Weekend Warfare 3 – INTEL01 “Thieves in the Night”

Part 3 of Weekend Warfare steps away from the adventures of CGS (don’t worry, more reports are coming soon following those lunatics). Instead we look at a side story, based on events that took place in Bazistan before Commando Global Solutions arrived. These stories are based off Intel requested by officers in the company

Argo Corporation maintains several depots in Bazistan. These depots will often contain Argo made products getting ready for local distribution but can also act as storehouses for Argo Black Ops in the region.

6 months ago, -REDACTED- discovered Argo was stockpiling gear and preparing to move contractors in country. -REDACTED- hired a team of freelance operators to break into a depot and document the hardware that was in place.

The freelance operators chose to break in before the contractors arrived, when the only personnel at the site were an overnight crew not expecting trouble.


The freelance operators comprised of four characters

  • “Hawthorne” – Elite with SMG
  • “Compton” – Elite with silenced SMG
  • “Alameda” – Veteran with assault rifle
  • “Hollywood” – Average with assault rifle

There are two interesting points about these guys – the first is the range of experience. Two are elites ready to roll but the others are less well-trained. I presume they found Hollywood in a bar somewhere. The other thing is the lack of gear. None of the guys are wearing body armour and only one of them is using a silenced weapon. In other words, they are not in the best state for the mission they have signed up for – the plan is to rely on not getting spotted.

Against them are 8 guards. The four with M16s are all fully trained (rated Average) and start off duty in the sight office. The four armed with pistols are renta-cops (either Novices or Average) and begin wandering set paths inside the warehouse.

The goal of the game is for the Operatives to place trackers inside 5 ammo boxes spread throughout the warehouse. Depending on how many are tagged will determine if the Operative succeed in their mission, each tracker placed improves the final roll by 20%. If they need to set off the alarm off to do this task, it doesn’t matter. However, due to a lack of numbers and armour, it would be best to be avoided

The Operatives stack up
Warehouse 1 with the two guards on patrol
Warehouse 2 with the two guards on patrol. The operators were placed inside due to some camera positioning issues

As the game begins, all is quiet with the guards continuing their patrol routes. Hawthorne and Hollywood are the first to enter, sneaking up to the shelving and coming to a halt. Hawthrone, keeping his eyes open for movement ahead of him, finds the first of the ammo cases and cracks it open. Placing a tracker inside, the first part of the objectives are achieved.

Compton, the second in command of this little group, then enters the warehouse. Walking through the half-light of a dark interior, he spots movement and a flashing torch ahead of him on the ground floor. However, his attempts to spot the exact source fail. In contrast, one of the guards (Waters) peers over the gantry and spots someone who doesn’t seem to be wearing a security guard’s uniform. A flash of a torch and Compton has been spotted. All it would take is a radio call and suddenly the rest of the guards would come rushing in.

Sensing his hastily planned mission is about to go awry, Hawthorne now decides time is of the essence. He sprint up the board and runs head long into Jones, another guard. Hawthorne throws his weight and slams Jones backwards. However, Jones isn’t knocked unconscious (instead running back behind a shelf) and the noise of the scuffle sets alarm bells ringing. With the rest of the guards now getting into combat positions, Hollywood finishes placing a tracker, pulls his gun and starts to rock and roll. Spotting Waters up on the gantry, he raises his assault rifle and sends a burst flying down between the shelves. It misses but forces him to duck for cover. This movement attracts Compton’s attention and he also hammers a burst of 9mm rounds up towards the gantry. These rounds hit and cause a lot of damage, knocking Waters unconscious with a Critical wound. One guard is now out of action.

More worryingly, the reaction team begin to enter the warehouse, sprinting for cover (one of them even flips a table over thanks to too many action films) or rushing up onto the gantry. However Alameda, the final operative has also entered the proceedings and rushes to cover near his boss and long time friend.

The guards start attempting to spot the intruders and for a little while the battle turns into a two-way shooting range with both sides trading fire for not much result after everyone dived for cover. There are some close calls (including a shot missing by 1%). The main result is the slow progress of the operatives up the board, with a third tracker placed by Alameda.

On the guards side, one memorable moment is when Baptist (one of the reaction guards) draws a bead on Hawthrone. He spots, aims and shoots. Its unsure what happens next but probably inspired by the action film they had been watching in the hut and maybe related to an unauthorised modification to a trigger sear, but Baptist proceeded to mag dump all 30 rounds into the wall. Even worse, he seemed to have misplaced all his spare magazines and would have to go grab one from one of this buddies (translated: he rolled a 100 which is a fumble in Skirmish Sangin).

Compton rushed up to cover and almost barged into Jones, still recovering from that first melee attack. Compton however quickly responds putting two shots into Jones chest before a final shot to his head to finish him off. However, exposing himself to get there draws the attention of the guards and a hail of fire flies over his head, almost pinning him in place.

Other guards continue to hammer fire at the rest of the operatives. One, by the name of Brown, pulls up his pistol and scores a hit on Hawthorne. It’s only a graze, a light wound. In return, Hawthorne swings around and puts a burst of accurate fire at Brown. The hits pummel Brown and falls unconscious from the shock. This sudden violence shocked many of the other guards letting up the fire slightly.

Hawthorne, watching the clock, realises that it might be time to cut their losses and flee before the rest of the reaction force turns up. Giving clipped orders, the operatives start to peel away with Hollywood taking the lead. Alameda followed, popping off a shot to pin down any pursuit. Compton even managed to brave the fire and begin his own withdrawal. However, before Hawthrone could join them, one of the guards popped out from behind his table and dropped the leader of the operatives with a short burst (the hit was a massive 17 damage on 2D10).

Despite this last act of defiance, the Operatives had managed to fulfil at least part of their objectives and escaped into the night leaving only one of their number behind. Now they just had to hope the trackers were working….


So final count:

  • 3 Guards knocked out of commission
  • 1 Operative KIA and left in the warehouse
  • 3/5 trackers placed giving a 60% chance of the trackers actually working as intended. Rolling the dice I got a 25, meaning that the mission was overall a success and -REDACTED- now know where the Argo mercs are heading. Starting point for a future mission maybe?

Overall it was a fun game. The testing of stealth rules was rumbled by a valid detection and instead it turned into the test of fighting through the TTCombat Warehouse. There were a few places where I was struggling to fit my chunky gamer hands but it’s a great place for just a simple battle through it if you don’t fancy laying out an entire board. The multiple levels and bays, as well as the shelves you get in the kit. The only downside is that there are limited chances to flank without exposing yourself. Having smoke grenades or adding a small outside area would help solve the issue.

Additionally, the lack of people with body armour led to much more cautious play, sticking to cover and using suppression. However, when someone got hit they normally dropped down hard. A 1D10 pistol becomes a lot more horrifying when there isn’t body armour to block it.

I also really like Skirmish Sangin for such a small game – each character feels like a separate person with their own skill level. For example, Hollywood’s rifle skill in this was almost as good as Alameda but Hollywood did suffer from a lower morale due to being Average rather than Veteran meaning he was more likely. In your mind’s eye, Hollywood becomes the skilled new guy who may be more likely to run away than the seasoned old-timer Alameda.

I’m coming to the end of a few things, and hopefully with have my terrain boards back so expect more Weekend Warfare soon!

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