So week 2 rolled round and after a faux pas
from me not bring some Taliban figures we kicked off, right from where we left
off the previous week.
The Taliban started the game with a few
re-enforcements but without two of their RPG’s. This was to have major
repercussion later.
When we left the game last week the Brits
had 3 men still holding the river, one UGL on the roof of a nearby building,
one UGL in stairwell of the same building and one hidden in the rocks next to
the river. To say these guys were dug in was a bit of an understatement. They
would again weather a full two hours of play without moving.
The new Taliban arrived from the board edge
on combat phase 20 and spent their time moving close and entering building to
get height advantage. The Brits didn’t activate until phase 16 so the Taliban
made good use of their movement phases to get into position, both against the
river group and the approaching engines of the off-table vehicles
Phase 16 saw the Brits splash a Taliban on
the roof with UGL fire. First blood to the Brits, (second week running). The rest of the fire from the team just
helped to keep the T’s head down.
Phase 15 rolled around and all the vehicles
activate and arrive on the board. This was the time the game became damnation
alley (At least it should of if I had brought the RPG chaps). The first vehicle
an unarmed Landrover drove on to the board, straight along the road, the off
through a fence into a corn field and its two crew jumped out. This was either the craziest move in the
world or something deeply clever (the jury is still out) but it sure made a
great distraction.
The next vehicle was the Warrior, this only
had crew as it was carry wounded in the back. Now I would have brought that big
metal monster on and rock and rolled with the RARDEN cannon but no, Ray stuck
to the mission narrative, more power to Ray, and went hell for leather to save
his wounded and so began the Warrior’s run. Completely ignoring the road it
headed in the straightest line across country to the river crossing. Eating up
the first couple of obstacles with ease. While I am sure the wounded weren’t
enjoy the cross-country ride it was definitely getting them to MEDEVAC point
quicker.
It was at this point a T in a nearby
building fires his RPG on snapfire at the huge metallic beast but had a melt
down on dice rolls and missed, however he didn’t miss that much and the Warrior
took a morale marker.
The final vehicle the WMIK ran the gauntlet
of the road and as we knew that out there somewhere was an IED we kept waiting
for the bang. A bang I am happy to say never came. (This gave us some ideas for the new Taliban ORBAT)
In the next few phases the Taliban tried to
move again up along the berm again and some desultory fire from the middle of
table led to one of the Brits being wounded by 1pt most of it soaked up by the
body armour, however this did stop the UGL gunner from loading which was
annoying.
So far, so good, The T’s had several rounds
of moving and firing and basically putting morale markers on the squad holding
the ford but not much else.
The only Brit shooting of note was the UGL
gunner on the roof performing a mirror image move of his opening shot and
dusting another T in exactly the same place as the last one had been. I think
this discouraged Craig H from using those stairs for the rest of the game.
With one of the berm T’s finally making it
around the building, he decided to race right up to the wall so the nearest Brit
had no cover save and let rip with his AK. Never has a man been so lucky, his
body armour soaked all the damage but it did knock him to the floor (prone).
On his combat phase the Brit stood up, ran
up to maximise the shot, only to be snap fired by the same insane T, who this
time missed. The Brit then cut him in half with his armalite, scratch one T.
The warrior meanwhile continued to move
across the round terrain and then got stuck crossing a hedge. We had visions of diesel fumes and roaring
engines as the tracks just whirled round as the Warrior tried to use its tracks
like chainsaws to cut through this hedge.
Again both sides tried fire but not really
to much avail and then WMIK instead of crossing the river to safety, turn 1800
degrees at the ford to face the enemy and let fly with his HMG unfortunately it
was just tracers in the sky as the T on the roof was just too comfy hunkered
down (prone).
Finally the warrior cuts itself free and
exits the board and the game effectively ended but we did play on for a few
more turns with one Brits crossing the ford only to be shot in the middle of
the ford but again saved by body armour. At this point we called it a second
win for the Brits.
If the Taliban had there normal amount of
RPGs I think the game would have been quite different so I think this may well
get another playtest before being released in Despatches No.2.
My thanks to the players, Ray, Chris Craig
W and Craig H (who brought along some nicely painted Germans to show), all who
played in the spirit of the game and were narrative to the core. A special
thanks goes out to Ray for hosting us all yet again at his place.
And we would have gotten away with our attack if our RPG gunners could hit the broad side of a barn (about the same size as the side armour of a Warrior!)
ReplyDeleteVery interesting AAR. I had not seen so many vehicles in a game!
ReplyDeleteJuan, The biggest we have played had was four players with 2 helicopters , 3 Humvees and 2 Technicals and about 40 figures a side, it still only took 3 hours to play but was played on a 12ft x 6ft table. The more figures you have the more room you need. So the game will scale quite well.
ReplyDeletevery nice table and figures and well written AAR, thanks
ReplyDelete