Friday, 30 October 2009
Thursday, 29 October 2009
This took me about 30 minutes most of that figuring out how to make a dome, there is also an extensive help library.
Monday, 26 October 2009
Sunday, 18 October 2009
A detachment of UN forces from the 19th Pakistani Lancers are guarding a compound holding trucks from the UN’s food relief agency.
Somali Militia Briefing
Assault the UN compound and capture as many food lorries as possible, once captured they are to be removed via either short table edge.
Defend the food relief point against local insurgents, in the event of attack, QRF units from the US Ranger task force can be called upon for assistance.
UN/US Forces 1600pts – shared (roughly 800pts each)
Somalia’s – 1600pts
UN forces will deployed in a central compound area.
US forces are off table reserves, which deploy via mobile deployment from a
short table edge, the turn after the attack begins.
Somalia forces Deployment
Non vehicle forces may deploy within 30cm from the UN location so long as they are out of LOS.
Vehicle forces deploy via mobile deployment from any table edge.
Shooting to stop – units can attempt to shoot at any of the UN food trucks in an attempt to stop them, but will need a 6 to hit regardless of other factors and it takes 3 hits to stop them.
1 Stand of infantry is converted into enough drivers for all 6 trucks
1 pt for each truck prevented from leaving the table (US/UN)
2 pts for truck that escapes (Somalia’s)
8 Turns (we decided this after the game)
Turn 2 Kicks off with Somali Sniper successfully suppressing the Pakistani CO, severely disadvantaging them. The remaining Somali Units decide that now is the time to attack and following a raft of excellent rolls move up to the buildings surrounding the compound and open fire. Barrage fire from numerous RPG Hunter killer Teams take out the Pakistani Patton’s. Opportunity fire in response accounts for some Somali casualties.
Turn 7, with the remaining trucks now on the road (command bonus!) they make good headway, in a desperate attempt to stop them the US Super Cobra strafes the last truck and immobilises it. (Points wise it is now 3-4 to the Somalis, they have to exit the last two trucks to win).
Thoughts for this game:-
- A possible reduction in the effectiveness of RPG's in the hand of militia stands.
- Buildings should have a clearly defined limit to the number of stands of infantry they can contain.
Thursday, 15 October 2009
Sunday, 11 October 2009
You can read the mission brief here:-
Turn one started with the Somali militia deployed hidden and in Ambush in the back two thirds of the table. Let me tell you 800 pts does not buy a lot, the force comprising mostly infantry with upgrades a sniper, a couple of technicals, a recce jeep and an RPG hunter killer team.
The US forces rolled on in three groups comprising troops in HMMWV’s, special forces (in trucks!) and a supporting Sheridan each, with an aim to cover the buildings as quickly as possible. An observation helicopter was covering the battlefield ready to call in a Huey Super Cobra if needed.
Initial buildings are scouted quickly, but as the Recce HMMWV leads the force a poorly disciplined mob of militia opens fire to no effect.
In turn two one US flanking group moves into the left side of the town the Sheridan trading shots with a RR armed technical, which is left badly damaged and suppressed, infantry deploy from their HMMWV’s and search nearby building but fail to find any arms caches. The Super Cobra makes an appearance and finishes of the technical with a Hellfire missile.(concerns are raised in Washington as to possible misuse of expensive ordnance)
The right flanking group of US forces triggers the first ambush, well trained RPG gunners obliterating the Sheridan, the return fire is overwhelming killing one stand of militia. The remaining militia prepare themselves for close quarters fighting as they see special forces disembark from the truck and head toward their building.
The combat is swift and brutal leaving no Somali survivors.
Turn three sees further trading of fire between the Recce HMMWV and possibly the worst shots in the entirety of Somali, clearly shooting is not their forte instead they elect to charge the HMMWV. Unfortunately command also doesn't seem to be one of their skills leaving them whistling in the wind but a few metres from their target.
The left flanking group of US forces move further into the town triggering another ambush resulting in heavy casualties for the US, many HMMWV’s are destroyed and Infantry Killed.
The right and centre groups of US move deeper into the town, nearly all of the Somali forces have been revealed now and sporadic fire fights are commonplace. Casualties mount on both sides. In an attempt by the US to gain control the Huey is summoned once again, however accurate fire from an HMG Armed technical drives it off.
With only a few buildings left unsearched and no arms discovered turn three ends. Both forces have reached their break points (4 for the Militia! And 8 for the US) while the US succeeds the Militia bottle it at this point and disperse.
Turn 4 is a rush for the US forces to discover the arms caches, one is located immediately, but the final one proves illusive. Both sides score a minor victory, a draw by any other name.
Thoughts for this game:-
- Despite my misgivings about the balance for this game, it was near perfect and thus proved an extremely enjoyable experience, the only thing I would change would be to revise the turn length to 8.
- We had changed the HMMWV’s in this mission to give them a save of 6 (small arms only) and some limited firepower, this worked well.
- It was a good choice to revise the Somali improvised AA fire to 50% a this still proved reasonably effective with out being overwhelming.
Next week, in a “Big Dave” exclusive scenario the Somalis try to capture some food supplies from a UN compound! Stay tuned…
Saturday, 10 October 2009
The Outskirts of Mogadishu, Somalia. May 1993
Mission 2 - Arms Caches
Caches of both Heavy and Light Weapons have been reported in the area. As part of the goals of UNOSOM II, the US forces in the area are responsible for:-
- Maintaining control of the heavy weapons of the organized factions to be brought under international control.
- Seizing the small arms of all unauthorized armed elements.
Therefore to stop the current escalation of Violence, follow the gathered intelligence and render these arms unusable.
- 1500 Points US Forces (No Planes or Arty, Helicopter & Mortar Support Only).
- 800 Points Somali Militia (No IED’s, ambushes may be bought as normal)
- US Forces roll on from their short Table Edge.
- Somali Militia start deployed (Hidden) in the back two thirds of the table.
- Before the start of the game the Somali player secretly designates 2 Buildings as locations for the arms caches, one in the middle third of the board and the other in the rear third.
Destruction of Arms Caches
- A building is deemed to have been searched when an infantry stand enters it.
- To destroy an arms cache an infantry stand must enter the building, and be ordered to destroy the cache, a successful command roll is a successful detonation. A blunder will mean the cache detonates prematurely, killing the infantry stand (normal blunder roll is disregarded in this instance). If engineers are destroying the cache they will never blunder in this way, instead resolve the blunder normally.
- The US player achieves a major victory if he locates and destroys both arms caches.
- The US player achieves a minor victory if the Somali Militia Breaks, or destroy a single arms cache.
- The Somali Player achieves a major victory if the US forces break.
- The Somali Player achieves a minor victory if he retains an arms cache at the end of the game.
- 12 Turns
Saturday, 3 October 2009
The American Commander on the ground "Big" Dave has been assigned a number of infantry mounted in HMMWV's with TOW support and a Huey Super Cobra giving air support, several empty vehicles have been provided with which to extract the special forces.
Standing in their path is a motley mob of Somalia militia fighters backed up with a few technicals and well sighted Ambushes. Although the American Commander knows the location of the troops requiring extraction, the Somalia militia do not and will have to react accordingly.
Where are the Special Forces lurking?
The US forces roll on and almost immediately trigger an ambush from a well sited recoilless rifle, taking out the TOW armed HMMWV and suppressing a number of trucks and infantry.
While the Somali militia move hidden in the surrounding streets the second group of American Vehicles move in what seems to a flanking move around the town centre, unfortunately a ghastly friendly fire incident results in two KO'd HMMWV's and another damaged, cheering crowds of Somalia’s can be heard in the distance by the stunned American survivors. One Sergeant can be heard muttering about firing squads.
Advance scouts from the US side call in Helicopter Support against a group of technicals that can be seen moving forward, while the cannon fire misses, a hellfire missile makes short work of one of them.
Some further movement from the first group of HMMWV's triggers a second ambush; unbeknownst to the militia fighters the same building is shared by a group of recuperating Special Forces! A brutal short range firefight ensues leaving a further HMMWV destroyed and scattered but insignificant Somali casualties. Incensed the Special Forces initiate a close assault which unfortunately results in their demise.
American morale at an all time low they barely manage to stay in the field, seeking a quick evacuation with some inspired leadership the remaining Special Forces squads emerge from nearby buildings and head toward a nearby empty HMMWV. They manage to climb aboard, whilst behind them the roar of technicals can be heard in pursuit. Huey air support strafes the group but when the smoke clears from the cannon & hellfire missile there are no Somali casualties.
Finally in an unheard of move the US forces surrender to the Militia Fighters. The level of casualties sustained finally taking their toll.
- HMMWV's need a save and the ability to shoot (we essentially used them as trucks in this game).
- Possible suspension of the break point rule, and having the game victory determined by scenario conditions/outcome.
- Toning down of the Somali improvised AA fire (they nearly destroyed the the Huey!)