Showing posts with label After action report. Show all posts
Showing posts with label After action report. Show all posts

Monday, September 21, 2015

An Evening Rescue in Brummiegrad

This is an after-action report for a solo game I played over the weekend. The setting is the badly damaged city of Birmingham (Brummiegrad) during the Intifada. The Islamic State (IS) forces have three prisoners and are interrogating them (re: torture) at a ruined factory in the Ward End section of the city. A drone identified the location and a small mixed section of UK soldiers infiltrate the area to attempt a rescue.

The IS forces (the solo side) consisted of a Veteran, two Average fighters, and six novices. Their objective is to defend a position and prevent the UK soldiers from rescuing the prisoners.
  • Veteran - Muhammed w/ AK
  • Average + Sniper Training - Elam w/ AK
  • Average - Hussein w/ RPG-7
  • Novice - Saqqaff w/ AK
  • Novice - Saab w/ RPK
  • Novice - Albaf w/ AK
  • Novice - Alfarsi w/ AK
  • Novice - Abdulla w/ AK
  • Novice - Sultan w/ AK

 

The UK mixed section consists of three Royal Marines and two members of the West Midlands Police. The West Midlands Police have a deep knowledge of the area and are armed like soldiers, a role they’ve played ever since the beginning of the Intifada.
  • Elite - Sgt. Brady w/ SA80 + UGL
  • Veteran - Pvt. Entovich w/ SAW
  • Veteran - Pvt. Dooney w SLR
  • Average - Patrolman Karchee w/ SA80
  • Average - Patrolman Foster w/ SA80

The scenario takes place in the late autumn at dusk (–25 to Spot).

The UK soldiers approach from the south and initially attempt to get past a guard post by stealth.

Note on my action counting: The first number is the turn, the second number is the combat phase, and the third number is the rolled order of action. For example, 2.1.6 is turn two, combat phase one, and the character rolled a 6 on a d10 (house rule).

1.1   No Action
1.2    No Action
1.3    Sgt. Brady crawls across an open section to another position
1.4   Sultan fails to spot the crawling Brady (roll of 91)

1.4.5   Pvt. Dooney craws across the same open section and is spotted by Sultan. Sultan snap fires (04), hits Dooney for 7 damage, but Dooney’s armor absorbs the damage. Dooney swears prolifically but affirms that he’s all right.
1.5.5  Sgt. Brady aims and shoots Sultan, causing a Serious wound. Sultan is knocked unconscious.

1.6.1  Elam, in the ruined factory turns and runs 12m.
1.6.2  Patrolman Karchee runs 18m across the road to the car blocking the entrance to the alleyway.
1.6.4  Hussein, also in the factory, turns and runs toward the shooting.
1.6.6  Patrolman Foster runs 18m across the road toward the entrance of the ruined building.
1.6.8  Alfarsi emerges from the building adjacent to the factory and looks around, seeing nothing (failed spot).
1.6.9  Sultan begins to bleed out.
1.7.2  Brady runs 12m and stops at the car.

1.7.2  Muhammed orders Saqqaff to guard the prisoners and then runs outside to direct the fighting.
1.7.3  Pvt. Entovich grabs his SAW, lurches off the ground, and makes a run for the fighting.

1.7.4  Abdulla, full of piss and vinegar, runs outside and makes a beeline toward the sounds of fighting (18m)
1.7.5  Saab takes a position near the overturned truck and attempts to see what is going on and fails.
1.7.6  Albaf emerges from the building and takes up a position nearby.
1.7.10  Dooney passes his Morale test, curses in several languages, stands, and runs across the street toward his fellow soldiers.
1.8.1  Hussein picks up his RPG-7 and walks to a position he can peer down the alley but fails to see anything.
1.8.3  Patrolman Karchee takes a knee at the front of the car and tries to see what’s going on at the other end of the alley and fails.
1.8.6  Alfarsi continues to try and see what is going on and fails every time.
1.8.7  Foster reaches the building and takes a position flanking an opening in the building.
1.8.8  Sultan remains unconscious and continues to bleed out.
1.8.10  Elam edges between the overturned truck and the BMW and attempts to get a bead on the soldiers at the end of the alley and fails.
1.9.4  Muhammed takes a position right behind Elam and spots Sgt. Brady behind the car.

1.9.5  Entovich, always the last to the party, reaches the car and gets his SAW ready for action.
1.9.6  Brady spots Elam and gets off a quick shot. It hits but only grazes Elam, causing a Light wound.
1.9.8  Abdullah, races through the rubble, nearing a flanking position.
1.9.10  Dooney reaches the doorway of the building and looks into the ruined center, seeing nothing.
1.10.6  Karchee, unable to see anything at the end of the alley in the dim light, struggles to get a target.
1.10.7  Sultan remains unconscious and enters Critical stage from blood loss.
1.10.8  Hussein takes a knee near the edge of the overturned truck and sees the three soldiers behind the car at the end of the alley. He brings his RPG-7 to bear.
2.1.3  Saqqaff continues to guard the prisoners.
2.1.6  Saab runs and stops and successfully spots the UK soldiers.
2.2.1  Alfarsi runs to cover and stops.
2.2.2  Foster peers over the damaged wall, sees Abdulla running toward him and shoots him. Abdullah takes a Serious wound and skids to the ground.

2.2.10  Karchee finally gets a bead on Hussein and fires, but misses.
2.3.2  Albaf carefully walks forward and spots Foster.
2.3.4  Saqqaff continues to guard the prisoners.
2.3.5  Saab rips off a long burst with his RPK but the novice fails to hit a target (although all three soldiers have to make a Morale test)

2.3.6  Entovich passes his Morale and shoots at Saab, missing.
2.3.7  Dooney enters the building and fails to see the fighter on the other side of the wall.
2.3.8  Abdullah, his body stitched with bullets, remains unconscious and begins to bleed out.
2.3.9  Brady brings his underbarrel grenade launcher up and fires. The explosive lands within a few meters of Elam, Hussein, and Muhammed, who have no cover from that direction. All three are killed ugly (37, 30, and 18 damage).

2.4.1  Sultan remains unconscious as his lifeblood pools around him.
2.4.3  Foster sees Albaf and gets a quick shot off, but misses.
2.4.5  Karchee watches for Saab to step around the corner with the RPK and fires a burst into his chest, killing him.
2.4.6  Alfarsi makes his Morale check (Alluha Ackbar!) and takes an aimed shot at Foster but still misses.
2.5.3  Saqqaff, overcome with curiosity, looks outside and sees the gory remains of Elam, Hussain, and his leader Muhammed. The smell of ammonia follows him as he runs away.
2.5.4  Dooney realizes that there is a fighter on the other side of the wall, yells “Frag Out” and tosses a grenade. Unfortunately, it lands on the other side of the low wall. When it detonates, it shreds the unconscious Abdullah and does enough damage to kill Alfarsi. However, it also does 10 damage to Foster, although his armor absorbs most of it, leaving him with a light wound and burning desire to put his boot up Dooney’s arse.

2.5.9  Brady advances around the car and up the alleyway.
2.5.10  Entovich follows behind Brady.
2.6.3  Karchee stands from his position and runs to follow Brady and Entovich.
2.6.4  Albaff, having just seen his friends killed and hearing no returning fire from his side, fails his Morale check and runs like a demon between the buildings and down the road toward safety.

2.6.8  Foster passes his Morale.

At that point there were no remaining intifada forces on the table, with seven killed and two forced to retire. The combined patrol rescued the three prisoners and called for medical evac. The victors suffered only a light wound, ironically caused by Dooney’s poor application of a grenade. Later, Foster kindly suggests that the next time Donney gets the urge to “Frag Out”, Foster will place the aforementioned frag firmly in Dooney’s rectum.


Monday, August 31, 2015

Skirmish at Bordesly Green

The following is a brief AAR of a short solo game that I played over the weekend. The scenario was played in my European Intifada setting, in a Birmingham (UK) that has been badly damaged by fighting between UK soldiers and Islamic State forces and is nicknamed “Brummiegrad”.

Location: Intersection of Hob Moor Rd & Yardley Green Rd (Bordesly Green, Birmingham, UK)
Time: Dusk (–25 to Spotting)
Weather: Clear

Missions

  • UK Mission: One Section, Fireteam A, was to reconnoiter a 3-story building at the corner of Hob Moor Rd. and Yardley Green as an OP. Previous drone recon had shown the building to be empty.
  • IS Mission: Barrak’s Band (7 fighters) was to hold the recently occupied northern side of Yardley Green Rd on both sides of Hob Moor Rd.

Action

One Section, Fireteam A (L. Corp. Avery, Pvt. Broderick, Pvt. Chen, and Pvt. Denton), approached the target building by traversing through a bombed out section of the west side of Hob Moor Rd. until reaching Yardley Green Rd.




L. Corp. Avery went prone and surveyed the target building and nearby buildings but failed to see the hiding IS fighters in the target building and the building to the east, across Hob Moor Rd.

Pvt. Broderick made a dash across Yardley Green Rd. and came under snap fire from IS fighters with AKs and an RPK.


L. Corp. Avery (kneeling) and Pvt. Denton returned fire.

Additional IS fighters fired on Avery and Denton from the target building and the building to the east (a fighter with an RPG spotted Avery but could not fire due to potential backblast).

Broderick failed his morale check and was Retired, leaving the board and giving the IS a victory.

Avery was hit by fire incoming fire and received a Serious Wound.



Denton and Pvt. Chen evacuated Avery off the board, leaving the buildings in the hands of the IS.

Skirmish Outcome

  • UK: 1 Forcibly Retired and evacuation of 1 Serious Wound
  • IS (VICTOR): No casualties, in control of the target building


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.