Spectre Operations: Building A Force – Irregular Support

In the first two posts in this series, we took a look at the basics of building a force, with posts looking at both task specific teams for infantry and the basics of vehicle use. In this part, we’re going to continue the theme of irregular forces (that we looked in post 3). As with previous parts, this article is designed primarily for Spectre Operations but many of the tactics are valid in all modern skirmish games.

(Delving into the archives for this week’s photos – it’s been a busy week)


In the last article we looked at the core of any irregular force, the infantry. Having had you’re greens, we’re now going to talk about the dessert of playing Irregular troops – support options! We’re going to save details of Off Tablet Assets for the next post so for now it’s all the things that will be on the board.

Nothing beats a lack of training like a mass of firepower

Support options are where the irregulars can really level the playing field (often literally).  This is where most of your killing power is going to be, able to get through the Regulars advantages and make life for your infantry easier. Thanks to the relatively low points cost of your core forces, you can often bring a great variety of support to table with a larger selection of options.

Scenario/Setting Bonuses

Before we go into stuff you can buy in the rulebook, lets talk about how the scenario writer should be helping you out. With a few exceptions, irregular forces are not going to be going to pitched battles against regular forces. Irregular forces will use other types of engagements, ofter where they have the chance to prepare the ground or force the opposing force to act in certain ways. These elements are the responsibility of the scenario writer and, while they can be incredibly effective at murdering the balance of a scenario, they are fantastic at helping to set the scene.

There are two types of force multiplier irregular forces can get from the scenario special rules – Bonuses to the Irregulars and Negatives to their opponents:

Bonuses

An Afghan sniper uses the ratline to get into position for the perfect shot

Bonuses are rules that give an advantage to the irregular player. It might be something as simple as having the first turn or starting with the initiative but more characterful mission writers will give you a tool that matches your force.

An example of a bonus is the existence of ratlines (also described as Hot Spots in Force on Force). Representing either tunnels or access to other routes, these give the insurgents a mobility advantage. Dpeending on the scenario, this advantage can either be at  initial deployment (letting teams appear where they can gain the most effect) or during the game itself (letting your troops perform hit and run attacks more easily). Having to clear ratlines also slows enemy units down, especially if they require specialist gear that has to be brought into position. OTAs can help to reduce the effectiveness of ratlines (it’s hard to get away from an eye in the sky) but they can still be a powerful force multiplier.

Another bonus is allowing the recycling of KIA troops to represent overwhelming reinforcements rushing into battle. As well as reducing the number of figures you need paint, reinforcements will allow you to keep the pressure on for longer. Rather than having to worry about winning a firefight as your troops diminish, you get to keep pushing bodies at the opponent. This often won’t

If we look outside of Spectre Operations, Skirmish Sangin includes some characterful bonuses designed for the irregular Afghan forces. Disguising your dickers alongside other civilians requires regular troops to get close before engaging. Adding some goats to the table will make it more likely ambushing troops are discovered. Even the ability for a fighter to ditch their kit and merge with the population will prevent that fighter from being a potential intelligence source or addition to a kill count at the end of the game.

Negatives

Marketplace full of civilians or possible hostiles? Break out the PID checks

Negatives is effectively when you grab the opposing forces’s hand and stop them from being able to use their troops exactly how they want to. Although you can choose to do this physically (your opponent will object, especially if it stops them going for their beverage of choice), I really mean implementing Rules of Engagement and requiring PID. Both of these elements are a part of any modern counter-insurgency and can be incredibly frustrating for the regular troops constrained by them.

Rules of Engagement can vary depending on the situation. It might be limiting the use of certain weapon systems (I.e. don’t engage key buildings with heavy weapons) or restricting actions of your troops (don’t engage targets unless they are already engaging you) but no matter what happens it’s going to force a change in play style. As the irregular player, use this. Enemy can’t engage civilian buildings? Start taking pot shots out of them. Depending on how much you know about the enemy’s ROE, you can really use it to your advantage.

Within this is the concept of PID or Positive Identification. This is how regular troops can actually work out who the bad guys are. This is normally a dice roll that, if successful, reveals the enemy and lifts elements of the ROE. This is has the potential to cause a real issue to you, requiring you to stay out of sight to prevent being rumbled before you are ready. But it also slows down the regulars, and a failed test might cost them the turn needed to prevent you getting a grenade or shot off.

Unconventional Systems

A key part of running an irregular force is releasing they you are not going to play the game in the same way as a regular force. You’ll have much less capable troops,  often much less in the way of direct fire superiority and will probably lack in off table assets. Unless you have a massive advantage in man-power, you’re going to have to look for advantages elsewhere.

The mere mention of IEDs can slow down Regular forces

If the situation makes sense, IEDs and land mines can be a very useful tool. They can be either vehicle or infantry killers and set up to detonate via different method but at the end of the day it’s a way of suddenly striking your opponent without having to expose the bulk of your force (other than maybe a spotter). The bigger devices are a cheap way of knocking out armoured vehicles but don’t dismiss the smaller stuff – an injured soldier is going to affect the rest of the squad.

Even a small device can cause havoc

Finally the mere idea that IEDs are there can also affect how your opponent plays. Every bit of scatter terrain becomes a possible marker for a device. Use this to your advantage!

Now, this final option isn’t for every player, and some people may find it a distasteful element to include. Suicide activated IEDs give you another method of getting explosives into an enemy force without needing to be on the defence. One figure in the right place can cause massive damage, while a vehicle based system is an extreme threat to

Heavy Weapons

Right, lets talk about the big guns. Emplaced weapons are a quite attractive prospect for an irregular player. Most have either high rates of fire or large blast areas, which go a long way to negating the shooter’s low shooting skill. They also normally have several special rules like armour piercing or tank killer that can help get killing blows where other weapons fail.

A DsHK can really ruin an elite operator’s day

Now, they do come with several disadvantages. They are not quite as effective on the attack as on the defence (unless you can find a good position early in the game to cover the entire battlefield). They are very vulnerable to return fire and have a severe mobility issue, requiring the gun to be assembled and disassembled. However, when brought to bear, these weapons can. Especially on defence, assembling these heavy weapon teams in supporting positions and forming a crossfire will let you easily pin down a more professional force.

Of course, if you want to avoid the mobility disadvantages, there is a couple of ways you can get around it…

Vehicles

TECHNICALS

You guessed it, technicals. As I’ve covered in the past, these pickups with heavy weapons give you the firepower of an emplaced weapon while mounted on a much more mobile chassis. On the other hand, they do provide much less protection so you don’t want to get caught in the open. Treat them like a more mobile heavy weapon team rather than an armoured vehicle, putting a few round down range and then relocating.

The arrival of an armed APC can cause serious havoc

Of course, there are plenty of cases where rebel forces get their hands on actual armoured vehicles and bring them into play. In most cases, the crew are more enthusiastic than well trained but fundamentally they act in a similar way to other vehicles on the board. For more hints, take a look at the second article in this series.

Bringing in the Professionals

A small group of militia come under fire but are steadied by the presence of a professional contractor

If you’re getting bored of just having a bunch of poorly trained militia in your force, the situation may allow for the addition of a few Elite or Professional soldiers. There are multiple occasions in modern war where regular and irregular forces have worked alongside each other, such as in Syria where both sides have had Special Operations troops working with militia. On the wargames table, the addition of a small group of elite operators can help to give you a few more options. Fundmentally, there are two ways to use them.

Option 1 is to include a Professional or Elite mixed in with your less well trained groups. This utilises the Mentoring rule and can be handy to keep the irregulars in the fight, both with the physical presence and with the equipment they can bring. For example, battlefield trauma kits (unavailable to anyone below professional) will prevent unnecessary casualties. Alternatively, certain weapons will be very helpful alongside irregular groups, such as a marksman with a high shooting skill or a weapon system unavailable to most forces such as the airburst grenade launcher. At the simplest level, an operator with this ties them into a radio net with characters with much higher command values, making recovery from suppression much easier.

Option 2 is to keep the Professionals or Elites in a separate squad. This focuses the power in one place, letting them keep moving thanks to their superior training and get their skill set onto the target. This prevents their skills from being diluted (you have a squad guaranteed to get most of their shots on target) but can leave them vulnerable if the irregulars decide to pack it in.

Conclusion 

As you can see from this post and the last, there are a lot of options for players to use when operating as an Irregular force. Depending on what style of force, you will be bombarded with the different ways of getting the job done. Think carefully about what you’re trying to do and then pick what fits the situation. The only main difference between you and the regular player? Just expect more of you guys only wearing t-shirts.

Next time, we’re going to return to the land of Regular troops to talk about Off Table Assets and air power. What is the best way to use these game changers? How do you make sure you don’t have to change your mission to Blackhawk Down? And finally, how much OTA is too much OTA?

Spectre Operations: Building A Force – Irregular Forces

In the last two posts in this series, we took a look at the basics of building a force, with posts looking at both task specific teams for infantry and the basics of vehicle use. In this part, we’re going to be taking a look at some of the points relating to more irregular groups. As with previous parts, this article is designed primarily for Spectre Operations but many of the tactics are valid in all modern skirmish games.

Irregular forces, by their definition, vary massively in style. They can be anything from untrained groups of fighters armed with nothing more than an AK and the shirts on their back up to well equipped groups that rival (and in some cases beat) the more traditional forces in terms of capabilities. However at a fundamental level, building an irregular force still relies on the commander identifying the goal and picking what is needed to fulfil the task.

So why am I writing a separate post for these less well trained forces? Why am I not just reposting the first article but changing the pictures? Well, Irregular troops normally don’t have all the benefits of national forces and so there are several points they need to think about.

Manpower

The first point to realise is that in most cases, your forces are going to be much less effective on a one to one scale than the regular forces you’ll normally find yourself up against. In Spectre Operations (and in most games), this will mean you’ll have a lower chance of hitting when shooting, be more likely to become suppressed (as there is no cap on your and will lose in a close quarters fight in one to one combat. Put simply, the bulk of your guys are a bit shit.

However, it’s not all bad news – after all, quantity has a quality all of it’s own. If you play with points based forces, your militia and trained soldiers will be much cheaper, meaning you can more easily flood the board with forces. If instead you play scenarios, most of the time the writer will give the irregular forces a significant numerical advantage, either through just have more guys on the board or letting casualties be recycled back into place (perhaps representing militia fighters finally getting into position before joining the battle). As many of the battles wargamers play will feature teams of SF operators assaulting locations, the irregulars will often be on the defensive, often letting you setup in positions and dare the enemy come towards you.

Having a numerical advantage doesn’t guarantee a victory but it can certainly help. Especially when you consider the next point.

Redundancy

Put simply – you’re gonna need a bigger squad. Seeing as the . If you were working from some of the teams from the first article, I’d probably add two or four more guys armed with assault rifles to add some extra firepower or “ablative armour”. An alternative way to keep your force moving is to take additional smaller squads armed simply, without machine guns or explosives, and use them as supporting units to your task orientated squads. This lets you leverage your greater numbers, protecting your main force by engaging first with lighter elements or by outflanking the professionals.

Special Weapons

At the same time, you get some useful weapons. The stereotypical irregular group (seen everywhere from Afghanistan to Sub-Saharan Africa) has two aces up their sleeves – the RPG-7 and the PKM Medium Machine gun. Both of these weapons are encumbering so you’ll be slowed slightly while using them. On the other hand, they do provide a massive benefit. The MMG has a longer range than the SAWs most modern forces are armed with, has a greater lethality and can also cut through body armour and light vehicles thanks to the armour piercing rule. Sustained Fire also lets you spread the fire across multiple troops, useful when fighting Professionals and Elites who can only take a certain amount of suppression. The RPG on the other hand is all about causing damage. Although it can’t fire indirectly like a UGL, it’s more than capable of putting suppression down on a large group. Additionally, it can also help when engaging enemy vehicles depending on which warhead you use.

By combining these two weapons together, your basic squads will be able to kick out a lot more firepower than your enemy might be expecting. There are also other weapons that might be handy to include in an irregular force. A common trait for many of these is Armour Piercing, helping to make your guys more effective against enemies wearing body armour or vehicles. Adding Light AT Weapons or Sniper Rifles help up your ability to take out more heavily equipped opponents while also allowing for more flexibility in your deployment.

Body Armour

To many, using body armour in a wargame helps to differentiate the better equipped and trained forces from their irregular opponents. However, body armour is increasingly available to the general population and in certain situations, it’s not inconceivable that some insurgents or militiamen might end up wearing kevlar.

So how best to use it in your own forces? Body Armour helps to reduce the lethality of shots that hit and so can help to keep your guys alive for a little longer. However, it is quite expensive for what it does so it might not be worth equipping your entire force with it, especially if your forces are mostly in the lower end of the training spectrum. Instead, outfitting your best trained and armed teams with body armour will help to keep them safe while moving up to their objectives. The rest of your force will just have to focus on sticking to cover and moving quickly.

Other Equipment

As well as body armour, there other items that are worth thinking about taking:

  • Radio Comms: A key deficiency in most irregular force is the relatively low command rating. This can make recovering from incoming fire or performing orders a little hard. Unless of course, you’re not using your own command value. Setting up a radio network between your commander and the rest of the force can really add some back bone to it, keeping them active for longer than you’d first expect.
  • Personal Medkits: Insurgents are normally pretty squishy. Being able to affect the lethality of incoming fire can help turn an instant kill into a light wound
  • Tactical Ladders: When double checking the equipment list, I noticed that Militia and Trained soldiers can actually take Tactical Ladders. Not the first thing that springs to mind, but being able to get your support weapons up to elevated positions and keeping off the streets will help to
  • Grenades: As with RPGs, explosives are the great leveller when it comes to taking people out. As well as the usual Frag Grenades, a neat alternative is the Molotov Cocktail. Causes area damage, puts up a small smoke cloud and can block off locations by putting fire in the way. Just don’t drop it.
  • MANPAD: When the operators arrive, they’ll be up to their eyeballs in aerial fire support platforms located just off map. However, a trooper with a Stinger will potentially throw a wrench into your opponents plan when they attempt to call in helicopter support.
  • Dogs: Something else that you’d normally associate with the Operators, but then you’d forget the humble Guard Dog. While the opposing team is trying to sneak around, the dogs will help to reveal hidden units. Once the alarms goes off, your canine friend can rush off to bite the bad man.

We’ll discuss some other bits of equipment and support (mostly the stuff that goes bang) for the irregulars forces in the next instalment.

Conclusion

Overall, irregular forces present a slightly different challenge to the better trained and equipped regular troops. You’ll need to organise your forces carefully, rely on any advantages the situation gives you and be aware of your limitations. If you are aware of all these tweaks, you can easily outfox and out fight your better trained opponents.

In the next article, we’ll take a look at the heavier weapons an insurgent force can bring to the field, including emplacements, technicals, off map resources and even the sneakier tricks of modern warfare.

Spectre Operations: Building a Force – Mobility, Protection, Firepower

In the last post we took a look at the basics of building a force through role specific teams. In this post, we’ll look at how vehicles can be added to regular forces in order to augment their capabilities and provide new tactics. As in part 1, this article is designed primarily for Spectre Operations but many of the tactics are valid in all modern skirmish games.

Vehicles are one of those things that players love to get their hands on. Everyone likes rolling out the big guns, using overwhelming firepower to destroy enemy positions while rolling through small arms shots like it was nothing. As a national force, you’ll have access to the widest range of vehicles, covering everything from motorcycles and quad bikes up to main battle tanks. Depending on the situation, adding a vehicle to your force will give you a massive bonus on less well equipped opponents.

The problem is that vehicles, while certainly powerful, are also incredibly vulnerable on the modern battlefield. In WW2 there were limited number of AT weapons available but the advent of anti-tank rocket launchers and HEAT warheads has meant that every infantry fireteam can carry a light anti-tank weapon, often alongside its normal loadout. The RPG-7, the darling of every bad guy, can’t crack a MBT but is easily capable of damaging and destroying medium and light vehicles. Combined with IEDs, this makes approaching urban areas a massive danger. With limited routes, its hard to avoid enemy attacks while the varying elevations give bonuses to troops shooting down into the vehicles.

Another limiting factor is that troops cooped up in a vehicle are not able to act as efficiently as they can on foot. They can’t spread out to avoid frag weapons and (if enclosed) are less effective at helping out with their own weapons. After all, when you roll “passenger compartment takes lethality check” it doesn’t matter if you’re a militiaman or an elite SF operator.

Finally, the bigger vehicles often suffer in places where constricting ROEs are used. A MBT might be able to easily splat a possible enemy position but if it’s got civilians nearby than it’s unable to act effectively.

This is harder article to write than the infantry one as it’s one case where I think using points only rather than a scenario can really break down. It’s very possible for one player to pick a force that is incapable of taking out any of the other player’s force (for example a militia player vs someone who picks two MBTs) and it just turns into one player bugging out in the first turn. Vehicles, along with certain OTAs, makes it blatantly obvious that modern war is not “fair” or balanced. For this reason, setting up the right scenario is key. If player’s are picking their own force, give them the intel they would need to be able to combat each other. Setup objectives that can’t be done from the safety of an AFV – after all, it’s pretty hard to secure buildings while in one.


There are three major aspects to look at with the vehicles: Firepower (how much damage it can deal), Mobility (how fast it can move) and Protection (how it can stay alive)

Firepower

Probably the one people rush to improve first, firepower is a big draw of all motorised platforms. Vehicles can offer two factors over infantry in this regards

  1. More firepower: Vehicles can carry weapon system that either require a team or are entirely impractical for foot mobiles. These weapon systems can be incredibly destructive (often with 1+ or 2+ lethality saves) and lay down massive amounts of suppression either through sheer rate of fire or fragmentation.
  2. More accurate firepower: Thanks to stabilisers and extra storage space for ammo, man portable systems become even more deadly. The classic GPMG on a vehicle is a perfectly sensible setup and doesn’t require someone to hoof it around. I’m also a fan of anti-material rifles mounting on vehicles – it’s one of those things that just looks cool.

One consideration is if the vehicle has the move or fire rule. Having to move slowly will let you keep for the suppression down but risks destruction at the hands of anything you don’t manage to kill.

The final point is firing arcs. Keeping the weapon on target while moving is obviously easier with a turret mount while limited fields of fire require more careful positioning.  Technicals will especially struggle with this as many of the heavier systems (like the TOW or heavier recoilless rifles) can’t shoot forward on the current spectre pickups due to the crew cab.

Mobility

Mobility is somewhere else we can split into two regarding what it offers:

  1. Vehicle Mobility: How agile is this vehicle? How far can it drive every turn and how much can it turn? Knowing what your vehicle can do will help when picking your actions. Key things to look for is Uprated Engine and Brakes (giving you additional movement and sharper turns) and All Terrain (faster movement through difficult terrain).
  2. Force Mobility: If this vehicle can carry passengers, how much of your force can it carry? Can it carry a whole squad or will you need to split them across multiple vehicles? Alternatively, could it be used for carry heavier armament like a crew served system or additional AT weapons? Vehicles acting as resupply are especially important when using the ammo loads included in the rulebook.

These two aspects combine together to affect how mobile your force is. Although rolling up and discharging troops directly onto the enemy is a bad idea, reducing how much time they spend foot slogging will help to keep them alive and make you more reactive to the enemies movement.

Protection

Finally, protection. Mobility can help with this ( after all you can’t hit what you can’t see) but having armour plate between the passenger compartment and the incoming fire helps. Fully armoured vehicles can almost ignore enemy small arms, making the dangers of being caught out in the open less than in an unarmoured vehicle. Even partial armour can help to prevent casualties. As for the poor guys in unarmoured vehicles, you need to either be going fast or sticking to cover.

Another part of protection is its subsystems. These elements can often be forgotten but can help many vehicles feel less like a civilian car and more like the platform they are supposed to represents. Key ones include Run Flats (ignoring M-Kills is a good way to stay alive), MBSGDs (for dropping smoke when under fire) and Gun Shield (excellent for protecting any top gunners).


So that’s all great, but what does that mean for picking a force?

The key principle (as I’ve tried to hammer into you so far) is to look at the mission you’re about to do. Do you need a high speed transport, a weapon platform to sit back and provide overwatch or armoured vehicle to carry the rest of your force onto the objective? What vehicles would your force have available? Would your SF team up in the foothills of the Hindu Kush really have access to a main battle tank or is it more likely it would be a mix of quad bikes, pickups and maybe a GMV?

Once the task is identified, selecting the actual elements will require matching the various archetypes available in the book to what you want to utilise. The various examples will help next to each archetype should help you choose.

Something to consider is looking at real missions and what vehicles are used. As an example, Osprey’s excellent Special Operations Patrol Vehicles includes mention of a four vehicle US ODA convoy arrangement used in 2002-2003 consisting of:

  • M1114 Armoured Humvee – Better protection than the rest of the group and carrying a heavy weapon.
  • GMV SF Humvee – Good performance, lots of firepower, plenty of space for storing supplies for the rest of the group
  • Two Non-Standard Tactical Vehicles (Pickup trucks) – Able to go places the other vehicles can’t, lower profile, plenty of space for supplies

As you can see, this combination is mainly focused on a strategic level (outside the focus of a game of Spectre) but the variety of options can help when building your own team.

I have an additional few pointers to think about when setting vehicle elements up:

  • The HMG is mounted on almost every vehicle for a reason. It’s a nice compromise, being able to hit out at both infantry (thanks to sustained fire) and light armoured vehicles (thanks to armoured piercing) equally well.
  • Civilian vehicles might seem like nothing but trouble for a force, but for low profile teams they provide a quick way of getting out of danger. Covert vehicles are often equipped armour and uprated engines making them a nasty surprise.
  • When rolling multiple vehicles in a convoy, mixing up the weapons is recommended. Different weapons are good at different things – the HMG is general purpose but a Grenade machine gun is perfect for flattening groups of enemy infantry. It does however lack the same level of precision you would gain from a machine gun so it’s not the best thing to use at close quarters. Instead, the minigun or GPMG is much more useful.
  • When outfitting weapons, remember that you can mount optical systems to many heavy weapons. A HMG with a scope (such as the setup seen on my British Army Jackals) is perfect for any sort of overwatch fire support, being able to sit well outside the range of enemy return fire will still being able to hit back effectively.
  • Once on the battlefield, there are a few things to consider:
    • Avoid built up areas with your vehicles. These are just asking for you to be ambushed.
    • Don’t waste your vehicles. Use them for their role.
    • Play each vehicle to its strength. Don’t expect your Razors to be able to take hits like a tank – instead play to it’s high speed and all terrain features.
    • Vehicles can also provide cover to troops on foot. This will continue even after its destroyed.
    •  Spectre has rules for ramming and shunting obstacles out of the way – use this when appropriate. Armoured vehicles are especially good at this.

That’s it for this article. Next time, we’ll cross the lines and start looking at how picking an OPFOR force is different, how quantity is a quality of it’s own and why you should look very carefully at what type of characters you are using.

Battle Report – Big Bird Down – Spectre Operations

This week’s battle report saw me finally bringing the downed C130 down to the club. Rather than the infantry heavy Skirmish Sangin scenario that is being used for the demo game, we instead brought out the big guns and went for some vehicle action in Spectre Operations.


While flying a routine transport operation between Bazi City and Abu Dhabi, a C130 Hercules belonging to a civilian contractor suddenly reported incoming fire. The aircraft managed to attempt evasive action but contact with the aircraft was swiftly lost.

Due to the nature of the cargo on board the aircraft, the contractor was quick to report the loss citing safety reasons and the potential issues if the various militia groups in the region were to secure it. Coalition forces have attempted to find it but a massive sandstorm in the region has forced a delay.

Now the sandstorm has cleared up, intelligence has now found the crash site and spotted movement around it. JSOC has now been ordered to prepare an operation. It’s objectives are to deploy to the crash site and secure all sensitive material.

Due to the number of enemy in the area and reinforcements approaching it, US Special Forces are attacking at speed. The plan is to snatch and grab the key objectives, utilising two armed SF pickup trucks.


Forces for this engagement were as follows:

BLUFOR:

V1 – SF Technical with .50cal

Team 1 – 5 professional with the usual operator kit such as body armour, comms and personal medkits. Also a mix of weapons from carbines to compact LMGs and light AT weapons

V2 – SF Technical with minigun

Team 2 – same as team 1 but with one less LAW available.

OPFOR:

6 Trained but well equipped soldiers with body armour, assault rifles fitted with scopes and red dots and comms

2 Trained soldiers working as a sniper team with a DMR

Two groups of trained fighters (each between 5 and 10) with a mix of assault rifles and at least one MMG and RPG

2 Technicals with HMG

Technical with light recoilless rifle


The US forces start at the bottom of the board and would need to work up it. The three objectives were:

  1. Recover the black box
  2. Recover intel documents from the white SUV in the central cargo compartment
  3. Destroy the flight deck in the nose
  4. (Optional) Destroy enemy assets (such as the technicals)

OPFOR’s role was to prevent these from happening – any objectives left standing at the end would count as being under control of the bad guys.

The board layout before deployment. Lots of open areas for both sides to cross while under fire. From here you can see the objectives stretching from the black box next to the tail section up to the flight deck at the top of the board.

The game begun by both of the US vehicles rolling on the board and getting ready to fire. Vehicle 2, complete with its minigun, rolled slowly onto the board and spotted the enemy. With the characteristic “brrrt”, the minigun opened up.

In no time at all the target squad, hunkering down behind a section of wing, were taking serious hits. Each of the minigun’s six shots took out their target, causing some a chunk of suppression. However, it wasn’t all going the operator’s way. In response to this hail of gunfire, the leftover bits of the target squad (as well as the marksman team on the two storey building) opened up at their oppressor. With the hail of PKM bursts and a carefully aimed marksman shot, OPFOR managed to knock out vehicle 2’s driver, gunner and then engine block in rapid succession.

Vehicle 1, having just seen its buddy get lit up, decided to take a slightly less dangerous route. It pulled in behind the wreck of the tail section, just in range to collect the black box. It also was the perfect position to engage one of the smaller insurgent groups hiding under the wing with the .50cal.

Having seen the lead BLUFOR vehicle go down, the rest of the OPFOR vehicles moved in for a better shot. These technicals moved at full speed, giving up a round of shooting in order to get closer next turn.

Springing from their death trap of a vehicle, Team 2 moved into cover and started acting as a base of fire team for the rest of the attack. Despite coming under long-range sniper fire, the team’s biggest concerns were the approaching technicals and the left over medium machine guns that had chewed up their ride. Unfortunately, the response to the technicals missed (although did cause some suppression) at the cost of their single use AT4 rocket.

On the other hand the LMG caused merry havoc on the infantry behind the wing. After another hail took out the squad leader and a medium machine gunner, the leftover trio would have to spend time regrouping and recovering from the suppression.

On the other flank, Team 1 and their vehicle were doing well. Most of the team had disembarked,leaving only the top gunner still in the vehicle. However he swiftly got to work, the HMG cutting down the small 5 man squad over the course of two turns of fire. On the ground, the rest of the team was getting ready to deploy. The team leader disembarked, spotting the left over bits of the main enemy squad and radioed to his buddy with the 40mm grenade launcher.

One carefully aimed indirect shot later and the leftovers had been taken out.

On the other side of the board though, Team 2 were in dire straits. Although the machine gun fire had been effective, they had been exposed for just a little too long. First, the light recoilless rifle fired taking out one operator with a direct hit but missing his buddy on the luck of a dice roll. Then the HMG on the other technical fired, kill the exposed LMG gunner. Finally, in the following turn, the recoilless rifle fired again, blowing the immobile technical to pieces to prevent anyone using its minigun.

Seeing it all going to hell, the BLUFOR commander decided to cut his loses and focus on grabbing some of the objectives. To grab the black box he popped smoke, sprinted a guy out to the box and dragged it back while the rest of the team put down supporting fire. Marking the flight deck off as a lost cause, he them formulated a simple plan to solve the issue of the intelligence documents in the white SUV. Using another light anti-tank weapon, he blew the target sky-high. If BLUFOR can’t have it, no one can.

Loading the black box onto the remaining vehicle, squad 1 mounted up (apart from two escorts) and made a sprint for the edge of the board. Despite the rest of the enemy being hot on their heels, BLUFOR managed to escape unharmed.


That was a really fun game. Trying to roll the unarmoured SF pickups directly into the line of fire might have been a bad move to begin with but the fact that the operators managed to hold the bad guys (mostly). I think this game does show how vulnerable the highly trained operators can be while they are still mounted as they can’t rely on their improved skills as much.

Next time though, I’d give BLUFOR something a little more armoured like so they could actually be more likely to thunder run up the board.

Battle Report – A Brush With The Law – Spectre Operations

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…

Spectre Operations: Building a Force – Task Orientated Teams

Despite this being a hobby blog, I do keep an eye on what seems to be doing well for me in terms of stats. My Starting Lists for Spectre Operations have done really well but I now want to expand it and provide something a little more useful than just “here am list”. Simple lists are good to begin with but there comes a time when you want to feel less like an accountant moving numbers of points around and more like a military commander, analysing problems and finding solutions with what meager forces your supplies (and wallet) allow.

To get you on your way, welcome to Building a Force! This series will be in multiple parts and cover some hints and tips when it comes to building your forces. In future installments, we’ll look at vehicles, Off Table Assets and getting your rabble together when playing the OPFOR.

This time however, we’re going to look at building a force for more well trained and organised armies (including Special Forces teams). In particular, we’re going to work on how you can pick your force more easily by selecting for the right tools for the job.

Using TOEs

“But Charge”, I hear you say “Why not just use the written down Tables of Organisation and Equipment?”

Okay, lets talk about TOEs.

TOE’s are a great tool when understanding history and tactics, writing rules or building a collection. Its much easier to balance a preset force or know how many figures you may need when making a platoon. However, from my understanding, when it comes to day by day operations the times when a unit deploys exactly to TOE is not 100%. Soldiers fall ill and aren’t replaced in time, squads are formed into multiples for specific missions and specialists are attached.

For this reason I suggest treating TOEs as a guideline. Start from them but when writing a scenario or preparing a force for a possible operation there is nothing stopping you from tweaking and adjusting the composition. Obviously this needs to be within reason – a squad made entirely of M249 LMGs and LAWs would be powerful but in reality they would have some ammo consumption issues and be a bit clunky to move round.

Basic Advice

Instead I recommend building your team around the objective given to you. Look at the goal, plan out what you think you need and pick from the example teams below. After a few games, I’d even suggest making up your own teams that you find effective. I look forward to seeing what everyone comes up with

Here are a few other bits of advice when picking your force:

  • Take attachments – red dots, lasers and scopes really help to improve your chances in ranged combat while different ammo types and suppressors can quickly change your role on the battlefield.
  • Suppressors and Subsonic ammo can be combined for ultimate efficiency in stealth but even just using the suppressor with regular ammo will give you a considerable benefit.
  • If you’re using Trained soldiers, adding a few additional riflemen to each team will increase your firepower and surviability.
  • Body Armour and Personal Med-kits will save your soldier’s lives. By affecting lethality and potentially reducing the damage from a hit, combining both is recommended.
  • Grenade choices are important – frag and smokes are good generic choices to expand your tactics while the other grenades are better in specific situations such as close quarters or asset destruction.
  • There are several weapons that can be added to the teams to give them additional edges in combat but don’t necessarily require a full additional team.
    • A Light Anti-Tank weapon to a team gives you a multi-role explosive device that lets you cause massive damage on a group of enemies or a vehicle/strongpoint.
    • A UGL can easily be swapped for a Multiple Grenade Launcher or a Airburst Grenade Launcher depending on your needs – the MGL is good for large numbers of enemies while the Airburst is perfect for when you are fighting enemies that are entrenched.
    • The humble RPG is actually a pretty tempting prospect – the multiple warheads (AT, HE and Thermobaric) gives you access to a range of effects for a reasonable points cost.
    • Shotguns are useful upgrades. Combat and Auto Shotguns may steal the headlines with Rapid and Auto fire but don’t underestimate the Under Barrel/Sawn Off Shotgun; It’s a cheap way to up your breaching skill and provide a nasty kick in close quarters when combined with the various ammo options.
    • Tasers can make capturing OPFOR alive much easier, reducing the need to get into close quarters.
  • Extra equipment like tactical ladders and climbing gear is very situational but can be the difference between success and failure. This is especially important when using the small Elite forces.

The Teams

The nine teams I’ve developed are below. Each will explain their task, show off the composition and then be accompanied by several notes explaining the idea behind them and how best to use them.

I’m going to use the term Service Rifle when describing the various teams. This can, depending on your forces nationality and skill level, be a carbine, an assault rifle or a battle rifle. There are only minor differences between them (the carbine has less range but gains bonuses in RI 1, the assault rifle is the default and the battle rifle is less effective at suppression but longer range and better lethality) so we shall be treating them as generic in the lists.

For people interested in points values, we’ll be covering that in the final part when we start building forces.

1. Basic Fireteam

Task: General Purpose – Provide a good mix of firepower at various ranges.

  1. Team Leader: Service Rifle
  2. Grenadier: Service Rifle + UGL
  3. Gunner: LMG
  4. Assistant: Service Rifle

Notes:

  • A common variation is to swap out the Service rifle on number 4 for a DMR or sniper rifle. This reduces your number of shots but does help you when engaging an enemy at long range.
  • This is a core building block – applying minor tweaks (such as those listed in the Basic Advice section) can massively improve the effectiveness of it

2. Assault Team

Task: Advancing and clearing a fixed position

  1. Team Leader: Service Rifle + UGL
  2. Pointman: Service Rifle + Combat Shotgun
  3. Breacher: Service Rifle + Breaching Gear
  4. Gunner: LMG

Notes:

  • The idea with this is a Basic Fireteam but more focused on the “Manoeuvre” part of the Fire and Manoeuvre Idea.
  • Pair these guys with a Base of Fire Team – it’s less flexible than two of the Standard Fireteams but more effective at their chosen job.
  • Close with the enemy to get to within RI1 and gain the most bonuses
  • The Pointman and Breacher are perfect to work together when assaulting a position – one can perform the breach allowing the other to enter and clear using the advantage of the shotgun in the same turn.

3. Base of Fire Team

Task: Providing suppressing fire on a position/covering the advance of another team.

  1. Gunner: MMG
  2. Assistant: Service Rifle
  3. Marksman: DMR
  4. Gunner: LMG

Notes:

  • The idea with this is a Basic Fireteam but more focused on the “Fire” part of the Fire and Manoeuvre Idea.
  • If you hadn’t guessed, pair these guys with an Assault team. See the assault team for more details
  • This team should find a good piece of cover with good line of sight across the place you intend to assault and then sit there
  • The Gunner and their MMG is the main focus of this team. That needs to keep up and running, putting suppression on enemy forces moving against your assault team.
  • The Assistant should be helping out the MMG gunner unless the enemy start to get too close to the Base of Fire team.
  • While the Gunners spread the suppression around, the Marksman lets you focus in on specific characters such as enemy weapon teams.
  • The LMG gunner’s main job is extra suppression but is also useful for close protection on your Base of Fireteam. Alternatively, this trooper’s gear could be enhanced with an explosive weapon if you want to add that capability to your force.

4. Scout Team

Task: Find and engage the enemy

  1. Lead Scout: Service Rifle
  2. Scout: Service Rifle and Combat Shotgun

Notes:

  • The inspiration for the scouting pair comes from the American WW2 squad.
  • Number 1 could alternatively equipped with a SMG alongside his service rifle for additional close quarters firepower.
  • This team would do especially well if equipped with suppressors and subsonic ammo. The idea with this squad is to close with the enemy and so benefits from avoiding detection.
  • Additionally, equipping this team with Ghille Suits would let them sniper stalk and reduce their chance of being detected even more

5. Command Team

Task: Command and provide support to the other teams

  1. Squad Leader/Commander: Service Rifle
  2. Medic: Service Rifle and Trauma Kit (Optional)

Notes:

  • Depending on your nationality and service branch, you might want to upgrade a team leader in one of your fireteams to be a squad leader rather than having a separate team.
  • In addition to two characters listed here, you could add another squad leader to act as a Forward Air Controller for an OTAs you may have access to.

6. CQB Team

Task: Clearing hostile area at extremely close range.

  1. Pointman: SMG
  2. Rifleman: Carbine
  3. Breacher: Carbine + Combat Shotgun + breaching gear
  4. Gunner: Compact LMG

Notes:

  • You’ll notice I explicitly mention carbines rather than Service Rifles. This is due to the Compact rule, something which gives you a real edge when inside range interval 1
  • To extend the above point, combining Compact weapons with Red Dots and Lasers gives you a +3 bonus in total which engaging targets inside RI1. This is perfect when combined with Rapid Fire or Automatic weapons as it removes the modifier for multiple shots
  • The Pointman and Breacher are designed to give you the edge in close quarters – in particular,
  • The Rifleman and Gunner will provide some longer range firepower which
  • For an additional edge, the Rifleman could be equipped with a Multi-Role dog. This is good for both detection and restraining enemy combatants. Also take a look at the various upgrade packages for your four legged friends

7. Anti-Tank team

Task: Destruction of enemy armoured assets

  1. Gunner: Service Rifle and AT weapon
  2. Assistant: Service rifle

Notes:

  • The AT weapon is generic – depending on your force and models it could be an RPG (with a variety of warheads), Light Anti-Tank weapon, Light Recoilless Rifle or a Guided Missile Launcher.
  • The Assistant, like in some of the other teams is going to either be providing security for the team or (if the weapon is crew served) providing the backup to the anti-tank weapon. They are also required by the Guided Missile Launcher in order to carry it.
  • The team has a lot of firepower but will need some

8. Sniper Team

Task: Long range precision elimination

  1. Sniper: Sniper Rifle (Light, Medium, Anti-Material)
  2. Spotter: DMR or Service Rifle

Notes:

  • Classic sniper team setup – one of the pair is the gun while the other is the eyes.
  • A worthwhile upgrade for this pair is some Ghillie suits, letting your avoid detection and sniper stalk. It also gives you cover bonuses.
  • If acting stealthily, suppressors are recommended for both. In addition, the spotter may want to consider subsonic ammo but the limitation to 2 range intervals of effectiveness may blunt the Sniper’s primary weapon. Alternatively, take a secondary such as a SMG.
  • Unless massed firepower is needed, the spotter should be crew serving in order to give your sniper the best chance of kill their target.

9. Heavy Weapon Team

Sadly I’m missing a photo for my heavy weapons – all of them belonging to the conventional forces are still in the painting queue

Task: Fire Support from a heavy platform

  1. Commander: Service Rifle
  2. Gunner: Service Rifle and Heavy Weapon
  3. Loader: Service Rifle

Notes:

  • One of simplest teams – long ranged firepower is your only mission
  • The heavy weapon could be any from the list but the most common will be either the Heavy Machine Gun, the Automatic Grenade Launcher or the Guided Missile Launcher.
  • Two men are needed to move a heavy weapon so including a third (or alternatively adding a few more) gives you a larger security element.
  • In an ideal world, a heavy weapon team should begin the game in a piece of cover with excellent sight lines. If that isn’t an option, your first priority should be to get this team into a position where it can cover the advance of the rest of your force. Until it’s setup, this team is not doing it’s job

With that we end Part 1 of Building a Force. The next few weeks are already planned out so there will not be any additional parts until the new year. However, once we are back I’ll be hammering through the other sections:

  1. Task Orientated Teams – Building the Core of a National Force
  2. Mobility and Firepower – Vehicles for a National Force
  3. “TBA” – Building The Core of an Irregular Forces
  4. “TBA” – Vehicles for Irregular Forces
  5. “TBA” – OTAs
  6. Problem to Solution – Assembling your force ready for the mission

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.