The FYOB Blog

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Commando Raid 

Testing new game rules
Posted by Barry Miltenburg 22 September 2018 15:44:00

Like a lot of players, I tend to use one set of rules all of the time but modify them to suit whatever game I'm playing.  My favourite is Rapid Fire but I am playing more and more Bolt Action for smaller, skirmish engagements.  However, there are things about Bolt Action that don't suit me and so I have started to modify them as well.

The upshot of all this is that I am developing my own Ruleset by welding the best of the 2 above-mentioned sets together and throwing in the FYOB mechanism and a few home-made rules.

The first real test game ran tonight - a Commando raid on a small harbour at night.

This picture is deliberately DARK to show the night-time scene.  The Commandos enter bottom left in rubber boats.  The key targets are the big crane, warehouse (top centre) and the oil tanks next to them (actually 2 paint pots!!)

The crane with German guard.  The large warehouse is where the German reserves are resting.

The Commandos storm ashore - the pillbox was not being used in this game.

Having moved inland, the Commandos break into 3 parties to attack the 3 targets.  The CO and the mortar team covered the move.

A guard goes to investigate something he saw (Commandos in the background)

The crane guard gets it in the neck - so to speak!!

 

The game was very successful.  It confirmed that the observation rules worked really well and that the moving and shooting rules, adapted to suit elements down to 1 figure, were effective.

The Commandos split into 3 parties but one of them was spotted by one of the 4 guards on the quayside.  He went to investigate not knowing that his mate under the crane had been jumped by another Commando group.  By the time he got to the edge of the quay, the attackers picked him off, triggering the activation of another 4 guards who emerged from the large warehouse.  They were hit by devastating SMG fire from the Commandos under the crane and the survivors rapidly retreated to hide under an Opel Blitz in the yard with a VERY broken Continuous Momentum Score - never to come out again!!  The Commandos made their escape and the 3 sets of charges they placed duly blew the place to pieces.  No casualties for the raiders, 4 plastic guards back in the box.

A new beginning 

Posted by Barry Miltenburg 15 September 2018 14:58:00

Hello and welcome to my FYOB Blog.

This is something I have been meaning to do for ages and have only just got started, now that FYOB v5 is out there and the review of FYOW is well under way.

I have been playing and re-playing old games and running new scenarios in a burst of enthusiasm for gaming that, to be honest, was waning during the FYOB review - I just didn't get enough time to do the review AND play as well!!

Recent games have included a small amush scenario featuring a US CCA Recce Troop bumping into a German infantry company supported by a PanzerSchrecke team and a MMG.  A bit of "Concealed Elements" and "HE against buildings" alongside the usual rules for moving and firing.  I have found that playing a quick, simple game just keeps the brain ticking over and ensures that I don't forget the basics.  It also helps to reinforce the new bits of FYOB that are different from the way I have been playing for a couple of years.  To be honest, some of the new rules are just lifted from what I did anyway (The Order Dice Rule for example), but some things are different - like the "Command" section in place of the old "Initiative" section and how the rallying is now part of "Command" rather than being tacked on the end.  I'm glad I changed this because now that I have got used to it, it makes so much more sense!!

I will post a couple of pictures of recent mini-games and pen some thoughts around current campaign activity shortly.

In the meantime, please feel free to add a comment to say "hi".


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