Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Tuesday, 16 December 2014

This must be just like livin' in Paradise.

GOTCHA!
REBEL LEADER CAPTURED IN FIERCE GUN BATTLE WITH GOVERNMENT TROOPS
RUINED FACTORY SCENE OF CONTINUAL FIGHTING

The ongoing unrest in the Western Foothills spilled over into the industrial district of Puerto Brum.  Earlier in the week, the ruined and abandoned Milk Duds factory was the scene of clashes between the Policia Municipale and assorted gang members and foreign mercenaries in a chaotic four-way gun battle.  Unfortunately the brave men of the Policia were driven off and the site left in the hands of the criminals and anarchists.

Yesterday however, the Army sent in a squad of troops to clear and secure the site.  They quickly encountered a sizeable force of the rebel farmers led by the notorious revolutionary El Porco Verde.  In a long gun battle, two soldiers were killed and several wounded, however our brave boys in green finally managed to capture the rebel leader and several of his henchmen.

A spokesman for El Presidente has stated "We believe that the rebels were at the site to pick up a supply shipment of arms, smuggled to them by one of the city's criminal gangs.  In smashing this operation, we've dealt a crippling blow to this illegal revolt against our just rule."

Thus is the tale of two wargames recently fought in my Imagi-Nation of San Paradiso.

The first was a quickly thrown together game of Pulp Alley for the Old Farts gaming evening, who graced me with their presence last week.  Since I don't have any proper pulp-era figures painted, it was a toss-up between digging out the Victoriana/Steampunk figures, or going for a modern "Action Movie" style game.  In the end we had the Police, the biker gang, the "urban" gang and "The Z-Team" all clashing over a table representing a ruined factory complex.


As a fun game, I can't praise Pulp Alley highly enough.  It's designed to reproduce the feel of dashing pulp serials, with lots of back and forth and a fairly low body count.  The rules could work without modification for pretty much any period from early gunpowder to sci-fi.  However you'll always have that highly cinematic feel, which might not suit the tone of game you're aiming for.  Personally I'm happy to add Pulp Alley to my "toolbox" of rulesets, as the go-to rules for "fun" multiplayer skirmish games, alongside Flying Lead and Chain Reaction (in increasing order of seriousness).

Anyway the multiplayer Pulp Alley game proved inconclusive, with the Police the only clear losers (the other three sides each had secured one "Plot point", and while the Bikers looked about to gain the upper hand, we basically ran out of time).  So I left the terrain set up on the table and today decided to send in an Army squad to clear the area, using Two Hour Wargames' Chain Reaction in a solo game.  It was the first time I'd used the current PEF rules (Possible Enemy Forces), and I was looking forward to seeing how they'd work for an impromptu solo game.

It was an exciting battle.  The squad entered at the front gate and after ensuring the gatehouse was empty, split into two fireteams.  Alpha team, accompanied by the squad leader, peeled to the right, towards one PEF, while Bravo team peeled to the right, toward two PEFs.

Bravo encountered the enemy first, revealing a rebel foot patrol.  It was here I ran into the first and only real headscratcher of the game.  In Chain Reaction, PEFs are resolved as either nothing, or a number of troops relative to the player's "Group".  While the rules seem to be written with the assumption of a single player group, it wasn't clear what happens in the case of a squad split into two tactical groups operating independantly, like the two fireteams.  Do you base the number of troop in the PEF on the number of troops in the fireteam encountering them, or on the number in the whole squad?  At first I assumed the latter, but seeing the overwhelming odds that produced, switched to the former (basing the numbers on the encountering groups).  I think this aspect of the game bears tinkering with, maybe using the subgroup size, but increasing the number of PEFs on table based on the number of subgroups in play.

Anyway Bravo team ran headlong into that patrol (which eventually had four members) and paid for it with the loss of the fireteam leader.  The survivors deployed into the ruined buildings for cover, revealing the second PEF which fortunately turned out to be a false alarm.  The SAW gunner managed to take out the rebel patrol's leader and a second rebel, sending the two survivors diving for cover.

Meanwhile Alpha team had similarly spread out and encountered the third PEF, which turned out to be the main rebel force of 8 men, including their leader El Porco Verde (from the jungle ambush game).  An exchange of fire between the REP 5 squad leader and the REP 5 rebel left the soldier sprawling in the dust, having rapidly burned through his "Star Power" points in an attempt to cancel his injuries.  The two sides settled down for what looked like it would be an extended firefight of attrition.

Bravo team lost a second man but managed to take out the rest of the patrol facing them.  They then quickly moved towards the sound of gunfire, hoping to catch the main rebel force in the flank.


It was at this point that I made a mistake, or perhaps got a little greedy with the Rebel actions.  The initiative dice came up Gov 6, Reb 2, which meant that though the Government troops nominally won, they could only activate units with a REP 6 or higher (of which they had none), while the rebels could activate anything with a REP 2 or higher.  I tried to send two men in a mad dash across the open towards a flanking position on Alpha team.  Although they were spotted as soon as they reached the open, I was banking on winning the resulting In Sight Test, using El Porco's REP of 5 vs the leaderless soldiers' 4.

In a statistically unlikely but not impossible result, the Soldiers rolled more successes and were able to shoot first, gaining a few easy kills.  The following turn saw Bravo team arrive at a flanking position and pour fire into the rebels.  El Porco was gunned down, surviving through Star Power, while the rest of his group were whittled away until only he remained, at which point I called an end to the scenario.


It really had felt like the rebels had the upper hand, up until the arrival of Bravo on the flank.  Had the rebels taken an extra turn to properly suppress Alpha team (with Duckbacks) before attempting the dash across open ground, things might have gone differently.. then again Bravo team might have arrived before they'd been able to capitalise on that.  But all in all it was just a really fun little solo game.

From a campaign perspective: linking the rebels to the hardcore criminal gangs served to undermine their popularity amongst the more conservative elements.  Thus the following Sunday, more than one church pulpit saw a sermon condemning the farm rebels as "traitors against society, San Paradiso and the Will of God". (i.e. Attempt to undermine "Support from the Church", requires 3+, rolled 3)

This leaves the campaign status as follows.

Farmers - Control of the Foothills of Monto Blanko, The Bridge at El Humber, The Goodwill Of The People.

Army - Secure base of operations at Verdaville. Secure supply of food and supplies, The Airfield at Los Anillcamino

Uncontrolled - Foreign media interest. The fertile Piso River valley. The Sunrise Corp Processing Plant, Support from the Church.

Tuesday, 18 November 2014

In the Jungle, the Quiet Jungle...

Memo to Self: When wanting to post pictures to the blog, remember that the camera card reader will only be found immediately after you've written it off as lost and ordered its replacement from Amazon.

Ladies and Gentlemen, the Lesser Spotted Paradisan Turkey-Vulture has landed.

Or put another way, we have finally fought the inaugural wargame in the San Paradiso imagi-nation setting.  Talking to mi hermano disponible Jonesy during our regular Sunday terrain crafting & mini painting session, it transpired that his regular Monday D&D session would be cancelled.  So I suggested he and any other loose players might come over here for a coffee-table skirmish game to actually use some of the stuff we'd been working on these last few months.

I came up with a scenario that just happened to be the opening shots of the Paradiso farmer's revolt campaign I outlined in the last blog post, and so we settled down to a very enjoyable evening trying to get to grips with the latest iteration of Two Hour Wargames' "Chain Reaction".

I've been a fan of 2HW for years.  In fact back in the day I ran a very successful demo for Amazon Miniatures back when Chain Reaction was branded "Guns & Girls" to tie in with their range of figures inspired by the gun-fetish porn site of the same name.  (For the record, this was not the demo game that got Amazon and MAWS perma-banned from the Partizan wargames show for miniature nudity.  I meticulously greenstuffed little bikinis, crop tops and hot pants onto every figure, much to the bemusement of the AM staff, and ran a scenario with them fighting off against the faceless corporation of "the Man".  My figures may still have been slutty, but by the gods they were Empowered Sluts!)

Anyway Chain Reaction and the 2HW mechanics have gone through several iterations since I last played them so I was looking forward to seeing if they still kept the same back & forth firefight feel as the earlier editions (Spoiler alert: They do).

The terrain was my living room coffee table, which is just a shade smaller than 4ft by 3ft.  Since the urban terrain is still nearing completion on the workbench I decided to use the trees & jungle vegetation scenery that I've been working on in parallel.

The Scenario:

The Free Farmers' Collective have so far been limiting their actions to civil disobedience and peaceful protest.  They have however procured a supply of automatic weapons and other material necessary to escalate their campaign to a full armed revolt.  Word has reached the ear of El Jefe De Policidad in Verdaville that the rebels are picking up a supply drop located at a remote roadside stop up in the heavily forested foothills of Monto Blanko.  El Jefe immediately rushes out with three of his most loyal constables to go and interrupt those naughty rascals.  Despite his utter confidence in his own abilities and the ultimate authority of Law & Order which he represents, El Jefe is persuaded to pause at the local army barracks and bring along some regular army troops in support.

Government Forces
El Jefe - REP 5 Star, Shotgun
Three Constabulos Municipales - REP 3, one with shotgun, two with pistols

Four soldiers - REP 4, Squad leader and rifleman with M16s, grenadier with M203 and gunner with SAW.

Rebel Forces
Rebel Leader El Porco Verde - REP 5 Star, Assault Rifle
Seven rebels - REP 3, One with a SAW, the rest with Assault Rifles.

The terrain was mainly thick vegetation, with a road running roughly diagonally across the table.  At the centre is the roadside stop (maybe a rural bus stop or possibly a roadside food stall?) where the Rebel's truck is being loaded up.  The rebels could setup two figures up to 18 inches away from the truck as sentries, the rest would have to be within 4" in the middle of loading up.

The Government forces had a choice on how they entered - they could drive in hard and fast and pile out of their vehicles guns blazing, or park up some way up the road out of sight and proceed in on foot with a little more stealth.  (in the end, I wound up playing El Jefe, so I wound up dicing for it, resulting in the police skidding to a halt at close range, Sweeney style).


The police car had barely skidded to a halt when one of the alert rebel sentries opened fire on it from the bushes, putting one of the constables out of the fight right away.  A couple more rebels brassed up the car, leaving it rather the worse for wear and suppressing the occupants (i.e. duckback results), while the rest of the rebels scrambled for their weapons and cover.

El Jefe and the Constabulos crawled out of the riddled patrol car on the side away from the rebels and tried returning fire.  El Jefe's shotgun succeeded in taking out one rebel, but the poor constables found themselves totally outgunned by the rebels' AKs.  Meanwhile the fireteam of soldiers moved into the woods and started trying to move up the road to a flanking position.  They came under fire from across the road, and in diving to cover almost stumbled over another rebel hiding in the vegetation, who they gunned down in a vicious close-range fight.

While the army traded shots across the road, El Porco Verde led half his men in an almost mirroring manoeuvre, successfully flanking the police behind the car.  The two constables scurried round the back of the car seeking cover, while El Jefe successfully fended off El Porco Verde while he dived for the nearby bushes.

In the end however, El Porco Verde used his men's fire to pin down El Jefe (duckback) before charging in himself to finish off the Government Pig.  It was a vicious, drag-em-down-in-the-mud fight, but eventually the filfy rebel scum beat the valiant police hero to death with his rifle butt.


(It was actually at this point where we struggled with the rules.  Technically it's debateable whether El Porco would have been able to make a charge, since El Jefe had suffered a Knocked Down result and was presumably out of sight.  However common sense suggested that he ought to be able to, so I handwaved it.  Then we carried out the Charge Into Melee test.  The results were that the defender (El Jefe) could fire and the charger (El Porco) could melee, no reaction tests.  But the rules weren't clear on what that meant or the exact order of events.  We resolved El Jefe's fire and got a Knocked Down result.  Did the "No Reaction Tests" mean that El Porco shouldn't take the usual Recovery Test?  If I'd not scored a hit, would it have meant he didn't take the usual Under Fire test (I'd assume yes to the latter, not sure about the former).  And most importantly, did the fire take place before the melee, and did the Knocked Down result prevent El Porco from getting his planned melee attack?

My assumption was that the fire happened as the charger was moving up, and a result from that should stop the melee from happening.  However my esteemed opponent didn't share that assumption and so we went on to resolve the melee with the egregious results for law and order.

I should point out however that had the charger been a normal figure, El Jefe's shotgun blast would have cut him in half, since El Porco had used the Star Power rules to reduce the damage down from a double-kill to a mere knockdown.  The Star Power rules actually worked very well I felt, much better than I'd expected them to. Both El Jefe and El Porco took otherwise lethal hits prior to the melee and
were able to barter them down with Star Power points.  It struck the right balance of keeping heroic characters alive without them becoming unstoppable killing machines.

So anyway the honours went to the Rebels, and putting my campaign-managers hat back on, I'm going to say that they used their success to take control of the uncontrolled "Goodwill of the People" resource.  The ordinary people of the foothills of Monto Blanko and the Piso valley are buoyed by news of the rebels success, and are beginning to believe they have a chance of success.  In mechanics terms, with 4 resources to the Government's 3, it means any hope the government had of quickly suppressing the revolt is now gone.

The next game can now be anything that follows on logically from the first.  It could be another skirmish like this, or it could be a larger scale battle, maybe fought in 15mm using AK47 rules.  Or if you have a game with suitable air-to-ground rules, you could play out a fairly one-sided game of an airstrike on a rebel stronghold (The government would at most have light attack aircraft like the Super Tucano, the AH-6 Little Bird helicopter or an obsolete MiG, the rebels won't have any aircraft, but could conceivably have some man-portable SAMs just to keep things interesting..  hmm I'm tempted to dig out Mercenary Air Squadron and see if that couldn't handle that scenario as a neat little solitaire game.)

In narrative terms, the fall of the vainglorious El Jefe means that the local Commandante will now take full control of the situation and be prepared to commit regular army forces to the suppression of the farmers revolt which now has to be taken seriously...
====

The jungle terrain is largely made up of that old familiar standby - aquarium plants, mounted on CDs or irregularly cut MDF bases (bought from Wargames Tournaments).  The smaller, light green trees are actually from a Toys R Us dinosaur bucket.  I've had them for ages, but basing them properly really gave them a new lease of life.  The taller trees are from eBay, from one of the many Chinese importers selling plastic doodads on there (Possibly Everest Models, though I can't be sure).  So far I've used about a quarter of the plants & trees I'd collected over the years, but judging by the way what I've got covered a 3'x4' table, I think just doubling what I've got ought to be enough for most purposes.


 And lastly, a fun piece.  With all those Plasticville buldings I acquired three of the Plasticville cars.  They're very primitive, just a plastic bodyshell and clip-on wheels (like the very cheapest plastic toys) and a shade smaller than the 1/43 scale I use for cars with 28mm.  Since they would not be usable as cars, I copied something I'd seen a couple of times on the internet and turned one into an abandoned, overgrown and rusted wreck.






Friday, 17 February 2012

When Two Tribes go to war...

In response to Bluebear Jeff's (waves) challenge to create a mini-campaign by linking together scenarios from CS Grant's book, here's my entry.  Seeing how other contributors have already diverged from the original brief of just using the book Scenarios For Wargames, using Table Top Teasers and Scenarios For All Ages, I've opted to craft my campaign entirely using scenarios from Programmed Scenarios For Wargamers.  It's designed to be as universally applicable as possible, with two relatively equivalent forces on either side.  It does presume the necessity of troops advancing overland, so if playing in the late 20th century or later periods assume that air-mobile troops are unavailable for some reason.


Continuing Diplomacy - a mini campaign

Relations between Country A and Country B have always been tense, but in recent months diplomacy between the two has become increasingly strained and both mobilise forces to the border region.  With two large armies operating in such close proximity, it's inevitable that at some point the two will come to blows.  The army commander on the spot has two choices: return to the capital and face censure and possible punishment for plunging the nation into an unwanted war, or take advantage of the outcome of the initial skirmishes and conduct a lightning campaign to secure a strategic advantage that will surely mollify the political leaders back home.

This campaign links scenarios from the book Programmed Scenarios for Wargamers by C S Grant.  The results of each scenario will affect the setup of the following battle.  The whole campaign will last five battles.  It is assumed that the forces in each scenario represent only a portion of the overall army, though I've included an optional rule if you wish to track casualties in units from battle to battle.

1 - Initial Scenario PSW#11 Crossroads (p79)

Two advance guards meet at a strategically important road junction.  The winner of this becomes the aggressor (Red) for the campaign, while the loser becomes the defender (Blue).  In the event of a draw, refight using a different army list, as different parts of the two armies move up to continue contesting the position.  Alternatively players may choose to break the tie with a set-piece battle on randomly generated terrain, the roll of a dice or with three rounds of Rock-Paper-Scissors (or Rock-Paper-Scissors-Lizard-Spock, if that's your fancy)

2 - PSW#18 A Hasty Blocking Position (p110)

With the advance guard having secured the route of advance for Red, Blue forces quickly move to try to cut them off from exploiting the breakthrough.
If Red wins this battle, go to 3
If Blue wins or draws this battle, go to 4

3 - PSW#5 The Weak Flank (p44)

With Red holding the strategic initiative, Blue is forced into a less than ideal defensive position, which Red has the opportunity to exploit with an attack on the weak flank.
If Red wins this battle, go to 5
If Blue wins this battle, go to 6

4 - PSW#1 Hill Line Defence (p18)

Having delayed Red's advancing forces, Blue is able to deploy in good defensive terrain, against which Red must make a potentially costly assault.
If Red wins this battle, go to 5
If Blue wins this battle, go to 6
In the event of a draw, roll a six sided dice (1-3 = go to 5, 4-6 = go to 6)

5 - PSW#7 Two sides of a River (p57)

With Red having broken through, Blue must deploy to defend against an advance that may come on either side of the River X.
If Red wins or draws this battle, go to 7
If Blue wins this battle, go to 8

6 - PSW#6 Crossing Point (p50)

Having been held off in the hills, Red diverts his advance through the lowlands and must force a crossing of the River X, which forms a natural defensive position for Blue.
If Red wins this battle, go to 7
If Blue wins this battle, go to 8

7 - PSW#8 Fighting Through (p62)

Red strikes deep into the Blue hinterland, aiming a thrust directly at Y-Town.
If Red wins this battle, it is a Major Red Campaign Victory
If Blue wins this battle, it is a Minor Blue Campaign Victory

8 - PSW#9 Island Stand (p67)

With the attempted strategic advance across the River X checked, Red must make a costly assault across it in order to seize Z-Town.  If Blue can repel them here, the aggressors will be unable to continue hostilities.
If Red wins this battle, it is a Minor Red Campaign Victory 
If Blue wins this battle, it is a Major Blue Campaign Victory 

Optional Rules

Casualty tracking
If you wish to employ the same units in subsequent battles you will need to keep track of casualties taken in each battle.  Assume that of all casualties taken, half will be recovered for future battles.  In order to keep the scenarios as balanced as possible, give each player the choice of using a fresh unit for each battle or bringing back one that has already fought.
If your wargame rules recognise troop quality, for the final battle roll a die for each unit that has fought in multiple battles.  If the roll is less than the number of battles they have fought, the surviving troops have become hardened and improve a level in quality for the final battle.  However, if the roll is a six, the unit has fought too much and is spent, lowering a level in quality. (The exact mechanics and values will vary with different rulesets.  Agree on how this will be implemented before starting the campaign)

Victory Points
As an alternative/supplement to the final battle determining the campaign result, players may like to track Victory points throughout the campaign.
For each victorious battle - 20 points
For each draw - 10 points to each side
For each unit in a battle that's carrying forward casualties from a previous battle - 1 point.
(note that a unit that fought previously but suffered no casualties does not get this, as obviously they weren't involved enough to count)

***

That's it.  Despite the branching structure, it's actually fairly linear, always ending up at one of two scenarios. I've tried to make sure that the terrain and situation in each game is a logical outcome of the previous battle.  The first battle and the last two are the most important.  The first determines which side becomes the strategic attacker (important because there's a very slight bias in favour of Red in the final scenarios) while the last two determine the overall campaign result, with the exact result in doubt until the very last battle.

If anyone ever plays this, do let me know how you get on.