Showing posts with label airfix battles. Show all posts
Showing posts with label airfix battles. Show all posts

Wednesday, 5 December 2018

Airfix Battles Scenario 2 - Rescue the Colonel


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The better half occasionally drops off on the sofa of an evening, usually when the little miniature has exhausted her.  Good news for me (unless I’m snoring too), as it gives me a little painting or gaming time.  A couple of nights back, I used that opportunity to pull out ‘Airfix Battle’ by Modiphius, for another try.

After the first couple of goes at the first scenario, I was quite taken with this little rule set (a pity it’s had so little support, although I understand they are working on a more generic version still).

This time it was scenario 2, ‘Rescue the Colonel!’ and I decided to try out the proper solo play rules, with me playing the US and the Germans controlled by the draw of order cards against the table in the back of the rulebook.  I was interested to see how well (or not) this would work.

Here’s the basic set up, both sides also got two pieces of terrain to place.  The US had 1 Captain with a squad of four veterans, 1 infantry squad, and a team of snipers.  The Germans had 1 Captain (also with 4 veterans), a pioneer squad, and an MG section of two MG34s.


Both sides set up more or less as mirrors to the other, with the snipers and MG team positioned to be able to fire on the objective in the middle of the table, and their main squad in direct line of advance to the objective, with the veterans to the side.

First positions. US to right

Victory conditions were simple, hold the objective for two consecutive turns; rescue/capture the colonel, whose command post has been overrun.

Turn 1

The Germans had the initiative and started with the ‘Dig in’ card, which was playe on the MG teams.  The US cards initially didn’t look great; ‘Stay Frosty’ at least put the snipers on overwatch.  The next German card was ‘on the double’ (triple move) allowing the pioneers to move straight up and occupy the objective!  However they didn’t get away scot free, as the ‘Stay Frosty’ card allowed the US snipers to fire on the pioneers with no cover save allowed, causing three casualties and pinning them in the farmhouse.

First blood to the US snipers, pinning the pioneers

Suddenly the US cards were looking a bit rosier.  The ‘Infantry Assault’ card allowed the US infantry squad to advance and try to push the Germans out of the objective, only for them to fluff their attack rolls and take three casualties and end up pinned.  However the one casualty they caused was enough to reduce the pioneer squad to half strength; they duly failed their own morale test and fled.  Now pinned, the US squad was unable to occupy the objective, but at least it was open again.

The rather messy US assault.  The attacking squad is now pinned
but the german pioneers are just about to leg it!

The German Captain and veterans used a ‘lightning strike’ card to move up adjacent to the farm and fire on the US squad, driving them off with three casualties, then took one casualty to fire from the US captain’s squad.

So the first turn ended with both sides having their largest squads in retreat, and the objective unclaimed.


Turn 2

The Germans won the initiative again.  The pioneers failed to rally, but gained back two soldiers through an interrupt card and hunkered down behind cover on the baseline.  With options limited, the German MG team rapid advanced to place themselves behind the objective.

The US responded with a ‘Sweeping advance’ (two units can move with +1 movement and fire).  Combined fire from the snipers, Captain and veterans wiped out the German vets (the US veterans were using SMGs, which get to re roll misses within 1 square), leaving the Captain alone and pinned, although he subsequently rallied.

After initial successes, things were looking tricky for the Germans.

Turn 3

The Germans won the initiative. Again.

The pioneer squad failed to rally. Again.

The US snipers finished off the German Captain with a fusillade of shots (the ‘open up’ card allowing misses to be re-rolled). 

The MG team attempted to occupy the objective, but the US snipers got there first by playing a sneaky interrupt card (the aptly named ‘move’), leaving the MG team no option other than to assault.  This was a bit of a quandary as MG teams cannot move and fire usually, but I assumed they would still have various small arms so attacked using the usual one die per soldier).  Although they successfully pinned the snipers, it wasn’t enough to push them out.

The US re-captures the objective

The Germans were running out of troops unless those pioneers could rally.

Turn 4

German priority again.

The MG teams attempted to assault the objective again, but it ended in a stalemate.  The US Captain and veterans flanked the MGs and wiped them out with their Thompsons and Grease Guns.

Would the pioneers rally and keep the Germans in the game?

No.

The US had now been holding the objectives for two consecutive clear up rounds, so it was a US victory; the Colonel was back in their hands.

Thoughts

I found the solo rules worked well.  The enemy drawing cards keeps things unpredictable, but their actions never felt completely random.  If they had been a little luckier with die rolls they may even have pulled off a victory in the second turn!

The scenario is interesting.  Both sides need to move quite aggressively, but with forces that look better designed for defence (MGs and Snipers)

YMMV, but I really like the orders mechanism using the cards.  In some games its very easy to end up playing the rules (including Warhammer, which I still love), ie: knowing the movement distance and range of every unit you face, you can plot your own to a fraction of an inch.  Whereas here, you can be all ready to pull off your assault, only to suddenly face an unexpected flanking manoeuvre.

Thursday, 21 June 2018

Airfix Battles

Had a proper try out of the Airfix Battles game by Modiphius tonight, something I've been meaning to do for a while.

The introductory scenario pits two equal 'platoons' against each other, consisting of two squads of 10 and a small squad of veterans.

The system is card driven, with everything you need to know about each squad/unit, set out on a card, and a deck of order cards for actions.  Any card can be used for a basic action, but the real fun comes with the special actions, some of which can only be used by certain unit types.  How many cards you get to hold and use depends on your officers, which makes for some interesting choices about whether to protect your officers or use their (slightly) improved combat abilities.

Everything needed is in the box, and good quality.  Dice, counters and maps.


I forgot to set up the rough ground, so sue me...

Both sides initially sought to gain cover of the buildings with their infantry squads while holding their captains and veterans in reserve.

The Germans used a 'sweeping advance' card (+2 move and fire) to get in cover on their right flank and fire on the US troops in the building opposite (the US made good cover saves, only taking one casualty).

In return, US captain used an artillery strike card on them, causing two casualties, enough to cause morale test, pinning the unit (pinned units are marked by turning their card on its side, a second failed test results in retreating, a third in a rout).  The Germans then used 'rapid advance' on the squad on the left flank to charge ahead and occupy the southern building on the US side of table, right in front of a (probably startled) squad of GIs.  However miserable dice rolling only caused two casualties and the US squad passed their morale test.

(rubbish photos from my ipad)


The US squad in the northern building sacrificed shooting to use a 'dig in' card. 

The Germans had some interesting cards ('sweeping advance' and 'superb teamwork'), but weren't able to capitalise on them.  The Germans in the north building rallied using their Captain's value and fired on their US opposites again.  Before they did the US tried to play an 'it ain't so bad card' to regain 2 casualties (certain cards can be used to interrupt the opponent's turn), but it got cancelled bythe German's own 'counter intelligence' interrupt card.  Another two US casualties were caused but they passed their morale check again. 

Rather than keep getting shot at in the open, the US squad in front of the German squad to the south, they risked an assault.  They lost three to defensive fire, caused three in return, but took another hit to a counterattack.  Both sides ended up pinned, the Germans tried using the Valour Counter to re-roll their morale test but still failed (the side holding the counter can re-roll a dice or dice, but then have to hand it to the other side).  The German Captain and Veterans started moving up the middle to support the attack (trusting to holding onto a 'hit the deck' interrupt card in case of trouble).


(The GIs attempt an assault, leaving both sides pinned)

The Germans won initiative for the next turn.  The squad who were pinned after the assault  attempted an 'open up' order (re-roll misses) but were unable to rally and stayed pinned. The US squad to their front had no such trouble and used the same card to good effect, forcing the German squad to retreat.  The German Captain used 'Commando Assault' (fire then move with +2) to open up on the US north squad (causing two casualties but no pins) and then occupy the house the other squad has just left.  The US squad on the north then used 'hold the line' to fire on the German command with an extra die (putting down two veterans).  The remaining German squad opposite fired back but to no effect.

Looking to end things quickly, the US Captain then used a 'rapid advance' move to get on the flank of the German command and assault the building.  They took one casualty to defensive fire but in return wiped out the enemy Captain and Veterans and occupied the building

With that, the US had destroyed three stars of the enemy and had a solid victory, ending the game.

The rules were really easy to pick up and follow, with most rolls being based on one stat for the unit (shown on the card).  The order cards are simple, you can always carry out a basic order (so long as the unit isn't pinned), but the special orders really add to it, allowing for some bold moves.  In larger games, I can also see how they encourage balanced combined arms forces to make best use of the special orders.

Interesting to think that, if the game had continued, the loss of their captain would have reduced the Germans to only one action card per turn.  Risking the officers really is a last ditch measure.