Thursday 13 December 2018

Skirmish Rules Testing: Part 12 - Fireteam:Modern


Cpl Hore taking fire as he approaches his favourite corner

Presentation

74 page PDF from Wargames Vault. $9.99. Well designed and laid out with good QRS pages, Good balance between imagery, diagrams, rules, explanation and "fluff". 3rd Edition used.

The insurgents inflicting more suppression on Hore in the distance

Set-Up

Standard with standard 10 encounter positions for the 5 teams, randomly rolled as they come into sight.

LCpl Wall goes right-flank, but the target is down already

How It Played

Or Hore's Revenge! Hore made it to the T junction corner. The insurgent commander, Nufail, and RPG man Mahamadou were on the house to the left but only pepered the wall and caused Hore to flinch. Hore spotted them, and he and Jones took them both out in the first volley. More insurgents popped up from the building across the street and again were quickly taken out. Wall brought his fireteam up. Another insurgent pair put a couple of suppression points on Hore, but he quickly shook them off. Wade and Kronfield headed off down the main street but were engaged by another insurgent team, Kronfield getting a serious wound. Hore moved up and with Wade put enough fire into the shooters to kill them. A final insurgent team opened up from the scrub land, Wall started making a right flank attack, but Hore and co despatched them before they got close. The remaining insurgent team legged it.

ENDEX overview - and Hore's trail of carnage!

Rules Impression

The activation system worked really well, just red or black cards to randomise whose team activates next - but you choose which team, and have a "hand" of spare cards so you can trump (as well as normal overwatch). Then random roll to see how many activation points, and a reasonable selection of actions (only one firing per turn though). Nice rules on radio and comms use for cohesion. Fixed movement per AP. 

Firing was very bloody, especially for the Brits as a) they got more AP (on 4+ not 5/6+), b) hit on 4+ (not 5+ or 6+), and with body armour took less damage. Only the key DMs. Spotting OK (but few DMs), but no deviation/miss rules for indirect fire. Suppression didnt really work as suppression (as with 4 activations you could remove 2 shock and still do aimed fire - so effectively no penalty if stationary). Everything was pretty simple though and no odd maths.

Overall

One of the better sets, but just a few too DMs and some significant gaps (IDF) and poor suppression/stress for me. Ace activation though. Overall 7/10 - 7.5/10 at a push.


Next Steps

So that's it, 12 sets of modern/SF skirmish rules played and evaluated. taken me a lot longer than I thought - my other armies think I've left home! Next steps in this little strand though are to a) write a summary piece and thoughts on my own rules (hopefully next week) and b) start play-testing my rules, and then finally c) share an AAR of the same scenario some time in Jan/Feb. Will also squeeze in a few more Albedo games - especially using the corridor terrain. Oh and I also signed up to the new Ultracombat modern skirmish rules from the Radio DishDash/Skirmish Sangin team, so will hopefully have those to test soon too!




No comments:

Post a Comment