As promised, here's the first batrep, and, as promised, I went with the vote winner. There was all of one vote, so it made it pretty easy for me to tabulate. The good Mr. Thomas Nissvik requested anything FFL, and so here we are, stuck in Perplakistan, a former French colony in Northern-Middle-not too far East nor Western North Africa/Southwestern Asia.
The FFL starts off-board, coming on in the first turn. The plan is for the three Land Rovers to dart up to the first hill (nearest the FFL baseline), deposit the leader, MG, and Milan, and have the Mk-19 take up a firing position while the two soft-backs (S1 and S2) scurry back down behind cover to await further orders. This position will provide a little cover for a base of fire and to spot a bunch of the blinds straight away. Following this, simultaneously H1 will dart to the top left corner (northeast) and deposit a leader and Tms 1 and 2, while the three Panhards (Vs 1, 2, and 3) charge straight up the road towards the village. The goal of each axis is to establish fire superiority as quickly as possible in order to set about searching for the cache as quickly as possible. There are several different plans for extract, depending upon the situation and the location of the cache.
Then the bad guys got their first set of reinforcements: 1 team at northeast (top right) hotspot, 2 at northwest (right next to Tm2), and 1 at the west hotspot (next to the canal on the left).
Enemy reinforcements roll in again, with 3 teams in the NE corner.
Tm6 begins rigging the cache to blow, and gets two actions, so it only needs one more (auto next turn). Tm1 continues close combat with the insurgent team in the grove, get two more hits on them, while Tm2 put another kill on the insurgent team still on the NW hotspot. Tm4 (on hill) puts two hits on the Insurgent team on the north side, while V2 (also on hill) pins the insurgents on the NW hotspot. The insurgents in the building fire on Tm2, to no effect, which in turn draws fire from the MG, Milan, and S3, getting two hits but not pinning them.
Enemy reinforcements were only one team, on the NW hotspot.
V2 moves down off hill to Tm2, while S1 and S2 move up to Tm1 and Tm6, making ready to get out of here.
Enemy reinforcements: 2 teams to the NW hotspot and 1 to the W hotspot, perfect for the bad guys. It would have really helped the FFL if these guys popped up on the NE hotspot, to far away to get anything done as the French are trying to leave town.
There's quite a kerfuffle as all the FFL vehicles continue hauling ass towards (and over) the bridge, and various insurgent elements continue to charge into the open and fire RPGs at the fleeing vehicles. There are a couple near misses, and particularly close call when the insurgent team on the rooftop unpins and fires at V3, pinning it; but V1's .50 cal. once again saved the day, pinning the insurgents until V3 could get its act together and get over the bridge. The MG and leader on the SE hill fall back on foot, while the Milan mounts S3, who launches a whole box of 40mm grenades before falling back.
Oh, that's why! Sorry, it seems every time I play a modern game I have to use all my cotton balls to make a cheesy, gi-normous explosion.
That was a lot of fun, and, to tell you the truth, the dice were with me as that went a lot smoother than I thought it would/it should have. Finding the weapons cache right off the bat was a huge deal, as I likely would have gotten bogged down in heavy fighting in the village if that wasn't the case. And if you're fighting in the village, there are two hotspots behind you for insurgent reinforcements. Another big deal was that both Technicals popped up right away (first two units spotted); this actually worked to my favor, seeing them and then eliminating them rather quickly and painlessly. The bad guys also missed several RPG shots at my helicopters, particularly as H1 sat there on the deck for pretty much two turns.
Tactically, I liked my plan, stuck to it, and it worked pretty well. The only thing I wasn't happy with my handling of the withdrawal. I planned, and it should have been much more deliberate and orderly. Instead it turned into something of a mad dash to get off the table. If one of those enemy teams would have gotten a lucky shot in that disabled or destroyed a vehicle (during the withdrawal), things could have gotten really bad as the French HAD to extract everyone. That was another thing I got lucky with; while the FFL took casualties, no units were eliminated, so I never had to jump through the goat-rope of having to conduct a MEDEVAC under fire.
I threw those rules together in about 10 minutes before starting the game. Activation worked well, but needs to be refined a bit. I wasn't happy with the shooting; it made for very attritional fighting, as opposed to quick and dynamic. Again, this probably helped the French. Easier to lose FFL units that way, forcing MEDEVAC (and thus degrading combat power by the unit lost and the unit conducting MEDEVAC), plus, the faster insurgent teams were lost, the faster they would have been fed back in as reinforcements. I feel the shooting rules would work great at a higher echelon, but didn't feel right for individual teams.
I hope you enjoyed it as much as I did. What will I do tomorrow?