Sound of the Guns. Nuts! Blood on the Risers Solo mission.

As my ragtag platoon advances towards Saint Mere Eglise it comes upon a cluster of houses that is clearly being used to garrison some Jerry’s. We need to clear out these houses so we’re not leaving enemies to our rear when we get to Saint Mere Eglise. As we ready our assault we run into a lieutenant an eight more paratroopers. We split into three squads and advance to secure what will be our Northern flank.

My character, a .30 cal team and an assistant charge around the corner of a hedge, surprising the crew of a Pak 38. They don’t even have time to raise their rifles and a grenade and a hail of gunfire tears them apart.

The rest of the men advance towards two other buildings, grenades at the ready. It worked well last time, enough high explosives seems to calm any German down. Unfortunately the dice have us sitting still for two turns, not good in a game with a 12 turn limit. The PEFs move (a second one being generated by activation dice) but no Germans see us yet.

Turns four, five, six, and seven see me bogged down by a cluster of enemies in the center of the table. A two man anti-tank team armed with assault rifles knocks two men out and pins down my other machine gun for the rest of the game, even after they’re finished off with grenades. An HQ squad in the center survives multiple machine gun burst and grenades by hiding out in a barn and an MG42 team is finally killed by point blank fire after surviving three turns of withering fire and grenades. It’s a good thing I found so many gammon bombs last game.

A panzerfaust team pops up behind my men (I forgot to resolve a building I needed to clear out) but is quickly suppressed by my .30 cal and picked off on turn eight. Unfortunately on turns eight and nine only my character and his squad get to go, but it’s enough to round the corner and take out the remaining MG42 team. Four rounds have passed since the Germans have activated, machine guns and grenades have kept them ‘ducked back’ the whole time to boot.

As the game comes down to the wire a scout squad appears near the last building that needs to be cleared. My character comes into line of sight, another assault rifle armed ant-tank team appears and I win the In Sight Test but fail to do anything but suppress them with machine gun fire.

The scout team sneaks up to the front of he building and tosses two grenades in. Or tries to at least, one guy drops his grenade and the scout squad dives for cover barely escaping the blast. The grenade kills both Germans on turn 11 winning me the scenario just in the nick of time.

My two Out Of Action men seem to have just flesh wounds and were carried off the field by their buddies. The Lieutenant and his squad are folded into my platoon. We gather some replacement weapons for our unarmed men and continue on towards our objective: Saint Mere Eglise!

Several of my men at this point are carrying captured weapons. There doesn’t seem to be any rules for this though. Following the spirit of the scenarios my men aren’t going back and scouring the battlefield for loot, we have an objective to achieve and we need to press forward. As scenario 1 ended my squad had just killed a machine gun nest and a load of AAA crew so I scavenged the MG42, MP40 and a couple of KAR 98’s for my unarmed men. At the end of this scenario my squads are next to several men and grab assault rifles for the last unarmed men. I have decided that once these men roll Out of Ammo results that the scavenged weapons will be useless, either truly out of ammo or damaged or fouled beyond immediate repair.

I’m starting to get the hang of the game. The charts and tests are intuitive after a while. I know I’ve messed up several things in the past like wound checks and the Outgunned mechanic but game play is starting to flow well now. I think my next step is to actually use the squad rosters and maybe add some traits to my men.

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