Kar 98 |
|
|
Westhus III |
4 |
Kar 98 |
|
|
Muller II |
5 |
Kar 98 |
|
|
Kranz II |
5 |
Kar+GL |
|
AS-C1 |
OGF
Reisenauer II |
4 |
MG421 |
6/1 (Stone
cold): |
|
Hollerbach II |
4 |
MG421 |
|
Turn 1: 6/6 (no PEF) – then 3/2 Germans
Stug #1 Arrives (The Germans were VERY lucky with their StuG
rolls, never failing one. You start with a 5+ on turn #1, 4+ on Turn #2 etc.).
Cpl Otto (MP40) and his squad (5 riflemen and an MG 42 team)
advance into the hedgerow, where he becomes visible to 1LT Law in the building
and SSG Rockstar in a nearby hedgerow giving flank support. The paratrooper
fire is devastating: 2 KIA, 4WIA (including Otto) & 2 leaving he
battlefield. Only Obergefreiter (OGF) Reisenauer (MG 42) survives.
However, the covering fire provided by Cpl Otto allows Sgt
Steiner and his men to approach the building unobserved. Although several of
the men get caught up in attempting to negotiate the hedgerow, Pvt Westhus
manages to throw a grenade through the window, Killing Mansfield (MG gunner),
wounding Meredith (loader) and driving 1Lt Law back from the window.
American turn:
1Lt Law drags Meredith downstairs. Law, passes his “Man down”
test and carries on.
Pvts Guidas, Nelson and Sonka search for equipment bundles.
Guidas finds a .30 MG, the other two come up empty.
Turn 2: 2/2
(PEF#1 in sector 6), 1/1 (PEF#2 in sector 5), 6/3 Americans
With an initiative roll of six, no American groups can move,
except for Guidas, who has an initiative bonus when acting alone. Guidas is therefore able to secure the .30
MG.
Germans
Stug #2 arrives; Stug #1 moves cautiously down the road.
Sgt Steiner and the rest of his group finally make it
through the hedgerow and move up to the rock wall near the building. OGF
Reisenauer rallies.
Turn 3: 5/4 Germans
Stug #3 arrives. Stug #1 hits a mine and is disabled. Stug
#2 moves up behind #1 cautiously.
Sgt Steiner and his group cross the wall and take cover
behind the building. OGF Gefreiter heads towards Steiner, but stays under cover
to avoid the fire from Rockstar’s group.
Americans
Nelson and Sonka rejoin their groups.
T4 Shivers decides to investigate PEF#1, and sends T5 Dymowske
to investigate the PEF #2. The troopers apparently were not cautious enough as
the Germans win both “In Sight” tests to see who gets “the drop” on the other.
Shivers discovers an enemy scout (Pvt Borchert – MP40),
whose fire drives him back behind the hedgerow. Dymowske discovers an anti-tank
gun and crew! As GM I decided the gun was too close for HE (opposite sides of the
same hedgerow), so the crew opens up with their rifles, driving Dymowske out of
the hedgerow and causing him to take cover in a nearby building.
Hearing the commotion, Pvt Guidas tosses a hand grenade over
the hedge, wounding one of the gun crew and causing the others to retreat from the
gun.
In the Center, 1Lt law decides that with all the Stug’s on
the road, the building is “too hot to hold” so he orders the men out and to take
cover in the hedgerow behind. Seeing this, SSG Rockstar and his group fall back
to the same hedgerow.
Using the building to screen himself from Steiner’s group
and the gaze of Stug #2, Crapgame comes out of the hedgerow and gets a flank
shot that destroys Stug #2 with his bazooka.
Turn 4: 5/4 Americans
Having dispatched StuG
#2, Crapgame returns to his earlier position behind the hedgerow.
On the American right, Shivers & Dymowske recover;
meanwhile, Pvt Stoler enters the building and takes up a position on the second
floor.
Pvt Guidas decides to follow up the retreating gun crew. He
spots, the crew, takes aim with his Thompson, >click< out of ammo. With,
no other choice, Guidas draws his trench knife and charges. He kills one and
wounds the other two.
Germans
StuG #4 arrives. I originally thought about trying to push
StuG #1 out of the way, so that others had room to pass, but after StuG #2 was
destroyed, I decided that most tank commanders would try a different approach.
Consequently, Stug #3 decided to avoid the ambush site and try its luck with
the hedgerow – but it got hung up.
Sgt Steiner checks the building and finds it is now empty,
so he starts to move around the left side.
Turn 5: 4/4 (PEF#3
in sector 6), 3/2 Germans
Stug #5 arrives. At this point StuG arrival is guaranteed.
Stug #3 moves across open country and hits a mine, but it
does no damage. Stug #4 follows the path of StuG #3, so is able to negotiate
the hedgerow more easily.
Scout Borchert pope out of the hedgerow, but this tine
Shivers is ready for him and drives him back. Sgt Steiner is unable to get his
group moving.
Americans
Lt Law and the bazooka crew ease out of their hedgerow and
take cover behind disabled StuG #1. From his perch on the second floor, Pvt
Stoler, the best shot in the company, scores a hit on OFG Reisenauer, knocking
him out of the fight; however, return fire from the rest of the squad drives
him back from the window.
Turn 6: 3/2 Germans
Stug #6 arrives
StuG #4 spots Shivers before he can react and fires a round
into the protective hedgerow. Dymowske and Sonka are wounded and Shivers drops
back under cover.
The other StuGs continue their move across country to the
exit area.
Scout Porcher pops out of the hedgerow again, but is gunned
down by Pvt Guidas.
Americans
Guidas determines that PEF #3 is only a rumor. T4 Shivers
rallies.
Lt Law and the bazooka team attempt to get closer to the
StuG column, but they are spotted by Pvt Gerhardt from Steiner’s group and are
driven back.
Turn 7: 5/2 Germans (reinforcements)
StuG #7 arrives
Lt v. Witzland and four riflemen arrive on the main road.
Sgt Steiner leads his men from the side of house into the
open where they immediately get into a firefight with SSG Rockstar. Pvt Skinner
prepares to throw a grenade, but fumbles it with disastrous results: Skinner
and Sgt Kelly are wounded, whereas Cpl May and Private Jones are driven back
from the blast.
SSG Rockstar barely survives his exchange with Steiner
(saved by “Star Power”) and Pvt Nelson retreats. The Germans got the worst of
it, with two killed, one wounded and two more retreating; however, they still
have Steiner and four others left.
Feeling that he is about to be overrun, Sgt Rockstar orders
a charge before the Germans can return fire. When the dust settles, Rockstar
has suffered two more casualties (Turner and Moates), but have eliminated
Steiner and his squad.
Americans
Law and the bazooka team again try and get a shot off on one
of the StuGs, but is spotted by StuG #5 – so they duck back under cover.
T4 Shivers and what’s left of his group fall back to the
exit point before they are cut off by all the StuGs. Meanwhile, SSG Rockstar
rallies his men.
Turn 8: 6/4 Americans
The Americans are unable to move, bad time to roll a six.
Germans
Yet another StuG arrives (#8). The Americans are about to be
overrun
StuG #3 gets hung up on the final hedgerow; StuG #4 and the
others close up.
Von Witzland freezes and cannot move.
Turn 9: 6/2
Americans – still can’t move, a really bad time to get stuck.
Germans
Another day, another StuG I am running out of models.
StuG #3 clears the Hedgerow and exits the board. StuG #4’s
turn to get stuck. There’s a bit of a StuG traffic jam, but there isn’t room to
deploy without risking being flanked by Law and his bazooka team.
Turn 10: 4/3 Americans: reinforcements (an MG team)
too little, too late
All Americans are now heading towards the exit line. Cut off
from the rest of the squad by the StuGs, T4 Shivers and his group break up and
try and make their way back to friendly lines.
They stopped the infantry, but were unable to cope with all
those StuGs. Nevertheless, a victory for the Americans – but just.
End:
Awards - Bronze Stars
SSG Rockstar, for leading the charge against Steiner
Pvt Guidas, for single handedly destroying an AT gun
Casualty List:
KIA: Pvt Mansfield
WIA: Sgt Kelly, T5 Dymowske, PFC Sonka and Pvts Meredith, Moates
and Skinner.
MIA: T4 Shivers
The view from the German start line. SSG Rockstar and his group are behind the hedgerow top center, whereas Lt Law and his group are in the building.
Pvt Guidas recovers an equipment bundle amoung some friendly cows
A possible enemy force (PEF) appears amoung the pigs.
Steiner's group approached the house
T5 Dymowske discovers an anti-tank gun. Pvt Guidas is just finishing up recovering a .30 at lower left.
Crapgame, covered by the house on the left (oops - forgot to put roof on before I took picture), flanks StuG #2. I call him "Crapgame" in hommage to Kelly's Heroes and because the figure has every piece of loot I could put on him.
Law and company take cover behind destroyed StuG #1 waiting to ambush Stug #3. StugS 1 & 2 are so badly damaged they look like a T34 and Pz IV, respectively.
Shivers and his group looking down the business end of Stugs 3 & 4. I only have one 25mm StuG so I had to proxy my 15mm stuff
The firefight between Rockstar and SteinerStuGs trying to negotiate that last hedgerow. Law looks impotatntly on as he is unable to cross that short distance to get a shot at some juicy flanks
Far too many StuGs to handle with just one bazooka and a few rounds.
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