11 March, 2011

Black Day at Garmsir - Campaign Scenarios

A British mission to snatch a Person-of-Interest in Garmsir seems to be going to plan. But Murphy’s Law applies in spades as everything which can go wrong, does go wrong.
A ‘Perfect Storm’ of battlefield friction hits the operation: a downed chopper, a well-staged ambush of a column at a choke-point and higher-than-expected resistance makes this a very black day in Garmsir.

Person of Interest
8 Turns

MISSION BRIEF
Intelligence assets have identified a senior Al-Qaeda figure hiding out in Garmsir. A cordon has been thrown around the area, and a platoon of Royal Marines has been sent in to capture the person-of-interest.


BRITISH MISSION OBJECTIVE
Capture the Person of Interest.

TALIBAN MISSION OBJECTIVE
Destroy the British invaders and ensure that your leader escapes their cowardly attacks.

TABLE SET UP
A high density urban area bordered by poppy fields and overlooked by a broken ridgeline.



Deploy the British on a line from A to B,
Deploy the Taliban Senior Leader in any of the buildings at X.
Deploy the Technical at Y and the remaining units on the Hotspots, with not more than one unit at any location.

BRITISH FORCE COMPOSITION

British forces are well-supplied and have high confidence (TQ D8 / Morale D10)

Platoon HQ (Lieutenant, Sergeant, Medic)
2x Infantry Section of two four-man fire teams (2x SA80s, 1x Minimi, 1xSA80 wUGL)
1x GPMG Weapons Team (1xGPMG, 1xSA80)
1x Dog Team (1xSA80, 1xAlsatian)

TALIBAN FORCE COMPOSITION

All Taliban forces are Locals. They have normal supply and have high confidence (TQ D6 Morale D8)

1 Senior Leader & Bodyguard (D8/D12)
4 Groups of 9 (Leader, 1xRPG, 1 RPK. 6XAKs)
1 Technical (.50cal) with 3 crew
1 DShK Team (1 DShK, 2xAKs)

Insurgency level is 4 and a D6 roll must be made lower than 4 to bring forces on to the table. If successful, the Taliban player rolls 2d6 and consults the Reinforcement Table.

REINFORCEMENTS TABLE
Roll 2D6
2 1d6 (AKs) + 1 (RPK)
3 1d3 (AKs) + 1 (RPG)
4 1d6 (AKs) & Roll Again
5 1d3 (AKs) + 1 (RPG)
6 1d6+2 (AKs)
7 1d6 (AKs) +Leader + 1 (RPK)
8 1d6+2 (AKs)
9 1d6 (AKs) & Roll Again
10 1d6 (AKs) + 1 (RPK)
11 1d6 (AKs) +Leader + 1 (RPG)
12 2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after Reaction Tests.

ASSETS
No Assets.

SPECIAL RULES

Taliban units are not subject to Shrinkage

The Senior Taliban Leader has made a plan for his Extraction and will stick to it. He will only leave his building when the Technical arrives or when the British have made contact with him and his bodyguard. If the Technical is taken out he can make a quality check to move out.

The hotspots link Tunnels which run underneath Garmsir. A Taliban unit may spend its entire activation moving from one hotspot to another.

Dog Teams can automatically detect IEDs or hidden units within 8”.
They prevent out-of-contact movement or the use of any hotspot inside that radius also.
They add +1 to checks to disperse civilian mobs.

CAMPAIGN OUTCOME
Taliban Victory – Increase Taliban morale by 1 die type in ‘Charlie Foxtrot’ and ‘Ambush Alley’
British Victory – Reduce Taliban insurgency level by 1 in ‘Charlie Foxtrot’

VICTORY CONDITIONS

BRITISH
Each Taliban Leader killed or captured +1
Taliban Senior Leader captured +10
Taliban Senior Leader killed +5
No British KIAs +3
No British Seriously Wounded +2

TALIBAN
Each British soldier captured +5
Each British soldier killed +3
Each British soldier seriously wounded +1
Taliban Senior Leader escapes +10


All four scenarios of the campaign are available here

5 comments:

  1. This one is four posts back :-)
    The others in the pdf are the ones I've posted the last few days

    ReplyDelete
  2. It looks great!

    Are you playing Solo or do you have mates you enjoy playing Ambush Alley as well?

    Cheers,

    Allan

    ReplyDelete
  3. Plenty of guys nearby who are willing to play
    Problem these days (with 2 little ones) is getting time!

    ReplyDelete

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