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Showing posts with the label ChainOfCommand

Bloody Bucket campaign page

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After some inactivity it’s time to kick off another campaign - this time Bloody Bucket!   Detailed battle reports are a bit too much effort so this is going to be more of an online campaign diary/notebook… House Rules As usual we re making some modifications to the rules to suit our preferences. Modifications to the Bloody Bucket campaign rules German platoons We have rolled up all the platoons in advance and just randomise which one appears in Area A at the start of each turn from 2 onwards. Platoon 1 the starting platoon on turn 1. Modifications to the Chain of Command rules 4.3.1 Deploying from Jump-Off Points Vehicles that are forced to deploy off road (no road or road blocked) need to roll +4 to deploy. 9.2 Hand grenades Hand grenades against trenches.  If the total rolled is greater than the range in inches, the target unit takes 2 hits as if in Light Cover. If it's still greater after subtracting 4, the target instead takes 3 hits with no cover. Rifle grenades The US ha...

Scottish Corridor campaign 2022 Main Page

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Continuing from Operation Martlet , we move on to the Scottish Corridor. The Scottish Corridor campaign is a bit special in that it is two simultaneous mini-campaigns. The attack from the west by Kampfgruppe Weidinger and the attack from the east by Kampfgruppe Frey. Scotts caught between a rock and a hard place... Campaign Overview The Germans attack from the west with Kampfgruppe Weidinger and from the east with Kampfgruppe Frey. They have somewhat different support available -  Weidinger has Panthers and flamethrowers, Frey has Tiger Is and Panzer IVs. With Operation Martlet ending in a major German victory, the Germans have three platoons in Kampfgruppe Weidinger and two platoons in Kampfgruppe Frey. The British have, as far as the campaign is concerned, unlimited manpower, and have a fresh platoon in every battle. They are not immune to losses though, and have to keep track of the men's opinion. They have reasonable support with one major issue - no 17pdr except Firefly Sherma...

Operation Martlet House Rules

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House Rules  These are the house rules/advanced rules we use in the campaign. Two AVsRE? Now that's not proper cricket! Time for Jerry to fall back or suffer the consequences. 9. Infantry Fire 9.2 Hand grenades Hand grenades against trenches If the total rolled is greater than the range in inches, the target unit takes 2 hits as if in Light Cover.  If it's still greater after subtracting 4, the target instead takes 3 hits with no cover. 10. Support Weapons Fire 10.3 Off-Table Mortars The off table mortar battery is too predictable.  Every time a battery is activated in accordance with Step 3 (10.3), after shifting the aiming point roll a D6. Add +2 if the Observer does not have line of sight to the new aiming point.  On a roll of 1 or 2 the aiming point stays in place. On a roll of 3, 4 or 5 it deviates 1D6 inches as in Step Two On a roll of 6 it deviates 2D6 inches. On a roll of 7+ it deviates 3D6 inches. 17. Advanced rules Unit Activation (page 70 main rulebook) Th...

Operation Martlet campaign 2022 Main Page

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In 2021 we played through the excellent Operation Martlet campaign from Too Fat Lardies. We had great fun and have decided to give it another go now in 2022, this time switching sides with me playing the British and my opponent the Germans. The road to Fontenay viewed from the german side I will gather links to all relevant posts here.  General campaign notes etc House rules The forces involved: British Forces German Forces Battles: Probe into Fontenay 2nd Probe into Fontenay 3rd Probe into Fontenay 4th (and final) Probe into Fontenay Pushing On Pushing On, 2nd attempt Attack on the Hauptkampflinie Striking at St Nicholas Counterattack on the Hauptkampflinie Second attack on the Hauptkampflinie Final attempt at At Nicholas Winning Your Spurs The Last Ditch at Rauray