Set somewhere on the French-Belgian
border in May 1940, and using the "Savage Worlds" "Weird War
Two" rules, our latest battle had a section of British Expeditionary Force
Infantry, lead by a Sergeant and Sniper (as Wildcards) encircled by the
Wehrmacht and desperate to push west towards the temporary safety of coastal
France and the main Allied lines. To represent this situation we actually used
the Break Out Mission (for "Flames Of War") that was recently
published in the January 2014 issue of "Wargames Illustrated" and
simply adapted some of its distances etc to better fit in with "Savage
Worlds" and our 3' x 3' table. As a result the British forces would face a
German Infantry Squad ahead of them, knowing that from somewhere behind them a
horde of German zombies was rapidly approaching.
We set up in the
deployment zones as stipulated within the magazine's article, and as both
forces were in prepared positions we decided that our units could start the
battle Prone if wanted; affording many a model with a -2 penalty (to be hit) as
they counted in medium cover. With no sign of the shambling Undead, the British
took partial cover within a two-storey house over looking part of the German
trenches, and started riddling the earthworks with their Bren Gun. When it came
time for the Germans to return fire, we agreed that the double-window (from
which the British machine gunner had been firing from) would count as heavy cover,
providing a -4 penalty upon the hapless Wehrmacht. 7.92mm bullets pinged around
the window with one amazingly killing a British soldier stood beside the Bren
Gun.
Elsewhere, the other party
of British troops found their Sniper 's trademark weapon, a De Lisle Carbine,
wasn't as reliable as thought and actually faulty. This meant the private
risked the rifle jamming if he fired, so instead he hurled a No.23 MII grenade
at the oncoming Wehrmacht soldiers, trusting to a strong arm (and a Joker). The
grenade was right on target and none of the German's were agile enough to throw
themselves out of harms way.
Despite both sides
exchanging fire and slowly whittling one another down, the situation steadily
worsened for the British as the Allied Force first found themselves Lost and
disorientated on the battlefield (pushing the game forward a Turn after some
failed Navigation rolls), and then under threat from an Air Attack as a German
fighter swooped across the table. Having decided everyone outside was going to
dive for cover (thus negating the pilot from making an attack) all the British
lifted their heads up from the mud to see the Undead finally emerge to their
rear from out of a nearby forest. The BEF's only saving grace being that the undergrowth
beneath the Zombies counted as difficult ground, so would halve their movement
until they left the cover of the trees.
A final turn of the
British hurling grenades and firing for all their worth left the Wehrmacht lines practically deserted, but none of the King's men were close enough
to the Axis side of the table to escape to safety, and the (greatly reduced) German
forces were declared the winner. If only the British hadn't got Lost mid-way
through the game...
We haven't decided whether to replay this mission for our next game or not, but would certainly like to have some additional forces (and Wild Cards) present during the fight. As a result one of the models I'm busily painting up is my "Bolt Action" Dingo Armoured Scout Car by "Warlord Games". This should give the Allies some much needed speed, so even if their forces do get Lost again, they'll have the opportunity to race to safety.
Looking forward to trying this. brent
ReplyDeleteI'll be bringing it over with me in a few weeks time. See you then :-)
ReplyDeleteVery interesting!
ReplyDelete@Monty, Many thanks. We've not had a game with so many distractions/complications coming up before. It was literally every turn... and none of them in Allies favour (such as stumbling upon a British HMG team that were also trying to retreat to the Allied lines). Hoping to play another this weekend.
ReplyDelete