Showing posts with label 15mm. Show all posts
Showing posts with label 15mm. Show all posts

Wednesday, 9 September 2020

Bolt Action: Moongrunts

 


First game to christen the new war room was a spot of 15mm Moongrunt. I bought the models from GZG at Salute 2019 and painted them soon after, but taken ages to get them to the table. A nice 3' x 3' gridded cloth from Deepcut Studio, craters made from upturned lids and rocks from the drive!


I decided to modify Bolt Action as its become my go-to Platoon sized rules. I doubled ranges (treating the weapons as modern chemical ones, no fancy lasers), and also increased lethality - as any suit damage is going to be an issue. I thought about increasing movement - but watching the Apollo videos whilst the bunny hop was fast it as a) hard to stop and b) made you a cracking target. So its reasonable to expect that "patrol" speed would be little different, and a hop is just a run.


To give it a bit more of a "space" feel I decided though to add a "fumble" roll to anything that might risk suit damage - as that seems to be the big difference - particularly as we're not talking battle armour here. So any Run or Down action needs an extra Orders test - fail it and you take 1 Pin, double 6 and you lose a soldier (assumed out of game whilst doing suit repair).


I did a straight attack/defence game. Even forces so defenders won easily, but the mechanics all seemed to work. Might as ever do a few tweaks, but I think the fumble gave it just enough extra to remind you that this wasn't just WW2 in a grey desert. Tempted the write the whole thing up for MW&BG.


Seeing as I have the table set up I'll run few a few other SF rules to see how they fare.





Thursday, 10 October 2019

My Skirmish Rules Initial Playtest


Following on from last year's skirmish mega-test I finally got my own rules on the table - and promptly found they weren't as finished as I thought they were! Anyway its served to test out some of the basic mechanics as the plucky Brits try and clear a couple of block of insurgents. Key points so far:


  • Figure activation is in an order decided before each turn - far more realistic than random. Initiative determines who moves first, then alternate, but there are some actions that will change card order.
  • Each figure has typically 3AP to use, shooting can be concurrent with that (you can run and fire!)
  • Spotting is similar to my larger scale Contact Wait Out rules, TN and TMs
  • Direct fire ditto
  • Have got separate rules for suppression and auto fire, but may combine
  • Once hit location of damage is rolled first, as then protection (structures and personal) can be taken into account
  • Stress markers cover a whole gamut of things like exhaustion, suppression, light wounds
  • 3 light wounds and you're out, or one serious wound
  • Scenario rules define reactions to friendly casualties for more realistic play
Some bit working well, others less so. Will finish this play through tonight (4 insurgents down for one Brit so far, body armour plus UGL the big plusses) and then try and get the rules finished before I play again.

Section Commander moves forward to the next block

Fire Team B provides cover from one roof top, dead/wounded insurgents L and R


Tuesday, 21 May 2019

15mm Moongrunts - US


Finished the US troops of the GZG 15mm Moongrunts I picked up at Salute. Also finished the domes from Brigade (but form some reason forgot to photograph).

Had a bit of an issue as my intention was for these to be Chinese in tactical grey with the US in Apollo white, but a misreading of a Google caption meant I painted up the US figures, not the Chinese ones. So now it's the USA in tactical garb, and the Taikonauts in white.


I needed some scenery so I made up 3 or 4 craters from plastic bottle rims and grout-filler. The biggets one came out really nicely (photo to come), the others passable. For a bit more cover I also did some rocks, picking up suitable candidates on a walk through Moseley Bog. I also spent a couple of hours watching the Applo 16 and 17 documentaries on YouTube which are a great way to see the Moon's terrain, and the size (and scarcity!) of the bigger boulders - but otherwise it's going to be a turkey shoot! The missile defence turret is the spare weapon from one of the domes put on top of a kids watercolour pot.

Thursday, 8 November 2018

Skirmish Rules Testing: Part 9 - FUBAR

What?! We got to the corner without being hit? No way!

Presentation

Single sheet set of rules on PDF (https://fubarwargames.wordpress.com/downloads/). Also version for Traveller, a ship-boarding version (very GW) and a morale 2pp supplement. 

Set-Up

Standard, rules are in inches and cm, so used 1 hex = 2 inches. Just a short game planned as I'm getting the hang of what I'm looking for. My own encounter rules as on other scenarios.


Hore, Jones and  McDowell go right flanking...

How It Played

Cpl Hore was suitably stunned when he got the street corner without being shot at. In fact all of the first 4 encounter points rolled empty. With Hore's team covering from either side of the T junction LCpl Wall and Pte Wilson ducked and weaved across the road to get to the far gateway. Mid run they were engaged by insurgents on the next two rooftops. Caught in the interlocking fire Wall got suppressed, but next go he and Wilson made it into the gateway and cover form at least one shooter. But they were still in sight of the better team and Wall got hit twice and was out. For what seemed like an age Hore and Co brought down fire on both rooftops, but the insurgents had decent cover. They'd get suppressed but would soon be up shooting again. With units on 3 corners of the T junction co-ordination was also an issue. Finally Hore got Gallagher (with Minimi) and Wilson up onto the rooftop so bring better fire onto insurgents whilst he led Jones and McDowell on a right flanking move in order to get the UGL in range. Finally the Brits' luck turned and an insurgent on each rooftop was killed, and the other suppressed. It was Turn 15!

ENDEX situation

Rules Impressions

In turn terms probably one of the longest games. Units kept failed to activate (needing 4+ or 5+), so much so I upgraded the Brits to Veterans (3+). Lots of misses on firing, and when they did hit it was taken as a suppression and so recovered next term - there wasn't the weight of hits to turn into damage (2nd on a figure or 3rd on the team). Body armour did its job though, mostly. The insurgents also had cracking die rolling for most of the game, the Brits less so. Ranges were very short (hence the move of the UGL), and the UGL had no indirect fire/explosive mechanic, it was just another 3D6 damage maker.  No spot rules or proper suppression rules (just a by product of hitting), or smoke. Very few DMs.

Overall

I know a lot of people like FUBAR but it was just too simple/simplistic for me. If you want a one pager that feels more realistic Danger Close is way better. Overall 6/10.

Time to gear up for Gruntz!


Thursday, 25 October 2018

Skirmish Rules Testing: Part 7 - Albedo ACP164


Presentation

ACP164 is Buck Surdu's SF version of his WW2 Combat Patrol card-driven rules for the new Albedo wargame on Kickstarter. A quick-start version of the rules are currently available to backers as a PDF with a PDF card set. Didn't take long to print the cards out and stick onto card stock. The rules are pretty well laid out, and as it is the cards have most of what you need to know. I made rough equivalences between the ACP164 weapons and SA80/AK47 etc.

Set-Up

My standard set-up was used, with 10 encounter points to be randomly diced for pairs of insurgents as they cam into sight. As with almost all my games I converted the rules to Hex, one (4cm) hex = 1inch in the rules. Figures were my standard 15mm, not ACP164 28mm (not yet painted!)

How It Played

Cpl Hore and the team (EDF) got a fair way onto the main drag before coming under fire from insurgents (ILR) on the roofs of the two central buildings. Wade and Jones were caught in the drainage ditch, Hore and Kronfield raced to a building roof to give covering fire, whilst Wall's team provided the fire base. A few lobbed AGL rounds missed their mark, there was a lot of running out of ammo on both sides as rounds flew, and even as the ILR took casualties their morale held up. But in the end the body armour meant that most ILR hits were ineffective, but the EDF hits were deadly. 

A UGL round bursts harmlessly in the street, but one ILR already down

With the first obstacle cleared Hore pushed on, but he and Kronfield were on point then another ILR pair opened up from behind one of the houses on the south side. Luckily the RPG failed its reaction role, as did Nufail the ILR commander. Hore and Kronfield returned fire, taking out Nufail. Wall and co did a rapid right flank, came up behind Mahamadou and his RPG acting as a club was no help against their SA80s and cold steel.

Mahamadou taken in the flank


No sooner had the EDF regrouped when an ILR pair on the compound roof opened up, wounding Wade. Wall managed to take Olasyar and his PKM out, but Hore was beginning to feel the pressure and his team got an adverse morale check, with Wade and Jones becoming stunned whilst Hore and Kronfield decided that the only way to save their exposed comrades was to charge the enemy team by the compound gates!

Hore and Kronfield charge the compound!

Luckily Wall saw the problem and in a fast move managed to get his guys to the gate just before Hore, but incoming fire from Jandol wounded Wilson. 

Wall & co pile in!

McDowell and Gallagher went into the melee, but the ILR ML199 had a massive edge against the EDF L1-56 in melee, and both were forced back. Wall took a morale test and whilst McDowell and Gallagher stayed firm back at the ditch Wilson had had enough and fell back to the sheep pen. Meanwhile Wade and Jones had managed to pin Ali on the compound roof, but by the gate Jandol and Karwan now had Hore, Kronfield and Wall all right in front of them. Luckily BOTH of them rolled out of ammo. 

Returning fire the EDF took out Jandol. Karwal took a reaction test and got a CHARGE, and so Butch Cassidy style charged out of the gates into the withering fire of the three EDF soldiers and it was game over. The ILR had lost 9 , EDF had only 2 wounded. The game lasted about 8 turns.

Karwal's final charge!

Rules Impressions

As previously mentioned I had Buck's WW2 rules on my to-play list, so it was nice to be able to try them out in their Albedo/SF version - and I must say I really liked them. The use of the multi-purpose cards worked really well and meant that there was hardly any table look-up.

Sample prototype ACP164 cards. Almost everything is on them, some elements are dual purpose, and you may need 2 cards to resolve some issues - e.g. one to hit and one for damage, creating more randomness. They work well.


The double random activation worked well, with fire-teams not individuals activating. The random movement was also good.  I did seem to get a lot of out-of-ammo cards at the start, but that eased. ILR morale also almost always held up - so they had to be killed one by one (which probably reflects the "Japanese" morale they've been given to start with). Cover also looked like it was going to be problematic, with lots of cover saves, but again they eased off. EDF body armour kept their casualties low, but they certainly suffered worse morale wise.

There are probably fewer DMs then I'd ideally like (to/from different heights, aiming) , and in the current version no spotting rules or suppression (but pin has a similar, even bigger, effect). 

Overall

Overall I'd have to give them 8/10 - but I might need to edge the Danger Close rules up to 8.5 as with the sets as they are I'd marginally prefer the added detail in DC - but ACP164 gives a faster game and would certainly be better for "playability" - and once the final rules are out they may also be at 8.5 or even 9. They've certainly also given me some new ideas for my own set.

All in all a great game, with probably the best balance of hits and morale effects so far.


Wednesday, 17 October 2018

Skirmish Rules Testing: Part 6 - FiveCore



Presentation

FiveCore is a rules family/system from Nordic Weasel Games, available through WargamesVault. As well as the Core book there are loads of supplements with additional and optional rules and even different ways of doing things (e.g. activation, damage). I picked up several which looked like they'd be useful (which was probably a mistake). Good production quality and each individual book is well laid out.

Set-Up

No major variations, most weapons covered in generic terms. Used FiveCore's Sandbox supplement to set up a presence patrol scenario, with patrol points to be visited and encounter points which may, or may not, contain enemy.

How It Played

Note: Doing these run-throughs is taking up a lot of time, and spare evenings have been hard to come by lately. I've also found that within the first couple of turns I have a feel as to whether I'm going to get on with the rules or not, so I'm no longer going to play every rules set to the end of the scenario - also saves me boring you with repetitive description. These descriptions will probably also be more high level.


Insurgents just visible on the two roof tops - and man down in the ditch!

The patrol set of and almost immediately came in sight of the first encounter point. That was a dud but as FireTeam 2 turned the corner onto the main drag the next one spawned a group of 4 insurgents who I put on suitable building tops. They took out the point man who was moving down the ditch and the others took cover and started returning fire. Several UGL rounds were lobbed onto the roof tops but kept missing. Eventually the weight of SA80 and Minimi firepower took the insurgents out and a flanking attack by Cpl Hore and his #2 wasn't needed.

Rules Impressions

Whilst all the options were nice in the end they were totally overwhelming - perhaps I should have just stuck to the core book. It was nice to compare though their standard move/normal/fire turn type (neat idea, especially the move turn where everyone can move but can't be shot!) with their action-points based system. Whilst the idea of rolling Kill and Shock dice was nice, the constant changing of your dice mix was a real pain. The 1 and 6 for results instead of even just 5 and 6 also seemed to increase the mental gymnastics. 6S for suppression from an MG was nice though. Killing was very hard (6s on Kill only), and there are very minimal DMs (probably just as well) for cover - you're either hiding (so out of sight) or not.

The patrol mode worked quite well, and the encounter spawning, and I could see myself using the Sandbox book as a campaigning ruleset regardless of the main rules.

Overall

Overall through I though they were too complicated in presentation and too fiddly in the mechanics, so I'd only give them 5/10 - maybe 6/10 if I had only read the one book!


Thursday, 4 October 2018

Skirmish Rules Testing: Part 5 - Black Ops



Presentation

Probably the glossiest rules set in this sequence, a 64 page book from Osprey. Layout pretty good, but like most commercial sets lots of words between the main rule tables.

Set-Up

Black Ops is all about stealth so I decided to change the set up. Rather than a presence patrol through town I now put a big compound in the middle of the table, with lots of cover to approach through. The TV crew were now "hostages" in the compound, the boss and his main crew were asleep, whilst guards patrolled outside and  in a sangar on one of the block-house roofs.


How It Played

The attacking Brits moved in two groups, coming from SE and SW and converging on the back gate. The random guards drifted close, then away, then finally the sangar spotted Fire Team B, who immediately took casualties. The shooting caused a nearby guard to walk over and a firefight developed around the small sheepfold, but eventually the sangar was taken out, and the guard. Despite the firefight and lots of noise markers though the enemy leader stayed sound asleep!



On the other corner a guard drifted around the corner right into the rear-guard and was shot dead - but still the boss snored.

Now it was time to get into the compound. The grenadiers put smoke rounds up over the wall and filled the compound.


Cpl Hore made a dash through the smoke whilst his 2ic took a gun group to try and get on top of the sangar to provide covering fire once the smoke cleared. The insurgent boss finally woke up but with all the smoke his team had nothing to fire at. Hore and co burst through the smoke and were lucky to get two initiatives before the enemy and took the boss and his 2ic out, liberating the prisoners. The two remaining enemy on the roof, and the one guard behind the compound decided it was time to bug out!

Rules Impressions


The random activation as OK but meant you couldn't plan things, and the single action on activation gave limited options. Firing seemed pretty lethal, with guys going down all over the place, hitting on 4+, 3+ if aimed, saving only on 5+. The observation test is very weird and I needed the Internet to try and sort it out. It looks like is actually a REVERSE observation test - you take it to show that you are still hidden, not to see if you've been spotted. UGL rounds were pretty useless, needing 6+ to be on target.

The random walk for the guards worked well, but what surprised me was how poor the much vaunted noise mechanic appeared to be. The problem seems to be that the noise count is halved for hard cover, and halved again if further than 12" - so the boss hardly hears anything. Nice idea, just doesnt seem to be executed well.

Overall

A bit disappointing given that they are Osprey (but in some ways not surprised) and are likely to be one of the more heavily played sets tried here. I might bring through some modification of the noise mechanic (although interesting that there's also a version of that in AK47), but otherwise nothing much for me in it, Overall 6/10 (just).



Friday, 17 August 2018

Skirmish Rules Testing: Part 4 - Chain Reaction


Presentation

Chain Reaction is the master ruleset from Two Hour Wargames. I also picked up NUTS (WW2) and FNG (Vietnam), all in PDF, but the differences were minimal. Rules seemed reasonably laid out.

Set-Up

No major variations, most weapons covered in generic terms in CR.

How It Played

Cpl Hore moved down to his favourite corner, and for once there wasn't an RPG waiting for him - just a PKM instead!

Cpl Hore issuing commands
Hore and Jones survived the first PKM volley, kept their cool and took the insurgents out. For some reason the next group of insurgents left the comfort of their cover and started to move down the street so Hore and boys took them out. But then a lone gunman opened up from the building that Hore was sheltering behind and started creating carnage amongst the media team and LCpl Walls team.

Carnage form the lone gunman
With three guys down and 9 insurgents down it came down to the loan gunman. Grenade after grenade missed its mark. Wall and McDowell tried to storm the building, but McDowell bought it. Then Wall and Gallagher tried and were forced back. Finally Jones managed to get a grenade up onto the roof and the lone gunman was killed.

The lone gunman!


Rules Impression


The first night playing this was a real struggle as lots of rules seemed unclear. After watching a couple of painfully slow YouTube tutorials the second night was easier, but I can't say I liked the rules. The "chain reaction" bit of having one action causing some consequence that caused another action and another consequence  and so on was nice in theory but never flowed for too long and did give some odd situations. The "AI" for the "potential enemy forces (PEF)" was dreadful with them leaving cover to get closer to the advancing Brits, the NPC AI once a PEF was revealed was far better. Kills generally seemed very easy - apart from the lone gunman! The inverse activation was odd - you win the activation roll, but because you had to roll high you cant activate anyone, so the enemy gets to activate instead! But at least it was at group level.

Overall

Some nice ideas I might borrow around the AI, but otherwise it really didn't gel for me. 6/10 maybe.



Wednesday, 15 August 2018

Skirmish Rules Testing: Part 3 - Azhanti High Lightning




Next up in the Skirmish trials is Azhanti High Lightning. In my 20s I lusted after this but it was already out of print. Nowadays it turns up on eBay every so often for about £30-£50.

Presentation

Large format box with deck plans for a huge spaceship. Must get them all out one day! An A5 LBB to describe the cruiser and another LBB with the combat rules and scenarios. Similar layout to Snapshot, again rules in about 6 pages and  something approaching a QRS double-fold.

Set-Up

As with Snapshot everything was kept at ground level. Normal span points for teams of 2 insurgents. AK47s and SA80s were treated as Assault Rifles, RPG 7 as 4cm RAM, UGL as a downgraded 4cm RAM, and Minimi and PKM as LMG, but without set-up time. Body armour treated as Cloth.

How It Played



Cpl Hore moved off at a pace down to the corner at the T junction as before with Pte Jones providing cover. Then WHAM an RPG round was fired off from the house at the end of the street - 3rd time out of 3 games! But this time the round thudded into the building behind him and he and Jones survived. In the ensuing firefight though Jones got hit, but Wade and Kronfield moved out to the left flank behind the wall and building, came up on the rear of the Insurgent position and killed both the RPG man and the Insurgent leader. The next Insurgent group laying in wait the other side of the RPG house saw their leader go down and instantly decided to withdraw. Already the game was feeling to have a bit more subtlety than previous versions.

LCpl Wall's fireteam moved through Hore's fireteam and took up positions in the compound NE of the T junction. LCpl Wall got it from an insurgent team further down the road.Wilson the Grenadier moved up and put a UGL round in the midst of them.


Meanwhile Hore and Kronfield were moving up behind the same house, but that put them in the line of fire from some insurgents behind the hedgeline on the edge of the cropfield.



Hore bought it this time, but Kronfield poured Minimi fire into the sheepfold that the insurgents retreated into. LCpl Wall's fireteam moved up to provide UGL support,first with smoke to enable Hore to be retrived and then with HE to take the insurgents out. With only one team left the insurgents withdrew, and the Brits organised the casevac of their two casualties.

Rules Impressions

AHL showed a marked improvement over Snapshot, and apart from the lack of spotting rules you could almost see it as the grand-daddy of modern rulesets like Danger Close. The biggest issue though was the activation system which was again prioritising the leaders and making it hard to move in a tactical way. The morale rules worked really well though, as did the to-hit DMs giving lots of missed shots and armour saves. If you fixed the activation model it would be a very playable set.

Overall, 5/10 as is, but 7/10 with a fix to the activation.

Tuesday, 14 August 2018

Skirmish Rules Testing: Part 2 - Snapshot


Next up is Snapshot - the old (1979!) Traveller Skirmish box game for combat on board starships. Not really designed for Afghan but we'll see how it goes (think of it as TL8 vs TL7). And having owned it for a while I really wanted to get it out onto the table.

Presentation

I've got the A5 box version, with an A5 Traveller LBB style rule book and a set of deck plans. The core rules probably only take up half a dozen pages and one table. No QRS.

Long out of print, but occasionally on eBay.

Set-Up


The only change to the scenario is that since Snapshot has no concept of "up" (you're in a corridor 
dammit) I put all spawn points at ground level, typically wall corners. AK47s and SA80s were treated as Assault Rifles (full automatic), RPG 7 as 4cm RAM, UGL as a downgraded 4cm RAM, and Minimi and PKM as LMG, but without set-up time. Body armour treated as Cloth.

How It Played

Sunray down!

The patrol moved rapidly down the road to the T junction. Cpl Andrews peered round the corner and Wham! the insurgents had rolled again for the RPG7 to be at the first spawn point and Cpl Andrews was blown to bits. 

There being no morale or shock issues his team then went into overdrive. His No2 took out both the RPG man and sidekick in a burst of auto-fire. The second Fire team came through and started moving down the street. 


Clearing the street

As each insurgent pair spawned the Brits just pre-empted them and in one burst took them out. One other rifleman got hit (unconscious but OK), but otherwise the team cleared the whole street for no further loss!

Rules Impression

Well, wasn't expecting that! I though being an RPG based set the damage model would be quite gentle so my guys could soak some damage John Wayne style. Now it may be that as the insurgents were mostly 777777 goon NPCs they only  needed 7 hits to take out, but I was anyway rolling 9+ each time, so most PCs would have been goners too.

The big issues though were:

  • Most shots were autohits (i.e. modified targets of 2 or less on 2D6) - short ranges I know but even so
  • Most shots got the 7+ to make unconscious first time
  • The ability for the higher spec soldiers to pre-empt the lower speck insurgents whenever they tried to activate meant Brit's got first shot, and first shot was 100% on target and 100% deadly - they didn't stand a chance.
I did try and use the "cover" rule (ie watch a hex for movement then fire), but even then as the soldiers were typically only entering arc that was a -3DM, running, so -1 DM and with a 7+ target (as in Cloth armour), had the insurgents needing 10/11+ to hit.

On the plus side at least activation was in reverse ability, so Commanders went last.

And that's apart from no spotting rule!

ENDEX


Overall


I suppose given 1979 this was GDWs first attempt to move beyond the abstract combat rules of the LBB Traveller into something more detailed. The core AP based system is fine, but the hit system includes protection, and has nD6 damage against characteristics, so feels very D&D like. 

So overall a bit of a disappointment and really only 1/10.

Will be interesting to see how the following year's Azhanti High Lightning compares!




Monday, 13 August 2018

Skirmish Rules Testing: Part 1 - Setup and Danger Close


I've been wanting to find a good set of modern/SF (even WW2) skirmish rules for a while now. By "skirmish" I mean typically less than 10 figures a side (i.e. about a section or a party of adventurers + opposition) where:

  • 1 figure = 1 person/being/bot
  • Ground scale = figure scale
  • A "turn" is probably less than a minute
  • Firing and most other tests are per figure not per unit/element
  • Damage is per figure not per unit/element
  • Damage is probably gradated(?)(light/serious) and probably located (arm/chest etc)

Ideally I'd also like to use them for RPG play too - mainly Traveller scenarios.

Over the last few years I've tried Force On Force (just at edge of definition), Chain of Command (definitely out of definition), and Skirmish Sangin (OK but v complex turn sequence, and general high complexity).

So now I've decided to "blitz" it and play as many as I can lay my hands on (cheaply or free!) and give them a go. I'll also be throwing some old favourites in there! Of course the upshot is I'll end up writing/updating my own, but we'll see.

So as to have a consistent evaluation I've decided to use Colin Phillip's "Protect the Film Crew" Skirmish Sangin scenario from Aug 18 of MW. The main change is that I've positioned 10 spawn points around the battlefield where each of one of the 5 the insurgents will start, rolling for each when required (eg successful British spotting roll or tempting target!).  Of course being me I'm also modding all rules to play on the 4cm hex grid of my nice new desert cloth. here's the set-up, with the Brits ready to move across the river bridge at the bottom left, and insurgents in a holding pen bottom right. Small spawn point markers just visible - mainly on rooftops.


The Brits have two fire teams, each SA80 (comd), SA80+UGL, SA80 and Minimi LMG. The media team is an unarmed cameraman and reporter, and interpreter with AK47. All allies have body armour. There are 10 insurgents, one with PKM, one with RPG7, rest with AK47, none with body armour. Generally the insurgents have lower ability, and leaders have higher ability than their troops.

So let's get to it!




Danger Close

Presentation


Nicely presented double sided A4, laminated, and that's the whole rules. Seem well laid out, although some detail in the small print (e.g. grenades). £5 for laminated, £1.50 for PDF from Empress Miniatures.

How it Played

The Brits didn't make it as far as the T junction before they spotted insurgents on the roof NE of the T junction. That team then turned out to be the RPG one. Despite intense fire from the Brits an RPG tore into the road before the smoke could be put up. The RPG missed the trooper on the road but hit just by the right hand wall corner where the TV crew were sheltering - not a direct hit but the blast was enough to kill the camera man and severely wound two of the soldiers. Oops. 

The death, wound and shock carnage after the first RPG!

The smoke cleared quickly, but by then the Section Commander had got on top of the building SE of the T Junction and took out the RPG man. 

RPG man goes down!


As the team prepared to extract the casualties the insurgents opened up form the next building E and from the field edge further E. One of the UGL guys kept pumping smoke to try and protect the open flank whilst the casevac got underway but one insurgent team moved S along the field edge out of the smoke and inflicted two more serious casualties.


With RPG loader finally killed the Section Commander pulled everyone back to the casualties and men started sprinting back to the bridge carrying their wounded comrades. Fire from the other building was ineffective but the OC and his No 2 took one of the pair out. Then the OC called in off-table support and managed to get the Sniper and HMG in the same go, the former taking out the second of the building pair, the latter taking out one of the insurgents that was boldly trying to move through the scrub towards the mosque. 

Laying down the smoke


The Brits managed to clear the rest of the casualties, the insurgents now had 4 dead and two running away, so ENDEX was declared. The dead cameraman wasn't going to go down well on the evening news, but the Brits had no other permanent losses and 4 insurgents killed.

Rules Impression

Given that (because?) the rules are just two sides of A4 they played well and quickly, gave generally good results and overall I was pretty impressed and would certainly play them again. More specific comments:

  • AP allocation and use was good
  • Spot and fire mechanic and  DMs  good
  • Simple use of radio to communicate and call-in  good,
  • Shock  good - like the way it disappears after a test
  • RPG  lethal!
  • Appears to have no AP for RPG7 reload
  • No UGL firing rules - just treated as grenades (no grenade range either - strong arms!)
  • Would have though that the off table SF HMG would have a beaten zone rather than point target
One thing that did strike me was whilst I'm generally in favour random activation its doesn't work well in this sort of setting. In fact by prioritising the high S&D characters (the commanders) you actually get the reverse of what you want which is where a) units move by pairs and fireteams and b) commanders probably hang back til they see what is happening. Will have to build that in to mine. May be less relevant for an RPG, but even then you'd want to co-ordinate.

There may also be a general case for a more involved spotting sequence, for instance:

  • Just because I can see someone on a roof top doesn't mean I can shoot at them - do we need rules of engagement?
  • How does the guy on the rooftop know he's been spotted so he can take evasive/first action - interrupts?

ENDEX!

Overall

I'd give Danger Close 8/10 - a really good value set of rules which play well and give a realistic result!






Friday, 20 May 2016

Skirmish Sangin Playtest

The Taliban ambush ready to be sprung - Brits in distance at junction

Finally got around to starting the Skirmish Sangin play test, using the Reconnaissance Patrol scenario in the rule book. A British section (two 4 man fireteams, each with SA80, SA80+UGL, LSW and Minimi) has become separated from its parent platoon due to Taliban action, and is now trying to find its way home. Unfortunately it’s just about to stumble into an 8 man Taliban ambush.

Setting the game up I began to have fears over its complexity. Two A4 pages worth of ½” counters to be copied and printed out, detailed stats forms for each soldier, a 10 phase activation programme per turn which needed a grid to be drawn to keep an eye on who activates then. And then with 8 figures activating in some phases some way of choosing a random order. The rule book suggests a dice off but that was going to be crazy with 8D6, so instead I marked up some pennies for each figure so I could just randomly flip those over in turn  from the correct pool to choose who activates next – that’s actually worked really well (but you could just as easily use cards etc, just not dice!)

The Brits started with a fire team down each side of the road as they came to the T junction with the main road. They needed to exit off to the West (their right). A gun pair was sent up to the roof of a building at the junction to provide cover, and then Pte Baker legged it across the road. He got to cover safely (the snap fire option being too poor for the Taliban), but he ended up in full view of a Taliban pair on a nearby roof top who opened fire and severely wounded him and he fell unconscious. I do like the going unconscious mechanism, and even better the mandatory “mission change” ruling for Coalition Forces (if playing it as an optional rule) which means that with 1 man down the Brits main mission is not to give first aid the casualty.

The British take two casualties - but not fatalities, but two rooftop Taliban killed

Unfortunately before the Cpl Adams could respond another Taliban pair down the E end of the road took a bead on LCpl Edwards leading the second Fire Team, and he was hit and out for the count too. Looking bad and we’re only about 5 phases into the first turn. The Brits keeping rolling high (bad) on their spotting scores so fail to return effective fire until the Alpha team Minimi gets sight of the Taliban who shot Pte Baker and manage to take both of the shooters out with one burst.

Cpl Adams needs to regain the initiative so he throws a smoke grenade out into the street, just to his left, so blocking line of sight from the Taliban to LCpl Edwards, and also reducing the risk of crossing the street to Pte Baker. Cpl Adams and Pte Collins manage to get to LCpl Edwards whilst Ptes Davis & Edgar make it across the street to treat Pte Baker.

Cpl Adams puts up smoke, but the Taliban push forward through the alleys

Shoot out to protect - Pte Fox vs two Taliban

However the Taliban up the East end of the street aren’t going to let the Brits get away that easy, and both pairs descend from their rooftops – the view now obscured by smoke – and start to head down the back alleys and yards towards the Brits. South of the road they almost reach Pte Baker and his mates in one phase, but with not enough ground covered to be able to fire with their last AP – so they hold back round the corner. But then Pte Fox sprints across the road to help Pte Baker, and Pte Davis directs him to cover their rear. Pte rounds the back corner of the building right into the faces of the two Taliban. It’s not clear from the rules what should then happen – do the Afghan get a snap shot? – so I diced for who had the initiative and Pte came up trumps, so he emptied a few rounds from his SA80 into one of the Taliban who fell stunned, whilst the second Taliban tried to gather his wits – will be interesting to see what he does on his morale tests next activation.



Cpl Adams treats LCpl Edwards
Cpl Adams and Pte Collins were busy treating LCpl Edwards when the other Taliban pair came racing up to the corner house across the side street and opened fire. Amazingly their shots missed (or at least failed to wound), but then so did the reply from Cpl Adams. Luckily Pte Green who was on the roof of the house next to them heard the shots, switched his attention from the main street to the side street and opened fire with his SA80 on the two Taliban, killing one instantly.

More smoke goes up to cover the extraction of the casualties via the southern alley

On the south side of the road the second Taliban facing Pte Fox fails his morale test and scurries back down the alley. He then fails his second test and exits the game. The man hit by Pte Fox also fails his morale test, but remains prone and conscious just metres from Pt Fox. Interesting morale issue then arises - should Fox shoot him to ensure that he is no longer a risk, or let him be as he is no immediate effect - but could pass a morale test and start shooting again next phase. Pity there aren't rules for using zip-cuffs! Pte Fox decides to play safe and puts a couple of bullets into the man's legs - he's still conscious but no longer a risk.

North of the road the Brist have a string of low throws, missing spotting the second Taliban now hiding behind a low wall, or missing with their shots. Pte Collins looses his nerve as the Taliban is also returning fire and hides in the yard of the nearby house. Cpl Adams is considering chucking a grenade over the wall when Pte Green finally manages to find the target and kills the Taliban.

There are only two Taliban left now, both in the NW corner. Adams and Davis put more smoke into the street to block any possible sight lines from that direction, Adams gets Collins back up on his feet, and the two of them plus Green leg it across the road to join the rest of the section. The whole group then quickly moves down the alley S of the road past the mosque and into the orchard and up to the drainage ditch and the safety of the board edge.

LCpl Adams and the team ready to escape across the ditch to safety

In terms of victory points the Brits had 240 (8x20pts for all surviving, 6 x 10pts for incapacitated Taliban and 2 x 10pts for first aid drills), whereas the Taliban had 150pts ( 3 x wounded Brits), so not a white-wash, which is about right for what it felt like.

Overall Skirmish Sangin isn’t a bad sets of rules. The various markers take a bit of getting used to, and I need to find a simpler answer to the activation grid. The grid really is over complex and over long given that the same pattern of soldiers just repeats for most of it. My thought is to make it only 5 phases, and allow better soldiers to activate in phases 1 and 5 with most only in 2 & 3, or even 2 & 4 (but more complex to manage). The regular morale checks are a bit of a pain, but probably give a realistic feel (although Coalition morale ratings seem a bit low). Shooting is suitably deadly in the open and spotting OK – but both fail quite regularly even though we’re only talking about engagements at 25m – 50m! Snapshot mechanism is also OK. The one big thing missing is any form of suppression fire. I don’t need to spot, I just need to think there’s someone on that roof top so I’ll get them to keep their heads down whilst my mate moves (not sure what the rules of engagement are for that).
I’ve also found the rule book poorly laid out, and with no index its quite hard to find things. Rules on movement appear to be well hidden, and I could find no explanation of how to do a first aid check (except for an identification of the stat on the rosta sheets), and I had to hunt on the forum for an answer about what area effect was for MGs, and couldn’t find any reason as to why some are “burst” of what they mean. Also missing were any rules about how fast/slow people move when carry a casualty out (although I remember giving fireman's lifts in full kit with weapons  at the run in basic training...) The summary sheets are also too big/many, so I’m always chasing through about 8 sides of A4 for what I want, even in the QRS.
Given that the whole game took only 3 turns that equates to about 90 seconds of action! Things also felt very close up with all action within about 18" - 36m, whereas most helmet-cam footage tends to show engagements at around 300m, so it felt more Somalia than Afghanistan - although checking on the web it does seem that engagements are either very close or very distant, with little in the 100m - 200m range.

But over all not bad, and certainly a set I could live with after some local tweaks. They are very much a proper skirmish game (it would be interesting to compare them to the old GDW Traveller Snapshot skirmish rules which  first introduced me to the concept of Action Points in the 80s) and you wouldn’t want to play with more than a dozen figures a side.


Next up, I’ll  run the same scenario, more or less, but with Chain of Command and Gruntz. Will be interesting to compare.