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World War I

1918 Western Front


Sample Skirmish

Designed For 28mm Figures


by Jade Tower Studio
HALT THE HUN!
Sample Skirmish
By Rob Lusk

Great War Minis


This is a sample skirmish for the Halt the Hun! late World War I skirmish game. It serves as a
walk-through of the game, providing detailed examples of the mechanics. Hopefully by reading
through this scenario most of the questions you have about how the game is played will be
answered. Please send any questions or comments via email to Blaheee@gmail.com.

The Jade Tower Studio logo & all original material herein is copyright ©2018 by
Rob Lusk. All rights reserved. This material may not be copied or reproduced for
commercial purposes without the written consent of the copyright owner.
Electronic storage for personal use & printing or copying in whole or part for
personal use are permitted. Have fun!
Please send questions or comments via e-mail to Blaheee@gmail.com.
Sample Skirmish: Salvage Operation
Introduction Objectives
This is a very small skirmish of 10 points per side • The first side to reach the nose of the zeppelin
(smaller than a Small Skirmish in the rules) to must have 4 figures spend 1 action (after
illustrate the game’s mechanics. A German dirigible walking) retrieving the equipment. If you have
with experimental navigational equipment was fewer than 4 figures adjacent to the nose, they
attacked by British fighters over No Man’s Land, can keep working until a total of 4 actions have
& broke apart & crashed. Small British & German been spent. It will take 2 adjacent figures to
detachments – all that can be spared – are sent to carry the equipment (they can run a maximum
salvage the equipment in the nose. of 3 extra inches, for 9” total, & don’t need to
The Battlefield maintain cohesion with the rest of their unit). A
player who gets the equipment off their starting
The battlefield should have light cover and some edge of the gaming area wins a major victory.
craters (heavy cover) without giving one side an
advantage. The wrecked nose of a zeppelin is in • If neither side is able to get it off the table, the
the center of the field. Here’s a sample map (4’x4’ side in possession of the equipment at the end
with 2” squares overlaid). The craters count as of the 10th turn (if the game isn’t over by then)
hard cover if you are behind them or in them. You wins a minor victory.
can see over them. The brownish areas are mud, • If no one is in possession of the equipment at
& count as difficult terrain. this point, the game is a draw.

The
Battlefield
Sample Skirmish Continued
Battlegroups: each. Cost 3 points. Led by a Sergeant with a
• British (from the 33rd Division, 98th Infantry rifle, a helmet, & 2 grenades.
Brigade) • 8 Elite Veterans; 7 with rifle & bayonet; 1
• 8 Regulars; 7 with rifle & bayonet (1 of these with LMG & trench knife; all have helmets
has unlimited rifle grenades); 1 with LMG & & 2 grenades each. Cost 5 points. Led by a
trench knife; all have helmets & 2 grenades Sergeant with a rifle, helmet, & 2 grenades.
each. Cost 4 points. Led by a Sergeant with a
• Grenade Launcher Team (unlimited ammo;
rifle, a helmet, & 2 grenades.
2 crew); rifle & bayonet; helmets, 2 regular
• 8 Elite Veterans; 7 with rifle & bayonet (1 grenades each.
of these has unlimited rifle grenades); 1
with LMG & trench knife; all have helmets Start of Game: Start on opposite sides of the
& 2 grenades each. Cost 6 points. Led by a playing area (we recommend around 4 feet by
Sergeant with a rifle, helmet, & 2 grenades. 4 feet). Both sides set up anywhere within 6” of
• Germans (from the Imperial German 18th their edge of the playing area. The diagram below
Army, 6th Corps, 11th Division: 21st Infantry shows a sample set-up.
Brigade, Regiment #51): While the players could roll to see who sets up first
• 8 Regulars; 7 with rifle & bayonet; 1 with LMG (& then alternate units), for this game each side
& trench knife; all have helmets & 2 grenades will set up simultaneously.

Initial Troop
Deployments
Sample Skirmish Continued
First Turn, First Action (German Elites): short range for both the rifles & the LMG. The Elite
We won’t use Event Cards for this demonstration, troopers are +1 to hit; with no other subtractions
so players start by choosing initiative tokens. The or bonuses they need to roll 6s or better. The LMG
British player chooses Glory; the German chooses gets 4 shots, so they roll a total of 11 dice. They hit
Honor. Since Honor beats Glory, the German 4 times. The Sergeant fires his rifle at +2 to hit (for
player chooses which unit will act first (& would being an NCO); he also hits. The British regulars
typically get another Event Card). He also gets get 5 saves for their helmets, but have to roll 10s.
+1 to all Panic rolls this turn. They choose their They miss all of their saves, & 5 are removed. This
Elite unit to move first – they move forward 6” so is a good illustration of what happens when a unit
they can still fire, & all go prone (free action). 2 is caught out in the open!
are behind a crater, giving them heavy cover. The Since they have lost more than half their original
other 7 go prone. number, the British unit has to make a Panic roll.
Now they all fire at the British Regulars. The Their Sergeant gives them +2; they roll a 5, so
British regulars are around 31” away, which is they barely stay put.

First Turn,
First Action
(German
Elites)
Sample Skirmish Continued
First Turn, Second Action (British Elites) they’re prone, but +2 since he’s an NCO for a net
of +1. He hits; the German fails his helmet save &
The British player goes next, & chooses his Elites is eliminated.
to act. They move forward; the Sergeant & the
soldier with rifle grenades move into the crater The other British elites shoot at the German
on their right, which slows them down; the LMG regulars; the rifles are at short range, but the LMG
moves into the crater on their left, & the others go is at long range (-3 to hit). They can all (barely) see
prone. Germans in the open, so they get their +1 bonus
for being elite & no subtractions except for the
They open fire; the rifle grenade fires an explosive LMG. The 6 riflemen get 4 hits; the LMG gets 4
grenade at the center of the unit of German elites. chances at -2 & manages to hit once. None of the
He has a -1 penalty to hit since the Germans are Germans makes his helmet save, so 5 are removed.
prone, another -1 since it’s an indirect weapon, & This triggers a Panic check, & the Germans get +2
-3 for long range, so he automatically misses. The for their Sergeant & +1 for choosing Honor for
grenade deviates; the player drops the Oops! stick initiative; however, they roll a 2 & panic! Sadly, this
& it points almost directly away from him (see means they immediately run for the safest cover
diagram); it travels 6” (since it’s long range) and or battlefield edge away from the enemy; they
explodes harmlessly. head off their edge of the field & are eliminated!
The Sarge takes a rifle shot at the elites at -1 since Suddenly it’s looking a lot worse for the Germans.

First Turn,
Second Action
(British Elites)
Sample Skirmish Continued
First Turn, Third Action (German Grenade launcher’s short range, but the Germans are at
Launcher) -1 for firing indirect & -1 since their enemies are
The Germans activate their grenade launcher prone. They still manage to roll a 9 & hit! Both
team. They aim for the 2 British elites just outside elites are hit & don’t get saves since the grenade
the crater. They are at the edge of the grenade launcher is AP 3; they are eliminated.
First Turn, Fourth Action (British Regulars) & eliminates another German elite. The trooper
with the rifle grenade decides to just take a rifle
Finally, the British regulars activate, get back into
shot (at -1) & misses. The LMG opens up (-1 for
cohesion, & move forward & closer to the Elites.
prone targets) & only hits once, but the German
The Brits also go prone, & fire at the German misses his helmet save & is eliminated as well.
elites. The 2 with rifles are in short range, but get The German elites didn’t’ quite lose enough men
-1 since the Germans are prone, so they need 8+ to take a panic check, so they stay put, & since
to hit. One manages to hit, & the German doesn’t everyone remaining has acted that’s the end of the
make his helmet save so he’s eliminated. The first turn.
British sergeant gets a net +1 to hit, & also hits
Second Turn: The 3 elites with rifles shoot with no penalty (elite
Both sides draw for initiative; the Brit again bonus cancels prone penalty), so they need to roll
chooses Glory & the German player again chooses 7+ to hit. One hits; the British regular fails his save
Honor, so the German goes first again. & is eliminated. The LMG also needs 7s to hit, &
gets 2 hits. One saves, so 1 more British regular is
Second Turn, First Action (German Elites) out of the action. The German Sergeant fires with
The German Elites take their action, get up (taking a -2 net penalty at the rifle grenadier in the crater
the 3” penalty for having been prone), get back (he’s in hard cover), & misses.
into cohesion, & begin to move into a nearby The British regulars have now lost more than half
foxhole. They go prone at the end of their action their number, so they roll for Panic (with +2 for
again (except for the Sarge, who is in the foxhole their Sergeant). They fail the roll, & the remaining
& now has heavy cover). They fire at the British LMG & Sergeant run off the field!
regulars remaining in the open.
Second Turn, Second Action (British Elites) his usual net +1 bonus for a prone target, & hits.
The British now take their turn, Most of the elites The German misses his save & is removed. The
run forward toward the zeppelin nose; the Sarge rifle grenadier is still at long range with the rifle
& rifle grenadier stay in the crater. The others need grenades, so he shoots his rifle again. He hits, &
to spread out a bit to allow everyone to stay in once again his target doesn’t save & is eliminated.
cohesion, & most had to sacrifice movement for The German elites have now lost more than half
getting up from being prone. So, only the Sarge & their unit, so they need to make a Panic roll (at a
rifle grenadier didn’t run & can fire. The Sarge gets +3 bonus). They succeed, & are still in the game.
Second Turn, Third Action (German Grenade onto 2 other troopers! Neither gets a save due to
Launcher) the AP of the grenade cluster, so they are both
The German grenade launcher now fires. It’s crew eliminated. The British elite unit is now down to
can’t see the British troops directly, so it fires at the half their starting strength so they make a Panic
crater with a -3 penalty (for being unable to see its roll (at +3 due to their Sergeant & Elite status).
target). They miss, but the grenade cluster deviates They make the roll, & the turn is over.
Third Turn the zeppelin, so they all head for it.
Third Turn, First Action (British Elites) All of the British elites make it to the zeppelin’s
The Germans take Survival & the British take Glory nose. They have enough troops in contact to
yet again; finally, the British win the initiative. The retrieve the navigation equipment (4 are needed),
remaining British elites decide it’s time to get to & spend their action doing so.
Third Turn, Second Action (German Grenade so first the grenade launcher fires at the back of the
Launcher) zeppelin nose, & is at -3 to hit. Sure enough, they
The Germans go next. They can’t see the British, miss, & it lands far enough away that no one is hit.
Third Turn, Third Action (German Elites)
The German elites get up, run, & go prone again (not shown on a map). They figure they’ll hopefully
get a shot when the British head out. That ends the 3rd turn.
Fourth Turn
Both the Germans & the British initially take rifleman & the Sergeant hit, & the LMG hits twice!
Survival. They draw again, & the British take One of the Germans makes 1 armor save, but not
Honor but the Germans take Survival again & win the other; the other German misses his second
the initiative. The German elites go At the Ready save, so both go down, & the Sergeant takes 1
(on hold). The British send 2 men back toward wound (he misses his save too). The Sergeant must
their lines with the equipment (as noted, they can make a Panic test since his unit lost more figures;
run 9” & don’t need to maintain cohesion). The he rolls poorly & panics! The British let him run off
others walk out to fire at the remaining Germans, the field as they bring the navigational equipment
& the Germans attempt to interrupt. However, the to safety & earn a major victory!
British roll higher, & they get to go first. Notes: Using Event Cards would have made the
game more unpredictable, & smoke would have
Fourth Turn, First Action (British Elites)
probably been helpful. Being out in the open -
The British elites fire at the German elite troopers - especially at short range - can be a death sentence
with no penalty since their elite bonus cancels the for a unit.
prone penalty, & a +1 bonus for the Sergeant. The
World War I
1918 Western Front
Sample Skirmish

This is a Sample Skirmish for Halt the Hun!


A Battle Report on the skirmish provides a walk-
through of the game with detailed examples of the
game mechanics.

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