0830 13 AUG 2000, near Dobrodzień, Poland
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The initial contact to the convoy has been made by Griff and Macron. The
range is still over 20 hexes (200 meters), but since both of the troops
are on foot, the have a good chance of closing the range, which they
will attempt.
The advance team will wait for the others and call up Klasha and Harris
for support. The team will leave the horses and mules in the rear with
Marshall and Logan to care for them. Wally, Potato and Robinson will
stay mounted and serve as a reaction for, should the advance team bite
off more than they can chew.
The team wants to close the range (to within 2-5 hexes) and ambush the
convoy. They must make the roll with as a group Recon Roll (Alpha, page
46) and this will be an opposed roll by the convoy. Harros has the
lowest score with Intelligence B (D10) and Recon D (D6). The terrain they want to move to is forest (+1). The
average modifier will be 0.
- Task: Attempt to reduce the encounter range by half by infiltrating
- Ability Die: Intelligence B (D10)
- Skill Die: Recon D (D6)
- Modifiers: --
- Mod. Ability Die: Intelligence A (D12) [+1 Step]
- Mod. Skill Die: Recon D (D6) [Unmodified]
- Ammo Die: --
- Roll: 7,4,--
- Result: 1 success
That is a success for the team. Now it is time for the convoy guards to get a chance. They take the best scores they have, which equal that of Griff and make their rolls.
- Task: Attempt to detect the infitrators
- Ability Die: Intelligence B (D10)
- Skill Die: Recon C (D8)
- Modifiers: --
- Mod. Ability Die: Intelligence B (D10) [Umodified]
- Mod. Skill Die: Recon [Unmodified]
- Ammo Die: --
- Roll: 4,3,--
- Result: no successes
The team managed to move closer, finding a hides from which they can use to observe and ambush the convoy. The team will spread out, using the bunches of trees for concealment and will find some stable platforms from which they will launch their ambush.
One could, of course, attempt to enter into a dialog with the convoy but it is great prize and doubtful if the Soviets would just hand it over. So, combat it must be.
Note: we will be using the standard NPC rules as published.
For the first round, the team will get the top four initiative cards (see group ambushes, pg. 58). The NPCs draw the 9, meaning that must have been really suprised. The ambushers are prone.
Initiative
Thee initiative draws for the combat is:
Order Name
1 Griff
2 Harris
3 Macron
4 Klasha
9 NPCs (Not Particularly Cooperatives)
Initiative Step 1 - Griff
Griff will place his M40 on a fallen tree, aim (sniper aim) and fire (slow action) at Soldier #1-3, opening the ambush. The range is 6 (Medium). He will add on ammo die to the pot. He wants to put the guard down.
- Task: Fire at Soldier #1-3
- Ability Die: Agility A (D12)
- Skill Die: Ranged Combat B (D10)
- Modifiers: +1 Sniper specialty, +2 Telescopic Sight,-1 Medium Range = +2
- Mod. Ability Die: Agility A (D12) [Unmodified]
- Mod. Skill Die: Ranged Combat B (D12) [+1 Step]
- Ammo Die: 1
- Roll: 6,3,1 (1 rounds expended)
- Result: 1 success
The M40A3 has a damage of 3 and a critical threshold of 3, resulting in a critical hit. A critical hit on an NPC automatically incapacitates that NPC. One down, many to go.
Initiative Step 2 - Harris
Harris will aim his M203 (fast action) at the hex containing Officer #2-1 before firing a grenade (Slow Action). The range is 6 (Medium).
- Task: Fire M203 at Officer #2-1
- Ability Die: Strength B (D10)
- Skill Die: Heavy Weapons D (D6)
- Modifiers: -1 Medium Range = -1
- Mod. Ability Die: Strength B (D10) [Unmodified]
- Mod. Skill Die: --- [Removed]
- Ammo Die: -- (Heavy weapons do not use Ammo Die)
- Roll: 10,--,-- (1 rounds expended)
- Result: 2 Successes
Both Officer #2-1 and Engineer #2-2 are both within the blast radius. The blast level is D (2D6) and results in (3,3) in no hits. Both soldiers are knocked prone and need to make a CUF roll. The enemy CUF is C (D8) and the Unit Morale is C (D8), resulting in a dice pool consisting of 2D8. The results are 1,1, resulting on both NPCs being suppressed.
Initiative Step 3 - Macron
Macron will sniper aim (slow action) with his telescopic sight and fire (slow action) at Soldier #2-3. The range is 4 (Short) and he will add 2 Ammo dice to the pool.
- Task: Fire at Soldier #2-3
- Ability Die: Agility B (D10)
- Skill Die: Ranged Combat C (D8)
- Modifiers: +1 Rifleman specialty, +2 telescopic sight = +3
- Mod. Ability Die: Agility A (D12) [+1 Step]
- Mod. Skill Die: Ranged Combat A (D12) [+2 Steps]
- Ammo Die: 3
- Roll: 8,4,2,2,4 (8 rounds expended)
- Result: 1 Success
The soldier is hit and suppressed and drops prone.
Initiative Step 4 - Klasha
Finally, Klasha will aim (fast action) and fire (slow action) at Soldier #2-4 after the others open up. The range is 4 (Short). She will add 3 ammo die to the pool.
- Task: Fire at Soldier #2-4
- Ability Die: Agility C (D8)
- Skill Die: Ranged Combat C (D8)
- Modifiers: --
- Mod. Ability Die: Agility C (D8) [Unmodified]
- Mod. Skill Die: Ranged Combat C (D8) [Unmodified]
- Ammo Die: 3
- Roll: 4,1,6,3,5 (14 rounds expended)
- Result: No successes
The rounds miss the intended target but he must still roll for suppression. The enemy CUF is again C (D8) and the Unit Morale is C (D8, 1-1 and 1-2 are within the line of sight and not suppressed). The results are 8,5 (1 succession), preventing his suppression.
Initiative Step 9 - NPCs (Not Particularly Cooperatives)
We can skip all the incapacitated and suppressed NPCs.
Officer #1-1 will run for cover of the woods to the East.
Soldier #1-2 will also run for cover, making a beeline for the trees.
Officer #3-1 will move north into the woods (Slow Action) and drop prone (Fast Action).
Soldier #3-2 will follow Officer #3-1, also moving north into the woods (Slow Action) and dropping prone (Fast Action).
Soldier #3-3 will move back along the road toward the sound of the firing (Slow Action).
Soldier #3-4 grabs the Javelin and follows his battle buddy (Slow Action).
The Soviet convoy has suffered 10% losses but several of the troops have been suppressed. Still, it will probably be a hard fight.
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