Of course T-72s weren't really in use in Afghanistan (I don't think they made it off the airfield!) either, so we were going to use the T-62 stats.
Available as a pdf here
A punitive column has been sent deep into Qandahar by the Soviets. A T-62 is with them, in order to test how it can cope with the green zone.
It’s thrown a track when making a tight turn inside a village, and due to a command oversight, the T-62 was left behind. A single BMP carrying an engineer team has been sent back to get it moving again.
Soviet Mission Objective
Repair the T-62 and get it back to the main column as soon as possible.
Mujahideen Mission Objective
Destroy the tank or prevent anyone from repairing and moving it away; it will be helpless once night falls.
Table Set Up
A small village with outlying walls. The two main buildings form a rough square while the outlying buildings are separated by open ground. Surrounding the village are several poppy fields.
To the south of the village is a wadi, overlooked by broken steep banks. A rough road crosses it at a small ford.
A small copse of trees lies to the east, and to the west lies some broken rocky ground.
Deploy the Soviet T-62 at the main corner and the recovery team at the ford.
Deploy one Mujahideen group near each hotspot.
Soviet Force Composition
Soviet forces are well supplied and are confidant (TQ D8/ Morale D8)
1 Fireteam (3xAK-74s, 1xRPK)
1 Squad of two four-man fireteams (3xAK-74s, 1xRPK) & (3xAK-74s, 1xRPG)
1 Machine Gun Team (1xPKM, 1xAK-74)
2 Engineers (2xAK-74s)
Mujahideen Force Composition
The Mujahideen have normal supply and high confidence (TQ D6 Morale D8)
Leader & Group of 6 (5xAKs, 1xRPK)
Leader & Group of 5 (4xAKs, 1xRPG)
Group of 6 (5xAKs, 1xRPG)
Group of 6 (5xAKs, 1xRPK)
RPG Group (1xAT RPG, 1xAK)
Roll Reinforcement Unit
1 Leader + 1d6xAKs, 1xAT RPG
2 D6xAKs, 1xRPK
3 D6xAKs, 1xRPG
4 D6xAKs, 1xRPK, 1xRPG
5 D6xAKs + Roll Again
6 D6xAKs, 1xRPK
7 D6xAKs, 1xRPG
8 Leader + 2D6xAKs
The Insurgency level is 4 for this scenario and reinforcements appear at the beginning of each turn when a 3 or less is rolled on D6.
Fog of War
Draw new Fog of War cards during reaction tests as normal.
Repairing The Beast’s tracks is going to be a difficult task.
Two successful TQ checks by the Engineers are necessary to get the tank back moving. If the Engineers get a full fire-team of soldiers to help they’ll roll a D10 instead of just a D8.
After the repair any movement at Flank Speed or over difficult terrain may throw the track again. Roll crew’s TQ at 4+ to avoid this.
[I realise that repairing a track isn’t quite so quick or straightforward in real life, but if it bothers you, just pretend it’s a different technical problem!]
The Beast’s track is repaired +5
The Beast crosses the ford without major damage +5
Each Mujahideen Group Broken or Destroyed +1
The Beast is destroyed +10
The Beast’s Track is not repaired or it does not make it over the ford by nightfall +4
The BMP-1 is destroyed +5
Each Soviet soldier killed +2