Friday, 12 May 2017
Arthur's Date with Irene
The following is a report from Arthur Garlick regarding his recent crack at the Hunting Dahir Scenario
Hunting Dahir 11th May 2017
Players Arthur Garlick, Steve Halsall, Jack Garlick, Tom Short
Terrain courtesy of the Victorian Steel guys Malc and David and kindly donated to get it used as they have moved on to other projects.
The following is a brief report provided by Arthur for his games.
Arthur - We played on a 6’x4’ table, we used 4 shanty town bases in the centre of the table as the 4 buildings that Dahir might be hiding in.
First Game:
The Rangers came on opposite long sides of the table, allowing the shortest distance to get to each of the four buildings to search and carry Dahir off. With good move rolls and two double activations they were able to find Dahir and capture him quite easily.
The Somali player did not roll a 4 to be able to activate Dahir. No Somali units managed to deploy in time, some bad dice trying to get the 5+.
Dahir was captured! The Rangers got Dahir off the table, the Somalis deployed a unit but it was all too late.
Second game:
This time I was able to deploy 3 groups of Somalis, with a Senior Leader led section, a Junior Leader led section, and one Leaderless section.
Some interesting activation rolls and it was quite tense. I deployed Dahir and grabbed his paperwork. The plan was simple, throw the 3 sections at the Rangers to keep them busy whilst Dahir exited the table perhaps using the nearby JOP.
A Ranger Junior Leader activated a fire team Grenade Launcher at one of Dahirs body guards standing on a walkway outside the room Dahir was in. They got a hit and killed the body guard.
In this pic you can see Dahir and 3 bodyguards marked with two pin counters broken and after their retreat move to the cover of a car wreck. You can also just see part of a Ranger fire team in the background. There was some interesting fire fights developing but the action was happening around the back of Dahirs building.
The Ranger team ran in and engaged Dahir in close combat, wiped the bodyguards out and captured Dahir. In the next activation the Somalis activated a nearby section with the other Senior Leader and ran in to close combat with the now 3 man Ranger team. The Ranger player played a CoC dice to interrupt the Somali activation and moved the fire team with Dahir away.
Even with the Rangers backs turned etc the Somalis were not able to grab Dahir and lost the close combat. The Rangers were then able to get Dahir off the table in the next activation.
Thanks for the report Arthur. It is great to see the MOG supplement getting a run outside of my own playing group. I look forward to more details of your actions.
It is always a pleasure to see lovely terrain and figures in action. I greatly appreciate your efforts Arthur.
If anyone else has any reports, feedback, suggestions or requires rules clarifications do not hesitate to contact me.
Cheers
Jason
Saturday, 6 May 2017
This Is My Safety
Click on the below link to download the PDF from dropbox.
Chain of Command - MOG
I hope you enjoy.
Any feedback or suggestions welcomed.
RULE CORRECTIONS AND CLARIFICATIONS
Update 17/5/17
Regarding close combat results change to the following:
"Treat any close combat roll of 5 as a point of shock instead of a casualty and any roll of a 6 as a casualty and a point of shock."
Snipers ignore body armour.
Saturday, 8 April 2017
After Action Report - Hunting Dahir Redux
Hunting Dahir Redux
After a few more play tests and an update of the rules we decided to give the Hunting Dahir Scenario another run.
See here for Hunting Dahir Scenario
In addition to the rule updates we decided to introduce the following new rule for Chain of Command - Mogadishu which was tested for the first time and proved to be a big success.
Attack Helicopter
Whenever a U.S force rolls command dice allowing them a consecutive phase ie. two, three or four sixes instead of taking the next phase they may opt for a helicopter attack simulating the over head helicopter support that the U.S forces had in Mogadishu. The U.S players phase will end after the helicopter attack.
NB: This can be taken instead of any consecutive phase. So the U.S player could have rolled two phases in a row then instead of taking a third phase could opt for a helicopter attack.
Deployment
The U.S player places the helicopter on any table edge then moves it in a straight line to the point of the table it wishes to deploy. During it's movement any enemy units on over watch may attempt to fire on the helicopter.
The Attack Helicopter remains on the table during the enemy players next phase and can be attacked by the enemy player. Any successful enemy attack results are applied. At the end of the enemy players phase the helicopter is removed from the table.
Anti-Aircraft Fire Against an Attack Helicopter
To make an anti-aircraft attack against an Attack Helicopter the unit must not be pinned, suppressed or broken and rolls 2D6 and adjust as follows:
SUBTRACT
-1 for each point of Shock on the firer
-2 if the firer is in an area under fire from a transport helicopter door gunner
ADD
+2 if the firer is a heavy anti-aircraft unit
+1 if the firer is a light anti-aircraft unit such as AA MGs
+1 if the firer is using an RPG
+1 if the helicopter is carrying excessive load
Check the result against the following table to see if the aircraft has been hit.
Target Roll
Attack helicopter 12
If the roll is successful and the target is hit roll on the following table to see what the effect is. Again add
+1 if the firer is a light anti-aircraft unit or RPG,
+2 if a heavy anti-aircraft unit
Dice Result
1-5 Aircraft driven off, may not attack this turn.
6 Aircraft damaged, leaves the table immediately
7+ Aircraft downed. Roll a D6 adding +2 if firing at a helicopter. On 1-4 it leaves the table before crashing. On 5 or 6 it crashed on the table. Roll a Deviation Dice and 6D6 to see the location, ignoring any HIT result.
Attack Helicopters Firing
Attack Helicopters may only attack targets that are visible from the air. This will be any enemy unit located in the Open, in Broken or Heavy terrain. A target in really heavy terrain may only be targeted if it is on the fringe of that terrain type, i.e. within 4” of the edge. Any target that is further inside a really heavy terrain feature may not be targeted by attack Helicopters. See Rule Changes for Chain of Command - Mogadishu under Elite Snipers in Helicopters for rules regarding line of sight and buildings.
The Firing Process for Attack Helicopters is the same as either that for infantry fire or anti vehicle fire depending on the target. The only difference being that anti infantry fire may deviate. The attacker selects an aiming point as the target and confirms that the enemy he is targeting is a legitimate target i.e. in Line of Sight and visible and not against ROE. If it is not visible, he will need to move the helicopter. The attack helicopter fires at the aiming point but the fire will deviate as follows. Throw 2D6.
Attack Helicopter DEVIATION
ROLL
2 Deviate 4D6 inches
3 Deviate 3D6 inches
4 Deviate 2D6 inches
5 Deviate 1D6 inches
6 On target
7+ On target
The firer then throws the firepower dice as normal reducing cover by one level unless the targets are in a bunker. Hits are allocated as normal against all units in the impact area, which is defined below and the dice for effect is as normal.
Where two different enemy units are attacked they must be no further than 24” apart.
Door Gunners
Door gunners fire as for a vehicle mounted internal weapon, the reduction being due to the relative instability of the firing platform.
Hunting Dahir After Action Report
The table is laid out per the scenario rules with the four potential target buildings located in the centre of the table. The building Dahir was hiding in is marked with the red dot. This was unknown to the Ranger player.
Another view of the table. Buildings can be entered using 2 dice of movement removing the lowest dice rolled.
The table had a few wrecks throughout treated as hard cover.
View into the centre of the street.
First phase to the U.S. They deploy a squad from either jump off point attempting to hit the buildings hard and fast. They also gain the next phase as they have rolled two sixes. They opt for the next phase instead of calling for the attack helicopter as there is no enemy currently in sight.
The U.S approach one of the buildings in an attempt to find Dahir.
Around five or so U.S phases in. The Somalis have been unlucky and have not managed to roll a 5+ at this stage to deploy any units. The Rangers have searched the buildings at the top and bottom right of screen and the bottom left. Dahir is no where to be found. They move quickly towards the fourth and final building.
Rangers having searched the building provide cover whilst Squad 1 moves on the final building.
Squad 2 on over watch as Squad 1 in column moves towards the building housing Dahir.
Somalis finally commence deploying. This unit is currently unarmed so cannot be fired on without the U.S suffering a potential political loss from killing unarmed civilians.
More Somalis deploy behind a low wall in the field to the left and open fire on the Rangers in the open approaching the final building.
Further Somalis deploy on top of the building at the top of screen and also open fire on the Rangers in the open causing casualties and shock. The U.S units on over watch return fire causing casualties.
The Ranger Leader desperately attempts to rally shock from his troops and restore order so that they can launch their final attack on the building housing Dahir. Unfortunately they are unable to get moving.
The other U.S unit providing cover is hit badly suffering a critical wound requiring the Rangers to withdraw to cover behind the wreckage.
The Somalis now hold the upper hand. The Rangers have suffered casualties and stopped just short of capturing Dahir. Ranger Morale is dropping fast and they are now in serious trouble.
The Somali unit that caused the damage. Firing down the street they caught the Rangers in the open just before they managed to enter the final building to capture Dahir. Ranger morale breaks and the Somalis are victorious. Dahir lives to fight another day.
Conclusion
A highly enjoyable game which was looking like being a success for the Rangers before the Somalis caught the U.S off guard and vulnerable. In an attempt to search the buildings as quickly as possible the U.S player failed to fully cover his assault on the buildings. Early opportunities to secure Somali Jump off points were not taken which would have made the Somali task difficult. The Somali player concentrated his firepower on the easiest U.S target to full effect and caused too many acceptable U.S casualties. The Rangers need to secure their avenues of approach and lines of escape to be successful.
After a few more play tests and an update of the rules we decided to give the Hunting Dahir Scenario another run.
See here for Hunting Dahir Scenario
In addition to the rule updates we decided to introduce the following new rule for Chain of Command - Mogadishu which was tested for the first time and proved to be a big success.
Attack Helicopter
Whenever a U.S force rolls command dice allowing them a consecutive phase ie. two, three or four sixes instead of taking the next phase they may opt for a helicopter attack simulating the over head helicopter support that the U.S forces had in Mogadishu. The U.S players phase will end after the helicopter attack.
NB: This can be taken instead of any consecutive phase. So the U.S player could have rolled two phases in a row then instead of taking a third phase could opt for a helicopter attack.
Deployment
The U.S player places the helicopter on any table edge then moves it in a straight line to the point of the table it wishes to deploy. During it's movement any enemy units on over watch may attempt to fire on the helicopter.
The Attack Helicopter remains on the table during the enemy players next phase and can be attacked by the enemy player. Any successful enemy attack results are applied. At the end of the enemy players phase the helicopter is removed from the table.
Anti-Aircraft Fire Against an Attack Helicopter
To make an anti-aircraft attack against an Attack Helicopter the unit must not be pinned, suppressed or broken and rolls 2D6 and adjust as follows:
SUBTRACT
-1 for each point of Shock on the firer
-2 if the firer is in an area under fire from a transport helicopter door gunner
ADD
+2 if the firer is a heavy anti-aircraft unit
+1 if the firer is a light anti-aircraft unit such as AA MGs
+1 if the firer is using an RPG
+1 if the helicopter is carrying excessive load
Check the result against the following table to see if the aircraft has been hit.
Target Roll
Attack helicopter 12
If the roll is successful and the target is hit roll on the following table to see what the effect is. Again add
+1 if the firer is a light anti-aircraft unit or RPG,
+2 if a heavy anti-aircraft unit
Dice Result
1-5 Aircraft driven off, may not attack this turn.
6 Aircraft damaged, leaves the table immediately
7+ Aircraft downed. Roll a D6 adding +2 if firing at a helicopter. On 1-4 it leaves the table before crashing. On 5 or 6 it crashed on the table. Roll a Deviation Dice and 6D6 to see the location, ignoring any HIT result.
Attack Helicopters Firing
Attack Helicopters may only attack targets that are visible from the air. This will be any enemy unit located in the Open, in Broken or Heavy terrain. A target in really heavy terrain may only be targeted if it is on the fringe of that terrain type, i.e. within 4” of the edge. Any target that is further inside a really heavy terrain feature may not be targeted by attack Helicopters. See Rule Changes for Chain of Command - Mogadishu under Elite Snipers in Helicopters for rules regarding line of sight and buildings.
The Firing Process for Attack Helicopters is the same as either that for infantry fire or anti vehicle fire depending on the target. The only difference being that anti infantry fire may deviate. The attacker selects an aiming point as the target and confirms that the enemy he is targeting is a legitimate target i.e. in Line of Sight and visible and not against ROE. If it is not visible, he will need to move the helicopter. The attack helicopter fires at the aiming point but the fire will deviate as follows. Throw 2D6.
Attack Helicopter DEVIATION
ROLL
2 Deviate 4D6 inches
3 Deviate 3D6 inches
4 Deviate 2D6 inches
5 Deviate 1D6 inches
6 On target
7+ On target
The firer then throws the firepower dice as normal reducing cover by one level unless the targets are in a bunker. Hits are allocated as normal against all units in the impact area, which is defined below and the dice for effect is as normal.
Where two different enemy units are attacked they must be no further than 24” apart.
Door Gunners
Door gunners fire as for a vehicle mounted internal weapon, the reduction being due to the relative instability of the firing platform.
Hunting Dahir After Action Report
The table is laid out per the scenario rules with the four potential target buildings located in the centre of the table. The building Dahir was hiding in is marked with the red dot. This was unknown to the Ranger player.
Another view of the table. Buildings can be entered using 2 dice of movement removing the lowest dice rolled.
The table had a few wrecks throughout treated as hard cover.
View into the centre of the street.
Jump off markers are placed. The scenario does not use a patrol phase. Instead Jump of Markers are placed first by the Somalis and then by the U.S. As the Rangers are using a surprise attack the Somalis must roll a 5+ for any unit they wish to deploy until the first turn ends.
First phase to the U.S. They deploy a squad from either jump off point attempting to hit the buildings hard and fast. They also gain the next phase as they have rolled two sixes. They opt for the next phase instead of calling for the attack helicopter as there is no enemy currently in sight.
The U.S approach one of the buildings in an attempt to find Dahir.
Around five or so U.S phases in. The Somalis have been unlucky and have not managed to roll a 5+ at this stage to deploy any units. The Rangers have searched the buildings at the top and bottom right of screen and the bottom left. Dahir is no where to be found. They move quickly towards the fourth and final building.
Rangers having searched the building provide cover whilst Squad 1 moves on the final building.
Squad 2 on over watch as Squad 1 in column moves towards the building housing Dahir.
Somalis finally commence deploying. This unit is currently unarmed so cannot be fired on without the U.S suffering a potential political loss from killing unarmed civilians.
More Somalis deploy behind a low wall in the field to the left and open fire on the Rangers in the open approaching the final building.
Further Somalis deploy on top of the building at the top of screen and also open fire on the Rangers in the open causing casualties and shock. The U.S units on over watch return fire causing casualties.
The Ranger Leader desperately attempts to rally shock from his troops and restore order so that they can launch their final attack on the building housing Dahir. Unfortunately they are unable to get moving.
The other U.S unit providing cover is hit badly suffering a critical wound requiring the Rangers to withdraw to cover behind the wreckage.
The Somalis now hold the upper hand. The Rangers have suffered casualties and stopped just short of capturing Dahir. Ranger Morale is dropping fast and they are now in serious trouble.
The Somali unit that caused the damage. Firing down the street they caught the Rangers in the open just before they managed to enter the final building to capture Dahir. Ranger morale breaks and the Somalis are victorious. Dahir lives to fight another day.
Conclusion
A highly enjoyable game which was looking like being a success for the Rangers before the Somalis caught the U.S off guard and vulnerable. In an attempt to search the buildings as quickly as possible the U.S player failed to fully cover his assault on the buildings. Early opportunities to secure Somali Jump off points were not taken which would have made the Somali task difficult. The Somali player concentrated his firepower on the easiest U.S target to full effect and caused too many acceptable U.S casualties. The Rangers need to secure their avenues of approach and lines of escape to be successful.
Friday, 24 February 2017
Monday, 20 February 2017
Scenario - Hunting Dahir
CHAIN OF COMMAND MOGADISHU
Hunting “Dahir”
Scenario
Intelligence sources have finally got reliable information on the location of one of Aidid’s leadership, the Militia Leader Dahir, and have despatched a Platoon of Rangers to ensure he doesn’t escape.
The word from the intel source is that Dahir has taken ill and has returned to the house of his family to recover. While the intel has indicated the area in which Dahir is hiding they are unclear exactly which building he is holed up in. Ranger assault teams will enter the village on foot from two directions, moving quickly to avoid giving the target any warning.
Special Rules
Capture the target
The target is known to be hiding in one of the buildings in the local village.
The target and his bodyguard are not deployed on table at the start of the game.
Instead the Somali player notes which building the target and is bodyguard are in on a map of the table before the game starts. This is decided before the Ranger player indicates which two table edges their forces will arrive from.
Dahir has not got to the high position he is in by being foolhardy. When he hears gunfire he will seek to make his escape. To escape, he must exit from any board edge.
Dahir and his bodyguard will not activate until the first shots have been fired by either side. Once this has happened, the target will operate as normal in his next activation.
Dahir and his bodyguard may chose to remain hidden in his activation. They do not have to leave
the building.
Dahir and his bodyguard are only revealed when he either shoots, leaves the building he is hiding in, or if the building is entered by a Ranger.
Dahir must spend 1 full activation collecting his notes and plans before he escapes. If the Ranger
troops are closing in, he may elect to leave quicker, but will leave valuable intel behind which the
Ranger troops may capture by spending 1 activation to search the building which he was hiding in. If they manage to do this and Dahir escapes before either sides morale has dropped to zero then the game is declared a draw.
Capturing Dahir
In order to capture Dahir a Ranger Unit must enter the building he is located in and spend 1 activation searching the building. If Dahir and his bodyguard were in this building and had not previously deployed his bodyguards are considered killed and Dahir captured without the need for close combat to occur.
If Dahir is not attached to any other units he is automatically captured in hand to hand combat without any further action and will be forced to the ground and be taken prisoner.
If Dahir is attached to another unit that is involved in hand to hand combat and that unit loses hand to hand combat then Dahir is automatically captured even if the combat results in more kills than enemy troops.
The Ranger player then needs to escort the target back off either of the board edges which the Rangers entered from. While escorting Dahir, the Rangers may not run.
A Somali fighter may not fire at the Rangers escorting Dahir for fear of hitting their leader but may engage the Rangers in hand to hand combat. If Dahir is captured any Somali units may engage the unit that has him prisoner in hand to hand combat.
If Dahir is no longer being held by a Ranger Dahir will activate as normal and may resume his attempts to escape.
He will have lost his AK47.
Dahir can be killed by shooting per the normal rules for hits on leaders from firing.
If Dahir should be killed, the Somalis will seek out vengeance on the Americans. Somali Motivation will be set to Highly Motivated (6) for the remainder of the game.
Ranger Force Briefing
The Rangers should advance to contact while searching for Dahir in the buildings in the village. Orders are to strike fast and bring Dahir in alive and, only if there is no other possibility, eliminate him. Any resistance should be dealt with but make sure it does not slow you down from
reaching Dahir before he escapes.
The Ranger player has two squads and a HQ. Before the start of the game, but before the Somali force deploys, the Ranger player decides a table edge for each of their squads to arrive from. The Ranger player may elect to have both squads arrive from the same board edge or may decide to
have two different board edges.
The Ranger troops start off table and will move on table in their first activation based on the type of movement they choose.
As the attack is a complete surprise in the afternoon the US forces gain the Russian WW2 God of War Rule for this game meaning that for the first turn all Somali units must roll a 5+ in order to deploy on the table when activated.
Somali Briefing
The Americans are meddling in our affairs. There helicopters are hovering over our city like dark vultures, no doubt with the intention to kill our leaders. Dahir must be protected at all costs. It is your task to make sure that he escapes the American net.
The Somali forces are to be deployed in and around the settlement.
The Somali player must place 3 JOPs at least 12” from any board edge. This is their only restriction.
One building on table is designated as Dahir’s safe house.
The Somali force is a standard force in addition to Dahir.
They are unprepared for the Ranger attack so will not be able to deploy tooled up until the first shots are fired. They may tool up when deploying but before shots are fired if they have line of sight to a US force.
Dahir
Dahir is a Senior Leader armed with an AK.
Bodyguards
Bodyguards are 4 x Regular troops armed with AK.
They are not affected by the irregular rules. They will deploy within command distance of him at the same time Dahir deploys as they are inside the building with Dahir at the time of the attack.
Table Set Up
At least 4 buildings are placed within a 3 foot x 2 foot rectangle within the centre of the table.
(See diagram). One of these buildings is where the target is hidden.
Forces
US Rangers
Elite: +5
Command Dice: 5 +1 Different coloured counting 1-4 only.
RANGERS
National Characteristics
Rangers are rated as Elite.
Excellent Communications
US may also add a chain of command point when they roll a single 6 for command dice.
US unit integrity is 6 inches instead of 4 inches.
Increased Command initiative range of 9 inches for Junior Leaders and 12 inches for Senior Leaders.
US may spend Chain of Command pips to increase any of their command dice rolled up to a 4.
Body Armour
Standard Body Armour
USAR RANGER PLATOON HQ
1x Platoon Leader, Senior Leader w/M-16 or CAR-15
1x Platoon Sgt, Senior Leader w/M-16 or CAR-15
USAR RANGER RIFLE SQUAD x 2
1x Squad Leader, Junior Leader w/M-16 or CAR-15
Fireteam 1
1x Fireteam Leader, Team Leader w/M-16 or CAR-15
1x Grenadier w/M-203
1x Gunner w/M-249
1x Assistant Gunner w/M-16 or CAR-15
Fireteam 2
1x Fireteam Leader, Team Leader w/M-16 or CAR-15
1x Grenadier w/M-203
1x Gunner w/M-249
1x Assistant Gunner w/M-16 or CAR-15
The Ranger force strike has been designed for maximum surprise. As a result the God of War Rule will be in place for the first turn of the game requiring the Somali force to roll 5+ for any unit attempting to deploy on table.
No other support is available for the game.
SOMALIS
Green: +2
Command Dice: 4 +1 different coloured dice counting a 5 or 6 only
National Characteristics
Irregulars
Somalis use the Irregular unit rules
Melt Away
Somalis Leaders can spend a Chain of Command pip (not dice) to leave the table with a unit which can include themselves in contact with a JOP provided they are outside of line of sight of any enemy within 12 inches. This can be done before or after movement. They can then re enter at another jump off point (as for a normal unit placement) in a subsequent phase.
Anti American
Somalis are treated as Regulars when rolling on the Force Morale Table.
HQ
Senior Leader with AK
Junior Leader with AK
40 insurgents armed the following:
32 with AKs
4 with RPGs
4 with RPK Box Fed LMGs
Player can choose to swap any RPGs or LMGs for AKs at no cost.
The insurgent player can groups these in units as they choose prior to the first phase using the following restrictions:
Min size of a unit - 3 men
Max size of a unit - 12 men
For the purposes of the rules each insurgent team counts as a ‘Leaderless Section’ activating on a Command Dice result of ‘2’, unless activated by a Leader.
Support
Senior Leader Dahir with AK
4 x Regular troops armed with AK
No other support is available.
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