Monday, 28 September 2020

Break-out Mini-Campaign, Barkmanns Corner - Fow V4

In this scenario Unterscharfuhrer Ernst Barkmann defend the road against armored 3rd company consisting of Sherman tanks. The scenario is somewhat based on the historical events, but where the Americans withdrew for a while, they keep on fighting in the scenario.

Barkman and a reduced squad of SS infantry is guarding the objective at the end of the road witch the American armored company is advancing ahead. The roads are to narrow to let more than one tank pass at a time, forcing the Americans to push thought the dense hedgerows.




Turn 1
Americans stats with 2 HQ tanks, and a full platoon led by srg Leyfette on the road. The lead tank has been destroyed. In reserve is another two full platoons of tanks waiting to push down the road. The tanks, realizing the threat ahead, try to force the hedgerows, but two of them bog down.

Barkman easily pick of the two stuck tanks at his safe position, with two long range shots.




Turn 2
The 2nd platoon of Shermans, arriving from reserve, dash down the road to get the full platoon on the table. The fist sherman platoon push down the field to their right, still leaving two stuck tanks behind.
Barkmann takes a shot on one of the tanks ahead, but misses!


Turn 3
The last five American tanks arrive from reserve and the second platoon attempts to get through the hedgerow to their left, resulting in another two tanks getting stuck, despite their commander using "cross here". The first platoon and the HQ is now close enough to take shots at the infantry, but fail to kill any.

With two more tanks stuck, Barkmann now destroy another for afar.





Turn 4
Seemingly unfitted for terrain, the 2nd and 3rd Sherman platoon is still left with bogged vehicles. The lead platoon, in better position to attack the infantry, manage to kill one of them.

Bakmann attempts to blitz, but fails and takes one stressed shot that misses.




Turn 5
Beeing reckless, the lead platoon now cross the road to find better firing angel on the Panther. Since The roads are to narrow to pass, the Sherman cannot pass Barkmann without assaulting the infantry. The 2nd and 3rd platoon fill up the fields behind on each side respectively.

With two point blank shots, Barkmann misses one of them and only manage to destroy one Sherman.




Turn 6-7
With only one tank left in the lead platoon, the last one (Layfette) fails its morale test and flees. Struggling to pass the infantry that effectively blocks the road from passage, the 3rd platoon takes another three the infantry teams to their graves, leaving only the commander still alive.

Barkmann, desperate to maneuver around can only pull off two bailing shot, while the panzerfaust misses.




Turn 8
Closing the circle, four tanks fire on Barkman causing him to bail out, while attempting to flank through the hedgerow.

Barkman remounts, but the last SS-infantry fails it morale test and flees. In return Barkmann destroy two Sherman tanks in a hope to break their morale.



Turn 9
The American tanks overwhelm Barkmann and one tank is far enough to take flanks shots, thus ending Barkmanns stand, destroying his Panther. 


American victory, but to a hefty price of 8 lost tanks (including 1 from the start and one fleeing). But rest assured Barkmann will make his return again.




Monday, 14 September 2020

Warhammer 40K (9th ed) - Incursion Ransack

Necron 1000 pts
Overlord
Skorpekh lord
Royal Warden
Plasmancer
6 Scarab swarms
10+10 Warriors
3xSkorpekh
Canopekh Reanimator

Aeldari (Harlequin+Dhrukari) 1000 pts
Troupemaster
5 Players+Starweaver
2 Skyweavers
Archon+Court+Raider
5 Warriors+Venom
5 Warriors+Venom
Razorwing

A casual battle between the undying machines and the unpredicteble Aeldari is at hand. The mission rolled for is Ransack and the secondary objectives chosen are Necrons; Linebreaker+Ransack and Aeldari: Assasinate+Ransack. The Aeldari alliance winns the roll for whom starts the battle.



Turn 1
The Aeldari starts the battle by pressing the main force to their right flank. The warrior loaded venoms, each marks an objective. Shooting destroys the towering Canopekh Reanimator and a single Skorpekh. Reluctant to assault the undead machines, the Aeldari ends their turn.

Necrons start their first turn by raising their dead Skorpek from the ground. The machines advance towards the middle while securing all objectives in their own table half. Necrons shooting then take the raider down to one wound softening it up for a destruction in melee combat. The Archon and its court survives the blast.





Turn 2

Aeldari scores 10 VPs claiming two objectives. The Harleuins dismount and position them self for a charge together with the Dhrukari Archon and its court. Shooting kills 2 Skorpek and a pair of warriors. The following charge kills the remaining Skorpek but the Skorpekh Lord kills the skyweavers and survive the Melee for another turn of fighting. 

The Necrons score 10 VPs from objectives and move their Plasmancer towards the ongoing melee. The warriors slowly moves forward, laying down fire upon the Venoms as they proceed. The Lord unleash a ray of death at the Skyweaver, dealing 4 damage, later to be finished off by the warriors. The Plasmancer now charge into the Harlequins, killing the whole squad with its fierce bodyguard, however the mishmash of Aeldari associates slay the Skorpekh Lord. 











Turn 3

Aeldari scores 10 VPs from objectives and another 2 for assassinate. A lone Urghouhl moves backward to secure an objective. The Razorwing moves in to blast away the royal warden with a torrent of fire. The Troupe master and Archon (with fiends) move in to assault the Plasmancer, while the venom warriors inflict a few more destroyed warriors on the reanimating hordes. In the following Melee, the Plasmancer and its bodyguard are reduced to a few woulds remaining while inflicting a wound on the Archon bodyguard.

The Necron also scores 10 VPs from objectives. The warriors takes a wound off a venom and then charge the Urghoul to reach the objective in the Aeldari deployment. At the beginning of Melee, the Plasmancer unleash a blast that inflict mortal wounds on the Aeldari, but the Aeldari comes winning out of the Melee in the end.







Turn 4
Aeldari scores 10 VPs for objectives, 4 for assassinate and another 3 for ransack, holding an objective in the enemy zone. The Troupe master and the Archon position themself to charge the warriors holding the Aeldari objective while the two venom focus fire down the other warrior group. The Razorwing fail to damage the Overlord, but all but one warrior is killed in melee by the Aeldari HQs.

The Necrons now score 10 VPs from objectives and another 3 for ransack. Only 2 warrior reanimates out of the lost 9 and the Necrons are now reduced to 3 warriors, an Overlord and the Scarabs. We call it a game here, as the fifth turn wouldn't have gained much. A fast but intriguing game.