- 28/03/2015 at 02:26 #20721
Tell me you didn’t buy Battlefront T-35’s!?! Those puppies are so expensive – I know, I bought two boxes of two tanks each and almost had to take a new mortgage out on my house! They are nice models but right after I bought them I felt guilty. I still do! The jeers and derision I got from my wargaming mates when I finally fessed up to buying these monstrosities was painful to say the least. I sincerely hope that you had more sense than I did and bought Zvezda or some other models.
That is a great idea and if Elvira is an immortal vampire then it could be Elvira herself! You have solved Kyote’s problem!
Cheers and good gaming.
Rod Robertson28/03/2015 at 02:42 #20722
I’m an idiot and bought the BF , T-35’s as Zevezda is not available locally and I have no credit card or paypal to buy online. So most of what I buy is from my FLGS, who can order from BF.
Oh and yes Elvira is a Vampire….28/03/2015 at 02:51 #20723
Welcome to the PT Barnum Club. We are a pair of mooks! But at least we will have glorious T-35’s breaking down all over our battle fields. Long live the Rodina-Mat!
Cheers and good gaming.
Rod Robertson28/03/2015 at 15:15 #20747John D SaltParticipant
I know this will sound weird but Afghanistan has more Ceder tree’s than Palm tree’s when there are any tree’s at all.
There are also pomegranate trees. Which, it turns out, have nice juicy leaves (which make pretty good electromagnetic lenses) about as long as the wavelength of the UHF personal radios employed by some British forces there. I understand that patrols moving through plantations of these would signal their progress by occasionally going to the foot of a tree and giving it a good shake, as the effective range of their radios was reduced to less than shouting distance.
Isn’t technology wonderful?
All the best,
28/03/2015 at 16:06 #20751
- This reply was modified 6 years, 2 months ago by John D Salt.
Now that is weird.28/03/2015 at 16:32 #20754
A very strange bit of trivia John and strangely much appreciated. Welcome to the Twilight Zone! (Insert strange music here) Are squirrels jumping from branch to branch in order to eat the berries and seeds using frequency-jumping electronic counter-measures on behalf of their Taliban allies?
Good gaming and cheers.
Rod Robertson.02/08/2015 at 19:39 #28498
I play-tested a new modern Afghan Scenario yesterday. No pics, I don’t do computers well, but here is a brief thumbnail description of the scenario.
The game board was a 5′ X 7′ table with the shorter sides forming the north and south ends of the table. At the north end of the table was a walled Afghan compound measuring 18″x 30″ centred on the northern edge of the board, with the long axis of the rectangular compound running east to west. The compound was surrounded on three sides by wheat fields and irrigation ditches lined with trees and bushes. The eastern side of the compound was dominated by light woods and an irrigation ditch bringing water to the fields to the south and west of the compound. South of the fields and the compound were a pair of low-rising hills, one on the eastern side of the table and one on the western side of the table. Between these two hills there was a dirt road running south-southeast from the compound to a T-intersection with a more used major dirt road running west-southwest from the eastern side of the table to the southwestern corner of the table. Along the major dirt road were four ruined afghan building, three clustered around the T-intersection and one further east.
The time of day was very early morning, about 30 minutes after sunrise. Weather was clear dry and warm.
Within the compound – 15 unaligned Afghan fighters with one LMG, one RPG with five projectiles, eight AK-47’s or AK-74’s and five bolt action rifles (one a sniper rifle and four WWII era rifles (British Lee Endfields and Russian Moisin Nagants).
Surrounding and attacking the compound-
3 X ‘squads’ of Taliban fighters. Each with one leader, one LMG, one RPG with two projectiles each for two squads and only one projectile for the third squad. The other fighters were armed with 8 X AK-47/74’s and 2 X bolt action rifles. These were deployed to the west and south of the compound.
1 x Hvy. Weapons and Command group made up of the regional Taliban leader with a cell phone and pistol, 4 X bodyguards with AK-47’s, three times two man LMG teams, one two man RPG team with three projectiles and one SPG-9 73mm RCL gun with four crew and a dozen rounds of ammo. These were deployed east of the compound in the light woods.
Detached from the command group were 2 X two man RPG teams with two projectiles each. Each had a cellphone. These were deployed atop the two low-rising hills overlooking the dirt roads and the T- intersection. There was also an unarmed scout ( dickerer) with a cell phone hiding in the ruins around the T-intersection.
Entering the eastern edge of the board. On turn # 1:
One full strength squad of US Marines with one RTO and one medic attached. The marines also have a two-man M240 MG team and a two-man Marine Scout Sniper team attached. The Marines were driving 5 X HUMVEE’s (3 with turret mounted M240 MG’s, 1 with a turret mounted M2 HMG and 1 With a turret mounted MK19 AGL).
The unaligned Afghans had to hold the compound (100 VP) plus kill Taliban (1 VP per fighter, 10 VP for the Comander or destroying the SPG-9). They also win 5VP for every Marine killed or captured and 5 VP for every HUMVEE they destroy.
The Taliban forces had to take the compound (100 VP plus one VP point for each unaligned Afghan fighter killed and 10 VP for each Marine killed or 25 VP for each HUMVEE destroyed or captured).
The Marines win 80 VP if the unaligned Afghans hold onto the compound, one VP for every Taliban killed or captured, 2 VP for every Taliban LMG captured or destroyed, 5 VP for every Taliban RPG destroyed or captured, 10 VP for destroying or capturing the Taliban SPG-9 RCL, 25 VP for killing the Taliban commander and 50 VP if they should capture the Taliban leader. However they lose 3 VP for every unaligned Afghan they kill and they may not target air strikes or artillery against the compound.
The battle so far (Up to the end of Turn #4):
The Taliban have been attempting to move along the irrigation ditches and bush/tree cover along the ditches to close with the Afghans in the compound. After four turns they have been pretty well pinned down in the southwest and the south. On the eastern side of the compound the SPG-9 RCL has been very effective in wrecking the south eastern corner of the compound killing the sniper, a fighter with a bolt action rifle and one with an AK-47. In the west they are carefully making progress due to good cover.
The unaligned Afghans defending the compound have killed 7 Taliban fighters and one SPG-9 crew member and are holding the Taliban off in the south pretty effectively. However in the west they are having less success stopping the Taliban as they infiltrate fighters towards the compound along the two ditches with heavier vegetation cover.
The Marines entered the table on turn one mounted in HUMVEE’s and their second HUMVEE was struck by an RPG grenade which destroyed the front end of the HUMVEE, killing the M240 MG Gunner (of the MG team) and sending the three remaining shaken Marines scurrying for cover among the ruins at the T-intersection. The rest of the squad arrived safely at the intersection and began suppressing the RPG on the southeastern hill and speculatively suppressing the hill in the southwest as well. The Taliban dickerer routed from the ruins and was shot dead in flight by the Marines. By turn four the squad leader decided to send a fire team with two AT-4’s and the sniper team forward 150 meters on foot to clear the southwestern hill of Taliban and set up a fire base on the low rise. This would be used to cover a second team with two AT-4 plus the squad leader and the RTO advancing about 200 meters on foot towards the the southeastern hill (they will advance beginning turn five which is the next turn I will play). The M2 HMG and the MK19 AGL are providing the covering fire as there are not enough Marines to man all the heavy weapons on the HUMVEE’s! While the compound is visible from the intersection, the low rise of the two hills and the gentle saddle between them makes spotting the Taliban positions impossible from the ruins around the road intersection.
Cheers and good gaming!
Rod Robertson.03/08/2015 at 07:26 #28531
Huh….shame there are no pics……..03/08/2015 at 14:47 #28546
No photos were taken because some of the figures and vehicles are not fully painted yet. I am trying to figure out the Force on Force Rules and learn them so this is an exercise in learning. I am making many mistakes so a more apt description would be Fool on Farce! I was under the weather yesterday so I will try and get turns 5-7 or 8 done this evening, but as all three sides get stuck in, the amount of Die-rolling is becoming rather huge. As this is a dry run for game I will put on at the club, I will take piccies when I put it on there and send them to you by e-mail if you’d like.
Cheers and good gaming.
Rod Robertson03/08/2015 at 16:10 #28557
OK….I guess….03/08/2015 at 17:06 #28564
The Facebook debacle is somewhat sorted out. I can use the account again and have switched the language back to English. I still have no confidence in the security of the account.
I would sort of like Just Jack to come along and comment on this game and tell me what the hell the Marines would actually do in this situation. They have so many weapons and so few troops that I am trying to take two hills with twelve Marines. These micro assaults are odd to me and I wonder if this is sound tactics.
Rod.03/08/2015 at 18:45 #28574
As far as I know Just Jack is busy with real life kids and that sort of thing. While I own Force on Force and all the Ambush Alley titles I’ve never been able to play it. Er I learn rules by playing them not by reading them.03/08/2015 at 20:21 #28579
I’m the same way Kyoteblue, but no one in my circle of gamers has gamed ultramodern, so I am forced to learn them by reading, trial and error; lots of error. The game is fun however, so as I climb up the learning curve, I expect that the pace and excitement will increase. I really want these to work as I have loads of Cold War stuff in 15mm now, and the possibility of a workable system which can handle Soviet company level assaults against platoon positions will spur me to get painting.
Cheers and good gaming.
Rod Robertson.06/08/2015 at 14:43 #28790
Turns 5 through 8:
The unaligned Afghans bring troops including the LMG team to bear on the Taliban attacking from the west in order to prepare to repel an assault. This thins the forces on the south and eastern sides. The unaligned Afghans have only 12 fighters left and no reserve. They hunker down and wait. They don’t have to wait long.
The Taliban commander, distracted by the American fire on his southern flank relocates his SPG-9 to bring fire on the two hills if necessary. At the same time he sends a two-man LMG team into the breached section of the compound near the southeastern corner of the compound. Two other LMG teams cover the advance, pinning and shaking the last two defenders on the eastern end of the compound. The Taliban LMG deploys in the rubble of the breach. A second LMG team attacks through the breach and enters the compound. The third LMG eliminates one of the pinned and shaken unaligned Afghans on the eastern wall, the other routs and is mowed down by the Taliban LMG in the compound. Then the third LMG moves to join the other two in the compound. The LMG team deployed into the rubble of the breach moves to clear the only intact building left on the eastern edge of the compound; it is empty of defenders. Nine Taliban from the southeastern sector rise from cover and charge the breach in a frenzie. Two are killed and two pinned but five make it to the breach and are in the compound including a fourth LMG team and an RPG gunner with just one round of ammo. Their morale is intact! It’s not looking good for the compound’s defenders.
At the western end of the compound the Taliban use their only two RPG rounds to try to breach the wall. While they succeed in holing the wall, all they have created is an over-sized loop-hole through which to fire. More explosives are brought up to widen the breach but the carrier is pinned by fire at the head of the ditch. As this happens the unaligned Afghan LMG rips into the Taliban ranks in the other ditch to the north and kills one fighter while pinning four others. The Taliban LMG returns fire and an MG duel begins.
The US Marine fire team and Scout Sniper Team make a hasty advance on the hill to the northwest of the intersection. They take small arms fire from the Taliban on the hill. Two Taliban (a second RPG team) fire on the Marines who suffer no casualties but are pinned and go to ground seeking whatever cover is available. The Humvee mounted Ma Deuce and the MK19 open up on the Taliban and rip the two defenders to pieces with appalling violence. The fire team and the Scout Sniper team rise and advance more cautiously. In two turns they are in position on the hill. The Marine squad commander, his RTO and a second fire team advance on foot and sweep up the gentle slope of the northeastern hill without opposition. Two Taliban bodies and an RPG are found on the hill. However as the Marines creep to the crest, a recoiless rifle round explodes on the hill and pins them. It’s going to get hot up here for the Marines.
Turns 9 and more to follow.
Cheers and good gaming.
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