In order to try the rules over a number of periods we decided to play a LRDG raid on a German airfield somewhere in the Western Desert during WWII.
The forces we had available were as follows, of course all were Veteran Special Forces and all figures were carrying 1 explosive device to set on the aircraft.
Platton HQ | 1 x Lieutenant | |
1 x Platoon Sergeant 1 x radio operator | radio Ballistic 4 Leadership 8 Ability 5 | |
Rifle squad 1 | 1 x Squad Leader | |
1 x 2 ic 4 x Riflemen 1x LMG 1x no.2 | Ballistic 4 Leadership 8 Ability 5 | |
Rifle squad 2 | 1 x Squad Leader | |
1 x 2 ic 4 x Riflemen 1x LMG 1x no.2 | Ballistic 4 Leadership 8 Ability 5 | |
Weapons squad (may be re allocated to rifle squads) | 1 x Squad leader | |
1x light mortar +crew | Ballistic 4 Leadership 8 Ability 4 |
Transports consisted of Rolls Royce A/C, 2x Chevrolet trucks and another truck for transport. The transports were not activated until the first shots were fired.
The scenario was set at night thus visibility was reduced to 8 inches and the figures were to move cautiously and use ‘Silent Strike’ where necessary.
Once the figures are adjacent to the aircraft they will place the explosives, using their ability on a D6 roll, then roll 1XD6 for each bomb placed to indicate the number of turns before the pencil fuses burn down and detonate the explosives.
The basic map for the scenario is below, with the LRDG troops arriving on turn 1, the vehicles will appear once the first shots are fired or the explosives detonate.
As this is a WWII game there will be some differences to any enemy appearing, thus we will use the following table to determine enemy activity, still keeping to the red cards only indicating possible activity, using the buildings as entry points.
2 | Enemy fire team from an entry point | ||
3 | Enemy patrol, place anywhere within 10” of enemy table edge | ||
4 | Loss of radio transmissions for 1XD6 turns | ||
5 | Enemy fire team | ||
6 | The lead British figure triggers a mine, determine injuries as for mortar blast. If it goes off, a flare is fired from the German positions | ||
7 | Enemy patrol, place anywhere within 10” of enemy table edge | ||
8 | A group of 1XD6 civilians will appear, roll 3XD6 and a direction die to determine the exact location from enemy entry point | ||
9 | Enemy fire team | ||
10 | Enemy fire team and one support weapon | ||
Jack | The lead British figure triggers a mine, determine injuries as for mortar blast. If it goes off, a flare is fired from the German positions | ||
Queen | Loss of radio transmissions for 1XD6 turns | ||
King | 5 enemy appear in an emplacement 10” from the nearest British fireteam to the entry point | ||
Ace | Sniper, in position, place anywhere within 10” of entry point | ||
Joker | Roll a D6 | 1 | Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point |
2 | One of the British negligently fires a round alerting any enemy to a presence, a flare is fired from the German positions | ||
3 | Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point | ||
4 | Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point | ||
5 | Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point | ||
6 | Enemy AFV or similar |
Any flare fired will light up an area 24” square and will last for 1XD6 turns, effectively making that area daylight. Roll 1Xdirection die and 3XD6 to determine the direction and distance it is fired.