It's 22 June 1990, and things are not going well. While the War of Liberation brought about a free Cuba with a democratically-elected government, pro-Castro holdovers have been causing quite a bit of trouble, detonating pipe bombs in markets, sabotaging power transformers and rail lines, indiscriminately firing into crowds, and assassinating government officials. Cuban intelligence was able to trace the activity back to Castro regime holdovers backed by Venezuela, and somehow tied to an unidentified Middle Eastern state. Overtures were made to the Venezuelan government in order to halt the violence,
Upon receipt of this information, President Waraldonez called a National Security Meeting to discuss potential courses of action. It goes without saying that General Estevante recommended war with Venezuela; El Preidente told him to put a cork in it, then turned to his diplomats, who immediately went to work, using political back channels, with the Venezuelan government. El Presidente was informed that Venezuela's bottom line was 'reparations,' payment for upsetting the balance of power and peace amongst the peoples of the Caribbean, and President Waraldonez reluctantly agreed to this scheme.
Major Villanueva and fifteen of his Special Operations troops were dispatched to escort "The Ambassador" to Agadir, Morocco, in order to deliver an astoundingly large amount of money to an individual designated by Venenzuela, in what was now labelled "Operation Pay-Off." But Operation Pay-Off was doomed from the beginning, as Venezuela and its as yet unidentified Middle Eastern co-conspirator never had any intention of honoring the deal. As Major Villanueva and his men led The Ambassador to the exchange point a string of explosive devices detonated, destroying the Cuban vehicles and the building they were headed for. A fierce firefight broke out between the Cubans and unidentified masked gunmen; the Cubans were attempting to fight their way out of the ambush zone, get to a defensible building, and link up with a a local Moroccan Quick Reaction Force (QRF), which was coordinated by Major Villanueva prior to the execution of Operation Pay-Off.
And then I changed my mind, sort of. If you haven't noticed, it's been about six weeks since I've gotten anything wargaming done. A large chunk of this is due to 'real life.' I won't bore you with details, but I haven't had a lot of time for gaming. But I have had some time; the problem there is, I've been in a bit of a rut. I started off with this great idea to play out this mini-campaign, and a follow-up five or six fight mini-campaign, but then my mojo left me. Largely this is due to the fact I planned the games with too many figures for the rules I'm using. And I keep looking at using different rules, but nothing was really inspiring me/seeming like it would work. But finally I came up with a solution: I'll break the game(s) down and play it in my modern, modified 5MAK-style (like I did with the Royal Marines in Afghanistan).
So, that's where we're at.
The lead team consists of six men, and I'll be referring to them by callsign:
SAW Gunner: Switch
SAW Gunner: Ratchet
Yes, I had three scurries (out of six activation dice), but the fight is about to start.
That was the 'free' return fire if someone shoots at you and gets no effect at all.
The bad guy Dozer previously knocked down is hidden by the building at right.
Okay, things are already not going well for the lead team. Major Villanueva takes action.
A bit of cheating: got a replacement for the lead team, had the trail team pull the casualty in, and had the overall boss rally Apoc.
The bad guys have a total of five men knocked down; they are unable to act until checked by a buddy, and easy pickins in close combat, if I can get to them. But I'm a little aggravated: each knock down means I rolled a '1'. I'm knocking them down but not knocking them out...
Trinity could have react fired at him...
Which really sucks; not only am I down another man, with not having many to begin with, but Trinity was not supposed to be super aggressive as he was the only one holding down our left flank...
How come I only roll 6s when it knocks my guys out!!??
So, Ratchet went out, was replaced by Trinity. Then Trinity, Cypher, and Tank go down. All I've got left are Dozer, Switch, and Apoc. And more bad guys keep showing up. I think it's about time to cut off the supply of new bad guys...
I've never rolled so many 1s in my life. At least they count for something in these rules!
It wasn't a miss, he re-pinned him, which doesn't allow him to return fire.
In the southeast corner (bottom left), a newly arrived bad guy spots Switch (top left, very close to where Tank was KOed) and fires.
The benefit to having all these 'man down' bad guys lying around everywhere is that they're pretty easy take care of once you get guys into position.
And with more casualties to police up on the way...
God bless, just shoot me! First, this finally finishes up the first fight of the series. I figured the first fight would take me about 90 minutes; due to the fact I put too many troops on the table and gave the bad guys never ending reinforcements, the entire game (parts I and II) took me about seven hours! Inconceivable!!!! The other issue is casualties! I started the game with 16 troops and The Amabassador. I lost two 'unnamed' troops in Part I, and then I lost Ratchet, Trinity, Cypher, and Tank in Part II. Now, usually at the end of a batrep I do the casualty rolls to figure out if the guy was lightly, moderately, heavily wounded, or KIA, but I'm not doing that for these games as they all run together and I figure anyone hit right now wouldn't be good enough to get back in the fight. I suppose could try to do something with 'walking wounded,' but in my mind, walking wounded are guys that were knocked down during the fight but ended up getting back up. So, I don't want to do the casualty rolls and allow guys to get back in the fight for the next game, but now I'm down to eleven warm bodies (including The Ambassador), and my combat power is seriously hampered as it takes a man to carry a casualty when we're moving, and I'm not leaving anyone behind. So that leaves me five guys that can fight, and still be able to move with everyone else carrying a casualty. But as soon as I take another casualty I'm down to three combat effectives (losing one to fire and one to carry him).
The games have been fun, just way too long, and my dice rolling has sucked in a truly extraordinary fashion. I've got one more fight to post, then I need to play another one to finish off Operation Pay-Off.