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 Post subject: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 10:43 am 
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Location: Ottawa, Ontario
I ran the Bridge at Al Muff scenario http://ambushalleygames.com/images/pdfs ... l-muff.pdf at Cangames this year.

The game played very differently from the last time I ran it. http://tyler.provick.ca/omg-forum/viewt ... ?f=7&t=142

I started the game with the first HMMWV stuck at the container (which is a change I made to the original scenario since I was afraid there was a chance the US player would just sail past the obstacle and there wouldn't be much of a game)
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The US players were much luckier in this run through of the game (or at least had average luck, I think they were very unlucky in the previous game). They took almost no casualties throughout the game and were quickly eliminating the Iraqi threat. By the time half the HMMWVs were across the bridge I had ruled that the Iraqis would automatically get a reinforcement each turn as well are rolling against the insurgency number.

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The only US casualties happened just as the HMMWVs were nearing the exit point. Fire from a large group of Iraqis caused 2 casualties (one on the driver) but it turned out to be only one serious wound.

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On the last turn, the US players drew the "Heavy Metal Tour" card, if it had appeared earlier I would just have ruled that nothing happened but since they were going to win handily I thought it would add a sense of completion to the game so the M1 Abrams appeared at the end of the road.

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One of the players pointed out after the game that I was allowing the Irregulars to return fire more than once per turn (with a -1 die each time) which is not allowed in the rules as written. I am going to try playing "properly" next time but I think I like it better my way.

The figures are a mix of Rebel, QRF and Peter Pig. The HMMWVs are Peter Pig and the M1 is QRF. The buildings are a mix of Battlefront and Najewitz Modellbau


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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 10:56 am 
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Looks like it was a fun game.

I'm not sure what you mean by "allowing the Irregulars to return fire more than once per turn (with a -1 die each time) which is not allowed"

Please explain :)
I'll post in my thoughts once you run through it.

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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 11:07 am 
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Joined: Tue Jul 08, 2008 12:39 pm
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Location: Ottawa, Ontario
I had assumed that both Regular and Irregular units can fire back each time they are fired on (with diminishing firepower as explained on page 39 of the rules) but the rule on page 67 says that Irregulars can only react with fire once per turn (I was allowing them to react with fire if they were fired on as long as they had dice (or any stands left!))


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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 11:25 am 
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Ahh yes, thats my interpretation as well. I guess I will have to research it further and see which is the more likely.

It stands to reason that irregulars will do a shoot and scoot type of fire but there are some that will put up a pretty good fight.



I'll post in what I find out. maybe one of the game guru's can shed some light as well?


**EDIT**
From what I read Irregulars can return fire if fired on 1st by an aggressor unit as long as FP die are still available to the irregular unit.

( based off the PDF version before the Osprey Version I'll double check the hard book version but I don't think it has changed.)

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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 2:31 pm 
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Force XXI wrote:

**EDIT**
From what I read Irregulars can return fire if fired on 1st by an aggressor unit as long as FP die are still available to the irregular unit.

( based off the PDF version before the Osprey Version I'll double check the hard book version but I don't think it has changed.)



That is what I thought as well but it does say "Note that Irregular units may React with fire only once per turn" at the end of the Reaction Fire rule on page 67


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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 2:46 pm 
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They can't react to movement, only if fired on. then they can react with return fire.

No point even taking irregulars if all they get is one shot per turn., They still get to defend them selves.

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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 4:57 pm 
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Force XXI wrote:
They can't react to movement, only if fired on. then they can react with return fire.

No point even taking irregulars if all they get is one shot per turn., They still get to defend them selves.


Sorry, but the RAW is only one shot per turn for irregulars. Makes them extremely hard to play as initially. You really need to pick your fights as an irregular.


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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 5:37 pm 
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then what is the point in even trying to play a game like FOF with insurgents?

thats totally absurd.


if that is the case I will rethink my position on FOF.


**EDIT**
Yeah I need to revise that last statement.

Should be "rethink my position on Irregular Units in FoF... "

Sry for the confusion... :)

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Last edited by Force XXI on Mon Jun 11, 2012 6:43 pm, edited 1 time in total.

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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 5:44 pm 
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Yep - one fire per turn for irregulars, regardless of circumstances. Keep in mind, though, that not all insurgents are rated as irregulars. Some, like Tier One Taliban or Fedayeen, and treated as regular. When I wrote this scenario, the bad guys the Marines faced were a mix of foreign fighters and Iraqis - and not anything even remotely regular. You may have to pick your fights as irregulars, and they ain't gonna go toe-to-toe with regulars for long, but remember - it's numbers that matter. The key to beating the Marines can be crappy luck on their part, but the true trick is overwhelming them with numbers and killing their Humvees. Playing irregulars is fun, once you figure out how to play them.....

Besides, as Shawn always says - if you think a rule doesn't feel right, play it the way you think it does feel right. So, if you think that irregulars shoudl fire if they have FP die left, have at it. I would hate to see you chuck what you seem to think is an otherwise good rule set out the window on account of that one rule (that's just just my opinion, by the way).

This scenario has been played many times, and both sides have taken it in the shorts on numerous occasions. Great AAR - I get a trip out or reading the AARs from the scenarios I designed (or helped deisgn). Anyway - great job!

Cap'n Jim

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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 6:19 pm 
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Alright I concede and will blame it on TBI...

Since I have TW hard cover I'll stand by the rule which in my mind is contradicting.
I'll bring up the question in the TW section.

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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 6:56 pm 
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Joined: Tue Jul 08, 2008 12:39 pm
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I think for convention games I will carry on the way I am playing now (but announce that it is different from the rules as written) just so the insurgent players don't feel too uninvolved. I will try it as the rules dictate when I play at home or at the club though and see how that feels.

In general it won't make any difference since insurgent units generally don't have much to fire back with by the time they are taking a second or third shot.

This time through was much closer too what I think should have happened in the game but the previous time I played certainly showed that the insurgents do have a chance if they get some luck.


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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Mon Jun 11, 2012 7:34 pm 
Sarge

Joined: Sun Mar 20, 2011 9:11 pm
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Location: Newmarket, ON Canada
Duncan

As one of the Marine players, I had a lot of fun. Not because we won, but because you created an enjoyable expereince. The table was well done, the players were enthusiastic, and you made the quick calls to keep the game going.

After the game, I realized a few things that the marines forgot to do, which would have reduced their advantage. (Serioulsy, just an oversight). PM me and I'll provide details.

But the important thing was that everyone picked up the basic rule concepts quickly and had fun.

Thanks
Mike


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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Wed Jun 13, 2012 9:35 am 
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I agree, it went well and everyone had fun. I think it is one of the strengths of Force on Force that you can miss one or two things and the basic concepts still make for a really good game.

@Jim -- Thanks again for the scenario it is one of the best insurgent vs regular ones that I have played


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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Wed Jun 13, 2012 4:31 pm 
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Duncan wrote:
@Jim -- Thanks again for the scenario it is one of the best insurgent vs regular ones that I have played


As I've lost at that scenario on either side of the river...I consider myself proof positive of how the fortunes of war can sway either way. Very enjoyable regardless the force I align with...very good insurgent scenario.

Cheers,
Stan

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 Post subject: Re: Bridge at Al Muff -- Cangames 2012
PostPosted: Sat Jun 16, 2012 10:18 am 
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Thanks for the kind words, gents.

Cap'n Jim

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