11 Jan 2015

Moderns AAR: The Assault on OP Taiga

Hello guys,

here is another game I played this week. In the last AAR, International Forces managed to capture a rebel. He is still being questioned and IF Command still hasn't assigned an all out assault on a rebel camp/high valued target capture (I am still painting missing forces and coming up with a proper scenario).

Instead, I decided to switch to another gear and play a scenario with a bit more fighting involved (so I can actually shoot at something and use some support fire etc rules).

MISSION OBJECTIVES

The insurgency is rising and the rebel army is getting bolder and bolder. They are trying to gain ground and control of governmental institutions. While they are still avoiding any major attacks, the ambushes became very popular. To help secure the local population (and it's own interests!), the Joint International Command ordered a set up of a network of observation posts, that would help locate the insurgent's nests that could then be cleared.


One of them is Outpost Taiga, located in an abandoned suburbia of Evergreen Fields. This area was being modernised, turned from rural area into a flashy high class neighborhood. The plans failed and the area was since abandoned. There are still remains of rural architecture (abandoned farm) and there are some half-built modern structures as well (abandoned houses). The prominent structure in the area is a derelict supermarket, that has been turned into an observation post.


Troops on board:
SAF Fireteam, veteran quality.
MAG Team, veteran quality

They are manning the outpost, observing the local countryside for rebel activity.

Available support:
A SAF Squad (two fireteams, veteran quality) is patrolling the local area and could rush to aid the OP in case of attack. They will arrive on roll of 6 (before initiative rolls), with +1 every turn that SAF wins initiative.
Close Air Support is available on call.
Bomb squad is on a stand by as a standard.

Expected opposition:
OP Taiga is under attack!

Attacking forces were calculated according to this event:
10- All-out assault. D3+3 groups of D3+3 rebels enter the board
Roll of 5-6 support weapon (1-3 RPK 4-6 RPG), 1-4 AR
One group is automatically either a sniper (1-3) or a PK (4-6) team.
D3 groups start on table. Every turn (before initiative rolls) rolls 3+ another D3 groups arrive until all are on board.
I will roll for insurgents' skill randomly on group basis (to make tracking easier) with 1-3 being militia, 4-5 fanatics and 6 mercenary.

Insurgent attack party:
4 groups (roll of 1 + 3)
PK team, fanatics quality
4 men: 2 AK, 2 RPG, fanatics quality
4 men: 4 AK, fanatics quality
4 men: 3 AK, 1 RPK, fanatics quality

  
 
Random events generator
This time, REG was left out, to avoid further complications, but I will probably include cover bonuses and the like in future games.


PREGAME:
SAF MAG team is observing the area, while Fireteam is located in the living quarter. When attack starts, they will run out and...well, do something about it.
Two rebel groups start on table. I decided it would be RPG and PK groups as they'd trigger their attack with their best weapons. Using houses and vegetation for cover, they crept really close to the OP (which makes me doubt in outpost's  recce abilities!)
I was debating giving the insurgents the first turn initiative (they are attacking, after all) or rolling for it (they came close enough to be spotted). I decided they should have the initiative as the OP crew could not determine if they were civilians or foes!


The board. OP Taiga is in the white building to the right. Insurgetns are attacking from black building to the left.
SAF MAG team on sentry duty.

TURN 1:
Insurgents have the first initiative. Roll of 6 brings another group to the table.

PK team did not move as it was in a suitable position before the attack was triggered.
It fires at MAG team. It needs 5 to hit, based on distance, +1 for target in cover, +1 for being fanatics (bad shots). This makes it 7, which means they lose 1D6 of their burst and hit on 6+. They've hit nothing.  Because the distance is over 50cm (approx 70cm), MAG team can not react to this volley.

RPG group moved forward as it needs to get closer to have any hopes of firing shots.

Newly arrived RPK group rushed in cover of walls closer to the outpost.


RPG group is behind the bushes to the left, PK team is on the balcony with RPK team to the right.


TURN 2:
Insurgents win initiative (14 vs 13)
Another insurgent group arrives
SAF reinforcements do not arrive

PK team fire another burst, but keeps missing the well entrenched MAG team.

RPG group runs forward and gets in range for an RPG volley next turn. Unfortunately, this also gets them in range of SAF MAG team. As a reacting side, MAG players needs 6 to hit (5 for range, +1 for cover) - it fails.

RPK group continues it's advance and reaches a house that will provide them with a solid cover.

Newly arrived AK team (lead by the notorious Yellow Jacket) follows the path of the RPK group.

The self-proclaimed King (in Yellow) leading his bandits forward!


TURN 3
Insurgents win the initiative yet again! (12 vs 7+1) (plus one for every turn that insurgents hold the initiative).
This is quite a problem as SAF fireteam in the post hasn't yet had the chance to rush out and help the MAG team!
SAF reinforcements do not arrive  (rolled a 5!).

PK team keeps firing, it's bound to hit something sooner or later! It misses.

RPG group fired its rockets!
They need 6 to hit (5 for range, +1 for being fanatics). Both RPGs missed (rolled two 5!) and they both hit left of the intended target (3cm for every die point they lacked (1), direction rolled randomly). The blast radius (5cm) still caught both members of the MAG team.
At this point, MAG team needs to roll to save. Veteran's save on 3+, but the bonus in rules is +2 for speculative fire or +1 in another section. I assumed the speculative fire rules are correct (+2) and +1 would be granted in other instances (as in cover). This means they save on 1+, but 1 is always a wound. As luck would have it, assistant gunner got wounded and died on spot (rolled 1 or wounded or dead roll).
AK armed group members fired their shots and managed to hit a MAG gunner, but it just grazed him!


This movement, however, brought RPG group in range of MAG opportunity fire, who scored a hit on one of the riflemen, killing him instantly.
As a result of RPG group's fire, MAG assistant gunner was lost and the gunner himself was suppressed (yellow beam) and automatically hidden (blue beam). On other hand, RPG team lost a rifleman.

The trouble were not over yet for the MAG on the roof top, as RPK group settled in the near-by house. RPK gunner was able to squeeze some shots in the direction of a Slovene and managed to hit once, but the shot did no damage.

The AK group continued closing up the distance, they know they must get closer for their fire to be effective!

Morale is a bit odd, again it's not clear if it's side or team based (especially as every miniature can be used on its own), so I decided to include them on a group-by-group basis. This means that this turn, morale check would have to be done by RPG group and MAG team, but as they lost one member each, they have to roll at least 1 on a D6, which is an automatic pass.

The dice indicate the location of a RPG hit. I really like the missed shot rules!

After the RPG salvo, gunner was left alone and suppressed.
RPK group on the positions in house, with the AK group following closely.

TURN 4

SAF finally wins the initiative (6 vs 9+2)!
SAF reinforcements arrive (roll of 6)!

While situation looked grim for SAF units, it looks like the battle luck is changing.

MAG gunner successfully gathered himself (passed suppression test) and is out for blood! Deciding that RPG group carries the most firepower, he fired a burst their way and managed to hit a RPG gunner! The latter failed his save test, but was "only" heavily wounded by the shot - I rolled for 5 turns of live for him, but as I don't have any medics, nor do I calculate WIP points, this changes nothing and I just removed him from play.
As part of their opportunity fire, RPG group fired another couple of rockets (shooting is simultaneous) and an aimed shot from an AK. They all missed and rockets both flew to the right of the target this time (12 and 9 cm this time!), where they did no damage.

Fireteam Ankaran finally got a chance to leave the market and move out to defend their outpost! As this is their turf and the fortified rooftop offers the best protection (and line of sights!), I started moving them up.
Newly arrived Fireteam Bled and Celje pushed in the area close by and will carry on with the offensive action if needed.
Their movement was reacted to by the RPK team. RPK and two ARs could fire on Fireteam Celje - they managed to get one hit, but it was saved, suppressing the grenadier!
RPK team's two riflemen could react to Fireteam Bled, as with Celje, one hit managed to suppress team's grenadier!

Fireteam Celje was shot at in their moving phase, so when it came to their shooting, they could not used the grenadier. The rest could still open fire on the RPK group in the house. Riflemen fired to no effect, while SAW gunner has outdone himself and managed to score two hits (three shots, hits on 6!). He could only hit a rifleman and a teamleader, killing the latter!

FT Bled (behind a car) and Celje (forested area) under fire.
This turn, two insurgents groups had to pass morale tests (roll of 3 for RPG group (2 for teamleader +1 man), roll of 2 for RPK (teamleader).

 TURN 5
Insurgents win the initiative (11+1 vs 7)

Boy, SAF seem very reluctant to fight today - their initiative is superior to that of the insurgents, but rolls haven't been the best ever.

The arrival of SAF reinforcements changes things for insurgents, as they have plethora of new targets to fire at.

PK team continues peppering SAF MAG team, waiting for a lucky hit.

RPG group is a bit too far to fire at the team Bled that is grouped together behind a car and fires another rocket at the MAG. The insurgent fired two rockets already and is taking an aim...controls his breathing, squeezes the trigger and...nothing happens. The rocket doesn't move an inch!
Rifleman tried firing with his AK, but did not manage to hit a well protected MAG position.
As part of his opportunity fire, MAG fires a burst (albeit shorter as the death of his assistant had a negative impact on his firing rate) with no effect.

RPK team had to divide its fire between teams Bled and Celje because of the planked fence obscuring the view. 
One of the riflemen fired at the team Bled and scored a hit, suppressing Bled's team leader! A few more turns like this and whole SAF squad will be keeping their heads down!
He did not enjoy his little victory for long, as the rest of team Bled unleashed a hail of bullets, with SAW gunner landing a deadly shot.

With team Celje's grenadier suppressed, only an AT rifleman could fire shots in return, but he couldn't hit a thing.

Insurgent's AR group rushed through the building and to the forward positions behind the wooden fence. They were greeted by team Bled's sharpshooter (I decided his optics let him hit with a chance for one distance less - so on 50 cm distance he hits as up to 25. This means his optics give him no bonus on distances under 25cm, which feels about right) and SAW gunner, the former scoring a kill on the slowest of the team members.
This turn wasn't too successful for the insurgents - they had the initiative and forced some more Slovenes into cover, but they lost two of their own!

RPK group had to make another test, this time on 3 (2 for leader, plus one), AR group's casualty did not affect their morale (1 for rifleman).


TURN 6
SAF regain the initiative (11 vs 16)
Team Bled's leader and Celje's grenadier passed the suppression test and can act as normal, but Bled's grenadier didn't and remains hidden behind the cover.

Team Ankaran continued it's climb on top of the outpost, but they could not do anything beyond taking up the positions.

MAG gunner is still on a vendetta against the RPG group and fires yet another long burst in their direction. It scores a hit and picks off the remaining rifleman, leaving the RPG gunner on his own.
In return, the latter sends yet another rocket flying and scores a direct hit.
Ankaran's team leader and SAW gunner are also caught in the blast.  MAG saved good enough, but the other two only made it out alive thanks to the protection of cover!

Fireteam Bled had to adjust it's position to give a sharpshooter a chance to fire, then fired with all three unsuppressed members. Their two hits resulted in two suppressed riflemen, but no kills. In return, Yellow jacket's team also managed to score two hits, that both resulted in suppression.

Fireteam Celje moved half of it's members forward to gain a position to fire from and thanks to accurate fire from the teamleader, managed to kill the RPK gunner. RPK group (or what has left of it) returned with inaccurate fire and did no damage.
RPG blasts force Slovenes into cover.
 RPG group needs a morale on a score of 4 (2 for leader + 2) and passes.
RPK group needs a morale on a score of 4 (2 for leader +2) and passes.

TURN 7
Insurgents win the initiative (11+1 vs 10)
Yellow Jacket passed the suppression test, but his companion did not.
With a large part of SAF suppressed, this is a good time for insurgents to make an impact, as their actions will not be met with much opposition. On the other hand, SAF members that are suppressed count as hidden and are harder to hit.

PK team, a team I had a high hopes for, but that wasn't used properly, fires yet another volley, this time at the team Ankaran's unsuppressed members. Gunner still hasn't quite figured out his weapon and misses completely yet again.
In reaction, Ankaran's grenadier lobs a grenade at the machine gun, which fails short and does no damage. Ankaran's sharpshooter is just as inaccurate.

RPG group, now down to a single launcher, fires at Ankaran's grenadier, scoring a direct hit. A blast caught Slovenes to left and right of the target, but they have all managed to hit the dirt soon enough. Still, this leaves Ankaran fully suppressed.

RPK group's sole survivor fires at team Celje but scores no hits. In return, Celje's grenadier lobs a grenade his way. It falls a bit short, but still catches him in a blast and suppressing him.

While a lot of SAF troopers hit the dirt, Yellow Jacket's AR group can not afford to rush out of their cover as team Celje would simply pick them off. Instead, they concentrate their fire on Bled's sharpshooter. Their fire is not accurate, but sharpshooter's is and it results in suppressing Yellow Jacket himself.


RPG gunner and a PK team (whose gunner really needs a repaint, pyjamas pants aren't working too well!)

SAF forces mostly suppressed.

TURN 8
Insurgents win the initiative (10 vs 8+1)

Luck is on Insurgent's side today, as they keep having the initiative while keeping a large portion of SAF suppressed.  On the other hand, little can be made out of the situation, as AR group's two suppressed members failed their test.

As troops on the rooftop of the observation post were now hidden, PK team had nothing to fire at. Other fire teams were not in it's line of fire. I thought about relocating it, but decided against it for the benefit of any future firing.

RPG gunner relocated a bit, so he could aim easier on team Bled, hiding behind a car, as firing on the suppressed troops on top of the outpost made little sense. Rocket flew a bit to the left (rolled 5 on 6 to hit, so only missed for 3cm), so that Bled's sharpshooter was still caught in the blast radius. Soldier that got hit was not damaged, but he had little wish to poke out of his cover now.

With MAG team and fireteams Ankaran and Bled fully suppressed, there was only team Celje to worry about. Unfortunately, insurgent were way too battered to effectively use the advantage they now had.

RPK group's survivor and the unsuppressed member of AR group repositioned out of sight, hoping they could perhaps overtake the Slovenes in close combat.
RPG gunner in the forested area, RPK group's rifleman behind a building and AK group taking cover behind the planked fence.

TURN 9

SAF won the initiative, only thanks to the bonus for not having it in a while (7 vs 7+2)
This gave them a chance to regroup and deal with the attack once and for all.

Some soldiers managed to pass their test and fireteam Ankaran, in combination with MAG gunner started firing on the surviving insurgents in hope of suppressing them to let teams Bravo and Celje proceed with the counter assault.

Ankaran's sharpshooter and teamleader fired shots at RPK group's rifleman that came rushing from around the corner. Sharpshooter scored a killing hit.

MAG gunner was still occupied with the remaining RPG gunner, but he failed to hit him. In must have distracted RPG gunner enough that he missed, his shot landing 9 centimeters short of the target, doing no damage.

Bled's sharpshooter and SAW gunner could not find the exact position of AR group (hidden, as they were suppressed in cover), so they fired some speculative shots their way. They scored one hit, but the rebel managed to save it.

Celje's grenadier fired a grenade in the yard, near AR group, hoping for the blast splash to do some damage. A direct hit caught all three rebels in the blast, killing one (Yellow Jacket got saved by a +1 for being a team leader!)
The rest of the team moved forward, with teamleader getting close enough that he could throw a grenade over the fence. A direct hit resulted in another kill, leaving only one rebel alive.

FT Celje's team leder throwing a grenade over the fence.
This massacre left AK group with a morale check (4, 2 for teamleader dead, plus 2 more), that was barely passed (rolled 2,3 and the saving 4).

At this point I decided to end the game, the result is obvious. It took me some 4 hours to play it and it got really dark in the mean while.



POST GAME

As you might have noticed, I did not use my mortar support. The rules for off table support are vague. The shots land a turn after they are called, but it doesn't say who calls it, who has to see anything, can it be done by reactive player etc. I am not sure what to do (I suppose any team leader in the regular army could request it, even as a reactive player). Being reactive player means you don't do anything but react to what enemy is doing, but surely they don't just stand and watch - so at least some shells could be firing.

I also noticed later in the game (after turn 4) that RPGs don't get negative modifier for being used by lowly trained insurgents, so they should be a bit more accurate! They are a very potent weapon indeed and I think I should be happy I only ever made three of them!

Furthermore, I was limiting myself with opportunity fire and teams only reacted to the actions geared towards them. I forgot to realise MAG had a REALLY beneficial position and could react to fire of most enemy groups inside his opportunity fire distance. This improves his deadlines a lot, but above all, it shows me I really need to game more often.

I am not too satisfied with the +1 to die roll for cover save as this means house's walls, wooden planks, mesh fences, cars, sandbags and so on all provide the same bonus. I am thinking instead of +2 for heavy cover, that a whole extra die would be added. So someone hiding in house or behind sandbags would gain +1 on die roll and would roll two dice with one needed to pass. The thing is +2 on a roll means SAF veterans (3+ save) would save on anything but one that is a natural fail.

I would lie if I'd say I was not afraid that the observation post might be over ran and that there were too many insurgents, but it turns out the groups should've kept coming (perhaps the starting troops plus the possibility of reinforcements via generator) as they stood no chance against the far superior SAF. Keep in mind RPG is a potent weapon and in Breaking Rules, grenade launcher is not much less lethal.

Groups of insurgents should probably be larger, with 5+D3. I will implement the changes when I'll play another game.

Thanks for looking,
Mathyoo

18 comments:

  1. Very interesting report, exciting and most enjoyable. Thanks for posting.

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    1. I am glad you liked it! It came out a bit longer than it should, though.

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  2. Looks like a fun game and a great AAR.

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    1. Thanks! It was a nice change from the relatively peaceful engagements I played before it.

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  3. Great report mate. Plenty of action and it all look great its all coming together nicely.

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    1. I am a bit confused by the lethality of weapons, basically RPG is REALLY dangerous, as are grenades (they are all more or less the same thing), but you must be really lucky to kill something with bullets.

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  4. Thoroughly enjoyable aar with some very tense moments and everyone's favourite (Hastor) survived to fight another day.
    I had to re-check that there were only nine turns to this game, it seemed like a very much bigger fire-fight. I suspect that your lack of practise with the rules may account for the length of time it took to play but the rules themselves don't seem too user friendly.
    Your terrain looks great too btw, good to see you haven't been idle.

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    1. It is not an igougo system. Basically, every turn one side has the initiative (does everything), while the other side is busy reacting to it - it can fire when miniatures on the side with the initiative move, fire or do anything else. So every time a miniature (or group of them, as I prefer to play it) moves, every opposing team that sees them can open fire - I will probably limit reactions to 1 per turn for lowest quality, 2 for mid, 3 for top, which should speed up everything.

      Game would be played a lot faster if I wouldn't have to double check and write up everything, certainly - but when playing alone there is little reason to play for the game's sake I'd say. I will try to write up a more narrative AAR, but I am not the one to write the fiction.

      There is no new terrain there, Joe, but I am slowly putting together a check point!

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  5. That was a darned good batrep, my friend. I can totally relate to your statement "I really need to game more often." So should I, Mathyoo, so should I!

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    1. We all should, right? It really makes all the converting, painting and terrain building worth while!

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  6. Great report dude! It all looked great on the table. We all need to game more.

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  7. Very good and long AAR. I would think as far as the insurgents are concerned, seeing as how there leader survived and they killed one of the evil NATO/UN mission invaders. That it would be considered at least a slight media win.
    Of course doesn't look that good for their side because of the death of those hero's/insurgents :P
    I don't think I remember, did you write up why they are rebelling against the government?
    And if you ask me RPGs should be affected by troop quality. I have had RPGs fired at my buddy's trucks and they just skip off, miss completely or fail to explode because the Taliban engaged too close for the missiles to arm.
    Also remember that while they are very effective against buildings and vehicles, most rounds where not optimized for Anti-personal. That is why you see guys in eastern Ukraine, wrapping the war heads with chucks of concrete and other explosive materials to increases its lethality.
    There is also a propensity to use it as a poor man artillery and just fire a bunch of rounds at a FOB/COB..etc and then to run before the retaliatory strike arrives.
    In response to your question about who can call mortars or support, I would say any one with a radio. But if you don't want it to get to over powered, I would limit it to squad leaders or above.
    But I would allow for team leaders to relay positions, to the team leaders. Who then call up the shoot. If they do not have eyes on that is.

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    1. They are all martyrs commissarmoody! :P

      I decided to keep it very light on the background, I don't really like putting politics on my blog too much so the general idea is they are rebelling because they want to overtake the government. This would let the existing government's decision to invite international troops legit. So it is all pretty vague and it lets me put anything in it - I wouldn't mind some friendly insurgents and some enemy regulars, like China or Russia (or maybe something out of place, like Brazil)

      Thanks for the input on the RPGs - my initial idea was to pool all the RPGs in a special "artillery group" that would just fire volley after volley on the outpost. The two RPGs I rolled for represented it quite decently in the end.

      I need to paint squad leaders yet, so I will limit it to team leaders for now, but I like the idea of squad leader doing anything but firing his rifle.

      Looks like I'll have to paint one of the miniatures as an American so "you" can advise the guys on board as well! :P

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    2. Martyrs for the Revolution!
      I like the idea of Brazilians or maybe Venezuelans (seeing as how they are buying lots of Russian kit now.) Or just make up a new imagination and that way you can use any combination you like!
      And a squad leaders job is much more then just being the best trigger puller in the squad, so having him call for fire is a good start.

      And flattered by the suggest of painting me up as an advisor.

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  8. Action packed aar. You probably said what rules were used and I probably missed it. So just because I am a thickie please tell me again and also why you like those rules. Many thanks.

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    1. Last time I checked he has been using modified "Breaking News" rules. http://www.dadiepiombo.it/images/stories/dp/breaking.html

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    2. I am using the Breaking News rules Moody posted, but they are somewhat half-done so I am tweaking them as I see fit.

      They are free, so that's one reason to like them. They aren't the best around, but they are initiative based, you can react to enemy actions and where the rules are clear, they make sense and are very simple.

      There are rules for vehicles, but the rules themselves state they are meant for infantry engagements so the rules for vehicles are very simple. There is an offtable artillery, air strikes, helicopters with machine guns, you can move miniatures one by one or in groups (I prefer the later for the feel of team work).

      If you'd play them as they are meant to be played, you would have to be very careful as a NATO player about what you shoot at and when as media has a huge impact on victory points (which i don't use) - you can embed a reporter that costs minus points (lets you bring more troops), but he will make sure everyone knows your troops accidentally shot a civilian, used excessive force and so on. The core idea is really great.

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