My buddy and I got together Saturday afternoon (after 4 hours of a War of 1812 game that I lost) to do a quick and dirty Knife Fight scenario. After a few minutes of looking up some rules that we had both forgotten, we got started. We arranged the micro-scale game using 2 desert color sheets of felt to make a 24 x 48 cm area, and I arranged my Paper Terrain buildings as closely as possible to the map so that the M-1s were restricted to that main road. The first M-1 drove in, stopped to fire. I reacted with T-72 number 2, the one sticking out slightly ahead of the others in that area and the one that looked like he would most easily notice the movement and noise of the M-1s. I lost the reaction check, so the M-1 fired. Bang, one brewed up T-72, two surviving crew members. Next M-1 rolls down the road and stops, ready to fire at T-72 #1 since the M-1 was moving around the first M-1 and could see about 1/3rd of the tank. T-72 had just enough of a view on M-1 #2 that he took a reaction. And lost. M-1 #2 fires and T-72 #1 brews up, 1 surviving crewman. M-1 #3 enters, and has just enough room to pull up and stop and watch for any further movement. T-72 #3 reacts by moving forward, and trying to get a shot off at M-1 #3. I failed the roll again, so we considered that the T-72 succeeded in pulling forward but that the gunner in M-1 #3 had his finger on the trigger and fired first. Bang. T-72 #3 brewed up, no surviging crewmen. M-1 # 4 pulls up but no more T-72s are visible yet and none care to sort out what is going on a block away just yet. Go to turn 2. M-1 #1 moves up hull down behind the brewed up T-72 1 and stops, stating he'll shoot at any target of opportunity. T-72 #4 reacts by moving forward intending to fire at M-1 #1 as soon as he has a shot. I fail another reaction check, this time with a 1 - card drawn, Sand Storm, no further Optimal Fire bonus. Not that he needs that, as the M-1 #1 now fires into the side of T-72#4 as he advances. Bang, another brewed-up T-72 littering the area. T-72s 5, 6 & 7 decide to turn fo face the potential threat, and #5 thinks he may have a shot. T-72 #5 wins the reaction roll! I shoot. I miss. M-1 #1 doesnt miss. T-72 #5 brews up. 2 survivors. T-72s 6 and 7 decide the better part of valour is to run away and fight another day.
I enjoy a good game. Win or lose, I have a great time. We both had fun and are looking forward to running this scenario again in the near future, perhaps with a bit better game mat. The to the Yahuda Road scenario and on to others as we finish up our infantry elements.
I've seen some discussion on what to do about bailed out crews. We skipped the morale checks as we read it as an automatic bailout from the results anyway. Probably should have gone ahead then and checked morale, but didnt see the survivors posing a serious threat to the M-1s and figured they would be hunkering down somewhere trying to stay out of the way. There are no armor crew figures available in micro scale, so just wondering if it would be worth having a couple of bases of troops mounted from 1 to 3 figures as potential bailed out crews. My own reading on surving crews makes me wonder if it would matter, as the surviving crew reports from the Arab-Israeli wars indicate that they are bleeding from eyes, ears and mouth from the concussion force alone and wont pose much of a threat even if they are not otherwise wounded. Probably fit in better as "dependent" status at least for the length of the average game, with possible recovery and return for a campaign game. I'd be interested in hearing what others do for this.
OD Green Old Fart
FoF: RtB, EF, AV, CWGH, DotR, BW, DMA, Fal, C-SOM, SOG