Wednesday, December 2, 2020

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

 1110 08 AUG 2000, Zdunska Wola, Poland
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  • "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.


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