Bolt action campaign WWII.2 - Printable Version +- Redditch Tabletop Gamers Forum (https://forum.redditchtabletopgamers.com) +-- Forum: Historical Miniature Gaming (https://forum.redditchtabletopgamers.com/forumdisplay.php?fid=39) +--- Forum: Bolt Action (https://forum.redditchtabletopgamers.com/forumdisplay.php?fid=83) +--- Thread: Bolt action campaign WWII.2 (/showthread.php?tid=2306) |
Bolt action campaign WWII.2 - Noisysteve - 06-11-2014 Hopefully after Tuesdays mammoth games, we will have enough interest for a campaign. The object of this campaign is to refight WWII from the D-day beachheads. Then depending on what happens, we will take it from there. Players start by making a 1000pt list, subject to normal rules. As I understand at the moment Allies Stuart British Paras John B US Infantry Ben US Infantry Justin British Infantry Dave US Airborne Arif British Infantry Jims Brother Brits? Dan British Commandos Axis Steve German Infantry Paul Fallshirmjaegar Mick Waffen SS Jim German or Japs Simon Japanese Please feel free to correct me, or add any omissions Each round will consist of a number of separate engagements, at various points values. so sometimes you might only be able to field 500 pts from your initial 1000pts. Scenarios can be taken from history, film, tv, books, or just plain made up !! Some games will be one on one, some doubles, or just 3 on 1 !! This hopefully will give a lot of variety and plenty of fun!! The Campaign map [attachment=1349] Hopefully you can see that!! Replacements Historically as the war progressed, and units spent more time in the front line, the fighting strength of units diminished, and replacements were either hard to find, or without the experience. So to recreate this, after your battle you need to roll a D6 per unit, that was removed or has suffered 50% or more casualties. 1 No replacements 2-3 Full replacements, but squad now drops one level of experience 4-5 Full replacements, squad stays at same level 6 full replacements, squad experience gains one level then each player rolls 2D6 10 + you get a randomly determined extra squad, support, or vehicle Ok round 1 D-day scenario 1 Allies need to destroy the radar station at La Haye du Puits ( West of map) This would suit a commando raid( that's a hint Dan) Allies 500 pts Axis 750 pts terrain a building to represent the radar station, in the middle of some Normandy countryside. Allies win if they destroy the radar station Axis win if they prevent this Scenario 2 Para( or glider) drop on Ste Colombe to capture a vital bridge Allies 1000pts Axis 1000pts Can be 1 on 1 or split as players deem fit Terrain river with bridge in middle of table, some buildings, rest countryside Allies win if they control both sides of the bridge Axis win if they control one side of the bridge Scenario 3 Para drop( or glider troops) on the cross roads at St Sauveur Allies 1000pts Axis 750 pts Terrain Road with junction in middle of table, sparse farm buildings, farmland Allies win if they control the junction Axis win if they control the junction Scenario 4 ( the big one) Seaborne Assault at Barnville Allies 2000pts Axis 750 pts Terrain (ok here we go) Beach ( maybe just uncovered boards with shell holes), then sea wall( which the allies need to blow holes in), then buildings, then countryside. I did say this was the big one!! Allies win if they get off the beach, through the beachwall, and occupy a building. Axis win if they prevent the allies from getting off the beach. Allies can have a prep bombardment for this game. These scenarios represent a beachhead and airborne landings in the little known( cause I made it up) Western coast of the Cherbourg peninsular. Any questions, or clarifications, or better ideas, let me know. Post on the forum as normal with which scenario you are playing. One last point. Why are the Japanese in Normandy? Simples They formed part of a guard unit that accompanied Japanese scientists to various German rocket engineering factories and launch sites. Hitler decided to employ them in an offensive roll as a sign of his high regard for the sons of Nippon. Did I miss anything? RE: Bolt action campaign WWII.2 - Noisysteve - 06-11-2014 If you cant see the map, its here http://www.emersonkent.com/map_archive/normandy_july_1944.htm RE: Bolt action campaign WWII.2 - Stuart - 07-11-2014 I like this idea a lot, enough to get my paras finally painted RE: Bolt action campaign WWII.2 - Simian - 07-11-2014 im in for this, i think i can just about hit 1000 RE: Bolt action campaign WWII.2 - nothin_but_the_rain - 07-11-2014 My Commandos will be ready for a raid RE: Bolt action campaign WWII.2 - Noisysteve - 07-11-2014 Excellent. So once the first round is complete, depending on results, we will move on to round 2. There is no time constraint, or minimum amount of games you need to play. And if you don't have enough points, you could always share it with another player. Just post which scenario you'd like to play, and hopefully an opponent will volunteer too !! RE: Bolt action campaign WWII.2 - Noisysteve - 08-11-2014 Scenario 1 Allies v Axis Dan v RE: Bolt action campaign WWII.2 - Agincourt - 08-11-2014 I want to play all the scenarios please... Does that work, the same scenario played more than once? Did I miss something? RE: Bolt action campaign WWII.2 - Noisysteve - 10-11-2014 In each round you can only play one scenario, as they all happen at the same time, so your unit would have a geographical fix. These scenarios are similar, but this is the Allies trying to get a toe hold in Fortress Europe. RE: Bolt action campaign WWII.2 - Agincourt - 10-11-2014 (10-11-2014, 08:16 AM)Noisysteve Wrote: In each round you can only play one scenario, as they all happen at the same time, so your unit would have a geographical fix. These scenarios are similar, but this is the Allies trying to get a toe hold in Fortress Europe. OK thanks Steve - I failed to understand first read through - now I get it. I am happy to play any scenario to fit in with the others... |