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Games and Reports
02 Hundred Hours - Raid in the Desert
The release of 02 Hundred Hours peaked my interest when it was originally released as I didn’t want another project I didn’t bite at the time. However when the announcement of the North Africa supplement the decision was easy as I have already got a fair sized skirmish force for the deserts of North Africa.
For this game the scenery and layout (and an excellent lunch) were provided by “Broken Dice” David who also commanded the SAS forces. The DAK defenders were commanded by my other mate Nigel and I umpired the game.
This was the “Sabotage” scenario with the SAS needing to creep into the camp and place a demolition charge on a target in the centre of the board and then escape.
Now the DAK patrols kept moving on the patrol route and while they were detected by the raider, the sentries proved particularly inept at seeing anyone (or ducking but more of that later).
DAK officer moves towards the patrol and puts himself between the raiders and the target (which could be a mistake).
Now with the patrol passing the raiders it is nearly time for the alarm to be raised and an SMG fires from the cover and hits both the patrolling sentries. They then both fail to duck back into cover and are both taken out. Soon afterward the German Officer meets a similar fate as he tries to locate where the fire is coming from (he also failed to duck).
With the alarm raised reinforcements start to arrive for the DAK and the dog handler moves rapidly towards the sound of the gun fire.
With the patrols taken out the SAS officer moves rapidly towards the target with the demolition charge in hand.
Having reached the target, the charge is placed and it will become armed when the next “time” chit is drawn. This will also trigger the end of the turn but not to worry the charge will not detonate until the next “time chit” is drawn so the officer will have plenty of time to get out of the way.
The SAS troopers also take out the dog handler (who also failed to duck) but an event card comes into play and the “woofer” goes berserk, rolls the dice and heads for the nearest of the enemy. While it does not take out the trooper, it gives him a scare and then heads off into the night.
The sniper from his vantage position spots a sentry approaching the officer and takes careful aim.
And guess what another sentry that fails to duck and gets taken out (so far Nigel had not managed to make one successful evade roll).
The end of turn came and Nigel drew the first chit of the next turn. Guess what a “time” chit was drawn and the demolition charge explodes with the officer still standing there admiring his handy work and takes a strength 2 hit. This time it is “Broken Dice’s” turn to fail and the first of the SAS becomes a casualty although it could be claimed it was self-inflicted.
At this stage the game was called as the DAK didn’t have enough troops left to stop the surviving SAS troopers from exiting the board!
I need to play a couple more games to get a good opinion of the rules but they did provide a good narrative driven game and some chuckles along the way. Are the defenders “tethered goats” or was it just some poor dice throwing on the Germans side and “Broken Dice” found a set of dice that worked for him, the secret is they don’t have and numbers on them.
Only time and another game will tell.
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