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Showing posts with label Modern. Show all posts
Showing posts with label Modern. Show all posts

Saturday, 25 January 2020

Down with the President - A Central America Caper to Spectre Operations Rules


Following on from our Christmas game, Chas thought a re-run at the club was in order. 


He wanted revenge for the dreadful beating he took last time and so had made some adjustments. It turned out that his "tweeks" included 2 scary APCs on his side this time and a load of less scary Technicals on our side (something made me think I should have skipped the sequel).

This time my kill team of Tier 1 Operators (retired and for hire) were assisting a bunch of raggedy militia in attacking the presidential palace (well Chas had paid £50 odd quid for it, so it got another outing). The militia could call on a range of cobbled together vehicles mounting unfeasibly large weapons.


El Presidente was hanging out with his cartel boys in the Palace, whilst various cartel members loafed around town. Should there be the need, elements of the army were on call just off table, in the aforementioned APCs.


Like ghosts my operators swung into action, avoiding the mobile phone armed narks on every street corner and darting from cover to cover. Through the magic of random movement, it soon became clear that most of said narks, were disappearing into the woods for unknown purposes, leaving the field clear for a stealthy approach.


Christopher arrived on my flank with the militia. My sergeant made the universal "shhhh !" signal to the militia leader, only to see him gun down the first cartel boy he saw. OK, so scratch the stealth element of the game.


With the locals interest raised, it was not long before a fire fight developed. Cartel members ran out onto the street and were met with controlled bursts of fire from my men and everything but the kitchen sink from the militia. Militia and cartel died in droves.


At this point an APC appeared at either end of the main street and both disgorged infantry. We felt help was needed, so brought on our collection of back street mechanic technicals.

With the army moving up, a few well placed bursts from the Tier 1 guys wiped out one squad.


The militia were not so well off, as cannon shells ripped through the houses they were firing from and ruined the day of many a part time soldier. 

With RPG rounds hitting the palace, the President decided to make for the safety of one of the APCs. Three technicals raced onto the street and let fly a hail of recoilless rifle and HMG fire at the APCs. Christopher rolled the dice. Net result, one flat tyre on the BTR and nothing else.


The APCs opened up and made quite a mess of the technicals. That was definitely not going to polish out.

We decided to call it a day and, like shadows, my tier 1 operators slipped away. As you would expect, no operators were hurt during the making of this insurrection.


What about your militia allies, I hear you say. They didn't even make half a column in paper I was reading, in first class section of the plane flying us home. Brutal what they do to failed revolutionaries in these banana republics. All in all a fun game, played to a nice new set of rules in the form of Spectre Operations. If you want to try ultra modern skirmish combat (not this 80s or 90s "modern"), then these are worth a look. You get all the drones, red dot and laser sights, IEDs, covert body armour, advanced comms and tandem charge devices you could want. The rules cover the range from "Tier 1 Operators" (you can join an elite unit, you have to be invited to join Tier 1) to "No Clue" militia and every weapon under the sun. Very much based on suppressing targets and intelligent use of "Overwatch", walking about in the open does not usually end well. Not a competition set of rules certainly, but played with some give and take they give a good feel to a modern skirmish simulation.

For those interested the centre piece Presidential Palace is MDF (curved MDF in wargames terrain is new to me) and can be found at: 

Most of the figures are Spectre Miniatures found, along with the rules and APCs, at:

Vince

Saturday, 20 August 2016

Welcome to Zugamba - Fast and Dirty Skirmish


A small dusty provincial town is rudely awakened by the beating rotors of several Mi 8 transport helos. The oppressive regime of President for life Ndango has received intelligence that Joshua Limgabi, leader of the local Popular Front Political Cell, is in town for the night. The government airborne battalion has been tasked to arrest him. A follow up force from the local brigade will aid the extraction.

Unfortunately for the government troops, the local brigade elements were detected moving out of their barracks. Limgabi therefore tasked Comrade Maximum to lay an ambush on their approach route even before the approach of helicopters alerted the rebels.


On hearing the helos, Limgabi and his lieutenants immediately got on their toes, bomb bursting to confuse the pursuit. The airborne platoon engaged and killed one fleeing rebel and gave chase to the other two. They managed to detain the first, but the second ducked into the mosque and evaded capture.


By now the local militia were beginning to organise. A particularly alert unit piled out of the mosque, straight into a brawl with the airborne arrest team. In a brutal short range fight, several rebels were killed but Limgabi was released, somehow surviving the crossfire.



By now the unsuspecting relief column was moving towards the town. Moving in a rather untactical
formation and having forgotten to deploy scouts or an advance guard, they unsurprisingly drove straight into Comrade Maximum's ambush. For his part, Comrade Maximum had been leafing through Sean Bean's top tips, deploying his forces in the well rehearsed 'circular' ambush. This ensured that although some serious damage was done to the convoy, many of the ambushers found themselves under fire from their own comrades across the track.


The ambush zone quickly became an attritional firefight, the column being too long to catch entirely in the killing area. The rear elements deployed and eventually the 14.5 cannon on the BTR made its presence felt. It allowed Lieutenant Vinbaba to direct a left flanking attack on the ambushes from a safe distance in the rear.


Meanwhile, back in town Captain Chadhobi and his airborne platoon began to realise they'd properly kicked a hornet's nest. As rebels appeared all around, their superior training meant they quickly dispersed the rebel groups, but they didn't have the numbers to sustain casualties and keep fighting. With Limgabi on his toes, making for the shanties on the edge of town, all they could hope to do was wait for the column.


Lt Vinbaba had dispersed Maximum's ambush groups and then gathered his last intact section to move into town. Too late to help the airborne, the last running Unimog from the column would have a few spare seats on the trip back.


Rules used were 'Fast and Dirty' by Ivan Sorensen. The activations are card driven and the mechanism gives quick resolutions to most situations. Troop quality is a major factor, hardware being less important. The game meant just about all circumstances arose other than indirect fire. We'll save that for next time when the government returns on a punitive expedition.

Fast & Dirty Skirmish Rules

Much fun was had by all and everyone was very patient with the occasional erratic umpiring. Steve H displayed an uncanny ability to roll for the random arrival of his rabble militia putting them right in the thick of it every time, making life very interesting, as the Chinese curse would have it, for Chas.

Friday, 8 May 2015

Chain of Command Afghanistan 1980's Club Game

Saturday 11th April was the date of our last meeting at the Devon Wargames Club, where I put on a game using Chain of Command Rules set, with my 28mm Russian and Mujahedeen figures.

The 6x8 board set up, based on a Afghan valley, with steep sided rough wooded hills either side, a dried river bed running down the valley floor, and a Russian held compound/village at the far end.

The scenario was based on a Russian Compound being held by a unit of Green recruits straight from the training fields, who were to be re-supplied by a platoon of regulars coming up the valley floor next to the river bed in 2 BTR's and a BMP1, and a Para troop platoon in the hills on hunter killer missions...

The Mujahedeen were gathering from various villages under a Senior Commander, they are to attack the compound and the relief convoy...

Chas, Chris and Mike took the Russians...




Russians

Paratroop Platoon
Platoon HQ - Elite- 6dice

Leytenant - Senior Leader- Pistol
Platoon Serzhant - Superior Junior Leader - AKM

Squads 1 to 2 in berets

Serzhant - Junior Leader-AKM
1 Sniper
1 RPG7
5 AKM

Squad 3 in sun hats

Serzhant - Junior Leader-AKM
1 RPK SAW
1 RPG7
5 AKM
Mechanised Platoon
Platoon HQ - Regular- 5dice

Leytenant - Senior Leader- Pistol
Platoon Serzhant - Superior Junior Leader - AKM

Squads 1 to 3 in helmets

Serzhant - Junior Leader-AKM
1 RPK SAW
1 RPG7
5 AKM

2 BTR 60's 1 BMP 1
Garrison Platoon
Platoon HQ - Green- 4dice

Leytenant - Senior Leader- Pistol

Squads 1 to 2 in Ushanka

Serzhant - Junior Leader-AKM
1 RPK SAW
1 RPG7
5 AKM

1 BMP 1
Special rules for the game:-
Advance for the Motherland
Russians forces may advance 1 dice and fire at full effect, 2 dice and fire at 1/2 effect...
Wrath of the Gods
The commander of the Paratroops may call in airstrikes using a CoC dice, Hinds with straffing runs 12x6" effect 16dice, or Frogfoot with Napalm attack 12x6" 20dice... this would be conducted as with barrage attacks, so deviation is always a possibility...


Vince, Tom and Jason took the Mujahedeen forces...


Mujahedeen

Command Team - 4 command dice, some of which can be allocated to other units...

1 Senior Commander - AKM

2 combat teams
1 junior leader-AKM
10 man team 9 AKM's/rifles 1 RPK SAW

1 HMG 3 man crew
1 RR 3 man crew
1 LMG belt fed 2 man crew
2 snipers
1 Technical with HMG
Combat Teams
2 Combat Units each with 4 command dice -

3 junior leader, 2 10 man teams all AKM/rifles 1 10man teams 9 AKM's/rifles 1 RPK SAW

Limited amounts of RPG's will be available...

Special rules for the game:-
Melt Away
Any Mujahedeen unit that is within 12" of jump off point may Melt Away so long as it is not pinned or within 12" of enemy units... they may then re-appear elsewhere on the board...
Home Ground
Mujahedeen forces may advance up to 2 dice and go Tactical...
Sneaky Beakies
Any single six rolled in command may be taken as a 5 and added to the CoC dice...

Mujahedeen players start with 3 CoC dice in hand...

To the game itself, the Taliban had the choice of first go which they handed over to the Russians...


 Chas deployed his green recruits into the compound with his BMP1...
The Relieve column of Mike came storming down the valley turn one, all three vehicle making it onto the board with his troops tucked up nicely inside their armed vehicles...
The Para force commanded by Chris deployed two of his three squads on turn one heading for the known Muja jump off points

The Muja's then deployed overlooking the valley... to be able to fire on the column of armoured vehicles and also to cover the advance of the Paras who have tried to outflank them... 
 
A lucky snap shot from a deployed Recoilless Rifle on the hillside takes out one of the BTR's, which bursts into flames, luckily all but one get out of the quickly burning vehicle, unfortunately this last man out was the Junior Leader of the squad...
 
They quickly run to the river bed to take cover...
Muja's under fire as the paras advance up the hill top... quickly pinning the first team with volume of fire from two para squads and fire from the vehicles in the valley...
Second squad bundles out of the BTR to take cover in a bit of dried rough ground...
Muja's under intense fire are about to break... they cannot melt away as they are pinned and the paras are too close... lesson No1... don't get too close...
Ambushes keep on springing up with snipers, and LMG's...

 HMG's add to the fire power... onto a flanking unit of paras infiltrating onto the Muja flanks threatening some jump off points...
Paras get to the edge of the wooded area to see their target lingering in front of them...
Veiw across the Valley as the armoured vehicles wind their way through the obstructions...
The Muja's deploy to defend their jump off point trying to hit and kill the tough paras...
Muja commander Al' Tom looking pensive with the Russians giving his troops some grief...

However Tom fires his RR again...


 And again Boom... the other BTR goes up in smoke... once hit they tend to burn you know...
fortunately this one was empty of troops...

Meanwhile at the compound Comrade Chas was holding the line very well, he had forced the enemy to recoil back with loads of shock to re-gather their momentum, in the lull in the fighting his troops aim and prepare the next onslaught with Overwatch on the hills...

Comrade Chris in command of the Paras calls in for air support with a shout of friendlies close the Frogfoot Napalm run overshoots the intended target by 14" and nearly fries the compound walls!!!

The forces of Vince's Mujas advance once again to the edge of the wood to be met with a hail of fire from the compound, however they then return fire back...

The Technical arrives (first outing so its going to die horribly you just know it...) with its HMG on board,  lets off a burst of fire onto the Russian paras, who reply with a couple of RPG rounds, one misses and the other hits the vehicle but amazing the rocket goes through the vehicle and out the other side, the driver so shocked by this slips on the accelerator and drives forward towards his assailants, who then shoot the crap out of it with crossfire from the remainders of the para squads and the regular squad...

The regular squad, climb the steep hill only to get into hard cover to have their Junior leader hit and killed... two NCO's down out of the three casualties received!!!

Another shot from Tom and his RR take out the BMP at the compound, its starting to look sticky for Chas in the compound now...

View from the hill top belt fed LMG firing down onto the Russians in the river bed...
The armour hasn't advance much in the last view phases but the BMP gets into action and deploys squad behind the burning BTR and starts fire fight with Muja's...

With the Muja's advancing onto the compound, and Chas down to a handful of men, Morale rocky for the relieving forces and the paras pinned down on the valley entrance, the commander of the paras orders a final airstrike with his Frogfoot Napalm attack, this overshoots again, but not far enough, hitting the wooded area where the senior commander of the Muja had just recovered one of his combat teams, 5 dead and 6 shock being the effect the commander has to get a lucky roll to survive, guess what he didn't and was fried... he-hoh one of the junior commanders now takes on his role...
With that as the last phase of the game, I stated a moral victory for the Mujahedeen who take the village, but at great loss in warriors and the sad sacrifice of a great leader...

Many thanks to all that played in the game, for being great sports and playing the game in good humour and the period well... well done lads, thank you... next time will the Russians re-capture the village?

Sunday, 24 June 2012

Blackhawks Down

Andy explaining to Chas that, birthday or not, he is not taking number 343 home with him !