Pokazywanie postów oznaczonych etykietą 1941. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą 1941. Pokaż wszystkie posty

środa, 9 marca 2022

Kreta (symultana) - relacja

 

 


Dzisiejsza (11.05.2019) bitwa wieloosobowa rozegrana według scenariusza Kreta 1941
Symultaniczna kampania na trzech stołach.
Po ciężkich walkach niemieckim spadochroniarzom udało się opanować lotnisko Maleme, gdzie wylądowywały samoloty transportowe z oddziałami 1 dywizji piechoty górskiej.
W miejscowości Chania Niemcy po zaskakującym ataku na urządzenia portowe doprowadzili do pojawienia się oddziałów 5 Dywizji Pancernej.
W miejscowości Suda niemieckie oddziały powietrzno-desantowe wzięły do niewoli sztab Creforce.
Wprowadzenie do walki odwodów brytyjskich pozwoliło zablokować posuwanie się naprzód niemieckiej ofensywy.
Niestety z Aleksandrii nadszedł rozkaz wycofania z wyspy i Alianci byli zmuszeni oddać utrzymywany twardo teren, zatem bitwa zakończyła się rezultatem zgodnym z historią.
Marek Barej, Tomasz Hebel, Radosław Wolski, Mikołaj Zgódka, Janek Janowski dzięki za świetną grę i do zobaczenia na następnej bitwie!
 

















 
 

 

Operacja Crusader (symultana) - relacja

 

1 sierpnia 2020 rozegraliśmy kolejną symultanę historyczną. Tym razem grający na trzech stołach byli uczestnikami Operacji Crusader mającej na celu odblokowanie Tobruku przez wojska Brytyjskie. Graliśmy według zasad zamieszczonych tutaj.

Kluczowe lokacje to Sidi Rezegh gdzie miało nastąpić przełamanie frontu Osi, Tobruk, gdzie obrońcy twierdzy mieli nie dopuścić do jej zajęcia przez DAK, oraz lotnisko el Adem gdzie śmiała akcja LRDG miała wyeliminować z walki wsparcie lotnicze sił Osi.























środa, 29 kwietnia 2020

Big-game hunting - Solo Blood Red Skies scenario






It was said that no battleship was sunk by the  airplanes on the open sea yet. That's why admiral Philips decided to ambush Japaneese landing troops during dispembark at the root of Malay penisula with his Force Z squadron of two fast battleships. 


HMS Prince of Wales leaving Singapore - source wikipedia




His ships were follow hidden toward its target for quite long time, but eventually the party was discovered by the Japaneese reconnaissance aircrafts. Loosing element of surprise British admiral turned back to his base in Singapore. Meanwhile bombers and torpedo aircrafts hunted its prey. Eventually they tracked them down and attack wildly. The doom for a battleship comes. The two mainships were sunk in the open sea by the airforce


Source: weaponofwarfare



The Japaneese player's goal is to find and sink Prince of Wales before she returns to the Singapore base. He has at disposal a single element of three G3M Nell or G4M Betty twin engine bombers armed with torpedoes.






To play Big-game hunting scenario you need the regular 48x48" table. Before the game starts you need to determine position of PoW. Roll 3D6 and add the length of your ship marker (from bridge to stern) and place the ship in the proper place starting from the north edge of table heading south. Then place a flak barrage markers anywhare on the table. 

After that player place his 3 G4M Bettys (regular pilots) at the north edge of the table. The player chooses advantage level of the planes. All the aircrafts are laden with torpedoes.

At the end of each turn move the target battleship D6" direct toward the south edge of the table. The game ends when the target reaches the edge or is sunk. When the first wave of Japaneese bombers loose their payload another party of G4M appearing on from the North


British battleships under attack of Japaneese airforce near Kuantan, source - wikipedia

Optional rule:

Fighter cover: To make a battle more excited - and give a chance for a play a scenario with a living person - you could add fighter duel. Admiral Philips decided not to summon fighter cover from Singapore to hide his position from Japaneese. If this happen to determine initial PoW position roll 2D6.

Each player disposes pair of fighters (A6M2 Zero and Brewster Buffalo), secretly noting the turn number when his (or her) fighters arrive. At the proper turn the fighter element arrives at the North (Japaneese) or South (British) table edge (determine initial advantage level as usual). Each turn roll D6, on 4+ the fighter element receives one boom chit. When the number of boom chits exceed the number of figters, fighter element wthrows.






środa, 22 kwietnia 2020

Pearl Harbor - BRS solo scenario


Are you bold enough to get in to the dragon's lair and stole some of his treasure? If so you are in a good position to start war against United States of America. Unleash power of your bombers and sink US Navy in her harbor.

This is solo scenario for Blood Red Skies game inspired by Japaneese operation against US fleet in Pearl Harbor. The player's goal is to sink the proud of US Navy: USS Arizona with a squadron of torpedo or dive bombers. You need to attack by surprise before enemy host of flak would respond.

The scenario is played on the table of 36"x 21'' which represent US base of Pearl Harbor. Main part of the map is port channel (flat terrain), 15" wide. On both sides there are 3" wide strips of Urban terrain (port). By the bank (both sides) there are light Flak (2points strong) positions (6" one from another). 



The main target: USS Arizona battleship is placed by the bank in the center. You can use a proper model (I prefere 1/700 scale which suits well to a wargame table), or, if none is available you can use a token 10" long. In the middle of the channel is placed USS Show destroyer. 



 
Japaneese squadron may appear on the table in elements (minimum 1) from any edges except South (where the battleship is berthed). You can free to devide your force and attack from different directions. You can also keep some force in reserve and unleash it in the subsequent turns. All your planes have to be the same type, all you plane have to start game with the same advantage level (players choice).

The attacking force
You can free to choose dive bomber squadron of six D3A Val or torpedo squadron of B5M Kate. Five pilots with regular (3) skill and one veteran (4). There are no trait, theatre or doctrine cards. Any bombing runs are following the Air Strike rules

Victory conditions:
For each hull hit in USS Arizona: +1VP 
Additionally for sinking USS Arizona: +1VP
For sinking USS Show: +2VP (allowed only when primary mission objective is completed)
For each Flak position destroyed: +2VP (allowed only when primary mission objective is completed)
For each plane lost: -2VP 

The game ends when all planes drop their ordnance or are forced to retreat.


Special rules:

Surprise attack: at the end of each turn the enemy may try to raise alert. Roll 3D6 + modifications. If any "6" is rolled All flak units are considered to be active
+1dice for any plane closer then 6" to any flak position (inluding ships).

+1dice for every turn (starting with second)
-1dice if all planes are disadvantaged
The alert is automaticly raised when any attack is commenced.

Flak:
Each active flak open fire to the closest plane (regular dodge regulations are in use including deflection shooting) within range (6") at the end of each turn. Additionally Flak units counterattack any bomb (or torpedo) run in regular way. Due to tight area ships doesn't use Flak barrage, only regular light flak. Flak units are considered as a Artillery position for a bomb run purposes.

Optional rules
USS Shaw on the move: to give your attack more thrill you can choose to set up USS Show in the random (use
dices) position after Japaneese party appears.