Friday, February 26, 2016

A Daring Raid on the Border AAR

In this post I will be going over a game I played last night in my fictional setting that I touched on in my last post. The scenario is a small team of commandos was to knock out a communications relay and an AA position opening up a small corridor for a conventional full scale invasion. This is going to be pretty picture heavy as I attempted to take many pictures.




In our setting the Nation of Kidslovia has been having many issues with rebels fighting with government troops and the common belief is that the neighboring nation of Enland a long time rival is funding the destabilization. Even with Enland denying the accusations it is still believed to be true. So after an attack on the countries only nuclear power plant was stopped by Kidslovian SF, those in power decided it was time to go on the offensive.  A small 6 man team divided into two 3 man teams infiltrated the border.

Yea thats a bionic arm with a sword


Their objective was to take out an communications relay to prevent an early warning of the impending invasion and to blow a AA site that could be problematic.


The game starts slow as the two teams start to make their way up to the objectives. Taking cover (the green tokens) and making steady progress.  For the defending forces I used the Contact mechanic.    for every 3 of your troops there will be a contact marker. I used 3.  2 for my men and 1 for the AA location.  When you get LOS on a marker you roll a D10 to see what it may be.  It could be just rifleman, heavy weapons,  vehicle, or more markers that get put into cover.  So the start of the game went fairly fast as there were few moving models. 




Bravo Team sees the relay that is their Objective

Alpha Team prepares to breach a building near the AA site
Now here is when things started to get interesting, the squad leader entered the building and made his way to the roof where he was able to see to the AA contact marker and the marker that had been patrolling the street.  
A group of Riflemen in the street....

Dashing for cover
A couple of defenders take to the roofs and receive some pinning(Red token) fire but one of them manages to fire back and cause a knock down(black Token) on one of the attackers.

The radio operator ran up to his fallen comrade to see if he was fine and after ensuring that he was fine ran forward and attempted to fire a grenade up onto the building when he was able to.

However it fell far short of its intended target and not only that but a contact marker had come around the back of the market at was due to dice rolls turned into two contact markers. 


One of those markers then turned into a group of riflemen and yet another contact marker.

Gun emplacement opening fire at distant targets
During the distraction of the fighting in and around the market place, Bravo squad took this time to rush in and secure the building where the relay was.  once on the roof of the lower level they made their presence known to all by promptly shooting at everything they could see.


And there was alot to see


At this point the commandos take their first causality. Receiving a 6 on a kill die


Bravo team's leader makes his way up to the relay braving a hefty amount of incoming fire to attempt to disable the relay.


But disaster strikes as the defenders get a random event allowing one figure to throw a grenade an extra 3 inches and he manages to drop one exactly in between the bravo team rifleman resulting in knocking them both down in one go.


Solid white dice are kill dice and the tan are shock dice

Objective Completed

Down on the lower level the rifleman manage to get back up and toss a grenade back killing one and forcing another defender to bail back


At this point the defends notice that the fight as drifted out of the market place and is right outside of the building holding the AA gun.  And they rush forward to try and stop the assault. 


In a round of amazing fire they manage to kill the bravo team leader and pin both riflemen for a turn


However its far to late as the squad leader assaults the building and makes his way to the roof engaging in hand to hand combat.  

Getting a +1 for being the attacker and +1 carrying that sword the entire way with him.  This should be a cake walk as its just  a straight who can roll higher on a D6.


The White dice was our attacker and the ten the defender
And he barely makes it. But with that ensuring that the gun emplacement falls silent for the impending invasion force that is about to pour through a lightly guarded and unsuspecting border region.


2 comments:

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    1. 5 Core Skirmish. Take a look at my post titled solo play, it has some links and some information about it

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