Showing posts with label 0200 Hours. Show all posts
Showing posts with label 0200 Hours. Show all posts

Sunday, 31 August 2025

0200: Mine Clearance

I've been giving some thought to a combined 0200 & V for Victory campaign and amongst the ideas forming was a scenario that centred around clearing mines for an VfV assault game. 


This meant two things, I needed lots of mine field markers, and to think up some rules for minefield clearance. 


I found some STL files online and had a busy week printing them all out ready for the game on Friday, I didn't have time to get them painted so we had to play with some grey for once.


For this test game we used a Smarts test to 'spot' if the minefield was real or fake and then a Brawn test to clear it if it was indeed real.



As it happened the SAS got rumbled quite early on so hadn't managed to clear any minefields before the firing started but as they had quite a few spotted men in the centre of the table this did serve to draw the defenders away from the edger so some clearing was able to take place there.




We will be tweaking the rules to allow the attackers to randomly clear between 1 - 3 markers with a successful clear as it was a little slow for them, but otherwise the rules seemed ok.




The markers have now had a quick paint-job.



Sunday, 20 July 2025

0200: Havoc

After a couple of weeks off playing we got back into 0200 this week with the Havoc mission. This sees the attackers split their forces to attack a base with 5 objectives which need to be destroyed. The defenders can only claim a major victory if all the objectives survive.

The scenario is 30 points a side so involved the largest number of troops we've played so far. It also introduced grenades which could be used to blow up the targets from 6" away, making life much more difficult for the defenders.




The game started with a stealthy approach towards the objectives and then the SAS went loud throwing a grenade onto an objective and raising the alarm.



It proved to be a good call as first one and then a second objective went up in smoke. However by concentrating on the objectives it allowed the defenders to shoot back mostly unmolested and the SAS started to take casulties.



SAS Officer eyes up the range for a grenade toss





With three objectives down it was looking promising for the SAS but the DAK reinforcements where also starting to pile into the fray.


Casualties kept mounting and with the aid of an LMG that had come on from off table the DAK managed to kill the six attackers needed to complete their secondary objective. As neither side had completed their primary objective it was a draw.




Sunday, 22 June 2025

0200: Sabotage

As we continue our 0200 games we've moved onto the third scenario which introduces the destruction of objectives. This makes life a bit more difficult for the attacker as they have to infiltrate the enemy camp rather than being able to hang back and pick the defenders off.


We swapped back the sides so the game saw the plucky SAS up against German defenders. The SAS need to take out an '88 and escape with over half their men left alive, whilst the Germans want to stop the destruction and kill the attackers.



This was a 20 point game so both sides had slightly less men than last time. For the attackers the leader models (an officer & sergeant) both had demo charges they could lay so those models needed to survive at least as far as laying the charge. 


The game started well for the SAS with them pushing up close to the German patrol route and the sergeant darted in for a silent knife kill. Unfortunately for them the Heer officer happened to patrol in that direction and spotted the body. This pushed up the alarm level to just short of 'raised' and the SAS took the decision to go loud.


Both sides had quite a lot of spotted men at that point and this worked better for the Germans as they where close enough to be able to shoot with several men without needing to make any advance or patrol actions. It also set the reserves streaming onto the table. This meant the Germans where able to take out a pair of SAS troopers early on and then pin the sergeant behind the bunker. 



The SAS sergeant never made it out of from behind the bunker as he was worn down by SMG fire from the Heer officer and a guard. The SAS did however manage to take the officer out with a well placed sniper shot.


With the loss of one demo charge and reinforcements arriving the SAS officer had to take a risk and set off alone towards the objective, however the German guard dog sentry was able to move to intercept.


Against the odds the sentry managed to survive a couple of shots and the reinforcements arrived to pin down the officer. When you shoot at a model if they have any actions left they have to duck so you can quickly burn their actions down if you out number them.


And this is what happened to the SAS officer, I was able to pour in SMG fire, pin him down and then eventually kill him.


With the only remaining demo charge carrier dead this meant defeat for the SAS and a first victory for a defender.



Sunday, 15 June 2025

0200: Butcher and Bolt

We've been working our way through the first few scenario's for 0200 Hours and this week was my first go at being the attacker. As we don't have cards for German attackers and British defenders we just used the cards as they came and swapped them over to representing the opposite nation.


We'd played this scenario the week before with the British on the attack and it's a fairly straight forwards one. The attacker needs to kill half of the defenders and escape without losing over half their men. Half of the defenders start off the table with the remaining troops walking around a patrol route. As the game goes on and the attackers are spotted and shots fired the alert tracker goes up until the alarm is raised and the rest of the defenders come on.


For my playthrough I had a mixture of SMG's and rifles with one sniper, the British had deployed a Bren the previous weeks to good effect so I want to try something a little different. 


The attackers have more agency than the defenders so in general can pick when and where the engagement starts and then the defenders need to hope that troops move in the right direction to get involved. So it was good to finally be in the attackers corner after several games as the defender. You certainly wouldn't want to be the defender every week.


In the game my officer and sniper opened the encounter taking out a pair of sentries which immediately raised the alarm and then the SMG armed troops pushed forwards to try and get the crossroads under a crossfire.  


The sniper gave some covering fire for this with his long range of 25" proving very useful with all the 10" SMG armed troops around.


Fortunately for my attackers the defenders managed to move into the kill zone I'd setup and they managed to kill enough to secure the first part of the objective, my Heer officer personally took out three (iirc) Brits to bring home the win.


This scenario didn't really need the attacker to over extend themselves as they could just pick off the defenders without any real need to advance to far. Next time the attackers will need to be a bit bolder in order to blow up and objective.



Sunday, 1 June 2025

0200: 2nd First Game

Having played a reasonable number of VfV games now it felt like a good time to have another look at the other set of WW2 rules I have. I've played one game of 0200 Hours but that was a long time ago now so we essentially came to the game from fresh.


Mr T and his 8th Army took on the role of the attackers as we played the introductory scenario again. This sees the alarm already raised and the attackers trying to get off the opposite side of the table without losing three men. The defenders simply need to stop this happening by killing three of the attackers.



The game is asymmetric in that the two sides generally have access to different orders so the attackers spend a lot of time sneaking about whilst the defenders have a semi-random patrol mechanic which stops them simply heading straight towards the attackers.


As with the previous game this meant that some of the attackers spent a fair bit of the game wandering around whilst the attackers killed off their friends. For much of the game it looked like the attackers would have an easy win until the German Officer stepped up and dispatched two of the attackers.



This lead to a rather nervy conclusion to the game as the last pair of SAS had to try and get off the table without either of them being killed, something they just managed to do with some aid of an event card. 


Next week we will go onto scenario 2 which introduces an alarm tracker and larger forces.