Introduction
This
is game 24 in replaying the scenarios from the Briton
Publishers Operation Jupiter skirmish scenario book.
Links to previous games are on this blog page.
Rules used
I
am using my variation of Nordic Weasel’s Five Men in Normandy/FiveCore Skirmish
(the main changes are using 1d6 rather than Kill and Shock dice, reaction fire
is like FiveCore pulp (1d6 or 2d6 for auto weapons), can shock fire if hidden,
and roll activation dice and assign to figures similar to Five Men at Kursk.
Scenario
The British squad must dispatch the first enemy
scout and then clear the objective building. There is no turn limit and play
will continue until the British achieve victory, or concede that it is not
possible.
Troops
British
3
soldiers
British
are regular
Germans
1
scout
1
garrison soldier with SMG
Germans
SMG is elite.
Both
Germans have grenades.
Deployment
Starting positions |
Game
The Germans take the first turn and must move towards the gun pit. He spots the British.
Sentry moving |
However, as he moved into LOS of the British, they get to fire first. They have about a 50% of making him out of action. They succeed.
German sentry out of action |
The British turn sees two soldiers move into the woods and the third (gets to move due to a random event) in the building opposite the objective. I could have moved the British directly into the objective but they have no idea what is in there so would go carefully.
The British carefully approach |
The German gets an event that they may ignore Snap fire and +1 on Brawls. So let him charge the single figure in the adjacent building. The British is out of action (considering the German is elite and has +1 on the Brawl and also charged it was a good move).
German charges one of the British. |
Only one Brit may move and he moves into the objective building.
British soldier takes the objective building! |
The German fires suppressive fire at the British and misses with all three shots!
The British retaliate and fire at the German who is suppressed.
The German soldier is suppressed. |
The German soldier recovers.
But the German soldier quickly recovers |
The British turn sees one rifleman fire and suppress the German again.
Suppressed again! |
This leaves an opening and the second rifleman charges into the building into hand to hand combat. The German is overcome and is down and out. The British win.
The other British soldier charges the suppressed German and wins the hand to hand combat |
Verdict
Not sure the German should have
abandoned the objective for the opportunity to take out one of the
soldiers. I did dice to see if he would
and he did. Otherwise this is the first
test for these rules and they worked fine. There were seven Operation Jupiter
scenarios that used this board. This was
the last one. So it will be the last
Operation Jupiter games for a little while as I move onto other things. Possibly a WW2 skirmish campaign but maybe back
to ancient historical battles, or maybe some Pulp skirmish action. I haven’t really decided!
I don't think I've even seen a scenario with just 3 soldiers a side before. It must certainly give a very different dynamic to the game though.
ReplyDeleteI have not either, although I have another of the Briton Publishers campaigns that I have not played - Arnhem - that has a few scenarios with only a few figures. Very different - very skirmish!
DeleteInteresting, Shaun! The Britton scenarios could be adapted to use with the Undaunted series as well, by the sounds of it. I might have to look at picking up one of the books. Cheers, Aaron
ReplyDeleteThanks Aaron
DeleteI am not sure how well they would translate. The small ones I have played recently maybe to Undaunted Normandy.
That was a short and bloody scrap. Two Jerries downed for a cost of one Brit.
ReplyDeleteWhat’s vision like in this game? Did the SMG armed German know there was only one Brit in the “other” building? I presume so, as it would otherwise be rather rash to abandon the objective building, cross open ground and storm into an enemy occupied building. If I’d been the lone German with the SMG I’d have been tempted to blaze off a full magazine at the Brits before reloading & sneaking off out the back (and insisting to HQ that I was facing overwhelming numbers of Brits).
Cheers,
Geoff
Hello Geoff
DeleteIt is if it is in line of sight you can see it and so fire at it. I rule that if you can see a building you can see troops in it (but not behind it) So the German knew how many soldiers there were in the building (1). I did roll to determine what the German would do. And the charge option won out.
Five Men in Normandy does really work well for these sort of very small skirmishes. Also now to see some classic plastic soldiers in the table (Matchbox?)
ReplyDeleteHello Alan
DeleteThe 5MiN/5Core rules I was hoping would be really good for these small figure counts. I am 3 games into a small 5Core Pulp Campaign. This is just a primer for a 5MiN campaign I am planning. And then hope to follow up with a 5 Parsecs campaign (1st Edition as that uses the 5 Core rules).
Matchbox with 1 (or 2?) Airfix. Well spotted. Although they are from 35-40 years ago so not 100% certain :-)