In this wargame dice are thrown each move to determine which side fires first, and this was an important feature to the game.
SCENARIO East African Forces have secured a small town, and also an outpost to the NW. They are expecting an attack but are not aware from which direction(s). All deployments must remain in their positions until the sixth move, but supporting fire is allowed. However, no fire may take place until the insurgent forces fire first, or come into view (12"). For the Insurgent forces, they are obliged to dice their unit deployments.
THE BATTLE
MOVE ONE The attack commenced from the NW when one insurgent group, supported by a technical and HMG, approached the fortified outpost/property. An insurgent artillery piece to the North was also able to give valuable support. The exchange of fire saw the technical driver taken out but casualties were fairly even. In MOVE TWO a well positioned tank, between the town and outpost, opened fire. A direct hit on the technical, gone! However, those in the outpost suffered several casualties and decided to retire. From then on the tank and Insurgent gun exchanged fire. The outpost was occupied in MOVE FIVE. In MOVE SIX the tank took out the artillery piece, and some military police arrived to support those forced out of their position.
MOVE SEVEN saw the general attack on the town by four insurgent groups, mainly coming from the SE. But they were in for a shock. The East African Forces opened up with a field gun, mortar, HMG, LMG, and small arms fire. Six casualties, before they had fired a shot. However, It was now the Insurgent's turn to return fire, and RPGs began to have an impact. One taking out the field gun.
SHOCKING!
In MOVE EIGHT a RPG fired from the outpost roof scored a six (hit), followed by another six (magazine) which took out the tank between the town and outpost. But it didn't stop there, another RPG (the insurgents had five) hit the other tank with a six, followed by another six....... my mouth opened! Their small arms fire had also been quite effective. Now under attack from three directions, in MOVE NINE a general retreat was ordered in the direction of the SW........ and it wasn't quite orderly. Losses EAF 18, Insurgents 17.
Excellent game Michael! Your figures, buildings, and vehicles were all great, every detail was perfect! I especially like the technical and police vehicles, very well done!
ReplyDeleteThanks Brad, played the game yesterday, completed in two hours, it was exiting, and not a little surprising.
DeleteMichael
Wonderful looking game! Will we witness an EAF counter-attack?
ReplyDeleteHi John, strangely, I was also asking myself did the scenario favour the attacker, what about a counter-attack? I do feel the game gave no opportunity for the tanks to use their strengths. But the Insurgents had very good luck with their dice throws, and the RPGs/artillery piece were better handled than the EAF two mortars and field gun. I also think the 12" vision rule should have included a chance of seeing them at 24" at least in any daylight actions.
DeleteMichael
Interesting looking game , I like the idea of 'modern' toy soldier gaming .
ReplyDeleteHi Tony, having acquired the figures at little expense it seemed a good idea to raise some interesting armies. Having also made my 28mm collecting very 'formal', my 54mm collections aren't linked to any grand plans or historical battles. Perhaps thats why I've enjoyed my drift into 54mm toy soldiers.
DeleteMichael
An excellent small skirmish in a small space - great to see those cheap Pound Store figures get this paint treatment and a worthy scrap.
ReplyDeleteMost kind, Mark. I just hate waste, I would still have played with them in the late 1960s, so lets war-game with them now.
DeleteMichael