It's 1745 on 29 June 1990 and it's time for a diversion. I've been playing 5Core Company Command in 6mm, but I've got a hankering for some modern skirmish, so here we go. I've been playing out "Operation Chokehold," where Cuban mechanized forces have been on a blitzkrieg, pushing north and east to encircle the Cronistrian capital of Miran. This effort has been going swimmingly, but the operational planning had identified Cronistrian Communist armored forces to the north of the battle area. As a counter, known as "Operation Cro-Wings*," Lt Trojas' ODA 626 was broken up into five- and six-man teams infiltrated into various 'hides' along the northern edge of the Operation Chokehold area of operations. The teams settled into the hides to perform surveillance on avenues of approach to the north, acting as tripwires for Task Force Galban. The plan was for the recon teams to report if Communist forces were seen massing or moving towards Task Force Galban's left (northern) flank, providing time for the Cuban mechanized forces to prepare for any Communist counterattacks.
And that is exactly what happened. At approximately 1710, Team 3 of ODA 626, under GySgt "Turk" Dos Santos was settled into its hide atop Hill 781 when it spotted Communist forces and called it in to TF Galban headquarters. Not only was the info immediately relayed to TF Aguilera, who immediately set about preparing a reception for the incoming Communists (Cronistria fight #24), but Cuban F-4 Phantoms were sent in, arriving on station at 1730 and making several runs, devastating the Communist armor.
Turk's team remained in its hide, at 50% (half on watch, half sleeping), with no expectation of contact. Unbeknownst to them, Communist forces had identified the team's location via radio-direction finding equipment and dispatched militia to take on the Cuban Special Forces troops. At 1745 SSgt "Chick" Alfaro alerted the team via intra-squad radio: "Contact, contact, everyone up. We've got movement down-slope to the north."
*Operation Cro-Wings: yeah, this is a direct rip-off of "Lone Survivor" and the real-life "Operation Redwings."
From bottom left: GySgt "Turk" Dos Santos, Sgt "Badger" Canales, and Sgt "Bolt" Echevarria.
I will make things a little easier on myself: in the rules (as with most rules), when someone gets shot there is an 'out of the fight' option. That guy is done for the fight, then after the fight I roll to see if what actually happened to him; there are options for 'dramatic scar,' knocked unconscious, light wound, serious wound, debilitating injury, and dead. To make things potentially easier for me, when one of my guys gets an 'out of the fight' result, I will move a buddy over to check on him, and then I'll make the casualty roll to see what actually happened to him. If he's dead or seriously wounded then one of my guys will have to carry him out, but if he's 'lightly wounded' or less he will be able to continue the fight, just moving a bit slower, some other penalties for shooting and reactions.
In reply to Chick's call of contact front (north), Bolt gets on the radio: "contact right (east) AND rear! We're spotted, going loud!"
Chick cries out into the radio: "we gotta get outta here! Enemy to front (north), platoon size, coming up the slope. Bolt reports enemy to east and south!"
Turk replies: "all, break contact south! Rally point crest of Hill 850!"
So, Bolt received an 'out of action' result. Instead of him just being out, I moved Turk over to check him, then rolled on the casualty chart, getting 'serious wound.' This means 1) Bolt is not only out of the fight, but 2) now I've got to have someone carry his ass all the way up Hill 850.
That's three times the bad guys have fired and totally missed; can't last forever...
*I actually rolled and he missed, but if he hit I was going to roll to see if the PK gunner hit my guy, his guy, or both.
Another total miss by the bad guys!
Badger goes out of the fight and Chick stays down. That's a 1 and a 6 on the 2D6 check.
I put Badger's figure back in the table, take off Chick's, and replace it with Badger's casualty figure. Dammit, I need to get moving!
Nice shootin', buddy!
It's the bad guy turn again: they have three men off board (they can come on, but don't activate this turn), five men knocked down, and two men suppressed. That means no one can actually activate this turn; the suppressed guys can roll to self rally, but that counts as their activation. The knocked down guys can't do anything, they have to be checked by a friendly. The suppressed guys successfully self rally, and three new bad guys come on the board.
Good grief, I'm exhausted. This game really took it out of me. Six guys manages to move all the way across the board, chased by bad guys on three sides, taking out twenty-three of them. Of the good guys, only Turk and Goss were untouched. Badger and Bear were lightly wounded, Chick was lightly wounded twice, and Bolt was seriously wounded. The game mechanisms worked great, just the constant replenishment of bad guys really stretches the time out as you never have the opportunity to 'break into the clear,' and the constant stream of new bad guys means you're always only a single bad roll from potentially getting overrun.
Hope you liked it, fight number two of Operation Cro-Wings coming right up. Oh, and someone please do me a favor: I've posted about eight batreps recently, and not received a single comment, and I did in the past, so I'm starting to wonder is something is wrong with the mechanism for leaving comments on the blog. So, if one of you doesn't mind, please leave a test comment here. Thanks in advance.