Slaughter in Westphalia - short battle report

hithero

Mongoose
The picturesque castle in the Mountains of Westphalia is believed to be a secret weapon research facility. Vehicles cannot penetrate the steep mountain climb, so a platoon of infantry, half a platoon of Para's and air support has been despatched.
Special rules: The allied general has to try and co-ordinate his attack. He has to decide in what turn he wishes the platoons to arrive, they do so on a 4+ and can roll each turn until they arrive.

Turn1.jpg

On turn 1 the infantry fail to arrive and the para's land in a clearing unsupported - they were all but destroyed on turn 1 - not good.

Castle.jpg


Spitfire.jpg

Turn 2 saw the Spitfire fly past (still no infantry) which shoots up the sentry box killing a few Natzi's

AchtungSpifire.jpg

Actung Spitfire! The plane is spotted by a vigilant Flack 38 crew.

SpitfireBurns.jpg

And promptly gets shot down, crashing into and destroying the sentry box and all Germans nearby.

Unfortunately the game pretty much ended here as the arriving infantry got slaughtered, as did another Para drop. The Germans lost 1 Flack 38 crew and about 10 men - a total victory and thrashing.

We are going to re-work the scenario for Tuesday game and have half the Germans starting of table and the British start line closer. The game really showed us that if a unit gets caught in the open it gets destroyed. Also the flack 38 is just so good, and we have even knocked down the stats to a more realistic 4xD6+2.

Hopefully I will get a better game report for next week.

Dave
 
You could try having the Germans start inactive... they can only become active if something happens withing a set distance of them. Of course, the sentry units would be active, but maybe not fully alert.

How about this:

Suprise Attack: The defending player nominates one unit per 1,000 points of his force to be on alert. The remainder of the force is placed in reserve. The units on alert are deployed, as per the scenario rules, but may not take any actions until an alarm is sounded.

Sounding the alarm: A shoot action, or a combat that does not result in all defending units being killed will sound the alarm. Any vehicles taking a move action, or aircraft flying onto the table will also sound the alarm.

Also, infantry moving close enough to provoke a reaction will sound the alarm (They are spotted)

This all assumes that it's a night fight (Logical considering the requirements of the scenario)

Even better - have a searchlight rule. Make a 4" template or two... and place it within 36" of a fixed position (Gives you an excuse to scratch build a searchlight!) The attacker then rolls a D10 and moves it that many inches (still within 36" of the light) and then the defender rolls D10 and moves it back. You could make it 2D10, or 4D6 or whatever, even. Any models that end up under a searchlight ... sound the alarm!

Damn... now I wanna play!
 
Some good idea's there, like the idea of searchlights but I guess if its a night raid I'd need to get some commando's instead of the regular infantry and the para's wouldn't be able to be used I guess. Anybody make searchlight models?
 
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