Sunday, February 14, 2021

0138 - Off We Go Again - Part XI

Considering the position that the Soviets have maneuvered the characters into, I will skip the 30% retreat morale level. They will, however, rout if the casualties reach 50%. I will also start tracking damage.

 

My reasoning is the following: it is very hard to get the critical needed to effectively incapacitate NPCs using the simplified rules with normal assault rifles and melee attacks. As the rules stand in the Alpha (yes, I know they will be changed in the next version and I am looking forward to those, but we are talking about the rules as they stand), you need to cause a critical hit to incapacitate an NPC using the simplified NPC rules. Your average assault rifle, say the AK-74, has a Damage of 2 and a Critical Hit Threshold of 3. This means you need to have two successes on your Ability and Skill die to meet the criteria (as the rule currently stands) to cause a Critical hit. Against opponents that are moving or in cover, etc., this is almost impossible, especially if you are reduced to a single die because of the modifiers. If that die is a D6 or D8, you can never get two successes and you will never cause a critical hit.

 

To the team at FL, it may seem that I am being over critical and I am not trying to be. I Love the game but this part does not work.

 

So, the damage for NPCs will be cumulated from now on. Ammo will also now be tracked. Now, back to the fight.

 

Initiative

 

Order        Name

1        Griffin

4        Macron

5        Harris

6        NPCs (Not Particularly Cooperatives)

9        Klasha

 

Initiative Step 1 - Griffin

The team needs to put some of the attackers on the ground. Griff is well aware of this. He will line up his sights on #2-1, aim (Fast Action) and fire (Slow Action). The range is 3 (Short) and he will add one Ammo die to the pool.

 

Task:

Fire at #2-1

 

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

-2 Target Movement, -2 Target Prone. +1 Sniper Specialty

= -3

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

--

[-2 Steps and removed, total = -3]

Ammo Die:

1

 

Roll:

6,-,1

(1 rounds expended)

Result:

1 success

 

 

With a cool head, Griff lines up his target and pops around into the attacker. He hits the plate vest (2 armor rating), which reduces the damage to 1. This is not enough for the critical hit needed to incapacitate the NPC. The trooper must make a CUF check so.

 

Task:

Check if #2-1 is suppressed

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

3,5,--

 

Result:

Failure

 

 

The officer rips open the vest and presses a hand to the newly created hole from Griff. His is otherwise busy this round.

 

Initiative Step 4 - Macron

Engaged in hand-to-hand, Macron has no choice but to defend himself. He stands (Fast Action) and attacks his opponent with his rifle butt. He is no longer prone nor in cover.

 

His opponent will attempt to block with his rifle. Note: block attempts (Fast Action) must be declared BEFORE the attack is made.

 

Task:

Melee Attack with Rifle Butt

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee Combat D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee Combat D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

8,6,--

 

Result:

1 Success

 

 

Now that Macron was successful, #1-2 has the opportunity to block.

 

Task:

Block Melee Attack with Rifle Butt

 

Ability Die:

Strength B (D10)

 

Skill Die:

Melee Combat C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

Melee Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,1,--

 

Result:

Failure

 

 

Although he is stronger and more skilled than Macron, the fails to block the attack. Win one for the little guy. Macron buttstrokes the soldier in the head, causing two points of damage. Since this is not fire combat, we need not roll for suppression. The enemy will lose an action because of the block attempt, regardless of whether it succeeded.

 

Initiative Step 5 - Harris

We left Harris with #2-2 bearing down on him, intent on mayhem. Harris intends to nip that problem in the bud and stands (Fast Action) and engages in Melee combat with #2-2 (Slow Action)

 

Task:

Melee with #2-2

 

Ability Die:

Strength B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Strength B (D10)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

9,--,--

(X rounds expended)

Result:

1 Success

 

 

What do you know, two engineers duking it out in the middle of Poland. Who would have thunk it,

 

Anyway, Harris hits and the Soviet engineer has an opportunity to block the hit.

 

Task:

Block Melee Attack with Rifle Butt

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee Combat C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,7,--

 

Result:

1 Success

 

 

The other engineer blocks the rifle butt attack, but will lose one action this round in the process.

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives)

Now that the characters have had their chance, the bad guys get their chance to dish out some pain.

 

Officer #1-1 will run to Klasha (Fast Action) and attack her in Melee Combat, attempting to wrestle the pistol from her hand.

 

Task:

Attempt to Disarm Klasha

 

Ability Die:

Strength C (D8)

 

Skill Die:

--

 

Modifiers:

+2 Attacking a prone opponent

 = +2

Mod. Ability Die:

Strength A (D12)

[+2 Steps]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

X,X,X

 

Result:

1 Success

 

 

To disarm an opponent you need one Success for each hand on the weapon. That means that you need one for pistols and two for log guns, like rifles, etc.

 

At this point Klasha could attempt to block, at a -2 modifier because she is prone but that would only allow her to retain an empty weapon and she would lose an action in the process. Better to let go of the weapon and let the other guy think he won.

 

Soldier #1-2 is still smarting from the blow to the head and wants revenge. He will attempt attack Macron with his rifle butt.

 

Task:

Attack Macron with Rifle Butt

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee Combat C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

4,8,--

 

Result:

1 Success

 

 

The attack is successful. Since Macron has used his actions this turn, he will not be able to block any attacks, he just has to suck up the hit.

 

Macron is hit in the Torso (2) but he has a vest (Armor Rating 1). The armor modifier of the rifle butt is +1, making Macron's armor rating 2. Since this is as high at the modified armor rating of the vest, the blow does not penetrate (but that does not mean it does not hurt).

 

Officer #2-1 will lose his turn as he frets about being shot by Griff.

 

Engineer #2-2 lost an action blocking the blow from Harris. That does not mean that he cannot attack himself.

 

Task:

Attack Harris with Rifle Butt

 

Ability Die:

Strength C (D8)

 

Skill Die:

Melee Combat C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Melee Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

1,2,--

 

Result:

Failure

 

 

Harris manages to avoid the blow, which is good because he would not have been able to block any hits, as all his actions have been used up.

 

Officer #3-1 sees the melee progressing on the right flank and decides to engage Griff in order to keep him pinned down. He orders #3-2 to do the same (Free Action) before aiming at Griff (Fast Action) and firing (Slow Action). The range is 7 (Medium Range) and he will add 5 dice to the pool.

 

Task:

Fire AKR at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Target Terrain, -1 Medium Range

= -4

Mod. Ability Die:

Agility C (D8)

[-1 Steps]

Mod. Skill Die:

--

[-2 Steps and removed, total -3]

Ammo Die:

5

 

Roll:

5,--,5,6,5,2,5

23 rounds expended

Result:

1 Success

 

 

The rounds did not hit but the Success on the ammo die means that we need to check Griff for suppression (which is the goal here).

 

Task:

Check if Griff is suppressed

 

Ability Die:

Coolness Under Fire B (D10)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire B (D10)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

10,8,--

 

Result:

3 Successes

 

 

The situation is desperate and Griff can't bring himself to leave his buddies hanging. He grits his teeth together and fights on.

 

Since are now tracking ammo, #3-1 has 7 rounds left in his magazine.

 

Soldier #3-2 will also aim (Fast Action) and fire (Slow Action) at Griff, trying to pin him down. The range is 7 and he will add 5 Ammo die to the pool.

 

Task:

Fire AK-74 at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Target Terrain, -1 Medium Range

= -4

Mod. Ability Die:

Agility C (D8)

[-1 Steps]

Mod. Skill Die:

--

[-2 Steps and removed, total -3]

Ammo Die:

5

 

Roll:

3,--,4,3,2,4,1

14 rounds expended

Result:

Failure

 

 

No hits. Griff must have a solid position or maybe he is just lucky. There are still 16 rounds in the magazine, maybe he will get lucky next time.

 

Soldier #3-3 will stand (Fast Action) and  skirt the ongoing melee, moving west toward Harris and Griff (Slow Action).  He will attempt a mobility roll to get that extra hex he needs to make contact.

 

Task:

Make a Mobility Roll

 

Ability Die:

Agility B (D10)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Agility B (D10)

 

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

7,--,--

 

Result:

1 Success

 

 

He gains an extra hex movement and moves toward Griff, hold up in his little tree fort.

 

Initiative Step 9 - Klasha

The enemy trooper may have wrestled away her pistol, but her jammed AK will work well enough in Hand-to-Hand. Klasha jumps to her feet (Fast Action) and attacks #1-1 with her AK (Slow Action).

 

Task:

Attack #1-1 in Melee

 

Ability Die:

Strength D (D6)

 

Skill Die:

Melee Combat D (D6)

 

Modifiers:

--

 

Mod. Ability Die:

Strength D (D6)

[Unmodified]

Mod. Skill Die:

Melee Combat D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

1,5,--

(X rounds expended)

Result:

Failure

 

 

Melee is not her strong suit but one does what one must.

 

At the end of the round, two additional Soviet soldiers are wounded but not incapacitated. The melee continues next round.

 


 

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