|"Want to invade the Golan? Come at me, bro!"|
Here's the situation. The Israeli "Purple Line" is across the ridges at centre. There's a tank ditch and wire/mines across its front, with some burning Syrian tanks left over from the last assault. We've just set out the Syrians there for the photo - they enter from the near table edge. Our objective is to break through the Purple Line with all we can, and exit the table at top of photo.
|"Woohoo! Take that, IDF!"|
|"What do you mean, those were 'our tanks'?"|
The lone BTR to make it near the objective line was destroyed by fire from an IDF bazooka crew and the M113s.
All in all a rather sad outing for the Syrians but nonetheless a fun game! We used the Bolt Action rules with a similar activation mechanic to that we used in our 15mm WW2 outing - the Syrian tanks activated as a platoon of 2 or 3 vehicles while the Israeli Centurions activated individually. This simulates the relative inexperience and lack of tactical flexibility of the Syrians and to an extent offsets their numerical advantage. However, it makes it that much worse when the Pins start to accumulate, since they affect the entire platoon's activation instead of just one vehicle's. The "own goal" airstrikes effectively halted the entire Syrian advance with 6 well-placed Pins. Since the Syrians were rated as "Inexperienced" that meant a Morale check of 5 or less on 2d6 just to activate - and that's before the other "incidental" Pins from shooting and minefield crossing were added. We were looking at having to roll snake-eyes or perhaps a "3" just to take an action. perhaps there is room there to add a mechanic allowing the owning player to exchange a vehicle from the platoon as a casualty in order to remove some Pins. Or maybe the commander should just be sure to roll better on the air support checks???
thanks to Greg for bringing over his gorgeous toys and to the guys for playing!