Showing posts with label Special Forces. Show all posts
Showing posts with label Special Forces. Show all posts

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*




Thursday, 1 January 2015

Hostage Rescue

We played this game a couple of weeks ago, but then real life intervened... The subject was the rescue of a western hostage from a group of insurgents, which was based on ongoing events in Iraq and Syria. Possibly a little too sensitive, but set in our fictional country of Malikastan, and played with 15mm lead figures, dice, and the force on Force ruleset, I thought it made a good subject for a scenario. However, the very next day, there was a hostage situation ongoing in Sydney. I felt it was probably not appropriate to post this then, and, even a couple of weeks after, I'm not entirely comfortable. All I can fall back on is the standard disclaimer - "This is a work of fiction. Names, characters, places and incidents either are products of the author’s imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely coincidental." If anybody out there is still having trouble distinguishing reality from a game, I suggest that they refrain from visiting this site, and seek professional help.

The game - I tried to keep it as simple as possible, to make it run swiftly and involve a couple of new(ish) players. In Malikastan, insurgents allied to the WOZ militia have seized several westerners - journalists and aid workers - and have threatened to behead them. This does not play well in the western press, so their resue is high on the agenda of the governments.
Intelligence has identified the location of one of the hostages, and a team of special force operatives has been assembled to carry out the rescue. They will infiltrate into the area by night, moving on foot to the target compounds; arriving there, they will seach for the hostage, release him from his captors, and exfiltrate back to a waiting helicopter for extraction. Time is limited - they must get out before dawn, and the exact location of the captive is unknown.

The two players were each given four special operatives - highly trained and motivated individuals, armed with weapons of their choice (suppressed M16's with grenade launchers, with a SAW (unsuppressed) for additional firepower if needed; Night Vision Goggles; body armour; stun grenades and pistols). They were stealthy, elusive and were also trained medics. The table was set up as shown, with six buildings in four compounds. The special forces were told they could enter by either of the corners (top and bottom in the photo), and that they had to exit by the end of turn ten; they chose to have one team approach from each corner.



As umpire, I chose to randomise what the insurgents did; I placed six counters, face down, one in each of the buildings. Two of these counters denoted that the building was empty; two had 1D6 insurgents with AK's in; one had 1D6 civilians, one of whom had an AK (a local man with his family); and one with the hostages and four guards armed with AK's. (Yes, you read that correctly - unknown to the rescuers, there are two hostages - not one - being held in the same room). I didn't know what was in each room; the special forces operatives did not know what the counters represented, and would only find out when they actually entered the room, and then only in vague terms described by me - to simulate the confusion of a night raid. I then set up two groups of two sentries - using scatter dice to determine where they started and then moved - and a wandering dog, just to add to the mix, for the players to avoid. Insurgent reinforcements (1D6) would only arrive from the board edges once/if the alarm was raised.

Team one moved on from the top of the board, into the group of trees; a pair of sentries were lurking close by the corner of the building, and the team leader ordered them taken down. (Photo shows the situation at this point, game turn 2). The suppressed shots were hardly heard, and both insurgents went down - however, one wasn't dead, and started shouting for help. The alarm was raised, but the insurgents had no idea where their attackers were. however, team one's luck continued to run bad - reinforcements poured on to the table right next to their location, and there were several desperate turns where they were beating off attack after attack. During this, one of their number was seriously wounded, but their superior discipline and firepower enable them to hold on.

Team two, meanwhile, had approached from the bottom end of the board, found no sentries en route, and made it to the large central compound. Bursting in through the door of the nearest building, they discerned five individuals, one of whom appeared to be reaching for a weapon. He was quickly despatched, but he turned out to be a civilian trying to guard his family. At this point, shooting and shouting broke out from the other side of the village, and all attempts to keep silent were forgotten. The team swiftly searched the other nearby buildings, finding them both to be empty. Exiting the compound by the main gate, they broke into the isolated building, to find it occupied by a group of armed insurgents. Taking them by surprise (the insurgents were peering out the window at the firefight between their colleagues and team one), team two quickly eliminated them, and moved against the forces opposing team one.

With this help, team one finally overcame their opponents, and were able to break into the nearest building. This was found to be occupied by a half dozen individuals; a fierce hand to hand battle erupted in the darkness between the three active members of team one and the insurgents, during which they realised that they had found the hostage(s). Once again, speed, surprise, and the better training of the special forces told; all the insurgents were downed, and the hostages hustled from the building, and away from the compound. With team two covering their rear, and carrying their wounded colleague, both teams withdrew to safety, as, behind them, the village resembled an ants' nest, with armed men milling around in the pre-dawn darkness.

The mission was judged a success, despite the serious wounding of the team member, and the killing of a civilian. Two hostages were rescued unharmed, and up to thirty insurgents were eliminated. The whole game took just over an hour to play, and tension was high throughout; ranges were short in the darkness, and insurgent teams kept on appearing where they were least wanted. Team one came close to being overrun, but held out until rescued by Team two, who did most of the work, by searching most of the buildings and fighting off the reinforcements. Team one get the kudos for rescuing the hostages, though !

Tuesday, 12 November 2013

SMAFU (Mission)

Situation Malikastan AFU

After a long break we are back to the Malikastan campaign.  So a little sideshow which will also introduce the Russians to the campaign.  In an earlier mission (http://bigfof.blogspot.com.au/2013/07/aar-they-are-like-zombies.html ) the Russian ambassador was captured by the insurgents.  This mission will see the Russians arriving in the chaos which is Malika City to rescue the ambassador.  Players, review and send in any comments.  The game will see the debut of my Eureka Miniature Russians and Colonel D. Zaster's QRF BMP-3s.  This could be as balanced as a two-legged dog, but the narrative is what counts :)

Briefing
The leaking of General Phil Graves “off the record” comment: “I will flatten Malika City” has handed the insurgents in Malika City a propaganda gold mine.  Outrage has swept through the Malika City streets with the insurgents fanning the flames: the new AUSAF force will flatten the Azure Mosque.  In response the western prisoners in the insurgents hands have been herded into a park behind the mosque.  They have been locked in a stockade and a film has been spread across the cellphone network.  The footage shows that the Russian ambassador has been placed inside or near to the mosque itself.

In response, the Russians have moved.  Early in the morning the UN and AUSAF forces at the Malika Airport were woken by a low flying MiG fighter, the “bomb” was several thousand leaflets.

“Refrain from alarm, the vozdushno-desantnye voyska will shortly be landing at your airfield.  They will secure the hangars at the eastern edge.  We come in peace.  Do not interfere.  Interference will result in mortal danger.”

Ten minutes later a low flying Antonov dropped 300 paratroopers in an airdrop.  Several minutes later four large Antonov’s landed on the main runway and taxi’ed to the hangars.  One of the large aircraft veered off the damaged runway and burnt, another was damaged and would never fly again.  The UN commander at the airfield, still unsure of the new command structure failed to contact either General Phil Graves or Colonel D. Zaster.  He decided that he was not about to start WW3 and decided to leave the Russians alone.

The Russians unloaded several mechanised vehicles and a helicopter gunship.  They assembled and a company left the airfield heading to Malika City.  The UN base commander decided it was a good time to have a whiskey.  Though this turned into a vodka when a Russian VDV Captain arrived with a salutary bottle of vodka.  After a hug and kiss they became best of enemies.

The Russian convoy headed towards Malika City from the SW, driving in past the massive ruined fort complex to the south of Malika City.  They then headed towards the Azure Mosque.

Sitting on the 4th floor of the ransacked Grand Vacation Tavern Hotel across the road from the Azure Mosque is a US special forces A-team.  The team is in Malika City to neutralize a HVT who attends the Azure Mosque.

Mission:
Russian VDV platoon (mech.): Rescue the ambassador, his family and staff.  Failure to rescue the ambassador is a defeat.  The ambassador is either in the mosque or in the stockade to the rear of the mosque. Casualties or lost vehicles are of no importance, the Russian President has said the ambassador will be rescued and he will be rescued.  The VDV gain 5VP for the ambassador and wife, and 1VP for other staff.  The Russians must either move the ambassador and staff of the south edge (roads) or fly them out with the HIND.
US ODA A-TEAM: Neutralize the insurgent leadership.  Victory points are gained for each insurgent leader neutralized (1VP), and 5VP for each HVT (even if the Russians do the dirty deed on the HVT).  The Russian ambassador has been disguised as an insurgent leader…
Insurgents: The insurgents gain VP for each enemy killed (2VP) or captured (4VP).

Time: 8 turns

Forces:
Russian VDV & Spetnatz (INI8/TQ10/MOR10) and (INI10/TQ10/MOR10)
The Russian player has a full mechanized Russian VDV platoon (mounted on BMP-3 or other), have a Nona (120mm) and a HIND on call.  The HIND contains a Spetnatz team of four.  The HIND will fast-rope the Spetnatz onto the Azure Mosque Roof on a D8 on a TQ 4+ (try from Turn 1).  If the helicopter is damaged it will land the team on a random building roof.

US ODA A-TEAM, a full 12-man team (INI10/TQ10/MOR10)
The team setups hidden on the 4th floor of the hotel.  They have access to the heavy artillery.  They have two AT-3.

Insurgents
The insurgents start with four regular insurgent guard teams (INI6/TQ8/MOR12) onboard
1xLdr AK, 1xAK, 1xRPK, 1xRPG (AP2/AT2M)
And one sniper team
1xSpotter, 1xSniper (INI6/TQ10/MOR8)

Each time an ODA or VDV/Spetnatz team engages with automatic rifle fire roll a D6, on a 5+ a team of insurgents will arrive at the start of the next turn.  Each reinforcement is randomly selected from Primary or Secondary reinforcements.

Reinforcing insurgents are on a D6
1-2 Regular INI6/TQ8/MOR10
4-6 Irregular INI6/TQ6/MOR12

From turn 4 onwards roll a D6 4+, if successful the insurgents receive a T-55 (INI6/TQ8/MOR8)

Mobs
Each time an AP3 or AT3 weapon is used within 6” or fired at a target with 6” of the Mosque roll a D6, on a 5+ a mob of 10+D10 will arrive.  Mobs will attack all combatants within 12” of the mosque once they become violent.  They become violent on seeing an attack from or at a target within 6” of the mosque.  Mobs are game controlled, and will attack the target or firer, whoever is closest to the mosque.

Mission Special Rules:
Where is the ambassador, he is either in the stockade or mosque, one arriving at one of the other the VDV/Spetnatz roll a TQ, on a success roll a D6, on a 4+ the find the ambassador, if he fails to be at one location he is automatically at the other location.
Who is the ambassador, the ambassador is dressed as an insurgent leader.  If the ODA Sniper team has LOS to the ambassador at any time they roll a TQ, on a failure they will try shoot him.
Ivan Ivanovich?  The stockade and mosque each contain 6+D6 prisoners, each group contains 3 Russians, a successful TQ is required to obtain each of the Russians.
Who is a suicide bomber, at both locations the insurgents have planted an insurgent suicide bomber, AP5/AT1.  The bomber can be spotted by the VDV/Spetnatz on a successful TQ when activated, otherwise the bomber will explode on a TQ6 4+ without allowing an interruption.
HIND.  The HIND can be called in to attack or pick up the ambassador.  The three locations where the HIND can be landed are marked on the map.
Confusion.  Each time the ODA attack in LOS of the Russians the Russians will attempt to interrupt on a successful TQ.
HVT.  The HVT is in one of the guard teams, the insurgent player records which team he is in.  Each insurgent team which arrives may have a HVT on a D6 roll of 1.  The HVT will upgrade the TQ by +1DShift.
SMAFU - Situation Malikastan – AFU.  The streets of Malika City are full of traffic, like the mobs vehicles are moving.  If the insurgent player rolls a VBIED one of the cars in the city becomes the VBIED, randomly and secretly selected, all vehicles on the road (not parked) are moved.  A VBIED is difficult to spot and requires a successful TQ with a -1DShift.






Sunday, 14 July 2013

AAR - They are like zombies!

The hordes of insurgents surged through the now undefended legation district, like zombies they ran past an ODA group and a Malikastani platoon which were in the process of searching for civilians.  The ODA were also attempting to retrieve the body of their commander, while the Malikastani's were intent on rescuing their president.  The Russian consulate officer also needed rescuing.  It would prove a hard set of objectives.

Mission outline here: http://bigfof.blogspot.com.au/2013/07/mission-they-are-like-zombies.html

The reinforcement cards for the two forces:
UN1 ODA Team (so a 3rd team)
UN2 Convoy of three Light APC (VAB)

Hotakistani1 Squad of paratroopers
Hotakistani2 Flamethrower
The Field of Battle
Two groups of insurgents had passed the forward ODA and Malikastani positions before the sentries had realised that they were insurgents.

The celebrating voices of the advancing insurgents was interrupted by an insurgent rocket barrage.  Rockets crashed into the buildings and streets, collapsing roofs and throwing shrapnel across the streets.

It did not take long for the ODA and Malikastanis to recover, and both Haqiqa units were brought under fire, one destroyed in the chicane outside the Russian consular building, the other badly mauled in the street in front of the MOFUC building.
The opening dispositions


The opening salvo of insurgent rockets and the opening engagements
While the Malikastani commander and his radiomen repaired the two HUMVEES, his one squad finished off the insurgents in the road before the Russian consulate.  The ODA in the tall building fired down into the insurgents in front of the MOFUC building, causing a few injuries.  The Malikastani's in the blockhouse moved forward to save their president, but took fire and lost one man wounded before getting into the building and making contact with the president.

The ODA searched a floor in their building and found no civilians, all in all not many non-Malika civilians were left in the area.  Just then a convoy of French VAB's (manned by Malikastanis) arrived to rescue the president.  A squad of Hotakistani paratroopers hearing the gunfire also arrived, armed with a flame-thrower.
The paratroopers made haste towards the ODA building and fired their flamethrower, the ODA survived without injury, but they quickly fell back escaping the smouldering building.  A suicide bomber chased after the special force operators, he surprised the ODA team and  blew himself up...but it was more fizzle than bang (1,1,1,2!).  In the field north of the garage complex insurgents began to form and were shot down by the 2nd ODA team.  This field would contain scores of dead insurgents by the end of the day.
Out of the flame-thrower into the exploding insurgent
The convoy of VABs moved to the front of the MOFUC building.  They engaged the paratroopers with their HMGs, and were supported by the arrival of a third team of ODA at the roadblock.  The flame-thrower soon covered the first VAB with fire, but it survived.
The paratroopers take on the convoy and the ODA
The two HUMVEES also advanced, ready to pick up any civilians discovered by the ODA or Malikastani teams.  An insurgent technical now arrived in the open ground north of the garage.  This vehicle was to live a miraculous life, the ODA poured fire into the truck, but did nothing (turn after turn after bloody turn!).  By the end of the battle the swiss-cheese truck drove off on its rims, but it still drove.
The new terrain pieces: Marsh and wire fence.
A squad of Malikastani's moved to the top storey of the building overlooking the open lot and fired, giving and receiving.  

The ODA in the garage discovered two groups of civilians and called the Malikastani commander in his HUMVEE to come and extricate the civilians.

It was about now that insurgents broke into the rear of the MOFUC building, but were wiped out by the Malikastani soldiers protecting the President.

Meanwhile, the Malikastani President and his four bodyguards made a dash for the waiting VAB, they closed the doors just as flame enveloped the vehicle from the paratroopers flame-thrower.  The VAB survived.  But they were not safe, yet.  A two-man RPG team appeared from around the corner and fired, but failed to penetrate, then a mob of insurgents with Molotovs clambered onto the vehicle, but to no avail.
Insurgents clamber over the presidents VAB, while the gunner on the 2nd VAB is wounded.
The newly arrived ODA team and the VAB guns threw back the paratrooper RPG team with three casualties.

Two Malikastani soldiers now entered the Russian consulate and the Russians and Malikastani's headed to safety while the ODA and 3rd Malikastani squad covered them.
Russians head for safety.
Just as they ran a Frogfoot flew in and let loose a salvo of rockets, the rockets exploded down the street, wounding a Russian consular officer, a Malikastani overwatch soldier and a member of the ODA at the HESCO roadblock.
Rockets explode down the street
Just when things were looking good ... disaster struck, the VAB with the president rev'ed.  The supporting VAB cleaned the insurgents off the presidents vehicle, then the presidents VAB sped off.  An insurgent inside the MOFUC building fired a RPG which struck and destroyed the VAB.  The crew, bodyguards and president leapt from the burning VAB only to be struck by the paratroopers flame-thrower and a second RPG.  The whole Malikastani group went down and would remain in the street for a long time.
The president caught between two RPGs and a flame-thrower
Around the corner, near the golden Holden, insurgents were now moving through the parked cars, they engaged the HUMVEE manned by the radio operator, and were in turn engaged by the ODA who had entered the building.  Then the Russians tried to move but were brought under fire.
Insurgents fire on the Russians but then fall to the ODA from the building above them.
The civilians in the garage loaded into the HUMVEE and speed off, dodging any insurgent fire.  With the road through the back of the tall buildings blocked by the now burning HUMVEE the driver decides to drive across the marsh.  Just then a large bomb lands on the Russian consulate and is destroyed, showering all close by units with shrapnel.
The HUMVEE struggles through the marsh, while the Russian consulate vanishes in a bomb blast
The last two VABs are destroyed just as the insurgents are reinforced by a T-55.  The T-55 is soon hit by a Malikastani RPG, doing light damage, but the crew bailed.
VABs destroyed by RPG while a T-55 arrives, only to be hit and bailed.
Insurgents in the square tall building are engaged by the ODA, while insurgents march on the presidents body.

The ODA team in the southern tall building get ready to bring in artillery danger close as a last desperate [but UN player decides to clear out the HUMVEE first, and allow the civilians to escape...a bad mistake!].  The escaping HUMVEE is also ambushed and destroyed, in the process the UN loses contact to the artillery [card draw on Reaction roll of 1].

The ODA exchange fire with insurgents across the alleyway.  While Russian special forces arrive at the bunker.
THE END.  Insurgents descend on the president's body, he is found to be dead, but one of his bodyguards is found alive and captured.  And then disaster, a group of insurgents break into the tall ODA building, the ODA fire at the onslaught only wounding one enemy.  And then it is bayonet work.  The ODA fail completely, unable to even wound or kill a single insurgent, all but one ODA team member is killed, the last surviving ODA team member becomes a prisoner.
President down - HUMVEE down and ODA down - in one turn the turns have tided

[In three foul swoops the insurgents go from behind in points to way ahead, victory is beyond the UNs grasp.]

Insurgents: 39VP
UN: 16VP

Comments: Hmm, well the enemy does get a vote!  The ODA with MOR8 suffered, but the insurgents were patient and nasty and were willing to sacrifice.  What went wrong for the UN?  One major problem was not being able to give mutual support between units.

An interesting game, the moving hotspots proved a good idea.

The wire-mesh fences make an interesting terrain type, they give no cover but restrict movement. 

Sunday, 12 May 2013

AAR - Know your enemy - Know your self - Know your terrain

Know your enemy CHECK
Know your self CHECK
Know your terrain EPIC FAIL
The insurgent arrives via hotspots and the top left corner, while UN entered from the bottom right.  Can you see the Golden Holden?
Major Heidi Clare's strategy was to retake Malika City airfield and then concentrate on securing the international legation district.  Her forces had now secured the airfield and were busy mopping up the Hotakistani's.  The defences of the legation district had been abandoned early in the war and now a large no man's land had formed at the northern edge of the district.

The Hotakistani insurgents saw the rich pickings of NGO's, embassy's and international corporations in the legation district and so started infiltrating southward.

Heidi intended to retake the empty blocks before the insurgents appeared, but she was too late.  She personally led the attack, sending in a platoon from her HQ company supported by a reinforcement team of Australian SASR.  Pouring into the suburb from the north were two major units of volunteer foreign fighters, ready to die for the glory of destroying the hated frenghi.

The battle field was to be amongst the beautiful avenues of trees that give Malika City its nickname, The City of Parks.

The SASR advanced on the left flank and the HQ unit on the right flank.  The insurgent commander was tense at first, he was very light on the ground and his reinforcements would take time to arrive, but his concerns were misplaced.
SASR take first building and engage two insurgent units near the jack-knifed truck.  On the right the HQ platoon moves up to the wall near the overturned VW.
The SASR moved into the southern building and took the first compound.  On the right the HQ platoon took the first park and identified the first rat hole that the insurgents were planning on using.  Unfortunately, a second rat line was not spotted by the HQ platoon, this was to prove disastrous [hidden in the open by one of our cunning opponents!].

Both UN forces soon engaged the enemy, and the HQ ran into a fire lane of the enemy.  This was the beginning of the tipping point.
The tipping point - insurgents assault the HQ platoon on the right and insurgents move up to a wall and stop any further advance.
The UN engaged the insurgent unit in the building on the far right and after pouring in a lot of fire neutralised the defenders.  But before they could advance into the building the insurgents entered a position on the compound wall which made any advance into the building from the impossible [though SMOKE SMOKE SMOKE!!!], and to the rear of the building appeared a large group of insurgents hiding in the scrub.  These insurgents charged into the UN fireteam on the far right of their front line.  The UN fire team was overcome.  Three of the UN soldiers were killed and a fourth captured.

Meanwhile, a squad of UN soldiers entered the central building, and the SASR exited the southern compound and attacked the insurgents in the avenue.  The SASR on the roof engaged snipers from the M.O.F.U.C.  building in the north, the enemy in the "blue balcony" building and assisted in the fire fight in the avenue.

The SASR were able to inflict significant casualties on the insurgents they could see.  Unfortunately the "they could see" was reduced by the avenues of trees.  A very nasty place for regulars to fight through.  So the old Find - Fix - Finish Up could not be implemented.
The T-55 quickly despatched, but more importantly patient insurgents take up position to cover the front of the left building.
An insurgent T-55 arrived heading down the main road, but was quickly destroyed by an AT-4 from the UN HQ platoon that was positioned near the overturned yellow VW Combi.  That was to be the last UN Hoorah!
Can you see the "Hidden" Hotspot in the top left of the map!  I could not :-/
Heidi Clare moved up to direct her men, but from behind her appeared a squad of insurgents, who charged Heidi, her radio man and her sergeant.  The fight was short and sharp, with Heidi and her HQ dying [I failed to spot a second hotspot, so my first EPIC FAIL].  The victorious insurgents were soon despatched and then the Weapons Squad moved in to neutralize the rat line (hotspot).  Unfortunately, they failed to encircle the hotspot which allowed more insurgents to enter from that hotspot before it could be neutralised [my second EPIC FAIL].
The four survivors of the weapons team
To the north, a UN section assaulted the insurgents to rescue their captured mate.  They were victorious and saved their man, but were in turn assaulted and all were killed sans one.

The UN in the central building soon suffered fire and took casualties.  In the SE more fighting ensued and soon the UN realised their position was untenable and fell back with the SASR acting as rear guard.

LESSONS: Well, my lessons were, walk around the battlefield!  Not seeing the hotspot was a nasty surprise.  But the close combat by the right building was also nasty.  The insurgents that laid down a firelane from the north end right-most building was also critical, it stopped the advance.  The plan was to take the right-most building early and then move in the weapons teams.  This was stopped by those defenders and the units in the scrub.  Close combat killed more UN than anything else.  STAY OUT OF MELEE!  Also, the UN could not capitalise on their overwatch ability.

Should have used SMOKE!
Should have encircled the hotspot while attempting to neutralise it
Should have...
Could have...
Did not!

The Australians blamed the US HQ, the US HQ blamed the Australians.  And the insurgents laughed :P

DECISIVE HOTAKISTANI VICTORY
Hotakistani: 35VP
UN: 11VP

Monday, 25 March 2013

AAR - To catch/kill a mad bomber

Four of us played the mission at the Grange Football Club.  The mission briefing can be found here: http://bigfof.blogspot.com.au/2013/03/mission-briefing-to-catch-mad-bomber.html

The ODA team (a) finishes off the one patrol, while the second ODA team at (b) wipes out the two insurgent patrols (C). Two insurgent teams reacting to the fire move up (d) and (e).  Once again the mysterious Golden Holden is present!
The ODA team split in two, moving stealthily along each side of the walled orchard.  Both teams soon bumped into insurgent patrols, in the north the ODA opened fire on the unsuspecting insurgents, dropping two severely wounded.  They then assaulted the survivors and finished them off.  There would be no prisoner taking on this night.

The south team saw a patrol moving north through the ancient city wall. They opened fire, the unsuspecting insurgents never knew what hit them, they fired but found no targets.  A second insurgent team joined the first and they joined them in Paradise. The fire alerted a few insurgent patrols and two of them moved towards the fire.  Both were to pay with their lives for running to the sound of the guns.

The northern ODA team moved along the north alley of the NGO building and there neutralised another patrol of insurgents.

The southern ODA team then tried to breach the back door of the NGO building, and after three attempts could not open the emergency exit doors.  The northern ODA then went through one of  the front windows into an empty room.  But then they tried to breach a second room only to find their breaching explosives would not explode.  Finally the southern ODA blew down the emergency exit door and surged into the large hall on the ground fall.  A single hostage was surrounded by three men with AKs and a man in an explosive vest, two of the insurgents died immediately, the suicide bomber tried to blow his vest, but fumbled, and then died.  The hostage was freed.

The northern ODA then cleared the second ground floor offices. A Predator spotted a team of insurgents forming up on the roof of the NGO building, a Hellfire exploded amongst them and three of the four insurgents were eliminated.
The Predator drone fires at the insurgents on the roof of the Malikastani Organization For Unity Creation building.
The Golden Holden!
The southern ODA moved upstairs and breached the first room, in the room were five men, in a sharp and short melee the five occupants were killed.  One of the dead was The Mad Bomber.  One of the ODA team was killed in the fight.  The ODA bagged the insurgent's body and moved down to the ground floor carrying their fallen comrade.  The northern ODA joined them and exited the building, they saw a few insurgents taking cover in the buildings across the road, but held their fire.

The gunfire at the NGO building had drawn more insurgents, but behind the insurgents was a lost UN fire team from the US Army, the men followed the insurgents and then attacked them in the open area in front of the building, they gave and received.  Two of the UN soldiers were wounded, and two of the insurgents.  A Cougar drove up and the SASR on the 12.7mm finished off the last insurgent in the road.  The SASR convoy had arrived, one vehicle down.  It had travelled through the winding roads and fought of several ambushes. One of the uparmoured HUMVEE's had been destroyed en route and two of the SASR section were seriously wounded.

[The Tale of the Route March to be added here]
The convoy negotiating the tight streets (HUMVEES from Peter Pig and the MRAP Cougar from QRF (with a turret from Rebel Minis))
One HUMVEE down, the survivors boarding the MRAP Cougar/Mastiff
The ambush.  
The HUMVEE's joined the Cougar and they the ODA started to board the vehicles, a group of four insurgents on the second floor decided this was their chance and opened fire, but died before they did any damage.  Following the convoy was a Toyota Hilux mounting a PKM, it fired into the rear of the HUMVEE to no effect.  The UN force returned fire blowing a front tyre.

The TOW on the HUMVEE spotted an RPG gunner in a a building overlooking the exfiltration route, a TOW missile left the HUMVEE and smashed the window on the second floor and exploded at the rear of the building, killing four further insurgents who were moving through the rear of the building.

The convoy began its exit, firing at the RPG gunner, the RPG gunner fired, but it was a dud.  The Cougar and two HUMVEEs then raced past the building.  A group of three lost Hotakistani paratroopers spotted the convoy and raced to intercept the convoy, the paratrooper RPG gunner knelt to fire, but as he fired the Cougar vanished around the corner.

The mission was over. Major Heidi Clare had the body of the Mad Bomber and a rescued hostage.  The mission had cost the SASR two wounded and the ODA one dead.  Major Heidi Clare in an interview on a satellite phone said, "We got him the second time, there will not be a third time."

The reporter at the other end of the phone asked.  "Firstly, do you think this will satisfy your critics that you should have flown out the Mad Bomber when he was first captured?  And, secondly, I have heard a rumour that the man killed was The Mad Bomber's brother?".  Fortunately the satellite phone dropped out before Major Clare answered.

The chief spokesman of the Haqiqa insurgency in Malika City is reported to have said, "He [The Saint/The Mad Bomber] has double the virgin, not seventy two, but a gross virgin."

Comment: Scenario was finished by turn 11. The convoy arrived on turn 9.  The D10 special forces out fought the D8 insurgents with amazing results.  The insurgents barely touched the special forces.

Friday, 22 March 2013

Mission Briefing - To catch a Mad Bomber

Mission Brief - To Catch a Mad Bomber

An informer has told the UN that the Mad Bomber is having a meeting at the NGO offices of Malikastani Organization For Unity Creation.  The UN has mounted a special forces operation to capture/kill the HVT and rescue hostages that he reportedly is using as human shields.

We decided to make this mission more organized and therefore a full briefing.  On the day the mission victor is who holds the HVT or if he is alive or dead.  For the campaign the VP also count.
View centred on the NGO Malikastani Organization For Unity Creation Building - Where the HVT The Mad Bomber is believed to be spending the night
Operation: Capture of the Mad Bomber.  The Mad Bomber was captured in a UN raid earlier in the year and imprisoned in the main jail in Malika City.  When the Hotakistani invaded Malikastan dozens of sleeper cells erupted across the city.  One of the cells let off a truck bomb at the jail and allowed all the inmates to escape, including the Mad Bomber.  The Mad Bomber has now taken command of some of the cells.  The US has sent in an ODA team to recapture the Bomber.    Major Clare has assisted by sending in her unit of the Australian SASR.  The US also will have a predator drone above the city, unfortunately it only has a single Hellfire.

The ODA team has infiltrated the northern edge of the Legation district and are ready to attack the target building.  Informers indicate the target is located in the NGO “Malikastan Organization For Unity Creation” (MOFUC).  The SASR are driving four vehicles towards the target location to exfiltrate the HVT.

MAIN MAP

ODA enter from position V or VI

ROUTE MAPS

The SASR choose to enter on MAP a or MAP b.  Then move through one of the maps A, B, C, D, E or F to reach the main map.  Where they enter on the main map depends on which route they have selected.
The 8 route maps.  When you enter a map you roll a D8, and enter with 6" of one of the red arrows.  You exit through the blue arrow areas (within 6") and enter the next map at the point designated on the MAP.  The D8 exit arrives at a random point on the Main Map.

Victory Conditions

UN Victory Conditions:
Primary UN Mission: Capture (15VP) or Kill (10VP) (with body retrieval) the HVT known as the Mad Bomber
Secondary UN Mission: Per rescued western hostages 1VP/hostage
Tertiary UN Mission: Kill unit commanders to disrupt chain of command (1VP per leader)
All teams exit the south of the main map: +5VP
All teams exit the south of the main map in transport: +5VP

Hotakistani Conditions:
Mad Bomber Survives Mission & on map: 12VP
Mad Bomber Survives free and off map: 6VP
Mad Bomber Killed and left on map: 3VP
Per Western Hostages not rescued: 1VP
Per SASR/ODA Killed: 1VP
Per SASR/ODA (not driver) Captured: 5VP
Per Vehicle captured or destroyed: 1VP

UN Forces

Main Map Mission Units, enter from III or IV
ODA (full 12 man ODA, INI12/TQ10/MOR12) [TQ12 when breaching]

ODA Special Rules:
1) Stealthy
2) Suppressed Weapons
3) NVG
4) Smoke Grenades
5) Battle Armour +1
6) Advanced Medical
7) JTAC
8) Breaching experts, with on breaching man were team, move and breach.
9) ODA capture enemy after close combat on a 1 or 2 on a D6

SASR Convoy
SASR (INI10/TQ10/MOR10)
Fire team 1 (4): x1 M4, 1x M4+UGL, 1x SAW, 1x Marksman w/AT-4
Fire team 2 (4): x1 M4, 1x M4+UGL, 1x SAW, 1x Marksman w/AT-4

US Army Drivers: x4 w/M4 (INI8/TQ8/MOR10) NVG
MRAP (0.5) - [Crew 1+10+(6extra)]
Humvee (AGL) - [Crew 1+4+(3extra)]
Humvee (0.5) - [Crew 1+4+(3extra)]
Humvee (TOW2) - [Crew 1+4+(3extra)]

SASR Special Rules:
1) Stealthy
2) NVG
3) Advanced Medical
4) Battle Armour +1
5) Smoke grenades
6) One AT-4 per team
7) Vehicles roll D10 INI while SASR are within vehicles, otherwise D8
8) SASR team starts on MAP [A] or [B] by rolling a D8 and finding the entry point.  They then choose an area to move off the map.  The units then enter on a single location on the maps [a]-[f], they then exit the second map onto the main map.

Hotakistani Forces

Main Map
Hotakistani Insurgents (INI6/TQ8/MOR12 Regs) (MOR drops to D6 if Mad Bomber killed or captured)
Units in the NGO Building are specified under the special rule section.

Setup on map prior to start:
Roll three D6 and place a guard patrol at each rolled location (green on map).  On a 6 the insurgent player can select the spot.  Patrol is setup in the street closest to the point.  Roll a D6 to select the patrol type:
[1-2] 2 w/AK, 1 w/RPK, 1 w/RPG (Medium AP2/AT1 Md)
[3-4] Leader w/AK, 2 w/AK, 1 w/RPK
[5] 3 w/AK, 1 w/RPG (Medium AP2/AT1 Md)
[6] 4 w/AK

Main Map Reinforcements
At the beginning of each turn roll for reinforcements and roll a D8 and then roll a hotspot D8:
[1] D4 w/AK
[2] Leader w/AK, 2 w/RPK, 2 w/AK
[3] Leader w/AK, D6 w/AK
[4] Leader w/AK, 1-2 w/RPG
[5] Weapon Team (2) w/PKM
[6] Mob 2D6 w/AK
[7] Technical w/PKM
[8] Technical w/70mm RCL

Route Map Insurgent Reinforcements
One reinforcement per turn per map at a Hotspot.  Roll D6 and then roll Hotspot.  Reinforcement are (INI6/TQ8/MOR10 Reg) unless otherwise noted.
[1] 2 w/AK, 1 w/RPK, 1 w/RPG (AP2/AT1 Med)
[2] Leader w/AK, 1 w/AK, 1w/RPK, 1 w/RPG (AP2/AT1 Med)
[3] 3+D6 w/AK
[4] Technical w/PKM (AP2)
[5] Untrained mob 2D6 w/AK (INI6/TQ6/MOR8 Irregular)
[6] 1 w/PKM, 2 w/AK
As a UN moves onto a new 1foot square part of the route boards roll a random event D6:
[1-3] Nothing
[4] Civilian Mob in road, insurgent places within 9” of convoy
[5] Insurgent player may place good roadblock within 6” of convoy
[6] Insurgent player may move poor roadblock within 6” of convoy

Special Rules

1) Saint Mad Bomber.  The insurgent player may either reroll the type of reinforcement on the Main map or the Hotspot dice roll each turn.
2) Predator Drone.  The UN has one predator drone armed with a single Hellfire missile.  At the beginning of each turn the UN players must decide the board that will receive the drone.  Only the ODA or SASR may direct the predator to fire.  Predator will remain to observe.  No out of sight movement on map where predator is observing.
3) Roadblocks:

  • Mob – A mob of civilians in the road, must use tactical movement to traverse, may use rapid but lose 1VP.
  • Poor Roadblock, first vehicle to encounter must pass TQ to break through the roadblock.
  • Good Roadblock, vehicles stop moving, and in next turn must pass TQ to break roadblock, more than one vehicle may attempt to move through.

4) UN has initiative for the first 8 turns, then roll normally.
5) Hotakistani Insurgents count as regulars except they must roll a TQ to activate if they have no leader.  This is to demonstrate the confusion at night, that only some leaders are able to overcome the issue.
6) Environment. The mission is at night with a half moon.
7) Insurgent movement rule.  If insurgent have not spotted special forces they move towards the sound of gunfire or the engine noise of a Rapid moving vehicle.  They will use rapid movement towards the firing units and will move until enemy is in LOS.  Priority is given to the closest gunfire, then distant gunfire, and if there is no gunfire any rapid moving vehicle.  If noise then move in a random direction, units moving off the map are lost.  If gunfire is heard from the NGO building make a TQ for the unit that is activated, it will move towards the NGO building if it passes the check instead of the closest gunfire.
8) Jittery.  Insurgent patrols will move around randomly (direction by D6”), also, roll a TQ, on a 1 the unit fires at an imaginary target.
9) MRAP may carry 6 more than capacity and the HUMVEEs 3 more than capacity, but suffer a -1DShift on Casualty Checks
10)  The Hotspots on the Route Maps are placed by the Insurgent player, they may be placed anywhere, so long as they are separated by at least 8".
11) Terrain.  All building afford 2D protection.  Qalats are 3D8 strength and concrete buildings are 6D8.  All ditches requires a TQ to pass or bog.  Large canals or rivers require two TQ to cross.  Ploughed fields must be crossed at Tactical Speed or Rapid Movement with a TQ, if failed the vehicles immediately stop (but do not bog, they merely lost control).

DO NOT READ PAST HERE IF YOU ARE A PLAYER

12) There are 8 rooms in the NGO target building.  No unit may move in the building until they hear small arms fire, then they must pass a TQ to move.  Each room has a chance of containing the following.  All units in the build are resting until the first breaching explosive or non-suppressed gunfire.  On entering each room roll a D8:

  1. Mad Bomber w/AK + 4 w/AK (INI8/TQ8/MOR12 Reg w/Body Arm+1) OR Nothing if already found
  2. Mad Bomber w/AK + 4 w/AK (INI8/TQ8/MOR12 Reg w/Body Arm+1) OR Nothing if already found
  3. D10 Western Hostage, 1-2 guards w/AK, 0-1 Suicide Bombers (AP-4 Explosive Vest)
  4. D8 Western Hostage, 1-2 guards w/AK, 0-1 Suicide Bombers (AP-D6 Explosive Vest)
  5. Empty
  6. Empty
  7. D8 w/AK (INI8/TQ8/MOR12)
  8. Arms Dealer.  A Russian arms dealer is in the building talking to the Mad Bomber.  He has a team of four men with him.  If he is captured the UN player receives +5VP.  The Russians are all armed with SMG (INI8/TQ8/MOR10, NVG, Body Armour +1) OR Nothing if already found.
Following the first audible gunfire within 6" of the NGO building the insurgent player can start to activate rooms.  The player selects a room that has not yet been activated and rolls a dice.  From then on the occupants of the room may activate on a successful TQ.

Colour images of the route maps
Colour image of the Main map
Random Cards 1 and 2