Warlorder apprentice JoshB has dived into Bolt Action and has to share with you a new scenario he has been play testing!
Josh: Tanks in general are valuable assets in war, with most nations taking great lengths to recovering these assets. The Germans were even more fond of their tanks and restricted supplies made the Germans create their tanks as bulking monstrosities, a value of quality over quantity. Germans were advocates to recovering their damaged vehicles due to the same fact. So when a German big cat tank breaks down or runs out of fuel they are left with a few options, these including, simply leaving it, destroying it or waiting for repairs or fuel and the last option can become disastrous.
The defenders will consist of a German force from a reinforced or armoured platoon, or consisting of any theatre selector from 1942 onward with a total of 1000 points. Whilst the attackers will consist of a Soviet force also from a reinforced or armoured platoon, or consisting of any theatre selector from 1942 with a total of 1500 points.
As both forces as coming directly from a battle, neither side can have inexperienced units except for the free Soviet rifle squad.
It can apply to other forces as well, if you remove the German & Soviet aspects, you can make it a generic scenario.
Set up & Terrain
As the Germans had a brief amount of time, they did manage to prepare defenses. The German player can set up the terrain as they see fit within their own side, however they must place the Tiger in an area which is considered by both players, open, appropriate and rational. Don’t place the tank down a thin alleyway as any sane tank commander would avoid such ripe ambush terrain. The other side of the table and terrain can be set up as per the normal rules of terrain deployment.
Set up both armies as per normal deployment rules.
The Soviets must try and destroy the Tiger and smash through the Germans defense. Whilst the Germans are trying to keep the Tiger alive and retain their defenses.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 6, roll a die. On a result of 1 or 2, the game ends, on a roll of 3+ play one further turn.
At the end of the game calculate which side has won by adding up victory points as follows. Each attacking and defending unit that has been completely wiped out is worth 1 point each. If the Tiger has been destroyed, then reward +5 points to the Soviets, if it hasn’t been destroyed, then reward +5 points to the Germans . The side with the most points wins!
The Tiger I has a profile as stated below:
|Weapons:||1 Turret-mounted Super heavy anti-tank gun with co-axial mmg and 1 forward-facing hull-mounted MMG.|
|Damage value:||10+ (Heavy Tank).|
|Special Rules:||Immobile – Due to mechanical faults, the Tiger is unable to move under any circumstances. The turret can still rotate normally.
Stockpile – Because of lack of foresight, the crew beforehand took an extra amount of fuel and ammunition, to represent this; if the Tiger is destroyed it will blow up in spectacular fashion. Hitting any unit and building within a range of 12″ and additional pen of +5, causing D6 pins on anything that has been hit, treat it as a very large HE blast.
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