It's 22 June 1990, and things are really, really not going well for Major Villanueva and his men. They are in Agdir, Morocco, where they were charged with escorting The Ambassador to a meeting, but there was no meeting, it was all a ruse that led to a complex ambush. That was at noon; it's now about 1245. Villanueva and his men have been in a firefight for roughly forty-five minutes now, and they have suffered a whopping 11 of their 16 shooters becoming casualties (though The Ambassador is safe), and they have killed almost sixty enemy soldiers. They got off the 'X,' out of the kill zone, by fighting their way approximately 100 meters to a building where they are hoping to hole up and wait for a Quick Reaction Force (QRF) made up of Moroccan Army troops and vehicles (this was coordinated prior to the operation beginning) to come in and save their bacon.
But Major Villanueva has been on the radio with the QRF commander, Captain Mohammed Massaquoi, at the head of a convoy consisting of a company of infantry supported by a platoon of tanks, and things are not looking good. First, comms suck in the built up area. Second, the maps suck, and the meeting site is in a very inhospitable (to the Moroccan government), congested area, so both the Cubans and the QRF are having a hard time figuring out exactly where they are and communicating it to the other. Lastly, the Cubans are not the only ones under attack; the bad guys are also attacking the QRF. So effecting a linkup between two forces not used to operating with each other, in areas neither is particularly familiar with, with spotty communications, under fire, is proving to be quite a task.
In our last fight, Major Villanueva again split his force, with an advance element clearing the way to a building near the QRF, and the rear element protecting the casualties and moving up once the coast was clear. But things went horribly awry, and a seemingly endless wave of bad guys flowed in, making very good use of RPGs to pound the Cuban position and small arms to cut them up in the narrow streets. The initial Cuban push was forced back due to casualties; Major Villanueva quickly re-organized the lead element, not to continue the assault to the destination building, but solely to recover the Cuban casualties and and fall back to the current position. But Mouse, a team leader, was confident he could move his men southwest and secure the destination building, and so he pushed his shooters forward. But they were chopped to pieces, with three casualties falling within about three minutes and 20 meters of each other. Ultimately, one final push was made and the Cuban casualties were secured, but they had to fall back to the original position, still occupied by Major Villanueva.
At this point water, medical supplies, and ammo are running low. Many of the wounded are fading, and some have actually passed out due to loss of blood, and the casualties actually double the number of able-bodied operators. Hope and time are running out, and Major Villanueva floats his final plan, a desperate, last ditch effort to get out of this jam by linking up with the Moroccan QRF. Major Villanueva works out it out with Captain Massequoi: the Cuban force cannot move as a whole as there are simply too many casualties. Major Villanueva will lead several men forward to affect the physical linkup with the QRF, and the QRF will detach a force to travel back to the Cuban position, secure the casualties, then return to the QRF's primary position before exfiltrating the area.
The plan is for Rake and The Ambassador to stay with the casualties while Major Villanueva, Neo, Mouse, and Dozer fight their way through to the QRF, link up, fight their way back to the Rake, The Ambassador, and the casualties, load them up, then fight their way back to the northeast.
Time to go.
But so far I'm at least keeping my guys concentrated, able to support each other.
So I've fired three times and rolled three ones. Like I said, I love these rules, where at least I can survive my propensity for rolling ones...
That really sucks; as I've sent Major Villanueva and Mouse around to the south, my only option now is to move Neo off his perch to help him out, or cheat by using Rake or The Ambassador, who are supposed to stay with the casualties and watch for enemies off table to the west and south.
Oh @#$%, I'm gonna have to cheat! If I make it that long! The bad guys are really feeling their oats and decide to decisively push forward to capitalize on their numerical advantage, hoping to finally wipe the mat with these Cubans...
Nice shootin', Tex, I needed that!
Guys that just recovered from knocked down aren't supposed to be able to act in the same turn they recovered.
The terrorists decide to split the difference...
I gave Dozer a +1 in close combat due to better quality, and he won by one! I actually rolled boxcars for the close combat, what a waste!
Wow, what a fight, and what an Operation. I actually had planned to put more bad guys on the board once the linkup with the QRF occurred, so they would have to fight their way back to the Cuban building in the southwest, then fight their way back to the QRF main body, but I was exhausted! The games were a lot of fun, set the stage for Operation Payback, and I'm happy with how things worked out.
The Cubans took out almost 70 terrorists during these three (four?) fights, but they suffered as well. Here's the tally:
Both the unnamed operators from part 1 of the first batrep were KIA. I rolled up the casualty affects for all twelve guys, but only had two KIAs, so I assigned both to these unnamed guys. Then, in order of descending severity:
Morpheus lost a leg to an RPG in fight number two and was medically retired.
Niobe was hit several times by small arms fire; he was allowed to stay in the military, but transferred out of the Expeditionary Forces due to permanent effects.
Apoc, Tank, Link, and Major Villanueva were all lightly wounded and missed about ten days of duty while recovering from their wounds.
Trinity, Cypher, and Switch were all lightly wounded, but able to return to duty immediately.
Ratchet wasn't wounded, but is showing signs of combat stress (AKA, 'battle fatigue').
Dozer, Mouse, Neo, and Rake came through unscathed, as did The Ambassador. Not sure where the money went though ;)
That was the first time I'd ever played scenarios designed for Force on Force with anything other than Force on Force, so I think I've got a decent handle on how to make it work for what I'm doing, though initially I was trying to do too much. I've also decided that, with Special Forces fights where they're drastically outnumbered, I'm going to do the casualty roll immediately when an SF guy goes 'out of the fight,' so I know whether he's dead, heavy/moderate/lightly wounded, etc..., to decide if I want to keep him in the fight or not (albeit, in a reduced capacity). I'm also going to go with Ivan's recommendation for rolling to see if a recovered 'man down' is now a 'walking wounded' troop.
So that wraps this up for a bit, and Cuba Libre for a bit. I think I'll be heading back to 3mm Hakuna-Matata, just for Nik, though just saw FSN request KG Klink. Too many projects ;)