We played this game using Osprey's Black Ops rules. The scenario was cobbled together just before the game.
New oil deposits have been found in the tiny South American country of San Theodoros. The Presidente, Alejandro Caliente, looks like he is going to grant concessions the Blue Lotus corporation. The international community is not pleased, and various powers intervene, in particular the British. This has nothing to do with the long-standing British South-American Petrol's interests in the area, but nevertheless Royal Marines land and start to take control of vital assets.
Late at night, a four car convoy heads to a seduced airport, but are warned of a roadblock ahead. The cars pull up, and consulting a map shows the airport can also be reached cross county, that being the far end of the table in the picture below.
Everyone piles out of the cars. The portly figure of Alejandro can be seen next to his assistant Veronica, (rumoured to account for 0.8% of the aid budget). Also running to the front of the car is the president's trusty personal bodyguard, Hector.
The fugitives have a few choices here. They can get back in their cars and drive across the bridge or they can sneak across country. Not knowing if the bridge is guarded, Hector chooses the latter course. He can be seen leading the way here.
The river line is guarded; four militia from the San Theodoran Independent Territory Syndicate (SHITS) are patrolling back and forth.
The party slows down to sneak silently through the dark woods.
Near the bridge, someone has built a lookout. Inside it, is a Royal Marine with a GPMG. Getting to the airport is going to be harder than expected.
The party sneak up to the river and prepare to cross (crossing the river makes noise)
So the party could try to sneak across the river and deal with the militia, or... lie low till the Royal Marine in the watchtower is facing the wrong way, and come out with all guns blazing. Yeah, lets do that.
The unfortunate militia, and the British Tommy in the watchtower are cut down in a blaze of close range fire, they never stood a chance. The noise wakes up Sergeant Weasel, who rouses the rest of this squad. Turns out they were all in the huts furthest away from the bridge, and a team of the PMCs, led by Hanson, keeps them suppressed there for the rest of the action.
Seeing this, Hector rushes the presidential party over the bridge in the other direction, and behind a small guardhouse.
The guardhouse was guarded by a single Royal Marine, who tosses a grenade out the window, injuring Hector.
The PMC's medic rushes over and lays suppressing fire though the window, before checking Hector. He is wounded and won't make this fight but will thankfully pull through. We can only hope Veronica paid his health insurance premium.
One of the PMCs escorts the rest of the Presidential party towards the awaiting airplane, and freedom. Seargent Weasel has not given up yet. Dodging intense fire from three sides, he makes it to the house in a bid to detain the president.
I was pleased with how Black Ops handled this scenario.
We did make a couple of house rules, and cannot understand how you handle suppressing fire aimed at an area. If anyone knows I could use a tutorial.
Bonus points to anyone who can spot the references to which fictional character.
Looks like a cracker of a game.
ReplyDeleteTake a look at Battlespace for a solo/co-op ultra modern. Revolves around cards for stats and events for faster set up and play.
ReplyDeleteGreat AAR! Always love seeing someone using Black Ops, it is the most cinematic modern skirmish i know (and thats what i want t see on the table).
ReplyDeleteArea suppression works as follows to our understanding:
Aiming at a point of the table suppression creates a 3" radius area. Whoever enters that area fully, takes all the hits. If the figure only clips the area, it takes half half the hits.
You can opt to enter the area with a full unit instead, in this case you can divide the hits instead sending one poor redshirt��!
Regards
Say the firing model that puts the suppression down on an area then moves or stops firing on another action, is the suppression removed because he is no longer firing?
DeleteThis is indeed not clearly defined in the rules. We rule that the suppression is removed when the firing model is activated again.
DeleteI'm interested in your house rules. I like Black Ops too. When introducing it to one of my friends we had some trouble with the area suppression too.
ReplyDeleteI think the rules author has done a great job simulating why troops want to be close together, but there were no real rules that would influence them to spread out: accordingly we made a house rule...
DeleteIf a group is fired at by heavy weapons using suppressing fire, or by HE weapons, the shooting gets one extra dice for every figure in the group over 4.
I think the main bone of contention with my wargaming buddy that I introduced the rules too was when you put suppression on a model. My understanding is that I can remove all the suppressive markers without rolling for hits if I choose to retreat or loose an action and 'stay down'. I believe I only have to roll for hits if I stand to face it so I can move forward or shoot. He thought I couldn't remove the suppression unless I stood to face it.
ReplyDeleteHi kjbowker,
Deleteyou are correct. Retreat or stay down will remove the suppression.
Thanks, I was wondering about sending a redshirt out there to soak up the fire. War is hell, I suppose.
ReplyDeleteI think the rules author has done a great job simulating why troops want to be close together, but there were no real rules that would influence them to spread out: accordingly we made a house rule...
ReplyDeleteIf a group is fired at by heavy weapons using suppressing fire, or by HE weapons, the shooting gets one extra dice for every figure in the group over 4.
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