Showing posts with label Force on Force. Show all posts
Showing posts with label Force on Force. Show all posts

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

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*




Sunday, 8 January 2017

Malikastan Mission Briefing - A Tale of 2 City Fights

It was not the best of times, it was the worst of times, it was not the age of wisdom, it was the age of foolishness, it was the epoch of unquestioning belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness, it had been the spring of hope, it was now the winter of despair, we had had everything before us, we now knew we had nothing before us, they all thought they were going direct to Heaven, but they were merely turning to dust—in short, the period was so far back to jingoistic isolationism, that some of its noisiest authorities tweeted on it being finished by Christmas.

December 24 2019
The forces of the world, some under the umbrella of the UN, some under independent command and now encircled the garden city of Hotaki in Malikastan.  The fanatical followers of the long dead Hotaki saw that his prophecy of the "coming of the Franks" was upon them, and when the "Franks" entered the tomb of Hotaki all the warriors of Hotaki who had died over the last several hundred years would rise from their graves and bring on the final days.  Hotaki warriors sat in their prepared positions contemplating their rewards or contemplating on the joy of seeing their many fallen comrades join them once more with tales of Paradise.

A week ago, on a cold winter's morning, the pincer movement of the two vanguard armies entered the City of Hotaki.  The British had offered the name for the operation as Operation Put-In, a good rugby term.  The Americans changed it to Operation Tweet.  The Russians merely called it Operation Trump Card.  The US President tweeted how "clever" the Russians were, and how the Russian forces would put the efforts of the US, French and British armies to shame.

We are playing a Malikastan mission this Wednesday.  And, maybe Brisbane will play the other pincer.  The Russian pincer will involve the attempt to capture a hill overlooking Hotaki City, upon which sits a World Heritage ruin of the pre-Hotaki era.  During the capture of the ruin by the Hotakistanis they had been destroying portions of the ruins to bait the west in attacking the city and thereby bringing about the beginning of the Final Days.

For the last two days the Russians have been fighting through the IEDs and fortified positions to get to the base of the hill.  Their first assault on the hill was repulsed with heavy casualties.  They have now brought up heavy self-propelled artillery to "gently" remove resistance so from the ridge line so that their VDV (paratroopers) can gain a foothold on the hill.


Victory Points
Malikastani Terror Brigade & Hotakistani Regulars
+2 VP for each time the Russian player fires the 155mm at a position on the hill
+1 VP per Russian KIA or Seriously Wounded
+5VP per Russian Vehicle destroyed

Russian VDV (Paratroopers)
+5VP if the Russians hold the ridge line at game end or beyond
+5VP if the Russians have advanced to the edge of the board
+1VP for each MTB or HR fire team/crew destroyed.

+5VP for each armoured vehicle of the HR destroyed

Turns: 7
Russians start with initiative and automatically hold initiative for turn 1 and 2.
From the beginning of turn 3 roll for initiative as normal
Conditions: Clear.  At the beginning of each turn roll a D6, on a 4+ a wind picks up (see Dust special rule).  Roll a direction dice and a wind speed.  At the beginning of each turn reroll the wind speed dice.
Play Area: 4'x4'

Russian Paratrooper (VDV) (INI10, TC8, MOR10)
Full VDV Platoon (minus the weapons support section)
One 2S23 Nona w\120mm
One Tunguska
One 2S19 MTSA 155mm
One T-72 arrives at the beginning of Turn 3.

Malikastani Terror Brigade (INI D6, TC D6, MOR D12) REGULAR
Team 1 Leader w\AK, 3 w\AK, 1 w\RPG (AP3/AT3M), 1 Suicide Bomber (AP3/AT3L)
Team 2 Leader w\AK, 3 w\AK, 1 w\RPG (AP3/AT3M), 1 Suicide Bomber (AP3/AT3L)
Bunker (3 crew) with DShKa HMG (5D10)
VBIED (Sedan, Uparmoured Soft, FA2D6, SA2D6, RA1D6 AP6/AT2M)
AT Minefield (AP-/AT4D8H)
AP Minefield (AP4D8/AT1D8L)
Two IED (AP4D8/AT2D8M)

Hotakistani Remnant Armoured Brigade (INI D6, TC D8, MOR D8) REGULAR
Two T-55

Special Rules
DUST.  Place a dust cloud behind any vehicle that has moved.  Place a dust cloud in front of any 100mm gun or larger that fires.  Dust blocks LOS until it dissipates or moves.  Place a large dust cloud at the location where the 155mm shell explodes.  At the beginning of each turn roll a D6 for each dust cloud, on a 4+ it dissipates, otherwise it moves on the wind.
Medical.  The Russians have normal medical,  Malikastani/Hotakistani have Caveman Evacuation.
Prepared positions and ratlines.  The Malikastani/Hotakistani forces have well-prepared positions,
Mines.  The Malikastani/Hotakistani player may place three minefields, one of which is fake, one of which is AT and one of which is AP.  Any unit moving in a minefield will trigger a mine on a failed TC.
Remote Detonated IED.  The Malikastani player also places two IED anywhere in the 2/3 of the board away from the Russian edge.  The crew of the bunker must
Explosive Rule: All blasts have a diameter equal to their number of AP dice.
Loaded: The Russians are carrying unlimited supplies of RPG.

Saturday, 10 December 2016

Force on Force WW2 tank stats

Here are the "final" vehicle and gun statistics for Force on Force Western Normandy WW2 vehicles. I have added some of the other tanks more likely to be seen on the eastern flank for comparison (white background).  I decided to not make the vehicle stats compatible with the modern tanks in the Force on Force rulebook so we have a wider range of vehicle armour and weapon penetration.

See other rule modifications here: https://bigfof.blogspot.com.au/2016/12/force-on-force-ww2-modifications.html


There do not seem to have been m/any German half-track Sd.Kfz 250/251 in the Cotentin, I left them in as we probably have the models, and the 17th SS had half-track mounted units.

Vehicle Notes
No Turret -2drm on Reaction Tests out of Front Arc
Slow Turret -1drm on Reaction Tests out of Turret Front Arc
1-Man Turret  -1drm on Reaction Tests and Spot TQ check
Slow Turret + Pivot Turn -1drm on Reaction Tests out of Turret Front Arc, unless tank hull turns as well.  Make a TQ on a 4+ apply no modifier, on a result of 1 the tank is immobilised.  For example the Panther had a slow turret, but it had the ability to Pivot turn.  So, the slow turret can be overcome by moving the hull.  Though, doing a stationary pivot held risk of losing a track or damaging the transmission. 
AP4/AT1L or AP3 or - roll a D6 on a 1-3 No MG, on a 4-5  AP3 on a 6 an AP4/AT1
Confidence Low Confidence and Confident crews must make a Bail Out Check on any anti-tank hit on the vehicle.  The check is made after any base effect.  If the base effect includes a Bail Out check then ignore the extra bail out check.  A crew may only remount its vehicle if the threat that caused the bail out is no longer in LOS of the crew AND the vehicle.
Assault, attacks DA on TQ Infantry armed with Gammon bomb may roll a TQ during an assault and attack the vehicles Deck Armour (or crew if open topped with an AP4) with an AT2L
Wet Stowage +1 die shift on crew survival rolls

Sunday, 10 July 2016

Up the Junction - AAR

Corporal Unishment sat in the turret of his Warrior as it clanked along, watching the streets carefully.  It was quiet - too quiet.  There was nobody around, and it was close to mid-day. Burned out buildings around him gave a hint of earlier violence.  The mosque was visible ahead.  He told the driver to pull over just short of the junction; the second Warrior halted just behind. 

"Section 1 will approach the mosque; Section 2 - take up covering positions on the left side of the street".  His men debussed swiftly, and took up positions on either side of the road.  Away from the vehicles, he became aware of angry shouting, growing louder. Suddenly, close by, there were gun shots. 

Unishment's training took over - "Section 1 - take cover in the pub. Section 2 - cover my left. Warriors - move up to the crossroads". 

He kicked down the door, stationing Delta One on the ground floor, while he led Charlie One to an upper floor.  He glanced out the window at the mosque directly opposite; the flat roof was packed with armed men !


Bilal was the first to see them. Helmets and guns. Right across the street from the mosque. Wretched infidels.  Well, there would be no desecrating the mosque today.  Hunched beside him were nine armed men: AKs and an RPG.  He didn't wait to see what the men on the other side of the street were doing: clearly they were coming to cause trouble.  He raised his AK, but before he could fire they were hit with a cascade of fire from the soldiers opposite.  Two of Bilal's brothers dropped in that first fusillade and the rest fired wildly.  In the next minutes they found themselves swamped by the weight of fire coming from the house.  Each time they attempted to fire on the soldiers, another one or two of their men would drop...

Nobby raised his AK and squeezed off a burst at a group of 'Hotakis' trying to get away from him and his men.  One old man went down, and a young boy ran back to help him up; Nobby fired again, and the boy fell over - it was just like one of those video games, or rifle range at the fair ground.  From ahead, up by the mosque, there was more gunfire; for a second, he thought it might be some of his men who'd got in front of him.  And then a tank - a f*cking tank !- poked it's nose around the corner !  Well - the Army wasn't going to protect those 'Hotakis' from the Orkshire Brigade; he sent one team round the back of the school to shoot up the mosque from the apartment opposite, while another moved into the cover of a ruined church.  From the ruined office, he could look up the street and still take potshots from there...


"Corp. Charlie Two here.  Delta Two are in overwatch in the small offices at the junction. They report a bunch of civvies moving your way that someone is shooting at.  My team are overlooking the church yard from behind a wall.  There's a group in the ruined church - can't tell if they're armed or not. We'll keep an eye on them".  Unishment glanced out over the mosque; the guys on the roof were all down, but there were more armed men approaching from his right; he warned his section to keep an eye out...

Aatif was leading another group of Maliki towards the mosque when the firing started.  He ducked off the main street and through the Hotel.  As his men reorganised themselves in the mosque courtyard, they took heavy fire from the upper storey of the pub. Half his men went down; the survivors ran for cover in the mosque. Bursting through the door, they discovered the bodies of Bilal and his team...

Pete Atkins mob charged out the the church, and into the offices; "From there", he thought, "We'll have a good shot at the mosque". Charging up the stairs, he heard voices - were the 'Hotakis' already there ?  Automatic weaponry peppered the wall next to him, but that only angered him.  He and his 'boys' returned fire into the poorly lit room, and were rewarded with screams and yells from inside.  They kept firing; after a few minutes, it was very quiet from inside the room.  Pete cautiously peered in; there were four bodies on the floor, in camo and with helmets.  They were very still. "Oh, sh*t !" he thought. "We're up against the Army".  To confirm his suspicions, two large 'tanks' took that moment to opened up with their guns on the offices from immediately outside.  When the firing stopped, Pete and the survivors crawled towards the staircase. They were halfway down when Charlie Two burst in through the back door and shot them...

Abdul was across the street from Aatif when the gunfire started.  He saw the torrent of gunfire directed at the mosque by the wretched infidel soldiers.  He'd watched Aatif's careless leadership, leaving his men in the enemy's line of fire, and determined that he would do better.  Carefully using cover, his men followed him into the mosque.  Allah be praised, he had lost not a single man, and he was just in time.  He could hear soldiers just outside the mosque, preparing to burst in.  As he braced himself for the assault, he saw a helmeted head at the window; he froze, and, in doing so, saved the lives of himself and his men. A shrill voice, "Sarge, the mosque is packed with them. We can't go in there!"  A murmured conversation, then the sound of boots retreating across the street and, finally, quiet. Around him, his brothers lay dead or dying. But those still alive could be satisfied: they had held the infidel at bay !

OverviewArmy - 16 points
Young Orkshire Brigade - 11 points
Brexitian Islamic Front - 10 points



A close and messy three-sided game, with a bunch of frightened civilians caught in the crossfire.  Against my expectations, the Army player decided early on to employ 'extreme prejudice' against the Islamic Front, who made the mistake of attempting to shoot at him from the mosque.  Retribution was swift - the Islamic Front did not inflict a single casualty, as they were horribly out-gunned. However, they did manage to hold the mosque, mainly because the Army player realised two things; one - close assaulting a building with odds of four to one against was not a good idea. And, two - if he didn't shoot anyone else, he would actually gain points... The Young Orkshire Brigade player took great delight in shooting down unarmed civilians, successfully close-assaulting an Army fire team, and even launching RPG's at the Warriors from a distance. The Warriors extracted their revenge, and the few survivors wisely decided to keep their heads down for the last few turns. Claims of bias were made against the Army for using deadly fire against the Islamic Front, but only using suppressive fire against the YOB's... (There wasn't a lot of difference in the over-all effect). The victory points probably needed reviewing for balance, as the Army won despite inflicting the vast bulk of the casualties... So much for peace-keeping duties.



Thanks to Kevin, Bill and Liam.

Monday, 27 June 2016

Up The Junction

Paul Unishment stood to attention in his CO’s office, and stared fixedly at a point just over Major Zaster’s head while he waited to hear what ‘exciting’ detail he’d been assigned today. Yesterday he’d had to guard a bunch of Portaloos to prevent them from being stolen; the day before he’d been on traffic duty because of the power cuts, and the local police couldn’t spare anyone. The whole country was going to the dogs, and no-one seemed to care – so long as the cars kept moving, and there was somewhere to shit.
“The police are concerned, Corporal”, said Major Zaster. “There’s a lot of anti-immigrant feeling in Badford at the moment. Shops have been looted, houses set on fire, and people badly beaten. The police are spread too thin to do anything about it. They’ve heard rumours that local gangs are getting their hands on guns and intend to use them. I’m sending out patrols to police the streets and protect the peace. The sight of you and your men should act to deter the violence. Current rules of engagement apply – you’re to shoot only to prevent loss of life. Oh, while you’re out there, check out the mosque; footage from the police drone shows a truck delivering several dozen boxes. If they are weapons, confiscate them”.



TQ/Morale D8/D8; Body Armour 1D

Section 1 - Warrior IFV with driver and commander

Fireteam Charlie1

1x Squad Leader with SA80
1x Gunner with SAW (Lt. AP:1/AT:0)
1x Grenadier with SA80 + UGL + Shotgun
1x Marksman with L129
Fireteam Delta1
1x Assistant Squad Leader with SA80
1x Gunner with SAW (Lt. AP:1/AT:0)
1x Grenadier with SA80 + UGL
1x Gunner with GPMG (Med. AP:2/AT:0) 
Section 2 - Warrior IFV with driver and commander

Fireteam Charlie2
1x Squad Leader with SA80
1x Gunner with SAW (Lt. AP:1/AT:0)
1x Grenadier with SA80 + UGL + Shotgun
1x Marksman with L129
Fireteam Delta2
1x Assistant Squad Leader with SA80
1x Gunner with SAW (Lt. AP:1/AT:0)
1x Grenadier with SA80 + UGL
1x Gunner with GPMG (Med. AP:2/AT:0) 
Mission - protect civilians, search the mosque.
Each turn your forces remain on table (max 6)                          10 points
Each civilian casualty suffered                                                 -1 point
Each casualty suffered by your force                                        -2 points
Search the mosque for weapons                                             20 points







Dave ’Nobby’ Mosley had grown up on the streets of Badford in West Orkshire, and, since he was old enough to remember, things had only got worse over time. Nobby’s Dad had worked in the town steelworks, like his father before him. Unlike him, when they closed it down, he’d never found work again. When Nobby left school, they were still no jobs for him or his mates either, and no future. It only made it worse that there appeared to be an endless stream of ‘f***ing foreigners’ moving to Badford, taking the few local jobs at rates that were worse than the dole, and living three or four families to a house. Nobby couldn’t even get work in the portable toilet factory – ‘a real shit job’, as his mate said; Thommo reckoned it was because it was owned by one of those ‘Hotaki c**ts’, and they didn’t want ‘real Brexitians’ working there. They ‘ought to go back where they came from’.
Thommo knew a lot of people who felt the same way as Nobby – bitter and angry, and feeling in need of taking action. The ‘Young Orkshire Brigade’ had started by beating up the occasional ‘Hotaki’, throwing rocks through shop windows, and setting fire to houses, but this had led to a tit-for-tat escalation. Knives and baseball bats were now the norm, and some of Nobby’s mates had been seriously hurt or killed. There also seemed to be more of the ‘Hotakis’ than locals. So when Thommo said he knew a man who could get them some guns, Nobby jumped at the chance (he’d been quite good on the rifle ranges at the fairs he’d been to…). A couple of ex-Army guys called Ron and Reg had driven up from somewhere down south with a truck full of AK74’s, loads of ammo, and three RPGs; they’d even been taught how to use them. (Better than that, Thommo said that it had all been paid for by a ‘well-wisher’). They decided to test their new strength by marching on the mosque, and destroying it – ‘That would teach those Hotakis whose town it was !’
TQ/Morale D6/D10 Irregulars
Team 1
1x Leader with AK74
8x YOB’s with AK74
1x Gunner with AK74 and RPG
Team 2
1x Leader with AK74
8x YOB’s with AK74
1x Gunner with AK74 and RPG
Team 3
1x Leader with AK74
8x YOB’s with AK74
1x Gunner with AK74 and RPG
Mission
Each ‘Hotaki’ wounded or otherwise incapacitated                     1 point
Enter the mosque and destroy it                                                 10 points


Abdul al Maliki had not had an easy life. Growing up in a small village in Malikastan, he had seen many of his friends and family killed there in the ‘peace-keeping’ operation, and the Hotaki invasion that followed. There had been a point where he – or, rather, his mother – had wanted him to become a martyr (Malikastan Week 10 – Save the Day), but God had spared him, and given him a chance to marry and start a family. His wife’s father, Uncle Rafi, had advised him to get out of Malikastan and go somewhere safer (his mother’s ‘life insurance policy’ on him hadn’t yet paid out…), so he decided to go to the West. After all, from what he had seen of their soldiers, if they could give away so many bullets and bombs, they must be rich, and wouldn’t mind giving him some of their wealth. It would be better than herding goats…
It took months to walk to the sea – through several other war zones – and a long wait in a refugee camp. Finally, someone took pity on him and his family, and put them on a plane. He ended up in Badford, just in time to see Grande Brexitia disintegrate, and law and order break down. However, for many like Abdul, this was ‘life as usual’, and they knew that security only came from the barrel of a gun; the Brexitian Islamic Front found many recruits from former refugees, keen to protect their families and new lives from violent thugs. Abdul had fought the Americans, Brexitians and the Hotakis, and was respected by his peers. When he heard that ‘infidels’ were on their way to destroy the mosque, and burn the holy books, he knew that he had to prevent it. Calling his brothers to arms, he led them down the street…
TQ/Morale D6/D10 Irregulars
Team 1
1x Leader with AK74
8x ‘Holy Warriors’ with AK74
1x Gunner with AK74 and RPG
Team 2
1x Leader with AK74
8x ‘Holy Warriors’ with AK74
1x Gunner with AK74 and RPG
Team 3
1x Leader with AK74
8x ‘Holy Warriors’ with AK74
1x Gunner with AK74 and RPG

Mission
Each unbeliever wounded or otherwise incapacitated                  1 point
Prevent unbelievers from desecrating (entering) the mosque     10 points