We played out the first game of a new campaign set around the British in Sierra Leone last night. The game was based around the Midnight at the Alamo scenario with the Regulars holding the Compound and protecting the NGO's against a determined attack by the RUF Militia.
The regulars winning 10 pts to 3.
Comments welcome - enjoy.
The table with the compund nearest the camera.
The westside boys emerge from the bush pouring heavy fire into the compound.
The British Defenders covering the front and right flank. (The roof top section was to prove crucial, running from flank to flank and often doing just enough to fend off the militia.
Militia appear on the roof tops attempting pin the British regulars.
By turn 3 the Brits are under pressure Militia reinforcements all appear on the right flank and are massing to rush the compound, things are made worse by the defenders failing 4 reaction tests in a row, resulting in an RPG strike from Militia, resulting in 2 casualties to the Brits.
The Brits fall back into the main building having checked the wounded they get away with a graze and a light wound.
Dispite rushing a fire team to the right flank which suceeds in driving back a number of militia units, other militia units reach the outer wall of the compound.
A militia units breaks into the rear of the compound but are stopped by the British Fireteam having now recovered from their wounds who wipe out the militia to a man.
Turn 6 and the Britishs manage to plug the gap and with insufficent militia on table the RUF are forced to withdraw.
A near run thing with the Militia player thinking they had it in the bag by turn 3 when the RPG hit home, however two turns of no reinforcements proved critical to the failure of the RUF attack.
The question now is can the Brits hold out until the Reinforcements arive.[/url]