Spyros has a small force of LRDG who he wanted to use to cause mayhem and chaos. Visiting his new wargame room a few weeks ago he told me to bring some suitable Fallschirmjager in desert camo. They hadn't been in a good fight for a long time.
His friend Chris P wanted an introduction to Rapid Fire, having been a fan of Bolt Action. All very serendipitous- time for a game.
The scenario was a LRDG raid on a radar/ammo cache/fuel dump using Rapid Fire rules.
The German position was far behind from the front and the Germans weren't expecting trouble. (Seriously???? Well that was the scenario!).
The first two turns were in darkness with 6" visibility. Turns 3 and 4 were played with 12" visibility. Turns 5 and 6 were 24" visibility and normal observation rules etc applied from turn 7.
The Raiders moved quietly and quickly, with the first Group getting to the Radar station undetected until the very last step, when they were forced to eliminate the German guards. The ensuing gunfire alerted the garrison that something was amiss but the limited visibility meant that they were limited in their response. A randomised die roll for the various units of the garrison dictated the level of response. This meant that the armoured car unit, for example, didn't just drive over to the attackers and blast them to kingdom come- they couldn't see them for starters, so were hesitant to start committing everything all at once.
First group of raiders approach the radar installation. Visibility is 6" ..the guards couldn't see them. |