Wednesday, February 10, 2021

0136 - Off We Go Again - Part IX

 A note at the start: many thanks to Andrew Somerset, reminding me that suppression recovery was a bit different than I used it previously. Many thanks for that.

 

The rule is, for those that do not have their PDF in their hands is:

 

RECOVERY: On your next turn, roll CUF again to recover from suppression. If the roll fails again, you lose both actions on this turn. If you succeed, you can perform a slow action, but you lose your fast action. In either case, you are no longer suppressed – remove the marker.

 

This means that only the enemy #3-1 is currently the only enemy suppressed. Also, my apologies to the poor Soviet soldiers exposed to enemy fire for so long.

 

Now, on to the combat.

 

We will keep the initiative order like it is, and that is:

 

Initiative

 

Order        Name

1        Griffin

4        Macron

5        Harris

6        NPCs (Not Particularly Cooperatives)

9        Klasha

 

 

Initiative Step 1 - Griffin

With a full load of ammunition, Griff is ready to plug some more bad guys. He will start to clean up the right flank, aiming at #2-3 (Fast Action) before firing (Slow Action). The range is 6 (Short) and he will add no Ammo Dice to the pool.

 

Task:

Fire at #2-3

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

-2 Target is prone, +1 Sniper specialty

 = -1

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[-1 Step]

Ammo Die:

--

 

Roll:

7,4,--

(1 round expended)

Result:

1 Success

 

 

So, the round hits, causing three points of damage and a critical hit, which incapacitates the trooper.

 

Note: I am not using the ammo dice for single-shots, such as those for a sniper rifle. This reflects better on Griff's marksmanship. It cannot cause an extra hit nor a mishap. I understand that there are changes in the new version and I am eagerly awaiting the release.

 

Initiative Step 4 - Macron

The enemy are pushing on the left, so the team needs to secure the right flank. Macon will aim (Fast Action) and fire (Slow Action) at #2-2. The range is 5 (Short) and he will add 2 ammo die the pool.

 

Task:

Fire at #2-2

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, +1 Rifleman specialty

 = -1

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Ranged Combat D (D6)

[-1 Step]

Ammo Die:

2

 

Roll:

1,5,2,5

(7 round expended)

Result:

Failure

 

 

Disappointing but that is the way it goes sometimes. Marcon currently only has 5 rounds in the magazine, so the ammo dice showing the 2 is removed and the magazine is empty.

 

I could push the roll here but I cannot re-roll the 1 on the ability die, leaving me a 1 in 6 chance of a success. I would also have to re-roll the ammo die and anything more than 5 would have to be discarded, as the magazine is almost empty. There is a poor chance of success and not much to gain by pushing the roll.

 

Initiative Step 5 - Harris

Harris will aim (Fast Action) and fire (Slow Action) at #2-4, laying prone in the open. The range is 5 (Short) and he will add three ammo dice to the pool.

 

Task:

Fire at #2-4

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone

 = -2

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

--

[Removed]

Ammo Die:

3

 

Roll:

3,--,1,1,3

(5 round expended)

Result:

Mishap

 

 

His weapon reliability is reduced to B (D10) and he rolls 2D10 to avoid a jam, rolling 6,3 and avoiding the jam. That is at least something.

 

Initiative Step 6         - NPCs (Not Particularly Cooperatives)

Currently the NPCs have 27% incapacitated. The morale thresholds I am using for this group are:

 

Retreat

Rout

Surrender

30%

50%

70%

 

Since we have not yet reached a threshold, they will fight on.

 

Since the fire has let up from Klasha's position, the Soviets on the right flank can take the opportunity to rush her position. Officer #1-1 will stand (Fast Action) and run (Slow Action) toward her position.  The two hexes are not enough to bring him into contact so he will attempt to make a Mobility roll to keep on moving. Each success will allow him to move one additional hex.

 

Task:

Make a mobility roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

9,--,--

 

Result:

1 success

 

 

One success is one hex. He came really close to getting two successes. Still, he gets one step closer to reaching Klasha, after which bad things will probably happen.

 

Soldier #1-2 will stand (Fast Action) and run (Slow Action) after his leader. Here too the movement does not bring him to his goal and he will make a mobility check.

 

Task:

Make a mobility roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

2,--,--

 

Result:

Failure

 

 

His officer leaves him in the dust but at least it was not a mishap. He can't let that stand and we will push the roll, re-rolling the die.

 

Task:

Make a mobility roll (pushed)

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

6,--,--

 

Result:

1 Success.

 

 

He draws level with his leader, rushing hard toward Klasha.

 

Officer #2-1 will stand (Fast Action) and move to the north east, hoping to get around the flank. The orchard (treated as Shrubland) is slowing him a bit, so he will also try a Mobility roll.

 

Task:

Make a mobility roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

8,--,--

 

Result:

1 Success

 

 

Another hex closer to his goal. These guys are motivated.

 

Engineer #2-2 is really exposed and will stand (Fast Action) and move (Slow Action) toward the trees. We wants to catch up to the rest and will also try a Mobility roll

 

Task:

Make a mobility roll

 

Ability Die:

Agility C (D8)

 

Skill Die:

Mobility B (D10)

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility D (D6)

[-1 Step]

Mod. Skill Die:

Mobility B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

2,8,--

 

Result:

1 Success

 

 

He moves further north through the tree line, catching up with #2-1.

 

Note: I have different templates for the NPCs and determine, in the case of soldiers, their specialties randomly. In this case, the trooper is an Engineer and has a lower Agility die but for that he has the Mobility skill. This adds a little bit of variety to the NPCs.

 

Soldier #2-4 is also tired of getting shot at and will stand (Fast Action) and run (Slow Action) with the others toward the right flank. Not wanting to get caught in the open, he will also attempt Mobility

 

Task:

Make a mobility roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

 

 

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

3,--,--

 

Result:

Failure

 

 

He does not manage to advance farther but also does not fall on his face.

 

Officer #3-1 was suppressed last round and needs to make a CUF check.

 

Task:

Make a CUF Check

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

Unsuppressed unit members within LOS

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

3,8,--

 

Result:

1 Success

 

 

#3-1 recovered from his suppression. He has a Slow action and will fire (Slow Action) his AKR at Macron. The range is 5 (Medium) and he will add 3 Ammo dice to the pool.

 

Task:

Fire at Macron

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Medium Range

 = -3

Mod. Ability Die:

Agility C (D8)

[-1 Steps]

Mod. Skill Die:

--

[Removed  -2 Steps]

Ammo Die:

3

 

Roll:

7,--,5,4,4

(13 rounds expended)

Result:

1 Success

 

 

Again, a possible hit on Macron. His head and arms are exposed. The hit location is Torso, which is protected by cover and the cover stops the round.

 

Soldier #3-2 will put some more fire into Marcon's position and hope for the best. The range is 5 (Short) and he will add 5 ammo die to the pool.

 

Task:

Fire the AK-74 at Macron

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is Prone,-1 target hex terrain

= -3

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

5

 

Roll:

6,--,6,1,2,2,3

(11 rounds expended)

Result:

1 Success + 1 additional hit

 

 

One possible hit and a second hit. The woodlands around Macron provide cover (2) but his head and arms are exposed, as he was firing. The hit location is the legs (1) and torso (3), but both rounds are stopped by the cover. Lucky guy, Mike is.

 

Soldier #3-3 will charge north with the rest (Slow Action) and attempt a Mobility roll.

 

Task:

Make a mobility roll

 

Ability Die:

Agility C (D8)

 

Skill Die:

--

 

Modifiers:

-1 Terrain Modifier

= -1

Mod. Ability Die:

Agility D (D6)

[-1 Step]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

6,--,--

 

Result:

1 Success

 

 

Here reaches deep down inside, finds his last reserves and runs another hex, breaking out of the tree line.

 

Initiative Step 9  - Klasha

Klasha is now in a bad spot. Her weapon is jammed and there are six Soviet soldiers charging her position. It is definitely time to bug out. She will stand (Fast Action) and retreat West toward Macron (Slow Action).

 


 

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