We managed to play 6 of the turn 3 missions
using Force on Force, played two using Combat Mission vs. the AI and rolled one
off. Here is a summary. Most of the battles were decisive in their
outcomes.
Four Hotakistani units were destroyed in
the fighting: an airborne infantry platoon, two Insurgent units and a medium armour
platoon. The UN lost two units, a worn
down UN infantry platoon and unluckily the Australian Special Force unit in
Malika City.
After that turn I think the Hotakistani's need to put more faith in insurgents than tanks! Except if facing special forces...then just give up and go home! :)
Fatigue is starting to accumulate
alarmingly on some of the units.
Force on Force Battles
Malika
Airport
Clearing
the motor pool
The Malika City Airport witnessed several
fire fights, but two were notable. Major
Heidi Clare was determined to wrest control of the airport back from the
Hotakistani paratroopers. The
paratroopers, supported by insurgents, dug-in and waited for their relief
forces to arrive. British and South
African troops supported by an Apache attacked the Motor Pool and defeated the
defending Hotakistani paratroopers.
Decisive
Victory to the UN (UN VP: 59 and Hotakistani VP: 21)
Clearing
the runway
The Hotakistani paratroopers now only held a
sliver of the airfield, supported by a lone Challenger recovered from the motor
pool a force of British and Americans attacked the main Hotakistani landing
zone at the end of Runway 2-0. Eventually
mortar fire and the five GPMGs on the UN side whittled away the last
paratroopers.
UN
Victory (UN Victory Points: 47 Hotakistani Victory Points: 20)
Malika
City
CBD
raid
Malika City itself was a place of chaos,
the majority of the city is under the control of the insurgents. While the insurgents moved south to take the
legation district an Australian Special Forces unit snuck into the CBD and
killed the Mad Bomber.
Victory
to the UN
Siege
@ Peking
Major Heidi Clare on hearing of the
successes at the airport pushed to clear the legation of the advancing
insurgents, the forces meet amongst the avenues and parks of the suburb. The insurgents overwhelmed the US forces and
tied down the Australian special force unit.
As the UN HQ fell back the Australian rearguard was overcome and
destroyed.
Decisive
Victory to the Hotakistanis (Hotakistani: 35VP UN: 11VP)
Road
to Malika City
The UN force falling back from FOB Jifa
decided to stop and engage the pursuing Hotakistanis. In a tank on tank battle the UN overcame the
advancing Hotakistanis.
Australian/Malikastani Victory - 33 VP
(Malikastani: 14VP?)
Azmakassar
The British armour and infantry hit their
old allies, the Malikastani MANA soldiers at the ford south of Azmakassar. No one was surprised with the outcome.
UN
Decisive victory (UN: 35 points Malikstanis: 8 points)
BATTLES
FOUGHT IN COMBAT MISSION vs AI
Area
35
A vicious fight between two Hotakistani
mechanized platoons and a US 2nd Line unit with French
reinforcements. The US unit fell back to
the Malika City airfield. The day ended
with the French and Hotakistanis still fighting.
Area
61
The tired and worn out US troops on a ridge
line were attacked by two mechanized platoons of infantry, several BMPs were
destroyed, but so were the US troops.
ROLLED
OFF BATTLES
Area
33 Hunting the defeated
The South Africans crossed the Azmakassar
River and sought out the remnants of the insurgents in the area, they managed
to make contact, fought them to defeat and then destroyed them as they tried to
escape.
DEFEATED
UNITS Fallback and rout rolls
Area 12
|
|
A1 Paratroopers
|
D8=3 Fail Fallback D10=9 Pass OK, unit falls back
to Malika City (13)
|
A3 Paratroopers
|
D8=6 Fail Fallback D10=3 Fail Destroyed
|
A2 Insurgents
|
D8=3 Fail Fallback D10=3 Fail Destroyed
|
Area 14
|
|
MC1 HVT (Fatigue 4+)
|
D8=1 Fail Fallback D10=4 Pass OK, unit falss back
into Malika City (15)
|
I5 Insurgent (Fatigue 3+)
|
D6=5 Pass, NE
|
Area 14
|
|
HQ (Fatigue 5+)
|
D8=4 Fail Falback D10=5 Pass OK unit falls back
|
Australian SF (Fatigue 4+)
|
D10=3 Fail Fallback D10=2 Fail DESTROYED
|
Area 31
|
|
Malikastani HO1 (Fatigue 5+)
|
D8=6 Pass, Remains in place
|
Area 21 (Bahijandal)
|
|
Hot Hvy Arm JJ8 (Fatigue 5+)
|
D8=2 Fail Fallback D8=8 Pass, unit falls back to
Area 22
|
Hot Med Arm JJ2 (Fatigue 4+)
|
D8=3 Fail Fallback D8=1 Fail DESTROYED
|
Hotakistani Infantry JJ5 (Fatigue 5+)
|
D8=5 Pass, NE
|
Area 61
|
|
UN Infantry JJ2 (Fatigue 7+)
|
D8=2 Fail Fallback D10=3 Fail DESTROYED
|
Area 35
|
|
UN Infantry BB0 (Fatigue 4+)
|
D6=1 Fail Fallback D10=6 Pass, unit falls back to
Area 12
|
French BB8 (Fatigue 5+)
|
D8=5 Pass
|
French BBX (Fatigue 6+)
|
D8=8 Pass
|
Area 33
|
|
Hotakistani Insurgents (Fatigue 8+)
|
D8=5 Fail Fallback D10=1 Fail DESTROYED
|
MISCELLANEOUS
AREA 74 The engineering unit at Poslednyaya
Nadezhda attempted to repair the airstrip but they unfortunately failed to
complete their task (+1DShift next turn).
TURN 4
The UN now have the Malika City Airport, it is damaged, but C-130's can now land. So, any unit that can be transported by a C-130 can be brought in (be careful if the UN does not have air superiority or the Malikastani's bring up their heavy AA.
I have rolled all the rest dice rolls, many units recovered fatigue...many did not.
TURN 4 Random Event D100=22 (A local commander is seriously wounded/killed [Major Heidi Clare] in location
14 - morale of all troops of the UN in location 14 -1DShift for turn (including units which move into the area)
Rolling a 2 on the D100 means that the UN has now landed on the beaches south of Malikastan and that they have improved the air support (UN D8 vs Hotaki D10).
WEATHER remains clear for foreseeable future. LUNAR PHASE is now New Moon.
INITIATIVE- UN
UN D10=4
Hotakistani D10=3
Hotakistani forces lose one MP from each unit. The UN force moves
first. Hotakistani units in a
location where the UN force has an attack may not move.
SUPPLIES
UN receives a -1 and a -2 Supply placed at 12, Hotakistan receives one -1 Supply place at 02 or 04. They need trucks to move them (or they can be used by a non-moving unit to recover fatigue).
AIR SUPPORT
The Hotakistanis receive two air support counters and the UN none. Note the Hotakistanis can place this counter to interdict airlanding aircraft, such as at the main airport. UN can move in AA to chase it away. Otherwise air support can interdict transport or assist in attacks. The Hotakistani player must send me the locations they wish to place their two aircraft.
INTERDICTION
The Hotakistanis receive one Insurgent unit (and they have a SF one in stock) and the UN receives one Special Force unit for interdiction. Both players must send me the locations they which to place it before I send out the map.
STAFF SUPPORT
The UN receives a 2, 3 and 5 staff support
The Hotakistanis receives a 1, 2 and 3 staff support
Remember what staff support does for you:
§ Movement Enhancement – The Staff Support
can be added to a platoon and the number of pips adds to the movement allowance
of the unit.
§ Fatigue Mitigation – Added to a unit
following movement, the pips modify any Fatigue checks for the mission. So if a unit has 5+ fatigue and you place a 5 Staff, in effect its fatigue for checking arrival and availability in the missions it plays is 1+.
REINFORCEMENTS
Each player must send me their reinforcements: At the start of the turn UN force may request two
reinforcement platoons of any type (including transport teams such as aircraft). The Hotakistani force may request three
reinforcement platoons of any type (including transport teams such as aircraft)
per turn. Remember Paratroopers get a free aircraft, other air drop or air landing require a plane. So, if the UN wants to bring in LAVs, in needs to request an LAV reinforcement and a transport aircraft (which is lost after its mission)
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