Tuesday, December 30, 2014

Learning Skirmish Sangin AARs

As I am new to Skirmish Sangin,  I have been running solo scenarios to test out ideas and concepts and get a better feel for the game. I use small units to simplify matters and have yet to include vehicles.

Below is an After Action Report of one such scenario, including the units.

ISAF Forces (Combat Authors)


Corp. Ralph Peters, Veteran (unpainted German fig w rifle high)
Body: 16 (14)
Armor: 1d10+4
Morale: 85%
Weapon: Assault Rifle (2d10)
Combat Phases: 2, 4, 6, 8
Rifle: 84%
Throw: 64%

Pvt. Tom Clancy, Average (unpainted German fig w rifle low)
Body: 14 (12)
Armor: 1d10+4
Morale: 55%
Weapon: Assault Rifle (2d10)
Combat Phases: 3, 5, 7, 9
Rifle: 52%
Throw: 42%

Pvt. Harold Coyle,  Average (unpainted German fig kneeling)
Body: 20 (18)
Armor: 1d10+4
Morale: 55%
Weapon: Assault Rifle (2d10)
Combat Phases: 1, 3, 5, 7

Insurgent Forces


Pedo Phile, Veteran (painted English fig w rifle high)
Body: 17
Morale: 75%
Weapon: Assault Rifle (2d10)
Combat Phases: 2, 4, 6, 8
Rifle: 78%
Throw: 68%

Phil McKrack, Average (painted English fig w rifle low)
Body: 13
Morale: 55%
Weapon: Assault Rifle (2d10)
Combat Phases: 3, 5, 7, 9
Rifle: 49%
Throw: 39%

Mo Lester (painted English fig w/ bayonet)
Body: 20
Morale: 55%
Weapon: Assault Rifle (2d10)
Combat Phases: 1, 3, 5, 7
Rifle: 70%
Throw: 60%

All have one fragmentation hand grenade.

Dusk Shootout





ISAF S2 (intelligence) has learned that insurgents are preparing a Vehicle Borne IED (VBIED) in a local village. Three experienced combat authors are chosen to investigate, and, if possible, to destroy the VBIED.

Meanwhile, three oddly named inurgents (and yet appropriate considering the insurgent's well documented affection for little boys) are prepping the VBIED.

The sun sets just as the authors enter the board from a randomly determined side of the board. All Spot rolls will be at a -25% due to the dusk lighting.

Combat Round/Phase 1.1

Pvt. Coyle advances to the edge of the nearby house and takes a knee.
Mo Lester sees Coyle move and Snap Fires, missing but forcing Coyle to make a Morale check his next active phase.

1.2
Corp. Peters runs to the cover of a truck.
Pedo Phile successfully spots Peters and shoots him (a roll of 06%), causing 13 points of damage. Peters' armor absorbs 7 points, leaving him with a Medium Wound. He is knocked unconscious and Clancy and Coyle must make a Morale test. The mission changes for the authors to getting Peters to safety.


1.3
Mo Lester cannot act as he snap fired before.
Phil McKrack walks to the Medium cover of the nearby wall and attempts to spot Coyle but fails to do so.
Pvt. Clancy fails his Morale check and retires to the dubious cover of a nearby bush.
Pvt. Coyle makes his Morale check and successfully spots McKrack. He aims and fires but a roll of 97% stunk.

1.4
Corp. Peters remains unconscious while Pedo Phile runs to new cover and stops.



1.5
Pvt. Coyle yells at Clancy to get his shit together and then misses his shot at McKrack.
Mo Lester jumps off the vehicle he was standing on and moves to the wall.
Clancy barely succeeds his Morale check and runs to assist the unconscious Corp. Peters.
Phil McKrack fails his Morale check, craps his pants and drops prone behind the wall.

1.6
While Peters remains unconscious, Pedo Phile walks to the edge of the building and does a quick look around. He spots Clancy and Peters.



1.7
Clancy fails to notice Pedo Phile and attempts First Aid on Peters. Unfortunately, he rolls a 97% and tries to give the wounded man an enema. Phil McKrack fails his Morale check and so remains prone behind the wall. He decides that it's a good time for a cigarette. Coyle, not seeing anything in his area and suspicious of Clancy's medical skills, moves to the other side of the house. Mo Lester moves to the Land Cruiser in front of the big house.



1.8
Pedo Phile preps a frag grenade and successfully throws it at Clancy and Peters.

1.9
Mo Lester walks to the corner of the house where Coyle had recently been and kneels. Clancy sees the grenade, shits his pants, makes his Morale check and flings the grenade back at Pedo Phile, who belatedly regrets not letting the grenade cook a bit before he tossed it. The grenade detonates and turns Pedo Phile into carnival splatter art with 25 points of damage. Everyone else will have to make a Morale test but are otherwise protected by cover and unharmed.





1.10
No characters go this phase.

2.1
Mo Lester fails his Morale check and drops prone. Coyle succeeds at his and moves forward to the front of the house to make sure no one survived the grenade.



2.2
Peters remains unconscious and Pedo Phile remains dead.

2.3
Clancy makes his Morale check and finally figures out that Peters is unconscious because of gunshot wounds and not constipation. Peters returns to the waking world. Mo Lester fails to see Clancy working behind the truck and moves closer. Phil McKrack finally succeeds at a Morale check and leaps into action, getting closer to the action at the next wall. Coyle utterly fails to see this (a 97% roll).

2.4
Peters, at 1/2 skills due to his wounds, fails to spot Mo Lester.

2.5
Coyle realizes that McKrack is crossing the road and shoots his ass, doing 12 points of damage and giving Phil McKrack a Critical Wound. The insurgent remains concious but wishes he wasn't. Meanwhile, Clancy sees Mo Lester at the house corner and fires, missing. Mo Lester fails the subsequent Morale test and drops prone.

2.6
Peters fails to see Mo Lester.

2.7
Mo Lester stands and charges Clancy, engaging in hand-to-hand combat. Unfortunately, he sucks at it and fails. Coyle turns and runs to help Clancy, scoring a Critical Success (a roll of 01%) and scores the maximum damage against the hapless Mo Lester. The insurgent takes a Critical Wound and is knocked unconscious.


Resolution

The combat ends at that point. While Clancy preps Peters to move out, Coyle tosses a grenade into the VBIED. Clancy carries Peters out while Coyle carries Mo Lester out as a prisoner. In the end, the insurgents lose big time with Pedo Phile sent to his 72 virgins (which, it turns out, to be just one virgin who is 72 years old), Phil McKrack is left to bleed out in agony, and Mo Lester is sent to an Afghan prison where sweaty tattoo guys take turns being his personal proctologist. Corp. Peters recovers and retires to become a talking head on Fox News.

Wednesday, December 24, 2014

Images of Kolonit Neighborhood Battlefield

In my post of The Tulip and the Crescent,  I showed a map of the Kolonit neighborhood for the ambush and subsequent combat. I am working on creating that game board for use at Tacticon. Here are some pics. Note that I will be using 20mm miniatures (really 1/72 scale) rather that the 28mm miniatures suggested in the Skirmish Sangin book.

I can see that my map isn't quite right as the buildings are improperly sized. I will have to correct that. 

Looking from the west at the ambush site. 
The police cars are gray.

An unfortunately blurry image from the south looking north. The cars parked on the side of the road provide Medium Cover. 

A view from the northwest corner of the board looking east. I haven't put in the HO scale playground, but even with that, this avenue of approach for the DSI is pretty open with not much cover. I may add something after a few play tests. 

A view from the southwest corner looking north. The southern open space is supposed to be a football pitch (soccer field to us Americans) and open. The space between the housing blocks is narrow but the trees provide some cover from shooters on the rooftop. 

I will be doing some play testing of the scenario over the Christmas break and may make changes to the board and/or the scenario itself. 

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%