Thursday, November 7, 2019

0087 – The Great Escape - Marauders in Praszka – Turn 1

0710 07 AUG 2000, Praszka, Poland
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We approached a roundabout, with Robinson failing to slow down or check for oncoming traffic from the left, instead he gunned the engine. He deserved a ticket but he firmly believes that armored vehicles have the right of way, always.
Some raggedy Soviet sergeant was across the roundabout and he whistled before dropping behind the cover of a nearby wreck. Our day had been ruined and now someone was going to die.
We immediately took fire from all over. Rounds were ricocheting off the armor and Logan beat one of them to the draw. He was not faster but he hit, and that is all that counts. The guy leading the band was turned into a fine red mist by the KPV under Potato’s excellent guidance.
We were barreling on through, no matter what.
The team is attempting to drive through the town when a few marauders feel it necessary to impede their progress and a firefight ensues. No one is surprised and the vehicle is assumed to be moving at 40m/combat turn. Half of the marauders are present at the ambush. We can assume the others are sleeping or doing various evil things somewhere else. I have divide the group down the middle so there are 21 Marauders facing the 9 characters.
Robinson is driving with Potato in the turret and Wally acting as commander. The rest of the team is standing in the open hatches and has cover from the chest down. Griffin, Harris and Marshall are on the left, Macron, Logan and Klasha on the right. That being said, let the shooting start.

Initiative Step 5

Actions:
  • Robinson will continue to drive the OT-64 over the roundabout.
  • Griffin will fire a quick shot at Marauder 1-2
  • Potato will fire two bursts at SGT Makarovich, hiding behind the wreck
Order of Actions
  • Robinson (AGL 7)
  • Griffin (AGL 6 – Bulk 5 = 1)
  • Potato (AGL 4 – Bulk 10 = -6)
Play:
Robinson drives the OT-64 forward, rumbling over the traffic circle.
Griffin snaps off a shot at the marauder. The target is prone, facing Griffin. The range is 20m (Short).

[Fire at Experienced Soviet marauder #1-2 – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 3] – one hit with an outstanding success. The target is prone and facing the Griffin. The round hits the target’s left arm for 12 x 2 (outstanding success) = 24 points of damage, “knocking down” the NPC. The NPC is seriously wounded and his initiative is reduced to 0, taking him out of the fight.

Potato fires two bursts at the Sergeant. Due to the vehicle movement, the NPC does not have the benefit of cover. The range is 10m (Short).

[Automatic fire at SGT Makarovich – Asset Level 15Impossible (x1/2) – Target Number 7 – Roll(s): 3,20,18,14,10] – One hit. The sergeant is hit in the right leg for a total of 44 points of damage, killing him immediately.]

Just out of curiosity, what would the second burst have done? Let’s find out.

[Automatic fire at SGT Leskov Mili Makarovich – Asset Level 15Impossible (x1/2) – Target Number 7 – Roll(s): 9,17,6,7,6,] – Three hits. The sergeant is hit twice in the right leg for a total of 71 points of damage and the right arm for 43 points of damage.]

After a total of 158 points of damage, the sergeant’s days as a marauder chieftain have come to a very bloody end.

Initiative Step 4

Actions:
  • Harris will fire a burst from his RPK-74 at Experienced Soviet marauder #1-30, as he is closest.
  • Macron will fire two single rounds from his AK-74 at Experienced Soviet marauder #1-5.
  • Klasha will fire a burst from her PPSh-41 at Experienced Soviet marauder #1-5.
Order of Actions
  • Harris (AGL 5 – Bulk 5 = 0)
  • Klasha (AGL 4 – Bulk 4 = 0)
  • Macron (AGL 4 – Bulk 5 = -1)
Play:
Harris brings his RPK-74 to bear and lets a burst loose. The range is 10m (Short) and the target is facing Harris.

[Automatic fire at Experienced Soviet marauder #1-30 – Asset Level 13Impossible (x1/2) – Target Number 6 – Roll(s): 11,18,13,3,1,8,7,1,10,14] – Three hits. The marauder is hit in the left arm (3), right arm (7) and the head (8). The round to the head doesn’t result in a quick kill, but the NPC is stunned.]

Experienced Soviet marauder #1-29 is in the danger zone and may be hit by three rounds.

[Automatic fire at Experienced Soviet marauder #1-29 – Asset Level 13Impossible (x1/2) – Target Number 6 – Roll(s): 8,2,4] – Two hits. The marauder is hit in the left arm (9) and the head (9). The round to the head results in a quick kill.]

Klasha fires a burst at Experienced Soviet marauder #1-6. The range is 15m (Short) and the target is prone.

[Automatic fire at Experienced Soviet marauder #1-6 – Asset Level 8Impossible (x1/2) – Target Number 4 – Roll(s): 4, 8, 13, 1, 19] – Two hits. The marauder is hit in the left arm (9) and the chest (4 x 2 = 8). The round to the chest doesn’t result in a quick kill, but the NPC is knocked down and slightly wounded.]

Experienced Soviet marauder #1-5 is in the danger zone and may be hit by two rounds.

[Automatic fire at Experienced Soviet marauder #1-6 – Asset Level 8Impossible (x1/2) – Target Number 4 – Roll(s): 1,9] – One hit. The marauder is hit in the right arm (4).]

Macron fires twice at Experienced Soviet marauder #1-5. The range is 15m (Short) and the target is prone.

[Fire twice at Experienced Soviet marauder #1-5 – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 8,10] – Both hit. The marauder is hit twice in the left arm for a total of 22. He is knocked down, seriously wounded and his initiative is reduced to 0.]

Initiative Step 3

Actions:
  • Marshall will fire a burst at Experienced Soviet marauder #1-30
  • Logan will fire two quick shots at Experienced Soviet marauder #1-18
  • Experienced Soviet marauder #1-6 will miss his turn, as he is knocked down
  • Experienced Soviet marauder #1-9 sees the OT-64 moving down the street toward him and goes into overwatch
  • Experienced Soviet marauder #1-10 goes into overwatch
  • Experienced Soviet marauder #1-13 goes into overwatch
  • Experienced Soviet marauder #1-14 goes into overwatch
  • Experienced Soviet marauder #1-17 fires three single rounds from his SVD at Marshall
  • Experienced Soviet marauder #1-18 fires four rounds from his AK-74 at Logan
  • Experienced Soviet marauder #1-21 goes into overwatch
  • Experienced Soviet marauder #1-22 goes into overwatch
  • Experienced Soviet marauder #1-25 goes into overwatch
  • Experienced Soviet marauder #1-26 goes into overwatch
  • Experienced Soviet marauder #1-30 is stunned and will miss his turn
  • Experienced Soviet marauder #1-33 goes into overwatch
  • Experienced Soviet marauder #1-34 goes into overwatch
  • Experienced Soviet marauder #1-37 goes into overwatch
  • Experienced Soviet marauder #1-38 goes into overwatch
Order of Actions
  • Experienced Soviet marauder #1-9 (AGL 6)
  • Experienced Soviet marauder #1-10 (AGL 6)
  • Experienced Soviet marauder #1-13 (AGL 6)
  • Experienced Soviet marauder #1-14 (AGL 6)
  • Experienced Soviet marauder #1-21 (AGL 6)
  • Experienced Soviet marauder #1-22 (AGL 6)
  • Experienced Soviet marauder #1-25 (AGL 6)
  • Experienced Soviet marauder #1-26 (AGL 6)
  • Experienced Soviet marauder #1-33 (AGL 6)
  • Experienced Soviet marauder #1-34 (AGL 6)
  • Experienced Soviet marauder #1-37 (AGL 6)
  • Experienced Soviet marauder #1-38 (AGL 6)
  • Marshall (AGL 5 – Bulk 2 = 3)
  • Experienced Soviet marauder #1-18 (AGL 6 – Bulk 5 = 1)
  • Logan (AGL 5 – Bulk 5 = 0)
  • Experienced Soviet marauder #1-17(AGL 6 – Bulk 6 = 0)
Play:
All the marauders that were preparing for overwatch do so. I will not list them all, as there are a lot and there is not really a lot to be gained by it.

Marshall fires a burst at Experienced Soviet marauder #1-30. The range is 10m (Short).

[Automatic fire at Experienced Soviet marauder #1-30Asset Level 7Impossible (x1/2) – Target Number 3 – Roll(s): 17,18,13,1,4] – One hit. The marauder is hit in the right arm (10). He is now seriously wounded and his initiative is reduced to 0, taking him out of the fight.]

Experienced Soviet marauder #1-18 fires four rounds from his AK-74 at Logan. The distance is 15m (Short) and all other hit locations but Logan’s arms and heads are protected by the OT-64 armor.

[Fire four times at Logan – Asset Level 11 – Difficult (x1) – Target Number 11, 10 on the last round due to recoil – Roll(s): 19,7,12,17] – One possible hit. The hit location is the Right Leg, but the armor (3) of the OT-64 stops the round.]

Logan lets off two quick shots at Experienced Soviet marauder #1-18. The range here is also 15m (Short). The target is prone, facing Logan.

[Fire two times at Experienced Soviet marauder #1-18 – Asset Level 10 – Difficult (x1) – Target Number 10 – Roll(s): 3,8] – Both hit. The marauder is hit in the chest (8 + 1 for blunt trauma = 9) and the head (12). The shots do not result in a quick kill but the marauder is stunned and seriously wounded. His initiative is reduced to 0, taking him out of the fight.]

Experienced Soviet marauder #1-17 fires three single rounds from his SVD at Marshall. The range is 20m (Short).

[Fire two times at Experienced Soviet marauder #1-18 – Asset Level 11 – Difficult (x1) – Target Number 11, 10 on the last shot due to recoil – Roll(s): 13,4,8] – Two possible hits, but both rounds are leg hits and the armor stops both.]

Initiative Step 1

Actions:
  • Wally hunkers down in the commander’s seat and hopes they do not have any anti-tank weapons
  • Novice Soviet marauder #1-41 goes into overwatch
Order of Actions
  • Novice Soviet marauder #1-41 (AGL 6)
  • Wally (AGL 5)
Play:
Novice Soviet marauder #1-41 goes into overwatch as Wally tries to make himself small and goes to his safe place.
The round is over and the marauders have not yet had enough, but they are very close. The team, however, is driving into a bee’s nest and they will find that out soon enough.