Sunday, August 12, 2018

0005f - Military Patrol – 0815 19 JUL 2000

A little over two hours from camp in the first period, the scavenging team run into a military patrol. The terrain is wooded and the encounter distance is 200m. 

Harris has an Observation asset of 9. There are no vehicles and three members of the character party as well as 10 members of the patrol (+0 – 3 + 10 = +7). This gives Harris an Observation asset of 16. The patrol then has an Observation asset of 16 – 0 +3 – 10 or 9. The task is difficult. Harris rolls a 5 (Outstanding Success) and the patrol rolls a 4. No one is surprised.

The nearest military unit is the Soviet 20th Tank Division.

The patrol is looking for stragglers and outnumbers the characters. This will not end well.

Turn 1 – Initiative 5

Griffin aims his M40 at Elite Soldier #1.

Elite Soldier #1 spurs his horse toward the group and travels 60m.

Turn 1 – Initiative 4

Veteran soldier #2 dismounts and advances slightly before dropping prone and deploying the bipod on his RPK. 

Veteran soldier #3 moves to take the reins from Veteran soldier #2‘s horse.

Veteran soldier #4 advances with Elite Soldier #1.

Veteran soldier #5 also charges with his horse.

Veteran soldier #6 rides to Veteran soldier #3 before dismounting and handing him the reins of his horse.

Veteran soldier #7 dismounts and advances slightly before going prone.

Caitlyn indirectly fires her M203 at the group clustered around Veteran soldier #3. The range is 170m and her grenade launcher asset is 4. The difficulty is formidable (x1/2) resulting in a target number of 2. The result is a 19, miss and the round deviates. The round falls 30m short and explodes harmlessly.

Turn 1 – Initiative 3

Experienced soldier #8 rides over to the horse of Veteran soldier #7 and takes its reins.

Experienced soldier #9 rides over to Experienced soldier #8 and leaves his horse there after he dismounts.

Experienced soldier #10 charges forward with his horse.

Harris goes prone and three quick shots at Veteran soldier #4. The range is 110m (Medium) and the difficulty is Difficult (x1). The last round will have a modifier of -1 due to recoil. Harris has a Small Arms (Rifle) asset of 13. The rolls are 12, 8 and 10, all hits.

Since Veteran soldier #4 is riding toward the group, all hit locations are open. Veteran soldier #4 takes one hit to the head, chest and left leg. Veteran soldier #4 has a steel helmet and the round hits the helmet. The round penetrates causing 3+1 (blunt trauma) points of damage to his head. The hit to the chest causes 12 points of damage and the left leg hit causes another 12 points of damage, for a total of 26. The hit to the head and chest can cause a quick kill. The roll for the head (4 points of damage) is a 2, resulting in a quick kill. Veteran soldier #4 is shot from the saddle and remains still in the grass.

Griff, Harris and Mitchell ran into a patrol out looking for parts to repair Tom. They were all on horseback, so Griff and the others thought there was no sense in runnin‘. Not like they were gonna outrun them with that old wagon being pulled by a nag.

A couple of them charged at the group while the others formed something like a firin‘ line. Griff went into killin‘ mode while Mitchell popped off a grenade. The 203 is just not her thing, and I get that. Just wish she wouldn‘t waste so much ammo.

Harris went prone and then shot one of those guys clean out of the saddle. Three good hits, including a headshot. That boy is just a stone-cold killer.

Turn 2 – Initiative 5

Griffin fires one aimed shot from his M40 at Elite Soldier #1. The range is 112m (Medium). The difficulty would normally be Difficult (x1) but the aiming makes it one level easier to Average (x2). The target number is 16 or less. Griffin has a Small Arms (Rifle) asset of 12. The roll is a 4 (Outstanding Success). The round hits the left leg, causing 14x2 or 28 points of damage. Elite Soldier #1 is knocked from his horse. He is seriously wounded and his initiative is reduced to 2.

Turn 2 – Initiative 4

Veteran soldier #2 fires two bursts from his RPK at Griffin. The range is 165m (Long). The difficulty is Impossible (x1/4) and the bursts are reduced by 6 rounds due to range. The asset level is 13, making the target number 13 or less. There is one possible hit in the first burst and none in the second. 

The hit location is the chest. Griffin has a Kevlar vest and the round does 3+2(blunt trauma) points of damage. Griffin is not knocked down. The remaining rounds may hit the horses in the wagon, as they are in the danger zone. The difficulty level is the same but there are no hits.

Veteran soldier #3 moves with the horses into the trees behind the firing line. 

Veteran soldier #5 continues to charge with his horse.

Veteran soldier #6 bounds forward and drops prone again, as does Veteran soldier #7.

Mitchell drops prone and engages Veteran soldier #5. The range is 45m (Short). Mitchell fires two rounds. The second round will have a modifier of -2 to hit. The difficulty is Average (x2) and Mitchell has a small arms (rifle) asset of 7. The first round hits Veteran soldier #5 in the head. The round hits his helmet and does 11+1 (blunt trauma) or 12 points of damage. The soldier is killed by the quick kill roll.

Turn 2 – Initiative 3

Experienced soldier #8 rides with the horses deeper into the forest.

Experienced soldier #9 bounds forward and drops prone.

Experienced soldier #10 continues to charge at the group, readying his AKM as he does.
Harris fires three rounds at Experienced soldier #10. The range is 60m (Medium), which would normally be difficulty level Difficult, however, the target has moved 60m increases the difficulty by two levels, making it Impossible (x1/4). Harris has a small arms rifle asset of 13. The target number is 3. The last shot will have a modifier of -1 due to recoil, making the target number 2. All three rounds miss.

Note: I forgot the modifiers for target movement as defined on page 215. I promise to do better next time.

Griff played Dr. Death and blew another trooper out of the saddle, just before a round hit his vest. Mitchell told me he just grunted and began looking for a new target. He did not even have the decency to fall down. Just sucked it up and made the rest of us look bad.

Mitchell got a lucky hit and took down another rider while the dismounts in the background began bounding forward. I fail to understand how you can miss everyone completely with the grenade launcher and get a head shot on a moving rider when you are equally bad with both weapons. Guess Mr. Murphy was visiting the Russians on that day.

Harris tried hard to drop the last rider but he was comin‘ on, hell bent for leather and movin‘ really fast. None of the shots connected and he was definitely getting to close for comfort.

Turn 2 – Initiative 5

Griff decides to show he is human and drops prone before firing a quick shot a Experienced soldier #10. The range is 60m (Short). The normal difficulty would be Average (x2) but the difficulty is raised to Formidable (x1/2) due to the target movement. Griff has a SAR asset of 12, making the target number 6. The role is a 5, hit. The hit location is 1 (head). The soldier is wearing a helmet, but the shot does not hit the helmet. The damage is 14 and the the soldier is killed due to the quick kill roll.

The Russians have reached the breaking point. The infantry run to their horses and disappear into the trees. Combat has ended.
Griff dropped the last guy just before he got close enough to do any damage. Typical Griff, wanted to make it interesting before finishin‘ it. The other Russians scattered after that. The team was left with an empty field, a few bodies and a couple of lonely horses. It started quickly and ended just as quick.

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