> here is the short version of what happened the
> first time i played out
> the scenario. . . something about the best laid
> plans of mice and men
> comes to mind . . .
> LOL, WOT A BLOODBATH!
> MY SAS FIRE TEAM "A" NEVER EVEN GOT OUT OF THE RIVER
> THE PATROL WAS
> "A" TEAM WAS CLOSEST TO THE STEEP EASTERN HILL WITH
> THE GUARD POST ON
> IT, AND I WAS KEEPING THE TEAM "TIGHT" (CLOSE
> TOGETHER" BUT STILL
> MANAGED TO END UP 5 AND 3/4 " FROM THE GUARD POST
> (6" NIGHT VISION
> LIMIT FOR UNAIDED EYES), WHICH WAS BAD. A DAMNED
> REP-3 WITH AN M-79 GL
> TOOK AN IN SIGHT TEST, AND BLASTED OFF AN HE ROUND
> THAT LAND RIGHT IN
> THE MIDDLE OF THE FIRE TEAM AS IT HUDDLED BEHIND THE
> RIVER BANK.
> AND AS IS SOOOO OFTEN THE CASE WHEN MY DICE GO BAD
> (SOUNDS LIKE A RACY
> VIDEO DOAN IT?), I MANAGED TO "OD" ALL 4 SAS
> TROOPERS WITH ONE SHOT!
> BLAM! HALF THE PATROL GONE WITH ONE SHOT!
> THE REMAINDER OF THE PATROL CROUCHED BEHIND THE
> RIVER BANK (ON THE
> OTHER SIDE OF THE SMALL BOAT DOCK) WAS A TAD UPSET
> BY THIS
> DEVELOPEMENT (AND SO WAS I!)!
> THE BLAM OF THE HE ROUND GOING OFF ALSO GOT THE
> UNDIVIDED ATTENTION
> OF THE 2 GUARDS CHILLING BY THE STACKED STUFF IN
> THE BOAT DOCK
> CLEARING, THE ROVING PATROL, AND THE GUARDS AT THE
> TENT AS WELL.
> SAS "B" TRIED TO GET INTO THE COVER OF THE NEARBY
> JUNGLE, SAW THE
> GUARDS IN THE CLEARING, AND NATURALLY, THE TROOPER
> WITH THE LMG (NOT A
> SILENCED WEAPON!) TESTED AND LET FLY AT THEM. ONE
> GUARD WAS "OD", THE
> OTHER UNSCATHED. THIS GUARD ALSO HAD A LMG, WAS
> NOT OUTGUNNED, AND
> SHOT BACK.
> NOW I HAD TWO (2) LMGS LIGHTING UP THE COUNTRYSIDE
> WITH MUZZLE FLASHES,
> MAKING LOTS OF NOISE, SENDING LOTS OF FLYING HOT
> LEAD BACK/FORTH,
> AND NO ADDITIONAL HITS.
> HOWEVER, SINCE THE OTHER SAS GUYS WERE CLOSE TO
> THEIR LMG, I HAD THEM
> TEST FOR BEING SHOT AT AS THE BULLETS FLEW.
> ONE OF THE SAS GUYS FAILED MISERABLY AND LEGGED IF
> OFF TABLE AS FAST
> AS HE COULD! NOW I HAD LOST 5 OUT OF 8 SAS
> TROOPERS BY THE END OF
> TURN 2.
> AS IF THAT WAS NOT BAD ENOUGH, I HAD 10 BAD GUYS
> FAST MOVING THROUGH
> THE TALL GRASSES TOWARD THE BOAT DOCK FROM THE TENT!
> THE GUARDS ON
> THE HILLTOP STAYED AT THEIR POST. ONE OF THE FOOT
> PATROL GUYS ATTEMPTED
> A FAST MOVE AND TRIPPED OVER SOMETHING, FELL FLAT ON
> HIS FACE. THE
> OTHER FAST MOVED AS FAR AS HE COULD (NOT FAR ENOUGH
> IN THE JUNGLE) .
> THINGS LOOKED REAL BAD FOR THE SAS . . .
> AND AS USUAL, THINGS GOT WORSE, TOO!
> SAS "B" SPOTTED A GROUP OF BAD GUYS MOVING THROUGH
> THE GRASS, AND
> LUCKED OUT TO BE ON THE FLANK OF THE LINE! I WAS
> ABLE TO SHOOT 2 OF MY
> 3 SAS GUYS (1 SLR, 1 AR; LMG WAS STILL DUELING WITH
> LMG IN THE
> CLEARING). THEY MISSED, OF COURSE! BAD GUYS
> TESTED, PASSED, AND
> SHOT BACK! OF COURSE THEY KILLED THE SAS GUY WITH
> THE AR, AND SLR
> WAS OUTGUNNED BY RETURN FIRE, DUCKED BACK AND WISHED
> HE WAS ELESEWHERE
> . . .
> THIS LEFT ME WITH THE SAS LMG THAT WAS DUELING
> WITH THE BAD GUY LMG.
> BOTH THESE GUYS HAD APPARENTLY RE-LOADED WITH BLANKS
> AS THEY MANAGED
> TO HIT ZILCH!
> NOW THE FINGER OF FATE (MIDDLE DIGIT ON MURPHY'S
> HAND) PERSONIFIED AS
> A MISSED GL SHOT FROM THE BAD GUYS SHOOTING AT THE
> SAS SLR/AR GUYS
> CAME INTO PLAY. THE DAMNED HE ROUND DETONATED
> ALMOST ONTOP OF THE SAS
> LMG GUNNER (PROBABLY AN AIR BURST FROM HITTING TREE
> LIMB) AND THAT WAS
> THE END OF HIM!
> AT THIS POINT I DECIDED IT WAS TIME FOR THE LONE SAS
> TROOPER TO HEAD
> FOR HOME. . .
> OF COURSE, AFTER THE GAME I REMEMBER THAT MINIME
> (KILLED ALONG WITH "A"
> TEAM, WAS A STAR) COULD SURVIVE WITH POST GAME
> PENALTIES, BUT DECIDED
> IT WAS NOT VERY LIKELY AND LET THE SUCKER CROAK!
> THAT WILL TEACH ME TO WADE ONTO THE TABLE WHISTLING
> THE COLONEL BOGIE
> AFTER BIT MORE POST GAME REFLECTION, I DECIDED
> THAT THE SURVIVOR OF
> THE TEAM WOULD BE SUMMARILY TRANSFERRED TO THE
> ROYAL ARMY CATERING
> CORP . . .
> MAYBE THE HOUSEHOLD CAVALRY AS A PERMANENT STABLE
> ORDERLY . . .
> to refresh folk's memories, below is the original
> scenario .
> THIS IS A COLD WAR "WOT IF" SCENARIO was designed
> by me to allow me to
> play with my newly painted MONGREL MINIATURES
> 28-mm SAS troopers and
> assorted makes OF 28-mm bad guys on the tabletop
> using (slightly
> modified) FNG skirmish rules from THWG. if all
> goes well, scenario #1
> is the first game of a mini-campaign which will
> see the same SAS patrol
> conduct a series of black operations on the island
> of BORNEO in the
> NOW, i am going to do this as a solo game, but,
> with THWG rules, it is
> very easy to use this same scenario to fight
> against a live opponent,
> or for everyone to fight against the game
> 2. MISSION BACKGROUND.
> the lawful government of BRUNEI is under attack by
> a well armed, well
> trained and well led force of international
> mercenary thugs employed
> by person (s), organization (s) or government (s)
> unknown to HM
> GOVERNMENT at this time. BRUNEI has requested our
> aide in putting an
> end to the campaign of murder, kidnapping,
> robbery, and organized
> terror that is disrupting normal activities in
> BRUNEI on a too
> frequent basis. the government of BRUNEI has
> pledged to completely
> support the mission. your SAS patrol has been
> tasked with identifying,
> locating, and eliminating this threat to one of
> HMG long time allies in
> this region asap.
> 3.MISSION UPDATE.
> BRUNEI security services have very recently
> identified what they
> believe to be a mercenary operating base inside of
> INDONESIA. the
> INDONESIAN government has not been advised of this
> discovery because
> BRUNEI security (and HMG) believe that the
> INDONESIANS _may be_
> covertly involved in supporting this campaign
> against the lawful
> government of BRUNEI.
> 4.MISSION TYPE: COMBAT PATROL
> your SAS patrol has been tasked with infiltrating
> the merc camp,
> gathering intelligence, disrupting comms,
> destroying all targets of
> opportunity and exiting off the NORTH EDGE in
> search of other
> a. infiltrate the area.
> b. gather intel (at guard tent).
> c. destroy comms (at guard tent).
> d. destroy targets of opportunity (stacked "stuff"
> near boat dock).
> e. eliminate any mercs (search of merc corpses
> will also produce
> "intel" on 1D6 score "1").
> f. exit SAS patrol off the NORTH edge in search of
> 6.TIME/WEATHER/LUNAR STATE.
> night, heavy continuos rain, no moon.
> fordable river, low, soft riverbanks, boat dock
> w/small clearing
> nearby, stacked wooden/metal drums, narrow dirt
> road, no effects tall
> grass, jungle, low hill, steep hill, large guard
> tent, hilltop guard
> post, small, open topped, sand-bagged infantry
> fighting positions.
> 8. SAS DEPLOYMENT.
> SAS patrol enters the table from the SOUTH EDGE on
> 1st ACTIVATION,
> fording the river.
> 9. MERC DEPLOYMENT.
> mercs begin the game deployed at the following
> locations on 1st
> ACTIVATION of either combatant:
> a. the guard tent (off duty mercs). low state of
> awareness, mostly
> asleep (10 bods).
> b. guard post on the top of EASTERN steep hill.
> low state of awareness
> (2 bods).
> c. in the vicinity of the boat dock and stacked
> "stuff". low state of
> awareness (2 bods).
> d. as a randomly placed roving foot patrol. this
> patrol may set up
> anywhere within 24" of the river except on the
> river banks or in the
> water. low state of awareness (2 bods).
> 10. SAS MISSION ASSETS.
> a. one (1) SAS patrol consisting of eight (8) men
> armed with mixed
> weaponry. NCOIC is a REP-6 "STAR". ASST NCOIC is a
> REP-5 "GRUNT". all
> other SAS troopers are REP-5 "GRUNTS". use of
> ATTRIBUTES is optional.
> everyone has night vision gear, personal comms,
> medi-kit, body armor, a
> handgun, a combat knife, hand grenades (frag &
> smoke), one claymore CDM
> (see page 58), flares/star cluster launchers, and
> demo charges. all
> firearms _except LMG and M79_are silenced. limited
> numbers of M72 LAW
> are available to the patrol. the patrol has one
> (1) long range man-pack
> radio assigned to the RTO.
> b. all weapons carried by the SAS are WYSIWYG as
> far as type (AR x 4
> ea, SMG X 1 EA, SLRs x 3 ea, LMG x 1 ea).
> 11. NO RE-ENFORCEMENTS are available to the SAS
> patrol for this
> 12. MERC MISSION ASSETS.
> a. one (1) "squad" consisting of sixteen (16)
> mercenary scum with
> randomly generated REPs and mixed weaponry. use of
> ATTRIBUTES is
> optional. NCOIC is merc with highest REP, and is a
> "STAR".ASST NCOIC is
> a merc with equal REP or selected randomly from
> mercs with next
> highest REPs. he is also a "GRUNT". all other
> mercs are "GRUNTS". all
> mercs have frag grenades and combat knives, but do
> not have night
> vision gear or personal comms. landline field
> telephone connects the
> guard tent to camp HQ, to the hilltop guard post,
> and to the boat dock
> b. all weapons carried by the mercs are WYSISWYG
> as far as type, and
> none are silenced!
> 13. AVAILABLE OFF TABLE MERC RE-ENFORCEMENTS.
> a. once audible shots are fired or the SAS troops
> are otherwise
> detected, there is a chance that these
> pre-determined merc
> re-enforcements will appear on the table from the
> NORTH EDGE (combined
> activation score of 7,8, or 9 due to
> pre-determined high activity,
> moderate posture).
> b. i randomly randomly placed six (6) 3 x 5 cards
> face down along the
> NORTH EDGE of the table before game start. four
> (4) of these are
> marked "DUMMIE" and two (2) are marked as
> re-enforcing units of mercs.
> c. one (1) 3 x 5 card is for a merc infantry squad
> consisting of twelve
> (12) bods with randomly generated "GRUNT" REPs and
> mixed weaponry.
> these guys have the same weapons/equipment
> restrictions as the mercs
> above. use of ATTRIBUTES is optional. NCOIC and
> ASST NCO will have
> the highest REPs.
> d. one (1) 3 x 5 card is for a merc infantry fire
> team consisting of
> six (6) bods with randomly generated "GRUNT" REPS
> and mixed weaponry.
> these guys have the same weapons/equipment
> restrictions as mercs
> above. use of ATTRIBUTES is optional. NCOIC will
> have the highest level
> DAWGIE, off to do some "DIRTY WORK" . . .
" THOUGH I BE WOUNDED, I AM NOT SLAIN! I WILL LAY ME DOWN TO BLEED AWHILE, THEN RISE AND FIGHT AGAIN! "
OLD ENGLISH FIGHTING POEM
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