Scenario- Iwo Jima Bunker Assault

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    SCENARIO: IWO JIMA

    BUNKER ASSAULTIf you are looking to recreate the fighting during the Battle for Iwo Jima, we suggest using

    the Bunker Assault scenario (reproduced below for your convenience), with the US forces,

    taken from the 1944-1945 Iwo Jimaselector of the Armies of the US book, as the attacker,

    and the Japanese as the defending force, taken from theIwo Jima 1945selector of the

    Armies of Imperial Japan.

    In addition, the following two Special Rules apply.

    TOTAL AIR AND SEA SUPREMACYThe US player receives one free regular Air Observer and one free regular Artillery

    Observer (both representing naval attaches) on top of their normal allowance.

    TUNNEL NETWORKFrom turn 3 onwards, the Japanese player rolls a die at the beginning of every turn and

    looks up the result on the chart below, which potentially allows him to get some extra units.

    These units can Advance or Run onto the table from any point alongside either long edge ofthe table (on the flanks so to speak), like Reserves. Alternatively, these units can be

    deployed into one of the bunkers, as long as the bunker is not occupied by US troops

    being deployed into one of the bunkers is the same as entering a building, except that it

    counts as receiving an Advance action. Note that no Order test is necessary for these new

    units to enter the battle, either on the flanks or into a bunker.

    If the player does not have suitable models to represent the models rolled, he can pick any

    of the lower results that he has models for.

    Roll Outcome

    1 No new units arrive this turn

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    Your forces must smash through the enemy defence lines and capture all three enemy

    strongpoints.

    FORCESThis scenario pitches a superior attacking force against a defender that, though

    outnumbered, is dug in into a well-prepared defence line consisting of pillboxes/bunkers

    and other obstacles and fortifications. First agree with your opponent who is going to be the

    attacker and the defender. The attacker picks a force to an agreed points total (e.g. 1,200pts)

    and the defender picks a force that is half that total (e.g. 600pts).

    In addition to his force, however, the defender receives three bunkers and nine hard cover

    linear obstacles.

    Each linear obstacle must be up to 6!long and 1!tall, and should provide hard cover (so use

    low walls, earth embankments, sandbags and the like). You can replace any number of hard

    cover linear obstacles with soft cover ones (barbed wire, hedges, picket fences, etc.) and

    if you do so, you get two soft cover obstacles for each hard cover one you surrender.

    However, if you replace too many obstacles in this way, you can alter the game balancepretty badly, so try to stick to nine pieces of hard cover as much as you can.

    Bunkers should be large enough to accommodate a single unit of infantry or artillery. The

    rules for bunkers are on page 104 of the Bolt Action rulebook.

    SET-UPThe game is played along the length of the table.

    Terrain: The defender sets up one of his bunkers and three linear obstacles in each of the

    areas highlighted in grey on the map the first, second and third defence lines. The rest of

    the table should have very little terrain, maybe only the occasional tree or area of scrub, but

    as it represents a prepared defence anything likely to provide cover to an attacker wouldhave been removed to leave a good field of fire to the troops in the bunkers and behind the

    fortifications. The last strip of table between the third defense line and the Defenders edge

    of the table can include more terrain, like a small wood, or even some buildings, but once

    again, do not overdo it.

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    It is important that the defender sets up the terrain cleverly, making sure that as much as

    possible the bunkers line of fire is as clear as possible and that the fortifications make life as

    difficult as possible for the advancing enemies. Keep in mind that the enemy is likely to take

    cover behind your defences as he captures them, and that firing over obstacles, unless your

    troops are leaning against them, will offer cover to the enemy infantry as well so place

    your defences cunningly.

    Deployment: The defender then divides the number of units in his army by 3. The result is

    the number of units he must deploy within each defence line. Of course, unless the total

    number of units in your army is a multiple of three, youll end up with one or two spare

    units these can be placed in any defence line or left in Reserve (they can even outflank!).

    For example, if you have seven units, you must place two in each defence line and you end

    up with a spare one, which you can add to any defence line or leave in reserve.

    Defending units can (and should!) use the hidden set-up rules (see Hidden Set-up on page

    117 of the Bolt Action rulebook).The attackers units are not set-up on the table at the start of the game. The attacker must

    nominate half of his force (rounding up) to form his first wave. Any units not included in the

    first wave are left in reserve. Units in reserve cannot outflank in this scenario, and similarly

    units with special deployment rules, like snipers, observers and spotters, cannot use their

    special rules.

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    OBJECTIVEThe attacker must try to capture the three bunkers the defender must try to stop him. To

    capture a bunker, the attacker needs to clear it of all enemies and enter it at some point

    during the game with one of his infantry units. If the defender moves an infantry unit back

    in, then the attacker must capture it again.

    PREPARATORY BOMBARDMENTThe attacker rolls a die: on a 2+, a preparatory bombardment strikes the enemy positions

    (see Preparatory Bombardment page 118). On a result of 1, the barrage fails to appear, but

    you have your orders and the attack must go ahead as planned.

    FIRST TURNThe battle begins. During turn 1, the attacker must move his first wave onto the table. These

    units can enter the table from any point on the attackers table edge, and must be given

    either a run or advance order. Note that no order test is required to move units onto the table

    as part of the first wave, and remember that they cannot assault on the turn they enter the

    table.

    GAME DURATIONKeep a count of how many turns have elapsed as the game is played. At the end of turn 10,

    roll a die. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.VICTORY!At the end of the game, if the attacker has captured all three bunkers, he wins. If the attacker

    has captured two bunkers the game is a draw. If the attacker has captured one bunker (or

    none!) then the defender wins.

    All bunkers are held by the defender at the start of the game regardless of where his troops

    are positioned. If a bunker changes hands during the game then it remains under the control

    of that side until it is taken back.

    To capture a bunker there must be no enemy in it and you must move one of your infantry

    units into it.LARGER OR SMALLER GAMES

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    You might of course play this type of game on smaller or larger tables, in which case you

    should reduce/increase the number of terrain pieces in proportion with the size of the table.

    On much larger tables, you may even want to increase the number of bunkers and/or

    defence lines, but remember to adjust the number of turns played as well, otherwise you risk

    running out of time before you can even reach your objectives!