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 Post subject: Police Station Assault AAR
PostPosted: Thu Dec 03, 2009 1:26 pm 
Osprey Raider!

Joined: Wed Sep 02, 2009 4:23 pm
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I got to playtest a scenario I wrote last night with a few friends. (two of the friends were people and the other 7 were beers)

The setting is my fictional African country of Kizange (although you could just as easily set it in present-day Iraq). Freedom fighters from the Raving Panther militia have infiltrated forces into this neighborhood and are preparing to assault the Gendarmes Nationale post in the early dawn hours.

Here's the table with the Raving Panther player lining up for his first shot.

Image

The station is in the center with the helipad with the first insurgent groups completely surrounding the building. However, there is only one door and no windows on the ground level. There are 5 hot spots scattered around the table edges.

Here's the scenario in standard AA format.

Mission Brief
The Raving Panther militia have planned an attack on a Gendarmes Nationale post.

Regular Mission Objective
Be in sole position of the post at the end of the game

Insurgent Mission Objective
Clear the police post and set fire to it.

Insurgency Level
The insurgency level is 4

Die Roll Insurgent Unit
2 1d6 w/Small Arms + 1w/L Support
3 1 w/RPG *
4 1d6 w/Small Arms & ROLL AGAIN
5 1 w/RPG *
6 1d6+2 w/Small Arms
7 1d6 w/Small Arms +Leader +1 L Support
8 1d6+2 w/Small Arms
9 1d6 w/Small Arms & ROLL AGAIN
10 1 w/L Support
11 1d6 w/Small Arms +Leader +1 RPG *
12 2d6 w/Small Arms

Regular Force Composition
The Gendarmes start with 2 4-man squads in the station. 1 is alert and on watch and the other is sleeping. The Regular player can activate this squad following a successful TQ check.

Station:
1 Leader
2 4-man squads (AK-47)

Troop Quality: d8 Morale: d8

Reinforcements:
After the station has taken fire, the Gendarmes can call for reinforcements. 1 call can be made at the beginning of each turn, success is based on a TQ check.
ï Entering in 2 Turns- 1 4-man squad in a helicopter. The helicopter can land on the station or on the street with no trouble, or on any other flat-roofed building by passing a TQ test.
ï Entering in 3 Turns- 1 4-man squad in a car, 1 V-150 armored car

Insurgent Force Composition

The initial assault force is in place.
1- Leader, 4 Small Arms, 1 RPG
2- 3 Small Arms
3- 6 Small Arms, L/Support
4- Leader, 5 Small Arms
5- Leader, 3 Small Arms, RPG

Troop Quality: d6 Morale: d10

Regular Victory Conditions
ï Hold the post at the end of the game- 10 points
ï Per militia killed- 1 point
ï Per militia leader killed- 2 points

Insurgent Victory Conditions
ï Hold the post at the end of the game- 10 points
ï Per Gendarme killed- 2 points
ï Gendarme leader killed- 4 points

Wakey, wakey...
The Raving Panthers were confident in their ability to surprise and overwhelm the GN post. The first units prepared to unleash an onslaught of fire to allow the other units to move up and storm the building.

However, the Gendarmes were not to be caught sleeping. The duty squad posted on the roof was on overwatch and got in the first shots on the insurgents across the street.

Here's the casualty roll for the 3 men hit-
Image
Ouch! 3 dead.

And here's the fire roll for the 2 remaining men-
Image
Oy!

The Gendarmes on overwatch then turned around and completely wiped out the other unit preparing to fire.

Then things started to go right for the insurgents. The Gendarmes on the roof were hit with a devastating volley of small arms and RPG fire that killed their leader and one other rifleman. The insurgents were then able to move up a large unit and prepare to assault the building.

Image

By next turn the police still hadn't been able to activate their other squad and the large unit rushes the building and blasts apart the door. Things look bleak for the cops.

Image

In the nick of time the 2nd police unit get their asses out of bed and prevent the Panthers from entering the post. Bunched together in the courtyard, they're easy meat for the men on the roof. The Gendarmes car isn't going to be any use to anyone after this morning either!

Image

As the fight on the ground stalemates, the first Gendarmes reinforcements arrive by helicopter. I was supposed to have a great picture of this, but I left my chopper model at home :? I wouldn't have needed it for long, however, because it immediately got clipped by a lucky RPG shot and went down in the street wounding everyone aboard. This group was captured and led off the table (counting as killed for VP porposes)

Image

In come more reinforcements! The V-150 does a great job of shooting up the place and scaring the bejesus out of the insurgents!

Image

However, another insurgent group shows up, lobs an RPG into the turret and knocks out the armored car's cannon. Back to a stalemate.

Image

We had to call it here, so we rationalized that the insurgents pulled back because the battle was getting much more protracted and costly than they had bargained for. The point count was about even, so we gave the Gendarmes the most minor of victories for still having 5 men alive in the police station. I should put a turn limit on the game, but I'd have to play it again to see what the best number of turns would be.

Image

-Sam


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 Post subject:
PostPosted: Thu Dec 03, 2009 2:09 pm 
AAG Co-Director
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Joined: Sun Oct 07, 2007 8:03 pm
Posts: 6551
Location: USA
What a great looking game! Great report, too! Thanks for sharing!!

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"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."


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 Post subject:
PostPosted: Thu Dec 03, 2009 6:24 pm 
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Joined: Fri Nov 27, 2009 10:11 pm
Posts: 111
Location: Wet Coast, Canada
Great scenario, love the idea of the wake-up call.8)

Very attractive table, everything fits together really well and looks the part.

Your foam-core buildings, were they built based on templates or inspiration? I think a couple of them would work really well for an urban Vietnam setting.

Thomas

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PostPosted: Thu Dec 03, 2009 7:22 pm 
Lt. Colonel
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Joined: Sun Feb 22, 2009 4:14 am
Posts: 1297
Location: Somerset, UK
Like it lots - nicely simple but *really* effective terrain 8)

Thanks for posting!

I think Peabody's right too - those are nicely 'generic' buildings - useable in many settings (= the best kind!)


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 Post subject:
PostPosted: Thu Dec 03, 2009 11:01 pm 
Lt. Colonel
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Joined: Fri Mar 13, 2009 9:34 am
Posts: 1000
Location: Jacksonville, FL
This is a cool AAR>

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 Post subject:
PostPosted: Fri Dec 04, 2009 10:07 am 
Major
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Joined: Sat Nov 15, 2008 8:54 pm
Posts: 791
Location: Blissfield, MI
Great AAR.

Love the back-story: Insurgents pick on unsuspecting police, police pick back, insurgents get more that they bargained for...

Send us more! :) :wink:

Jim

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 Post subject:
PostPosted: Fri Dec 04, 2009 10:29 am 
Osprey Raider!

Joined: Wed Sep 02, 2009 4:23 pm
Posts: 16
Peabody wrote:
Your foam-core buildings, were they built based on templates or inspiration? I think a couple of them would work really well for an urban Vietnam setting.

Thomas


The buildings are one-offs. I knocked them together for a modern Africa campaign I ran a few years ago. They're a little rough when you see them close up, but they look the part when massed like this.

-S


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 Post subject:
PostPosted: Sat Dec 05, 2009 12:50 am 
Osprey Raider!

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Location: Covington, Georgia
It does look great.

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aka Jim Hunsinger (Another one of the Jims)
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PostPosted: Sat Dec 05, 2009 12:37 pm 
AAG Pointman
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Joined: Thu Jan 08, 2009 2:09 pm
Posts: 1473
Location: Worcester, MA, USA
Nice AAR and scenario. I like the "delayed entry" for regular re-enforcements.

I also like the buildings. Reminds me that I need to get busy on some of my own. :)

- Jim


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 Post subject:
PostPosted: Sun Dec 06, 2009 3:52 am 
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Joined: Tue Jan 06, 2009 5:18 pm
Posts: 24
Very nice....28mm?


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 Post subject:
PostPosted: Sun Dec 06, 2009 11:20 am 
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Joined: Wed Sep 02, 2009 4:23 pm
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mendoza wrote:
Very nice....28mm?


No, 20mm. Figs and V-150 by Liberation. VW Beetles by Britannia.


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