The first battles (no battle reports) saw the first fights between Germans and an ad-hoc force of British para for small towns. the Germans got the upper hands in 1 of the battle and a draw in the second.
Last Satursday, Von Kleith, the Commander of the Kleith Kampfgruppe invading Sicily sent a platoon to recover materials buried during the first invasion by the Allies.
Mr Smith (Sicily covent) was informed and sent a unit of British para in the village.
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The battle field.
For the setup, we experience a new way to build the terrain. We roll 2 dice to know how many element of terrain we will have, set the terrain without knowing where we will start. After, we placed the 4 crates and finally roll again 2 dice. The higher score decided if he has the 1st turn initiative or if he select the side he will deploy.
50RP on each side, German took special units such as Werewolves, Wolf runners and zombies, while the British took Mr Smith, Temple squad and British Steel.
The center was occupied by remnant of the town destroyed during the 1943 Allied invasion, a small wood was occupying one flank, and a former flak bunker the other side.
The German chose their deployment, the British attacked.
(note : We found out there was not enough terrain to have exciting deployment, I'll need to do more paper craft with the Dave Graffam buildings)
Turn 1
The British concentrated most the fire to the zombies who were the mst visible unit at the beginning while the Germans position the werevolves and wolf runners in the wood to recover the crate. The German HMG and LMG repositioned. The Para Squad moved to the house and toward the bunker crate.
few casualties in each side.
Turn 2
the German start to fire HMG and LMG to the house, suppressing the 2 teams in the ground floor, while the "wolves" start their camping in the woods. The mortar kept on being not fully efficient but more zombies are gunned down. The para squad and the mech grenadier fire at each other with 50% of each team gone (not much wounded, many instant goners).
The British Steel try to flame the wolves in the wood but if the flame reach the wood, it failed to be close enough. Mr Smith is killed by heavy fire.
Turn 3
The werewolves move out of the woods and the Temple face them to death. In the mean time German kept on suppressing the ground floor team and British focus on the bunker crate with success. The Aufklarer take a big load of fine and are reduced in number while German HQ take hits too.
Turn 4
The British steel fell against the Werewolves while German are loosing their backbone unit, Mech Grenadier and Auflklarer gone, the HQ unit badly shaken. The only bright side for them is the suppresion of the central british para and the decimated british flank opened to their werewolves.
Turn 5 and 6 are cancelled due to real life duty.
Aufklarer firing at the house |
Mech grenadiers hidding behind a wall |
Summary :
The fight was tight and nobody could say who would win it. The objective was the recovery of the crates and what was inside. What we did is that evevy turn, we would draw a discovery card (see Get me that Mad Scientist discovery cards) and cumulate the points. The Germans had 0.5 points, the British 1.5 after turn 4. The British then won a minor victory in respect to their loss.
British weapons in cards |
The great tool, rules on a tab! |
British force |
The bunker: Mech Grenadier and a unique para in close combat |
The house of the suppressed |
Mortar and HMG |
The meat wave taking the hit |
Run I'll cover you (I'll try at least) |
view of unpainted Mr Smith |
Near Medina : Werewolf Camping, 2 star camping |
highlight of the Zombie fashion week |
More ammo lad' |
We'll get them |
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