I took out a British patrol of 8-men, with a Rep 5 Corporal armed with a Sten leading a section of six Rep 4 Riflemen (including a Lance-Corporal) and one Rep 4 Bren gunner. I just used the base level of enemy investment for the start of a campaign - i.e. 2 for a patrol
|The area - the British patrol will enter from the bottom and must reconnoiter the opposite table edge|
|The British section enters in file formation|
|One PEF (possible enemy force) is off to the right flank (see black marker under the pink blossom tree)|
|And two PEFs are off to the left (just see the black counters behind the central red blossom tree)|
|The British have been observing the left flank and notice an MG42 team coming out of the woods...|
|The British Bren gunner spots them and takes aim...|
|The Germans are unsuspecting...|
|The chatter of Bren gun fire tears the silence - the MG42 gunner is down; his No.2 knows he will merely be cut down if he tries to help him, so ducks back into cover|
|And retreats through the woods|
|Just as the British approach to grab the MG42, the rear soldiers sets off a mine! In the strange way of chance and fate, he is unharmed but the fragmentation hits the two soldiers in front, both of whom are down injured|
|Meanwhile the British Corporal completes the reconnaissance, with only some inaccurate sniper fire to worry them.|
This time the Germans are patrolling from the opposite side of the table, to try and regain the initiative in this sector.
The German patrol consists of 8-men, with a Rep 5 Corporal with an MP40 leading a section of six Rep 4 Riflemen and one Rep 4 MG42 gunner. I just used the base level of enemy investment for the start of a campaign - i.e. 2 for a patrol
|The Germans begin their patrol, using the woods for cover|
|An overhead shot|
|The German squad leader detached the MG42 to cover possible British approaches; however, as is the Nuts! way, this plan is slightly wrecked by a random British sniper shot wounding the MG42 gunner!|
|The German corporal takes his group right-flanking...|
|And gingerly steps through the woods towards his objective (the opposite table edge)|
|But what's that? British riflemen have outflanked the German MG42 team...|
|The Tommies open fire and the new MG42 gunner is hit!|
|Hearing the rifle and SMG fire in the distance, the Germans rapidly retrace their steps...|
|Outgunned and carrying two wounded, the German MG42 detachment bugs out.|
|More British infantry turn up in the woods to the right. Thankfully for the Germans, they don't seem too aggressive|
|The German squad leader and his group rush back|
|They are just about to re-combine with the MG42 group...|
|When a British mortar strike hits the MG42 team! Two are left wounded, two are killed|
|The Germans pick up their casualties then get the hell out of there|
A US Patrol this time. Rather than a standard patrol, this is a "raid" mission, to rescue a wounded pilot believed to be held in a farm building at the end of the table (I had some camera issues at this point, so the photos are "reconstructions" rather than live - but I don't consider that against the spirit of WW2 at all!).
The board was the same as for the previous missions but on a different orientation, except I added a barn, a farmhouse and a bridge over the stream by the pink blossom trees (see Patrol One photos for context).
The US patrol consisted of a Rep 5 Sergeant with a Thompson SMG, a Rep 4 BAR gunner and two Rep 4 riflemen.
|The US patrol will start at the base of this table. The target farm is at the top.|
|The farm complex. The pilot is believed to be in the barn on the right|
|And from a slightly different angle.|
|When the US were advancing through the woods, they were lucky enough to pick up some reinforcements! Three riflemen out on patrol from an adjacent battalion join the group|
|Advancing through the woods...|
|Minestrike! The BAR gunner is wounded and out of the fight...|
|A German squad arrives to join the party - but some very accurate shooting from the new BAR gunner kills two Germans outright|
|The Germans courage fails them and they high-tail it, figuring they have run into a superior force|
Nuts! is brilliant. I have probably written this before, but I wish that this game had existed when I was 11-12, it would have ticked every box - cheap to get into, playable solitaire, full of adventure and fun. I really love Ambush! back in my early teens, which is a work of genius, but although its missions are replayable, and there are plenty of expansions, it doesn't have the open architecture of the Nuts! system.
The only slight moment of head-scratching I had is to do with the 2" of free movement at the point of conducting the in-sight test, since it seemed possible to trigger the test but then not take it, since the triggering unit could then simply move back out-of-sight. Then it occurred to me that this is entirely a solo player's problem when moving the enemy (or PEFs) - when a live player is moving, if he or she doesn't want them to be seen, then they don't make the move in the first place! Obvious, when I'd thought. But it did leave an issue - should PEFs / enemy forces move into in-sight tests or not? If not, then the solo player can never ambush anyone, because you will always avoid your own ambushes. So it seemed more in-keeping to rule that PEFs can't immediately "step-back" and the they will only go back out-of-sight as a reaction or as directed by their combat tactics. Does anyone else have any thoughts on this?
I wonder if there are slightly too many events. Events are triggered by a double, which means that you can expect an event every 6 turns or so. Since an event is a mine-strike, a sniper shot or an artillery strike, this seems pretty fierce. I may make the event subject to an investment level check. Any thoughts?
Figures by Battlefront, Peter Pig & Plastic Soldier Company. The buildings are from Warbases and a manufacturer whose details I don't have to hand. I will update this when I find them!
*It isn't the final edition. THW have since released a 4th Edition of Nuts! It does look good mind...