PB55 has been on alert for the last two days, the special force teams at the base reported major enemy forces in Azmakassar, the town a few miles down the road. News from FOB Breakbone is sparse, but it seems the insurgents are developing a major mid-summer offensive. With 50% of the non-FOBBITs on guard duty the patrol base waits for their HUMVEEs to return from a mission to rescue a lost UN convoy. The muffled sounds of a Patrol base dawn is smashed by a full salvo of 107mm rockets. The Hotakistani’s have requested the local insurgents to prove themselves and overrun a UN base, and to massacre all present for the camera’s of the world.
A local warlord, who in the recent weeks has been suspected to be behind the insurgency arrived at FOB Breakbone at dawn and asked to meet Major D. Zaster. The warlord after a long preamble finally told the Major, "Your base near Azmakassar is about to be attacked by the Haqiqa. We do not like Haqiqa." Major D. Zaster quickly woke the QRF platoon. But there preparations were interrupted by dull booms in the far east. The attack on Patrol Base 55 had begun.
A local warlord, who in the recent weeks has been suspected to be behind the insurgency arrived at FOB Breakbone at dawn and asked to meet Major D. Zaster. The warlord after a long preamble finally told the Major, "Your base near Azmakassar is about to be attacked by the Haqiqa. We do not like Haqiqa." Major D. Zaster quickly woke the QRF platoon. But there preparations were interrupted by dull booms in the far east. The attack on Patrol Base 55 had begun.
a: checkpoint with concrete bollards (vehicles may not use rapid movement through the checkpoint
b: Fighting pit, each may contain fire team.
c: Fighting pit w/Forward Observer and fire team.
d1- d5: Minefields, only 3 are real (marked prior to scenario) Medium concentration: TQ w/-2DRM, Light AP Mine AP4/AT2
e: Three 81mm Mortar pits w/3 crew each, minimum range: 32”, can interdict reinforcements
f: Main car park
g: Barbed Wire entanglement
Base Defenses: x2 M2 0.5” Weapons.
Initiative:Insurgents, from turn 2 roll as normal
Turns: 10
UN Base force (half asleep in buildings, at least 1 team per building/floor before two):
Special Forces:
SASR (INI10,TQ10,MOR10)
2 w/ARifle, 1 w/UGL, 1 w/Sniper Rifle
3 w/ARifle, 1 w/UGL
US Special Forces (INI10,TQ10,MOR12)
2 w/ARifle, 1 w/UGL, 1 w/Sniper Rifle
3 w/ARifle, 1 w/UGL
Apache Helicopter. Helicopter is placed at the H
US Army Platoon (half strength by fire teams) (INI8, TQ8, MOR10)
US Marine Platoon (half strength by fire teams) (INI8, TQ8, MOR10)
HUMVEE HMG
HUMVEE AGL
HUMVEE HMG
HUMVEE AGL
The US platoons have x5 AT4-CS to disseminate. Only 3 may be given to units in defensive positions at the start.
Insurgents (regular INI6, TQ8, MOR12)
The insurgents enter from any edge marked in green. Insurgent vehicles can only enter from the southern edge.
The insurgents arrive in three waves with a variety of random support. Wave 1 arrives on turn 1, Wave 2 arrives on turn 3 and Wave 4 arrives on turn 5. Before the start of the game the insurgent player must mark where each squad will arrive on the tactical map (So 1A would be Wave 1 Squad A). Following the recording the UN player sets up. Half of its teams in fighting positions, the other half in billets. Half of the billeted men in the pre-fabs.
Wave 1 (38 men) (regular insurgents INI6, TQ8, MOR12)
HQ: Leader w/AK, 1 w/AK
Squad A: Leader w/AK, x10w/AK, x2 w/RPG, 1w/Satchel Charge
Squad B: Leader w/AK, x10w/AK, x2 w/RPG, 1w/Satchel Charge
Squad C: Leader w/AK, x10w/AK, x2 w/RPG, 1w/Satchel Charge
Wave 2 (38 men) (regular insurgents INI6, TQ8, MOR12)
HQ: Leader w/AK, 1 w/AK
Squad A: Leader w/AK
x4 w/AK x2 w/Satchel Charge
x4 w/AK, x1 w/RPK, x1 w/RPG
Squad B: Leader w/AK
x4 w/AK x2 w/Satchel Charge
x4 w/AK, x1 w/RPK, x1 w/RPG
Squad C: Leader w/AK
x4 w/AK x2 w/Satchel Charge
x4 w/AK, x1 w/RPK, x1 w/RPG
Wave 3 (38 men) – Hotakistani regulars (INI8, TQ8, MOR10)
HQ: Leader w/AK, 1 w/AK
Squad A: Leader w/AK
x4 w/AK, x1 w/RPK, x1 w/Satchel Charge
x4 w/AK, x1 w/RPK, x1 w/RPG
Squad B: Leader w/AK
x4 w/AK, x1 w/RPK, x1 w/Satchel Charge
x4 w/AK, x1 w/RPK, x1 w/RPG
Squad C: Leader w/AK
x4 w/AK, x1 w/RPK, x1 w/Satchel Charge
x4 w/AK, x1 w/RPK, x1 w/RPG
Random Insurgent Reinforcements (D10) (turn 2 to 7) and D12 from Turn 8:
1-3. 107mm Barrage (may choose not to use)
4. VBIED (Truck) AP10/AT3 (1D6, 1D6, 1D6)
5. IED setup team (AP6/AT4(H)) takes two successful TQ to setup.
5. IED setup team (AP6/AT4(H)) takes two successful TQ to setup.
6. Armoured Dozer (2D8, 2D6, 2D6, 1D6) TQ to make hole through wire, minefield or wall (unique), armoured dozer has maximum speed of Tactical
7. ZPU 14.5mm AA weapons team OR 75mm RCL weapons team
8. Man portable SAM OR 2 man-sniper team
7. ZPU 14.5mm AA weapons team OR 75mm RCL weapons team
8. Man portable SAM OR 2 man-sniper team
9. PKM weapons team
10. 107mm RCL weapons team
Following the arrival of the reinforcements from the rescue.
11. Scorpion
12. Select
Special mission rules:
1. 107mm Barrages. On turn 1 the insurgents have a prepatory bombardment of a 107mm Rocket salvo, roll a D6, and find the central point of impact (on a 6 choose). On a D6 4+ roll a random direction and the salvo lands D12” from that point. AP12D8/AT4D8(H) 10” radius (-1D per two inches from centre). Otherwise roll for each 9 rockets, AP6D8/AT2D8 6” radius (-1D per inch from centre).
2. From Turn 5 the US Rescue and UN convoy will start to arrive. Each turn one convoy arrives, arriving in the order they exited in the previous scenario. All units are short on ammo and suffer a -1D. The only unit to arrive is a single HUMVEE 0.5
3. UN Artillery – 81mm Mortar in base. The FO on the hill can direct the 81mm Battery to interdict a squad from Wave 2 or Wave 3, if the target is hit roll (TQ8 4+ to spot, then TQ8 4+ to hit) toll 6D12 Morale, if the roll fails the whole Wave’s arrival is postponed by one turn. The targeted squad loses 1D6 men killed or wounded.
4. UN Artillery – 105mm Howitzer. From Turn 3. The FO, base commander, platoon commanders and SF operatives can direct the 105mm artillery from FOB Breakbone. – AP8D8/AT2D8(H) 6” Radius, no Danger close check required. Accuracy is Random Direction, drift of (select minimum dice of three D8 for FO, best of two D8 for commanders).
5. Claymores – When an unpinned UN fire team is assaulted it may resort to claymores as a last defence, on a TQ the team may make an extra AP8D8 attack on one enemy team during defensive fire if enemy is in the open or breaching a compound wall.
6. FOB Breakbone sends a rescue mission to PB55, it arrives on turn 8 and consists of a x2 Warriors w/section and x1 Challenger by rolling a D12, if the result is less than the turn number the force will arrive on the road - INI8 TQ8 MOR10.
6. The Apache Helicopter has been prep'ed and only needs one turn to be ready to take-off. The crew is asleep in the large pre-fab, they must move to the helicopter and pass a TQ to prep the helicopter, on the next turn they can take-off, and on the following turn can supply fire support.
7. The Prefabs are 2D6 buildings, the other buildings are 2D8, the compound walls are 3D8. The HESCO barriers are 4D8.
6. FOB Breakbone sends a rescue mission to PB55, it arrives on turn 8 and consists of a x2 Warriors w/section and x1 Challenger by rolling a D12, if the result is less than the turn number the force will arrive on the road - INI8 TQ8 MOR10.
6. The Apache Helicopter has been prep'ed and only needs one turn to be ready to take-off. The crew is asleep in the large pre-fab, they must move to the helicopter and pass a TQ to prep the helicopter, on the next turn they can take-off, and on the following turn can supply fire support.
7. The Prefabs are 2D6 buildings, the other buildings are 2D8, the compound walls are 3D8. The HESCO barriers are 4D8.
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