Battle Report – A Brush With The Law – Spectre Operations

Before we get into the good stuff, I’m running a survey to get some feedback on the blog. This is to help me work out how I can improve it next year. The form is really short, doesn’t need a login and can be found at https://www.surveymonkey.co.uk/r/2FXWLKF. Hurry though, there are only 25 more responses before it closes.

This week’s battle report sees us return to the ongoing campaign in Bazistan. Following the kidnapping of the Geordiestan Ambassador from the Petramco/NZDF force back in September, it’s time to go to the next stage of the operation.

 


The Geordiestan Ambassador has been missing for two weeks. After being kidnapped en route from the airport by an unknown group of militia, intelligence has been working day and night to recover him. Unfortunately, the whims of the Bazistan government has caused this process to be delayed as only Bazi SF can act on any intelligence partner nations provide. A Special Forces team from Geordiestan did arrive in country but was turned round at the airport. Other nations have also been held off, with American, British and Russians all barred from operating legally on Bazi soil.

However, a new piece of information has come to light. Multiple sources point to a group in the badlands bordering Aden which is preparing to move two high value targets out of the country. This compound has attracted the attention of the Bazistan army as well as British Intelligence. Two teams from the SAS (codenamed SABRE and WANDERER) have been deployed to extract the hostages before the Bazistan Army does.


The game takes place in a frontier town in the Badlands of Bazistan, close to the border with the Aden Republic and only a short drive to the Red Sea. Intel had found two target buildings, (the tan coloured ones in the photo above) that were militia strongholds and could be the location of the two hostages. Both buildings would need to be checked. As the game began, the militia were completely unalert – the town is in safe territory and the police hadn’t tipped them off to any possible attackers. The Bazistan Army wouldn’t arrive until later – Bazi SF arriving on turn 2 and the bulk of the force arriving on turn 3.

The forces were simple:

SAS

  • SABRE – 6 Elite operators with usual direct action kit, including a LAW, LMG, UGL and DMR
  • WANDERER – 6 Elite operators in local clothing. Designed for stealth, they also had a SMG, Auto Shotgun and a Airburst grenade launcher

Bazi Army

  • Bazi SF – 6 professionals with modified assault rifles and the usual support items like body armour and medical kits
  • Bazi Motorised – 8 Trained soldiers with Assault Rifles, a MMG and an RPG accompanied by an Elite Special Forces mentor

Militia

  • Three technicals – two with HMG and one with a recoilless rifle
  • Multiple small groups of trained fighters, armed with the usual mix of Assault Rifles, RPGs and MMGs

The SAS came on from the Western board edge, seeking the shortest route to one of the buildings that avoided the patrolling guards. SABRE headed for one of the ruined buildings, aiming to set up a base of fire to assist an assault on Objective Bravo.

WANDERER headed for Objective Alpha, stacking up on the door before breaching into the empty interior. Carefully sneaking around, they headed upstairs. Due to the buildings not including staircases, we added two in opposite corners of the building. Next time I’ll add some markers

Upstairs, they found themselves in the midst of a small collection of insurgents. Taking advantage of their silenced pistols and SMGs, the team took the first shots of the game easily dropping the two fighters inside the main room. After disposing of them and the two RPG gunners on the balcony, only three militiamen knew something was up.

Unfortunately, their intel was faulty – this building was completely clear of hostages. Time to dig in and start covering

Instead, time to focus on Objective Bravo. SABRE moved into an assault position, with the LMG, DMR and UGL gunner digging into the damaged building while the rest of the team prepared to sprint across the road.

Interestingly, they spotted a white SUV moving away from the target building. It seemed to be forming up into a convoy with one of the other technicals.

As turn two began, the first sign of real trouble turned up. Six operatives of the Bazi Special Forces had appeared, moving through the ruins of the African Quarter. They managed to stay relatively quiet, not alerting the militia as they crept into position.

Turn two was pretty uneventful – WANDERER dug in to the building by setting up positions covering the staircases and aiming to cover any assault on Objective Bravo. At the same time, SABRE moved into final positions, with the assault team going into cover behind one of the pickups by the side of the road. By now these actions were starting to concern some of the civilians and it was only a matter of time before the militia was entirely on alert.

Of course, elements of the Bazi 12th Motorised Division have no concept of stealth and rolled onto the board in their BTR80A. This could be a major game changer – the armour would be hard to penetrate while the heavy autocannon would easily cut a swathe through tightly packed squads.

This was the battlefield as the engagement shifted from a stealthy operation into a more kinetic experience. A few other things happened very quickly:

First up, the technical leading the convoy about to escort the SUV away swung round at the sight of the enemy. The M40 recoilless rifle it carried on the back would be one of the main weapons against the enemy AFV.

Two of the local Bazistan police ran forward to see what on earth this military unit was doing here. Once in cohesion range, these two police changed from being ambient civilians to working alongside the military.

As for the militia, they quickly started moving some more assets around. One of the technicals with HMG moved into an ambush position, ready to spring out with the .50cal. Of more immediate danger, a fighter with a RPG-29 moved into position on the balcony and prepared to engage.

Across the road, SABRE waited.

Rolling forward, the BTR was quick to drop the ramp and send deploys its squad of Bazi soldiers. Of note was the fact that they had been joined by an Elite mentor to give them a bit more sticking power in the fight.

Thanks to the massed fire from three separate squads, the Bazistan army quickly started taking a toll on the smaller militia units, pinning them down under massed suppression of simply taking them out.

Meanwhile, SABRE bust into the target building and came face to face with a few surviving militiamen. Ever the professionals, they quick dropped them before pushing forward. From upstairs, they could hear the steady sound of gunfire as the insurgents engaged the oncoming army. The fire managed to down the two policemen and suppress the oncoming soldiers but did distract them from the team of killers slowly climbing the stairs.

At the same time, WANDERER got involved and pulled a cool piece of kit out of the toolbox. Rather than engaging an isolated militia group with carbines, the airburst grenade launcher took aim and sent a single shot flying out across the roof tops.

Safe to say, it was quite effective.

An interesting side diversion was the two police at the end of the map. Rather than meeting up with the Bazi army to begin operations, they instead got stuck in a fight while trying to defend themselves from the militia trying to restrain them.

Back in the fray, the militia were taking a beating with huge numbers of suppression markers. It wasn’t just the Bazi Army – WANDERER were assisting the assault on Objective Bravo by eliminating incoming militia units thanks to sitting on overwatch – the -1 modifier was easily nullified by the optics and high shooting skill.

Meanwhile in the building SABRE rushed up the stairs to be confronted by a stack of insurgents. However, they were ready for this. In went the flashbang.

After a blinding flash and a hail of gunfire, three insurgents lay dead – the other two were to follow in the next turn.

At this stage, the photos dry up but there were a few great events

  • SABRE’s base of fire started engaging the Bazi Army, kill several with a mix of 40mm, LMG fire and DMR shots. However, many more were saved thanks the body armour and personal medkits
  • The BTR and technicals started trading rounds, leading to both parties ending up with no drivers.

However, the big thing was unmasking of the hostage in Objective Bravo revealing the ambassador’s aide. Finally being told that the ambassador was in the quickly escaping white SUV, two members of WANDERER decided to engage. And for the first time this game they actually rolled pretty high on their armour penetration roll leading to this.

The aimed precise shots were a little too effective, with a carbine killing all three passengers in the vehicle with a single burst.

Good job everyone.


Henry Mitchell reports on the situation in Bazistan after the dust has settled

Seeing as the Ambassador is no longer with us, Geordiestan must be furious with everyone involved in this affair from Petramco and the Kiwis to the Bazistan government and the rumoured involvement of British troops. We shall have to see what happens next!

Slightly more concerning is what the rescued aide recounted to the SIS when being debriefed. He overheard his kidnapper mention a safe house they were to be taken to… in the city of St. Davide in Zaiweibo!

The next game will pick up this trail, possibly going for a slightly stealthy mission as intelligence forces seek to discover more information in the land across the Red Sea.


Hope you guys enjoyed the battle report! It was a really good game, where I got to put a lot of toys on the table, hiding the militia in amongst civilians. The most important thing however was that everyone left the table smiling having had one hell of a battle.

Next week we’ll take a closer look at those SAS chaps, along with their more urban focused buddies. There might even be an additional impressions based on another set of figures I’ve recently painted…

Battle Report: Home of the Wolf – Skirmish Sangin

It was the last club night before Halloween – something slightly spooky was required. With freshly finished scenario in one hand, and freshly painted werewolves in the other, we sat down to play… Home of the Wolf!

The scenario saw 8 UKSF soldiers and a SIS agent going up against 3 werewolves. Thanks to the design of the scenario, I managed to fit two games of it in.


The board ready to play, with an abandoned compound in the middle of a forested valley. I think this was the most trees I’ve used in any of my wargames.

First game saw me taking control of the werewolves. The SAS setup throughout the central compound, in particular taking the high ground.

Slightly blurry shot, but it isn’t a werewolf film without a shot of one howling to the moon. I went for a scatter approach, probing for a thin point and then using my superior speed to mass suddenly at that position.

The start of the game didn’t exactly go my way. Werewolf number 3 was shot before he even activated, having been spotted early on and shot down by the combined gun fire of two Operators (including the SIS agent).

Werewolf number 2 ran straight into the two-man combination of shotgun/LMG trooper, leapt on top of the gunner and ripped him to pieces sending morale markers everywhere. Werewolf kills generate additional morale effects so even the elite and veterans were suffering morale failures.

Meanwhile the Alpha bounded over the wall and engaged one of the operators covering the front. Luckily for the trooper, he managed to parry the werewolf’s furious strikes.

I must have missed the photo but the two-man killing team that took out Werewolf 3 slewed round and finished off the alpha as well. About 4 phases in and I was down to 1/3 of my force.

Back on the rooftop, the shotgun trooper now stared down the last werewolf. Before it could leap forward he took aim and pulled the trigger. And….

Rolled a misfire. The shotgun jammed and now required 3AP to clear it.

The last wolf leapt off the roof and went running for some concealment. Maybe another ambush would help it get its prey.

After having watched the operators move to regroup, the wolf jumped in to take out another operator but got hit by the mother of all snapfires. Everyone in the arc opened up. However, the wolf managed to take the storm of bullets before slashing it’s target down and then sprinting away into the darkness.

As the wolf player, I was running out of options. So I went for a hail mary – moving round the compound, leaping over the wall and then trying to get some stealth kills by sneaking up behind

Alas, it was not to be. The wolf’s attacks were parried and in the next turn, he was dogpiled by the remaining SAS troopers.

Final result – all wolves dead, two SAS trooper critically incapacitated. Looks like the boys at Porton Down are about to have some new things to investigate.


I took a different approach when I jumped in as the SAS. Rather than sitting in the compound, I decided to make a break for the separate building and look for a spot where I could take advantage of massed firepower without being ambushed (also to avoid wolves jumping over the walls). To this end, I setup at the south gate ready for a sprint.

The downside of this blob approach was the fact the wolves could get much closer and very soon one had jumped over the wall to get at a straggler. However, snapfire inflicted some serious damage, dropping him to half health and his attempts at combat were parried.

This wolf then attempted to flee but Cunningham the SIS agent was having none of it. Upon activating she turned, sighted the fleeing wolf and dropped it with a burst before it could regenerate

The SAS attempted to make a break for it but upon exiting the compound got slammed by the other wolf.

After some bouncing around (including a good few hits on the wolf that regeneration didn’t get round to fix) one of the wolves managed to cause a wound on one of the rear guard. This caused a bubble of morale markers but the Operators were not being put down by a few oversized dogs.

At this point, the Alpha really got to strut its stuff. First it disemboweled the shotgunner (the snapfire shot missed by rolling equal to the target value) before killing the LAW gunner outright.

Raging at this kill, three of the SAS bum rushed the Alpha and with a flurry of blows (helped by the fact the wolves can’t parry).

The other wolf, seeing the Alpha taken down, promptly failed its morale test and made a run for the hills, followed by a chorus of jeers from the surviving troopers.

And with that, another victory for the SAS. Two men dead (minced by the Alpha) and one injured but the werewolves had been fought off.

One point we thought up while playing – the pounce move mentioned in the PDF which knocks the enemies prone is designed to cause a problem in close quarters. For this reason, we changed its effects to match up to the “Trip Up” combat action – a nasty way for the wolves to avoid enemies parrying them. Similarly, if you find the wolves a little too squishy, some light armour would help.


Overall a fun, dumb scenario – perfect for Halloween. Don’t worry, we’ll return to your regular scheduled Ultramodern content next week.

Battle Report: “The Welcome Party” – Spectre Operations

Having been asked last week to plan a game, I sat back and had a careful think about what might be an exciting scenario to get my opponent’s figures on the table. Some sort of escort mission maybe but what to protect? As my eyes wandered across the various modern wargaming Facebook groups I settled on a name. Geordiestan is the setting for Whitley Bay’s 3D Gamers current moderns campaign, a middle eastern paradise that seems to involve every group under the sun.

Who better to protect than a visitor from a foreign country? After all, how dangerous can the drive from the airport be?


Geordiestan, a fellow Middle Eastern backwater, is seeking to establish relations with the newly established Bazistan government. To begin this process, Geordiestan have sent a political team to begin talks. While planning the trip, an issue has arisen in regards to the ambassador’s safety.

With the local forces split between the Pro-Democracy and Pro-Monarchy factions and therefore unable to provide protection, Geordiestan instead turned to the private sector. Unfortunately for them, the two primary contracting firms in the region (Commando Global Solutions and Argo Asset Protection) were unable to provide close protection due to various legal issues.

A new company to the region, Petramco, has instead been contracted to provide close security during the ambassador’s visit. The trip between the airport and the city would see the protective detail joined by two patrol vehicles from the New Zealand Defence Force as required by ISAF-AP.

However, anti-government forces have been informed of the ambassador’s visit. Capturing or eliminating the ambassador would be a massive blow to the new government and any strike against the western forces would put pressure on ISAF command.


Rules: Spectre Operations
Setting: Bazistan, Post Intervention
BLUFOR: NZDF, Petramco and Geordiestan Diplomatic Services
OPFOR: Bazistan Militia – Anti-Government Forces


Protecting the ambassador was two groups. 8 professional contractors (with carbines, LMGs and a battle rifle) working for Petramco would provide close protection while a squad of soldiers from the NZDF were tagging along to provide protection along a common ambush route. Both groups were mounted in vehicles – the NZDF had borrowed some armoured Humvees while the two teams of contractors were riding in armoured SUVs. Finally, the Ambassador rode in a covertly armoured car along with two bodyguards and his aide.

However, against them was a pretty substantial force. The core was four large groups of trained fighters, each with a squad leader and a mix of heavy weapons. In addition there was a snatch squad of professionals armed with carbines ready to drive in. The heavy hitters were a Anti-Material team occupying the high ground and four technicals. Three of them were armed with HMGs but the last was carrying a M40 heavy recoilless rifle. Finally, this group was receiving some outside support from an unknown group – each of the infantry units were accompanied by a professionally trained soldier, complete with body armour and grenades. This professional was able to take advantage of the mentoring rule and boosted those guys he was working alongside.

The goal for each force was simple – BLUFOR was aiming to move off the opposite corner of the board while OPFOR seeked to capture the Ambassador and his aide. However, if this wasn’t possible then killing the ambassador would be a partial win.

The starting positions for everyone. ROE for BLUFOR was to only respond if fired upon or if overt actions were spotted (such as an armed vehicle or group armed with heavy weapons moving to fire positions).

The convoy begins moving, with the NZDF taking front and rear positions while the ambassador rode in the centre.

Spotting BLUFOR’s movement, one of the groups of fighters started to get moving. Originally planning to just engage in a fire fight, my fellow warlord came up with an ingenious idea. One fighter hotwired the HGV while the rest prepared to jump on board. This spur of the moment idea is one of the reasons why I really like Spectre.

As the lead vehicle rounded the corner, one of the OPFOR teams decided to seek cover behind the parked car. However, the gunner on the top spotted this movement. In particular, the sight of two RPGs and a PKM being moved into position prompted a burst from the M2HB to rattle down the street.

The first salvo was deadly – both RPG gunners were killed and the suppression spread amongst the rest of the squad.

As the next turn started, more of the convoy began to enter the high street. This prompted some reaction from OPFOR. The red technical with the recoilless rifle rolled forward to block the escape route but managed to be immobilized and stripped of its crew, leaving the gun ready to fire but missing its crew. This would be a constant threat to BLUFOR, as gun teams frantically tried to get its tank busting power back online.

At the same time, the blue pickup carried the snatch squad to a forward position, getting them in a location from which they could ambush the incoming convoy. However, this did expose the team to a drive by shooting from the lead Humvee, causing the death of one of the team.

In addition, this turn saw the start of the barrages of fire from nearly every group. Machine guns and RPGs flew everywhere adding suppression to the incoming enemy vehicles.

The next turn saw more movement as the BLUFOR commanders ordered them to “push push push”. The rear NZDF vehicle however slowed, setting itself into overwatch to protect the rear of the convoy from anyone sneaking in.

As you can see in this picture, this was lucky. The HGV roared forward, heading to ram the rear most vehicle. However, the overwatching Humvee was easily able to rip the vehicle to shreds knocking almost all of those onboard out of action. This also caused it to change heading,leading to it blocking the road rather than colliding with the opposition.

Further down the road, the lead elements of the convoy got caught in a cross fire as the snatch squad and a hidden technical opened fire.

The next turn saw the tide start to turn for the insurgents. As the lead SUV started to move off, the snatch squad opened fire. After causing major damage, a burst managed to hit the driver. This shot incapacitated him and the vehicle swerved to a halt. The first contractor was out of action.

Taking this as inspiration, the rest of the insurgents opened up. One group of fighters and it’s technical began to move to hit the rear of the convoy.

This turn also saw the contractors begin to engage the enemy from their vehicles. Although opening the windows reduced their protection, the automatic fire helped to put suppressive fire down.

The rear SUV also suddenly got into trouble as two RPG gunners moved into view. The rockets managed to cause some serious damage to the vehicle, rendering it almost immobile.

On the other side of the board, a duel of HMGs opened up. The rear Humvee hammered a few rounds at the exposed technical. It managed to cause a m-kill. In response, the insurgent gunner shot back but failed to do no more than cause a pile of suppression. Unfortunately a civilian was also hit in the crossfire.

The hits to the rear vehicle forced the contractors to make a choice. Either they could sit in their vehicle until it was destroyed or they could deploy and broaden their tactical options. Deciding to get stuck in, the four mercs rushed into cover behind the barricade and prepared to open fire.

While the commander of the lead SUV struggled to get into the driver’s seat, his rear passengers moved to shut down the closet threat. Rushing the technical that was causing damaged to their Humvee escort, the contractors managed to take out the driver and began moving towards the rear gunner.

At the same time, the snatch squad rushed the lead SUV. Attempting to grab the one of the contractors, two of the team rushed the door. The first was shot down by the remaining merc’s pistol but the second grabbed him and pulled him into the street, aiming to take him as a prize while his squad mates moved on the ambassador.

The rear team was also in the thick of it. After seeking cover, they had engaged the incoming insurgents. The SAW gunner took out the technical while the other three used their carbines to great effect. However, this is where the hidden professionals showed their use. A single frag grenade flew through the air and killed three of the contractors out right with the final guy left stunned. However, fire from the rest of the squad failed to take him out.

At this stage, the NZDF had had enough of being plinked at. The rear vehicle started to move up, partially to collect the remaining contractor but also to begin racing to the exit.

Four soldiers from the lead vehicle deployed, leaving the gunner on board to man the gun. Two soldiers moved to hit the snatch squad in the back and rescue their contractor buddy while the others move up to engage the team that had moved towards the ambassador’s car. The Ambassador however had screamed forward, slipping between the gap and heading for the exit, right into the two squads of insurgents waiting to engage him.

Before the Kiwis could get stuck in with the snatch team, they were engaged by a HMG from the immobilized technical. The shots flew into the melee striking one NZDF soldier down but also killing both of the snatch team. The contractor had been freed from his captors.

The last turn also saw a few other actions I didn’t grab photos of. The other two Kiwis from the lead vehicle moved into position but were shot down by the two members of the snatch squad in a close range firefight. In return, the two insurgents were eliminated by the ever-present Humvee and it’s .50cal. The other contractor left alive from the lead vehicle had managed to take control of the technical he had been attacking, removing one of the major sources of suppression.

Unfortunately, we ran out of time and had to call it. Looking at the board, it was going to be very close. However, the ending consensus was that the Insurgents had just about managed to out fight the western forces and snatched the Ambassador from his vehicle. BLUFOR might have still been able to put up a fight – it was possible that the remaining vehicles could have pushed through. But it would have been a slog as every vehicle, except the rear Humvee, was damaged in one way or another.

A few post game dice rolls worked out the final situation which saw the Ambassador taken captive and the loss of his aide, killed during the final snatch. In other words:

Whitley Bay, I have some very bad news about your Ambassador.


Overall it was an excellent game. The vehicles did a good job of soaking up all the fire but eventually the hits started counting. I decided to give the OPFOR a few more bits of gear when building the scenario so they could actually handle the armoured vehicles more than in my last game. I think the anti-material rifle was a waste of points – one of the professionals should have used it and maybe it would have done more than plink a few rounds off the Humvees.

Most importantly when running a game, both teams enjoyed themselves. We got a few rules mixed up but common sense (and Jack reminding me of rules I’d forgotten) saw that the game was an entertaining time.

But what is going to happen to the ambassador? And who were the hidden professionals working for? Most importantly, how will Geordiestan respond to this outrage? You’ll have to wait and see in future Adventures from Bazistan.

Battle Report: “Big Dave Must Die!” – Spectre Operations

Sometimes, pre-planning games don’t always go according to plan. On Monday, the game was a 7 person multiplayer game on a massive 6×8 table where every side had designs on Big Dave (mostly killing him). On Wednesday I had changed the sides. On Thursday morning, it was now going to be a much smaller game. When I got to the club, it had become a 1 vs 1 over a standard 6×4 board.

And honestly? It was a barrel of laughs that I enjoyed every minute of.


“Big Dave” was a Corporal in the Eritrean Army until he and his squad decided to cross the Red Sea and become a mercenary in the badlands of Bazistan. For the first few years he worked for the various factions before setting himself up as a pirate warlord. Due to his ongoing actions, his name and group quickly joined the list of targets of ISAF-AP seek to remove from the region.

Today, his number has come up. US Army Special Forces Command has dispatched an 8 man team (along with a US Army Security Element) to the small town where Big Dave holds sway. They seek to capture but if no other option is available, deadly force is authorised.

The American Force consisted of two parts: The team of 8 elites in a Razor and a SF Pickup and their Security Detail (a standard 9 person squad with a medic accompanying, all rated Professional) mounted in two up-armoured Humvees. The Americans had an advantage – as far as they knew, the defenders had no idea what they were doing in the region.

 

Against them were two groups. Big Dave had pulled back as many of his pirates as could, giving him a mob of African militia, 4 local militia and three technicals (two with HMGs and one mounting a BMP turret). In addition was his own squad, which were trained to a professional standard and had followed him over the sea from Eritrea. He had also paid off the local police force, giving him an additional 12 Trained fighters which included some heavy weapons. Most of the village was abandoned but a UAV had spotted two armoured SUVs arriving the previous day. The allegiance of the inhabitants of these vehicles were unknown – the Americans would have to be careful.

 As the game begins, the Americans moved into the Area of Operations from the north. In the centre of the board, outside the police station, a group of officers were milling around, chatting with some of the militia and generally standing guard. More officers sat inside doing the general tasks of a working police station, all while trying to not think too much about the most recent guests who had appeared in town. Importantly, all the heavy weapons (the RPGs and MMGs) were still in the station’s armoury.

Inside the compound, the 3 technicals (Red, Green and Blue) sat idling. One was preparing to set off on patrol, with the pirates waiting to help open the gates. However, Big Dave knew something was coming. A little bird had mentioned there could be trouble in the next few days and now dust clouds had appeared on the outskirts of town. He set off to start alerting his troops and getting everyone ready for the fight.

Entering the town, the two American units split. The grunts headed for the covering position, planning to take advantage of the long sight line of the main street. The SOF took the side streets, with the Razor zooming ahead of the upgraded pickup.

Despite the vehicles moving around, the bulk of the OPFOR hadn’t spotted the incoming threat. The green technical set off on patrol while the militia finished their discussion and moved to go back inside the compound.

However, the two most northern cops had spotted the bulky Humvees rolling around and became alert to the incoming threats.

 

As the next turn began the Americans moved even further into town. Both the Humvees finally rolled into their positions and prepared to set up an overwatch.

The two SF vehicles continued to speed along, heading straight for the compound wall and a possible assault position.

In the next turn, the pirates snatched the initiative. The alert police had grabbed the rest of their team and sprinted across the street in order to find a fighting position. However, this was a major tactical blunder. One of the Humvees had setup overwatch and the .50cals ripped a bloody hole in the team, piling on the suppression. The other Humvee fired past the police at the green technical just pulling out of the compound. However, all the rounds missed causing nothing more than suppression.

After having interrupted the enemy’s movement phase, the US Army deployed. Leaving the gunners in their seats, the rest of the team spread out. One fireteam setup on the roof to provide more fire while the other began checking nearby buildings for possible insurgent hotspots.

The SF had finally reached the corner and momentarily slowed in order to take it.

However the gunner on the pickup was itching for a fight. The grunts had reported two police heading for side road and the gunner was now ready. As they passed the gap, the M2 hammered between the buildings. This burst of fire dropped two more police, bringing that main squad down to one policeman hiding behind a car.

In the next turn, the SF vehicle came sliding round the corner, guns facing forward. This sudden appearance shocked the militia and the snarl you can see above appeared. Green had frantically reversed and turned to get away from a crossfire of .50cals while Blue had just moved through the gate as the main gunner frantically wheeled the turret around. The smaller gate had seen action, with all the militia pouring through as Big Dave started to move to join the fight.

Before Blue could hammer a round into the new attackers, the SF pickup sent a burst of .50cal rounds into it. No major damage was caused but it began a hail of rounds onto it.

The rest of the American forces began to send fire down towards Blue. Multiple hits caused damage, first immobilizing the vehicle and then sending .50cal rounds straight through the passenger compartment. The driver was instantly killed while the passenger was incapacitated.

Also at this time the Razor commander had swung its M240 round and lit up the squad of local militia. It’s four shots took down half the squad with the rest being removed by carbine and LMG fire from the grunts further up the map.

However, it wasn’t all going the Operator’s way. Green emptied a burst into the Razor. Only one round hit but it slammed into the driver. It only incapacitated him but the lack of action sent the Razor skidding towards the wall.

The following turn saw the SF disembarking from their rides. The team medic rushed to deal with the driver while the rest of the operators started engaging enemies.

A UGL blast was targeted at Green. However it missed and scattered onto the group of militia around the technical. Both the RPG gunners were vaporised and even one of Big Dave’s squad took a hit. At the same time, one of the operators had requested a missile strike to drop right on top of the wall next to the Green technical.

 

While all this had been going on, a small group of contractors had appeared from two buildings on the board. Initially it seemed like they intended to fight, with one team using the armoured SUV as a shield and advancing behind it. However, seeing the Americans at the compound gates, the rest of the mercs saw the way the wind was blowing. They quickly rushed to get in their vehicles, slinging kit into the boot and moving in a non-combat way. One of the contractors also radioed to the Americans, quoting the days authentication code for Private Military Companies in the region.

Checking the codes against the daily orders, the Humvee gunner did not engage the vehicles, instead letting them speed away from the battle raging behind them.

Around this time, the heavy weapon teams from the police had got their act together and moved to join the fight. However, they were still in the firing line and were taking rounds from the Americans.

Back at the main gate, a traffic accident appeared to have occurred. Blue had been immobilized right in front of the gate and so Red would have to ram the damaged vehicle in order to get into the fight. Luckily the ram didn’t destroy either vehicle but it did end up knocking Green (who had rolled forward to get out of the firing line. The militia decided to use these vehicles as cover and got ready to engage the attackers.

Despite this, the militia got pounded again. Rounds poured in knocking down fighters, killing the gunner on the back of Red and pinning everyone in place.

 

The Argo mercs reached the AO edge and swiftly drove off in the direction of the highway.

Big Dave saw the way things were going and started sprinting (along with his team) towards a parked pickup that could be used to escape. It was a slim chance but maybe the mess behind him would distract the Americans.

And just after everyone had cleared the target zone, a Maverick missile screamed out of the sky and blew a hole in the compound wall.

At this point the middle battle was basically over. The police had been annihilated (only one officer was left alive) while the militia were drowning in suppression or dead. Big Dave’s pride and joys (the technicals) were all combat ineffective, unable to do nothing more than act as a roadblock.

Big Dave kept running to his escape vehicle just as the two Humvees moved into position to block the main routes.

Big Dave reached the vehicle and, rather than wait for the rest of his team, slammed the car into reverse heading for the exit.

This move took him into the firing line of the Humvee. For this turn, he was safe as the Army wanted him alive.

Slamming into gear he skidded round the corner, sped past the two remaining members of his squad (one having been engaged by the Humvees) and began to make a break for it in the other direction.

However, he hadn’t taken into account the three operators that had crept into his compound. Before he even saw them, two carbine bursts and a hail of battle rifle rounds had slammed into the crew compartment. Everyone inside were injured, with Big Dave beginning to bleed out in his seat.

Having just seen their boss’s vehicle get shot up, and presented by a pair of .50cal barrels from the Humvees, the remaining Eritreans surrendered to the US Army.

A few minutes later the operators come to verify the casualty. Big Dave was now dead and the battle won. Not the best outcome but a victory for the US Forces.

But why were Argo in the village? And what had been in those containers inside of Big Dave’s compound? Maybe the interrogations of the remaining Eritreans can reveal who Big Dave was dealing with. 


Overall a really fun game. It came about due to some improvisation and would need a few tweaks if played again but both of us really enjoyed it. There were loads of cool moments, from the SOF sliding round the corner to see the crowd of technicals in front of them to Big Dave’s failed attempt to escape.

My big problem was forgetting two assets I’d been given. As this was pirate town, I should have been rolling for reinforcements every turn once I started taking casualties as the rest of the pirates started flocking to the fight. I also had a mortar strike that I should have dropped on the US Army base of fire and prevented the two 50cals from locking my guys down.

As the game was wrapping up, one of the other players at the club asked if I wanted to run a game next week so he can play with some of his toys. It’s only fair but I think I’m going to get all my insurgent toys out the cupboard. I’ve got some trucks to hunts down.

Spectre Weekend 2017 – Game 4

Hey, this is one of the battle reports from the Cardiff Spectre Operations Event. If you haven’t read the main post yet, you can find it here. If you just want the action, keep reading!


Game 4 – Boarding Action

Off the coast of Val Verde, two cartel lieutenants are meeting about this month’s pay with the gold bars sitting on the meeting room table. The two groups are enjoying the delights of a pleasure yacht. Unfortunately, their partying and lax attitudes to sentry duty has allowed a small team of operators to sneak on board. Splitting into two groups, they set off to do perform a HVT extract on the high seas. Will they be able to grab the targets?

The sides were as follows:

Operators:

All operators have body armour, pistols, personal med kits, frag and stun grenades.

  • Team 1:
    • Elite with Carbine (Red Dot and Laser)
    • Elite with Battle Rifle (Red Dot and Laser)
    • Elite with SMG (Red Dot and Laser) “Pointman”
    • Elite with Carbine, Automatic Shotgun, breaching charge and breaching tools
  • Team 2:
    • Elite Team Leader with Carbine (Red Dot and Laser)
    • Elite with Carbine (Red Dot and Laser)
    • Elite with SMG (Red Dot and Laser) “Pointman”
    • Elite with Carbine, Combat Shotgun, breaching charge and breaching tools

Cartel:

  • Sicario Faction:
    • 1 Civilian VIP
    • 1 Trained Squad Leader with Assault Rifle
    • 4 Trained with Assault Rifle
    • 1 Trained with LMG
  • Gangers Faction:
    • 1 Civilian VIP
    • 1 Militia Squad Leader with Assault Rifle
    • 7 Militia equipped with a mix of SMGs, machine pistols and assault rifles.

Additionally, there are several civilians on the boat. These are working for the cartel but not the main combat troops. If a 6 is rolled on the civilian reaction table something different from the rulebook happens. Rather than attacking the nearest figure, they are simply converted into another fighter for the cartel player; there is also a roll off to see if they are armed with a pistol or a machine pistol. These figures are still civilians and so are not particularly skilled. That said, they could be a nasty surprise if left unsecured.

The operators start on the bottom deck. The two factions of cartel start separately, with the VIPs on the Bridge and Captain’s Quarters deck. Above them on the roof deck, the cartel are enjoying the sun and partying away. Below the meeting, the team of sicarios are patrolling through the ship (aka doing their job).

The original plan for the operators was to sneak around as much as possible. However, two turns in the sicarios had just glimpsed Team 1 sneaking past the pool. They were able to put some fire down on the Pointman (lightly wounding him but mostly saved by his body armour) which alerted the rest of the boat. In response, the breacher in Team 1 swept his AA12 around and filled the lead target full of buckshot. Despite being injured, the SMG equipped point man was also able to put a burst into the last sicario visible and drop him. Team 1 then consolidated to protect the flanks while starting to clear the interior.

On the deck below, Team 2 were stacking up to breach the wall of the engine room so they could push through the rest of the deck. However, this activated one of the civilians. It seems like the Cartel VIP’s flunkey had finished being sea-sick and was now ready to investigate the strange noises going on in the ship.

On the top deck, the gangers stopped the party and started to form up and head downstairs to secure their boss. Several of these civilians started panicking before almost all were converted into pistol wielding goons.

Back on the middle deck Team 1 was tactically clearing the rooms, beginning with the dining area. The Sicarios opened up with a LMG, putting some suppression down and a lot of bullets through the furniture. Seconds later, the rest of the operators were able to incapacitate the gunner before he caused too much damage. This fire also put a ton of suppression points on the now injured bad guy.

The bottom deck saw Team 2 attempt a breach. The charge was placed but rather than create an entry hole, it simply caused some damage to the wall. The breacher would have to manually expand the gap. On the other side, Fatty heard the loud noise and moved to investigate.

As Team 1 moved forward to clear the deck, they flung a frag grenade to clear one of the corridors. This grenade wiped out two more of the trained Sicarios and finished off the gunner, moving all of the suppression onto the final enemy waiting in one of the side rooms to ambush the operators.

Team 2 finally busted through the wall and found themselves facing Fatty down the corridor. Rather than just shooting him, I decided I was going to try to secure as many civilians as possible (I blame long sessions of SWAT 4). A rush into combat, a few rolls, and the Pointman was slapping on the plasti-cuffs.

Team 1 continued to sweep through the deck to prevent anyone trying to flank them. As mentioned before, this poor sicario in the middle of the picture is drowning in suppression points, making him easy prey to the operators.

There were a few turns between the last picture and this one. I spent my time moving through the ship, cuffing civilians and cartel fighters such as the suppressed sicario to prevent any nasty surprises. The gangers spent that time fortifying the deck, setting up overwatch on the staircases and using the converted civilians as alarms against the operators sneaking up. It was going to be a pig to clear out.

The picture actually shows the start of the final assault. After using the leg up move to get Team 2 onto the correct deck and positioning most of Team 1 at the bottom of the stairs, my last operator stood in the pool and flung a stun grenade into the meeting room to hit as many people as possible. It was a hard throw but he managed to hit it dead on. Team 1 then started up the staircases. The stun grenades had reduced the effectiveness of the overwatch but it still put some suppression down on my assaulters. From the other end, Team 2 traded shots through the glass on the bridge. They easily took out the armed civilians before advancing inside to trap the gangers in a pincer move.

The final turn saw the operators continue moving forward. What was interesting was that the cartel had taken the initiative at this point as they were the only ones shooting (my operators were too busy rushing into close combat to prevent them being shot at). This led to the operators taking casualties, with both breachers finishing the game with 5 turns of the bleedout. That said, as the Team 2 breacher took his hit, his sidearm shot took out the militia squad leader and killed him. As the clock ran out, it was safe to say the operators were in charge of the boat.

Once the mission was over, both myself and Craig sat back and breathed out for the first time in a while. That final assault was on a knife-edge – a few fluffed rolls or the enemy armed with some more destructive weapons (like a combat shotgun) and it would have been a very different. Many of the advantages of the operators are tempered due to the close quarters, you can’t clear your way through with explosives. Fighting across 2D ship plans was something really different from usual and I would love to see someone make an actual MDF ship with all the interior rooms.

Big thanks to Harry from Warmill for letting us play across his excellent shipping plans. It was a really unique battle and a great end to the weekend.


Finished reading? For the rest of the battle reports and more on the event itself, the main post is here!

Spectre Weekend 2017 – Game 3

Hey, this is one of the battle reports from the Cardiff Spectre Operations Event. If you haven’t read the main post yet, you can find it here. If you just want the action, keep reading!


Game 3 – Bad Day in Bazistan

Jazan, Bazistan: an Emir in charge of one of the Bazi Militia is heading home after a meeting. The convoy is powerful force, thanks in part to the backing of the Argo Corporation. What the Emir doesn’t know is that the Russian GRU have issued a capture order on him and he is about to roll into a trap. Will the GRU be able to capture their prey?

The sides were as follows:

Russian Attackers:

All the Russians have body armour, frag and stun grenades, pistols

  • Elite Squad Leader with Machine Pistol (with armour-piercing ammo) and Full length shield.
  • 2x Elites with machine pistols (with armour-piercing ammo) and half-size shields
  • 3x Elites with assault rifles (equipped with red dots)
  • Elite with Grenade Launcher
  • Elite with Light Sniper Rifle

The Russians also have an Anti-Vehicle IED which could have been place anywhere on the road. This was marked onto a sketch map.

Emir’s Bodyguards:

  • Vehicle 1: Technical with HMG
    • Crewed by 4 trained and 1 trained squad leader all with Assault Rifles
  • Main Vehicle: Armoured SUV
    • VIP sat in the back
    • Crewed by 3 professional armed with carbines (equipped with Red dots) and 1 professional Squad Leader with SMG (equipped with Red Dot)
  • Vehicle 2: Technical 2 with HMG
    • Crewed by 3 trained all with assault rifles

As the game begun, all the Russians were hiding around the board (Craig had marked the positions using a sketch map). Unaware of the approaching attack, the bodyguards and their allies mounted up in their vehicles and drove away at half speed to begin their route.

Two turns passed and nothing happened (apart from a civilian wandering into the road). Moving round the corner, the lead vehicle was about to accelerate when there was an almighty bang. The Anti-Vehicle IED had been detonated, throwing the vehicle off the road and stunning those inside. The driver however was close to the blast and took the worst of it, a serious wound that knocked him out and caused him to start bleed out.

Following protocol, the rest of the convoy accelerated aiming to clear the killzone. However, the were quickly interrupted with more gun fire. The rear vehicle’s gunner was snatched from his mount by a shot that seemed to come from out of nowhere.

On top of the tower, the Russian with the pump-action grenade launcher pulled away his cover and began to aim his launcher. Meanwhile, on the factory in front of the convoy, three assault rifle wielding figures deployed and started pouring fire down on the militia.

In the following turn, the Russians continued firing, putting multiple bursts into the second technical. This caused enough damage to the engine to halt it. The VIP’s vehicle was now the only one moving, thanks mostly to its armoured nature.

Photo borrowed from TinyTerrain

The crew of both the technicals began to disembark, primarily looking for cover against the attackers. At the back, the second vehicle’s crew were moving swiftly to get the HMG back online. In front of them, the Vehicle 1’s casualty was dragged to the rear and out of the firing line while the rest got ready to engage the Spetznatz on the roof. 

Before the .50cal could bring the pain however, a flurry of grenades from both the launcher on the tower and the team on the roof landed amongst them. The blasts took out everyone from the lead vehicle, massively reducing the ability for the convoy to defend itself.

Meanwhile, the VIP’s vehicle had continued racing forward. As they approached the next junction they were shocked to see three Russians in siege gear and carrying shields stepping out into the road. Worse, when they opened up, the rounds were actually capable of penetrating SUV’s armour and caused suppression.

With the sounds of the last of the militia being taken out and the team leader in the back shouting at his driver to push it, the SUV managed to rally and kept racing forward. As long as they could keep moving, there was still a chance the Emir could escape.

That is until a penetrating shot ripped straight through the door and killed the driver. The vehicle came to a halt, right next to the rest of the Russians. It would take an agility test for the crew inside to be ready to go again as they would need to move the casulty out of the way before they could drive away.

(At this point Ivan quietly reminded us that as this was a US vehicle, the driver should be on the other side. We decided to fix that)

The squad leader managed to rally off most of the suppression but the crew fluffed the agility roll (the driver must have been wedged in place). All around, the Russians were getting closer but the armour was holding. That is, until one of the Russians placed a breaching charge on the door and pulled out a clacker.

I was too busy rolling dice at this point but a ridiculous bit of fighting went down. As the door blew away (stunning the crew inside), the Russian breacher stepped away and his buddy engaged the bodyguard behind the door in close combat. The first bodyguard went down but this just let the team leader put an automatic burst of SMG fire into the attacker. It didn’t cause any damage but it did cause some suppression. Next turn, the attacker shrugged off his suppression and climbed in the back of the car to engage the team leader into close combat, leading to the VIP being exposed as the team leader was taken out. More concerning, the passenger in the front finally got his act together and moved a into position to drive away.

Of course at this point, the driver was very aware of the angry Russian in the back seat trying to abscond with the VIP. Buckling in, he put his foot on the gas and slammed straight into the rear of the car parked across the road. Rather than the gentle tap that would have thrown the operative out of the car, the slam sent the car spinning away. It smashed past some boxes before landing heavily and exploding, immolating all those onboard. I rolled super high on the collision table and the follow-up armour penetration table roll, hence the rather destructive finale.

I had great games all weekend but I think this one takes the top slot. It was so evocative, from the first IED blast through the SUV being breached to the crazy attempt to escape at the end; As Craig said afterwards, it felt just like the opening scenes of a movie. Despite losing all of my guys and the VIP being immolated by my own mistake (man these Argo mercs suck), I still had a really good time.


Finished reading? For the rest of the battle reports and more on the event itself, the main post is here!

Spectre Weekend 2017 – Game 2

Hey, this is one of the battle reports from the Cardiff Spectre Operations Event. If you haven’t read the main post yet, you can find it here. If you just want the action, keep reading!


Game 2 – Teaching

Val Verde: A team of deniable operatives working for a Cartel is closing in on a facility owned by their rival. Their aim? To take out El Jefe while he is out in the open. Two problems: El Jefe has surrounded himself with some Bad Hombres and worse, the team don’t know exactly what the target looks like. Will El Jefe be able to escape?

After having got my first game in, I was asked to help out with introducing the two new players from game 1, Laurence and Jess, to actually playing Spectre with a small game to show off what the rules can do. Lawrence took the Elite Operators while Jess took the role of El Jefe.

The sides were as follows:

Cartel Assassins:

4 Elite operators all with frag and smoke. All weapons are suppressed.

  • 3 with Assault Rifle, red dots and laser
  • 1 with SMG, red dot and laser, battlefield trauma kit

Cartel Defenders:

  • Sentries – 4 Trained with assault rifles, 1 Trained with pistol
  • Squad 1 – 1 Trained Squad Leader with SMG, 1 Trained with RPG, 3 Trained with Assault Rifles
  • Squad 2 – 1 Trained Squad leader with carbine, 1 Trained with flamethrower, 3 Trained with Assault Rifles
  • Civilians – 4 Civilians, one of which is El Jefe (Trained Commander) in disguise

This report is going to be pretty quick as I was too busy running the game to take pictures.

To begin, the elites crept onto the board, moving for cover to begin the infiltration. In order to find El Jefe, they had to perform a scanning action (taking place in the command phase and requiring the operator not to to move). Luckily for Jess and me (it’s hard to run a game if the objective is taken out in the second turn) the first civilian wasn’t the target.

After realising that actually most people would be alerted if a suppressed weapon went off due to the small size of the board, Lawrence took out one enemy stealthy before deciding that no one can set off the alarm if there is no one left alive. Instead, Squad 1 of the Defenders got wiped by a pair of frag grenades and the elites started advancing on the compound. However, one of the sentries was able to injure an Assault Rifle wielding operator reducing the squad’s overall effectiveness. The return fire from everyone else took this plucky fighter out.

This reduction however didn’t prevent them from easily suppressing the rest of cartel guys thanks to their better skills and attachments. While getting closer and closer to the compound, Lawrence’s Assassins finally managed to spot El Jefe in disguise. Before he could be engaged, Jess rushed him into a building; sadly it seemed like the El Jefe was going to be trapped in there while the remaining defenders would try to hold off the enemy.

At this point, JT came across and reminded all of us what the objective was – keep El Jefe safe. Rather than getting bogged down with fighting to the last, El Jefe could simply escape and trigger a win. On the other hand, there was a big patch of open ground he would have to cross before safety.

Barely were the words out of JT’s mouth when El Jefe had vaulted out a window and was running for the hills. As the sound of gunfire continued into the distance (including the death of the flame thrower before he managed to get a shot off which was a common trend on the weekend), El Jefe full on sprinted towards the board edge; with a few hints Jess kept him out of the LOS of any of the Elites and just out of range of any thrown grenades. With only three inches in it, El Jefe moved off the edge of the board and escaped, giving Jess a win.

Overall, I’m really glad that everyone left the game having enjoyed it. The elites are really powerful in the right situation but the ending helps to drive home the point that even the best fighter can lose based on the objectives. Running a tutorial for new players was pretty hard work but was a cool experience.


Finished reading? For the rest of the battle reports and more on the event itself, the main post is here!

Spectre Weekend 2017 – Game 1

Hey, this is one of the battle reports from the Cardiff Spectre Operations Event. If you haven’t read the main post yet, you can find it here. If you just want the action, keep reading!


Game 1 – La Chute du faucon noir

 

Bazistan: During operations, a US Army UH-60 Blackhawk has been shot down in the old town of Bazi City. Observers have spotted two casualties attempting to extracte themselves from the wreckage. Needing to secure the site, Coalition command has deployed a French SF team to the Old Town to capture and defend the area from the Militia. However, this is the Militia’s home turf and they know that the enemy are coming. Will the French be able to hold the crash site long enough to treat the wounded?

Wanting to start the weekend off with a refresher, we decided to go for a reasonably simple yet exciting scenario. With JT on GM duties, my opponent Craig brought out his rather nice Task Force Operators painted up as French SF while I started emptying MENA militia and insurgents out of my bag.

The sides were as follows:
French SF:

  • 8 Operators (one of which was an Elite Team Leader) armed with the usual gear (body armour, frag/smoke/stun grenades, etc). They were armed with a mixture of LMGs, Carbines and a DMR.

Militia

  • 12 man mob armed with ARs except for two figures armed only with grenades (all Militia except 1 Militia Commander) 
  • 4 man team with two MMGs and two ARs (both rated Militia)
  • 2 man sniper team with DMR and AR (one Militia, one Militia Squad Leader)
  • 6 man “snatch” squad with carbines, an assault rifle with UGL and LMG (5 Trained and one Trained Squad Leader)

Before we got dice rolling, the GM pulled both of us aside separately and talked up some sneaky rules. I got to pick D3 buildings to act as spawn zone; the dice gave me two and so I picked ones close to the objective and in positions where I could trap the elites. Then, the SF were taken aside and told something; I later found out that the French were getting some OTA (off table assets) in the form of a Little Bird gun run and some orbiting snipers.

As the game begun, the board was clear of both forces. The first sign of trouble was two teams of four operators (nicknamed North group and South group based on how far up the table from my point of view they were), each taking different routes to the downed bird. The groups remained in cohesion while checking the corners, carefully picking their way towards the target.

Spotting the operators arrive, the militia began to deploy. On the roof of one building, the sniper team appeared and setup looking covering the down helicopter and a main avenue. Across the battlefield the MMG team were deployed in order to take up a suppressing position on the roof, seeking to gain the height advantage.

At this stage, we were joined by two more players, Laurence and Jess who had never played Spectre before. Jess decided to watch to begin with, while Laurence took over as co-militia commander and gained control of the snatch squad and the sniper (presumably the squad leaders had spotted a chance to take some glory and decided to go off script a little bit).

The operators saw the militia appear and proceeded to start taking advantage of their superior equipment. In order to cover their approach to the wreck, the north team popped smoke into the zone covered by the MMG teams. It didn’t completely fill the gap but did do it’s job.

The militia saw this action as confirmation an attack was taking place. The bulk of the force, a 12 person militia squad, deployed out of the same building as the snipers and prepared to march down the street towards the operators. The large squad has an additional benefit for militia, giving them a boost to command.

As a response to the noise of a rabble, two of the operators from south group maneuvered into a position to cover the street and prevent them being flanked.

The operators also went for their tool kit and marked up the MMG gunners rooftop for an Off Table Asset (you can see the countdown dice showing the target). All I knew at this point was that something was coming but I had no idea what form the support was going to take.

The main focus of this picture was the first surprise of the day. Before the North Group could advance on the wreck, and taking advantage of a shift in initiative, the Snatch squad came pouring out of the MMG building and bum rushed the operators. However, due to the positioning, they only managed to surround one operator.

This would be an issue as my opponent easily worked out a counter strategy. Before rushing into combat themselves, the rear most operator rolled a flashbang in the midst of the combat. This worked wonderfully, stunning almost all of the snatch squad who were in combat and reducing their stats to 1.

The operators who charged home easily won the melee against their stunned opponents. With their close combat stat reduced to 1, it was very hard for the snatch squad to cause an sort of damage to them. In the following turn, the squad would attempt to fall back before re-engaging at range.

Above the melee, the MMG gunners had deployed and were now ready to shoot. It was also the perfect moment as two operators had just rushed the downed Blackhawk in an attempt to begin treating the injured crew. The smoke may have blocked the view but using the elevation (and the re-roll offered by being crew served) the team took one of the operators down and suppressed his buddy.

As the mob moved toward the crash site, they attempted to control the street by spreading out and putting a hail of fire down on the two operators covering their crossing. They managed to put down some suppression and threatened the Elite’s hold on the initiative.

In the following turn, a pair of operators moved past the retreating squad and set up in position to cover the crash site. Unfortunately for them, they found themselves exposed to the hail of MMG fire. One gunner wiped out the team leader sat by the wreck while the other shot up a member of North squad. It seemed that these guns were a serious threat, preventing the operators from keeping mobile and chewing through their higher than normal defence.

The MMG gunners were too busy hammering away to hear the sound of a helicopter. By the time they heard it it was too late. A Little Bird came screaming in across the map and lit up the entire squad with it’s miniguns. The remnants of the snatch squad were saved only by the geometry of the gun run, shielded from the gunfire by the overhang on the building. On the other hand, the remaining operators did finish them off by throwing a grenade in, completely wiping out the squad. The militia forces on the northern half of the board had been completely wiped out.

Back on the street, the mob continued their fire, as well as moving part of the squad to start covering the crash site/trade shots with north group. Around this time, the hail of fire brought down another operator and left another elite separated from his team (you can just about see him on the left side of the street).

The way cleared by the miniguns of the air support, the rest of North group pushed into the square. This quickly turned into a two way rifle range, with the operators getting capped at two suppression while piling points onto the mob. Their will held, thanks in part to their large numbers and the presence of the militia commander.

With the risk of the separated operator flanking the mob, the sniper team moved from their starting position and into one covering the mobs flank.

In addition, the mob’s grenadiers started to advance down the street to get into throwing range. The operators had attempted to pop smoke to cover their movement but some of the militia fighters were now overwatching the gap, ready for when the separated operator would attempt to rejoin his buddies.

With another roar, a transport helicopter overflying the area heralded the arrival of another OTA asset. This time, it was two elite snipers ready to turn the tide. With two targets (the militia commander and the militia snipers), they decided to focus on cutting off the command and slammed both shots into the Militia Commander in the streets. With the sudden drop in command, Craig was easily able to regain the initiative and keep it for the rest of the game.

Back at the crash site, the remaining operators popped more smoke and started to close on the objective while putting down fire.

The militia however were content to keep popping in and out of cover, with the lead fighter absorbing all the suppression coming his way.

The French were getting annoyed at this and so decided to really push back. Popping a stun grenade in, a hail of gun fire from every operator brought down a pile of the militia reducing them to a fraction of their starting number.

The game was close to an end and I was almost ready to concede. However, I decided to go out guns blazing. The militia rushed the operators around the wreck running forward in an attempt to lock some enemies in close combat and mob them. Unfortunately, I was bringing fists to a gun fight and so the last of the militia fighters was dropped.

After the final member of the mob was taken down, an eerie silence filled the air. The French SF had only just managed to capture the wreck and so they could begin treating the casualties giving them the win. It had taken a lot out of them, with four Elite operators killed. On the other hand, the only remaining militia was the sniper team so it’s safe to say the operators (and the orbiting helicopters) had given a lot more than they had taken. It was a close game with some great swings as each side seized advantageous situations but Craig seized the day thanks to some clever use of positioning and equipment.


Finished reading? For the rest of the battle reports and more on the event itself, the main post is here!