Sunday, 18 January 2026

02 Hundred Hours - Sabotage

 I'm enjoying 02 Hundred Hours from Grey for Now Games.  On Tuesday, Oliver and Tyler came over and we tried the Butcher and Bolt scenario.  Things went pear-shaped for the attackers in turn 2 when Tyler's SAS trooper decided to shoot one of the sentries, but only wounded him, moving the alarm track from 'calm' to 'alarm raised' in one step!  No photos from that game, unfortunately, but things went poorly for the attackers.

Last night, Lisa came by and we tried Scenario 3:  Sabotage.  In this scenario, an SAS team infiltrate an enemy base to sabotage stores.  Rather than using Germans as the defenders, I decided that this time, the raid would be on Italians.  

Here is the table.  The SAS want to blow up the ammo and fuel storage in the centre, in the compound surrounded by barbed wire.


Italian sentry on patrol.


Italian officer checks up on the sentry patrolling with guard dog.


Another Italian sentry on patrol.


He spots the SAS sergeant!


Meanwhile, the other SAS team members move in from behind the garage.


The sentry shoots at the SAS sergeant, but misses.


The SAS and the Italian officer see each other! 


The guard-dog handler moves toward the SAS sergeant.


SAS troopers advance and silently kill the Italian officer in close combat.


The SAS team enters the supply compound and places demolition charges.


Meanwhile, Italian reserves move up and engage the SAS raiders with rifle fire.


The charge detonates, and the ammo dump is destroyed!  Unfortunately, the SAS officer got caught in the explosion, although his colleague avoided being hurt.


With the demo complete, escape and evasion is the next task for the SAS raiders.  The Italians move to stop them.  After an intense pursuit, two of the SAS raiders escape but the Italians subdue the others.



All in all, a fun action as the raiders achieved their primary objective of destroying the ammo dump but at the cost of more than half of the raiding force.

We made a few errors which will be corrected next time.  I was confused as to how the reserves could move on the table - I thought they were not allowed the 'Advance' action as they had no enemy in 15", but once they come on the board they are allowed to 'Advance' to the table centre.  I also missed that reserves were supposed to pass a 'Smarts' test before coming on the table.  I'm uncertain about the demo rules - once the demo charge is placed, the countdown will go pretty quickly, so it will be very difficult for the demo expert to get clear of the detonation.  I figure I'm missing something.  Any insights appreciated!

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