Saturday 14 January 2012

Mission Hummer Sandwich

Setting: One week ago a Humvee, from Malika City, was sent on a “secret mission” to FOB Breakbone.  The mission: to assist the outpost in controlling mobs in Azmakassar.  The Humvee was armed with a new US “passive” weapon to control crowds.  The HUMVEE with its “heat ray” (as the CIA operative called it) left FOB Breakbone to be tested on a herd of goat spotted below the FOB.  Unfortunately, the Humvee broke down.  It was soon overrun by local insurgents (or brigands) with the CIA operatives escaping up the hill to the FOB.  An Apache was immediately sent to deny the vehicle to the insurgents, but somehow the insurgents had moved and hidden the vehicle.  And, therefore Operation Hummer Sandwich was planned to find and destroy the missing HUMVEE and its new weapon.

The Humvee is hidden somewhere in the Russian made labyrinth of ruins.

The mission: The bread of the “sandwich” is a British Army infantry platoon, divided into two.  The two pincers are moving through the labyrinth of ruins below the FOB.  The map is created on the run during the game.  Roll a D10 once for each of the pincers and use the 1ft x 2ft map with the pincer entering from one of the pink areas (selected randomly with a D6).

The pincer must then roll a D6 to randomly select the exit edge.  The pincer must cross the mini-map and exit the area.  As soon as a UN player has moved at least one fireteam off a map he can declare the map completed, the fireteams remaining on the map only arrive on the next map after passing a TQ.  All insurgents remaining on a completed map are removed from play.  The pincers must each pass through 2 randomly selected maps.  Each map may only be used once.   The third map is map X and the two pincers each arrive at a randomly selected point using a D6 (rolled separately).
Each pincer has its own Turn counter, the pincer with the lowest turn count arrives at Map X first, arriving on its turn and the slower pincer only arrives when the first pincer’s turn count passes the slower pincers turn count.

Game Length: 10+, at the end of Turn 10 roll a D12 on a 4+ the game continues, on Turn 11 roll a D10 on a a 4+ the game continues, on Turn 12 the game continues on a D8 4+, on Turn 13 the game continues to Turn 14 on a D6 4+, the game ends at the end of Turn 14.
Initiative: UN has initiative at the start of the game
FOG of WAR: Draw cards as normal, but also draw cards on a roll of 1 on a TQ check
Objective: The UN must find and destroy the HUMVEE.
Insurgent Reinforcements: Hotspot 1-4 reinforcements are irregular TQ6 MOR12, hotspots 5-6 are regular TQ8 MOR10.
Rules of Engagement: All individuals are considered hostile.

UN Forces: British Platoon (x3 Sections, HQ), Interpreter, JTAC, x2 CIA operatives w/M4 (TQ10 MOR10)

Game Sequence:
1) Randomly select the two maps
2) Insurgent shares hotspot points between the two maps
3) UNSAF player randomly selects entry point and exit point
4) Normal game starts with insurgent placing to random units.

Terrain Special Rules: The majority of buildings on the maps are ruins.  No team may use Rapid Movement within, into or within 1 inch of a building due to rubble.  Buildings may be entered anywhere along their walls, so long as a TQ is passed to enter at a non-door area.  A breaching team may reroll the entry TQ using breaching or use breaching to gain an advantage in close combat.  When a unit enters a building (or sets up in a building) roll a D10, on a 4+ the building has no roof or the roof is unstable and unable to bear the weight of a person.

The insurgent player may use Out of Sight movement and on a TQ test success may use ratlines between buildings.

Map 1a & Map 1b
The insurgent player divides his 5 Hotspots between Map 1a and Map 1b, with a minimum of 2 per map.  Hotspot 5 brings on veteran troops, and “Hotspot 6” allows the insurgent to bring on veteran troops at the Hotspot of his choice.  The insurgent player rolls for two insurgent reinforcement per turn from the Insurgent Reinforcement Table 1.  For initiative roll the insurgent player combines his forces on both maps to obtain the number of dice.

Map 1 Setup: The insurgent player places four counters marked 1 to 4 upside down on ONE of the maps, the 1 is a triggerman, the 2 is an IED and 3-4 are just cooked goats.

D6
Reinforcement 1
Reinforcement 2
1
D3 w/AK + 0-1SW
-
2
D3 w/AK+ 0-1SW + 0-1 Leader w/AK
-
3
D3 w/AK + 1 SW + 0-1 Leader w/AK
-
4
1+D3 w/AK +1 SW + 1 Leader w/AK
1 w/AK & 107mm Rocket*
5
2+D3 w/AK + 1-2SW + 1 Leader w/AK
1 Foot Mobile Suicide Bomber
6
3+D3 w/AK + 2SW + Leader w/AK
1 w/Homemade Flamethrower**
* The 107mm rocket must be fired from ground level, it is balanced on a rock.  To hit its intended target the firer must pass two TQs.
107mm rocket is AP:6/AT:2 (M) with a 6˝ Blast Radius.
** The homemade flamethrower is (Hvy AP3/AT0 L).  It may continue to fire until its attack contains more failures than successes.  It has a 4" range.  If the attack roll contains two or more 1's the flamethrower explodes killing the user.

Map 2a & Map 2b
The insurgent player divides his 5 Hotspots between Map 2a and Map 2b, with a minimum of 2 per map.  Hotspot 5 brings on veteran troops, and “Hotspot 6” allows the insurgent to bring on veteran troops at the Hotspot of his choice.  The insurgent player rolls for two insurgent reinforcement per turn from the Insurgent Reinforcement Table 2.  For initiative roll the insurgent player combines his forces on both maps to obtain the number of dice.

Map 2 Setup: The insurgent player places four counters marked 1 to 4 upside down on BOTH of the maps, the 1 is a triggerman, the 2 is an IED and 3-4 are just well done goats.

D6
Reinforcement 1
Reinforcement 2
1
D3 w/AK + 0-1SW
-
2
D3 w/AK+ 0-1SW + 0-1 Leader w/AK
-
3
D3 w/AK + 1 SW + 0-1 Leader w/AK
-
4
1+D3 w/AK +1 SW + 1 Leader w/AK
Technical mounting a “Little Darling”
5
2+D3 w/AK + 1-2SW + 1 Leader w/AK
1 Foot Mobile Suicide Bomber
6
3+D3 w/AK + 2SW + Leader w/AK
Rabid Dog*
* The rabid dog is stealthy and must be spotted with TQ DShift-1.  The dog will charge at the first enemy or “friendly” team it sees.  It need not pass a TQ to charge into close combat.  It is considered to be armed with close combat weapons.  This is considered a normal assault.

Map X
Map X Setup: Setup three large haystacks/rubble piles on Map X (inside or outside of ruins).  Secretly record one of these haystacks as containing the stolen HUMVEE.  The insurgents may not use the “heat ray”.  Setup all 5 Hotspots on the map.  Roll for two reinforcements per turn.  The insurgent player may setup one Bunker which can hold up to 4 insurgents.

D6
Reinforcement 1
Reinforcement 2
1
D3 w/AK + 0-1SW
-
2
D3 w/AK+ 0-1SW + 0-1 Leader w/AK
-
3
D3 w/AK + 1 SW + 0-1 Leader w/AK
-
4
1+D3 w/AK +1 SW + 1 Leader w/AK
1 w/AK & 107mm Rocket*
5
2+D3 w/AK + 1-2SW + 1 Leader w/AK
1 Foot Mobile Suicide Bomber
6
3+D3 w/AK + 2SW + Leader w/AK
1 w/AK & 107mm Rocket*
* The 107mm rocket must be fired from ground level, it is balanced on a rock.  To hit its intended target the firer must pass two TQs.


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