Showing posts with label FoF. Show all posts
Showing posts with label FoF. Show all posts
Sunday, 8 June 2014
CIA Got you pushin to many pencils?
Finished my Hostage rescue team (NOT ASSASSINS!)
Very nice little miniatures from The Scene UK, going to put them to good use soon with FoF rules.
Click thumbs for bigger pics.
Cheers
Matt
Tuesday, 13 May 2014
FORCE ON FORCE: Bush war!
Guten Morgan!
Ran my first Bush wars scenario I created myself last night. Went fairly well I think but i definetly handicapped the SADF who were hard pressed to make it off the table. Terrain set up will need to be modified as well as we got bogged down by the river.
In the end FAPLA won the day as they prevented the SADF from existing the table with any of the 4 squads.
Cheers
Matt
Exfil - Scenario
Scenario Information
A SADF paratrooper recce patrol has been caught with their
pants down operating deep in Angola close to a large military base. If they are
caught this will sway international opinion against South Africa which is already
feeling the pressure from the UN.
Duration of Game: 8 Turns
Initiative: Kinetic – SADF have initiative for the first turn. From turn 6, FAPLA hold the Initiative.
Fog of War: Determined normally by Reaction Test rolls
Table Size: 6’x4’
Duration of Game: 8 Turns
Initiative: Kinetic – SADF have initiative for the first turn. From turn 6, FAPLA hold the Initiative.
Fog of War: Determined normally by Reaction Test rolls
Table Size: 6’x4’
Terrain: Hills Block Line of sight. Bush terrain is
impassable but can be shot through up to quality. Trees are passable and can be
shot into and out of quality.
End of Game
Game end on completion of turn 8 or when all SADF troops are
dead/have exited the table.
SADF MISSION OBJECTIVE
Escape the AO do not get killed or caught.
SADF VICTORY CONDITIONS
Each FAPLA Unit broken or destroyed +1
Each sqd off the table +15
SADF FORCES
Deploy within 6’
of short table edge.
SADF Basic Attributes
Confidence Level: Confident
Supply Level: Normal
Troop Quality/Morale: D10/D10
Confidence Level: Confident
Supply Level: Normal
Troop Quality/Morale: D10/D10
Priority air support.
Elusive.
4 Sections consisting
of
1 Troop Leader w/ R4
1 RPG
1 Mag 58
2 Troopers w/R4
Support-
Priority air support.
At the start of SADF turn roll a Troop Quality dice, on a 4+
helicopter comes in.
On a roll of 1 Cuban MIGs have chased off the chopper for
the current and following turn.
( Armour 3d8, Hvy AP5/AT2, TQ/M D10/D10) Pylon attacks
FAPLA MISSION OBJECTIVE
SADF forces have been caught operating in our country seek, locate, detain or
kill these troops. Do no let them escape!
FAPLA VICTORY CONDITIONS
Each SADF soldier captured +15
Each SADF soldier killed +2
Prevent all SADF from exiting the table Ultimate Victory
FAPLA FORCES
Deploy anywhere outside12”
of ANZAC deployment edge.
Each SADF soldier captured +15
Each SADF soldier killed +2
Prevent all SADF from exiting the table Ultimate Victory
FAPLA FORCES
Deploy anywhere outside
Confidence Level: Confident
Supply Level: Abundant
Troop Quality/Morale: D8/D8
Poor Intiaitve
4 Sections of
1 Leader
1 RPG
1 RPK
3 Soldiers w/Ak47
From the start of turn 2 the FAPLA player rolls a D10 and
consults the Reinforcement Table. These troops come on from the SADF deployment
zone and count as having activated for the turn.
REINFORCEMENTS RECEIVEDLocal Force FAPLA are Troop Quality/Morale: D8/D8
D10 Roll
|
Reinforcements
Received
|
1
|
T62 Tank 115mm AP4/AT5, HMG AP4/AT1
|
2
|
No support available
|
3
|
BTR-152 MedMG AP3
|
4
|
No support available
|
5
|
|
6
|
No support available
|
7
|
No support available
|
8
|
1 Leader 4 soldiers w/Ak47
|
9
|
1 Leader 4 soldiers w/Ak47
|
10
|
1 Leader 4 soldiers w/Ak47
|
the initial SADF set up
Running troops out into the open in front of 4 enemy positions is never smart. This was the turning point and it really bogged us down. My fault.
With heavy causalities in the squad left in the open we reinforced the covered position.
We still ad 3 foot of table to run down by turn 4
Unlucky for FAPLA we called in the whirlybird. The crack door gunner put a round through the deck immobilising FAPLAs toy.
We called it game here at turn 6. We no longer had the initiative and no way could run the 3 ft up the board.
Tuesday, 29 April 2014
Force on Force: Vietnam
Greetings,
Had my Tuesday night game last night. Was an absolute blast, we visited FOF Vietnam.
Cracker of a game. We played 3 on 1, so 3 of us controlled 2 fire teams with 1 person playing the VC. Despite all the trash talking and shouts of "Mi caca dau" the game played very quickly, 8 turns in 3 hrs. Anzacs took a win in the end but realistically we were just getting our heads round the rules and familiarizing 2 new players with the system.
Sorry no flash AAR but just some happy snaps throughout the game.
Cheers
Matt
Sweep and Clear - Scenario
Scenario Information
Duration of Game: 8 Turns
Initiative: Asymmetric – ANZACS have Initiative for the duration of the game
Fog of War: Determined normally by Reaction Test rolls
Table Size: 6’x4’
ANZAC MISSION OBJECTIVE
Take control of the village, and prevent any possible escape or reinforcements via the exit tracks.
ANZAC VICTORY CONDITIONS
Each VC Unit broken or destroyed +1
Each VC Leader killed or captured +1
Village under control +15
Both Trail Exits under control +15
ANZAC FORCES
Duration of Game: 8 Turns
Initiative: Asymmetric – ANZACS have Initiative for the duration of the game
Fog of War: Determined normally by Reaction Test rolls
Table Size: 6’x4’
ANZAC MISSION OBJECTIVE
Take control of the village, and prevent any possible escape or reinforcements via the exit tracks.
ANZAC VICTORY CONDITIONS
Each VC Unit broken or destroyed +1
Each VC Leader killed or captured +1
Village under control +15
Both Trail Exits under control +15
ANZAC FORCES
Deploy within 6’ of long table edge.
Confidence Level: Confident
Supply Level: Abundant
Troop Quality/Morale: D8/D8
HQ
3 x Rifle Squads
Off table medium mortars available from turn after an ANZAC
unit is involved in a fire fight.
Huey ‘Slick’ Support Available from Turn 5 Onwards.
Pylon Attack Med. Support (AP: 4/AT:0) Armour 3D8
Napalm Bombing run available from Turn 8.
Napalm
Napalm strikes were devastating and fearsome. Napalm
canisters could be dropped by fast burners or ground support aircraft to
virtually purge an area of all life and deny that area to the enemy until the
resulting fires abated. The canisters tumbled as they struck, bounding across
the countryside to spread a long swath of flaming fuel.
While most Napalm strikes would cover the average sized
playing area, smaller bombs and hits from the edge of a napalm blast can be
represented on the table. Once a player has nominated a target unit and made
rolls to contact the delivery aircraft, the attacking player rolls a 8D10 Firepower
attack against the target unit. The defending unit may not count any Defense
dice other than its model total. Cover and armor are ignored. All units, friend
or foe, within 10" of the target unit are also hit by an 6D10 attack.
Additionally, all areas of jungle, woods, elephant grass, or
manmade structures (other than brick or concrete buildings) within 10" of
the target unit are ignited. Any units in burning terrain must immediately move
evacuate in a direction away from the enemy. Any units that have all their
models wounded in an ignited area are considered KIA and are removed from
terrain.
All terrain features hit by napalm become impassable for two
turns following the attack. Buildings burn for a single turn before collapsing
and are removed from the tabletop.
All NVA/VC units actually struck by the napalm attack are
automatically Pinned. All units other units in the force must make a morale
check or suffer a Pinned result as well.
Each napalm strike uses two napalm canisters/bombs. Once all
of its napalm canisters have been expended, an aircraft may make no further
napalm strikes.
VC MISSION OBJECTIVE
Defend village and exit trails.
VC VICTORY CONDITIONS
Each ANZAC soldier captured +4
Each ANZAC soldier killed +2
Each ANZAC soldier seriously wounded +1
Village under control +15
Both Trail Exits not under ANZAC control +15
VC FORCES
Deploy anywhere outside 12” of ANZAC deployment edge.
Defend village and exit trails.
VC VICTORY CONDITIONS
Each ANZAC soldier captured +4
Each ANZAC soldier killed +2
Each ANZAC soldier seriously wounded +1
Village under control +15
Both Trail Exits not under ANZAC control +15
VC FORCES
Deploy anywhere outside 12” of ANZAC deployment edge.
VC Basic Attributes
Confidence Level: Confident
Supply Level: Poor
Troop Quality/Morale: D6/D8
Confidence Level: Confident
Supply Level: Poor
Troop Quality/Morale: D6/D8
Booby Trap cards D6+2
3 x VC Squads
1x Leader w/AK
1x Gunner w/RPG (Med. Support, AP:2/AT:1-M)
4x Rifleman w/AK
2 x VC Squads
1x Leader w/AK
3 x VC Squads
1x Leader w/AK
1x Gunner w/RPG (Med. Support, AP:2/AT:1-M)
4x Rifleman w/AK
2 x VC Squads
1x Leader w/AK
5x Rifleman w/AK
VC Support Squad
DShK Team
1x Leader w/AK
VC Support Squad
DShK Team
1x Leader w/AK
1x Gunner w/12.7mm DShK HMG (Hvy. Support AP:3/AT:1)
1x Assistant Gunners w/AK
1x Assistant Gunners w/AK
VC Reinforcements
Insurgency level 4
Do not roll until VC unit is involved in a fire fight. The VC player rolls a D6 and consults the Reinforcement Table.
REINFORCEMENTS RECEIVED
Main Force VC are Troop Quality/Morale: D8/D8
Do not roll until VC unit is involved in a fire fight. The VC player rolls a D6 and consults the Reinforcement Table.
REINFORCEMENTS RECEIVED
Main Force VC are Troop Quality/Morale: D8/D8
1 - 1D6 VC w/AKs, 1x Leader
2 - 1D6 VC w/AKs, 1 x Leader and 1x RPK Gunner
2 - 1D6 VC w/AKs, 1 x Leader and 1x RPK Gunner
3 - 1D6 VC w/AKs, 1x Leader, 1x RPG
4 - 1D6 Main Force VC w/AKs, 1x Leader
5 - 1D6 Main Force VC w/AKs, 1 x Leader and 1x RPK Gunner
6 - 1D6 Main Force VC w/AKs, 1 x Leader and 1x RPG
4 - 1D6 Main Force VC w/AKs, 1x Leader
5 - 1D6 Main Force VC w/AKs, 1 x Leader and 1x RPK Gunner
6 - 1D6 Main Force VC w/AKs, 1 x Leader and 1x RPG
Beautiful terrain.
Anzac Patrol advances through the jungle.
Must have a refreshing beverage.
Anzac patrol advances through elephant grass with the sneaking VBC deploying booby traps and wounding 2 diggers.
Another patrol loses a man to a toe biter booby trap, diggers best be getting there head in the game now!
"CONTACT!" Aussie patrol spots VC ahead.
The well trained and equipped Aussies make short work of there foe!
A risky gamble dashing through the open!
Diggers pushing around the flank, an objective in sight!
VC reinforce through a spider hole.
The right flank is starting a big push!
The push is very successful aussies bag a objective.
Left flanks turn to bring the pain!
The bossman failing to bring in his arty :( (we forgot the aussie reroll rule)
None the less I make quick work of the flank next turn
To top it all off I napalm my own troops
Sunday, 27 April 2014
Force on Force Beginnings.
Greetings All
Had my first FOF game today, loved it. In the beginning the clunky setup of the rulebook put me of but a mate who had taken his time to decode the enigma coaxed me back.
Today we played the first scenario from the main rulebook and the first south african scenario in the bush war book.
I won the first game but those sneaky swapo got me in objectives for the second.
Really had an absolute blast, playing some FOF Vietnam on Tuesday doing a 3 way co-op game. Super keen and will take some pics.
Cheers
Matt
Had my first FOF game today, loved it. In the beginning the clunky setup of the rulebook put me of but a mate who had taken his time to decode the enigma coaxed me back.
Today we played the first scenario from the main rulebook and the first south african scenario in the bush war book.
I won the first game but those sneaky swapo got me in objectives for the second.
Really had an absolute blast, playing some FOF Vietnam on Tuesday doing a 3 way co-op game. Super keen and will take some pics.
Cheers
Matt
Now this is how you play wargames! Pub+Schooners+lazyboys=All gravy
Wednesday, 16 October 2013
The world is ablaze!
Tally Ho!
I endeavoured today to get some more painting done today. This time on the BTR-152 from Peter Pig and Khurasan's new T-62. Just a quick spiel on the 62, Wow this thing is stunning. No flaws and super quick to assemble, ill most definitely be grabbing a lot more of hid moderns as there released.
Also sprayed my King kitty. Im happy with the results, the Filter will tone it all down and tie the layers together.
A massive bush fire made me retreat inside as its raining ash now.
Cheers
Matt
I endeavoured today to get some more painting done today. This time on the BTR-152 from Peter Pig and Khurasan's new T-62. Just a quick spiel on the 62, Wow this thing is stunning. No flaws and super quick to assemble, ill most definitely be grabbing a lot more of hid moderns as there released.
Also sprayed my King kitty. Im happy with the results, the Filter will tone it all down and tie the layers together.
A massive bush fire made me retreat inside as its raining ash now.
Cheers
Matt
Saturday, 14 September 2013
Khurasan Modern 15mm
Hi
Finished my first test mini today for my 15mm scifi mercs. The models are from the khurasan US modern range. Very very nice models!!!
Also ive started work on my 20mm Selous Scouts, Im really getting into these guys after reading a fair few books on the Rhodesian and South African conflicts.
A lovely pile of Bases cut and sanded ready for terrain duty!
Cheers
Matt
Finished my first test mini today for my 15mm scifi mercs. The models are from the khurasan US modern range. Very very nice models!!!
Also ive started work on my 20mm Selous Scouts, Im really getting into these guys after reading a fair few books on the Rhodesian and South African conflicts.
A lovely pile of Bases cut and sanded ready for terrain duty!
Cheers
Matt
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