AKA, the 11th fight of Operation Payback, AKA, The Death of Rebel 33
It's 0430 on 20 July 1990, and the Cuban invasion of Avalor continues. In the last fight we saw one of 10th SF Group's Reconnaissance and Surveillance (R&S) teams, callsign Rebel 22, run into trouble on the way to OP Juliet. They got into a fierce firefight, took a couple casualties, and were extracted. Nothing's been heard from Captain Wallestre and Rebel 11 outside the normal comm checks, so they're assumed to be good to go, likely almost to OP India, and here we've got Rebel 33 on the way to OP Kilo, with 18th Airborne Grenadiers scheduled to jump into their DZs in exactly an hour. But all is not well with Rebel 33...
Time to go!
A tactical error...
Meanwhile, Cole is on the radio calling for support: "Gunslinger 41, Gunslinger 41, this is Rebel 33, we are 300 meters southeast of OP Kilo, we've got contact danger close, stand by for 9-line (close air support request)..."
"Rebel 33, Rebel 33, that's a negative on your 9-line, we're a little busy at the moment. Rebel 22 is in contact and has taken casualties, QRF en route."
"Dammit, Gunslinger, we're contact danger close! We need help right @#$%'ing now!"
"Roger, Rebel 33, but we're one up right now (the only aircraft available). Circle the wagons, we'll get there as soon as we possibly can, out."
Cole: "Boss, we got problems!"
*That's all made up, they just failed the CAS roll, and I dunno if they're going to make it long enough for another one,
*I forgot, I AM cheating a little bit for the Cubans in these fights. Being as these are Special Forces and all, when they receive a roll of 'out of the fight,' I mark them with a casualty figure, but a good guy can come up and check them, and if we get a decent roll he's just wounded, and I'll roll to see where he got hit and how it will affect him in the game. But somebody's got to get to him, and it's gonna be mighty rough getting to Syko and Wade laying all exposed out there in the damn field...
Cole takes the opportunity to beg Gunslinger 41 for assistance again, and he's rewarded: "Rebel 33 this is Gunslinger 41, gotcha lima charlie (loud and clear). We're finishing up here and will be there directly, just hang on!"
Cole calls out to his team mates triumphantly: "Hang in there fellas, guns are inbound!"
Rose is now the only man still in the fight, and he's suppressed. There's a small chance if I can get him rallied and have him check Rod, then get really lucky and he can get back in the fight. But I don't see how in the hell I can get to Syko, Wade, and now Cole. We just gotta hope the gunship can get here in time...
Rose snaps out of it (successfully self rallies!) and grabs the R/T: "Gunslinger 41 this is Rebel 33, I need it now and I need it a lot!"
Really? Five guys bunched up and all I get is a single 'man down'??? I rolled 3K 4S on that damn thing...
Rose is back on the radio: "Gunslinger 41, Gunslinger 41, hurry back around, I need another pass, they're all over us!!! We need the QRF!!!"
"Roger, Rebel 33, I'm coming back around, but that's a negative on the QRF son, they're engaged."
"Gunslinger, we're about to be @#$%ing overrun, I need help right @#$%ing now!!!"
"Calm down Rebel 33, and talk me onto another target son."
If you're wondering why I'm still going even though the good guys can't possibly rally themselves back into the fight, there is a slight chance they could win a close combat as the bad guys try to finish them off, and then maybe I've got something.
"If they're too close to talk, just key your handset. Dammit! Come on Rebel 33, I see a ton of movement down there!"
"Rebel 33, Rebel 33, this is Lawndart 57 and Lawndart 58, fastmovers inbound with Snake and Nape, send your 9-line."
"Lawndart callsigns, this is Gunslinger 41. Rebel 33 is off the net, either Kilo India Alpha or on the run. I want you to hit their pos, stand by for grid..."
Well, that sucked. Rebel 11 is in place at OP India, but OPs Juliet and Kilo are vacant as Rebel 22 had contact and was extracted, and Rebel 33 was eliminated. This fact will now make the fights at the Drop Zones and for the objectives (training areas and barracks) more difficult. Thanks a lot, Rebel 33... That was pretty intense, and I never felt like I was out of it. Perhaps too optimistic ;) I gotta tell ya, my shooting dice left a lot to be desired. The team had too many fire and return fire situations where we could have evened the score, but were unable to, and when the gun run went in and only managed a single 'man down,' my heart sank. But most of all I'm mad at myself for my Quixotic charge in the south with Cole, rather than keeping him in cover and moving him north to try to get something working with Rod (and maybe Rose, once he was forced back). If the roll for the QRF would have worked, I'd have landed another damn SF team right there in the middle of the fight. But it didn't...
In any case, only one of three R&S teams is in position, and the jump is about to occur. The next three fights will be LGOPs (Little Groups of Paratroopers) versus bad guys on the DZs as the Cubans land and look to form up before moving on the objectives.