Saturday, February 20, 2021

0139 - Off We Go Again - Part XII

The Soviet convoy troopers now have 55% casualties (counting dead, wounded and incapacitated). This will put them over the breakpoint and they will need to withdraw (actually more or a rout). The characters survived but the shooting is not over yet.

 

Initiative

 

Order        Name

1        Griffin

4        Macron

5        Harris

6        NPCs (Not Particularly Cooperatives)

9        Klasha

 

Initiative Step 1 - Griffin

We know the Soviets have reached the breaking point, the characters do not. This is an important point and I am not trying to start a discussion on meta-gaming. Since a solo-roleplayer play alone, it is necessary, to some degree that they know and understand the current situation to allow the characters and the NPCs to react as they would in a conventional tabletop setting. It is not easy but vitally important. Always ask yourself before committing to any action, what does XX know and what can they sense?

 

We know, as does Griff, that he took some fire from the opposite treeline last round. There is no reason to assume he will not return fire. On the other hand, #3-3 (supported by #2-4) was running toward his position last round, bound and determine to overrun Griff. This is probably the most immediate threat and Griff will engage #3-3. The range is 2 (Short) and he will add 1 Ammo die to the pool.

 

Task:

Engage #3-3

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

+1 Sniper Specialty, -2 Target Movement

 = -1

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[-1 Step, total = -1]

Ammo Die:

1

 

Roll:

6,6,5

(5 rounds expended)

Result:

2 Successes

 

 

Once again, like clockwork, Griff puts another one down. The second hit on the skill die raises the damage by 1, to 4. Interesting thing about the M40, the Damage is 3 and the Critical Threshold is 3, which will cause a critical hit with every hit. We now have a total of 4 and that is over the limit. A critical hit on an NPC takes them out of the game and #3-3 is incapacitated. If they weren't going to run before, this will convince them.

 

Griff expended 5 rounds but only has one left in the rifle. The 5 Ammo dice is removed and the weapon is empty (which it was going to be anyway).

 

Initiative Step 4 - Macron

Macron will shove his opponent. This is a fast action and if he is successful, he will get a bonus on his Melee attack for attacking a prone opponent.

 

Task:

Shove #1-2

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

6,6,--

 

Result:

2 Successes

 

 

The guys are on target today. Since the opponent is stronger than Macron (Strength B), he needed two successes and he got them. The enemy trooper has no choice but to try to block.

 

Task:

Block Macron's Shove

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

Melee C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

9,7,--

 

Result:

2 Successes

 

 

Unfortunate. The trooper blocks both attacks but will lose an action for that. Undaunted, Macron closes with his weapon and prepares a buttstroke.

 

Task:

Attack #1-2 in Melee

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

8,2,--

 

Result:

1 Success

 

 

More would have been nice, but we will take what we can get. Here, again, the trooper should probably block. If he does, he will not be able to run. Playing the numbers, as anyone would do in this situation, the hit will not incapacitate the trooper, so he would still be able to move if he did not block. We will late fate decide: 1-3 he attempts to block, 4-6 he takes the hits so he can run. The result is a 3, so he will block.

 

Task:

Block Macron's Attack

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

Melee C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,7,--

 

Result:

1 Success

 

 

That was all he needed and he successfully blocks Macron's attack.

 

Initiative Step 5 - Harris

Shoving is a great idea and not to be dismissed lightly. Harris will also attempt a Shove-action.

 

Task:

Shove #2-2

 

Ability Die:

Strength B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

5,--,--

 

Result:

Failure

 

 

He fails the shove but how about the normal attack? Maybe he will get lucky.

 

Task:

Attack #2-2 in Melee

 

Ability Die:

Strength B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

10,--,--

 

Result:

Two Successes

 

 

Two hits. Take that you baddie! Now the trooper has to decide. Blocking the attack will cost him an action. Same die roll here: 1-3 he attempts to block, 4-6 he takes the hit so he can run. The result is a 4. He will take the hit. Must be turning to run anyway.  The attack hits his arm (5) and the extra success causes and additional point of damage for a total of 3. The critical threshold here is 4, so no danger of a critical. He is wounded but not incapacitated.

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives)

As we determined before, the NPCs will rout. Normally, when they reach the Retreat threshold, it means just that. They will retreat, utilizing cover, covering fires and smoke to pull back in an orderly manner. We have crossed the rout threshold, so they will run for the hills, every man for himself.

 

Officer #1-1 blows his whistle, signaling the retreat. He will need to make a Retreat roll, or Klasha will get at free attack as he moves away.

 

Task:

Make a Retreat Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

8,--,--

 

Result:

1 Success

 

 

He successfully disengages from the combat with Klasha before turning and running in a south-westerly direction (2x Fast Action). Since he is routing, he will attempt to make a mobility check for some extra hexes.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

7,--,--

 

Result:

1 Success

 

 

It is not a lot, but it does take him behind the treeline.

 

Soldier #1-2 used both this actions blocking the attacks from Macron and has none left to move with.

 

Soldier #1-3 is incapacitated and we will assume dies on the field.

 

Officer #2-1 will stand (Fast Action), order his men to retreat (Free action) and move toward the woods in the southwest. To advance further, he will need to make a Mobility check, modified by -1 for the terrain.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

8,--,--

 

Result:

1 Success

 

 

He reaches the cover of the treeline but I do not think he is done running yet.

 

Engineer #2-2, his arm still hurting, turns to run. He will also need to make a Retreat roll to disengage.

 

Task:

Make a Retreat Roll

 

Ability Die:

Agility C (D8)

 

Skill Die:

Mobility B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Mobility B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

3,1,--

 

Result:

Failure

 

 

After he successfully disengages,  he will take both Fast Actions to move and then make a mobility roll. His roll will also be modified by the terrain.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility C (D8)

 

Skill Die:

Mobility B (D10)

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility D (D6)

[-1 Step, total = -1]

Mod. Skill Die:

Mobility B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

7,3,--

 

Result:

1 Successs

 

 

His arm must be hurting bad and it prevents him from running faster.

 

Soldier #2-3 is incapacitated and we will assume dies on the field.

 

Soldier #2-4  is incapacitated and we will assume dies on the field.

 

Officer #3-1 tells his trooper they are leaving (Free Action), stands (Fast Action) and moves further into the woods (Fast Action). He will also attempt a Mobility Roll.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

3,--,--

 

Result:

Failure

 

 

He does not move further but also has no Mishap, so that is at least something.

 

Soldier #3-2 is determined not to be the last guy on the field and stands (Fast Action) before moving southwest (Fast Action). He will also attempt a Mobility Roll.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step, total = -1]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

8,--,--

 

Result:

1 Success

 

 

Probably a world-class sprinter, he passes his officer and makes for the hills.

 

Soldier #3-3  is incapacitated and we will assume dies on the field.

 

Soldier #3-4  is incapacitated and we will assume dies on the field.

 

Initiative Step 9 - Klasha

Sensing that the hostilities have ended (at least for today), Klasha calls out to #1-2 and attempts to Persuade him to surrender.

 

Task:

Persuade #1-2 to surrender

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Persuasion B (D10)

 

Modifiers:

+1 Klasha has more people on her side now, +1 it will not cost the trooper anything and probably save his life, +1 the trooper is wounded

 = +3

Mod. Ability Die:

Empathy A (D12)

[+1 Step, total = +1]

Mod. Skill Die:

Persuasion A (D12)

[+1 Step, total = +1]

Ammo Die:

--

 

Roll:

6,8,--

 

Result:

2 Successes

 

 

The trooper drops his weapon and places his hands behind his head. Combat has ended.The combat leaves the Soviet convoy with 5 KIA and 3 WIA (1 of which is POW). Three other troopers are unscathed.

 

A couple of tips here:

 

  • Use the Take Cover action. It gives you the terrain cover modifier when you are attacked by fire combat. That is a great advantage.
  • Think about what you are going to need for the combat. Macron had an axe, which would have been much more effective in hand-to-hand. Others had bayonets but you need actions to get these ready. If you expect to be engaged, think about the equipment you are going to need. Digging it out in combat is going to cost you time you do not have.
  • Shoving an opponent, if it works, will give you a bonus when attacking a prone target. Use it.
  • Sometimes it is necessary to take a hit to ensure you can perform your actions. Choose wisely.

 

Anyway, the battlefield is quiet again.

 


 

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