Saturday, April 16, 2016

Cuba Libre - Cronistria Fight #13

All,

It's 1430 on 5 June 1990, and SSgt Bettancourt's 3rd Platoon, Alpha Company, is dug-in in the village of Brevno, the scene of three previous battles between the Cronistrian Democrats (led by TF Rojas) and Communists.  Once again the Communists fell back after the battle, and for the past several hours they've been pounding Brevno with artillery.  They suffer from poor coordination and control, so they don't manage to get an overwhelming force into the village as the barrage lifts, but SSgt Bettancourt's platoon has been significantly impacted by the bombardment.

The opposing forces, with Democrats at top and Communists at bottom.  A relatively even fight, but the Communists are on the attack and, coming on the heels of their bombardment, they have the initiative.  All figures are 15mm Eureka Miniatures, from their Modern Russian, Modern Australian, and Chechen lines.

The remnants of SSgt Bettancourt's 3rd Platoon: seven riflemen, an RPG gunner, and himself.

While the Cronistrian National Guard manages to get only a leader, an RPG gunner, and nine riflemen to the point of attack.

The village of Brevno, north is up.  The locals spotted trouble coming from both east and west and left town.  The village consists of the Inn at top left, the Post Office at top center, Apartments at top right, the City Office at bottom right, and the Manor at bottom left.  A few trees, hedges, haystacks, market stands, and a single (inoperable) automobile dot the landscape.  Democrat artillery has struck the Apartment Building, while Communist artillery struck the Inn, the City Office, the Manor, the Post Office, and the Apartment Building.

Starting positions: the Democrats are at left, with their men clustered around the Manor (bottom center-left) and the Inn (left-center), while also covering their left flank with men in the Post Office.  The Communists are on the attack and are moving into the village from the east (right).

The fight starts with Communists pushing forward up to, and into, the Apartment Building.
And to its right.

And then, back on Main Street, the enemy RPG gunner fires a rocket at the Inn

One man is put out of the fight (center left), while the rifleman in the Manor (yellow bead at center right) and the RPG gunner (bottom center) are pinned.

SSgt Bettancourt (bottom left, in the Inn) returns fire but misses.

Which allows the Commie RPG gunner to move forward into the Apartment Building (far left, from explosion at bottom right).

On the left, an enemy rifleman peers out from behind the City Office (bottom center) to fire at a Democrat rifleman.

The rounds miss, and return fire pins the Communist rifleman.

SSgt Bettancourt leaves the Inn to move up to the Post Office (next to black automobile at bottom center-left), while the rifleman in the Manor (bottom right) moves right inside the building to support the right flank.

The rifle in the Manor (top left) successfully rallies, but the RPG gunner fails and falls back (red bead at bottom center, from yellow bead at center left).

The rifle at center in the Post Office exchanges fire with the RPG gunner in the Apartment Building, to no effect.

And then he decides to charge into the Apartment Building!

But he is rebuffed, falling back into the Post Office, nervous (bottom left).  So SSgt Bettancourt charges the RPG gunner (center).

And the Staff Sergeant it also forced to fall back into the Post Office (bottom center-right), scared.  A rifleman on the far left opens fire on the Commies...

Forcing an enemy rifleman to fall back and hunker (red bead at bottom right, from explosion at top left).

A Communist rifleman pushes forward on the left (bottom left), while the enemy leader and a rifleman push forward in the center, looking to get into the other leg of the Apartment Building (top center).  The rifleman at top right tries to rally but fails and runs off the map, while the rifleman at bottom center successfully rallies.

Back in the Apartment Building, the enemy RPG gunner fires his rifle at the only remaining effective in the Post Office (top left)...

Forcing him to fall back and hunker, leaving a pinned rifleman in the Post Office with the hunkering SSgt Bettancourt.

A situation ripe for close combat exploitation...

On the far left flank, the enemy rifleman there (bottom right) fires on the Democrat rifleman in the Manor (center left), pinning him.

The enemy rifleman then moves up, drawing react fire from a nearby Democrat rifleman.

But he is unscathed and arrives behind the concealment of a nearby haystack.

A little overextended, if you ask me.

Back in the center, the Commie Boss (bottom right, with RPG gunner next to him) sends a rifleman into close combat with the pinned Democrat rifleman in the Post Office (left)...

The Democrat rifleman is put out of the fight, and the Commie (center right) moves to dispatch SSgt Bettancourt, but succeeds only in forcing him to fall back and hunker again (far left, next to a hunkering rifleman).

From behind the Democrat line, you can see how bad the situation is: a rifleman and SSgt Bettancourt at top left, both hunkering.  A rifleman pinned in the Manor (center right), and the RPG gunner hunkering at bottom right.  They begin rallying the troops...

The RPG gunner (bottom right) and SSgt Bettancourt (center left) rally successfully, but the guy next to him fails and falls back (bottom left).

The RPG gunner moves up to the corner of the Manor (bottom left), drawing react fire...

Which misses, so he fires a rocket at the Apartment Building...

The enemy RPG gunner (center left) is knocked down, and the Bad Guy leader is forced to fall back (far right).

Doing his best to salvage the defense, SSgt Bettancourt (far left) fires on the enemy trooper in the Post Office (center)...

The fire has no effect, but Bettancourt is already committed and charges into the Post Office...

Where he falls next to one of his rifleman!!!

The enemy boss rallies (bottom right), while his men push forward in the Apartment Buildeing (far right) and the City Office (bottom left).

An enemy rifleman sprints in to check on the knocked down RPG gunner (top right), and gets him back on his feet.  Then the rifleman fires on the Democrat RPG gunner (bottom left)...

He misses, and the Democrat RPG returns fire with his AK, getting a pin.

A Commie rifleman in the Apartment Building (bottom right) fires on a Democrat, but misses.

While the enemy rifleman in the City Office (bottom center) moves forward towards the pinned Democrat in the Manor (bottom left).

The Democrat rifleman on the far left flank (top left) and in the Manor (center left) both successfully rally.

While the RPG gunner slams another rocket into the Apartment Building...

Knocking out two men in the Apartment Building (center), forcing the enemy rifleman in the Post Office to fall back (red bead at center left), and pinning the enemy boss (yellow bead at right)!!!

The RPG gunner then fell back (bottom left, from explosion at left center), while the Democrat rifleman in the Manor (center) fires on the enemy troop creeping forward in the City Office...

The enemy trooper in the City Office (center right) drops, and the Democrat rifleman falls back.

The Democrats have suddenly put a tremendous hurt on the Communists, but, with their leader down, and several casualties previously, were already committed to pulling back.  Unfortunately, in pulling back they abandoned SSgt Bettancourt in the Post Office; he managed hide amongst the dead and then, under the cover of darkness, he drug himself back to friendly lines, where he was evacuated to Cuba due to the seriousness of his wounds.  Sgt "Goss" Gallegos moved over from the Company 1st Sgt position to take over 3rd Platoon of A Company.

So both sides ended up with three serious casualties, but the Communist casualties all came right at the end as the Democrats were laying down fire to cover their withdrawal.  Funny how things work out.  But now the Commies own Brevno, and the Democrats are pouring artillery fire into the town in order to take it back tomorrow.

That's all the fights I've played so far, but more games to come soon.

V/R,
Jack

13 comments:

  1. How big was your table from end to end? The play space part of it I mean.

    It looks pretty "cosy" with a gun barrel waiting behind every corner :) 2x2 feet ?

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  2. Hello Jack,

    I am still alive! Have just read the last 3 (11, 12 and 13). I think your boy should have won game 12. Otherwise, they all seemed fairly close. I do like the how more buildings become ruined as they are bombed from the previous game.

    Hope you are well and not suffering gaming withdrawal!

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    Replies
    1. Shaun,

      Hey buddy, glad to hear you're still alive! ;). And I am suffering gaming withdrawals; had a lot going on here lately and just haven't been able to get any games in. I hope you're doing better than me.

      V/R,
      Jack

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    2. Until yesterday I was doing as badly as you. Yesterday I acquired the Zombicide boardgame (it has minis) secondhand and my 7yo son and I have played three games of it so far. He gives it a 10 and just said (as we have just finished a game) "Dad, I fully really love gaming now". I am not a big zombie fan, but the game is fun. He knows more about zombies than I do!

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    3. Zombies, eh? Well, if he's having fun, you must be having fun too ;)

      I've been getting a little painting/prep done, but not much, and no games. I'd like to fix that this weekend, but we've got a baseball game Saturday and Sunday is Mother's Day.

      V/R,
      Jack

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    4. When I said I was not a big zombie fan, I was overstating it - i have zero interest in zombie games. But the game is fun and interesting so I do enjoy them. I am now revisiting my skirmish rules for 20mm (loosely NUTS! based) so that we can cooperatively play against the enemy (which is where the two hour wargame rules really shine).

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    5. Shaun,

      Yeah, I'm with ya on the zombies... And 20mm WWII is driving me crazy right now. That is, there's a bunch of it upstairs calling for me to paint it. Not sure I'll ever get to it at this rate...

      A lot of folks have problems figuring out Force On Force, but I took to it pretty easily (at least I think I did; probably doing everything wrong). NUTS! is the one I can't quite get my arms around. I always wished I could play NUTS! with someone that's good with it, to show me the ropes. I always felt like their was a rhythm to it that I just couldn't figure out.

      But I look forward to some batreps from you, and I think co-op fighting would be cool.

      V/R,
      Jack

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    6. If you're ever up Michigan way, I can show you Nuts, we played it as our primary game for a year or two.

      The learning curve was kinda steep though since we started with the original spiral-bound book. The current ones are far better explained :)

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    7. Ivan,

      I didn't play it nearly as much as you. I like them conceptually, but just couldn't get them to work. The mechanics were easy to understand, but (for me) were just very cumbersome, with one roll after another just to resolve a single action sequence.

      I always felt like it must have a certain rhythm/cadence that would make it flow that I just couldn't figure out. Don't think I can make a trip to Michigan for this in any case, but you could always come down to DFW ;)

      V/R,
      Jack

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    8. Hello Jack,

      I found it had a lot of dice rolls as well but really liked the action/reaction nature of the rules, which is why I created my own much faster, one d6 based version of the rules. No surprise there though! I used these for the comic book skirmishes last year and these are the one I plan to co op play with my son. But then the 5 core engine is really good too! We are spoiled for choice :-)

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