Saturday, 5 August 2017

FOF extended WW2 Vehicle list


The EXCEL calculation file can be downloaded from Google docs at this link: https://drive.google.com/file/d/0B9dspKYuoIlUNVZUc1VkNHRHcU0/view?usp=sharing

Note that the vehicles with a white or grey background have not had their machine guns added.

Tuesday, 31 January 2017

Normandy - Pulp Alley

Here at the BIG Force on Force blog, we'd like to reassure our readers (is there anybody really out there ? Or am I just wittering on to myself ?) that we don't just play Force on Force. No, siree; we play 'both kinds' of games, Force on Force and Pulp Alley. For those of you not familiar with the Pulp Alley set of rules, they are extremely simple and flexible, ideal for narrative driven small-scale skirmishes of an heroic nature. They've been used for Indiana Jones-style games, in the WH40K universe, costumed superheroes, and even Wars of the Roses... We decided to apply them to Normandy 1944, to see how they would work; we made the game 'gritty' to prevent too much Hollywood heroics, and used 15mm figures. (Usually we would use 28mm in Pulp, as each figure has 'character', but the only WW2 figures we had were from Flames of War).

The premise was simple - a small section (8) of US paratroopers have landed in Normandy, and ambushed a staff car, which has crashed a little way up the road. Some local Germans (5 troops with a guard dog) have heard the shooting, and are out to investigate. The major 'plot point' is the briefcase in the staff car, containing important papers. There are also a couple of caches of weapons scattered around as minor 'plot points'.

The game was quite bloody, due to the close terrain. Both sides picked up a minor plot point apiece. but made their main effort for the staff car. The Americans got there first, but were repeatedly denied the chance to seize the briefcase by grenades and burst fire from the Germans. The German sergeant (Schultz - 'I know nothing... nothing') made an unopposed grab for the papers right at the very end... and failed. The game ended in a draw.

The bocage - the staff car has crashed into the house at the crossroads. The weapon caches are in the fields.

The Germans advance cautiously across the field towards the crossroads from the left side of the board.

The paratroopers approach from the right side of the board, sticking to the hedges. The sergeant investigates a cache.

The German corporal finds a para-dropped weapons container.

'Private Hunde' sniffs around the house; the paratroopers are not animal lovers, and shoot him...



Private Schumann spots paratroopers crossing a field, and engages them.

US paratroopers getting the worst of the firefight around the staff car.


The two opposing sergeants in a stand off at the staff car.


Jali By Night - a counter-terrorist mission

Here's a two-player scenario with a small twist, which ideally needs an umpire to preserve the fog of war. A terrorist cell has been active; the local counter-terrorism teams are keeping a close eye on them, waiting to round up the entire network. However, special forces from a foreign power have been assigned to kill or capture the terrorists... The terrorists are unaware that they are under observation; the counter terrorist teams are unaware of the special forces; and the special forces are unaware of the counter terrorist teams. In the confusion, the terrorists *might* just escape...

Set the hot spots up (mid-point of bottom edge; bottom right corner; mid-point of left edge; top right corner; mid-point of right edge), then place the terrorists in a building towards the centre of the board. Next get the counter-terrorist teams to designate their set up; they should be in line of sight of the terrorists, but at least 6" away. Teams may be spread out, one team per building. Do not place them on the table yet. Next, get the Westerosians to set up in the top left corner (their alternative exfiltration point is the bottom right corner), and start the game.

Encourage the Khymerians and the Westerosians to believe that their only opponents are terrorists for as long as is possible. Be aware that the UAV is likely to spot Khymerian movements in the open or on roofs.

Jali By Night


Khymerian Briefing
Western tourists have always been an easy target of religious fanatics, and the detonation of bombs in a Farkarta nightclub was no exception. There were 57 killed (12 of them being Westerosian), and many wounded, the majority being local Khymerese. Relationships between Khymeria and Westeros have broken down, with the Westerosian government blaming official Khymerian collusion with the bombers, which is patently false.
Khymerian Intelligence has identified the perpetrator as Ali Bebak, and has tracked him down to a hideout in the town of Jali. He is under observation by Pokassus Counter Terrorism teams to see who he contacts, in order to try to snare all of his network in the one go.

Scenario Information
Duration of Game: 8 turns
Initiative: Dice from turn after shooting starts, or after Westerosians identified by Khymerians.

Mission
Watch Ali Bebak to see who he contacts, and capture or kill him and his network in its entirety.*

Victory Points
·         Each terrorist captured: 5 points
·         Each terrorist killed: 1 point
·         Ali Bebak captured: 10 points
·         Ali Bebak killed: 5 points (N.B. need to spend 1 turn with body to positively ID)

Force
Initiative level: D8
Confidence Level: Confident
Supply Level: Abundant
Body Armour: Standard (+1D)
Troop Quality/Morale: D8/D10
All Pokassus operators are equipped with Night Vision Goggles (NVG).

Team One
Team Two
Team Three
1x Lieutenant with AK-74 and Pistol (Medic)


1x Team Leader w/AK-74
1x Team Leader w/AK-74
1x Team Leader w/AK-74
1x Gunner w/PKM SAW (Med. AP:2/ AT:0)
1x Gunner w/PKM SAW (Med. AP:2/ AT:0)
1x Gunner w/PKM SAW (Med. AP:2/ AT:0)
1x Operator w/AK-74
1x Operator w/AK-74
1x Operator w/AK-74
1x Operator w/AK-74
1x Operator w/AK-74
1x Operator w/AK-74

*Once the shooting starts, or Westerosian forces are spotted by the Khymerians, the Khymerian mission changes to...

Take Ali Bebak captive, and prevent Westerosians from removing him; take Westerosians captive if possible, or get hard evidence of their violation of Khymerian territory (body).

Additional Victory Points (as  well as existing)
·         Each Westerosian captured: 10 points
·         Each Westerosian killed: 1 point

Terrorist Cell Briefing (Very brief - this side is best played by the umpire)

Scenario Information
Duration of Game: 8 turns
Initiative: Non-initiative player

Mission
Wait for expected contacts to arrive; if attacked, leave board by any edge.

Victory Points
·         Ali Bebak escapes table: 20 points
·         Ali Bebak alive at end of game: 5 points 

Force
Initiative level: D8
Confidence Level: Confident
Supply Level: Abundant
Body Armour: None
Troop Quality/Morale: D6/D6 Irregulars

Ali Bebak – Leader, TQ/Morale D6/D10, armed with AK-74.
5x Riflemen – TQ/Morale D6/D6, armed with AK-74 (take morale from Ali Bebak if he still alive).

Reinforcements – Once alarm is raised (gunfire), 1D6 AK-74 Irregulars are generated on a hotspot. TQ/Morale D6/D6. Add a Leader to the team on a 4+.

Westerosian Briefing
Western tourists have always been an easy target of religious fanatics, and the detonation of bombs in a Khymerese nightclub was no exception. There were 57 killed (12 of them being Westerosian) and 20 wounded; there was predictable outrage in Westerosia. The Khymerian authorities seemed to lack the will to prevent the bombers – led by the known terrorist Ali Bebak – from striking again, despite the Westerosian Intelligence Agency identifying the suspects and probable whereabouts to their Khymerian opposite numbers. Frustrated by this, and feeling the need to ‘do something’, the Westerosian government has decided to authorise a covert mission to capture or kill Ali Bebak on Khymerian soil.

Scenario Information
Duration of Game: 8 turns
Initiative: Westerosian player starts with initiative. Dice from turn after shooting starts, or after Westerosians identified.

Mission
Insert ground elements by night, capture or kill all identified terrorists, and exfiltrate back across the border before the Khymerian authorities can react. (Either exfiltrate back to where you started, or the opposite board corner). A small unarmed drone is in an overhead orbit providing vision to your command and control element, and cancelling any terrorist Out of Contact movement. For obvious reasons, you must ensure that no man is left behind – the Westerosian government will deny any involvement.

Victory Points
·         Each terrorist captured: 5 points
·         Each terrorist killed: 1 point
·         Ali Bebak captured: 10 points
·         Ali Bebak killed: 5 points
·         All ground elements in one of the exfil zones by end of turn 8: 5 points

Force
Initiative level: D10
Confidence Level: High
Supply Level: Abundant
Body Armour: Standard (+1D)
Troop Quality/Morale: D10/D10

All operators are equipped with Night Vision Goggles (NVG), suppressed weapons (-1D to shooting; N.B. the F89 is not suppressed, nor is the Benelli Shotgun), and flashbang stun grenades. Each team has one breaching charge. Operators have Advanced First Aid, are Stealthy and need to be spotted to shoot at.

Element Alpha
Element Bravo


1x Team Leader w/F88
1x Team Leader w/F88
1x Grenadier w/F88/GLA (Lt. AP:1/ AT:0)
1x Grenadier w/F88/GLA (Lt. AP:1/ AT:0)
1x Gunner w/F89 SAW (Lt. AP:1/ AT:0)*
1x Gunner w/F89 SAW (Lt. AP:1/ AT:0)*
1x Operator w/SR-25 DMR and Benelli Shotgun*
1x Operator w/SR-25 DMR and Benelli Shotgun*