Showing posts with label CIA. Show all posts
Showing posts with label CIA. Show all posts

Thursday, 26 January 2012

Week 8 AAR: Hummer Sandwich - now with added fried goat !

The scenario was fiendishly clever, and could easily be replayed again and again with completely different results; I recommend that you give it a try. For the sake of simplicity, all map numbers and entry/exit points refer to the maps in the original mission. The British plan was straightforward - the pincers would clear the ruins, and converge on a suspected area where the Hummer with the 'secret weapon' was believed to be. The platoon was split into two forces - 2 sections and a CIA operative (led by Bill) ; and the third section, plus the HQ section, JTAC team, interpreter, and the other CIA operative (under Mark). The insurgents hiding in the ruins (Kevin) prepared to do as much damage to the 'crusaders' as they could, while protecting their prize.
Mark's force were tasked with clearing map 7-8, starting in red 3-4, and needing to exit in blue 5-6. With the HQ section providing overwatch along the south edge, the section teams blasted their way into the compound, and proceeded to clear it. As they did so, a team of 'students' hiding in the compound ambushed the Brits, and seriously wounded one. Return fire from the two fireteams ensured that the 'students' failed this exam, and didn't graduate... The fireteams moved up (with their wounded comrade) to the south east of the compound; one team provided overwatch while the other exited from the board. The IED triggerman sitting in the trees on the far side of the river had been waiting for this, and detonated his IED. Another class of 'students' took this as the signal to open up with small arms from the river bank, but the British were extremely fortunate not to incur any more casualties. Again, British return fire eliminated the insurgent team, and the remainder of the regular force exited the board.


Meanwhile, Bill's teams arrived on map 3-4, from red 3-4, and were instructed to leave by blue 1-2.
They fanned out, and moved cautiously through the houses until a veteran team of insurgents sprung an ambush on them. The lead fireteam took two casualties - one serious and one light wound - but killed or wounded all the enemy team. The British also spotted an insurgent with a home-made flamethrower before he could shoot, and killed him. The way seemed clear, but, at that point, another insurgent team ('students') appeared from a building that the Brits had thought was clear, and opened fire. Again, none of the British were harmed, and all fireteams (including their casualties) were able to exit the board, killing all the 'students' before they did so.
Mark's teams entered map 9-10 via red 5-6, and had to exit blue 3-4.
 While one fireteam entered the central compound, the others moved up to the easternmost compound. Rounding the corner, they surprised a triggerman, who detonated his IED to no effect before being riddled with SA-80 bullets. There were no other insurgents discovered, and the British rapidly left this board, feeling that they were doing well. So far, this pincer had only taken a single casualty, and had reached the final map.
The other teams (Bill) threw map 1-2, and were pleased to discover that their entry point was red 1-2, and their exit point was right next to it - blue 1-2.
 Their smiles didn't last long - an insurgent team ambushed them from the nearest building, shooting wildly. All shots missed, and a hail of British fire silenced the opposition. All fireteams then exited the board, but the last man trod on an IED, and was killed outright, taking Bill's casualties to a total of three. However, there was just the last map to negotiate, and the whole platoon would be operating there...
As Bill's teams had moved faster, they arrived on map X first, from red 5.
 A suicide bomber was spotted lurking in the ruins of the easternmost building, and shot down. A British fireteam then breached into the ruins of that building, while another broke into the centremost building on the south edge. A veteran team of insurgents were holed up in a bunker on the west side of the easternmost building, and engaged the British troops to their front. Two of the Brits were lightly wounded, and that building was set on fire; the survivors withdrew to the building to the west. The bunker protected the insurgents from harm, despite the British aiming fire at it, and attempting repeatedly to breach into it from the easternmost building. Another suicide bomber was, however, spotted and killed.
At this point, the rest of the platoon arrived from red 2, and rapidly occupied the two northernmost buildings, killing yet another suicide bomber. The British thought that they had everything under control - the only known insurgents were trapped in a bunker, the location of the 'secret weapon' had been determined (just north of the bunker, by the easternmost building), and all hotspots were covered (meaning no more insurgent reinforcements after that turn). This was where everything went wrong... The last insurgent reinforcements appeared out of the trees on the northern edge, and were experienced veterans, fresh into the fight.  By contrast, the British were weary; the insurgents in the bunker prevented the Brits from manouvering, catching a fireteam in the flank and causing three wounds (2 serious, 1 light [the interpreter]). All attempts to destroy the Hummer were frustrated by the northernmost team, who survived the British fire and managed to inflict four more casualties on the westerners (2 dead, 1 serious, and 1 light wound). In desperation the British fired an AT-4 rocket at the Hummer, but still failed to do any real damage. With so many wounded or dead, the Brits were forced to withdraw, despite being in touching distance of their objective.
British casualties were 3 dead, 5 seriously wounded, and 5 lightly wounded (one of the latter was the interpreter). This was a clear regular victory right up to the very last turn, when the insurgents stole it from under their noses.

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.