Brothers in Arms: Vehicles/Ordnance (Turns 1 to 3) | Learning Lock 'n Load (2024)

Time to learn Vehicles and Ordnance!

Brothers in Arms: Turns 1 to 3

This scenario is played out on Maps 14 and 15 as displayed below:

Here is the front of the scenario sheet with all the units pulled (minus the Allied 57mm ATG which somehow made it into my SW bag). I do this prior to playing a scenario so it's already setup and ready to go!

And here are the victory conditions for the scenario:

Below you can see it lasts a total of 7 turns, and has a Special Scenario Rule (SSR) that states in the rally phase of Turn 1 (you'll see I don't do this until Turn 2 - which is incorrect. I mistakenly forgot that there is indeed a rally phase on Turn 1) that you roll to see if the Stugs enter the map. If it is odd, they don't. If it is even, they do.

Here are my allied forces deployed.

Let's get to it!

Turn 1
Note: Axis with initiative per scenario rules

Axis:

3 x 1-6-4 w/ MG42 (bipod) / MG34 move from A5 to B8 (through A6,A7 - 4 MP)

Allies:

Sgt Fury / 2-5-4 w/ Bazooka AM from I6 to G7 (through H7 - 3 mp)

Axis:

3 x 1-6-4 w/ MG34 w/ Panzerschrek move from A5 to A8 (through A6, A7 - 4 mp)

Allies:

Cpl Moore / 2-5-4 w/ Bazooka and BAR move from F5 to K3 (through G4, H4, I3, J4 - 6 mp)

Axis:

Lt. Plassmann w/ 3 x 1-6-4 w/ MG42 (bipod) / MG34 & Panzerschrek move from A1 to E3 (through B2, C2, D3 - 6 mp)

Allies:

Pass

Axis:

50mm Mortar Team move from A3 to B4 (2 mp)

Allies:

Pass

Axis:

3 x 1-6-4 w/ MG42 (bipod) moves from A2 to D3 (through B3, C2 - 4 mp)

Allies:

Pass

--- EOT ---

Turn 2

Initiative: Allies win! 1d6 (6) vs 1d6 (3)

Allies (Rally):

N/A

Axis (Rally):

Roll for Stugs (incorrectly done in Turn 2, should have been Turn 1 - refer to SSR)

Stug 1: 1d6 (6) = Enters in 14O4.
Stug 2: 1d6 (1) = Does not.

Allies:

Pass

Axis:

B8 moves to L7 (through C8/M8, M7 - 4 mp)

Op Fire from K3

Fire = 1 (leader) + 1 (moving) + 3 (2 squad + 1 BAR) = 4 + 1d6 (1) = 5
Defense = 3 (TM) + 1d6 (3) = N/A

Allies:

Pass

Axis:

A8/O8 activates.

1-6-4 w/ MG34 fires on K3

Fire = 2 FP - 1 (degrading) = 1 + 1d6 (4) = 5
Defense = 3 (TM) + 1d6 (5) = N/A

Remaining squads move to D8 (through N8, M8/C8 - 4 mp)

Allies:

Pass

Axis:

D3 moves to G2 (through E2, F2 - 4 mp)

Op Fire from I2

Fire = 1 (leader) + 1 (moving) + 5 (3 squads + 2 MG) = 7 + 1d6 (6) = 13!
Defense = 4 (TM) + 1d6 (5) = 9 = Damage Check of 4

1st 1-6-4 = 1d6 (2) + 4 = Shaken
2nd 1-6-4 = 1d6 (2) + 4 = " "
3rd 1-6-4 = 1d6 (2) + 4 = " "

Allies:

I5 activates / Lt Clarkson and Non-M1919A4 squad moves to G2 (through I4, I3, H3 - I didn't see LOS from E3 due to building corner in F3) and eliminates all shaken squads!

Axis: "Nein! Verdammt!"

Axis:

E3 moves to G2 (through E2, F2) and engages in Melee

Axis FP of 7 (3 from squads, 2 MG42, 2 MG34) vs. Allies FP of 2

Gives 3 to 1 ratio = 5 to kill

Axis roll of 2d6 (12)!

Allies roll of 2d6 (6) w/ to kill needed of 11 = N/A

Lt. Clarkson and 2-5-4 are eliminated.

Axis: "Jawohl!"

Allies:

Pass

Axis:

Stug (buttoned) enters in O4 (per SSR) and AM to N5

Op Fire from K3 (bazooka)

OFT Fire = Range of 3 = 7 needed to hit

Allied roll of 2d6 (7) + 1 (degrading) + 1 (target AM) = Miss!

Stug Fires on K3

MG Fire = 2 FP - 1 (degrading) - 2 (AM) = -1 + 1d6 (6) = 5
Defense = 3 (TM) + 1d6 (5) = N/A

Main Gun Fires = 9 needed to hit (w/ HE of 3)

Axis roll of 2d6 (4) + 2 (AM) + 1 (degrading) = 7! Hit!

Allies: "This is gonna hurt! Dive for cover!

HE damage roll of 3 (HE) + 1d6 (6) = 9!
Defense = (No TM bonus) 1d6 (3) = Damage Check of 6!

Cpt Moore = 1d6 (2) + 6 = Shaken
2-5-4 = 1d6 (4) + 6 = Shaken

Allies:

J5 moves to H7 (through I4, H5, H6 - 4 mp)

Axis:

Pass

Note: wish I had deployed my 57mm ATG to F5 instead of F7.

--- EOT ---

Turn 3

Victory Condition Status: 2 of the 5 needed MMCs/SMCs/WTs have been destroyed. Allies need to be a bit more careful than their daring move in the previous turn.

Initiative: Tie - Therefore Allies keep it

Note: I also forgot to add acquisition markers on both K3 and Stug. I correct this at the beginning of Turn 3, so no ill-effects

Allies (Rally):

I5 unmounts M1919A4

Rally attempt in K3

Cpt Moore = 2d6 (8) - 2 (TM) = Rallies!
2-5-4 = 2d6 (7) - 2 (TM) - 1 (Leader) = Rallies!

Axis (Rally):

L7 mounts MG42
G2 Good Order 1-6-4 picks up dropped MG42 (bipod)

Allies:

K3 low crawls to J3 (drops acquisition marker)

Axis:

L7, not including mounted MG42 squad, mvoes to I6 (through K6, J7 - 3 mp)

Allies:

H7 low crawls to G7

Axis:

A8/O8 moves to L7 (through N8, M7 - 4 mp)

Allies:

I5 AM to J5

Axis:

D8 low crawls to E7

Allies:

Spotting attempt, by Sgt Fury (G7) on E7 - needs 2 or less + 1 (3 or less)

1d6 (4) = failed!

Pass

Axis:

Stug AM to I5 (through M5, L6, K5, I6 - 5 mp)

Op Fire from WT in F7

OFT Fire = 8 needed to hit

Allies roll of 2d6 (11) + 1 (target AM) = 12! Miss.

Stug Fires on WT in F7

MG Fire = 2 FP - 2 (AM) = 1d6 (1) = 1
Defense = 1 (TM) + 1d6 (6) = N/A

Main Gun Fires = 9 needed to hit

Axis roll of 2d6 (4) + 2 (AM) + 1 (TM) = 7! Hit!

HE damage roll = 3 (HE) + 1d6 (5) = 8
Defense = 1 (TM - should I have counted this?) + 1d6 (6) = 7 = Damage Check of 1

Damage Check = 1d6 (1) + 1 = N/A

Note: sorry no picture after this Op Fire/Fire sequence Brothers in Arms: Vehicles/Ordnance (Turns 1 to 3) | Learning Lock 'n Load (23) - I got wrapped up in the moment!

Allies:

Cpt McCauley (I2) spotting attempt on G2 - needs 3 or less (blocking 2 or less + 1 leadership)

1d6 (1) = spotted!

Fire on G2 = 1 (leadership) + 5 FP (3 squads, 2 MG) = 6 + 1d6 (6) = 12!
Defense = 4 (TM) + 1d6 (3) = 7 = Damage Check of 5

Lt Plassmann = 1d6 (4) + 5 = Shaken
1st 1-6-4 = 1d6 (1) + 5 = Shaken
Hero Generation Check: 1d6 (4)! Hero w/ Deadly placed in hex
2nd 1-6-4 = 1d6 (3) + 5 = " "
3rd 1-6-4 = 1d6 (3) + 5 = " "

Axis:

Pass -> Causes EOT as Allies pass as well.

Aftermath (through turn 3):

Here is a pictorial recap of the action so far. Before the pictures however, victory conditions remain at 2 of 5 needed eliminated units for the Axis going into Turn 4. The allies have yet to deploy their sniper, but most likely will to help defend that lonely WT. I really regret LC'ing Cpt Moore as he failed to get a shot off against the Stug.. yet I was torn. They had the acquisition marker on them and with already 2 units destroyed I wanted to keep them out of harms way. However, I really need to get another Allied initiative roll so I can AM them closer and maybe get a shot off. We'll see.. anyways here are the pictures!

Brothers in Arms: Vehicle/Ordnance (Turns 4 to 7)

Brothers in Arms: Vehicles/Ordnance (Turns 1 to 3) | Learning Lock 'n Load (2024)

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