Monday, December 30, 2013

Escalation in Tumoria

All,

Well, no gaming this weekend, but I was very productive.  I sat my butt down and made myself finish the painting, basing, re-painting, and re-basing that needed to be done, and I'm actually going to split the results up into three different blog posts so that there's some sort of coherency to why things are together.

So, first up is a bunch of moderns that I finally finished up.

 First up are some British Royal Marines in desert gear.  They're bringing to the fight: two infantry teams with Gustav recoiless rifles, three infantry teams with GPMGs (I think they call them MAG-58s?  We call them M-240s, same gun), three 'regular' rifle teams, a MILAN ATGM team, a 60mm mortar team, a SAM team (I believe it's a Blowpipe?), and four leaders.

 Closeups of some infantry teams, with 'regular' teams at top, bottom right are MGs, and bottom left the Charlie Gs.

 Milan at left, mortar at top left, SAM at right, and two of the officers at bottom right.

 Here are some USMC.  They are painted in desert MARPAT, but not really.  I tried and tried and tried, then tried some more; I must have tried 15 different color combinations trying to get desert MARPAT.  I got so frustrated I tried doing temperate MARPAT, and even Muticam, but just couldn't get any of them to work.  So, I took them outside and sprayed them khaki, and left that as the base uniform color.

So, the Marines are bringing six rifle teams, a MG team (M-240G, borrowed from the Brit Support Wpns pack), a SMAW (also borrowed from the Brit Wpns pack), a 60mm mortar, and four leaders.

 A closeup of one of the rifle teams.  I love it because it's actually set up like a real fireteam: Corporal with M-203, scout (or nowadays Designated Marksman) with M-16, automatic rifleman with M-249 (though this is being phased out), and A-gunner with M-16.  Some of the figures are badly miscast; I've got some horrible looking M-16s, a couple where guys are missing half an arm, and a few that barely have a foot.  Those are the manufacturer's fault.  But, if you're looking at these and thinking they are kind of soft on detail, that is not the manufacturer's fault, that is my fault.

As I mentioned previously, I tried a lot of different color combos, so some of these guys have about six coats of paint on them, and I was too lazy (frustrated, just wanted to get them done) to strip them and start over...

 Look at the weapons teams on left and leaders on right.

 Israelis!  For my Perplakistan/Tumoria project they will most likely be host nation forces, not Israelis, though you never know.  In any case, there are a total of eight rifle teams, four of which have light AT weapons (they are Dragons borrowed form the US Support Weapons pack), and two leaders.

 Closeup of one of the leaders and a couple rifle teams with AT.

 The other leader and and two of the 'regular' rifle teams.  Really great figures, just love the look of them.

 Lastly for the good guys we have these lovely figures.  What are they?  Well, in 'real' life they're Australians from the Vietnam era.  What will they serve as?  Whatever I want/need.  I'm thinking they can easily be tier 1 type special operations folks (SEALS/Delta/SAS), various types of recon folks, various types of irregular warfare folks (SF A or B teams).  To be honest, they were kind of inspired by the new movie "Sole Survivor" (though I haven't seen it yet).  I was too lazy (in too big a hurry) to do it, but I thought about putting some in desert cammies, have some mixed in both woodland and desert, and camo'ing the weapons.  Maybe I will at some point.  In any case, they've got seven rifle teams and one leader.

 A close up.  I love the fact they are humping so much gear.  Finally toys that look like real troops.  The reason there's bright green on their chests is that I was trying to show flak jackets.  I love the guy at bottom right humping the pig with ammo belts around his neck, and love that some of the guys have LAWs strapped on (left side, second from bottom).

 Now for some bad guys.  Here we have some Taliban types (Minifigs' "Mountain Insurgents").  Not sure what I'll use them for in Perplaki/Tumoria; maybe foreign fighters coming to aid Tumoria, or maybe even Tumorians unhappy with their government and helping coalition forces.  Eight rifle teams (four with RPGs) and two leaders.

 Closeup of two rifle teams with RPG, and the leaders (at right).

 And here we have the Tumorian regular army.  These are a mix of Minifigs' NVA and insurgents (the same type I've been using against the French Foreign Legion in my previous batreps).  They will be Tumorian regulars, though I figure I could use them for plenty of different Middle Eastern regulars/paramilitaries.  They're bringing 13 rifle teams, an 82mm mortar team, and four leaders to the fight.

 Closeup of two of the rifle teams, with RPGs.  Helmeted guys are NVA, keffiyehs are insurgent range.

Closeup of a couple of the leaders.  I always crack up at the fact he looks to me like he's running while talking on the cellphone.  "No, I said no Ahmed, we're getting our asses kicked, get me out of here!"

For all that, I did not finish my modern forces.  I still have a bunch of US and USSR regulars I need to finish (not for Tumoria), and then I have a set of guys I need to finish for Tumoria.  They're going to be 'special' bad guys, something along the lines of IRGC, Basij, or Fedayeen types.  I painted them and based them, then decided I didn't like the paintjobs, so I need to revisit them in order to finish.  Lastly, I have some Minifigs US Vietnam range laying around that I'm not sure what to do with; I'm thinking of basing them up for Tumoria and painting their helmets blue for UN forces.

Stick around, I finished a bunch of WWII forces as well.

V/R,
Jack

Sunday, December 22, 2013

Insurgent Commander

Insurgent Commander

These are what I've been using for my French Foreign Legion vs. Islamist Insurgents battles,  four of them now in the books.  I've had a lot of fun, and I think it's because these are a good, flexible toolset that can easily be modified to do whatever you want them to do.  So, take what you want from them, that's how I do it anyway!

Please understand these are a quasi-offshoot of a set of published rules, I didn't see a need to explain every last aspect.  But, because these are a quasi-offshoot of some published rules, please keep in mind they are heavily modified, and so please don't ask why/point out that they are different than the published set; I know, and because I wanted to do something other than what they were doing, I changed it.  Having said that, I love to talk about rules, so if you have comments, suggestions, or wonder why I did something (i.e., you don't understand what I was trying to accomplish), please feel free to ask.

Command and Control

-Two types of elements, leader and maneuver (tank, truck, rifle team, MG team, etc...)
-One side goes, then the other side goes.
-Roll for activation.  Each element rolls for activation separately, or a leader can activate a group.
-Unlike regular "XXX Commander," each element rolls for activation, not only leaders.  Leaders are pretty much there to unpin units, though they can add their 1 Fire Power (FP) dice to combat.
-Each element that is not pinned gets a 'free' action.  All subsequent actions must be rolled for: French need 7+, Insurgent need 8+, goes up for each success.  Leader in base contact adds +1 to roll.  Double 6=2 actions, Double 1=blunder.
-During opponent's phase, unpinned elements may react one time to an enemy action.  Reactions
only occur by elements  that observe an enemy action, and they can only react to the enemy
that carried out the observed action (can't see one enemy element move, then react by shooting
at another enemy element).  The reaction occurs after the observed action and before the next enemy action (if the enemy is on a "move and shoot" action, you cannot react until the enemy has moved and shot).  The only exception to this is if an element is on Overwatch, in which case it will take its action at any point after it has observed an enemy action (if an enemy is on a move and shoot action, the Overwatch element may shoot as soon as it see the enemy move).
-The only caveat to this is if an element 'charges' into close combat with an unpinned element that has not used its reaction.  If this happens, the element closes but receives reaction fire prior to close combat occurring.
-As previously stated, pinned elements cannot react.  However, leaders in base contact may attempt to rally the pinned element.
-Once the first player has finished issuing orders, the second player issues orders, and the first player's unpinned elements may react as above.  Unless there is a very good tactical reason for doing otherwise, the better quality troops (French) should go first, and the lower quality troops (Insurgents) go second.  Surprise attacks and ambushes by Insurgents might dictate giving them the first phase.

Blunders
-When you take a command roll and roll double 1s, roll a D6:
1 - A sniper takes out the closest friendly leader.
2 –An enemy mortar barrage comes down on the team, roll FP of 5D6, hit on 4+
3 –Unit gets confused, fires full FP on furthest friendly element in LOS.
4 –Unit gets confused, falls back two moves, pinned.
5 –Unit gets confused, takes two moves towards the nearest enemy unit (even, or especially if it takes them into close combat), pinned (if close combat, pinned after close combat, not before).
6 – Unit confused, stays in place pinned.
After any of the blunders are carried out, the element’s activation is over.  Leaders cannot influence the unit that turn except to try to unpin it.

Actions
-Move and Shoot/Shoot and Move (make 1 move any direction, fire to front 180, -1 to hit)
-Sprint (make two moves any direction)
-Shoot (fire to front 180)
-Load/Unload (get in/out of a vehicle; this is a full action, can't shoot and move into a
vehicle)
-Go on Overwatch (element can stay on Overwatch for multiple turns, until it uses its OW action, or until the player gives it another order).
-Rally (action carried out by leaders to unpin an element; there are no 'free' unpins, must make command roll (CR).  Pinned elements unpin themselves by declaring an order and passing a CR, i.e., they don't have to make a rally action to unpin, then they can roll for more actions.  They don't get a 'free' action, so if they pass their command roll they are unpinned.

Fire Combat
-Two types, AP and AT, which each element is rated for.
-With play on a 4' x 4' table, all elements can range the entire table.
-Elements can engage any enemy element they have LOS to in their forward 180.  If target not in forward 180, element must move to face (usually a move and shoot action, -1 to hit).
-AP and AT combat rolls number of Firepower dice vs that category of target.  AP rolls saves with value below, AT targets roll against armor value.

-To Hit:                                                 AP Saves:            French                  Insurgent
Open:                                   4+           Open:                    6                              -
Obscured:                            5+            Lt Cover               5+                           6
Hvy Obscured:                     6              Hvy Cover            4+                           5
Flank/Rear:   +1 *Save values different because of French body armor
Close Range:  +1 (10cm AP, 20CM AT)
*Armor saves are -1 to flank and -2 to top/rear.  Aircraft saves are same regardless of aspect.

Type                      AP FP    AT FP     Strength              Armor   Notes
Leader                   1              -              1                       -            None.
French Rifle           5              3*            5                       -            *AT vs armor '6' only.
***Can fire one AT volley per game (AT-4/M72 LAW), AT: 6, make sure to track this***
Ins Rifle                 5              4              5                       -             Fire AT or AP per action, not both
MMG (7.62)         6              3*            3                       -             *AT vs armor '6' only.
SMAW/Gustav      5*            4*           3                        -             *AP -1 to save against hard target
                                                                                             (wall, bldg) only, AT vs 4-6 armor only.
ATGM                  3*             7             3                        -            *Against hard target (wall, bldg) only.
SAM                     1               6*           3                        -            *AT vs aircraft only.
Technical RR          5*            4             -                         6           *AP -1 to save
Technical HMG      4*            4*           -                         6           *AP -1 to save, AT vs 5-6 armor only.
Panhard                  5*            4             -                         4+         *AP -1 to save
Range Rover           -              -              -                         6            None.
RR Mk-19             4              4*            -                         6           *AT vs armor 5-6 only.
Scorpion                 4              3             -                          4+          None.
AAV                       4              4*           -                          5+          *AT vs 5-6 armor only.
HMMWV Mk19    4              4*           -                          5+           *AT vs 5-6 armor only.
HMMWV M2        4*            4*           -                          5+           *AP -1 to save, AT vs 5-6 arm only.
LAV                       4              3              -                         4+           None.
T-72                       5*           5               -                         3+           *AP -1 to save.
M-48                      5*           5               -                         3+           *AP -1 to save.
M-1                        5*           6               -                         2+           *AP -1 to save.
T-55                       5*           4               -                          3+           *AP -1 to save.
BMP-2                   4             3               -                          4+           None.
M113 M2               4             4*             -                          5+           *AP -1 to save, AT vs 5-6 arm only.
M113 TOW            3*           7               -                         5+           *Against hard target (wall, bldg) only.
M2/3 Bradley          4             7               -                         4+           None.  
Utility Helo               3             -               -                         6             None.
Attack Helo             5             6               -                         5+           None.
F-16 'style'               5             4               -                         6             None.
A-10 'style'              6              7               -                         4+           None.

**In AP combat, when infantry elements have lost all strenght points they are eliminated.  As infantry
elements lose SPs, they lose AP capability, i.e., Inf w/5 SP has 5 AP, 4 SP=4FP; MG w/3 SP has 6 AP FP 2 SP=4 FP, etc...
**In AP combat, infantry roll 1D6 per unsaved hit, needing a 4+.  If any fail, the element is pinned.
**In AT combat, roll to hit, all hits are re-rolled to save against the target's save value.  If there is one unsaved hit, roll 1D6 against the appropriate vehicle damage table.  If there are more than 1 unsaved
hit, add each unsaved hit after the first to the D6 total (if you had three unsaved hits, roll 1D6 and add '2' to the result, apply to the table).

Vehicle Damage Charts

Civilian Vehicle (or equivalent, i.e., Land Rover/Technical)
1 - Pinned
2, 3 - Immobilized
4, 5 - Vehicle Destroyed, passengers take one hit per SP and roll for saves.
6+ - Vehicle Destroyed, all KIA.

Armored Vehicles (save value of 5+)
1 - Pinned
2 - Optics destroyed, -1 'to hit' for rest of fight
3 - Engine damage, move half speed for rest of fight
4 - Immobilized
5-6 Main armament KO'ed (can continue to happen until all weapons are KO'ed).
7 - Vehicle Destroyed, passengers take one hit per SP and roll for saves.
8+ - Vehicle Destroyed, all KIA.

Aircraft
1 - Pinned
2 - Optics destroyed, -1 'to hit' for rest of fight
3 - Main armament KO'ed (can continue to happen until all weapons are KO'ed).
4, 5 - Forced to land, passengers take one hit per SP and roll for saves.
6+ - Destroyed, no survivors.

**Every time a vehicle is hit and the result is greater than 1 but less than destroyed, roll the D6= to number of unsaved hits, need 4+ each.  If any fail, vehicle is pinned.
**If a vehicle has previously received damage, then receives the same damage again, add another damage marker, the point of which is to show that for the remainder of the game the vehicle's CR is -1 (can accumulate more than one).
**For immobilized/main gun KO vehicles, roll 1D6, need 4+ or crew bails.

Close Combat
-Close combat occurs when opposing elements come into base contact with each other.  You can end up with multiple elements taking part in close combat, even though close combat is carried out as soon as it occurs, i.e., as soon as two opposing elements come into contact.
-I don’t mess around with supports or really any modifiers, unless something just stand out as so different that it absolutely has to be accounted for.  For example, I don’t give defenders in an open-topped, sandbagged emplacement any bonus; I figure the attacker has gotten close enough to negate that advantage, the point of which was to protect them from fire so they could keep the enemy at length with their own weapons.  Having said that, I’d probably give defenders in an enclosed, concrete bunker some sort of bonus, because the attacker is not inside, he’s sticking muzzles through vision slits, etc…  Having said that, you could say neither say gets a bonus, as the defender can’t really get at the attacker either, so there we are.
-The only modifier I solidly support is one for pinned elements.  If an element is pinned, it’s -2 ‘to hit,’ i.e., it doesn’t hit on 2+, it hits on 4+.
-Whether it’s one element vs one element, or five vs three, etc…, if it’s one big fight, calculate the whole FP for the both sides, roll the dice, count up the hits, and split them as evenly as possible between all the elements of the same side.  Don’t forget to roll for pins.
-For infantry, use their FP factor (to include the idea of losing FPs as you lose SPs).  Roll the FP, hit on 2+ (yes, very bloody), no saves, allocate the hits and roll for pins.
-If one side is eliminated, the close combat is finished.  If not, close combat will be rolled up again every single time one of the involved elements uses an action (free or CR). 
-This goes on until someone is eliminated, there’s no backing out.
-Good guys can’t shoot into close combat, bad guys can if they want, though hits will be evenly split between the two sides.
-Nobody shoots out of close combat, or does anything else but close combat, until one side is eliminated.
-In accordance with normal rules for activation, you can have as many elements join the close combat as you like.
-I don’t really run into it often, but if you want to go close combat between infantry and a vehicle, have at it.  Use the infantry’s value as above, use the vehicle’s AP value (if it doesn’t have one, use ‘1’).  Roll against the infantry as above,  for vehicles roll saves as follows:
Civilian-style vehicles, jeeps: 6
APCs, open-topped AFVs: 5
Tanks: 4
Take care of unsaved hits on the vehicle in accordance with the AT procedures (roll on the vehicle damage chart).
-There is no vehicle vs. vehicle close combat.
-For that matter, there’s no air to air combat rules, either (though this should probably be someplace else).

Movement
-A single move for infantry is 10cm. (Truth be told, I use popsicle sticks, just lay it down and that's a single move)
-A single move for vehicles is 20cm. (Two popsicle sticks)
-Wheeled vehicles get another single move if they start and end on a road.
-Aircraft can move from off-board to anywhere on the board in one move action.  Helos can stay there, fixed wing must move off the table next move. This creates quite a tactical dilemma: Your A-10 starts off-table, and just like every  other element, it gets a free action and has to roll for additional actions.  So, the question is, do you use a "move and shoot" action, with its -1 to hit modifier, or do you use the free action to move to the target, then try to roll for a shoot action?  If you fail, next turn your only allowable action is to leave the table.  I'll say it again: fixed wing A/C on the table must use their 'free' action to leave. 
-Fixed wing A/C may not react, but helos can.
-Helos taking off spend one action to get into the air, then another to move.  Helos landing move to where they want to land, then spend an action to sit down.  I will say that quite often I will let troops fast-rope/rappel out of helos, but this often times leaves your helo very vulnerable to AA fire.
-With regard to passengers (both helo and ground vehicle), I go back and forth about who can give the order to unload; I really don't have a problem with the vehicle giving the order, but I would say that, if it fails, the infantry can't use their actions to unload, meaning their trapped.  Again, it's a tactical dilemma (to me the point of rules is to force you to make decisions): your helo uses its free action to move on table, and it goes to the LZ.  Now you can make one CR to fast-rope the troops down.  If you succeed, you can have the helo make another CR to leave the table (and dodge AA fire), while the troops are now on the ground and can use their 'free' action to do whatever they like, and make CRs after that.  But, if the helo fails, the troops are stuck in the bird.  Next turn (or even as a reaction) the helo can fast-rope the troops down, then make a CR to leave the table.  The benefit to landing is, if you land in dead
ground, there aren't a bunch of insurgents with RPGs slobbering about knocking off one of your helos.

Terrain
-I don't do too much with terrain regarding effects on movement.  Basically I have three categories:
1. Open, no problems
2. Impassable, can't go there (can be different for infantry and vehicles)
3. Difficult: an element moves to the terrain and must stop there, can pass with another action.  For example:
With a shallow canal, I will let infantry move to it and halt, next action puts them on the other side, next
action lets them move away, vehicles can't cross.
A river ford, infantry and vehicles move to it and stop, next move lets them cross and move away.
A wall, infantry move to it and stop, next move lets them cross and move away, wheeled vehicles can't traverse, tracked vehicles handle as infantry, but remove a section of the wall.
-With regards to fire combat, I kinda handle like this:
*Open is open, 4+ to hit and no save (not counting body armor)
*There are things that obscure, there are things that provide cover, and there are things that provide both. 
I'm real flexible like these, and don't use hard and fast rules, I try to look at the situation (Lardie's style).
-So, infantry firing small arms at enemy in a small, thick building might look like '6' to hit (hvy obscure),
4+ to save (hvy cover).  But a tank firing at that same target with a 105mm gun might look like 4+ to hit (all he's got to do is hit the building), and 5+ to save (it's hvy cover, but if that 105mm round hits the bldg there's gonna be trouble.  A crop field might give a 6 (hvy obscure) to hit, but treated as 'open' for save (corn doesn't stop many bullets). 
-With trees I go through the same calculus; some clumps can be so thick it blocks LOS, a little less gives a hvy obscure, all the way to an orchard with evenly spaced trees and the enemy looking straight down an aisle might be treated as in the open for 'to hit' and save.
-Don't forget to think of vehicles in terms of being obscured or not as well, for the 'to hit' portion.  That's the point of going hull-down (heavy obscure, hit on 6).  However, you will still use the vehicle's armor value for the save.

Garnish
Solo: I play most of my games solo, and sometimes, for the sake of speed, I make what I believe is the most logical decision. But there are plenty of times when it's not clear, or I want to make sure I'm not unduly influencing, or I want to give an opportunity for something unexpected to happen, so I use a 'decision matrix."  I use a D10 thusly:
1-3 = Most dangerous course of action.
3-9 = Most likely course of action.
10 = Goofiest, craziest, dumbest, most different course of action.

Example: An enemy rifle team is sitting dug-in, with two of my rifle teams not far from it, and one of my tanks behind them.

I would probably set it up like this:
Most likely is, the enemy team stays in its hole and fires its weapons at my rifle teams.
Most dangerous is, the enemy moves from its holes (hvy cover) to its right, behind lt cover, but then takes an AT shot at the flank of my tank.  This assumes my rifle teams can't just gun them down as soon as they move.  And for folks thinking this should be 'most likely,' I disagree, must guys don't want to move with enemy nearby, unless it's backwards.
Goofiest/craziest/etc... could be, they get heroic and decide to leave the cover of their holes and charge into close combat with my rifle teams; or, they're in a decent position, but get a little flustered and decide to bug out, that is, leave the holes by falling back out of LOS to my units. The key is to figure out your three options before you roll, and stick to it!

Casualties: A feature of modern warfare is that Western armies are quite concerned with the proper, immediate treatment of their casualties.  So, what I like to do is, when an element is eliminated, I place a casualty marker in its place.  That casualty then has to be retrieved and evacuated, either by getting it onto a helo and off-table or getting it into a ground vehicle and off-table, though I suppose the CASEVAC point could be a secure spot on table as well.  The whole point is that you can't just pretend like the elimination of one of your rifle teams, or the conversion of one of your tanks into a heap of smoldering metal, doesn't mean anything and can be ignored, as we so often do in our games.

I'm not doing to be macabre or make light of 'real-life' casualties, I'm just trying to present another tactical challenge for the player.  And, if you're playing solo, it's a challenge for the player, because the insurgents have no such requirement! I haven't really gone down the path of "how many turns can you let them sit there," or "what happens if the player just leaves them there?"  Ummm, I dunno, I hadn't thought that far ahead.  As with the rest of these, if you don't like this particular rule, don't use it.  If you do like it, then use it!  I'll also point out that your SAM team doesn't have a lot to do, not a lot of insurgent aircraft flying around, so I like to designate them as the CASEVAC guys.

Civvies: Again, not trying to get anyone riled up, just saying that they are a feature of many modern battlefields, and generally this is a tactical challenge for Western armies and not so much for insurgents.
So, I play that if the French have civvies in their line of fire to insurgents, it’s treated as blocking LOS (it’s not a lot of fun having to leave cover in order to clear your lane of fire). 

Furthermore, sometimes you have to roll to see if you hit them even if they’re not in your lane of fire.  If a friendly element fires at an enemy element, it scores no hits ( you can play it no hits on the ‘to hit,’ which will happen occasionally, or no hits after saves, which will bump up the likelihood of occurrence a bit), and there are civvies 10cm to either side of your lane of fire, or still in your lane of fire past the enemy element, roll your FP again, on a 5 or 6 (how generous do you want to be with yourself?) you whack a civilian.  Again, I don’t have any rules worked out for “how does this effect who wins?” etc…, I just know it’s not good, and if it doesn’t raise its ugly head in my game, it certainly will in my campaign.

I can tell you I’ve played a couple scenarios focused on civvies that’s been a lot of fun!

Well, I hope that’s everything, and I hope you like them.

V/R,

Jack

Siege of Firebase Francoise!

All,


Well, we find ourselves once again in the harsh environs of Perplakistan.  After the previous fight, in which the enemy sprung a trap, with armor on "Lend Lease" from neighboring Tumoria, the French expected the insurgent armor to make a run for the border.  So Legion recon teams were helo'ed out to the border for picket duty, and two Legion light armor columns were sent out to look for the enemy.

But the enemy pulls a fast one! Relying on intel provided by anti-French locals, the enemy consolidates its remaining armor, marshals a bunch of infantry, and advanced on the nearby French base. Using terrain to hide the vehicles and civilians to cover the infantry's approach, the enemy closes with the small French, colonial, and local force garrison.

 Overview of the table, looking from south to north.  At bottom center to bottom left is the French base, Firebase Francoise.  Bottom right is the eastern canal, where an insurgent 'hotspot' is located.  Center to center left is the western canal, where another insurgent hotspot is located.  Immediately to its right is the village of Turncoatville, where the final insurgent hotspot is located.  As the road heads north it splits, to the right (NE) and left (NW).  Once the enemy attack begins, Major Lapieux's task force of two mechanized columns out looking for the enemy armor will be recalled to assist the garrison; one column will enter from the NE and one from the NW (should they pass their reinforcement roll); each column will roll at the end of each turn after the first one, needing a 6, the following turn a 5, etc...

 The French base, looking north-northeast to south southwest.  The three sandbagged positions are, from left to right, Post 1, Post 2, and Post 3, with Post 1 being the main gate.  The two helos (left to right, H1 and H2), are in Revetments 1 and 2 (again, left to right).  For buildings, do not count the small out-buildings, only the three larger ones, which are (l to r) 1, 2 (top), and 3.  There are 3 men in Post 1, and 2 each in P2 and P3.  R1 and R2 each have one man, and the buildings are holding several men each.

 The nearby village of Turncoatsville, with a bunch of happy civilians lounging/milling about.

 The table, looking north to south, with the French base at the top.

 Major Lapieux's two armored columns, top in NW, bottom in NE.

 Looking west to east, village at top, French base at right, showing western canal hotspot at bottom center, Post 3 at bottom right.

 Looking east to west, showing east canal hotspot at bottom left, Post 1 at top left, and village hotspot at center right.

 The insurgents want to hammer the garrison, but particularly they want to embarrass the French by destroying their multi-million dollar Blackhawks they recently purchased from the United States.

 It all starts at approximately 1930 local time; the sun is going down, and a large group of villagers approaches the main gate (Post 1).

 And in a flash there are insurgents inside the French perimeter.

 Simultaneously two T-55s and a BTR-60 swing out from behind the palm groves and into view (top center, opposite Post 2).  The French got very lucky here; I grabbed four poker chips; two were dummies, one had a T-55 and two BTRs, and the last had 2 T-55s and a BTR.  I shuffled them up, then placed three of the four on the table.  Once the insurgents at the main gate uncovered, I turned over the three poker chips: two were dummies, as opposed to one dummy and two 'live' ones, with 3 T-55s and 3 BTRs total.

 Another shot of the insurgent armor, looking east to west, with Post 2 at center left and Post 3 at top left.

 So, let's get it on!  The insurgents have a leader and four rifle teams at the main gate, and easily eliminate the three sentries at Post 1.  Initially Post 2 can't engage because of civilians in the line of fire, but on of the insurgent teams moves into the open next to the wire and quickly receives a hit and gets pinned.

 Looking east to west, one of the insurgent teams moves up to Revetment 1, trades fire with the sentry there, and eliminates him.  They then quickly put an RPG into H1, blowing it sky high!

 Another shot of the insurgent team at the wire (center left) shooting it out with Post 2 (center right), with Post 1 at top left and Revetment 1 at top center.

 Looking west to east, all three enemy armored vehicles fire at Post 2, managing only one pathetic little hit, though it did pin them as well (the yellow bead, bottom right).  The BTR then moves to its left to the edge of the ville.

 Post 2 (center left) sentry moves to his right (behind an outbuilding, center), and engages the insurgent team at Revetment 1, getting two hits in two rounds of fire.  They return fire, but miss!

 Looking w to e, Post 3 (bottom left) fires past the recently vacated Post 2, at the pinned insurgent team at the wire.  They get twho hits, but in two more rounds of fire they get no more hits...  On the two rounds with no hits I had to test to see if Post 3 hit any of the civvies, which luckily they did not.

 The lone sentry in Revetment 2 (bottom left) fires at the insurgents in Revetment 1 (off camera to right), but miss.

Colonel Pous-Pous, who was located in building 3 (center), puts out a distress call to Major LaPieux, ordering him to return his task force to the firebase as quickly as possible.  Then the brave Pous-Pous exited the building and set about the task of organizing the defense.  You can see French garrison personnel pouring out of every building.

 More garrison arrive, a couple from Building 1 (top center), bldg 2 (left center), and the small outbuilding at bottom center.  The lone Frenchmen at top left is the sentry that abandoned Post 2, with the insurgent team that just destroyed H1 (off camera to left) just below them, and insurgents at Post 1 at far right.

 A couple garrison members join the lone sentry in Revetment 2, and fire on the insurgents in Revet 1 (top).  The French roll boxcars, and thus get two actions, which allows them to eliminate the insurgent team.

 A very confused firefight occurs between buildings 2 (top) and 3 (off camera to left), and the insurgents at/around Post 1 (right).  The French get a couple hits and a pin, though the insurgents get a hit as well.

 Two men joined the sentry that abandoned Post 2 (center left), and fired to the right at the insurgent team pinned at the wire near Post 1, but missed.  For their troubles, one of the T-55s fired and got a hit.

 A team from bldg 3 sprinted to reoccupy Post 2, though they took a hit from the other T-55, which also pinned them.

 Immediately after that, Col Pous-Pous (top left, gold base) led the Anti-Tank Missile Team to Post 2, trying to get at the two T-55s in the field, though they couldn't get the launcher into action.

Meanwhile, enemy reinforcements arrive...

 At the western canal hotspot (bottom left), opposite Post 3 (center right), a leader, two rifle teams, and a 'Technical' mounting a 106mm recoiless rifle.

 At the village hotspot, the only reinforcement was another Technical, this one mounting a 12.7mm HMG.

 At the eastern canal hotspot, with Post 1 at top, a leader and three rifle teams arrived.

 Back at Post 1 (right), the insurgent leader was able to unpin the team there, then move to the pinned team at the wire, though he was unable to unpin them.  The team at Post 1 fell back behind cover and unleashed on the garrison team (bottom left), getting two hits.  The garrison's return fire also achieved two hits, but then another insurgent team (bottom right) moved up and eliminated the garrison team.

 That same team then rolled boxcars (two actions), so sprinted forward (left) with one action, then pivoted and fired at the French next to the outbuilding (top left, just below Post 2), but missed.

 Then the reinforcements from the east canal moved up (far right).

 Followed by the HMG Technical and the BTR moving up.  Other than the boxcars, which helped give that one team a total of four actions, insurgent and French command rolls have been pretty poor, giving only one action for unpinned units and not allowing pinned units to get in the game at all.

 'To Hit' rolls were pretty poor too; both T-55's go after Post 2, getting only two hits (on 12 dice, hit on 5+, target save on 5+), but pinning both the rifle team and the AT team.  But Col Pous-Pous unpins the AT team, who promptly bounce a missile off the front glacis of the right-hand T-55 (3 hits, 3 saves).

 The western canal force moved up to the canal, fired at Post 3 (one hit), crossed the canal, and fired again, no effect.  Return fire accomplishes nothing (2 hits, 2 saves, in the open!!!  I.e., hit on 4+, save on 6!!!).

 Col Pous-Pous can't unpin the rifle team at Post 2.  The AT team fires at the right-hand T-55, getting a hit and immobilizing it.  Both return fire, getting three hits (eliminating the pinned rifle team, and leaving only the AT gunner and Col Pous-Pous in  Post 2), and pinning them.  The AT gunner manages to unpin, and slams a missile into the left-hand T-55, destroying it!  Not pictured, a garrison member who found himself all alone near bldg 1 joined the Colonel and AT gunner in Post 2.

 The three garrison members in Revetment 2 decide to move to their front left and get into bldg 3 (top left), drawing ineffective fire from the insurgent team at bldg 2 (bottom right).

 The garrison team in Post 3 opens up on the insurgents at the west canal, getting a hit and pinning one of the teams, though the combined return fire from the recoiless rifle and the other rifle team reduces the garrison team to one...

Turns over, now for some admin: the friendly reinforcements failed their rolls, so they don't arrive yet (needed 6, next turn will need a 5).  There are no enemy reinforcements because they haven't lost any rifle teams, so they currently have eight rifle teams on the table.  Lastly, in Revetment 2, H2 has its blades turning, so it will be eligible (contingent on command rolls) to escape next turn.

 To start the next turn, the remaining T-55 fires at Post 2, getting one hit, but return fire from the AT missile knocks out the T-55's main gun!

 The west canal insurgents get two rounds of fire on Post 3, but get no hits.  Return fire gets one hit and pins an insurgent rifle team.  Meanwhile, the Technical gets three rounds of fire on Post 3, but manages only one hit, and it was saved!

 Looking west to east from Revetment 2, an insurgent team moves up (top center) and fires at the garrison team in bldg 3 (top left), getting one hit, then fail their command roll (CR).  Keep in mind, the idea for the insurgents is to push hard in order to get H2 before it lifts off and gets away.

 The east canal reinforcements continue their crawl forward (center right), using their 'free move' to move up, then all three teams failing their CRs individually...  The HMG Technical (center) moves up, all the way from outside the perimeter, and gets set to take a shot at H2 (off table at left), then fails its CR.

 So, this is literally the last chance for the bad guys to get the second helo.  The BTR moves up to get a clear LOS to the target, then opens up with its 14.5mm heavy machine gun; a single hit is enough to pin the crew.  Yes, I allow vehicles to get 'pinned,'  It might seem strange to you, but I think it's rather appropriate, when playing at skirmish level, for a significant event to screw with the crew.  That is to say, if a tank has an anti-tank round bounce off it, or if a thin-skinned helicopter has a bunch of HMG slugs punch through and rattle around a bit, I think that should negatively impact the crew's ability to do what they want to do.

So, the next moment of decision: H2 attempts to take off, and... fails its command roll.  Before the BTR got it's lucky hit, it looked like H2 was destined to get away.  Now, not so much...

 The lone sentry at Post 3 opens up on the bottom insurgent team and gets a hit, pinning it!  The Technical returns fire, 2 hits 2 saves, again!

 The team in bldg 3 (center left) fires at the insurgent team in Revetment 1, getting two hits and pinning it.  The HMG Technical (center) returns fire, getting a hit.  The garrison team then turns on the Technical and cuts loose, immobilizing it, though the fanatical crew decides to stay with the vehicle.  The AT gunner at Post 2 (top center) fires at the BTR (top center right), and destroys it, though the remaining T-55 (off camera to top, immobilized with KO main gun) returns fire with its AA Mg and eliminates the AT gunner, leaving only Col Pous-Pous in Post 2.

 Major LaPieux's Northeast force arrives (top right), with the KO and surviving T-55s at bottom left).  No enemy reinforcements arrive as, again, they haven't lost any rifle teams.  H2 is eligible to depart this turn, but will find it difficult to pass its command roll as it's still pinned.

 The insurgent team in Revet 1 (bottom left) manages to unpin, and launches an RPG at H2 in Revet 2 (off camera at bottom left).  The helo is damaged, making it harder to get off the ground.  The insurgent team fires another RPG to no effect (1 hit 1 save, on a 6!).  The HMG Technical (center), though beat up a bit, open up on the French team in bldg 3 (top left), eliminating them.  At center, the east canal reinforcements finally get into action.  Two rifle teams get on line and fire at H2, further damaging it, while one team faces north (top) at Post 2 (top center), and fires at the sole survivor there, Colonel Pous-Pous.  But the Colonel's lucky rabbit's foot is working, and nary a hit is scored on 5 dice, needing 4+ to hit!  Of course, his return fire misses also...

The insurgent team at the wire (far right) should be recognizable by now; they were pinned in the initial exchange of fire, and have been unable to unpin this entire time.  The other insurgent team in the vicinity moves towards Post 2...

 Then charges into close combat with Colonel Pous-Pous!  It's not as dramatic as it looks; Pous-Pous is all alone, but so is the insurgent that attacked him (a rifle stand takes five hits, and you can see by the red dice the stand already has four hits).  Nevertheless, the Colonel acquits himself well in the ensuing fisticuffs, and subdues his attacker.  Pous-Pous' elation is short lived, however, as the T-55 sees this and opens up with its AA machine gun, mowing down the French commander.

 Looking north to south at the west canal, from behind the recoiless rifle Technical: the Technical uses its first action to put a round into H2, finally destroying it, then pumps another 106mm round into Post 3, finally killing the sentry there...  This means that both helicopters have been destroyed, and every member of the French garrison has been eliminated.

 LaPieux's NE column mounts the hill, and the Panhard bounces a 90mm shell off the nearby T-55 before realizing it's been abandoned...

 LaPieux's NW column comes on the table.

But it's too late.  The enemy had a T-55 and a BTR knocked out, then abandoned its other T-55 and a Technical, both immobilized.  But the other Technical, near the west canal, promptly departed the area, while the enemy infantry either sprinted away or simply concealed their weapons and blended in with the local population.

 Major Lapieux stands over the body of his friend and former commander, Colonel Pous-Pous...

And surveys the human carnage wrought by the enemy, right here, at the French safehaven.  LaPieux mutters something under his breath regarding retribution...

Another really fun game.  This one was a bit different as there were no real master plans or complex schemes of maneuver; the insurgents wanted to bring their armor firepower to bear to allow their infantry to break into the French camp and wreak havoc.  The French garrison wanted to hold on until the Legion mechanized columns could return to save the day.  The Legion was unable to save the day, but I didn't feel like I 'lost' the fight; I really feel like I did the best I could.  Maybe if one of the columns would have come on one turn earlier, but even then I'm not sure that would have changed the end result much.  At best, the garrison would still have been eliminated, but the Legionaires could have trapped and eliminated the bulk of the enemy, as opposed to them escaping.  But I don't really see that as a big difference; there's no shortage of enemy infantry, to the point that eliminating the infantry in this fight would negatively impact them in the campaign.

The rules are working well, though I was a little rusty as I haven't played in awhile, and I don't have everything written down.  I intend on putting them together and posting them here.

I apologize, I'm still using those hideous hills.  I have a new rug I intend on cutting up; it won't look fantastic, but it'll be better than the one's I'm using now.  I also apologize for the French garrison figures; I didn't have anyone else to use!  I hadn't really thought about it this weekend (and even if I had, I haven't had any time), but I couldn't use my modern French because the Legionaires could have made it back, so I ended up using some Pendraken Argentinians that are singly based, with long grass!  Obviously I need to finish basing some figures I've got lying around...

I've gotten a bunch of scenario ideas that I intend on trying to string together to continue the campaign.  That, and Joe Legan needs to hurry up with publishing his asymmetric stuff for Platoon Forward!

V/R,
Jack