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  1. #21
    Super Moderator josta59's Avatar
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    Here's my diorama for game 1. Isn't that some juicy terrain for an assault? Based on a real place. I'm in heaven.

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    The white card on top right shows the power station's interior. You can see Snake and Rabbit wandering around in there.

  2. #22
    Member madman's Avatar
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    Josta

    Have you had a chance to play scenario 1 yet? If you have and are holding back on the AAR due to any issues please tell us. Thank you.

  3. #23
    Super Moderator josta59's Avatar
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    Hi, madman. Haven't played it yet.

  4. #24
    Super Moderator josta59's Avatar
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    The rebels took the power station from the combined forces of the Chinese SPAR team and the military police in Juba. So the red hex containing the power station now becomes blue:

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    And now that they hold the power station, the rebels will be able to activate first in every turn of every game.
    Last edited by josta59; 02-01-2020 at 05:39 PM.

  5. #25
    Super Moderator josta59's Avatar
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    We're now in the middle of the first challenge phase of the campaign, and now it's China's turn to invade a hex. They would like to try to rescue their civilian engineers, but they're in the blue HQ hex, which can't be invaded until China occupies a hex adjacent to it. Their best options are to try to take back the power station or try to take the auto factory instead.

    The SPARS could use the extra support that occupying the auto factory would give them, so I think I'll send them that direction. They receive their marching orders and cut through an unoccupied hex into the blue hex containing the auto factory, where the Melrose Place mini-scenario took place.

    I roll to see if they send out a scout team for another pre-invasion scenario: d6=1...another ambush scenario! In the same hex as last time. I can't believe it. This time a Chinese scout team will be ambushed by South Sudanese rebels. Let's see if the rebels can ambush better than the SPARs did earlier.
    Last edited by josta59; 02-01-2020 at 05:58 PM.

  6. #26
    Super Moderator josta59's Avatar
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    Pre-game 2 Scenario: Stopped at the Checkpoint!

    The SPAR battalion sends a scout team in a car through the streets of Juba. They can feel the stress the people of Juba are feeling, as news of the rebel victory has begun to spread.

    They make their way to Radio Juba, a block south of Airport Road and two blocks south of the Global Links Auto Company. They meet no resistance at the radio station. They rest there until nightfall.

    As darkness falls, they drive north toward the auto factory to scope it out, up Street Daves Parade. But they run into problems just before they reach it. There are rebels everywhere, and they're stopping every car that comes near the auto factory. The SPAR scouts can't disguise their Asian features, and it's a fight!

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    Last edited by josta59; 02-01-2020 at 06:09 PM.

  7. #27
    Super Moderator josta59's Avatar
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    Pre-game 2: Stopped at the Checkpoint, scenario details

    Situation
    Night scenario on a lit street. No one is equipped with night vision goggles.

    Objectives
    SPAR (attackers): Escape the checkpoint northward, so they can recon the factory.
    SPLM-IO (defenders): Kill the scouts.

    Stakes
    If SPAR wins, they get a full platoon for game 2, in which they'll try to take the blue hex containing the auto factory. SPLM-IO will be short 1 squad.
    If SPLM-IO wins, they get a full platoon for game 2, in which they'll defend the blue hex. SPAR will be short 1/2 squad.

    Deployment
    SPLM-IO will set up first along Street Daves Parade. The SPAR scouts will arrive in a car, arriving on Street Daves Parade from the south.

    Special rules
    Following setup, SPLM-IO will roll on the Complications table.

    At the beginning of each turn, SPAR rolls 1d3 to determine the number of intel points available for use as extra activation points during each phase of that turn. [Note: I took away the rebels' intel roll because the locals are no longer sympathetic to their cause after the assault on the power station.]

    SPLM-IO moves first each turn.

    Following the first move, activation order will be determined by card draw.

    As scouts, SPAR will add +1 to all rush rolls, to a maximum of 6".

    If the scouts intend to spend all their activation points moving, they may add +1 to the activation roll.

    Because it's night, attacks and reaction fire may only be conducted within a range of 12".

    Also because it's night, any activation roll of 1 adds 1 stress point.

    Order of battle
    SPLM-IO:
    1 squad of 7 trained, fanatical infantry with SAW, low motivation
    1 squad leader

    SPAR:
    1 team of 3 professional, regular infantry scouts with small arms, moderate motivation
    1 team leader
    1 car, no weaponry


    Notes on how troop ratings will affect this game:

    Fanatical SPLM-IO squad, low motivation
    Receive +1 bonus in hand-to-hand fighting.
    If forced to retreat due to enemy fire, will instead, on a roll of 4-6, advance on the nearest enemy the same distance they would have retreated. If this does not get them into a close assault, they will take reaction fire immediately.
    Receive no stress from losses.

    Professional SPAR team, moderate motivation
    Receive +1 bonus in hand-to-hand fighting.
    Can give/receive orders at a distance up to 10", rather than the standard 8".
    Receive 1 additional firepower point per figure when attacking.
    Will not receive additional stress points until 2 members are killed.


    Card deck:
    Jack of clubs: SPLM-IO squad
    Ace of spades: SPAR scouts
    Last edited by josta59; 02-04-2020 at 05:59 PM.

  8. #28
    Member madman's Avatar
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    Please see my thoughts on fanatical rating in the game 1 thread. You might give them more non fanatical troops which would be in line with filling ranks for future "uses".

    I also think the Chinese might want to get some of their own into their embassy. They could use helicopters to by-pass issues on the way. An assault on the engineering group may not want to expose the helis (depending on equipment) but the may be handy for dust off use after the engineers are freed.

    Just throwing out more ideas. Waiting and watching with joy!

  9. #29
    Super Moderator josta59's Avatar
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    Thanks. I'm using campaign rules that limit what they can do. They didn't bring a helicopter on their ship.

  10. #30
    Member madman's Avatar
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    They have guns and money. Most guys working at the nearby airport have none or less....

    As long as someone, not Rabbit, Rooster or Monkey was the only one with that skill things can be acquired...

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