10/06/2015

BA Scenario: Iwo Jima Bunker assault

 If you are looking to recreate the Battles of the pacific Warlord Games have created some additional scenarios for you to use. More of these will be released later this year in the "Empire in flames" supplement book. Below is a copy of warlord Games' Iwo Jima Bunker assault scenario. Because these scenarios can be hard to find I have posted them here for you.

Picture by Warlord Games
For fighting during the Battle for Iwo Jima, we suggest the US forces, taken from the 1944-1945 Iwo Jima selector of the Armies of the US book, as the attacker, and the Japanese as the defending force, taken from the Iwo Jima 1945 selector of the Armies of Imperial Japan.

In addition, the following two Special Rules apply.

Total Air and Sea supremacy

The US player receives one free regular Air Observer and one free regular Artillery Observer (both representing naval attaches) on top of their normal allowance.

Tunnel Network

From turn 3 onwards, the Japanese player rolls a die at the beginning of every turn and looks up the result on the chart below, which potentially allows him to get some extra units. These units can Advance or Run onto the table from any point alongside either long edge of the table (‘on the flanks’ so to speak), like Reserves. Alternatively, these units can be deployed into one of the bunkers, as long as the bunker is not occupied by US troops – being deployed into one of the bunkers is the same as entering a building, except that it counts as receiving an Advance action. Note that no Order test is necessary for these new units to enter the battle, either on the flanks or into a bunker.
If the player does not have suitable models to represent the models rolled, he can pick any of the lower results that he has models for.


RollOutcome
1No new units arrive this turn
2One suicide anti-tank team (Veteran!)
3One half-strength IJA island warfare rifle squad (1 NCO and 3 men, all armed with rifles)
4One sniper (Regular)
5One MMG team (Regular)
6One full-strength IJA island warfare rifle squad (1 NCO and 7 men, all options are available for free)

Bunker Assault

Your forces must smash through the enemy defence lines and capture all three enemy strongpoints.

Forces

This scenario pitches a superior attacking force against a defender that, though outnumbered, is dug in into a well-prepared defence line consisting of pillboxes/bunkers and other obstacles and fortifications. First agree with your opponent who is going to be the attacker and the defender. The attacker picks a force to an agreed points total (e.g. 1,200pts) and the defender picks a force that is half that total (e.g. 600pts).

In addition to his force, however, the defender receives three bunkers and nine ‘hard cover’ linear obstacles.

Each linear obstacle must be up to 6″ long and 1″ tall, and should provide hard cover (so use low walls, earth embankments, sandbags and the like). You can replace any number of ‘hard cover’ linear obstacles with ‘soft cover’ ones (barbed wire, hedges, picket fences, etc.) and if you do so, you get two ‘soft cover’ obstacles for each ‘hard cover’ one you surrender. However, if you replace too many obstacles in this way, you can alter the game balance pretty badly, so try to stick to nine pieces of hard cover as much as you can.
Bunkers should be large enough to accommodate a single unit of infantry or artillery. The rules for bunkers are on page 104 of the Bolt Action rulebook.

Set-up

The game is played along the length of the table.

Terrain: The defender sets up one of his bunkers and three linear obstacles in each of the areas highlighted in grey on the map – the first, second and third defence lines. The rest of the table should have very little terrain, maybe only the occasional tree or area of scrub, but as it represents a prepared defence – anything likely to provide cover to an attacker would have been removed to leave a good field of fire to the troops in the bunkers and behind the fortifications. The last strip of table between the third defense line and the Defender’s edge of the table can include more terrain, like a small wood, or even some buildings, but once again, do not overdo it.

Picture by Warlord Games

It is important that the defender sets up the terrain cleverly, making sure that as much as possible the bunkers’ line of fire is as clear as possible and that the fortifications make life as difficult as possible for the advancing enemies. Keep in mind that the enemy is likely to take cover behind your defences as he captures them, and that firing over obstacles, unless your troops are leaning against them, will offer cover to the enemy infantry as well… so place your defences cunningly.

Deployment: The defender then divides the number of units in his army by 3. The result is the number of units he must deploy within each defence line. Of course, unless the total number of units in your army is a multiple of three, you’ll end up with one or two spare units – these can be placed in any defence line or left in Reserve (they can even outflank!). For example, if you have seven units, you must place two in each defence line and you end up with a spare one, which you can add to any defence line or leave in reserve.

Defending units can (and should!) use the hidden set-up rules (see Hidden Set-up on page 117 of the Bolt Action rulebook).

The attacker’s units are not set-up on the table at the start of the game. The attacker must nominate half of his force (rounding up) to form his first wave. Any units not included in the first wave are left in reserve. Units in reserve cannot outflank in this scenario, and similarly units with special deployment rules, like snipers, observers and spotters, cannot use their special rules.

Picture by Warlord Games

Objective

The attacker must try to capture the three bunkers – the defender must try to stop him. To capture a bunker, the attacker needs to clear it of all enemies and enter it at some point during the game with one of his infantry units. If the defender moves an infantry unit back in, then the attacker must capture it again.

Preparatory Bombardment

The attacker rolls a die: on a 2+, a preparatory bombardment strikes the enemy positions (see Preparatory Bombardment page 118). On a result of 1, the barrage fails to appear, but you have your orders and the attack must go ahead as planned.

First Turn

The battle begins. During turn 1, the attacker must move his first wave onto the table. These units can enter the table from any point on the attacker’s table edge, and must be given either a run or advance order. Note that no order test is required to move units onto the table as part of the first wave, and remember that they cannot assault on the turn they enter the table.

Game Duration

Keep a count of how many turns have elapsed as the game is played. At the end of turn 10, roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

Victory!

At the end of the game, if the attacker has captured all three bunkers, he wins. If the attacker has captured two bunkers the game is a draw. If the attacker has captured one bunker (or none!) then the defender wins.
All bunkers are held by the defender at the start of the game regardless of where his troops are positioned. If a bunker changes hands during the game then it remains under the control of that side until it is taken back.
To capture a bunker there must be no enemy in it and you must move one of your infantry units into it.

Larger or Smaller Games

You might of course play this type of game on smaller or larger tables, in which case you should reduce/increase the number of terrain pieces in proportion with the size of the table. On much larger tables, you may even want to increase the number of bunkers and/or defence lines, but remember to adjust the number of turns played as well, otherwise you risk running out of time before you can even reach your objectives!

(Source: Warlord Games)

Cheers,
Seb

09/06/2015

USMC Infantry squad A

This is my rifle. There are many like it, but this one is mine...

USMC Infantry squad A

The rifle squads are the backbone of any (Bolt Action) army. Here's a picture of my Rifle Sqd. A. Below you will find my tactics and the real WW2 squad formation.

In my Bolt Action USMC force I use at least three rifle squads and try to use them as a highly mobile unit. Because of the American special rule "Move and shoot" the rifles and BAR's do not suffer a -1 penalty on your "to hit"roll. This is very powerful. Always being able to move forward or to an objective and still shoot straight is great.
I make my rifle squads Veterans and use an NCO with SMG, 3 BAR's and four rifles. On top of that I give my BAR's a pistol each so they get 2 attacks in close combat. These 8 men squads are big enough to be a threat to most enemy units. The BAR's outrange most other army's rifles, with 6 shots at 30"they can deal out pins to units further away. Within 24"you get 10 shots and within 12"you get 12 shots. I give the NCO's an SMG because that's what the models have and I think that they should have that weapon,look good on the table and you're able to tell who's the NCO more easily.. In close combat you will get 12 attacks as well.
You could also use rifle squads of 7 and drop one rifle from the unit to get a simular output and you still only have to test for morale if you lose 4 or more men just like 8 men squads. (50% of 8=4 / 50% of 7 is still 4 rounded up).
It's just my personal preference to use 8 men but if I'm tight for points I might drop 1 men from each of my rifle squads to free up more points.

Now Bolt Action is a game and nothing like the real deal in WWII. Below you will find the formation of the USMC rifle squads as they were used after the initial battles in the Pacific. At first they used smaller rifle squads and fire teams but soon found out they needed more firepower against the Japanese that would just try to storm their positions.

1x Platoon Commander (1Lt/2Lt)
1x Platoon Sergeant (Platoon Sergeant)
1x Guide (Sergeant)
1x Demolition Corporal (Corporal)
3x Messengers (Pfc/Pvt)

Three Rifle Squads each with:
1x Squad Leader (Sergeant)
1x Assistant Squad Leader (Corporal)
2x Automatic Riflemen (Pfc/Pvt)
2x Assistant Automatic Riflemen (Pfc/Pvt)
1x Grenadier (Pfc/Pvt)
5x Riflemen (Pfc/Pvt)


Cheers,
Seb

08/06/2015

USMC 2nd Lieutenant and Medic

This is my 2nd Lieutenant and his runner. Also in this picture a medic carrying a stretcher.

Click on picture to enlarge
USMC 2nd Lt and Medic

I usually run the leader of my army as a 2nd LT in games up to 1000 points. The 2nd Lt is a mandatory unit in a single reinforced platoon and gives a +1 bonus to all units within 6” on their morale tests. In larger games when you have more points to spare it can be useful to make him a 1st Lt. so that he gives a +2 bonus instead.

The Medic is a cheap unit that can heal wounded soldiers within 6”. To do this you have to roll a result of a 6 on a D6 so there’s only a 1 in 6 chance of your medic actually saving a soldier. Not great odds but since the medic is so cheap to take I do this because you get a cheap Order Dice that can help swing the odds in your favor. After all you want as many Order Dice in the bag as you can get.

Because the Lieutenant and the Medic both only work if they are within 6” of a unit they usually run side by side behind my forward moving Rifle Squads boosting their morale and trying to save lives.
USMC 2nd Lieutenant Role
Second Lieutenant is the entry-level commissioned officer rank in the United States Marine Corps. A Second Lieutenant generally commands a platoon consisting of 16 to 44 Marines, including two or more squads lead by a senior non-commissioned officer (NCO’s).
USMC Corpsmen (Medic) Role
The Marines have a saying, Every Marine is a Rifleman, and that extends to Navy Corpsmen serving in Marine units , corpsmen have to learn to carry a rifle and how to use it as well. Marines need qualified medical personnel on the battlefield and that’s why the Field Medical Service School exists. For a Corpsman to be effective he has to earn the right to be regarded as a fellow Marine, and that can be an eye opening experience to many Navy Corpsmen unfamiliar with Marine Corps ways. For a Corpsman to be effective in a Marine Corps unit he has to be someone that the other Marines know and trust. He has to be able to lay down cover fire, dig a hole, or do whatever other Marines in his unit are doing toward accomplishing the mission.
The top priority for a FMSS corpsman is to learn to save Marine Corps lives, but they have to be accepted by the unit in which they work. They learn to look like Marines, act like and function just as other Marine Corps personnel function, despite in reality being Navy Corpsmen assigned to a Marine Corps Unit. Much of this need to be a Marine is not understood by those who have not experienced it, but it is vital to the success and cohesiveness of the unit.
(Source: www.USMilitary.com)

Cheers,
Seb


06/06/2015

USMC First Tournament

Tabletop Kingdom in The Hague (The Netherlands) organised a tournament today to Commemorate D-Day. The turn out was a bit on the low side with only 10 players but still it was a great day of gaming and meeting other Bolt Action Hobbyist.

The tournament organisor had made three missions for us to play and I was very excited to see how my brand new army performed on the battlefield.


USMC Bazooka takes out a Panzer IV
The list I had made for this event looked like this:
 Vet. 2nd Lt. + 1 Vet. Infantry
 Reg. Medic
 Reg. Forward Air Observer + 1 reg. Infantry
 Vet USMC Squad
1 NCO with SMG
4 Infantry with rifles
3 infantry with BAR + Pistols
 Vet USMC Squad
1 NCO with SMG
4 Infantry with rifles
3 infantry with BAR + Pistols
 Vet USMC Engineer Squad
1 NCO with rifle
4 Infantry with rifles
2 Infantry with BAR
1 Infantry with flamethrower
 Inexp. Medium Mortar team
1 Spotter
 Vet. Sniper team
 Vet. Bazooka team
 Vet. M4 Sherman 105mm howitzer
Turret-mounted medium howitzer (2d6 HE)
Pintle mounted HMG
 Reg. Jeep

Total 999 Points and 11 Order Dice


The first round I faced a German Army in a maximum attrition game. In short my FAO managed to pin my opponents Pnzr4 useless, my mortar kept hitting and taking out squads and my rifle en engineer squads managed to succesfully assault the opponents units granting me the victory (13-7).

The second round we had to take and hold three objectives in the middle of the board and I faced a Russian veteran army with an IS2 tank. My sherman was knocked out very early and I managed to call in two airstrikes on my own units. My opponent had no trouble taking all three objectives in the end so I lost (0-20)

The third and final game versus another german Army, I had to move my 2nd LT who was carrying the flag into my opponents deployment zone and kill his or prevent it from getting to my deployment zone. I killed his early and this time my airstrikes were succesfull and my units killed of his units in one big sweeping move (fire and manouvre is great). Even my Bazooka managed to destroy a PnzrIV. It ended up a massive victory for me (20-0) but I felt kind of sorry for my opponent who kept on failing nearly all his rolls.

I ended up with a third place result and Best Painted Army Award. With the giftvoucher I received I bought a USMC M3A1 37mm anti-tank gun and some other small stuff.


 Tired but satisfied I went home after a great day of gaming. The painting award is something I really appreciate. Shows that all the hard work was well worth it.


Cheers,
Seb

03/06/2015

Pacific Sherman Finished

As promised in my last post here are some pics of the finished Sherman. I added some streaking, oils and then rust, dust and mud using Vallejo Pigments.
Bolt Action USMC Sherman

I'm really happy how it turned out. My USMC infantry units now have a nice little tank to support their advance! Semper Fi!
Pacific Sherman

USMC Sherman in the Pacific Theatre
Cheers,
Seb

28/05/2015

Painting a Sherman


I'm currently painting up Warlord games' 1/56 plastic Sherman produced by Italeri . You can check the link to get all the details and information.



The model fits together seamlessly and has nice details. I used an airbrush to paint on the basic layers of vallejo Brown Violet 70.887 (93) and highlighted it using the modulation technique.

I then added the decals and painted on the damage effects using the stipling technique. Next I will add a streaking effect using oils and then paint the details before I pull out the pigments and varnish.


So far I'm pretty pleased how things are going so I want to get this Sherman finished soon. I'll post some more pics when it's done.



Cheers,
Seb

26/05/2015

Bolt Action 1000 points USMC list

When you're putting a Bolt Action force together it's probably best to start off with a basic 1000 point army upon which you can build and tweak once you get more experienced and played a few games. Here's the list I will use as a jump off point for my USMC. It's a list that can count on it's mobility and firepower. Below I will also explain why I have picked certain units.
Bolt action USMC are usually outnumbered vs a Japanese army

 (78p) Vet. 2nd Lt. + 1 Vet. Infantry

(23p) Reg. Medic

(75p) Reg. Forward Air Observer

 (128p) Vet USMC Squad
1 NCO with SMG
4 Infantry with rifles
3 infantry with BAR
Entire squad has Anti-tank grenades

(125p) Vet USMC Squad
1 NCO with rifle
4 Infantry with rifles
3 infantry with BAR
Entire squad has Anti-tank grenades

(134p) Vet USMC Engineer Squad
1 NCO with rifle
4 Infantry with rifles
2 Infantry with BAR
1 Infantry with flamethrower

(45p) Inexp. Medium Mortar team
1 Spotter

(67p) Vet. Sniper team

(78p) Vet. Bazooka team

(245p) Vet. M4 Sherman 105mm howitzer
Turret-mounted medium howitzer (2d6 HE)
Pintle mounted HMG

Total 998 Points and 10 Order Dice

 My thoughts:

 -          2nd LT. +1 inf: pretty basic and I usually go with this whatever army I field. Veteran and small team is still hard to kill. Keep the 2nd LT. close to the infantry squads to help them make their morale tests.

-          Medic : Pretty much got that for the cheap extra order dice and might do something, not counting on it though.

-          FAO : Using the American special rule of two airstrikes it’s pretty awesome but I will have to avoid rolling the 1’s. I will try and eliminate enemy armour with it or clumped up groups of units that make a juicy target for the pins.

-          Vet. USMC Infantry squads : Vet's are harder to kill and can take 3 BAR’s, also the American move and shoot rule make this a mobile threat. I added anti-tank grenades to keep my opponent on their toes when they have a lot of armour and since my list lacks anti tank guns.

-          Vet. USMC Engineers : same as the Infantry squads but can only take 2 BAR’s and no anti-tank grenades but added a flamer for threat and flavor. Most opponents fear the flamer.

-          Inexp. Med. Mortar : I field this at the back with the spotter up front in hard cover. They never really get’s pins this way so don't have to take any morale tests and can really threat immobile units like artillery and weapon teams. Cheap to field them as inexperienced and doesn’t affect their to hit roll, needs 6’s anyway.

-          Vet. Sniper : you love them or hate them, they are usually an auto pick for me to take out weapon teams, NCO’s and of course the opponent’s sniper

-          Vet. Bazooka team : It’s a vet small team and threat to enemy armour but I don’t bank on it doing anything other then being a bullet magnet because the opponents usually fear them. That takes the pressure of other units.

-          Vet. M4 Sherman 105mm howitzer : Biggest reason I picked this is because of the medium howitzer that has 2d6 HE shots and Gyro stabiliser and I added a pintle mounted HMG to deal pins to multiple units.

 With 10 order dice I will probably be just under average against most opponents as players usually take from 8 to 14 order dice lists in 1000 points games.
So there you go, the first list and a pretty solid base to build upon. If you have any questions, ideas or suggestions please let me know and leave a comment.

Cheers,
Seb