Monday, December 7, 2020

0113 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 5

 

1110 08 AUG 2000, Zdunska Wola, Poland

===================================

"We made it back to some cover and Wally let loose, trying to give the team some cover to pull back. No way of knowin' if it would be enough, but we hoped for the best."

Just a side note, I have been reading a lot of the comments on the new version (some, not all mind you) and I believe it is important to give constructive feedback to Tomas and the FL Team. I also believe that the Kickstarter had 8,000 backers and it is going to be impossible to meet the expectations of everyone, but please remember, your game is what YOU make it. Want to do a full-on military sim, have at it. Want to see how long your team can survive in the post-apocalyptic world? Knock yourself out. Your table, your game.

Speaking for myself, I am in the second category. This trip started with the stated goal of see if a group of survivors could navigate all v1 European modules to going home. We have already lost one (RIP Mitchell) and the new rules are starting to shape up to be dangerous. Why, you ask (maybe you did not but I am going to assume you did). The playing field has been levelled a lot.

Characters like Potato, Harris or Griff could take a lot of punishment in v2.2, needing a lot of damage to put them down. NPCs, however, did not need as much. A Novice NPC could be reduced to initiative 0, taking him out of the fight, by the slightest wound. An NPC, even an Elite one, was out of the game after suffering 40 points of damage. Potato needed 97 points of damage to his chest before becoming critically wounded. He was a powerhouse. In version 4 not so much. His hit capacity is 6 and his stress capacity is 4, much closer to standard NPCs. He is not going to take as much punishment as before. It is going to be interesting, to say the least.

Anyway, back to the situation the team has gotten themselves into.

A lot of people were suppressed last round but recover. These are:

  • Griff
  • Polish soldier #1-3
  • Polish soldier #1-5
  • Polish soldier #1-8

Note: I am using stress for NPCs because it adds a use for leaders in NPC groups. It also allows us to simulate one of the bad guys having enough of the fight and cowering in a hole.

Currently, the Poles have 40% wounded, but none incapacitated or killed. I am using that as the basis for their morale. They will retreat after losing more that 15% of their number.

 The new initiative order for this round is:

1          Robinson

2          NPCs (Not Particularly Cooperatives)

3          Marshall

4          Logan

5          Harris

6          Griffin

7          Wally

8          Macron

9          Klasha

10        Potato

Robinson will get a shot off but then the Poles are going to light the team up again.

Initiative Step 1 - Robinson

Robinson drops prone (Free Action) before aiming his weapon (Fast Action) at Polish soldier #1-6. He will then squeeze off a few rounds. The range is 2 (Short). Robison’s Agility is B (D10), and his Ranged Combat is C (D8). The target is prone (-2), and Robison will use 4 Ammo Dice (let him have it!). The D8 is down stepped and removed due to the target stance. The results are 1 success on the base die, 1 success and 3 mishaps on the ammo die, with a total of 9 rounds used.

Robinson inflicts two separate hits, one for the base die and one for the ammo die. The first hit is to the head, but the Pole has helmet, reducing the damage to 1. The second hit is to the arm for 2 points, for a total of 3. His armor degrades to 0, meaning it will no longer stop any rounds. He will also need to check for suppression.  His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10 - line of sight to Polish soldier #1-10). He has one success and avoids being suppressed.

Robinsons AKM is reduced in reliability to B, forcing him to make the reliability roll with 2D8. With flying colors, Robinson rolls two 1s, resulting in his weapon jamming.

 Initiative Step 2 - NPCs

Now the team needs to take cover.

Polish soldier #1-1 yells to the rest to follow him (Free Action) as he moves south (2x Fast Action) to help overrun the group.

Polish soldier #1-2 drops behind cover (Fast Action) and reloads his RPK-74 with his last magazine (Fast Action).

Polish soldier #1-3 stands (Fast Action) and then moves forward (Fast Action), closing on Griff's position.

Polish soldier #1-4 stands (Fast Action) and then charges south (Fast Action), following Polish soldier #1-1.

Polish soldier #1-5 his ears still ringing, the Poles stands (Fast Action) and follows his buddy south (Fast Action).

Polish soldier #1-6 aims (Fast Action) and fires at Robinson. The range is 2 (Short).

Robinson is prone, causing a -2 Mod for the shot. The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8). He will add 3 Ammo die, to not empty the magazine completely (17 rounds remaining). The skill dice is removed by the modifier, leaving 1D10 and 3 Ammo die. The shot results in no successes and 11 rounds used.

Polish soldier #1-7 sees everyone else running South and joins the pile-on (2x Fast Action), flanking Macron before dropping prone (Free Action).

Polish soldier #1-8 will stand (Fast Action) and move South (Fast Action) before dropping prone again.

Polish soldier #1-9 will go on overwatch (Fast Action), facing Southwest.

Polish soldier #1-10 aims at Potato (Fast Action) before firing off some rounds (Slow Action) in his direction. The range is 3(Short). The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8) and he will add 2 Ammo die. No modifiers apply to the shot, but Potato's legs are protected by a brick wall (Armor Rating 2). He has 1 success and uses 2 rounds of ammo. The round hit Potato in the torso and his vest is degraded to 0 because of the hit. The remaining force of the blow causes 2 points of damage to Potato and he must roll for Suppression.  His Coolness Under Fire (CUF) is B (D10) and the Unit Morale is B (D10 - line of sight to Robinson). Potato rolls two successes and not suppressed, but rather annoyed.

Initiative Step 3 - Marshall

Marshall continues to move South (Fast Action) and takes cover in a building (Fast Action).

Initiative Step 4 - Logan

Logan picks himself up (Fast Action) and moves further South (Fast Action), looking for cover.

Initiative Step 5 - Harris

Harris sees Polish soldier #1-7 round the corner and prepare to fire up the team. He draws a bead on the soldier (Fast Action) and fires (Slow Action). The range is 1 (Short). Since the soldier is prone, a modifier of -2 applies. Harris has an Agility of C (D8) and a Ranged Combat skill of C (D8). He will add 3 Ammo dice to the pool. The results are 6,1 (Base Dice - 1 Success, 1 mishap) and 2,3,5 (Ammo dice - total 10). The round hits the Pole in the leg, causing 2 points of damage.

Initiative Step 6 - Griffin

Griff's position is compromised, and he decides to pull back. He stands (Fast Action) before running (Fast Action) past Harris on his way South. Griff decides to push on and we need to make a Mobility roll for him. Griff has an Agility of A (D12) and a Mobility skill of D (D6). The results are 1,3 (no success but no mishap either).

Initiative Step 7 - Wally

Wally takes cover near Marshall (Fast Action) and fires off a snap shot at Polish soldier #1-6 (Slow Action). The range is 6 (Short). The target is prone (-2), and Wally makes a quick shot (-2). Wally has an Agility of B (D10) and a Ranged Combat skill of D (D6). He will go for broke and add 5 Ammo dice to the pool. Both base dice are stepped down, leaving us with the minimum of 1D6. The results are 5 (Base Dice - No successes) and 5,3,1,1,6 (Ammo dice - possible suppression and a mishap, total 16). Wally's AK-74 now has reliability of B and we roll 2D10 to avoid a jam and the roll is 6,7 (two successes).

The Pole must check for suppression. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is C (D8 - line of sight to Polish soldier #1-6). The result is 8,8 (Two successes) and he is not suppressed.

Initiative Step 8 - Macron

Macron decides to hold his ground. He drops prone (Free Action), takes aim (Fast Action) at the Polish officer running at him and lets him have it on full auto (Slow Action). The range is 1 (Short). Macron has Agility of B (D10) and a Ranged Combat skill of C (D8) and he will add 4 Ammo dice. His specialty (Rifleman) gives him a +1 but the target is moving (-2), leaving a net result of -1. The D8 is down stepped to a D6. The results are 7,5 (Base Dice - 1 success) and 5,2,4,2 (Ammo dice - no success, total 13).

The officer is hit in the torso. His armor stops some of the blow but is degraded to 0. He takes 1 point of damage and must check for suppression. His Coolness Under Fire (CUF) is B (D10) and the Unit Morale is C (D8 - line of sight to Polish soldier #1-4). The results are 7,4, resulting in no suppression.

Initiative Step 9 - Klasha

Klasha move into the building (Fast Action) and seeks cover (Fast Action).

Initiative Step 10 - Potato

Determined to cover the team, Potato aims (Fast Action) at Polish soldier #1-6 and lets off another burst (Slow Action). The range is 2 (Short). The target is prone, causing a modifier of -2, but Potato has the specialty Machinegunner and gets +1 to all attacks with a machinegun (total mod. -1). He has a Strength of A (D12) and a Heavy Weapons skill of B (D10), down stepped to C (D8). He adds 4 Ammo dice to the pool. The results are 5,4 (Base Dice - no successes) and 2,2,4,6 (Ammo dice - one success, total 14). We could check for suppression here, but it would not change anything, as the NPC would recover from suppression next round anyway.

The Poles have 60% wounded, but no one incapacitated. The team will have to keep fighting.

 



Saturday, December 5, 2020

0112 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 4

 1110 08 AUG 2000, Zdunska Wola, Poland
===================================
"Behind me, the crump of grenades and a long PK burst said the team was still up and in the fight. We needed to get some cover so that they could fall back too. We had no idea how long they could hold but we needed a few more seconds."

Robinson recovers from being suppressed. May want to pull back, we will see.

The new initiative order for this round is:

1    Logan
2    Macron
3    Wally
4    Potato
5    Klasha
6    Robinson
7    Marshall
8    Harris
9    NPCs (Not Particularly Cooperatives)
10    Griffin


Luckily most of the team can act before the Poles. That might be advantageous.

On the map, I have added some small diamonds to show different stances and such. These are tokens and will be used in the future.

Initiative Step 1 - Logan

Logan will round the corner, heading to the line of buildings to the south (Fast Action). Logan will attempt to move further by making a mobility roll. He has an Agility of C and a Mobility of C but is wearing a backpack (-2 Mod). One die is stepped down to a D6 and then removed. Worth a shot. Unfortunately, Logan rolls a Mishap and falls flat on his face, his backpack giving him a light, lov-ing peck on the back of the neck. Logan is now prone. Not going to try that again, I think.

Initiative Step 2 - Macron

Macron notices Polish soldier #1-7 running across his front and decides to put him down. The range is 4 (Short). Macron has an Agility of B (D10) and Ranged Combat of C (D8). In addition, he has the specialty of RIFLEMAN, giving him a +1 modifier to RANGED COMBAT rolls for firing as-sault rifles, submachineguns, and shotguns, leaving him with 2D10 as Base dice. In addition, Mac-ron will add three Ammo dice. The base result in one success and the ammo die have no success-es but a total of 8. The Pole is hit for 2 and Logan fired eight rounds.

Initiative Step 3 - Wally

Since Logan fell flat on his face and Wally is not as limber, we are not going to risk it. Instead, Wally rounds the building on the opposite corner and heads south, taking slow with the shuffle (2x Fast Action).

Initiative Step 4 - Potato

Potato props his bipod on the windowsill, yelling at the team that he has them covered. Potato is now on overwatch oriented North-East.

Initiative Step 5 - Klasha

Ducking under the barrel of Potato's PKM, Klasha follows Logan around the corner, trying hard not to step on him as he lays prone (2x Fast Action).

Initiative Step 6 - Robinson

Worried that the flank is open after seeing the Pole run across his front, Robinson decides to lob a grenade over the burning OT to get him and anyone else that may be hiding. He stands (Fast Ac-tion), pulls the pin and lobs the grenade (Fast Action) around the corner. The range is 2 (Short). Robinson has a Strength of C (D10) and a Heavy Weapons C (D10). No Heavy Weapon modifiers apply. Robinson has no successes and the grenade deviates. The maximum deviation distance is 2 / 2 = 1 hex. It deviates to the Southwest, catching the running poles in the blast.

All four of the post are caught in a Type D (D6) explosion.

  • Polish soldier #1-3 takes a fragment to the for 1 point of damage and is knocked prone. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10). He fails with no successes and a mishap. He is now suppressed.
  • Polish soldier #1-6 suffers no hits but is knocked prone. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10). He makes the roll with two successes.
  • Polish soldier #1-8 suffers no hits but is knocked prone. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10). He fails with no successes and two mishaps. He is now sup-pressed.
  • Polish soldier #1-10 suffers no hits but is knocked prone. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10). He passes with one success and avoids being suppressed.


To be fair, yes, it is disappointing, but they were caught on the edge of a rather weak explosion, so we will let it go at that.

Initiative Step 7 - Marshall

Marshall follows Wally, doing the ruck-shuffle around the corner to the South. (2x Fast Action).

Initiative Step 8 - Harris

Worried that they me be overrun, Harris falls back (Fast Action) to the cover (Fast Action) of a building to the south, yelling for the rest to fall back.

Initiative Step 9 - NPCs

The Poles have three wounded, but no one incapacitated or killed, so they will fight on.

Polish soldier #1-1 runs forward (Fast Action) and takes cover by the building (Fast Action)

Polish soldier #1-2 is going to Aim (Fast Action) and then fire a burst from his RPK-74 (Slow Ac-tion) at Robinson, hiding at the corner of the building. The range is 6 (Short). No modifiers apply.

The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8). He will only add 1 Am-mo die, since the magazine is close to empty. The results are two successes from the base die and a total of 5 on the ammo die. The magazine is now empty. Robinson has his head and arm ex-posed after throwing the grenade. The hit is for the torso, which is covered by the brick wall, which stops the round. Robinson must still check for Suppression.

His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (based on the highest Command skill, D10). and the roll two successes. Robinson avoids being suppressed this time.

Polish soldier #1-3 is suppressed and loses his turn

Polish soldier #1-4 having broken is main weapon, the Pole decides to throw a frag at Griffin (Slow Action), hiding in the building to the Southwest. The range is 3 (Short). The soldier has an Agility of B (D10) but no Heavy Weapon skill. This might have been a bad idea, but it has already been committed to the notebook. He rolls a 1 (Mishap) and fumbles the grenade, causing it to land near him.

Polish soldier #1-4 and Polish soldier #1-5 are in the same hex as the explosion and have a chance to drop prone. They have an Agility of B (D10) and no Mobility skill. Polish soldier #1-4 rolls two successes and drops prone prior to the explosion. For him the explosion is stepped down to D (D6). Luckily, he takes no hits.

Polish soldier #1-5 rolls no successes, almost as if he had not seen it coming. The explosion rating is C (D8) for him, and he take 1 hit to the Torso for 2 points of damage. He will need to make a Suppression roll (yes, it is not from enemy fire, but he can't know that really). His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10). He fails with no successes and a mishap. He is knocked prone and now suppressed.

Panic spreads and Polish soldier #1-4 needs to check too. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10) (he still has LOS to #1-7). He rolls a success and is not suppressed. To be fair, he knows it was coming.

Polish soldier #1-7 is also within the blast radius. The explosion rating is D (D6), but he suffers no hits, but he is knocked prone. His Coolness Under Fire (CUF) is C (D8) and the Unit Morale is B (D10) (he still has LOS to #1-4). He rolls two successes and is not suppressed.

Polish soldier #1-5 is suppressed and loses his turn.

Polish soldier #1-6 stands (Fast Action) and moves (Fast Action) around the OT and into Potato's sights.

Potato lets go with a long burst. The range is 1 (Short). Potato has a Strength of A (D12) and a Heavy Weapons Skill of B (D10). The following modifiers apply:

-2 for a moving target
+1 for Machinegunner


This totals to a -1. Potato has a Strength of A (D12) and a Heavy Weapons of B (D10). The D10 is down-stepped to a D8 but I will add 5 Ammo Dice. I said a long burst and I meant it.

The results are unbelievable. The two base die are 1s (Mishap) and Potato burns off 20 rounds. The reliability of the PKM is reduced to B (D10) and we roll 2 to check for Jamming. Fortunately, we roll two successes and the weapon does not jam. Now we need to talk about Friendly Fire.

Potato's rounds pass through the hex where Robinson is hiding around the corner of the building. In addition, the shot missed so it might hit Robinson. Robinson has a  Coolness Under Fire (CUF) is C (D8)  and the Unit Morale is B (based on the highest Command skill, D10), since he has LOS to a non-suppressed member of his unit (both Maron and Potato, as he is shooting at him). Robin-son rolls one success and again avoids being suppressed this time.

To see if he gets hit, we roll one D6 and any Successes count as a hit. Luckily our streak of bad luck continues, and we do not roll a success.

Lot of ammo gone, not hits but it must have been impressive.

He continues to move forward (Fast Action) and drops prone, bringing his rifle to bear on Robin-son.

Polish soldier #1-7, stands (Fast Action) with rounds buzzing past and grenades exploding in front of him as well as behind, retreats back to the cover of the building (Fast Action).

Polish soldier #1-8 is suppressed and loses his turn

Polish soldier #1-9 take the aim sniper shot (Slow Action) he had on Griffin. The range is 5 (Short). He will call a shot to the head and add one Ammo die.

The following modifiers apply:

+2 Telescopic Sight
-2 Called shot


for a total of 0. The soldier has an Agility of B (D10) and a Ranged Combat skill of C (D8) with 1 Ammo die. The results are 1 hit with one mishap, not resulting in a jam. Griff is hit in the head for three, but it is reduced to 2 because of the helmet. This allows Griff to avoid the critical hit. Still, it hurt. He will need to check for suppression and his Coolness Under Fire (CUF) is B (D10) but he does not have line of sight to anyone, as the building is in the way. He rolls a mishap and is sup-pressed, dropping down below the window

Polish soldier #1-10 stand (Fast Action) before moving forward (Fast Action) and dropping prone (Free Action).

Initiative Step 10 - Griff

Griff is suppressed and loses his action.

The Poles have 40% wounded but no incapacitated or dead, so we will let them fight. Fragmenta-tion is starting to feel like it always has, so no big change there, but I do like the rule "In addition to damage, any person hit by the
blast is knocked prone and must make an immediate coolness under fire roll". That gives a nice feel to the explosion and resulting concussion. I admit I did not see the rule and had to rewrite a lot of this turn. The grenades did a good job of breaking the momentum on the right flank so.  

I am not really seeing the deadliness but a lot of ammo being spent, as we see from Potato's rolls but that can happen to you in any version, trust me.


Wednesday, December 2, 2020

0111 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 3

 1110 08 AUG 2000, Zdunska Wola, Poland
===================================

  • "The may have gotten the jump on us but we are professionals. The grunts and snake eaters put some rounds down range while I moved with part of the team to find a place to cover there retreat. We may be goin' but we would decide when and where."

I am goint use a modified version hidden initative going foward, as I find the concept much more intriguing. Using the a static initiative draw is very similary to the initiative in V2.2. A character with initiative 3 will ALWAYS have three (I know, unless he swaps it). In our case, the NPCs will alway have an initiative of 2.  I am not sure that this reflects the ebb and flow of events in combat.

I use an online card shuffler located here: https://www.random.org/playing-cards/. You can choose just one suit and the cards from Ace to 10 and this simulates the initiative cards well.



The new initiative order for this round is:
  • 1 2LT Jade Marshall
  • 2 2LT Wayne Logan
  • 3 MAJ Edward Harris
  • 4 SSG Michael Griffin
  • 5 SSG Micheal Macron
  • 6 SFC Jack Robinson
  • 7 SPC Walerian ‚Wally‘ Losinski
  • 8 AGT Sukhikh Klara (Klasha) Kirillovna
  • 9 NPCs (Not Particulary Cooperatives)
  • 10 MSG Eduard Lyubomyrovych Potapenko

A couple of administrative things. First of all, the OT is burning and will continue to do so. The smoke will remain during the battle. The length of the smoke will be doubled, as smoke travels on the wind. All other smoke will be check to see if it disipates starting with Turn 4. The first turn is Light smoke that will not block line of sight.

The typcial NPCs table in the referee's handbook does not include CUF, but this is needed for rolls for suppression and such. I assume a CUF of C for normal soldier and B for officers and special forces, etc.

Also a shout out to Mr. Coleman for reminding me that modifiers are culmulative. Sum them up and apply them only once. Thanks again for that.

Initiative Step 1 - Marshall
Mashall calls for the grunts to lay down some suppressing fire so the others can move south-east to set a base of fire to cover them (Free Action). She then charges around the corner to lead the team south (Slow Action, 2 hexes, no roll necessary)

Initiative Step 2 - Logan
Logan also moves south (Slow Action, 2 hexes, no roll necessary), weaving his way between the buildings.

Initiative Step 3 - Harris
Harris pulls the pin on a frag grenade (Fast Action) and throws the grenade toward the Poles in the house to the north-east (Slow Action). The range is 3 (Short). Harris has Strength B (D10) and Heavy Weapons D (D6). No Heavy Weapon modifiers apply. The result is one success, resulting in the grenade landing in the chosen hex, occupied by Polish soldier #1-4 and Polish soldier #1-5.

The Poles can make a Mobility roll to go proen, reducing the Blast Power by 1. The Poles have an Agility of B (D10) but no skill in Mobility.  As I track NPC indivdually, I will roll for each seperately.

Polish soldier #1-4 rolls no successes. The hand grenade has a blast power of C, resulting in 2D8 being used for the attack. The attack roll on Polish soldier #1-4 has one success, resulting in a hit but no extra damage. The Pole is hit in the leg for 2 points of damage. The soldier must roll for Suppression. The soldier has a CUF of C (D8) and a Unit Morale of C (D8).  He rolls 1 success, preventing him from being suppressed. The hole in the leg is enough, I guess.

Polish soldier #1-5 rolls two successes, allowing him to go prone. The hand grenade blast power is reduced to D, resulting in 2D6 being used for the attack. The attack roll results in no successes and no damage for the Pole. He probably reached down and pulled his boots up into his helmet.

Polish soldier #1-7 is also within the blast, if a bit father away. He is in solid cover with his head and arms exposed. He will also make a mobility check to go prone. He rolls no successes and the grenade blast power remains at D (D6). The roll results in 1 success but the hit location is the legs, which are behind solid cover.  The soldier must roll for Suppression. The soldier has a CUF of C (D8) and a Unit Morale of C (D8), but he rolls three successes and fights on.

Initiative Step 4 - Griffin
Griff move into the building (Fast Action) and takes cover on the north side (Fast Action).

Initiative Step 5 - Macron
Maron runs across the alley (Fast Action) and takes cover on the other side (Fast Action).

Initiative Step 6 - Robinson
Robinson moves to the corner (Fast Action) and pokes his weapon around briefly to fire an 30mm grenade at the enemy's right flank (Slow Action). The range is 6 (Medium),

Robinson has a Strength of B (D10) and a Heavy Weapons of B (D10). Medium range results in a -1 Modifier, reducing one of the D8s to a D6. The roll results in no successes. The maximum deviation is (6 / 2 = 3). The deviation direction is 4 and the distance is 2. The round falls short and explodes harmlessly.

Initiative Step 7 - Wally
Wally follows Marshall south, running between the builldings (Slow Action).

Initiative Step 8 - Klasha
Klasha runs behind Logan, headed south (Slow Action).

Initiative Step 9 - NPCs
Polish soldier #1-1 is going to stand (Fast Action) shift to his right (Fast Action) while ordering the left flank to advance and flank the group (Free Action).

Polish soldier #1-2 is going to Aim (Fast Action) and then fire a burst from his RPK-74 (Slow Action) at Robinson, hiding at the corner of the building. The range is 6 (Short). No modifiers apply.

The soldier has a Agility of B (D10) and a Ranged Combat skill of C (D8). He will also add three Ammo dice. The results are one success (base die), two mishaps (one base die and one Ammo) and a total of 8 on the ammo dice. This is a possible hit with a mishap.

Robinson is behind a brick wall (armor rating 2) and his head and shoulder are exposed. The round hits his torso, but this is protected by the wall, which absorbs the damage. Although not wounded by the attack, Robinson must check for suppression as the rounds which past the corner of the building. His Coolness Under Fire (CUF) is C (D8)  and the Unit Morale is B (based on the highest Command skill, D10). and the roll has no successes. Robinson goes prone and is suppressed.

Panic spreads, however, and Harris and Potato also need to check suppression, as they are in the same hex.  Harris has a CUF of C (D8) and the Unit Morale is B (D10), like Robinson, and rolls two successes, passing test. Potato has a CUF of B (D10) and the Unit Morale is B (D10) and he rolls one success, avoiding the supression.

Now for the mishap. The reliability of the RPK-74 drops to B (D10) and we roll two base dice. We have a total of two successes, so the weapon does not jam.

Polish soldier #1-3 will stand (Fast Action) and run toward the cover of the smoke from the burning OT (Free Action), performing the action twice.

Polish soldier #1-4 will stand and draw his M1911A1 (one magazine) as a reserve weapon (Fast Action) befire taking cover again behind the wall (Fast Action).

Polish soldier #1-5 will stand (Free Action), aim (Fast Action) and fire a burst at Griff (Slow Action). The range is 3 (Short) and the shooter is elavated (+1). The soldier has a Agility of B (D10) and a Ranged Combat skill of C (D8). The Agility base die is stepped up to D12 because of the modifier. He will also add three Ammo dice.

The results are two successes on the base dice and one success on the ammo die. There is one mishap on the ammo dice as well as a total of 12 for the ammo usage. Griff is under full cover of a brick wall (Arnor Value 2) except for his head. The first hit (with 1 extra damage) is on his legs. The weapon has a damage of 1 +1 is not enough to penetrate the wall, but enough to trigger a suppression check. The second hit (from the ammo die) is on the torso but will also not penetrate the wall.

Griff has a CUF of B (D10) and the Unit Morale is B (D10). The roll reveals two successes and Griff is not supressed.

Polish soldier #1-6 will stand (Free Action) and run toward the cover of the smoke from the burning OT (Fast Action), performing the action twice.

Polish soldier #1-7 will run through the door (Fast Action) and over the street toward the smoke (Fast Action). He will attempt a Mobility check to reach the smoke. His Agility B (D10) and he has not Mobility skill. He fails but without a mishap.

Polish soldier #1-8 will stand (Free Action) and advance toward the south (Fast Action), performing the action twice.

Polish soldier #1-9 will switch to his M40A3 (Fast Action) and Sniper Aim at Griffin (Slow Action).

Polish soldier #1-10 will stand (Free Action) and advance toward the south (Fast Action), performing the action twice.

Initiative Step 10 - Potato
Potato will move south (Fast Action) and take cover in the building (Fast Action).

At the end of round 3, a lot of bullets have been traded with very little damage. Not unhappy with the greande damage and I like the ease at which explosions are integrated. The mechanic with concussion and fragementation took a long time in v2. I like the supression rule, as well as allowing someone to drop flat when a grenade lands near by. Nice touch.

I like the use of unit morale, although we might need to clarify when a unit has had enough. I will rule that they will retreat at 15% casualties, rout at 30% and surrender at 40%.

The Poles advancing on the right could turn out to be a problem. We will have to see how that flank develops.


Tuesday, December 1, 2020

0110 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 2

 1110 08 AUG 2000, Zdunska Wola, Poland
===================================

  • "Everytime someone moved to make a run for it, bullets started flying. Harris and Klasha took a couple but everyone made it into shelter. Someone out there had our number and had come to collect."

This will be the first post using the v4 rules. I assume that I will not get everything right, as I am still learning the rules but I am very much looking forward to the results.

The party's vehicle is burning, creating a cloud of dense smoke that is marked on the map.

Adjustments have been made to the characters and their loadouts as well as to the Polish soldiers. There is one Polish officer in the group (Polish soldier #1-1) and nine soldiers. The dispositions of the group have not changed. I will also be tracking the NPCs individually. There are only 10 and it is not that much work.

I used a random card shuffler in the net to simulate the initiative cards (located here: https://www.random.org/playing-cards/) and assigned them first to the characters and then the NPCs. So, with the preliminaries out of the way, let's get started.

Initiative Step 1 - Logan
Logan bails out of the burning OT-64 (Slow Action - no roll required) and runs (Fast Action, 2 hexes, no roll required) behind a building to the south.

Initiative Step 2 - NPCs
Polish soldier #1-1 (Officer) - Will overwatch to his front (Fast Action), ordering his men to do the same (Free Action).

Polish soldier #1-2 - Will go into overwatch to his front (Fast Action)

Polish soldier #1-3 - Will go into overwatch to his front (Fast Action)

Polish soldier #1-4  - Will unjam his weapon (Slow Action) and he must make a Tech roll. His ability is C (D8) and he has not Tech Skill. He rolls a Mishap and the weapon is now broken.

Polish soldier #1-5  - Will go into overwatch to his front (Fast Action)

Polish soldier #1-6 - Will go into overwatch to his front (Fast Action)

Polish soldier #1-7 - Will go into overwatch to his front (Fast Action)

Polish soldier #1-8 - Will go into overwatch to his front (Fast Action)

Polish soldier #1-9 - Will reload his RPG-16. His ability is B (D10) and he has no Mobility skill. He rolls one success, making this a Fast Action.

Polish soldier #1-10 - Will go into overwatch to his front (Fast Action)

It is going to be very difficult for the team to exit the vehicle now.

Initiative Step 3 - Harris
Harris exits the OT-64 (Slow Action, no roll required) and moves toward the cover of the building (Fast Action, 2 hexes, no roll required).

Harris is interrupted by Polish soldier #1-5, who fires from overwatch. The following modifers apply:

  • Range is 3 hexes (Short) --
  • Target is moving -2 Steps
  • The shooter is elevated +1 Step
  • Overwatch counts as aimed fire --

The soldier adds three Ammo dice to the pool.

The soldier has Agility B (D10) and Ranged Combat C (D8). The Agility die is stepped up to D12 (+1 step) and the Close Combat die removed (-2 steps), leaving one D12 and three Ammo dice in the pool. The D12 roll is 10 (2 successes) and the ammo dice have a total of 9 and one mishap.

First the hit on Harris. Harris suffers one hit  and one extra point of damage (possible) from the two successes. Harris is hit in the legs for 1 + 1 = 2 and has no armor to stop the hit. The damage is not high enough to cause a critical hit. The ammo in the weapon is reduced by 9. Harris is winged but keeps on moving, momentum carrying him forward.

Initiative Step 4 - Griffin
Harris exits the OT-64 (Slow Action, no roll required) and moves toward the cover of the building (Fast Action, 2 hexes, no roll required).

As he is running, Polish soldier #1-7 fires at him from overwatch. The following modifers apply:

  • Range is 4 hexes (Medium) -1 Step
  • Target is moving -2 Steps
  • The shooter is elevated +1 Step
  • Overwatch counts as aimed fire --

The soldier adds three Ammo dice to the pool.

The soldier has Agility B (D10) and Ranged Combat C (D8). The Agility die is stepped up to D12 (+1 step) but then stepped down one to D10 again. The Close Combat die removed (-2 steps), leaving one D10 and three Ammo dice in the pool. The result is no successes, 1 Mishap and 11 rounds showing on the ammo die. The ammo in the weapon is reduced by 11.

Bullets fly past Griff but he is too fast for the ambushers.

Initiative Step 5 - Klasha
Like the others, Klasha pops out of the OT-64 (Slow Action, no roll required) and moves toward the cover of the building (Fast Action, 2 hexes, no roll required).

While she is doing her Bolt impression, Polish soldier #1-2 fires hs RPK-74 at her from overwatch. The following modifers apply:

  • Range is 3 hexes (Short) --
  • Target is moving -2 Steps
  • The shooter is elevated +1 Step
  • Overwatch counts as aimed fire --

The soldier adds three Ammo dice to the pool.

The soldier has Agility B (D10) and Ranged Combat C (D8). The Agility die is stepped up to D12 (+1 step) and the Close Combat die removed (-2 steps), leaving one D12 and three Ammo dice in the pool. The D12 roll results in 1 success and the ammo dice have a total of 7 and one mishap.

Klash is hit and has, unfortunately, no body armor. She is also hit in the legs for 2 but no extra damage is caused, as there were no successes. There are also no critical hits.The ammo in the weapon is reduced by 7.

Initiative Step 6 - Macron
With the choice of being stuck in a burning vehicle or getting shot, Macron decides to risk it an leaves the OT-64 (Slow Action, no roll required) and moves toward the cover of the building (Fast Action, 2 hexes, no roll required).

Fortunately for Macron (and anyone coming after him), a thick cloud of smoke caused by the burning vehicle blocks the line of sight for the other Polish troops that have not yet fired. He safely moves into cover.

Initiative Step 7 - Potato
Potato pops out of the turrent and leaves the OT-64 (Slow Action, no roll required) and moves toward the cover of the building (Fast Action, 2 hexes, no roll required).

Initiative Step 8 - Wally
Climbing out of the commander's hatch, Wally drops off the OT-64 (Slow Action, no roll required) under cover of the smoke and moves toward the alley (Fast Action, 2 hexes, no roll required).

Initiative Step 9 - Robinson
Squeezing out of a driver's hatch that is made for someone appearently half his size, Robinson jumps from the the OT-64 (Slow Action, no roll required) under cover of the smoke and moves toward the alley (Fast Action, 2 hexes, no roll required).

Initiative Step 10 - Marshall
Last but not least, Marshall jumps from the the OT-64 (Slow Action, no roll required) under cover of the smoke and moves toward the alley (Fast Action, 2 hexes, no roll required).

The first round with v4 is finished. I am not unhappy with the results. Once you get the hang of stepping up and down the dice, it is not really that hard. I like that aspect. I had the impression that mishaps and the reduction in reliability was happying way to often but I found I had misread the rules and the rule applies if two mishaps are rolled (or one if you do not have the skill). The broken weapon caused by an attempt to clear the weapon may or may not be realistic, but I feel it fits well into the background.

I like the random number of rounds caused by the ammo die. In v2, ammo expenditure was very predictable and I, like many others probably, kept the number of rounds used to what the rules allowed and that still provided some form of advantage.That is gone now and not a bad thing.

The rules are easy to use and I feel provided a result that would also have been probable in v2.2. The team were escaping a burning vehicle under the guns of their ambushers. Two were hit but not killed, but when you compare the amount suffered to their maximum (Harris 440%, Klasha 50%), they probably got hit harder then they would have in v2.2.

What troubles me what is to come. The team is not out of the fire just yet.



Monday, November 30, 2020

0109 - Converting the team to version 4

The alpha is finally here. It came out the same day my new primer arrived. I think Free League did this knowing that there are only so many hours in a day and they wanted to prevent me from painting my new Team Yankee miniatures. It almost worked.

As it was, it took me two day to prime the models and it was two days well spent. So far I love the rules. They seem to be fast paced yet gritty. I love, the inclusion in the rules of the need for food and water. Sure, the others had these but they seem to have dramatic effects in the game and I have a sneaky suspision that this will become a problem for the team in the future. I also like the A-D die system and its integration in such things as weapon quality. Simple and elegant way to model wear on anything you really care about.

I like the barter rules and the ability to raise and lower the price by 10%. Very reminiscient of my own hosue rules and I find the soulution to the price in bullets to be more reaonable the abitrary dollar amounts. The fact that the characters start out with a lot less equipment I find a nice change. Both the v1 and v2 rules were way to generous on this point and I generally only allowed 10% of the amount they would normally have for new characters. Without that, the challenge becomes how to transport all the stuff and not how to survive on very little.

What I do not like is the DISCUSSION about the back story. I believe the team at FL needs feedback about how the games works for the fan base, not their personal opinion on the back story to the exclusion of the constructive feedback on the rules.


Like the earlier version, if you do not like the back story, don't use it. I hated the back story for the v2 and never used it. Instead, I went back to my favorite version in v1. I have no intention of changing it for my ongoing campaign and I believe the discussion about the global view to be to high-level for the characters. For those fighting for their lives in Poland the "how" they got there takes a back burner to just staying alive. This is my opinion and you are centerainly welcome to yours and I will not debate you on it. To each his own.

I have to be honest at this point and say I have not even read the back story yet, as it is the rules that interest me and not the fluff (apologies to the FL writers who wrote the backstory-). I wanted to take them for a test drive and try them out. In order to do so, I created v4 versions of the characters using the archetypes. The relative lack of equipment here is great, as it plays into the campaign, with the characters bailing out of the burning OT-64.

I used the following archetype for each character:

  • 2LT Jade Marshall (US Army – Aviation) - The Officer with Tactician speciality
  • 2LT Wayne Logan (US Army Medical Corp – Nurse) - The Medic with Combat Medic speciality
  • SSG Michael Griffin (US Army – Ranger) - The Operator with Sniper speciality
  • MAJ Edward Harris (US Army – Engineer) - The Mechanic with Combat Engineer speciality. The Officer did not really fit to a hands on guy like Ed
  • SPC Walerian ‚Wally‘ Losinski (Polish Army – Support) - The Mechanic with Mechanic Speciality
  • MSG Eduard Lyubomyrovych "Potato" Potapenko (Soviet Army – Airborne Infantry) - The Gunner with Machinegunner speciality
  • SFC Jack Robinson (US Army – Armor) - The Grunt with Load Carrier speciality
  • SSG Micheal Macron (US Army – Infantry) - The Grunt with Rifleman Speciality
  • AGT Sukhikh Klara "Klasha" Kirillovna (US Government Agent) - The Spook with Psy Ops speciality

I admit that I tweaked some of the characters. Mostly this involved changing theri weapon loadouts or bumping a Coolness Under Fire to better represent their actual Initiative. Just a few tweaks but it would not be our game if we didn't tweak it.

I used the group equipment options to get a backpack for Klasha (guess Spooks carry everything in their pants pockets), an underslung grenade launcher for Robinson, two more belts for Potato's PKM and some other equipment the team was needing.

I like that they have so little, honestly, because this reflects what they could grab as the scramble out of the burning OT-64. Since I wanted to learn the in's and out's of the combat system, I have removed the injuries from all the characters. Now they get a fresh chance to get wounded.

Now that all is said and done, we can drop them back into the ambush. 

Monday, November 23, 2020

0108 - The Great Escape - Part VIII - A Dark Alley Somewhere- Turn 1

 1110 08 AUG 2000, Zdunska Wola, Poland

===================================

"I remember the first explosion, as the flames ripped through the vehicle just before the fuel tank went up. I didn't hear the second explosion, as my ears were still ringing from the first one. Griff started wavin' for everyone to get the hell out of Dodge and I was not in a mood to be asked twice. We were hoofin' it from here, that was for certain."

 I started writing this and then thought to go back and read the other posts. Needless to say, I had started writing it with a different plot. Still, we need to remember that the rule is once you put something on paper or wherever you keep your journal, then it is written in stone and will happen. We determined with the help of the GME that the Poles would fire on the characters without warning. That is the way it will be.

 I made a couple of adjustments to the equipment, replacing the L1A1 with an FN-FNC and concentrated the 140mm RAW and the HEAT rifle grenades with people that can actually use them.

 After finishing the record keeping, I looked at the map and tried to find a nice place for the ambush. There is a section of straight road with buildings on one side just before the road crosses a bridge. This would give the ambushers cover without offering much for the team. The majority of the Poles will take cover in the stream bed with a small element of the team's left flank under cover of some buildings.

 We should still give the characters a chance to detect the ambush.

 [Detect the ambush – Asset Level 11 (modified) – Difficult (x1) – Target Number 11 – Roll(s): 15] – The ambush is successful

 The Poles get a free turn of shooting.

 Assumptions:

Prior to the beginning of the lead flinging session, we can make the following assumptions:

 • Robinson is driving. His head is exposed.

• Wally is at the commander's station. His head is exposed.

• Potato is manning the turret. He is exposed from the chest upwards.

• Macron, Klasha and Marshall are inside the vehicle, wounded

• All others are standing in the rear hatches but protected by the hatches from the side. From the front, the team in the back can only by hit in the head, chest and their left or rights arms, depending on the side they are standing on (Harris and Griffin on the left, Logan and Griffin on the right).

• Can-Can is moving at 30m/turn

• The Poles on the stream bank are laying down have packed dirt as cover (AV 2)

• The Poles in the houses are behind brick walls (AV 3)

 Let's begin then.

 Initiative Step 5

Actions:

    Elite Polish soldier #1-1 will fire two bursts from his M231 at the team.

 Elite Polish soldier #1-1 fires his M231. The range is 45m (Medium), resulting in two die being lost.

 [Fire burst #1 at the team – Asset Level 15 – Impossible (x1/4) – Target Number 3 – Roll(s): 11,5,7] – No hits

[Fire burst #2 at the team – Asset Level 15 – Impossible (x1/4) – Target Number 3 – Roll(s): 10,4,10] – No hits

 The group got lucky on that one.

 Initiative Step 4

Actions:

• Veteran Polish soldier #1-2 will fire two bursts from his RPK-74 at the group

• Veteran Polish soldier #1-3 will fire one 140mm RAW HEAT rifle grenade the OT-64

• Veteran Polish soldier #1-4 will fire two bursts from his AKR at the group

• Veteran Polish soldier #1-5 will fire two bursts from his AKR at the group

• Veteran Polish soldier #1-6 will fire a HEAT rifle grenade at the OT-64

• Veteran Polish soldier #1-7 will fire two bursts from his AKR at the group

 Veteran Polish soldier #1-2 fires his RPK-74 at the group. The range is 45m (Short), resulting in no die being lost.

 [Fire burst #1 at the team – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 12,14,18,9,17,13,17,6,15,1] – One possible hit

[Fire burst #2 at the team – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 8,18,10,10,16,6,7,9,6,16,] – No hits

 One possible hit. Several members are exposed and possible targets. They are:

 • Robinson

• Wally

• Potato

• Griffin

• Logan

• Harris

 A random roll reveals it to be Potato, who is hit in the right arm for 4 points (Scratch).

 Veteran Polish soldier #1-3 fires his 140mm RAW HEAT rifle grenade at the OT-64. The range is approximately 45m (Short). The difficulty is increased one level due to target movement.

 [Fire 140mm RAW – Asset Level 13 – Formidable (x1/2) – Target Number 6 – Roll(s): 4] – Hit.

 The round hits the OT-64 on the hull front (AV 4). The round has a penetration of 75C, resulting in a difference of 71, resulting in three major damage results. This may well be the end of Can-Can.

 The first hit is 3 (fuel) and the damage result of 71 is the chance that the fuel will catch fire. A percentage roll of 63 seals Can-Can's fate. With a "whoosh", flames and smoke start to fill the crew compartment. :-(

 The second roll is a 5 (ammo), resulting in 71% of the ammunition being destroyed. The vehicle is on fire, so that does not really make a difference.

 The final roll is 4 (fuel), which really has no effect as the vehicle is already on fire. The crew must now abandon the vehicle.

 Concussion

Concussion from the explosion rolls over the vehicle and its crew. As I mentioned before, not all of the hit locations of each team member are exposed. Marcon, Marshall and Klasha are completely covered and will not take any concussion damage. Veteran Polish soldier #1-4 and Veteran Polish soldier #1-5 have their heads, arms and chests exposed, as they are preparing to fire. In any case, the damage will still be divided by 7 before being applied.

 The damage is:

 • 2LT Wayne Logan - Concussion Value 8 / 2 (partially exposed in an armored vehicle) = 4, Damage = 9 / 7 = 1 points per hit location, with an additional point to head and right leg

• SSG Michael Griffin - Concussion Value 8 / 2 (partially exposed in an armored vehicle) = 4, Damage = 14 / 7 = 2 points per hit location.

• MAJ Edward Harris - Concussion Value 8 / 2 (partially exposed in an armored vehicle) = 4, Damage = 13 / 7 = 1 points per hit location, with an additional point to every location except the left leg

• SPC Walerian ‚Wally‘ Losinski - Concussion Value 8 / 2 (partially exposed in an armored vehicle) = 4, Damage = 13 / 7 = 1 points per hit location, with an additional point to every location except the left leg

• MSG Eduard Lyubomyrovych Potapenko - Concussion Value 8 / 2 (partially exposed in an armored vehicle) = 4, Damage = 9 / 7 = 1 points per hit location, with an additional point to head and left leg

• SFC Jack Robinson - Concussion Value 8 / 2 (partially exposed in an armored vehicle) = 4, Damage = 10 / 7 = 1 points per hit location, with an additional point to head, left leg and left arm

• Veteran Polish soldier #1-4 - Concussion Value 2 / 2 (partially exposed in an armored vehicle) = 1, Damage = 4

• Veteran Polish soldier #1-5 - Concussion Value 2 / 2 (partially exposed in an armored vehicle) = 1, Damage = 3

 Burst

The team who are exposed in the vehicle, as well as Veteran Polish soldier #1-4 and Veteran Polish soldier #1-5, are within the primary blast area. Elite Polish soldier #1-1, Veteran Polish soldier #1-2, Veteran Polish soldier #1-3, Veteran Polish soldier #1-7 and Experienced Polish soldier #1-9 are in the secondary blast area. Only exposed hit locations may be hit.

 The damage is:

 Primary Blast Area:

• 2LT Wayne Logan - No hits

• SSG Michael Griffin - 1 Hit (Head, Hits the helmet, 2 + 1 Blunt Trauma = 3 points of damage total, no quick kill)

• MAJ Edward Harris - No hits

• SPC Walerian ‚Wally‘ Losinski - 1 Hit (Head, does not hit the helmet, 8 points of damage, doubled to 16 due to quick kill, now seriously wounded)

• MSG Eduard Lyubomyrovych Potapenko - No hits

• SFC Jack Robinson - 4 possible hits, all stopped by the vehicle armor

• Veteran Polish soldier #1-4 - No hits

• Veteran Polish soldier #1-5 - No hits

 Secondary Blast Area:

• Elite Polish soldier #1-1 - No hits

• Veteran Polish soldier #1-2 - No hits

• Veteran Polish soldier #1-3 - No hits

• Veteran Polish soldier #1-7 - One possible hit blocked by cover

• Experienced Polish soldier #1-9 - No hits

 That hurt a lot. Wally is out cold, and the vehicle is burning. The worst part is that it is not over yet.


  Veteran Polish soldier #1-4 fires his AKR at the group. The range is 45m (Medium), resulting in two die being lost.

 [Fire burst #1 at the team – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 20,4,5] – Not hits, weapon jams

 Veteran Polish soldier #1-5 fires his AKR at the group. The range is 45m (Medium), resulting in two die being lost.

 [Fire burst #1 at the team – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 5,19,16] – Not hits

[Fire burst #2 at the team – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 15,9,18] – Not hits

 Veteran Polish soldier #1-6 fires his HEAT rifle grenade at the OT-64. The range is approximately 55m (Long). The difficulty is increased one level due to target movement.

 [Fire HEAT rifle grenade at the OT-64 – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 13] – Catastrophic failure.

 The soldier fails to estimate the correct impact point and the grenade sails over the OT-64, impacting harmlessly farther down range.

 Veteran Polish soldier #1-7 fires his AKR at the group. The range is 30m (Short), meaning no dice are lost.

 [Fire burst #1 at the team – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 1,1,12,1,14] – Three possible hits

[Fire burst #2 at the team – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 11,11,5,4,16] – One possible hit

 This guy is now going to be called "Dead-Eye Dick". Four 1s in ten shots. Unbelievable, but the team is still only partially exposed. The hits will be distributed randomly among the team.

 • First hit - Harris (Right Arm, 9 points)

• Second hit - Harris (Chest - 6 + 1 for blunt trauma = 7, no quick kill)

• Third hit - Robinson (Chest, protected by the vehicle)

• Fourth hit - Robinson (Abdomen, protected by the vehicle)

 Initiative Step 3

Actions:

• Experienced Polish soldier #1-8 will fire two rounds (quick shots) from his SVD at Robinson

• Experienced Polish soldier #1-9 will fire his RPG-16 at the OT-64

• Experienced Polish soldier #1-10 will fire two rounds (quick shots) from his SVD at Wally

 Experienced Polish soldier #1-8 fires two rounds (quick shots) from his SVD at Robinson. The range is approximately 45m (Long). The difficulty is increased one level due to target movement.

 [Fire SVD at Robinson – Asset Level 11 – Difficult (x1) – Target Number 11 (9 on second shot due to recoil) – Roll(s): 8,5] – Two possible hits.

 Both rounds hit but are stopped by the vehicle armor.

 Experienced Polish soldier #1-9 fires his RPG-16 at the OT-64. The range is approximately 55m (Short). The difficulty is increased one level due to target movement.

 [Fire RPG-16 at the OT-64 – Asset Level 11 –Difficult (x1) – Target Number 11 – Roll(s): 9] – Hit.

 The RPG hit Can-Can in the forward hull. The final penetration is 65 - 4 = 61, which translates to three major damage results (again).

 The resolved hits are:

 • Fuel (no need to resolve this, as the vehicle is burning anyway)

• Engine (the engine of this burned out wreck is now inoperable)

• Ammunition (61% or the remaining ammo is destroyed)

 Experienced Polish soldier #1-10 fires two rounds (quick shots) from his SVD at Wally. The range is approximately 45m (Long). The difficulty is increased one level due to target movement.

 [Fire SVD at Wally – Asset Level 11 – Difficult (x1) – Target Number 11 (9 on second shot due to recoil) – Roll(s): 11,8] – Two possible hits.

 Both rounds hit but are stopped by the vehicle armor.

 The crew must bail out next turn. Fire spreads throughout the vehicle and Wally is stunned. The Poles will continue to fire, and the team must get to cover. Not a good situation at all.