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"Bolt Action AAR "Black Death @ Leningrad #2"" Topic


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SFC Retired25 Mar 2013 8:04 a.m. PST

We had a great Bolt Action WWII Skirmish game Sat at the Battle Barn.

So Sorry no Photos as I forgot may camera…really bad considering spent 22years in the Army as a photographer!

You can vist the WWPD/Bolt Action web site to see pics of an eariler "Black Death" game.

I set up the Leningrad "Black Death" scenario as a play test for Historicon. I did make a few changes from the 1st game played and also added two new rules that was announced on the WWPD/Bolt Action web site with their review of the upcoming new Soviet Forces hand book. (Kommisar; within 6" can shoot a soldier and get a re-roll for a order; Soviet FWD OBV get to roll 2D6 when calling for off board Artillery and use the best of the two dice) The other changes were minor terrain moves.

Hauptman Malcolm commanded the German "White Pioneers" with help of Feldweld Roger.

Comrades Dav, Zach & Joe commanded the Soviet Naval Inf.

After a brief rules lesson and a word of warning about the effects of the German Flame Thrower the fight began.

Objective is to hold all 3 rooms on the Rail Depot. The Battlefiel was small 4x3.

Each side was allowed to bring on two teams free the first turn, the rest of the teams had to be rolled for as reserves.

Turn 1 The Soviets rolled and all but the Kommisar and FWD OBV arrived. The T-34 cannot arrive until all INF is on the board. The Germans were not as lucky as their HQ, one of the MMG's, 80mm MTR and medic all stayed off the board and to make matter worst the Medic and HQ did not arrive until turn 3.

The Germans sent most of their teams towards the Rail Depot and gave the Russian the first kill when a SMG sailor took a K98 bullet.

Turn 2 Germans ran into bad luck when the Pio Sqd rolled a FUBAR and ran 12" away from the enemy leaving the Flame Thrower team unsupported near the Rail Depot.

The Flame Thrower answered with burst at the closest Naval Inf Sqd but only cause 1 KIA and 1 Pin, Malcolm could not have rolled worst! Then came the mandatory morale check from a Flame Thrower burst and the Soviet Naval INF Sqd rolled and FAILED! The cowards ran off the board! The German high fived!

I then told Dav that a "free no-point cost" inexperience Sqd of Naval INF was in reserve but could not arrive until all other reinforcements arrived! (This is a back up unit allowed in the rules but I did NOT put on the Soviet OB)

Turn 3 Comrade Joe and his T-34 and rushed towards the Rail Yard. His orders were to drive inside and defend the Bldg! He did not get more than 8" when he was hit by the PaK 40 sitting in ambush. The shot took off the T-34 track and left it immobilized. It died the next turn!
A few chits later the Flame Thrower sitting just outside the rail depot fired again and took out the 2nd Naval Inf Sqd across the street with almost the same die rolls as the first…The Soviest break morale and run! Morale is low on the Soviet side and teh Kommisar is seen taking names!.

Turn 4 the Soviets fearing a quick defeat assault the Flame Thrower team twice with the ATR team and Kommisar team….they both died and the Flame thrower team is happy! Then the Soviets FWD OBV calls in a barrage that hit the Germans HQ, Pio Sqd and Flame Thrower team and Russian MMG. No KIAs but a hell of a lot of Pin markers went out. The inexperienced Naval INF arrive and run towards the Rail Depot.

Turn 5 both sides basically rest from their pins and maneuver in and around the Rail Depot. One of the Germans NCOs in HQ team is killed by a burst of 3 SMGs belonging the Soviet HQ's team who now occupy the one room in the Rail Depot not seen by the German Flame Thrower. Another pin marker goes on the German HQ team

Turn 6 the Pio Sqd despite the nearby HQ fails to rally and stay put only the have a Russian 81mm mortar drop on top of it on its first attempt! It takes 1 KIA and another pin marker. (4 pins) The Naval INF enter the Rail Depot and control now 2 of the 3 rooms. The Russian MMG fire and takes out the Flame Throwers Asst gunner, the Flame thrower tries to fire but fails its order roll. Damm German HQ is worthless!

Turn 7 the Soviets consolidate and now hold all 3 rooms in the Rail Depot and they fire on the Flame thrower giving it another pin marker (4th) again the Flame thrower tries to fire with help of the HQ but fails to roll low enough! The Pio roll to advance but also fail…Hauptman Malcolm is losing his control of his command!

At the end of turn 7 the Germans roll a 1D6 to see if the game will go one more round…but that roll too is a failure!

The inexperienced Naval Inf holds the Rail Depot and wins the battle!!! SOVIET VICTORY!!!

Hauptman Malcolm has his first defeat (2-1-1) in Bolt Action! His Flame Tower pioneer is awarded the Iron Cross for heroic actions in and around the Rail Depot!

Comrade DAV's inexperienced Sailors are now bumped up the "Regulars"

vtsaogames25 Mar 2013 10:25 a.m. PST

Urra!

SFC Retired25 Mar 2013 10:28 a.m. PST

ONWARD To Berlin!

SFC Retired03 Apr 2013 6:07 a.m. PST

I was just taught how to post photos on TMP…really stinks being an old fat computer illiterate!

Here are two combat photos from a prior Black Death game to spike your interest. The Battle Barn gamers will be running this Bolt Action scenario at Historicon, in July.


28mm Soviet Naval Infantry

picture

Whermacht "White Pioneers"attack the rail depot

picture

mashrewba15 Apr 2013 1:54 p.m. PST

I've got those Russians -never would have thought I using them for Soviet sailors -I was going to sprinkle them around some Prussian FPW units.

GROSSMAN06 May 2013 9:13 p.m. PST

SFC, where did you get the train and track from?

SFC Retired07 May 2013 5:01 a.m. PST

Wish I knew the MFG…found them in a "extras" box at a local railraod shop?

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