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CAMPAIGN

Operation Basalt By Ben Chapple

Operation Basalt in 1942 was a commando Campaign rules


raid on Sark, in the Channel Islands, which had
been occupied by German forces for two years. After each game roll a grey dice for each attacking
character that was taken out.
The 12 raiders landed by boat, climbed up cliffs
and broke into local houses until they found a ʟ If you roll any chevrons they have a lingering
local woman who told them about the German wound and in the next game they will lose
an action in the first turn – leave their other
garrison and gave them local newspapers.
Action token aside.
They then raided a hotel being used as barracks
ʟ A result has no effect.
and escaped the island with a prisoner.
ʟ On a result they have
learnt from their mistakes
and draw an Order card at
Take a Prisoner (Missions 3 & 4)
the start of the next game.
When making a Fight action an attacker can
declare he is trying to subdue his target. Roll as Don’t forget you can use the
normal for Fight and Defend (if appropriate) Gaining Experience rules on
and if any hits are scored, rather than rolling to page 45 of the rulebook.
wound, make a basic Brawn test (roll an extra
White dice if there were two or more hits). If the
test is passed, the target has been captured.

MISSION 1

Gather Intelligence
Having landed by boat and scaled the Battlefield
cliffs, the attacking force is looking for
information on the German forces and how Follow the guidelines on page 43, including four
buildings within 10” of the centre point of the
the local population is being treated. With
battlefield.
no knowledge of the situation they start
searching nearby buildings. Take four objective markers numbered 0, 1, 1 and 2
and randomly place these face down in each of the
buildings. Number 2 is the location of the informant
Recruitment and the number 1s are where newspapers can be found.

Attackers Defenders
SAS Officer
Deployment
Heer Officer Sentry
The defender creates a patrol route and deploys sentries
SAS Troopers (pair) Sentries (pair) Sentry
as normal. Other deploying defenders start within 2” of
SAS Trooper Sentries (pair) Sentry a Patrol Route marker.
SAS Trooper

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Special Rules
Searching for Intelligence
When an attacker enters a building, reveal the number
on the Objective marker.

ʟ If it is a 0 the building is empty - remove the


marker.
ʟ If it is a 1 a newspaper has been found - place
the marker on the base of the fighter who
found it or on their Recruitment card.
ʟ If it is a 2 the informant is in the building - by
The attacking fighters start off the table and enter when spending an action a fighter can attempt to get
they are assigned an action. The attacker chooses one the information from the informant: Take a
corner of the table and their fighters can move on from basic Smarts test with an additional black die
any point on the table edge within 12” of the chosen if covert and if any successes are rolled place
corner. the marker on the base of the fighter who
found it or on their Recruitment card.
The attacker places two Escape markers within 12” of the
same corner.
Carrying intelligence
Carrying the information or the newspapers has no
Reserves effect on movement or any actions. Attackers may carry
more than one marker.
The Defender’s reserves enter from any point on the
table edge within 12” of the opposite corner of the one The Bad Intel and Dangerous Objective Event cards have
chosen by the attackers. no effect on intelligence being carried – remove these
cards before the game.
If the carrying fighter is taken out while carrying a
Attacker Objectives newspaper (marker 1) then it is lost but if carrying the
intelligence (marker 2) then return the objective marker
Primary to the house where it was found and it can be collected
Speak to the informant to get the intel, secure a again.
newspaper and take both the intel and the newspaper
off the table.
Ending the Game
Secondary The game ends immediately when the defenders
At least half of the original number of fighters in the achieve their secondary objective or if the attackers
attacking force must move off the table from any point achieve their primary and secondary objectives.
where they were allowed to enter.

Defender Objectives Campaign - where next?


Total Victory for the attackers - play Mission 2.
Primary
Prevent the informant’s information and the Attackers only secured Primary Objective - play
newspapers from being taken off the table. Mission 2 but with 3 points less than normal.
Attackers only secured Secondary Objective - play
Secondary Mission 3.
Take out at least half of the original number of fighters Total Victory for the defenders - play Mission 5.
in the attacking force.

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MISSION 2

Secure a Prisoner (A)


The attackers have been made aware of a Defender Objectives
lightly guarded outpost housing a detachment
of engineers and set out to secure a prisoner. Primary
Prevent the engineer from being taken off the table.
Recruitment
Secondary
Points limit: 25 points.
Take out at least half of the original number of fighters
Any Dog Handlers or Officers in the Defender's force in the attacking force.
must be placed in reserve. .

Special Rules
Battlefield
Follow the guidelines on page 43, including a single Capturing the engineer
barrack block within 4” of the centre of the battlefield. Upon entering the building, make a Brawn test using
one white and two grey dice. If successful, an engineer
is captured.If it is failed then the Alarm Level is raised by
Deployment two. A further attempt can be made at any point during
a Sneak action inside the buidling.
The defender creates a patrol route around the building
and deploys sentries as normal. Other deploying You may use a suitable miniature instead of the marker.
defenders start within 2” of a Patrol Route marker. The miniature does not count as a fighter and is moved
to one side if it is in the way.
The attacking fighters start off the table and enter when
they are assigned an action. The attacker chooses one Use the Captive rules from page 48 of the rulebook.
edge of the table and their fighters can move on from If the engineer escapes he moves 4” towards the
any point on that table edge. building where he began. Unless he is recaptured, the
The attacker places two escape markers at any point on engineer moves 4” towards the building at the start of
the table edge where they are allowed to enter. every turn until he gets back there.

Reserves Ending the Game


The Defender’s reserves enter from any point on the The game ends immediately when the defenders
table edge on the opposite side to the attackers. achieve their secondary objective or if the attackers
achieve their primary and secondary objectives.

Attacker Objectives
Primary Campaign - where next?
Take a prisoner from among the engineers in the Total Victory for the attackers - play Mission 4.
barrack block and escape with him off the table from Attackers only secured Primary Objective - play
any point where the attackers were allowed to enter. Mission 4 but with 3 points less than normal.

Secondary Attackers only secured Secondary Objective - play


Mission 5.
At least half of the original number of fighters in the
attacking force must move off the table from any point Total Victory for the defenders - play Mission 5.
where they were allowed to enter.

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MISSION 3

Secure a Prisoner (B)


With no information the attackers must press Defender Objectives
forward to secure a prisoner. Unfortunately the
path they take leads them to the HQ and main Primary
barracks on the island. Prevent a prisoner from being taken off the table.

Recruitment Secondary
Take out at least half of the original number of fighters
Points limit: 30 points. in the attacking force.

Battlefield Special Rules


Follow the guidelines on page 43, including five
buildings and/or vehicles placed within 10” of the centre Something is going on!
point of the battlefield. There have been noises in the night and the garrison is
on edge. Start with the alarm at Level two and before
the first turn the Defender places two searchlights on
Deployment the board. All patrol actions gain additional dice – a
The defender creates a patrol route and deploys sentries white when calm and a grey when suspicious and when
as normal (see page 44). Other deploying defenders the alarm is raised.
are deployed within 4” of the centre point, facing in any
direction the player chooses. Capturing a Prisoner
Next the attacker chooses one edge of the table. The Use the Take a Prisoner rule from the first page.
attacking fighters start off the table and enter as soon Use the Captive rules from page 48 of the rulebook.
as they are assigned an action. They can move on from
If they escape they operate as normal.
any point on the chosen table edge or up to 6" along the
adjacent edges. When an attacker successfully takes a prisoner they
place two escape markers at any point on the table edge
where they were allowed to enter.
Reserves
The Defender’s reserves enter from any point on the
table edge on the opposite side to the one chosen by the
Ending the Game
attackers. The game ends immediately when the defenders
achieve their secondary objective or if the attackers
achieve their primary and secondary objectives.
Attacker Objectives
Primary Campaign - where next?
Secure a prisoner and escape with them off the table Total Victory for the attackers - play Mission 4.
from any point where the attackers were allowed to
Attackers only secured Primary Objective - play
enter.
Mission 4 but with 3 less points than normal.

Secondary Attackers only secured Secondary Objective - play


Mission 5.
At least half of the original number of fighters in the
attacking force must move off the table from any point Total Victory for the defenders - play Mission 5.
where they were allowed to enter.
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MISSION 4

Escape with Prisoner


The attackers have secured their prisoner but Defender Objectives
the alarm has been raised and they need to
escape through the defenders’ cordon. Primary
Prevent the prisoner from being taken off the table.
Recruitment
Secondary
Points limit: 30 points.
Take out at least half of the original number of fighters
in the attacking force.
Battlefield
Follow the guidelines on page 43. No buildings or Special Rules
vehicles are used. Fields, hedges and dirt tracks should
make up the majority of the board with rocky outcrops The Prisoner
and small groups or individual trees dotted around. The prisoner must be assigned to one of the attackers
before the first turn, and moves onto the board with
them when they first make an action.
Deployment
Use the Captive rules from page 48 of the rulebook.
The attacker chooses one table edge as their destination
and places two Escape markers at any point on that If they escape the prisoner will move 3” towards the
edge. The defender creates a patrol route within 24” of nearest defender. Unless he is recaptured, the prisoner
that edge and deploys sentries as normal (see page 44). moves 3” towards the nearest defender at the start of
Other deploying defenders are deployed within 2” of a each turn. If he comes within 2” of a defender he is freed,
patrol route marker, facing in any direction the player given a pistol and operates as a Sentry.
chooses. They can be recaptured or another defender can be
The attacking fighters start off the table and enter as captured using the Take a Prisoner rule on the first page.
soon as they are assigned an action. They can move on
from any point within 12” of the centre point of the table
edge opposite the one chosen as their destination. Ending the Game
The game ends immediately when the defenders
achieve their secondary objective or if the attackers
Reserves achieve their primary and secondary objectives.
The defender’s reserves can enter from within 6” of the
centre point of the two edges not being used by the
attackers to come on to or leave the board.
Campaign - result
Attacker Objectives Total Victory for the attackers - The mission is a
success!

Primary Attackers only secured Primary Objective - The


mission is a success, but the cost was high.
Get the prisoner back to the boat and Blighty.
Attackers only secured Secondary Objective - The
Secondary mission is a failure but at least you got away.
At least half of the original number of fighters in the Total Victory for the defenders - The mission is a
attacking force must move off the table from any point failure, the attackers have been captured.
of the destination edge.

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MISSION 5

Escape while you can!


The operation is a failure and the full garrison
is looking for the raiders and they don’t have
long before the net closes in.

Recruitment
Attacking Force - Points limit: 25 points.
Defending Force - Points limit: 35 points.

Battlefield
Follow the guidelines on page 43. No buildings or
vehicles are used. Fields, hedges and dirt tracks should
make up the majority of the board with rocky outcrops
and small groups or individual trees dotted around. Attacker Objectives
Get at least half of your fighters off the table anywhere
on the destination edge.
Deployment
The attacker chooses one table edge as their destination
and places two Escape markers at any point on that Defender Objectives
edge. The defender creates a patrol route within 24” of
Take out at least half of the starting number of fighters
that edge and deploys sentries as normal (see page 44).
in the attacking force.
Other deploying defenders are deployed within 2” of a
patrol route marker, facing in any direction the player
chooses.
Special Rules
The attacking fighters start off the table and enter as
soon as they are assigned an action. They can move on What's going on?
from the table edge opposite the one chosen as their
The Defenders are aware the raid is under way. Start the
destination within 6” of either corner.
alarm at Level Four.

Reserves Ending the Game


The Defender’s reserves can enter from within 6” of the
The game ends immediately when the either side
centre point of the two edges not being used by the
achieves their objective.
Attackers to enter or leave the board.

Campaign - result
Victory for the attackers - The operation is a failure,
but at least you survived.
Victory for the defenders - The operation is
a complete failure, the attackers have been
captured.

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