Wednesday, December 24, 2014

European Intifada: The Tulip and the Crescent

The Tulip and the Crescent



Overview

“The violent encounter that occurred in the Kolenkit neighborhood of Amsterdam was an archetype of the kind of combat that would come to be identified with the early intifada: A small unit of local authorities would be drawn into an ambush by heavily armed insurgents and then used to lure more police into a fire trap. The location was a known "no-go zone" for law enforcement prior to the intifada and was effectively an autonomous area ruled by Islamic radicals. The initial police response was completely unprepared for the hail of gunfire and RPGs they encountered and further casualties occurred. It was only when the special weapons and tactics team was released did the insurgents face an equal opposition. Even then, the goal was to retrieve wounded comrades and leave the combat zone, allowing the insurgents a base of operations and support.”
A History of the European Intifada by Manheim Frye

Scenario

An early morning emergency call to law enforcement drew two police patrols (four officers) to the Kolenkit neighborhood. At an intersection of the narrow streets between public housing complexes, the first car was rammed and the second trapped in place. Gunmen then sprayed the vehicles with automatic weapons fire, killing one officer and wounding the other three. The insurgents have prevented the officers from leaving their vehicles, creating the bait for the next ambush.

Officers from the Dienst Speciale Interventies (DSI), the Netherlands counter-terrorist unit, are tasked with rescuing the police officers. These police/marines are much better equipped than the rank and file officers, armed with G36 assault rifles and protected by heavy armor. However, the DSI is still at a disadvantage when confronted by the insurgent's use of an RPG.

Kolenit Neighborhood Combat Zone



This board is approximately 36" x 48".

Amsterdam Police Officer
Body
Armor
Morale
AP
Weapons
Combat Phases
13 (12)
1d6+4
55%
3
Pistol 1d10
3,5,7,9
Pistol: 39%, Rifle: 49%, Heavy Weapon: 26%, Spot: 100%, First Aid: 40%, Throw: 39%, FO: 26%
The trapped police officers are deployed on the table inside the ambushed vehicles (two per vehicle, determine the dead officer’s location randomly). Each of the three surviving officers has a medium wound. The officers have been pinned and cannot move until a DSI officer is in base-to-base contact.

If the ambushed police officer gets in base-to-base contact with DSI forces, they must escort him to a safe location (off the board) to receive any points. If the ambushed police officer is alone and forced to take a morale test and fails, he will surrender to any IS character within 6” and become a prisoner. If there are no IS forces within 6” he will go prone.

IS characters may opt to fire on fleeing ambushed police officers. However, ff the ambushed police officer is killed, the victory points will not be awarded to either force.

DSI Victory Points
  • Rescue each ambushed police officer off the table, 100 pts
  • Retrieve the body of a dead police officer, 50 pts
  • Each insurgent wounded, killed, or forced to flee, 10 pts
  • Each insurgent captured, 50 pts
DSI Setup & Rules

  • DSI characters may enter from either the west, east, or both sides of the board.
  • DSI characters may not allowed enter or fire into any of buildings.
  • DSI characters may only use flash-bang grenades (see stats below).

IS Victory Points
  • Each ambushed officer still in control, 100 pts
  • Each body of a dead police officer still in IS control, 50 pts
  • Each DSI officer wounded or killed, 25 pts
  • Each DSI officer captured, 50 pts
IS Setup & Rules

  • Insurgents may start anywhere on the board outside of buildings (and on rooftops).
  • Insurgents may be hidden at the start of the game.
  • Insurgents that fail a morale test and are forced to flee may retreat to inside a building and are removed from play (with points awarded to opponent).

Rooftop Combat
Insurgents on rooftops can travel to the ground level and vice versa. Each story of movement costs 3 AP. As all buildings in this scenario are four stories, going from ground floor to the rooftop takes four (4) combat phases (and vice versa). Figures can only enter and exit buildings and rooftops through designated doors on the ground floor and rooftop.

Players are reminded of the Elevated Spotting rule (page 57 of Section Sangin). Characters in an elevated position gain a +10% Spotting modifier for every story above ground level. For this scenario, the bonus is capped at 30% (characters on rooftops in this scenario gain a +30% Spotting modifier). Characters at ground level have a +10% modifier to Spotting an enemy on the rooftop that is standing up, although this bonus is negated if the rooftop character is kneeling or prone.

Stun Grenades

Stun grenades are explosive devices that generate a brilliant flash and a loud report (over 170 decibels) that temporarily overwhelms the senses of those within the effective area.

Range: 40m (20”)
Kill Radius: 5m (2.5”), 5” diameter
Damage Radius: 15m (7.5”), 15” diameter
Damage: KR Special/DR Special
PEN: 0
KR Special: As per Serious Wound Description for 5 Combat Phases
DR Special: As per Moderate Wound for 5 Combat Rounds

Stun grenades are much more potent when used in an enclosed space. All damage ratings go up a step when used indoors or within an enclosed space. Moderate Wounds are treated as Serious Wounds and Serious Wounds are treated as Critical Wounds. The duration of the effect (5 combat phases) remains the same.

Complications: News Crew

“The insurgents possesed a sophisticated understanding of media, particularly social media, and viewed it as a weapon. Fighters were given specific instructions to not harm news crews but to take them captive. These individuals would be treated as guests and given access to the insurgent leadership so long as they broadcast only what the insurgents allowed. One particularly grisly event the insurgents required filming is the beheading of captured police and soldiers.”
A History of the European Intifada by Manheim Frye

Although the combat zone is quarantined by law enforcement and the IS insurgents, a local news crew has managed to sneak through and may become a factor in the game. IS would like to capture such a valuable resource and the DSI wants to avoid giving the enemy hostages.  

News Crew (Reporter, Cameraman, Soundman)
Body
Armor
Morale
AP
Weapons
Combat Phases
11 (10)
1d6+4
55%
3
n/a
4,6,8,10
Pistol: 22%, Rifle: 32%, Heavy Weapon: 11%, Spot: 100%, First Aid: 20%, Throw: 22%, FO: 11%

At the start of each Combat Round after the first, roll a percentile die. If the rolls is 20% or less, the News Crew appears. If the News Crew does not appear, roll again at the start of the next Combat Round and add 20%. Continue until the News Crew appears or the game is concluded.
The news crew appears 18” + 1d6 inches from the center of the intersection (if that distance is off the board, place the news crew at the edge of the board). Use the grenade deviation table to determine the direction that the news crew comes from. The news crew enter the game on a rooftop or building.

Briefings

IS Briefing






"My brothers, we strike the first blow against the infidels today. We have ambushed a police patrol and allowed them to call for help. We will destroy the would-be rescuers and show this decadent city that they are powerless against us. Take prisoners if you can, but show no mercy."

Two insurgent cells are deployed at the player's desired locations on the board. One team has a RPG while the other team has a Suicide Bomber. Both teams desire to lure the DSI teams into the center of the board and then kill them before they can rescue the trapped policemen. 

If a News Crew appears, the insurgents want to capture them.

Sword of Allah Cell [625 points]

Sheik Fadil Jalil Darzi (IS Leader) [115 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
12 (11)
1d6+4
 90%
3
AK74
4, 6, 8, 10
Pistol: 48%, Rifle: 68%, Heavy Weapon: 36%, Spot: 100%, First Aid: 40%, Throw: 48%, FO: 66%

Mubin El-Hashem (Veteran Foreign Fighter, Sniper) [145 points] 
Body
Armor
Morale
AP
Weapons
Combat Phases
15 (13)
1d10+4
 75%
3
 Sniper Rifle
3, 5, 7, 9
Pistol: 60%, Rifle: 100%, Heavy Weapon: 45%, Spot: 100%, First Aid: 20%, Throw: 60%, FO: 75%

Waqer Alfarsi (Average Foreign Fighter) [110 points] 
Body
Armor
Morale
AP
Weapons
Combat Phases
18 (17)
1d6+4
65% 
3
 RPK
2, 4, 6, 8
Pistol: 54%, Rifle: 74%, Heavy Weapon: 36%, Spot: 100%, First Aid: 20%, Throw: 54%, FO: 36%
  
Saiful Ali (Average) [60 points]
Body
Morale
AP
Weapons
Combat Phases
15
55% 
3
 AK74
2, 4, 6, 8
Pistol: 45%, Rifle: 55%, Heavy Weapon: 30%, Spot: 100%, First Aid: 20%, Throw: 45%, FO: 30%

Anwer Ajam (Average) [60 points]
Body
Morale
AP
Weapons
Combat Phases
17
55% 
 3
AKM
2, 4, 6, 8
Pistol: 51%, Rifle: 61%, Heavy Weapon: 34%, Spot: 100%, First Aid: 20%, Throw: 51%, FO: 34%
  
Fadi Ajam (Novice) [35 points]
Body
Morale
AP
Weapons
Combat Phases
11
35% 
3
AK47 
4, 6, 8, 10
Pistol: 22%, Rifle: 32%, Heavy Weapon: 11%, Spot: 100%, First Aid: 20%, Throw: 22%, FO: 11%
  
Nasir El-Mofty (Novice) [35 points]
Body
Morale
AP
Weapons
Combat Phases
20
35% 
3
 AKM
1, 3, 5, 7
Pistol: 40%, Rifle: 50%, Heavy Weapon: 20%, Spot: 100%, First Aid: 20%, Throw: 40%, FO: 20%
  
Adil Abd al-Aziz (Novice) [30 points]
Body
Morale
AP
Weapons
Combat Phases
18
35% 
3
Rifle 
1, 3, 5, 7
Pistol: 36%, Rifle: 46%, Heavy Weapon: , Spot: 100%, First Aid: 20%, Throw: 32%, FO: 18%

Zahir Karim (Novice) [35 points]
Body
Morale
AP
Weapons
Combat Phases
 13
 35%
 3
 AK47
3, 5, 7, 9 
Pistol: 26%, Rifle: 36%, Heavy Weapon 13%, Spot: 100%, First Aid 20%, Throw 26%, FO 13%

Spear of Allah Cell [605 points]

Sheik Harith Akeem Amjad (IS Leader) [115 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
15 (14)
1d6+4
 90%
3
AK74
3, 5, 7, 9
Pistol: 60%, Rifle: 80%, Heavy Weapon: 60%, Spot: 100%, First Aid: 40%, Throw: 60%, FO: 75%

Ahmed Taha Saqqaf (Veteran Foreign Fighter) [135 points] 
Body
Armor
Morale
AP
Weapons
Combat Phases
16 (15)
1d6+4
 75%
3
 RPG7
2, 4, 6, 8
Pistol: 64%, Rifle: 74%, Heavy Weapon: 48%, Spot: 100%, First Aid: 20%, Throw: 64%, FO: 48%

Waqer Alfarsi (Average Foreign Fighter) [105 points] 
Body
Armor
Morale
AP
Weapons
Combat Phases
18 (17)
1d6+4
65% 
3
 RPK
2, 4, 6, 8
Pistol: 54%, Rifle: 74%, Heavy Weapon: 36%, Spot: 100%, First Aid: 20%, Throw: 54%, FO: 36% 

Mufaddal Alfarsi (Average) [60 points]
Body
Morale
AP
Weapons
Combat Phases
15
55 %
3
AK74 
2, 4, 6, 8
Pistol: 45%, Rifle: 55%, Heavy Weapon: 30%, Spot: 100%, First Aid: 20%, Throw: 45%, FO: 30%

Kamal Adjad (Average) [60 points]
Body
Morale
AP
Weapons
Combat Phases
11
55% 
3
AKM
4, 6, 8, 10
Pistol: 33%, Rifle: 43%, Heavy Weapon: 22%, Spot: 100%, First Aid: 20%, Throw: 33%, FO: 22%

Farooq Ahmad (Novice) [35 points] 
Body
Morale
AP
Weapons
Combat Phases
12
 35%
3
 AKM
3, 5, 7, 9
Pistol: 24%, Rifle: 34%, Heavy Weapon: 12%, Spot: 100%, First Aid: 20%, Throw: 24%, FO: 12%

Rafiq Abdullah (Novice) [30 points]
Body
Morale
AP
Weapons
Combat Phases
19
 35%
3
Rifle
1, 3, 5, 7
Pistol: 38%, Rifle: 48%, Heavy Weapon: 19%, Spot: 100%, First Aid: 20%, Throw: 38%, FO: 19%

Nashwa Boulos (Novice Suicide Bomber) [60 points]
Body
Morale
AP
Weapons
Combat Phases
16
35% 
3
 AK47
2, 4, 6, 8
Pistol: 32%, Rifle: 42%, Heavy Weapon: 16%, Spot: 100%, First Aid: 20%, Throw: 32%, FO: 16%

DSI Briefing





"We're getting word of attacks on police from all over the city. Right now, we've got four policemen that were ambushed in the Kolenit housing development. One is dead and the rest are injured. The attackers appear to be armed with AK-style weapons and using military tactics. There are still civilians in those flats, so all targets must be identified as armed before you shoot and only stun grenades can be used and only in the streets. Stay out of the buildings. Now go and rescue those poor bastards."

Two teams of four officers each are deployed at the player's desired locations at the edge of the board. Their mission is to reach the center of the board and rescue the three wounded police officers still alive, and possibly retrieve the body of the fourth officer. The rescued police officers must be escorted to the edge of the board to successfully escape.


Section Alpha [605 points]

Lt. Robrecht Ananias (Elite Officer) [170 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
16 (14)
1d10+4
 115%
G36C
3, 5, 7, 9
Pistol: 80%, Rifle: 90%, Heavy Weapon: 64%, Spot: 100%, First Aid: 40%, Throw: 80%, FO: 84%
1 Stun Grenade

Lambert Brinkerhoff (Elite Sharpshooter) [170 points] 
Body
Armor
Morale
AP
Weapons
Combat Phases
17 (15)
1d10+4
115% 

2, 4, 6, 8
Pistol: 85%, Rifle: 115%, Heavy Weapon: 68%, Spot: 100%, First Aid: 40%, Throw: 85%, FO: 68%
1 Stun Grenade

Stefan Leeuwenhoek (Veteran Medic) [155 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
17 (15)
1d10+4
95% 
 3
MP5
2, 4, 6, 8
Pistol: 68%, Rifle: 78%, Heavy Weapon: 51%, Spot: 100%, First Aid: 80%, Throw: 68%, FO: 51%

Wibo Ariesen (Average Sharpshooter) [110 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
14 (12)
1d10+4
75% 
 3
G36C
3, 5, 7, 9
Pistol: 42%, Rifle: 72%, Heavy Weapon: 28%, Spot: 100%, First Aid: 40%, Throw: 42%, FO: 28%

Section Bravo [580 points]

Sgt. Aldert Erkens (Elite NCO) [150 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
18 (16)
1d10+4
105% 
3
G36C
2, 4, 6, 8
Pistol: 90%, Rifle: 110%, Heavy Weapon: 72%, Spot: 100%, First Aid: 40%, Throw: 90%, FO: 82%
1 Stun Grenade

Rien Ramakers (Elite Sharpshooter) [160 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
19 (17)
1d10+4
 115%
3
G36C
2, 4, 6, 8
Pistol: 95%, Rifle: 125%, Heavy Weapon: 76%, Spot: 100%, First Aid: 40%, Throw: 95%, FO: 76%
1 Stun Grenade

Boudewijn Aaldenberg (Veteran Sharpshooter) [130 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
15 (13)
1d10+4
 95%
3
G36C
3, 5, 7, 9
Pistol: 60%, Rifle: 90%, Heavy Weapon: 45%, Spot: 100%, First Aid: 40%, Throw: 60%, FO: 45%
1 Stun Grenade

Felix Benscoter (Average Sharpshooter) [110 points]
Body
Armor
Morale
AP
Weapons
Combat Phases
16 (14)
1d10+4
 75%
3
G36C
3, 5, 7, 9
Pistol: 48%, Rifle: 78%, Heavy Weapon: 32%, Spot: 100%, First Aid: 40%, Throw: 48%, FO: 32%


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