Forum Replies Created
Vtsao – Good to see you man, hope you enjoy them.
Thomaston and Shaun – I think that’s a fair statement. I’m sure a former tanker would disagree, but from my perspective they’re just giant bullet magnets 😉
Will do, Kyote, but go and read about Marines in Nam, first! 😉
Cool man, and I definitely know how you feel having too many projects going on that you want to finish off in order to… start another project.
Along those lines, my boys were screwing around on YouTube the other day and came across the old WWII movie “Gung Ho!” We all sat and watched it and now I’m dying to get back to my Marines in the South Pacific…
And you’ve seen my room, with its door. No cat problems 😉
There ya are, you bastid! I’ve been wondering when you were going to come back, figured this campaign would be right up your alley.
Yeah, the VC melting away was a feature of life, right? See above, where I explained the card-driven mechanics for how I’m doing things.
Honestly, the tank was just window dressing, just there to get blown up, the focus for all these fights is purely the squad.
Hello John, you’re welcome! And thanks backatcha for taking the time to read and comment.
In terms of the structure of the game, it’s all card driven, and here’s how it works:
-the Marines always have whomever is left in their squad.
-I have a deck of cards (about 12) with different missions (attack, defend, escort, patrol, etc…) and I pull one.
-I have a deck of “assets” and draw one. This is how the squad can get an attached MG team, FO, Corpsman, etc…
-For patrol-type games, the Marines essentially start in the bottom left corner and have to exit off the top right corner. It takes about 12 moves for that to happen, so I have a “Contact” deck consisting of 11 “Nothing” and one “Contact!” Each time the Marines move I draw a card.
-Once contact occurs, I have decks for enemy disposition (stuff like ambush, hast defense, fortified defense, scouts, sniper, patrol, etc…, and then for size (from a single sniper all the way up to a full platoon, with attachments). I draw from both, dice for location of enemy troops, and place them.
-the game plays as ‘normal,’ except each turn I pull a card from what I call the “Enemy Activity” deck. These can direct the enemy to do something, like withdraw, or close with the the Marines, the enemy can receive reinforcements, or a random event, such as an enemy mortar barrage, a booby trap, a Marine suffers a non-battle injury, etc…
-the last piece is a deck for actions on the objective, what I actually call the “climax” deck. Once (if) the Marines manage to fix the enemy and close with them, I draw a card. There’s a 10% chance the enemy stands and fights to the death, a 10% chance the enemy surrenders, a 30% chance the enemy withdraws (which means there is a chance the Marines can see them and engage, but not guaranteed), and a 50% the enemy simply vanishes without a trace (I literally wrote “Ghost” on those cards).
Not every game follows that exactly, depending on the scenario, but it’s a framework that fits what I want to do and I think it worked very well for the boys’ 1st tour. I’ve played all 24 fights of the 1st tour and nearly have all of them written up.
1130 Local Time
11 November 1965
Near Tam Ky, 15 miles north of Chu Lai, RVN
Operation Blue Marlin I
Two days ago the boys boarded landing craft, which deposited them at ‘Green Beach’ about 15 miles north of Chu Lai Airbase yesterday (don’t worry, the Corps brought out enough with the nightly resupply helos for everyone to get a couple bites of cake and a warm beer). The squad was now attached to 3rd Battalion, 7th Marines, which was working in conjunction with the Vietnamese 2nd Marine Battalion. Once ashore the US Marines peeled left and began pushing southeast between the Song Tam Ky and Song Truong Giang (Song = River), parallel to Route 1, while the Vietnamese Marines were lifted by US Marine helos (yeah, that caused the US grunts a little heartache) west of Route 1, where they begin their sweep to the southeast. The boys walked all day, passing numerous villages and locals, but not seeing a single Viet Cong or hearing a single shot fired. They stopped multiple times to search for weapons caches, boobytraps, even villages that seemed to have ‘too much’ rice, but nothing of interest was found. As usual, about an hour before sunset the sweep halted and the Marines dug in to their night defensive positions and ate their evening chow. The boys spent a long, uneventful night, including being out together for a couple hours on OP/LP. The next morning the Marines got up, pissed and brushed their teeth, ate morning chow, stomped in their holes, and set off in search of the Viet Cong again.
This morning the squad is walking point, escorting a team of Combat Engineers that are sweeping the road for mines ahead of the tanks and tracks. They’ve been on the road for five hours already, having started at 0630, but are behind schedule as the Engineers have had to stop and remove several mines already.
North is DOWN, the convoy is moving on the road from northeast (bottom left) to southwest (top right). At bottom right is a tributary of the Truong Giang River, while at top right is a small village, and at top left is a small rise/ridgeline. A couple small rice paddies dot the landscape, as well as patches of thick jungle.
Cpl Little motioned the Combat Engineers to start sweeping again and off they went.
But there it is, contact! From the north side of the river, a rocket pops and comes hissing in!
As an understrength VC squad in the south (bottom left) opens fire on the boys’ squad (top center to top right).
Caught on the road, the Marines are having a rough go of it.
Nik (bottom right) gets the Pig thumping away at the VC (top left).
Cpl Little looks as Doc treats the wounded and Griffin gets on the radio to call for MEDEVAC.
To see the whole fight, please check the blog at:
Next fight coming soon.
Thanks, John, glad you liked it. And yeah, I’d say a smokescreen fired by a battery of 155s is going to be a bit different than one fired by one dude with an M-79, and regardless, if you step out from behind it (as the sniper did), it doesn’t really matter 😉 But going around a smokescreen is preferable to pushing straight through one, which ‘skylines’ you quite nicely.
Thomaston – The boys can (and will) get hit, but it can’t be too bad or it will screw up my whole concept, but everyone else is fair game. So, when I make the roll to see how bad they got hit (it goes knocked out-scar-light wound-medium wound-serious wound-permanent injury-dead), if it’s ‘serious wound’ or higher, I just trade the result out with a Marine that got hit but rolled better.
No propaganda, and no miracle shot (or observation), either. The Viet Cong moved out from behind the smoke, and took several more shots at the Marines, and Ryder was only about 20 yards away, so he reasonably could have seen his rounds strike the VC. The only complaint I shall countenance is that the VC should have just left town after the Marines smoked him, but the card draw said he stays to shoot it out (unlike his partner in the northwest).
🎶This is the end… the end my friend, the end…🎶
1330 Local Time
4 November 1965
Tra Bong River, 10 miles south of Chu Lai, RVN
Operation Black Ferret
Yesterday the boys were trucked down Route 1 and dropped about ten miles south of Chu Lai Airbase, near the Song Tra Bong (Tra Bong River). There they were attached to 1st Bn, 7th Marines (1/7), for the duration of the operation, pushing southwest along the river with 3/7 on their right and the ARVN 4th Infantry Regiment on their left, across the river. Intel had said a Viet Cong battalion-sized base camp was located in the area, but the boys had walked all day long and hadn’t seen anything. As usual, about an hour before sunset the sweep halted and the Marines dug in to their night defensive positions and ate their evening chow. The boys spent a long, uneventful night, including being out together for a couple hours on OP/LP. The next morning the Marines got up, pissed and brushed their teeth, ate morning chow, stomped in their holes, and set off in search of the Viet Cong again.
They’ve been walking all day so far, lots of stopping to search for VC/munitions, but so far nothing and no contact. They’ve crossed numerous tributaries of the Tra Bong River, and now they find themselves coming to another, with a village nestled against. Lt Ward called a halt and for his squad leaders. He explained that 1st Squad was going to circle around to the south of the village to isolate it, 2nd Squad was going to head straight in to search it, and 3rd Squad was going to cut north to search some sampans beached nearby, make sure they’re not hiding any enemy soldiers or contraband.
North is up, the US entry is in the southwest (bottom left). The fishing village is located in the southeast (bottom right; that’s just the northern tip, it is much larger to the south/southeast, off map, and that is what 2nd Squad is going into and 1st Squad is going south of). In the northeast (top right) is a tributary of the Tra Bong River, where the three sampans to be searched are located. In the northwest (top left) is a slight rise/ridgeline, and their is a hardball road running east into the village and north to the next village. The center is dominated by rice paddies offering very little cover, and the landscape is dotted by a few patches of dense jungle.
The Marines fan out into skirmish line and begin crossing the rice paddies to search the sampans.
When a Viet Cong sniper (bottom left) opens fire on them!
Devers grabs Griffin and gets on the radio: “we’re pinned down by two snipers, Echo Four Lima is down, we need air or arty, pronto!” The Platoon Commander says he’s working on it, but probably going to be awhile as they’re in contact, too.
The Marines pinned in the rice paddies raise up and return fire on the VC on the north side of the river.
As Nik gets the M-60 going (bottom right), engaging the sniper in the northwest (top left).
To see how the fight went, please check the blog at:
Next up, the squad is kicking off Operation Blue Marlin, coming soon.
That’s what I hear 😉
John – Thanks man, and some of it is my fault, changing rules on him, going from rules where everyone acts each turn to rules where only a couple units do. Whatever it takes to keep my edge 😉
Thomaston – Get outta here! Certainly mortars don’t get used as often as you and Kyote wish, and when they do they’re mostly suppressing the target, but they get their fair share of kills! As I recall, there were a few fights in Cuba Libra’s “Operation Chunky Bandit” where mortars proved quite deadly; fight #50 actually had a landmark which became known as “Mortar Hill,” due to all the infantry of each side slaughtered!
PaintingLittleSoldiers – Thanks, I appreciate it!
0600-1400 local time
16 December 1944
US 110th Regiment, 28th Infantry Division vs 77th Regiment, 26th Volksgrenadier Division
Here we are for the second fight of our ‘Battle of the Bulge” campaign. The first fight saw German paratroopers move up and toss the US Cavalrymen out of Losheim, and now we’ve got a pack of Volksgrenadiers looking to do the same to a bunch of Pennsylvanians in Hosingen! In an attempt to speed the game up a bit I have changed the force structure: instead of each stand/vehicle being a game ‘element,’ now each group of stands (representing a platoon) is an element. For example, the US has seven platoons comprised of 21 stands; instead of 21 game elements we have only seven, which I’m hoping will substantially shorten the game time. Additionally, instead of using Bolt Action’s ‘dice draw’ method for activation we are using 5Core’s activation rolls (with normal, scurries, and firefights).
Overview, north is up. Another flat map, with a river running roughly east/west, paralleled by roads in the north and south, until they run into Hosingen itself. Lots of thick woods to the east, with a couple buildings in the southeast (bottom right), and some stone walls in the fields at center and bottom left. Hosingen is a substantial village, severely bombed out (maybe not in real life, but all the buildings in my campaign are bombed out).
Looking west down the road into Hosingen.
The Germans cross the Line of Departure.
US mortars (bottom left) begin working the Germans over (top right).
But the Germans are into the town and engaging the US tanks at close range.
To see how the fight turned out, please check the blog at:
Anyway, fight number three coming soon.
It’s cool for a one-off, but back to the minis! Please 😉
Kyote – No problem man.
Thomaston – Always on the wrong side…
0130 Local Time
23 October 1965
Phu Gia Peninsula, RVN
Operation Red Snapper
Yesterday the boys kicked off Operation Red Snapper, attached to Golf Company, 2nd Battalion, 3rd Marines (G/2/3). They came ashore via landing craft as the Marine driving enemy forces into the ARVN anvil. There were only ashore a few hours before they participated in their first firefight of the war, with each of them performing admirably. They had completed their missions of escorting a Forward Observer (FO) into an old French Colonial building atop Hill 65. They were relieved a few hours later and returned to their platoon, where they grabbed some chow and dug-in for the night. But it wasn’t long before their squad leader, Corporal Rob Little, came running up, talking about a SNAFU…
Cpl Little briefed the squad: another screw up! As it began getting dark, the FO and Marines from G/2/3 fell back off of Hill 65 for the night, but now HQ has realized there is a gap in the US perimeter. The Platoon Commander, Lt Ward, has ordered Cpl Little to take 3rd Squad back up Hill 65 and to occupy the old French colonial building. “This is not good, Marines. We’ve got to hustle over there, and we won’t get there until after dark, so we won’t be able to dig in, string wire, throw out Claymores, nothing. Hell, let’s hope Charlie ain’t already occupying the damn place! The only good news is that they’re sending a machine gun team with us.”
The Marines quickly collected their gear and re-packed their packs, filled in their holes, then reported in to the Command Post (CP), where they met up with the attached MG team and set off for Hill 65 in the failing light.
Overview, north is up. The French colonial building atop Hill 65 is at center, with the bunker the squad knocked out in the previous fight at left bottom. At top right is a village, at far left is a rice paddy, and there is a trail running out of the northwest (top left) down to the French colonial building. Other than that, nothing but a lot of grass, some hedges, bamboo thickets, and a whole lotta jungle.
The table, with everyone in their starting positions. The main Marine defensive position is, of course, the French colonial building. The Marines have flankers out to each side (in thicket at far left and right), and a small reserve in the rear (bottom center, on the road). The Viet Cong have a base of fire element in the rear (LMG at top left and RPG at top right), while their assault element is crossing the rice paddy at far left).
Yeah, not their greatest plan to try and cross the rice paddy, but that’s how the dice shook out, so we’ll see how it goes.
The Marines in the colonial building (top center) can feel eyes on them. Eyes with ill intent…
It’s 0130 in the morning and the Marines, though uneasy, have settled into their positions for the night, with the boys struggling to keep their exhausted bodies awake, to the point Nikki (in grove at top center left) thinks he’s beginning to hallucinate. He’d swear there were men moving in the rice paddy in front of him (top center), but can’t be. Nobody would be dumb enough to advance on the hill (far left) from the left, through the open rice paddies! He’d even screwed with Danny (off camera to left bottom) about drawing the short straw by being sent out on the right, near the village, which the enemy was certain to use as their avenue of approach.
But all thoughts of sleep and hallucinations and whatever else were quickly wiped from the young Marine’s mind when the still air of the night was suddenly shattered by the loud ‘pop’ and hiss of a rocket being fired!
Nikki (bottom right, with the colonial building off camera to top center right) finds himself all alone out on the left flank, facing off against five Viet Cong (left). Nik opens fire with his M-14, dropping one of the enemy soldiers…
But the VC advance (on other side of the trees at far left), forcing Nik to fall back (bottom center right, from bottom left) on the colonial building.
The Viet Cong (bottom left, right, and far right) keep up the pressure on the Marines holding the colonial building.
To see how the fight turned out, please check the blog at:
Next batrep posting soon.
Insofar as any of my games are ‘simulations,’ these, in which I’m playing with an 11-year old and 6-year old boy, certainly are not.
I’m generally a fan of 1:1, ‘what you see is what you get’ in any case, making it easier for the boys to translate what the rules to what they see. I’ve lengthened it a tad, I suppose, only letting bazookas fire about 6”, so if I had to put a number on it I suppose I’d say the 6’ x 4’ table is about 300 yds x 200 yds.
Which makes a lot of stuff point-blank range in real life, but I’m still treating weapons values as operating at some distance (even though pretty much every weapon can reach the entirety of the table), particularly AT/armor values. It’s very much ‘toy soldiers.’
Maybe only slightly more than my normal games 😉
Thomaston – Yeah, the firefight between the German armored cars and American light tanks had an auspicious start, and the US light tanks were never really defeated; I think only one out of five were actually knocked out. Having 2nd Platoon pinned in their halftracks certainly didn’t help, but it wasn’t a showstopper, they still could have been rallied if he’d have used the M7 Priests to put up a fight, rather than charge them through the woods.
Rod – Thank you, and yes, it feels good to be playing again, especially with my sons.
Whirlwind John – I liked the boy pushing the Priests out to the right flank, but I wouldn’t have advanced them past the road. I would have kept them there and fired laterally (to the northeast) at the Germans coming across the fields. I thought he was going to push 2nd Platoon out there on the right, into the woods, to screen the Priests, which wouldn’t have been a bad idea, even though I would have dismounted them in the northwest (and fallen 1st Platoon back) and made the Germans fight for every inch of the town. That theme shall present itself again in the second battle.
Norm – Wow, thank you for the kind words! I’m glad to have such an effect, and I look forward to seeing your 15mm troops.
Yeah, he’s a boot 😉
0600-1400 local time
16 December 1944
US 14th Cavalry Group vs 8th Regiment, 3rd Fallschirmjager Division
So, this is it, the first battle to kick off our extraordinarily ambitious campaign to play out the “Battle of the Bulge.” I will admit, before playing even the first game, that I may have bitten off more than I can chew. This is a campaign that lasts ten days, with three phases per day, involving 27 different ‘battlegroups’ on each side. There is no set number of battles per phase, but the first phase is set up and there are a total of eight tabletop fights scheduled. If that holds to be the average, that puts us somewhere in the neighborhood of… 240 fights to finish this campaign. Not sure I could actually pull that off, but let’s get this going and see how it works out.
So this is it, the very opening of the German offensive in the Ardennes (historical note: I know that, chronologically, this fight occurred after numerous other fights beginning around 0530, but I’m playing the campaign in eight-hour phases, and from that standpoint it doesn’t matter what order I play the ames in). In this fight we shall see German paratroopers, backed up by some light armor, attacking a US Cavalry unit consisting of some light infantry with some light armor. Somehow it has ended up that my older son is playing the Americans, while my younger son and I are playing the Germans. We are playing this game using a mashup of Ivan’s 5Core rules and Warlord’s Bolt Action rules. I’d intended on adding Battlegroup Wacht Am Rhein’s “Battle Rating” and chit-pull morale system as well, but I did not as I wanted to keep the game moving as quickly as possible in an attempt to keep the boys’ attention.
With armored cars burning on the road and under heavy fire, the Germans push forward to the outskirts of Losheim.
Braving German mortar fire, Colonel Denver wades into the mess and rallies the troops!
A Panzerschreck screams in at an American Stuart light tank.
To see how the fight turned out, please check the blog at:
Next fight coming up soon!
Darby – Yes, my understanding was that the whole idea revolved around Marines ‘wasting’ ammo. I’m not sure exactly how anyone can delineate exactly which ammo was wasted and which ammo wasn’t when your squad has taken casualties and is pinned down in a ‘near ambush’ situation, only a couple Marines actually returning fire, albeit at the cyclic rate, rather than carefully aimed shots; such thoughts are the realm of the benighted officer class and, alas, I was simply enlisted swine 😉
Thomaston – Hey buddy, hope all is well. Sorry, no Gump, and helos won’t play a huge role in my squad-level scenarios. Even when they’re there they’re pretty much just window dressing, not performing too much of a ‘real’ on-table function. I.e., you’re either running from the helo, running to the helo, or the helo has been shot down and you’re going to rescue survivors. So there are no helos present in the first tour, though I have purchases an H-34 (haven’t received it yet) for use later, probably in the boys’ third tour when they go to 3rd Recon Battalion.
I’m sticking with this one squad for the entire concept, specifically the two knuckleheads. For this tour they are part of a rifle squad and we’re following the squad; the squad will receive replacements on a frequent basis as casualties are suffered. In later tours we will be following the boys with a different squad, then a reconnaissance team, then probably a full rifle platoon.
And don’t forget Lee Marvin, one of my favorites!
Thanks a bunch for painting those up and posting, Norm. I like the look and so I jumped on in, got the smaller box.
First, thanks everyone, I’m glad you liked it and I appreciate the kind words.
Whirlwind John – Regarding the VC choosing to stand and fight vs fall back, everything is down to the dice and cards: when/where the contact occurs, the type of contact, the size of the enemy force, and how they go about accounting themselves on the battlefield. When Danny reached the bunker there was a 10% chance the VC would stand and fight, a 10% chance the VC would surrender, a 10% chance VC reinforcements would arrive, and a 70% chance the VC would fall back, disappearing without a trace. They chose to stand and fight; you’ll see more of that, particularly when the NVA arrive in Operation Utah), but a lot more of the ‘ghosting.’
Regard the VC that fell back out of the bunker, again, it’s all down to the dice. Despite the Marines taking some casualties, the VC were suffering some pretty horrendous shooting rolls, and this allowed the Marines to maneuver and bring a tremendous amount of firepower to bear on the bunker at pretty much point-blank range. The three VC in the bunker couldn’t be hit, but the suppression’s just stacked and stacked until one of the three enemy soldiers fell back. From my standpoint I would think he was trying to escape but then found himself in even more dire straits out in the open, preventing him fleeing in his panicked state and causing him simply to seek the next best thing, which was hitting the dirt on the opposite side of the bunker, where incoming fire kept him pinned but couldn’t actually hit him.
By that point in the fight it didn’t seem particularly odd to me that a small team would want to abandon the bunker, which was under increasingly heavy fire and being flanked. From my standpoint, there were certainly times the Vietnamese stood and fought, but far more frequently they took their shots and left to fight another day.
Nate – The hedges are from Crescent Root, though they have unfortunately stopped selling them. And 24 weeks? It’s just the end of the boy’s first month in country, they still have about 44 weeks left!
Darby – Now that M-14 question is very interesting. I’ve never heard of an M-14 that wasn’t fully automatic. I did some reading and was surprised to learn there were some sort of locks that armorers could install which prevented the rifles from being put on full auto. All the Marines I know told me the weapons were all the same, but that one Marine per fire team was designated the “automatic rifleman” and that he was supposed to be the only one firing on full auto. I’ve also been told the “automatic rifleman” designation typically went out the window as squad strength in the field dwindled to 7 or 8 guys instead of the T/O&E 14, and ‘normal’ riflemen tended to ignore the prohibition on using full auto once the shooting started, particularly in a ‘near ambush’ situation.
I am also familiar with the M-14A1, which had a pistol grip, bipod, and heavy barrel to try and make it a true SAW, and I know Marines used the bipod, but I don’t know if Marines actually used the M-14A1 (the internet is saying it was a US Army modification, but who knows). Besides, I haven’t seen one in 15mm 😉
Regarding a machine gun team, “assets,” such as MG, mortar, AT (3.5” super bazooka), recoiless rifle, tank, track, having a Corpsman, Platoon Commander, Platoon Sergeant, etc…, are all driven by the cards. In this case I drew an “escort” mission and then the FO as the element needing escorting, with no further help.
I can tell you I meant to play more fights with more ‘assets’ involved, but it just didn’t happen, so most of the fights are just the squad by itself. Having said that, I was a machine gunner, so if you think M-60s won’t play a role in this tour you must be outta your mind 😉 Just wait for the next fight!
Thanks, Nate, I appreciate it, very kind of you to share. I look forward to carving out some time to dive into them.
I’m actually playing out a Vietnam-era skirmish campaign right now, getting ready to post the first batrep.
And the link works fine for me.
Thanks guys, and the first fight is in the books, with the Germans pushing the Yanks out of Losheim. I hope to post late next week, and we’re playing game 2 tomorrow.
Your typical levels of insanity! I’m with Darby, these guys (and that one in particular) have zero luck.
Well, it only took ya a couple weeks! 😉 In all seriousness, thanks guys, glad to know you saw them.
Thomaston – Yeah, I didn’t even need the tank to whoop them Commies! And they were too cowardly to use theirs. The ZSUs have definitely been a huge letdown for the bad guys. Regarding armor sitting around, 5Core is built on the idea everyone doesn’t get to do something, you’ve got to prioritize.
John – Lots of fun, but I must admit, 30 fights with 5CCC in a row was too much…
Continuing towards my closeout of the mini-campaign and Operation Chunky Bandit, I present more batreps.
Under counterattack, the Cubans launch a LAW at an encroaching Communist BMP.
1215 on 5 Aug 1990
Mini-Campaign Fight #20
TF Hammer vs FLA 4th Company
1430 on 5 Aug 1990
Mini-Campaign Fight #21
TF Bowie vs FLA 3rd Company
2115 on 5 Aug 1990
Mini-Campaign Fight #22
TF Hammer vs FLA 6th Company
2330 on 5 Aug 1990
Mini-Campaign Fight #23
TF Hawk vs FSNL 8th Company
0530 on 6 Aug 1990
Mini-Campaign Fight #24
TF Hawk vs FSNL 8th Company
I hope you enjoy them, and next week I’ll look to close out the mini-campaign with batreps 51 through 56.
Rod – I’m furiously searching for my camouflage onsie… Glad you’re still kicking.
Kyote – Quit yer bitching and get to work!
That is the plan, but first I have to close out South Leon and Cronistria…
I wouldn’t mind doing it in 15mm, but I’m afraid of how much it would cost once I began letting the project grow…
Thanks for asking, John, I’ll take a look.
Patrice, thanks for the link, I’ll check it out! I know after the battle the name was changed from Belleau Wood to “The Woods of the Marine Brigade.”
Thanks guys, I appreciate the support! And I apologize; regarding my comments on the popularity of these batreps, I didn’t mean it in a “woe is me” sort of way, just a statement of fact that these Operation Chunky Bandit batreps haven’t enjoyed the same level of popularity (as determined by views on my blogs and comments on the various forums and blogs) as some of my other batreps, such as KG Klink, Cold War, and the Black Ops fights. Operation Chunky Bandit started as a goofy little set of fights, then somehow expanded into this giant enterprise (somewhere around 50 fights now); it’s been a lot of fun for me, but hasn’t drawn as much interest as some of the other things I’ve done.
Thomaston – I was thinking interpretive dance, but I’ll see what I can do 😉
Darby – Cuban High Command is definitely feeling the strain of supporting the Expeditionary Forces deployed to South Leon and (don’t forget about) Cronistria, particularly now that the Americans are calling on them to join with the ‘Coalition of the Willing’ for Desert Shield/Desert Storm.
Thanks again guys, hope you love them, and more to follow. This mini-campaign was a total of 30 fights (still haven’t typed all of them up), taking Operation Chunky Bandit to a total of 56 fights.
I haven’t posted any batreps in awhile, been busy with real life. That and these batreps haven’t proven to be particularly popular, so combining those two factors and adding the fact I need to get the rest of the Chunky Bandit batreps posted in order to move the story forward and get on to other things, I figured I’d post a bunch of batreps. I hope you enjoy; a pic to refresh your memory:
Troopers of the South Leon Army launch a mechanized counterattack to eject the Communist forces from the village.
Op CB 39
2330 on 4 Aug 1990
Mini-Campaign Fight #13
SLA A Company vs FSNL 6th Company
Op CB 40
0630 on 5 Aug 1990
Mini-Campaign Fight #14
SLA B Company vs FSNL 2nd Company
Op CB 41
0800 on 5 Aug 1990
Mini-Campaign Fight #15
SLA A Company vs FSNL 8th Company
Op CB 42
0830 on 5 Aug 1990
Mini-Campaign Fight #16
SLA D Company vs FLA 1st Company
Op CB 43
0930 on 5 Aug 1990
Mini-Campaign Fight #17
TF Bowie vs FSNL 4th Company
Op CB 44
0930 on 5 Aug 1990
Mini-Campaign Fight #18
TF Hawk vs FSNL 7th Company
Op CB 45
1000 on 5 Aug 1990
Mini-Campaign Fight #19
TF Hammer vs FLA 5th Company
So, I hope that makes up for lost time and tides you over for a bit, I’ll be back with more soon.
I’m okay, Old Man, just been busy with ‘real life.’ And you have my email address and cell phone number 😉
Kyote – Indeed! 😉
Rod – Glad to see you’re still kicking, I love how you resurface every six months or so to surprise me 😉 Negative, KG Klink will not be heading to North Africa; my original intent was for that to happen, but then I bought a bunch of 10mm PzIVs with long 75s (and no schurtzen) and painted them gray, rather than brown, so KG Klink is staying on the Ost Front.
I am truly blessed, great times with the little guys. I hope all is well, and quit messing around and get back to your 15mm USMC in Afghanistan!
Thanks everyone, I appreciate the kind words and support!
Norm – We’ll see; it’s just that 10mm is so perfect for North Africa…
Whirlwind John – We are inextricably linked 😉
Kyote John – The boys really want to play with them, so batreps coming soon.
Tony – I apologize for the confusion; fourth time going 15mm WWII, but the first three times were all NW Europe, these are my first Western Desert forces in any scale.
Martin – Not madness to me 😉 But everyone has their own idea as to what they’d like their table to look like, just down to personal taste. Looking forward to your Benghazi Handicap battle reports!
Sane Max – I’m a big fan of the aesthetics of the Crusader, too!
Darby – Let’s go man, get off your butt, I wanna see some more SOG stuff outta you!
The HMMWV opened fire with its Mk-19, suppressed the T-72. The FSNL AGS-17 returned fire on the HMMWV as the enemy CO moved up and attempted to rally the suppressed tank crew, but failed (rolled 1S dice, got a ‘6’) and so the tank had to fall back a ‘normal’ move distance. Now the T-72 started the fall back only about 4” from its own table edge, so the failed rally attempt should have taken it immediately off the table, but I’m playing on a small table and was feeling charitable so I simply moved the vehicle to the table edge, so the Commies would potentially have another chance to rally it, but they didn’t as the dismounted .50-cal immediately got in on the act and scored another suppression, which forced the T-72 off the table.
Goodness… anything is possible, I suppose 😉
Just wait til ya see what I post next, even you shall be impressed! Well, probably not, but I’m quite proud of the accomplishment nonetheless.
Kyote – Yup.
Thomaston – Typical Commies 😉
I suppose I could do a better job of snazzing it up for the narrative, rather than just typing out what mechanically happened according to the rules. So change “…the T-72 was already suppressed and the HMG fired with 1S dice and scored a ‘6,’ thus compelling the vehicle to fall back off the table,’ I suppose I could write it up as “…the HMG engaged the enemy tank, wrecking the main gun’s optics and destroying the tank’s smoke dischargers, which caused a fire. The tank commander ordered the driver to reverse out and then set about extinguishing the fire, but then the HMG again engaged the tank, hitting the tank commander. The driver made a command decision to fall back in order to get the TC the necessary medical attention and get the tank back in good fighting condition.”
2130 on 4 Aug 1990
Mini-Campaign Fight #12
TF Bowie vs FSNL 4th Company
Captain Madre-Animral leads his TF Bowie against the FSNL’s 4th Company, with whom they are very familiar. That familiarity is born of an absolutely ferocious battle the two held several hours earlier, literally fighting themselves to exhaustion. Unable to press forward yet unwilling to cede ground, both sides called for reinforcements and dug in. This is a simple attack/defend scenario; the Cuban goal is to crush their enemies on the way to the capital, the Communist goal is to hold the ground.
The Cuban attack jumps off (top left and bottom right).
Fierce hand to hand combat breaks out on the far left.
While the Captain Madre-Animral pushes his men forward on the right under heavy fire.
To see how the fight went, please check the blog at:
Next up we have the SLA’s A Company defending against an assault by the FSNL’s 6th Company.