This is the first scenario in the Sea Lion campaign book. It is a patrol scenario designed for forces of around 500 points preferably made up of small size squads. The forces here are approximately 500 points and just about equal but not exact for a number of reasons. The book had just arrived and I had it to hand not the German or British army books. I failed to find the minefield points as these are buried in the text not together with the minefield summary charts. I also missed putting on a 2nd British HQ, paid for German SMGs that I did not use and used a British carrier that as armour should not have been in the scenario.
The British are all Home Guard and inexperienced apart from the carrier and the single unit holding the crucial communications hub (telephone box). The infantry are in units of 8 or 10 giving some chance of inexperienced troops staying around but resulting in only 5 combat, 1 command and 1 vehicle dice.
The Germans are veterans, 3 combat units of 5 or 6 men, 2 demolition squads of 2 men, a single Abwehr agent and the commander. 7 combat units but the boats had to be paid for adding another 4 dice for a total of 11. This worked out rather well as the few large Home Guard squads stayed in the game but being unable to split attacks had limited firepower. The more numerous Germans were more manoevrable but suscepatble to losses and multiple pins. There was not quite enough boat space so the Abwehr agent met up with the boats on the beach. Boats moved onto the beach with their activation, a further dice would move the Germans out of each boats. The British did take a punt at one boat as it came ashore and before it debouched its passengers but this fire had no effect. The demolition squad members had a satchel charge each as did the Abwehr agent. Any of these could blow up the communications centre if they began their activations adjacent to the sandbagged area and rolled a 5+.
The British start with 2 infantry units and the command on the table. Only 1 unit can be within 6″ of the objective so this is where the best troops are. The British do not know where the Germans will land but do have 2 minefields, discretely marked with pine trees, on the board. The brown raised areas are sand dunes, blocking soft cover. The British get no forward observer. Their special rule is rapid fire, useless for inexperienced troops. They also gain +1 on morale tests taken when a unit is in cover. I misread this rule and instead gave the British an extra +1 on being shot at while in cover.
Germans are ashore. The pin dials mark where the boats would be if I had brought boat models.
Turns 2 and 3 are uneventful. The Germans move up, a few shots are fired handing out some pins all round. None of the Britsh reinforcements make it onto the table.
This is turn 4. The on-table dice are order dice as I only brought 1 set of Bolt Action order dice. Dice in wheels indicate pins, shown by the wheel not the die face. 2 British units have come on table including the carrier which the Germans could only destroy by assualting or wasting a satchel charge. They could however pin it with firepower.
Turn 5 and the Germans close in, taking losses and pins but most of the satchel charge models are still in the game.
End of turn 5. The Germans had got 3 bombers adjacent to the objective whose garrison are pinned. The Germans got the 1st 2 dice of turn 6 and pulled the satchel pins but neither device did any significant damage. With no hope of a win the Germans pull back.
More Germans are cut down on the retreat back to the boats. As some consolation the British commander is cut down in one of the last shots of the game.
The game took 1 1/2 hours. My opponent took the Germans and although primarily a 40K man ran through the actions quickly enough. There was less for the British to do. Being inexperienced, ‘take activation test’, ‘fail’ was a common action. Several mistakes were made with the scenario rules and the points costing but the core game idea was robust enough to stand up to it.