AKA, Unit 101's 5th Fight of Operation Payback
It's 0315 on 11 Jul 1990, and Unit 101 is in Lebanon, closing in on The Mayor in the village of Jezabyl. The village is very small, and inhabited only by people that are well armed and loyal to The Mayor, and the tactical problem is that the platoon needs to take The Mayor alive. They're plan is simple and straightforward: Team 1 will bust the door down (this fight), and then Team 2 will dart through and grab the target (next batrep, at least assuming this works). Meanwhile, the sniper and MG teams will be to the southwest, in position to isolate the enemy compound (keep reinforcements from getting in) and prevent escape (keep the target from getting out).
Ten of the Cubans are from Khurasan's PMCs, with two men from Battlefront's US Navy Vietnam-era SEAls, and the sniper and MG teams are from Eureka. The bad guys are Rebel Minis' insurgents.
The Final Combat/SOF Warrior activation system is built around better troops activating more frequently, so I should be able to pit a small force of highly trained, highly experienced dudes against some local riff-raff, no problem. Right? ;)
But it's time to fight.
*I forgot to check the other bad guy at bottom right's morale; I'll do it next time he activates.
Wow, all that, and that's just the end of Turn 1!!! But I'm digging it; my SOF troops are feeling very effective, but no untouchable (obviously, Switch took a round straightaway).
Damn, these rules are disgusting! ;)
Things are not looking good for the bad guys; they are down to the guy next to the cornfield (bottom center right), and a 'shaken' guy off camera to bottom right.
Switch is bleeding off camera to right, and for all of you whining about not sending someone over to help him out, the first rule is 'win the firefight.'
Ben, if you're reading this, that dude failed his morale roll by 16!
The rules worked out great. The game was kinda long, but that's true anytime you play a set of rules for the first time, and there are a lot of modifiers to look up (firing, spotting, morale, hit location, figuring out impact). And I couldn't find my D20, so I was rolling two D10s, which I like better anyway (I always hate rolling only one dice, just a personal hangup).
The rules let me throw six Special Forces good guys on the table against fourteen Mediocre bad guys, and the good guys won, losing one man seriously wounded, while the bad guys suffered eight KIA, five WIA that managed to escape, and one WIA that was captured. The phased activations throw some 'stuff' in the game, which also allows the matchup of disparate forces, as do the spotting rules. I like the hit location stuff, just for fun, but it doesn't really effect gameplay (it can, in terms of if you roll up hitting a guy in the foot, and he can't be hit in the foot, then you just missed, but that didn't happen to me), and it's a little bit of a pain in the butt (not too much) tracking bad guys that were wounded but are seeking to escape (whereas, in my normal rules they'd just be marked by a casualty figure, out of the fight).
In any case, the next fight will be using the same rules, the same way, then I'll look at changing things up if I think I need to. Hope you liked it, I certainly did!