The cautious insurgent commander sends out an armed group, hunkering close to protective (and more importantly disruptive to Line-Of-Sight (LOS). In no way is this meant to "contest" the area with the (heavily armed) ISAF forces. The insurgent agenda is on reconnaissance of ISAF tactics and putting his troops in a position to take advantage of "targets of opportunity". That explains the succession of 'tactical' and 'over-watch' markers (see below):
The ISAF commander deploys a full team high up on the compound walls to provide a protective fire-base (with its potent arsenal of weaponry). The only thing they need are 'legitimate, clear unambiguous targets'! What they seen seems to be just a normal Lardistan street-scene (see below):
ISAF deploy a reconnaissance team (section) to keep a watch on their right flank (see below):
All looks quiet. A beautiful normal lazy day, but appearances as we know can be very deceptive (see below):
The insurgents keep creeping round using the cover of walls and go into over-watch. This is turning into quite a cat-and-mouse affair (see below):
The result of all this ISAF consolidated deployment is that major the major building is designated as a friendly compound as it is looking securely occupied (see below):
But is anything ever really secure in Lardistan?
The ongoing adventures of a boy who never grew out of making and playing with plastic model kits (and even some metal ones too). Also a wargamer in search of the perfect set of wargaming rules for WWII Land and 20th Century Naval campaigns.
Showing posts with label Modern Chain of Command. Show all posts
Showing posts with label Modern Chain of Command. Show all posts
Sunday, 29 July 2018
Monday, 2 July 2018
Lardistan Battles: Part 3 - Troop "Deployment or Not" as the case may be
Three "Red" insurgent jump-off markers in play. Two are placed rooftop within a building complex, The third dangerously in an irrigation ditch below the ANZAC ISAF (International Security Assistance Force) building area (see below, top right):
ISAF with their three "Green" [poker-chips underneath the vignettes] jump-off markers; two in the main built-up area (see below, top middle and top right) and a third in the "bushes" to the left of the compound (see below top left):
The "area of contention" (aka the game board) is an "L" shaped insurgent area and a stubby "I" of ISAF, plus an area north (above the top of the photograph below) that nobody seems to care about (see below, the areas of close proximity):
So far you have seen a lot of scenery and 'markers' but not a lot of action. Time to roll the ISAF first Command Dice (see below,"1+2=3" which means a Squad plus NCO is deployed):
Some nicely painted ANZAC ISAF forces deploy (one section up and one section back in rear support), "eyes front"hugging the terrain wall for cover and security. Please note the 'unimpressed' locals in the background (underneath the archway) attending to their daily business. This seems to be a game with 'Blue' (ISAF), 'Red' (Insurgents) and 'Green' (Indigenous) playing pieces. Perhaps we could write in a 'White' (Non-Governmental Organisation(NGO)) also in the game to complete the colour palette (see below):
Meanwhile the insurgents roll their Command Dice (see below, "4" implies a Senior Leader, "3" implies a 'fighting cell' and '1' implies a "specialist"):
Consequently in cover hidden from ISAF eyes [which is hard to play without an umpire - but as this was a game played amongst 'honour system' friend sit worked] the 'fighting cell' occupied a building. By start contrast the Senior Commander (see below, a single figure with a inconspicuous 'Dice with a 1 on it' next to him) as bold as brass starts talking to some locals in attempt to "influence" their world outlook. More insidiously the ISAF player was told there was a specialist amongst the assumed indigenous peoples on table [Note: Actually ISAF guesses correctly it is a mobile phone "dikka" within their line of sight (LOS)]. With ISAF troops bound by strict "rules of engagement" (not to fire first without clear indication of threat) this is a frustratingly effective tactic. Suspects can in effect just be watched 'until they do something', by which time it may be too late (see below):
The overall effect of this seemed to be that time played into the insurgents who played a waiting game, collecting Chain of Command points patiently, with an eye to using a Chain of Command Dice to trigger an "Ambush" or create some other nuisance. Already this is not playing like my previous WW2 Chain of Command games. The tension for the ISAF player is palatable and painful to watch.
Next: This "Waiting Game" is Killing Me!
ISAF with their three "Green" [poker-chips underneath the vignettes] jump-off markers; two in the main built-up area (see below, top middle and top right) and a third in the "bushes" to the left of the compound (see below top left):
The "area of contention" (aka the game board) is an "L" shaped insurgent area and a stubby "I" of ISAF, plus an area north (above the top of the photograph below) that nobody seems to care about (see below, the areas of close proximity):
So far you have seen a lot of scenery and 'markers' but not a lot of action. Time to roll the ISAF first Command Dice (see below,"1+2=3" which means a Squad plus NCO is deployed):
Some nicely painted ANZAC ISAF forces deploy (one section up and one section back in rear support), "eyes front"hugging the terrain wall for cover and security. Please note the 'unimpressed' locals in the background (underneath the archway) attending to their daily business. This seems to be a game with 'Blue' (ISAF), 'Red' (Insurgents) and 'Green' (Indigenous) playing pieces. Perhaps we could write in a 'White' (Non-Governmental Organisation(NGO)) also in the game to complete the colour palette (see below):
Meanwhile the insurgents roll their Command Dice (see below, "4" implies a Senior Leader, "3" implies a 'fighting cell' and '1' implies a "specialist"):
Consequently in cover hidden from ISAF eyes [which is hard to play without an umpire - but as this was a game played amongst 'honour system' friend sit worked] the 'fighting cell' occupied a building. By start contrast the Senior Commander (see below, a single figure with a inconspicuous 'Dice with a 1 on it' next to him) as bold as brass starts talking to some locals in attempt to "influence" their world outlook. More insidiously the ISAF player was told there was a specialist amongst the assumed indigenous peoples on table [Note: Actually ISAF guesses correctly it is a mobile phone "dikka" within their line of sight (LOS)]. With ISAF troops bound by strict "rules of engagement" (not to fire first without clear indication of threat) this is a frustratingly effective tactic. Suspects can in effect just be watched 'until they do something', by which time it may be too late (see below):
The overall effect of this seemed to be that time played into the insurgents who played a waiting game, collecting Chain of Command points patiently, with an eye to using a Chain of Command Dice to trigger an "Ambush" or create some other nuisance. Already this is not playing like my previous WW2 Chain of Command games. The tension for the ISAF player is palatable and painful to watch.
Next: This "Waiting Game" is Killing Me!
Labels:
1/72,
1/76,
20mm,
Asymmetrical,
Chain of Command,
Insurgents,
ISAF,
Lardistan,
Modern,
Modern Chain of Command,
Scenery,
TooFatLardies,
Wargame
Sunday, 1 July 2018
Lardistan Battles: Part 2 - The Pre-Game Patrols and Jump Off Phase
Typical scenes from a Lardistan village. An innocuous donkey and cart with a load of kindle - or - a dangerous insurgent carrying war-gods disguised as everyday wheres? (see below)
A peasant villager with a donkey/mule strapped with 'clanking odds and ends' - or - a forward observer "Dikka" with a mobile phone divulging important intelligence to a hidden insurgent cell (see below):
An aerial view of recent "intelligence mapping" of suspected insurgent (white counters) and international policing intervention forces (green counters) representing patrols and logistical activity. In other words the front-line key points (see below, notice how both sides position themselves base on gaining "terrain cover" indifferent to the wishes of the local populace):
The previous day's "front-line" moves into another configuration as additional intelligence becomes known to both sides; represented by Modern Chain of Command Patrol Phase (see below):
This hardens into fixed jump-off positions; Green and White respectively (see below):
The final "jump-off" markers were replaced with cunning little Lardistan vignettes. So cunning I challenge to spot them in the picture below (see final pre-battle/patrol set-up below):
During the course of the game we had to remind ourselves where they were with Red and White "poker-chit" markers.
Next: Where Angels Fear to Tread
A peasant villager with a donkey/mule strapped with 'clanking odds and ends' - or - a forward observer "Dikka" with a mobile phone divulging important intelligence to a hidden insurgent cell (see below):
An aerial view of recent "intelligence mapping" of suspected insurgent (white counters) and international policing intervention forces (green counters) representing patrols and logistical activity. In other words the front-line key points (see below, notice how both sides position themselves base on gaining "terrain cover" indifferent to the wishes of the local populace):
The previous day's "front-line" moves into another configuration as additional intelligence becomes known to both sides; represented by Modern Chain of Command Patrol Phase (see below):
This hardens into fixed jump-off positions; Green and White respectively (see below):
The final "jump-off" markers were replaced with cunning little Lardistan vignettes. So cunning I challenge to spot them in the picture below (see final pre-battle/patrol set-up below):
During the course of the game we had to remind ourselves where they were with Red and White "poker-chit" markers.
Next: Where Angels Fear to Tread
Labels:
1/72,
1/76,
20mm,
Asymmetrical,
Chain of Command,
Insurgents,
ISAF,
Lardistan,
Modern,
Modern Chain of Command,
Scenery,
TooFatLardies,
Wargame
Monday, 25 June 2018
Lardistan Battles: Part 1 - The Village Setting
They call it Lardistan.
A fictional place that does not too look fictional IMHO, with a very modern asymmetrical war theme that produces more than one moment of of reflection during the course of play? But we played it and I feel honour bound to report the game. Let's start with the scenery which is a work of art, all lovingly hand crafted from plasterboard and 'acquired' house hold objects like doormats (see below, a kitchen table is transformed - please see following http://rangoruk.blogspot.com/ for the creative genius behind the scenery and Renko his co-conspirator https://twtrb.blogspot.com/):
The central canal ditch that splits the village effectively in two with its reflective water is a "work of art" in itself (see below):
Local crops (don't ask what) in enclosed fields to keep them sage from wandering hands (see below):
Trees alongside the watercourse offer some shade from the oppressive heat (see below):
Notice the rickety footpaths that cross the waterway at various points. Their use or avoidance will be interesting to follow in the skirmish game (see below):
A beautiful sleepy Lardistan village whose inhabitants are about to go about the course of a 'normal' day as the sun rises and spreads its warmth down the valley (see below):
The setting for a standard operation for a Modern Chain of Command scenario.
A fictional place that does not too look fictional IMHO, with a very modern asymmetrical war theme that produces more than one moment of of reflection during the course of play? But we played it and I feel honour bound to report the game. Let's start with the scenery which is a work of art, all lovingly hand crafted from plasterboard and 'acquired' house hold objects like doormats (see below, a kitchen table is transformed - please see following http://rangoruk.blogspot.com/ for the creative genius behind the scenery and Renko his co-conspirator https://twtrb.blogspot.com/):
The central canal ditch that splits the village effectively in two with its reflective water is a "work of art" in itself (see below):
Local crops (don't ask what) in enclosed fields to keep them sage from wandering hands (see below):
Trees alongside the watercourse offer some shade from the oppressive heat (see below):
Notice the rickety footpaths that cross the waterway at various points. Their use or avoidance will be interesting to follow in the skirmish game (see below):
A beautiful sleepy Lardistan village whose inhabitants are about to go about the course of a 'normal' day as the sun rises and spreads its warmth down the valley (see below):
The setting for a standard operation for a Modern Chain of Command scenario.
Labels:
1/72,
1/76,
20mm,
Asymmetrical,
Chain of Command,
Insurgents,
ISAF,
Lardistan,
Modern,
Modern Chain of Command,
Scenery,
TooFatLardies,
Wargame
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