Tuesday 13 May 2014

FORCE ON FORCE: Bush war!

 
Guten Morgan!

 
 Ran my first Bush wars scenario I created myself last night. Went fairly well I think but i definetly handicapped the SADF who were hard pressed to make it off the table. Terrain set up will need to be modified as well as we got bogged down by the river.
 
In the end FAPLA won the day as they prevented the SADF from existing the table with any of the 4 squads.
 
Cheers
Matt
 
 

Exfil - Scenario


Scenario Information

A SADF paratrooper recce patrol has been caught with their pants down operating deep in Angola close to a large military base. If they are caught this will sway international opinion against South Africa which is already feeling the pressure from the UN.
Duration of Game: 8 Turns
Initiative:  Kinetic – SADF have initiative for the first turn. From turn 6, FAPLA hold the Initiative.
Fog of War: Determined normally by Reaction Test rolls
Table Size: 6’x4’

Terrain: Hills Block Line of sight. Bush terrain is impassable but can be shot through up to quality. Trees are passable and can be shot into and out of quality.


End of Game

Game end on completion of turn 8 or when all SADF troops are dead/have exited the table.


SADF MISSION OBJECTIVE
Escape the AO do not get killed or caught.

SADF VICTORY CONDITIONS
Each FAPLA Unit broken or destroyed +1
Each sqd off the table +15

SADF FORCES

Deploy within 6’ of short table edge.

SADF Basic Attributes
Confidence Level: Confident
Supply Level: Normal
Troop Quality/Morale: D10/D10
Priority air support.
Elusive.

4 Sections consisting of

1 Troop Leader w/ R4
1 RPG
1 Mag 58
2 Troopers w/R4

Support-

Priority air support.
At the start of SADF turn roll a Troop Quality dice, on a 4+ helicopter comes in.
On a roll of 1 Cuban MIGs have chased off the chopper for the current and following turn.

 Alouette III K Car W/ 20mm cannon
( Armour 3d8, Hvy AP5/AT2, TQ/M D10/D10) Pylon attacks

FAPLA MISSION OBJECTIVE
SADF forces have been caught operating in our country seek, locate, detain or kill these troops. Do no let them escape!

FAPLA VICTORY CONDITIONS
Each SADF soldier captured +15
Each SADF soldier killed +2
Prevent all SADF from exiting the table Ultimate Victory

FAPLA  FORCES
Deploy anywhere outside 12” of ANZAC deployment edge.

 VC Basic Attributes
Confidence Level: Confident
Supply Level: Abundant
Troop Quality/Morale: D8/D8
Poor Intiaitve


4 Sections of
1 Leader
1 RPG
1 RPK
3 Soldiers w/Ak47

 FAPLA Reinforcements
From the start of turn 2 the FAPLA player rolls a D10 and consults the Reinforcement Table. These troops come on from the SADF deployment zone and count as having activated for the turn.
REINFORCEMENTS RECEIVED
Local Force FAPLA are Troop Quality/Morale: D8/D8

D10 Roll
Reinforcements Received
1
T62 Tank 115mm AP4/AT5, HMG AP4/AT1
2
No support available
3
BTR-152 MedMG AP3
4
No support available
5
1 Leader 4 soldiers w/Ak47
6
No support available
7
No support available
8
1 Leader 4 soldiers w/Ak47
9
1 Leader 4 soldiers w/Ak47
10
1 Leader 4 soldiers w/Ak47

 

the initial SADF set up
 
 Running troops out into the open in front of 4 enemy positions is never smart. This was the turning point and it really bogged us down. My fault.
 
With heavy causalities in the squad left in the open we reinforced the covered position. 
 
 We still ad 3 foot of table to run down by turn 4
Unlucky for us FAPLA called in a T62 for support ....
 
 
 Unlucky for FAPLA we called in the whirlybird. The crack door gunner put a round through the deck immobilising FAPLAs toy.
 
We called it game here at turn 6. We no longer had the initiative and no way could run the 3 ft up the board. 

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