Top Secret – Soviet v Fallschirmjäger

Matthew was back around last Sunday with his Fallschirmjäger for a top notch game of Bolt Action.

Battlefield and Mission

The mission we rolled was top secret. In this mission there is a central objective representing a drop of important intelligence or a high value target that requires retrieval. Once an infantry unit makes base contact with the objective they take possession of it. The unit must then move off its long table edge to successfully extract the item.

The item can be passed to another infantry unit within 1”, but may only pass between units once per turn. An enemy unit who defeats the unit carrying the objective in close combat also takes possession of the objective.

As it happened, I had set up the battlefield with a T intersection smack bang in the middle of the field. I placed my BA-64 there to represent the objective, orienting it to represent it having been knocked out after reconnoitring the German lines. Soviet and German forces were now scrambling to recover the vital intelligence. The below description of the battlefield is from my perspective.

Battlefield viewed from my near right.

A road entered from my long table edge on its far left. It traversed diagonally to a T intersection in the centre of the field. Turning left at the intersection, the road headed toward the far left corner of the field before turning off the far side of the short table edge.

Turning right at the central intersection, there was another T intersection. Continuing directly on, the road ran straight before veering slightly to head off the short table edge on my near right flank. Meanwhile, turning left at the second T intersection, the road carried on diagonally before turning slightly to exit off the right side of the opposite long table edge.

Battlefield from my far right (i.e. Matthew’s left)

Returning to my left, a wooded hill occupied the central line of the battlefield, nestled between the two roads on that side. Forward of my mid left and on the near side of the road was a house. Opposite this house, over the two roads, was another. While on the far left was a small wood.

Forward of my centre, on my side of the central crossroad, was a barn. Beyond the central intersection the ground was open. Right of centre, a field spanned between my table edge and the second intersection. Beyond this intersection, forward and right of centre, was an open hill.

Finally, my near right flank was clear, but beyond the road on this side was another field, with a house positioned near the centre line between the field and the second intersection. Beyond the field and the house, the right flank was clear save for the road that headed off the table on the far side.

Disposition of Forces

I took a single reinforced platoon, all regular save the free rifle squad, consisting of:

  • A 1st lieutenant and one staff;
  • A medic;
  • A 12 man rifle squad with AT grenades (the free squad);
  • Three 12 man LMG squads with LMGs;
  • A medium MG team (the Maxim);
  • A medium mortar team;
  • A flamethrower team;
  • A Zis-3 divisional gun; and

A T34/85.

Matthew’s Fallschirmjäger, all veteran, fielded:

  • A 1st lieutenant;
  • A 10 man rifle squad with LMG;
  • A 10 man assault rifle squad with LMG;
  • A seven man SMG squad;
  • A medium mortar team with spotter;
  • A puma armoured car; and
  • A Hanomag halftrack.

Order of Battle

In this mission, all forces are placed in reserve, but reserves begin coming on from turn one instead of turn two. And so it was straight to the bag to start pulling dice to see which forces would be arriving on time, and which would be caught napping.

With 11 order dice to Matthew’s 9, you’d be forgiven for thinking the battle would start with some red. Instead, the first units to enter the field were German. Matthew brought his half-track (and its accompanying payload of SMG troops) on via the right road, parking the vehicle just short of the second intersection to use the house on the right as cover. Next, his mortar ran on behind the far hill, while its spotter made his way into the far house.

The German assault rifles advance on my left.

I scored the next two dice, but to my great displeasure the curse of the 9s was back. My T34/85 failed its order test by one and went down. Thankfully my Zis passed and came on my left to cover the long road. More black dice followed, with Matthew bringing his assault rifles on the left, running them up just short of the far road, while his rifle squad came on the right, moving up behind the field.

My mortar then came on my left, forward of the near road, while I sent my flamethrower right up the guts, ending its move at the near left corner of the barn. Matthew responded by bringing his flamethrower on, running it up behind his assault rifles. Next the puma arrived, and landed a long range shot on the my mortar team, taking out two crew. Thankfully the last man passed his morale test to continue manning the tube on his lonesome.

My Zis covering the road.

With so many German units deployed, the bulk of my forces began showing themselves. I ran my rifle squad up through the field to face off with the half-track, while my 1st LMG squad came on just left of centre next to my flamethrower. I then brought up my medic between the three units, ready to apply first aid as needed.

I didn’t have to wait long, as Matthew used his next dice to advance his SMG squad out the half-track, guns blazing at my rifle squad. Six men would have gone down had my medic not been there to save one, preventing the squad from needing to test their morale. I rolled a 4 on their green test, meaning they would continue on as inexperienced troops.

The German left/my right.

In response, I brought my 2nd LMG squad on to the right of the field with an advance. The hail of rifle and LMG fire they unleashed was devastating, cutting down three of the SMG squad. Unfortunately I proceeded to fail my next two order tests, which saw my lieutenant and my 3rd LMG squad go down.

Soviet left flank.

The final moves of the turn saw the German lieutenant come on behind the hill next to the mortar, and my Maxim arrive on my centre left to hold back the advancing German assault rifles.

Turn two and I netted the first dice. I used it to immediately order my 2nd LMG squad to fire on the SMG squad, who went down in response. There was nowhere the perfidious fascists could hide from my noble heroes however, as incredibly sharp shooting saw three of the remaining four killed. Unfortunately the last man managed to pass his morale test to stick around, but I had effectively neutralised the threat the squad posed.

The assault rifles stand off against the might of the Soviet Union.

My good shooting continued as my Maxim managed to take out the LMG from the assault rifle squad opposite with a fire order and exceptional damage. My third and fourth dice then saw my Zis go in to ambush, while my 1st LMG squad advanced and fired on the assault rifles, killing two more from the squad.

Despite my desire that some black dice should start being drawn, the red kept coming. I repositioned my medic slightly to keep the 1st LMG squad in range, but moved too far and left the rifle squad slip out of range in the process. My lieutenant then ran on through the field. With yet another dice, I tried to range my mortar in on the Puma, but was unsuccessful. It was only then Matthew secured his first dice.

My T34/85 arrives at the end of the turn.

His mortar crew proceeded to show mine how it was done, ranging in on my 1st LMG squad and blowing five of them to smithereens. The German assault rifles then advanced under fire from the Zis, which sprung its ambush but failed to land its shell. The Germans opened up on my 1st LMG squad, killing another two.

My 3rd LMG squad then arrived. I advanced them on the left, next to my MG. Firing on the assault rifles, I managed to take out another from that squad. My rifle squad was not so lucky when I ordered it to fire on the lone SMG. Though I scored a hit, I failed to take the man out. I would have been better to charge in, but the two German vehicles and their MGs dissuaded me.

I only had two units left to issue orders to, yet still the red dice came. I opted to order my flame thrower down. Again, I would have loved to have run him into the middle to grab the objective, but those pesky German vehicles and their deadly machineguns stopped me.

Finally another black dice was drawn, and Matthew drove his hanomag straight forward to open up on my rifle squad at point blank range. It seemed the German crew was in need of the training my men had received, as they only managed to hit twice and then kill a single man. A dismal showing.

My final dice was then drawn and, with little options in where I could actually deploy, I advanced my T34/85 on the far left and sent a long range shot sailing over the Puma.

In a repeat from last battle, the Puma sped forward to take my Zis head on.

With all the remaining dice Matthew’s, he was free to order the rest of his units. His Puma sped forward, turned the corner, and came hooning into the face of my Zis, firing its main gun wildly. The rifle squad on the right ran up to the field on that side, while the flamethrower team continued along with the assault rifle squad. Finally Matthew’s lieutenant went down.

Turn three and I pulled the first dice again. I had a tough decision to make: order my Maxim to keep the pressure on the German assault rifles, or fire my Zis on the Puma. I went with the former, scoring another hit but no kills. Matthew then had his own tough decision to make when he netted the second dice of the turn. He opted to lob another mortar shell on my 1st LMG squad, who went down and lost another two men.

The assault rifles continue to be shot to hell.

I netted another dice and this time gave the order for my Zis to fire. A few dice rolls and an almighty boom later and the Puma was knocked out thanks to massive damage, the 6 I rolled to penetrate having just seen the shot over the threshold.

The Puma’s daring run did not go as well as last time. Enemy armour destroyed!

The next two orders saw my mortar failed to range in on the assault rifles and the Hanomag take out three from my rifle squad, despite the squad going down in response. The tit for tat continued however when my 3rd LMG squad advanced and picked off another two from the assault rifle squad, including the NCO, though German initiative training saw that he was quickly replaced.

It was Matthew’s next order however that took me by complete surprise. He issued a run order to the lone SMG trooper, who dashed behind the objective and secured the intelligence. IO desperately wanted to put fire on the lone man, but didn’t have any units that could get an angle with a single order. In frustration I had my T34/85 advance and take out the German spotter.

The lone SMG trooper siezes the intel.

The race to secure the intel was well and truly on however, as I sent my 2nd LMG squad running at the Hanomag, while Matthew ran his rifle squad across directly toward the middle. He was determined to cover his extraction, while I was pushing to stop his escape.

My flame thrower team ran up onto the other side of the objective, ready to pounce and reclaim the intel next turn, and I ran my medic up into the barn to support it. Meanwhile, my lieutenant advanced to the left of the barn, sending a wild shot at the German assault rifles,

My right flank viewed from Matthew’s perspective.

Matthew’s last moves were to advance his flame thrower, which remained out of range of my units, and put his lieutenant down. As for his assault rifles, they failed an order test and went down earlier in the turn.

Turn four and, much to my delight, I secure the first dice. I advanced my flamethrower team passed the SMG trooper, blocking his escape, and unleashed a torrent of flame. The man died in screaming agony. Unfortunately the flamethrower operator evidently was somewhat overenthusiastic in the application of his horrific device as he drained it completely of fuel. And so my flamethrower team was removed with a solitary kill to its name.

All wasn’t lost for Matthew however, as with clever orders he could secure the intel, then get the squad into his halftrack for a speedy extraction. To support the plan, he advanced his vehicle, firing on my 1st LMG squad when he arrived in the middle, though they suffered no loss. The squad’s good luck continued when, two orders later, the German mortar failed to hit despite having been ranged in.

To stifle his plans, I advanced my 2nd LMG squad and opened up on the German rifle squad, scoring three kills. More important however was the one pin as, when ordered to run, the squad failed its order test and went down instead.

Left flank at the end of turn four.

Meanwhile on the left I continued the pressure,  taking out the flamethrower squad with my 3rd LMG squad and continuing to whittle down the assault rifle squad with my Maxim and T34/85, though my mortar continued to be ineffective. Matthew rallied the assault rifles however and cleared all its pins, ready for a manoeuvre next turn.

A sweep of the forces and fighting taking place around the objective.

Final moves of the turn for me included my rifles going down of their own accord, Zis going into ambush, and my lieutenant running into the barn. I also sent my medic into the middle to grab the intel, which I realise now might’ve been impossible, but we were caught up in the moment. As for Matthew, he moved his lieutenant out from behind the hill and took a long shot at my medic, but missed.

Turn five with the German order dice pool being much depleted, while mine remained almost entirely intact, it was no surprise I scored the first dice. I ran my medic into the barn and passed the intel off to my lieutenant. Though the Hanomag turned to open up on my officer, he was only able to kill my staff member. Further, my lieutenant passed his morale test to be able to run out of the barn and into the field, a single order away from getting off the board.

I mopped up the German rifles on my right…

It was clear where the battle was headed. As a result, after my 2nd LMG squad picked off another three from the German rifle squad, Matthew charged the squad into my unit and saw the remaining four men killed for the loss of two brave Soviet heroes. Meanwhile on the left, the assault rifles went at my T34/85 while under machine gun fire. Their assault was ineffective however and I charged my 3rd LMG squad in to see them off.

And did the same to the assault rifles on my left.

The rest of the action of the turn included my Zis being unable to hit the Hanomag, my rifles going down (intentionally this time), the German mortar continuing to shell my 1st LMG squad, and the German lieutenant going down.

My lieutentant makes his escape with the intel through the field behind the barn.

And so we arrived at turn six. As to be expected, I scored the first dice and saw my lieutenant safely off the field, successfully securing the intel.

Aftermath

Though it may read like a victory in which my forces were very much on top throughout the battle, I can assure you it was a very tense game. Matthew very nearly stole the intel out from underneath my nose. With a slightly adjusted battle plan, more cautious use of his vehicles, and more concentrated offensive he well could have seen me undone.

My efforts were assisted undeniably by some incredible shooting. The number of times I needed 5s to his and yet netted more than 50% hits was extraordinary. As for my flamethrower, I’m sure he’ll do well one day. One day.

Regarding my medic collecting the intel, I realised as I was writing the report up that it might not have been possible. Medics are ignored for the purpose of determining control of objectives according to the rulebook, so I suspect that captures possessing the objective in Top Secret as well.

I doubt the outcome would have been much different if that were the case however, I could have easily picked the intel up with my lieutenant instead. It likely would’ve just delayed my getting it off the field by a turn, though if my rifle squad obeyed an order that mightn’t’ve been an issue either.

Of course, I think it was pretty cool how things played out anyway.

Final Thoughts

I’m not sure when I’ll be able to have a battle next. The Delta strain of COVID-19 has made its ugly appearance here and the state is in lockdown, though things appear to be progressing most agreeably.

On top of that, I’ve just returned to uni to do law. I’m hopeful I can find half a moment between working full-time and studying part-time to get another battle in once we are able to interact face-to-face again.

Danger Close – Soviet v Hungary (Hold Until Relieved)

Andrew was around Friday for some more Soviet v Hungary action. What transpired was our most hard fought battle yet.

Battlefield and Mission

The mission we rolled was hold until relieved. In this mission, the defender starts with limited forces on the field holding a central objective. Whoever holds the objective at the end of the battle wins the day. To hold the objective, you must have at least one Infantry or Artillery unit within 3 inches of the objective without any enemy unit of any type also within 3 inches of it.

I again won the roll off to determine whether I wanted to attack or defend, this time opting to be the defender. I selected the side with the hill to be my side of the field. The description below is from my perspective.

The battlefield viewed from my side.

Mynear left flank was dominated by a hill. Forward of the hill, a road entered the field from the short table edge. The road was on my side of the centre point of the table and ran parallel with the long table edges to a cross road in the centre of the battlefield.

On its far side, the road was abutted by a field that spanned in from the short table edge by a foot. Right of the field was a barn, and beyond the two lay open ground.

From the middle of my table edge entered another road, this too led to the crossroad in the centre of the field. In the near left corner of the cross road was a house, with another diagonally opposite in the far right corner. The near right corner of the cross road was bounded by some fences, a little to the right of which was a church.

Beyond the central crossroad and in addition to the already mentioned left spur, the road continued off both the far and right table edges. Off the far edge, the road edged slightly left of the centre line. To the right, the road ran diagonally, exiting the table from the far right short table edge.

Slightly forward of my far right flank stood a small wood. Beyond the wood was a house of the near side of the right hand spur of the road. Finally, on the other side of the road, was another field, roughly halfway between the left/right centre line and right short table edge.

I’d set up the battlefield prior to us rolling the mission, so it was by pure chance the crossroad sat very near the direct centre of the field. I elected that as the objective over which we would be fighting. A most suitable target indeed.

Disposition of Forces

I fielded a slightly amended list from our last battle. All units are regular, except as noted.

  • 1st Lieutenant with one staff;
  • Medic with one staff;
  • Artillery forward observer with one staff;
  • 12 man rifle squad with anti-tank grenades (inexperienced, the free squad);
  • Two 12 man LMG squads, each with an LMG;
  • An eight man LMG squad with an LMG;
  • Flame thrower team;
  • Maxim MMG team;
  • Medium mortar team (inexperienced);
  • PTRD team;
  • 45mm 1937 gun;
  • BA-64 armoured car;
  • T-26B light tank;

Andrew had the same force as last time at his disposal. All regular, these included:

  • 2nd Lieutenant with two staff;
  • Three 10 man rifle squads, each with an LMG;
  • Medium mortar team with spotter;
  • Medium howitzer with spotter;
  • Csaba armoured car;
  • Turan medium tank;

Panzer 38T light tank (German Allies);

Order of Battle

In this mission, the defender deploys one infantry squad and one other infantry unit on the field. These are placed within 6 inches of the objective. Half the defender’s remaining units then form the first wave while the others are placed in reserve.

The attacker meanwhile places all his infantry units. These may be placed anywhere, but no closer than 18 inches to either the objective or any enemy unit. The rest of the attacker’s force is placed in reserve.

I opted to deploy both my 12 man LMG squads. The first I deployed in the near house, while the second I positioned at the corner with the fences. I then opted for my lieutenant, artillery observer, mortar, MG, the third LMG squad, and my BA-64 to form my first wave.

My deployment. LMG squads one and two occupy the near house and crook of the fences beside the road respectively.

Andrew positioned his first rifle squad on the left beyond the barn, the second far forward in the centre, and the third on the far right somewhat forward. His mortar team and lieutenant were both placed forward on the far right.

Turn one began with a bevy of red order dice. I advanced my second LMG squad into the church and shot at the third Hungarian rifle squad, scoring both a hit and a kill. My artillery observer and mortar then arrived, taking up positions on the hill.

Andrew’s troops weren’t idle for long however, with the first rifle squad advancing toward the hill and firing on my mortar team. With him needing 5s to hit and not being able to bring all guns to bear, you’d be forgiven for thinking my mortar would be quite safe. Instead not only did he manage a 50% hit rate, but almost every shot wounded. Thus the mortar departed as quickly as it came.

Looking right from the centre.

In retribution I brought my BA-64 on, driving up the hill and opening up on the rifle squad. My shooting left a lot to be desired, but I did still manage to score a hit and all important pin. Meanwhile, on the right flank, the third Hungarian rifle squad failed its order test to advance and went down. The Hungarian mortar then failed to range in on the church.

The BA-64 and artillery observer overlook the first Hungarian squad from their vantage point on the hill.

The rest of the turn saw the last of the movement. Andrew shifted his lieutenant up toward his third squad. His second squad meanwhile ran up behind the far centre house. For my part, I brought my third LMG squad on behind the near house, MG team on right of the road, and my lieutenant on behind the church.

The second Hungarian rifle squad uses the far house to cover its advance.

Turn 2 began with more red dice. My BA-64 revved its engine and sped down toward the Hungarian rifle squad opposite. I managed a single hit, bringing the squad up to two pins. My second LMG squad then advanced out the church and fired on the third Hungarian rifle squad. Sharp shooting decimated the squad, leaving it with a single man, though he did pass his “last man standing” morale check.

Meanwhile my third LMG squad ran to support the BA-64. Immediate resistance then arrived, with all three of Andrew’s vehicles passing their order test. The Turan advanced first, firing at my squad in the house and picking off one or two. Next the 38T came up behind the Turan and cut down half the third LMG squad, who passed their subsequent morale test. Finally the Csaba sped on and attempted a shot on the BA-64, but missed.

The first Hungarian rifle squad faces off with the BA-64.

In response I was able to bring my 45mm gun onto the hill and my T26 on via the road. Unfortunately the shot from the latter on the Turan failed to connect. Even more disappointing were the three 9s I rolled when trying to bring on my rifle squad, PTRD team, and medic. My flamethrower made an appearance however, deploying to my mid-right.

As for the rest of the turn, Andrew’s mortar missed my squad in the house, while his second rifle squad advanced around the far house and picked off one from my second LMG squad. His howitzer then arrived on the far right and lieutenant shifted up. His first and third rifle squads meanwhile both went down as a result of their pins.

Hungarian armour advances along the road.

Finally, I ran my MG forward and across the road, put my first LMG squad in ambush, and called in my artillery strike next to the Hungarian column of armour.

Turn 3 and the artillery strike was delayed, much to my disappointment. on the plus side however we had more red dice to start the turn. My BA-64 drove further forward to put the barn between it and the Csaba. It also picked off another of Andrew’s first rifle squad. My 45mm then took a shot on the 38T, scoring a penetrating hit but then rolling a 1 on the damage result. Still, a Crew Shaken result meant I wouldn’t need to fear it for a turn.

My second LMG squad at the end of turn three.

Next my second LMG squad passed an order test to advance and fire at the Hungarian howitzer. I scored some hits, but no kills. Then my T26 shifted up in front of the near house and fired on the Turan, hitting, but failing to score any damage.

Andrew responded by bringing his Csaba forward and firing on the T26. In exploiting the side armoured he managed to immobilise my tank. I tried to bring on my PTRD team to cover my now stationary T26, but it failed its order test again. Thankfully my medic and rifle squad were more responsive. The former ran on behind the near house, and the latter ran on up the road. My third LMG squad also continued to run forward, putting itself behind the barn and out of sight of the Turan.

The armoured might of the two forces face off against one another.

With so many red dice out the bag it was time for Andrew to issue some orders. His second rifle squad opened up on my second LMG squad with devastating consequence. Six brave heroes were slain, though the squad held its nerve to stick around. The howitzer then lobbed a shot at the extremity of its range into my 45mm AT gun, leaving nothing but a crater and hunk of twisted metal in the shell’s wake.

The next few dice saw the Turan fire on my T26, hitting, but failing to score any damage, my flamethrower taking out the last of the third rifle squad; and the Hungarian lieutenant and his staff killing my flamethrower’s assistant. As for our weapon teams, my MG joined my first LMG squad in ambush, and Andrew’s mortar failed to range in on the near house again.

The Hungarian lieutenant rounds the corner of the house to shoot my flamethrower’s assistant dead.

The final dice saw the first rifle squad pass its order test to fire a panzerfaust into the BA-64, netting a Crew Stunned result, and my artillery observer advancing to send wild shots toward the first rifle squad.

The situation behind the barn at the end of turn three.

Turn four and my artillery strike still failed to materialise. I opted to shift the aiming point up slightly, tracking the advance of Andrew’s vehicles. Again the first dice was red and I opted to award it to my flamethrower. I regretted the decision immediately, not least because I failed to hit the Hungarian lieutenant, but also because I really should’ve acted with the T26. This realisation was compounded when the battle took a sharp dive south for me.

Brown dice after brown dice saw Andrew issue a series of consecutive effective orders. The second rifle squad fired on my second LMG squad again. After last turn’s drubbing I opted to put them down. It didn’t save them from taking another two casualties, but if I had not they’d likely have been wiped out. The mortar then ranged in on my first squad, though failed to score any kills.

Next came an armoured assault on my T26. The Turan moved up and hit it, but only netted a Crew Stunned result, followed by the 38T failing to hit it. Finally the Csaba brought its anti-tank rifle to bear, with the shot striking true, penetrating, and knocking it out. To add insult to injury, the first rifle squad then pass its order test to fire a panzerfaust into the BA-64, netting a crew Stunned result.

With my ability to deal with Andrew’s armour rapidly diminishing, I finally scored another order dice. When issued to fire however my BA-64 went down. Andrew’s lieutenant then took out my flamethrower, followed by his howitzer trying a shot on my second LMG squad. Thankfully it missed, but that was about the only highlight of the round for me.

With my final orders I continued to move the artillery observer and third LMG squad up on the left, picking off more of the first rifle squad as I went. My Lieutenant also moved up on the right toward the enemy officer, managing to pick off his staff. In the centre, my medic moved up, and PTRD team finally arrived to cover the middle. Finally, my rifle squad assaulted the Csaba, but woefully rolling rendered the daring manoeuvre impotent.

My rifle squad assault the Csaba. Urah!

Turn five and things went horribly wrong. I rolled a 1 for my artillery strike, resulting in the aiming point shifting a random distance (thankfully only 8 inches) and direction (unhelpfully near my rifle squad), and immediately being resolved. I’m not sure if the pitiful area of effect I rolled could be considered good luck or bad, but even one more inch would’ve caught the second Hungarian rifle squad in the blast. Instead I only hit the Csaba and my rifle squad.

The Csaba took two pins, but my rifle squad suffered a direct hit. I sent them down to half the damage, losing five of their number. Andrew then said for me to roll to resolve the hit on the Csaba and you’d think I’d have learnt from last time to follow his suggestion. Instead I rolled the additional pins for the rifle squad. A six. I then rolled to resolve the hit on the Csaba and wouldn’t you know I roll a 1 when I needed anything but.

A shot of the middle viewed from the right flank at the end of turn five.

It was bitter consolation to be awarded the first order dice of the turn after that inauspicious start. I used it to good effect however, charging my lieutenant into Andrew’s lieutenant and sticking him through with my bayonets for no loss. The Turan then shifted and opened up with its machine guns on my medic, who went down. Not only did Andrew only score one wound, but my medic saved himself from it!

Meanwhile the Csaba failed to pass its order test due to its pins, while my PTRD team failed to hit the armoured car while it sat fretting. Next Andrew rained shells upon my first LMG squad. Though I put them down, there was little I could do against both the mortar and howitzer, which took them out.

Andrew then opened up his 38T’s machineguns on my rifle squad, but fell one short of causing enough casualties to force a morale test. His second rifle squad tried to act, but failed its order test thanks to a single pin my MG team managed to inflict before the rifle’s could act.

Finally, on the left, my third LMG squad shifted to the right of the barn and took the first Hungarian rifle squad down to one man. He was then promptly finished off by the BA-64, which passed its order test to drive around the far side of the barn and fire its LMG. My artillery observer then ran into the barn. As for my second LMG squad, they failed their order test to advance and went down.

Another shot of the middle at the end of turn five, this time looking from the left.

Turn six and I was barely holding on. Three Hungarian vehicles were in my face and I had been reduced to a single PTRD to deal with them all. On the plus side, Andrew only had a single infantry or artillery unit within range of closing on the objective.

The turn began with the Csaba attempting to see off the rifle squad, but failing to do enough to cause a morale test. Furthermore, the mortar failed to range in again. A plethora of units then made their way into the middle.

The 38T finally saw off my rifle squad via tank shock, and the Hungarian rifle squad moved up. They were joined by my third LMG squad and artillery officer, while my BA-64 sped along the far side of the crossroad. From the right, my second LMG squad also ran toward the middle. My MG put another ping on the second Hungarian rifle squad, while my medic dodged out the way of an assaulting Turan before joining the other units in the middle.

The Turan and Maxim at the end of turn six. The Turan had attempted to run over my medic, how rude!

Finally my PTRD missed the Csaba again, while my lieutenant advanced and fired upon the Hungarian howitzer, but failed to do anything. On the plus side, the Hungarian artillery piece failed to hit anything.

The situation in the middle at the end of turn six.

At the end of turn six we rolled and, while I hoped otherwise, we scored a seventh. It began with my MG, second LMG squad, and BA-64 pouring fire on the Hungarian rifle squad, adding pins and inflicting some casualties. The Csaba then attempted to take out the BA-64 but, while it hit, failed to cause any damage.

Next the Turan turned on my PTRD team, which went down, saving it from any damage. The 38T followed the Turan’s lead and opened up its machineguns on my third LMG squad, which went down. Andrew still managed to kill three, but the NCO was able to pass his last man standing test and stick around.

Andrew then tried to run his remaining rifle squad, only to roll double sixes on his order test! Fittingly, their FUBAR result was to flee, and so they booked it away from the centre as fast as their legs would carry them.

On the right, my lieutenant fired at the Hungarian howitzer, killing a man and seeing the gun go down when it was ordered to fire. Meanwhile the mortar failed to range in on my second LMG squad.

The final order dice of the turn saw my artillery observer assault the Csaba because: why not? The result was much as you would expect: a big fat nothing. (Note: my medic also assaulted the Csaba, though on review it appears some pesky international convention would have that disallowed.)

The outcome in the middle at the end of the battle.

The battle thus ended with me having two infantry squads totalling five men within range of the objective, along with two other units. Andrew however still threatened the area with his Csaba and 38T, thus rendering us in stalemate!

Aftermath

A draw the battle may have been, but what a draw it was. Andrew and I both agreed it was an incredibly hard fought result.  Between Andrew’s prompt neutralisation of my anti-tank capabilities and my wayward artillery strike, I was struggling to hold on.

I didn’t realise until much later but I, yet again, forgot to account for the BA-64 being open topped. That would have changed the Crew Shaken result to Immobilised, though it likely wouldn’t have made a difference. I also forgot to roll for Green for my rifle squad. Clearly I was far too taken up in the moment of being hit by my own artillery strike.

Final Thoughts

Another 10 out of 10 Mitre 10 battle. I remain wholly unperturbed at my artillery observer’s tendency to rain death upon my own units.

Should be more Bolt Action later in the month. Before then I will hopefully have a Warhammer fantasy Battles game to report on. I’ll also have a hobby update post when the mythical basing kits arrive.