It's 22 June 1990, and things are 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 1220. Villanueva and his men have been in a firefight for about twenty minutes now; they have suffered six of their 16 shooters becoming casualties (though The Ambassador is safe), and they have killed almost forty 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 is on the radio with the QRF commander, Captain Mohammed Massaquoi, at the head of a convoy 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.
Major Villanueva: "Alright, everyone listen up! The QRF is pretty sure they know where we are and they know where they are. The problem is they can't get their armor in here due to being engaged, not knowing the terrain well enough, and it being too constricted anyway. They don't want to leave their vehicles as they'd be losing a lot of combat power, and then wouldn't be in a good spot to get us, our casualties, and their casualties out. They're sitting on a major fast route another hundred meters east of here; they need us to move to them. So, same drill as last time. Lead element fights us through, trail element pulls rear security and drags the casualties. Mouse, you take lead element this time."
The teams, or what was left of them, quickly reorganized, took a sip of water, redistributed ammo, took a quick look at the map, oriented themselves to the terrain, and moved out.
SAW Gunner: Link
At top is the trail element. Please note that we have taken so many casualties that, as the trail element moves is has no one that can fire as every single able bodied man, to include The Ambassador, is carrying a casualty. But we will leave no man behind. The trail element has Major Villanueva, his RTO, and Dozer, Apoc, and Switch, who were lead element in the last fight.
Time to fight, time to die!
Well, that really sucks...
I rolled a handful of 'scurries' for the bad guys, which the used to get atop roofs without drawing react fire. Not good.
Typing this and looking at the picture, I just realized I cheated: Mouse has a yellow bead, meaning he's pinned. Meaning he can't fire and move in the same activation...
RTO: "I've got them on the hook, Sir, but they can't find us and can't get to us anyway, we've got to get to them."
Major Villanueva: "@#$%!!!! They need to get here, we are on the brink of extinction here! We cannot move! Dozer: you, Apoc, and Switch get your asses over there and help get the casualties back in here!"
Dozer: "Aye, aye, Sir!"
Mouse: "Negative, we can still make it!"
Sure are a lot of bad guys out there, and a lot of them are on roofs, with great fields of fire...
Four guys on the roof in fighting shape didn't last long, did it?
I believe that was the turning point in the battle. Up to that point, while I'd taken some casualties, it was still possible for me to pull this off. But not now, not without a miracle of some sort. I can't even carry all my casualties now, and my combat power is totally shot. If Link would have just popped that dude (total miss with 2K 2S) I'm in tall cotton, as they say. Most of the remaining bad guys in the area are knocked down or in bad morale shape, and the ones still in the fight are in bad positions.
Mouse: "Sorry Boss, I thought we could make it. I'm working on getting us pulled back, but we can't leave Switch out there."
You gotta be @#$%ing kidding me!!! Neo is the @#$%ing sniper!!!
Once again I'm rolling a record number of 1s.
The hunkering terrorist at bottom center successfully self rallies, and the bad guy at top center is feeling a bit froggy...
The terrorist darts up the street, past Link, and into close combat with Apoc, who is knocked down.
I'm a bit befuddled and astounded. I'm despondent; not only can I not successfully complete my mission, I can't even go out and recover my casualties. But then, all of a sudden, my guys start shooting their asses off, and all of a sudden I'm doing okay. Mostly because I stopped bringing new terrorists every turn...
For goodness sake, that was a butt-whoopin'. I feel sick; I'm sure you Army, Navy, and Air Force guys are used to losing, but I was a Marine, and it doesn't sit well with me, even when I'm playing solo ;) We just couldn't get it done, we suffered mightily at the hands of the enemy RPGs. I'm aggravated about my firing dice; not just 'knockdowns' rather than kills, the kills just come back on the next turn anyway. Nah, I'm aggravated about the three or four times I rolled three or four shooting dice and failed to get a single result, and so the enemy got to return fire, and in three of the four instances the enemy put one of my guys on his back.
Well, that was not how the fight was supposed to go. The last scenario is supposed to be an Alamo-style fight while the QRF rumbles in to save the day, but I changed it up. Seeing as how we didn't get where we're supposed to be, the QRF can't make it to us. And we have too many casualties to move. So my compromise is, the Cubans will hole up in the building they currently occupy, and send a small team out to establish contact with the QRF and lead them back in to pick up the rest of the unit.
I've actually already played it! I'm working on the batrep, so stand by.