Battle Report: CGS009 “Dawn Raid” : Spectre Operations

(Seeing as I’ll be too busy on Saturday playing Spectre to do the social media blitz I like to do when a post goes up, enjoy this early battle report!)

To get ready for the Spectre weekend in Cardiff (an event I’ll be on my way to when this post goes live), I decided to spend the first evening of my holiday over in York, playing a game of Spectre. Seeing as my opponent is part of the inspiration behind fictional band of contractors, we decided it was only far to add to the plot. A sneaky dawn raid to snatch a HVT should be an interesting challenge which couldn’t possibly go wrong.


After the Bazi City and Argo Affair, Commando Global Solutions was banned from operating inside of Bazistan. While the head of the Aden office was in Bazi City trying to re-negotiate their license, the acting operations chief (formerly in charge of the Bazi City team) was approached by the Aden Government to perform a dawn raid to snatch a troublesome tribal leader from the badlands that cross the Aden-Bazistan border. Seeing as the CGS A-Team was resting after the events of the Argo Affair, CGS B-Team were deployed into the hills, procedding to hike through the night to reach the target.

Commando Global Solutions were rolling with the following force. All had personal medical kits, pistols, close combat equipment, frag and stun grenades and radios.

Team 1

  • 1-1: Professional Squad Leader: Carbine (scope and red dot), specialist close combat
  • 1-2: Professional: Cabine (scope and red dot), Battlefield Trauma Kit
  • 1-3: Professional: Compact LMG
  • 1-4: Professional: Carbine (scope, red dot and laser), Breaching tools

Team 2

  • 2-1: Professional Squad Leader: Carbine (scope and red dot) and UGL
  • 2-2: Professional: Carbine (scope and red dot) and UGL, Battlefield Trauma Kit
  • 2-3:Professional: LMG
  • 2-4:Professional: Carbine and Light Anti-Tank weapon

Sniper Team:

  • S-1:Professional: Light sniper rifle (suppressor, subsonic ammo)
  • S-2:Professional: Carbine (scope and red dot) and UGL, Battlefield Trauma Kit

Design Notes: Overall, a pretty powerful array of firepower and useful gear. Team 1 is setup for the close assault, team 2 for mid-range fire support and the sniper team for backup. Interesting to note, the team is not wearing body armour, using silencers or carrying night vision goggles. Blame poor corporate spending or making the equipment match the models.

Arrayed against them there was a massive force of trained tribesman. These guys started unalert, with the vast majority off board. However, once the alarm was raised, the commander can start calling in backup (including a squad asleep in the buildings) and one random unit a turn will appear automatically. As long as the commander keeps being successful with his Command rolls, large amount of bad guys will appear from the village just down the road.

Initial Force:

  • Professional Commander – Assault Rifle, Radio (HVT)
  • Trained Soldier, 4x Assault Rifle, 1x MMG, all with radios (sentries)
  • Trained Soldier, 1x HMG, 1x Assault Rifle (HMG team)

Reinforcements:

Main Force – split into 8 man groups

  • Trained Squad Leader – 2x assault rifle
  • Trained Soldier – 4x RPGs, 4x MMGs, 1x LMGs, 15x Assault rifle

Support

  • Professional Soldier, 1x Light Sniper Rifle, 1x DMR
  • 2x Technicals – Random weapons

Design Notes: This was basically me getting as much of my Taliban force on the board and then adding some technicals for the fun of it. The main idea? You don’t want to get stuck in a slogging match with this lot. If the commander is able to get up and get on the radio, CGS B-Team will be in trouble.

The battlefield was arrayed as you can see above, with the road appearing from the north edge. The HVT was located in one of the two main buildings (rolled off when the game started). The rest of the tribesmen were deployed in logical positions – two on the tallest hill, three close to the vehicles and the heavy weapon team on the roof of the main building. CGS deployed on the north-west corner of the board. The sniper team found a good overwatch point while the main bulk of the force was hidden behind the hill. As mentioned before, all the tribesmen on the board begun the game unalert, with the target fast asleep.

The first two turns took place in the last stages of dawn and the operators took full advantage of this, sprinting down the flank well out of line of sight of any of the sentries. However, as the third turn began, PKM sentry and his friend spotted the last man in the team getting behind a hill.

Luckily, the sniper team saw the beginnings of an alarm cry and sprung into action deciding to go kinetic. The marksman dropped the larger threat (the MMG) but his spotter whiffed the shot. The other sentry saw his mate take a hit and so dived to the ground suppressed. Back in the village, the sentries broke up their meeting with one heading for a rooftop, blissfully unaware that a squad of operators was fast approaching his position.

As the next turn started, the sniper team changed his target to the .50cal gunner sat on the building top. Again, one shot, one kill. The LAW gunner in team 2 resisted the urge to drop a rocket on the village and instead engaged the rooftop sentry with his assault rifle and dropped him. Closer in, team 1 wiped the rest of the sentries and continued sneaking around the flank of the village. At this point, all that was left of the tribesmen was two trained fighters lying in cover with their squadmates suppression on them instead at different positions on the board.

However, thanks to the situation escalating, the next turn began with a group of reinforcements coming onto the board. An 8 man group of fighters (including an RPG and an MMG) moved down the road. Additionally, the commander shouted down the radio and a technical with .50cal responded. However, they did managed to roll onto the board at precisely the wrong place. While the rest of his team was on overwatch for enemies appearing from the village, Operator 2-1 saw an opportunity. He turned, aimed his UGL and popped off a round. It landed squarely on the bonnet and with a dull “krump” shredded the engine (a M-Kill) and both the crew members.

The Sniper’s Spotter then turned round and delivered a 40mm round straight into the heart of the new group of enemies that had appeared. By the end of the operators turn, the reinforcements were almost decimated, with only 3 very suppressed tribesmen left in any sort of effective combat state.

The other member of the HMG team on the roof ran to grab the spade grips and start hammering away at the attackers. However, the sniper once again earned his pay dropping the new gunner before he could even get a shot off. This shot however had an unfortunate side effect. Finally drawing a bead on the sniper team, the last remaining sentry fired off a burst of AK fire. One round found its target and suddenly the operators were one fighter down. What was left of the reinforcements also opened fire, putting some suppression points down.

That last burst of fire was important – for the first time, the initiative swung to the tribesmen as they started to be the louder party in the firefight. The Tribal Leader managed to roll spectacularly well, bringing on two squads of infantry (one from the collection of buildings and a weapon heavy squad from down the road) and a technical packing a heavy recoilless rifle. Perhaps the most worrying, the two-man sniper team crept onto the board, waiting to ambush the operators if they managed to snatch the target. The infantry in the buildings started out of coercion, needing time to form up.

This delay was an issue for them as Team 1 came busting in, stun grenades landing first before being taken out for a blast of close range shots. The operators were now within spitting distance of the target.

At the other end of the table, Team 2 and the Spotter were about to get lit up. An overwatch had dropped a few of the oncoming squad but the rest were now in a position to open fire. With a hail of MMG fire, Team 2 were cut down – unfortunately their position was lacking in cover and left them exposed. The final three fighters from the other squad put 9 rounds onto spotter. Only one hit but it started him bleeding out.

Unfortunately we ran out of time at this point. CGS had lost its sniper team and most of team 2. They had taken out a large number of tribesmen but unfortunately the survivors were about to get overrun. I think it’s safe to say that the CGS B-Team was up a creek without a paddle. The next operation into the tribal lands could be very interesting.

Design Notes: I think I made this scenario a little on the hard side for a second game of Spectre. Next time I would tone down the reinforcements, limit it to one a turn or add a delay.


“Let me get this straight. You embarked on a cross border operation, into a nation we have no right to be operating in, into a valley filled with hostile fighters, with no air support. And now the team is either dead or captured?”

The boss closed his eyes; it had been a long week negotiating with the Bazi Interior Ministry and this was the last thing he wanted to do. With a resigned sigh, he opened a cabinet and pulled out a plate carrier.

“Okay, here is a new plan. I’m going to call in a few favours and then we are going to take a little trip. Get the A-Team together and talk to the quartermaster about some gucci gear. When we get back we can have a talk about biting off more than you can chew”

The Action will continue in CGS010. Coming soon!