Monday 13 February 2017

Flying Lead Fowl things Afoot in Yorkshire!

Once again I reuse the excellent ArmyArmies scenarios last visited in November/December 2016.

This is a story that has grown and evolved and involved Flying Lead, Battlesworn and Rogue Stars. It also reflects my 2016 commitment to upgrading my Earth-bound VSF forces.

Expedition assembly point. A gentle valley just off the Frank Muir. The tracks give good access and the woods provide overhead cover. You have now been position for several hours and a telegraph line has been completed to the nearest police station in Much Binding. The rest have not arrived. Stand to has been and gone so your platoon is on rest with guard positions manned.

Enemy forces. Still unconfirmed but is believed that a number of sympathetic locals are now operating within our Area of Operation
Mission. Your platoon is to defend the woods, when all is assembled you will inform HQ.

Deployment. All troops start in position within the woods. Player can occupy as many as he chooses. Platoon Leader must be in base contact with unit to change its orders. The telegraph line runs from the Platoon HQ. If Platoon HQ moves from that position telegraph contact is lost until they return to that position.

Royal Engineers Contraptions and Mounted Infantry.
Command team and contraption, wheeled truck = 235
Charabang, 6 infantry & sergeant = 435 x 3 = 1,305
Total 1,903


Command Contraption
Points 36
Quality 4+
Combat 1
Special Rules
Armored, Off-Road, Personnel Carrier 4 passengers, Slow, Vehicle



Charabang Infantry Carrying Contraption
Points 30
Quality 4+
Combat 1
Special Rules
Armored, Off-Road, Personnel Carrier 6 passengers, Slow, Vehicle



Mounted Infantry
Points 59
Quality 4+
Combat 2
Special Rules
-Carbine, -Pistol, Specialist




Mounted Infantry Command
Points 54
Quality 4+
Combat 2
Special Rules
-Pistol, Leader, Specialist



Truck, wheeled
Points 27
Quality 4+
Combat 1
Special Rules
Off-Road, Personnel Carrier 15 passengers, Slow, Vehicle



Road Tourer Contraption
Points 32
Quality 4+
Combat 1
Special Rules
Armored, Personnel Carrier 3 passengers, Vehicle



Truck Tracked
Points 36
Quality 4+
Combat 2
Special Rules
Off-Road, Personnel Carrier 15 passengers, Slow, Vehicle, Wide Tracks



Tankette
Points 44
Quality 4+
Combat 2
Special Rules
Armored +1 (Thin), Off-Road, Slow, Vehicle, Wide Tracks



Machine Gun
Points:23
Auto Fire, Combat +3, Max Range 3 Medium, Spread


The Opposition Game 1 Total 1,891.
Centre Trum Ptom 122, Big Yellow 72, 10 fanatic civilians 50, = 244
Left, Right, Rear Uber Cock, 101, 8 cultist fanatics 448 = 549
Total 1,891


Trum Pton -
Points 122
Quality 4+
Combat 3
Special Rules
-Heavy Machine Gun, Leader, Strong



Big Yellow Cock
Points 72
Quality 4+
Combat 4
Special Rules
Armored, Long Move, Off-Road, Vehicle



Uber Cocks
Points 101
Quality 4+
Combat 3
Special Rules
-Light Machine Gun, CQB Specialist, Dashing, Long Move, NCO/Second In Command, Strong



Fanatic Cultist
Points 56
Quality 4+
Combat 2
Special Rules
-Shotgun, Body Armor, Fanatic



Fanatic Civilian
Points 5
Quality 5+
Combat 1
Special Rules
Fanatic, Green, Mook/Extra/Cannon Fodder



The Game
This fell into 4 distinct phases. As my leaders generously failed at every opportunity the shock of an attack on all fronts just didn't happen. These are roughly as they happened, there was some overlap.

The front. This force was designed to draw the soldiers attention allowing the other parties to sneak in and take them unawares. The civvies ambled down the road to meet C Troop who were going in the other direction. The civvies failed to get out of the way and (as seen on a certain film-) 3 get mown down by the slow moving vehicle. In comes Big Yellow, attacks and rolls a 1. It's down- I had hoped for more. With no regard for the few scattered civ's Trum Ptom (Trump for short) lets go a blast before retiring, puncturing the claxtinating reciprocation valve, causing the charabang to grind to a halt. The troop fail to capture any civvies and head back to the camp.












My right. With C Troop on foot and B Troop busy tying up Big Yellow, they sneak in and take up good positions behind the farm walls. 

 But uber cocks are not known for their patience and a squad is pressed out to attack C troop. A hail of very effective fire breaks them, followed by more from B troop that withers the others. Then 2 get aimed shots at the cock and it's gone. The survivors break.







My left. A slow start, spotted by the sentries. The last squad comes in all enthusiastic and attack the sentries, whose line breaks once, then in again, but they get the worst of it. The remainder show no interest in going into those woods, and there's the busy B troop, on their flank.









Rear. Last to come on and first to break. They started well, the team attacking the truck, but they got pushed back. That gave the command team time to get in their contraption and chew the party up with its machine gun.









One Charabang disabled and 2 engineers dead. The enemy suffered more, but there are a lot of survivors out there-. Tune in tomorrow when more will be revealed!











I can't see nuthing thru thic 'ood!"



























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