Showing posts with label Modern Wargaming. Show all posts
Showing posts with label Modern Wargaming. Show all posts

Thursday, March 23, 2023

Congo, Bloody Congo - Wars of Insurgency AAR from Cincycon 2023

    The Katangan Merc's armored personnel carriers roll along the road carrying vitally needed ammo
For Cincycon 2023, I wanted to play around some more with the number of "sides" in a six-player game. For many of my Wars of Insurgency games, I have done an "every man for himself" scenario with each player controlling their own faction with wildly different objectives. At Advance the Colors 2022 I ran a three side, 6-player South American game with Leftists, Narcos, and Paramilitaries. For the Cincycon scenario, I reduced this to two sides, but each of the three members would have different victory conditions and objectives. They wouldn't be shooting at their so-called allies, but they may different goals in mind. One of the advantages of this type of scenario is it will move much faster than every man for himself. All of Side A will be activating one of their units followed by all three players of the other side.

    For this 6-player game, I had two sides, but each faction had their own separate victory conditions
The "Congo, Bloody Congo" scenario was taken from the 1961 U.N. Operation Morthor, when ANC Congolese and U.N. troops attacked Katangan gendarmes, militia, and mercenaries to end the Katangan Secession crisis. This is all the operation that saw the more well known Siege of Jadotville. The mercenaries would appear in this one as one of three players on the Katangan side. They controlled three armored personnel carriers loaded with vitally-needed ammunition for their Katangan employers and allies. They would seek to move diagonally from one corner of the 6'x4' board to the opposite corner. The Katangan gendarmes awaited them at the destination corner. The road the APCs would take passed in front of a Katangan village, filled with militia who were much more concerned about protecting their homes and families than the fate of any white mercenaries!

    A player no-show put me in command of the local ANC, hurrying to get a shot at the APCs
Meanwhile, the ANC/UN side also had three players. The Belgian-trained paratroopers came in on the corner directly across the table from the mercs. Their goal was to simply to crush the rebellion, getting most of their VPs for killing enemy. The local garrison of the ANC (Congolese Army) was aiding them, but were upset with the central government. They felt starved of ammunition and equipment, and would dearly love to seize the APCs or their ammo. The UN was itching to take out the mercs (as they seemed to be historically). All point totals for the side were identical except for the mercs, who were given a supplement because they had to move from one corner to the far corner with lots of folks gunning for them with abundant RPGs on the table.

    Meanwhile, my ally, the Belgian-trained paratroopers, advance towards the Katangan village
The player controlling the Mercs had no qualms about shooting up the opposition. He immediately got into a firefight with the ANC, which deployed to his right. However, as soon as any of his APCs saw a long-range shot on the paratroopers, he was not shy about engaging them, either. Although this may seem somewhat unwise when you weren't really sure what each player's real objectives were, the Mercs had luck on their side. As it turned out, a LOT of luck. Their dice were consistently hot all night long. I ended up playing the ANC as I had a no-show player. My dice were the polar opposite and were ice cold, which also helped the Mercs.

    When one APC veered off the road, my ANC pounced and blazed away to little effect, unfortunately
The paratroopers and the opposing Katangan militia in the village were controlled by husband and wife players who delight at going to a convention and getting out their aggressions against each other. They blazed away at each other merrily all game. The militia ended up better off in the long run. They stayed hunkered down inside their huts and sniped at the paratroopers through windows and doors. Meanwhile, the paratroopers had to advance across the light cover of fields and medium cover of the bush. Whenever the heavy machine guns of the APCs opened up on them, they lost a couple troops. This turned the tide in the militia's favor in the long run. The paratroopers seemed unable to mount an effective enough assault to breach the village's thorn and wood fences.

    On my right, the Ghanaian UN contingent ran into pinning fire from the Katangan gendarmes
Meanwhile, the APCs progressed steadily across the table. The ANC fired shot after shot from their RPGs, but were unable to score a hit. The Congolese troopers did manage to slow whittle down the number of mercs, though. The machine gun required repeated re-manning in all three of the vehicles. Other shots picked off the crewmen riding in the open toppped APC, as well. However, the hope of stopping the vehicles seemed to be fading as the three APCs passed midpoint of the table. Perhaps this would not be the day the under-supplied garrison troops scored a bounty, after all.

    The Mercs' APCs begin to run the gauntlet, rolling incredible saves and dishing out stinging fire
On the right side of the battlefield, the Katangan gendarmes and the UN were locked in a long-range firefight. Each scored successes against their enemy, but casualties were relatively low. The harassment by the gendarmes kept the UN from effectively lining the road to take shots at the APCs as they came into view. The Katangan fire was keeping the UN pinned down in cover and unable to advance quickly to the roadside. Meanwhile, the UN's allies, the ANC troopers, were being worn down by the constant barrages from the mercenaries on board the APCs. The last ANC RPG gunner scored a minor hit on the trailing APC.

    Katangan gendarmes await the arrival of the APCs, providing effective covering fire against the UN
The ANC/UN's greatest moment followed that. A long-range RPG shot from the UN hit the slightly damaged APC. The player rolled maximum damage. The Merc player picked up his dice -- which had yet to really fail them significantly all night -- and whiffed all his saves. The APC went up with a flash of flame and rebounding explosion that echoed through the bush. When the Merc player rolled the saves for the men on board he failed all of those, too. We theorized that the RPG round ignited the stored ammunition, which caused a devastating secondary blast that killed everyone on board and destroyed the APC.

    Did I make the Mercs' force too strong? Or was their player just rolling too well?
The first two APCs had reached the cover of the Katangan force shortly afterwards. They gunned their engines and roared off-table to the cheers of the gendarmes. We decided to count up victory points at that stage. It would still be possible to rack up more VPs by killing enemy soldiers. However, the main action had occurred, and any losses would probably be relatively balanced on each side. Once totaled up, it was a resounding victory for the Katangans. Operation Morthor -- or at least this skirmish -- had failed to quell the secession crisis. The Katangan gendarmes had been resupplied and a victory gave them fresh heart to face down the central government. They would hope that the UN and ANC would deem their losses as unsustainable and would return to the negotiating table.

    One APC takes minor damage, but then suffers a catastrophic explosion from a UN RPG round
I was fairly satisfied with how the scenario went. All the players said they had a good time. I felt that perhaps I'd placed too much terrain on the table, which meant player forces were slower to engage. I also may have made the Mercs too powerful. Still, they suffered significant losses in men, so perhaps not. Their die rolls were incredible for most of the night. So, maybe they don't need to be cut down too much. I do think I need to do something to speed up the engagement between the paratroopers and the village militia. That was a little slow and static for what I like in a convention game. It certainly is a scenario that could use some tweaking and another running. Perhaps at Drums at the Rapids, this May? Stay tuned, and we shall see...

Throughout the game, the Katangan village militia remain hunkered inside their huts, sniping away

    Too many paratroopers died crossing the fields of millet -- both from the defending militia & APCs

    Katangan gendarmes cheer as the first APC rolls past their defenses, bringing much-needed ammo

Monday, January 16, 2023

Gang Rumble in the Short North, Columbus

    The streets of the Short North in Columbus were taken over by gangs at Origins Game Day
A new Winter game day here in Columbus, OH, gave me the opportunity to host a gang rumble using my Mean Streets rules. The Origins Game Day was held Jan. 14, and was the brainchild of my old friend, Bryan Borgman. It was an incredible success, with 400+ folks coming out for a free day of gaming, flea market tables, and fun. I ran into a number of Columbus area gamers I had not seen for awhile, so it was good to catch up. I also spent the rest of my Christmas gaming money on some great purchases from Bryan's flea market table, and RRB Minis & More (who drove down for the day from Youngstown).

    I had full table of six players for Mean Streets -- three of them brand new to the rules!
I used the same six gang setup that I used for Historicon 2022, this past July. Each of the six gangs was given a primary mission and two secondary missions. As a GM, I like players to have choices on what to do with their forces in a game. Not only does it make the game more interactive, it also helps make each running of it a different outcome. Saturday's' game was a perfect example of that. The gang that scored the most points was the Eastmoor Kings. In the beginning of the game, they stayed away from the other five gangs, concentrating on "tagging" buildings with their gang logo - a green crown with a black "K" on it. I make up circular discs with each gang's logo that players place against the walls when they tag a building. John, who was playing them, had an opportunity to engage in some of the multi-gang scrums, but waited until it had broken up and his "payback target" -- the Santanas -- had split up. He pounced, and after knocking two of them out, finally headed off to Wallace's Brewpub to complete his primary mission -- steal some beer for the gang's Saturday night party!

    With five other gangs on the streets, the punk rockers, the Indianola Mohawks, stuck together
Some gangs stayed together as a mass, others split off 2-3 to complete their primary mission. The Indianola Mohawks, played by Michael, kept together and waded into a big melee by the Shell Station's pumps. He admitted his die rolls were above average while his opponent, Mike S (playing the clown-faced, Franklinton Flippos) continued his run of miserable die rolling. Normally that is MY specialty, but Mike took over the job in earnest, that day. His gang boss and two punks were knocked out in short order. The Warchief and another punk did make it to the Market Booths, though. They completed their primary mission of knocking out several of the vendors and convincing them to give the gang "protection money." After completing that, and seeing how the rest of the gang was laying, bleeding on the gas station's asphalt, they skulked off the table.

   Julio, Cruz, and Manana of the Santanas disembark after their joyride on the stolen car
Another gang that completed their primary mission towards the end was the Santanas. Not only did Julio and his gang mates steal the car from the Shell Service Station, his several of them went for a joyride around the table in their hot, blue convertible. I had never seen a player take the stolen car for a joyride, so it was kind of fun to see what Jenny (who was playing them) had in mind. The trio in the convertible were the only three from the gang not knocked out of action, though, as shortly after they split off from Ramona and El Lobo, those two were jumped by the Kings and taken down.

Hilltop Highlanders split up at the start of the rumble, though Lenny's calls brought the others back
Two gangs mixed it up almost immediately. The black martial arts gang, The Daos, ambushed the leader of the Hilltop Highlanders and an accompanying punk in the back alley behind Wallace's Brewpub. Lenny fought off the first wave of attackers, and his shouts brought the rest of the gang sprinting around the building to join in the melee. It was a fairly even fight for most of it, as each side knocked out opposing gang members. Slowly, the Highlanders began to get the better of it, though. Eventually, the two agreed to call it even, and scampered off to complete their primary missions. The Highlanders hightailed it to Jack & Benny's Diner, while the Daos made their way to Finn's factory. 

    Bobbie and the rest of the Eastmoor Kings are tempted to wade into the rumble at the gas station
There were three brand new players in this game, and they all said they had fun. I believe they also picked up the rules from RRB Minis & More. Rich, the owner of the store, said they needed a restock of the rules, so I ducked out to my car and got some for him. The thing I like about the Mean Streets rules is that it is very easy to teach. Typically, it takes only 20 minutes to go over the rules at a convention with new players. Within a turn or two of combat, the players have the mechanics down, too, and are figuring out their combat factors by themselves without my help.

    I like how my new wound markers look - clear bases with blood splotches arranged like a d6
One new thing I introduced for this game were my brand new wound markers. In the past, I've used red pom-poms from the craft store to mark on a figure's base how many wounds it has suffered. Recently, I picked up 100 clear square bases from Litko. I painted varying numbers of blood red splotches on them to indicate the number of wounds. I arranged the blood spots to match the pips on a six-sided dice. This makes it easy for a player to recognize with a quick glance whether the figure has suffered three wounds (three blood splotches arranged diagonally), or four wounds (one in each corner). I was much happier with how these bases looked on the table. I had coated the clear base with Vallejo Matte Clear, which takes the shine or reflection off the material, but it is still transparent and you can see the street underneath of it. Success!

    Gang Boss Marvin leads the creepy, clown-masked Franklinton Flippos through an alley
One of the players had signed up to play because he was interested in using Mean Streets rules for Mad Max-style, post-Apocalyptic biker gang battles. That was interesting, because I had just been exchanging emails with Rich about how to treat a character mounted on a motorcycle in the rules. We put some ideas together and he said he is going to play test them. I will probably also post on the Mean Streets Facebook group page and see if anyone else has ideas. I don't have any miniatures mounted on motorcycles, but biker gangs certainly fit the theme.

    Mohawks gang boss Sid taunts the Eastmoor Kings for avoiding the fight
I had planned on running my game only once, so I packed up, took my stuff out to the car, and returned to do my shopping. It was great to see so many people coming out to support Bryan's idea. Most of the tables in the room were still full when I finished my shopping and headed out for a late lunch. The weather had been as perfect as can be asked for in mid-January, Ohio. So, all in all, the game day was a success!

    The Linden Daos jump Lenny & Bo of the Hilltop Highlanders behind Wallace's Brewpub

    The rest of the Highlanders come running when they hear Lenny's shouts - the rumble is on!

    The Eastmoor Kings stayed disciplined and focused on their missions throughout the game


    The Kings get closer to their objective - the brewpub - and beers for their Saturday night party!

    After busting some heads in the rumble at the gas station, the Santanas head around the back

    Although gangs were completing their missions, there was still a lot of mayhem on the streets

    Great turnout at Origins Game Day - Bryan said more than 400 people showed up to game and shop!

Saturday, December 10, 2022

Demo Day at Dragons Lair in Polaris area (Columbus, OH)

Indianola Mohawks check out O'Brian's Pot O' Gold motel at our recent game day at Dragons Lair
Our marketing specialist Jason Stelzer arranged a day at the Dragons Lair Comics & Fantasy game store in the Polaris area in Lewis Center, OH. We ran two of our rules sets, the ever-popular Song of Drums and Tomahawks and our most recent rules set, Mean Streets. There was quite the crowd in the store with lots of traffic, especially around our 1pm start time. 

    Jason teachers Song of Drums & Tomahawks to two store customers who said they had a great time
Jason kicked things off running the "Wagon Train Through Peril" scenario for Song of Drums and Tomahawks. This game features two or more families loaded up into wagons and trying to make the safety of a frontier block house across the river before being ambushed by rampaging frontier tribesmen. Jason had a number of players and ran through parts of the scenario three times over the course of two hours. Tim P and Jeff G, local historical miniatures enthusiasts, also showed up to join in on the fun. They played out one vignette while Jason walked two new players through on the other half of the board.

    A family seeks to escort a wagon with women & children through woods full of raiding tribesmen
The new players seemed to enjoy themselves, and at least one of them purchased the rules (which hopefully Dragons Lair will be carrying soon). There were a lot of swings in action with the women in children in the wagons getting in their swings against attacking Indians, as well. Cheers rang out through the store as crucial rolls saw a frontier family scoring successes or falling captive.

    Local gamers Tim P and Jeff P showed up to play the scenario and join in on the fun
Kirk, one of the new players, wanted to try another scenario so he staged a bloody attack on the blockhouse as a second game. It looked like his tribe's warriors couldn't summon up the courage to sprint across the open area into the blockhouse to attack, at first. However, overconfidence and aggression at leaving the door open and taking the attack to the Indians proved to be the downfall of the blockhouse defenders. Eventually, Kirk's warriors summoned up the courage (and activation rolls) to make a push through the door and into the blockhouse itself.

    Indian raiders hidden behind stumps open fire on a family wagon, seeking captives and mayhem
It was a bitter struggle inside the thick, wooden walls, but eventually the frontier fortification fell as the final Indian warrior took control of the upper levels. It was a good time and Jason did a great job teaching the game to new players.

    A 4-gang game of Mean Streets followed as our second event at the Dragons Lair
After a quick tear-down and set up, we ran Mean Streets for four players. I got a chance to play in this game and it proved that just because you wrote the rules doesn't mean you're the best at playing them! I controlled my Hispanic street gang, the Santanas, whose objective was to make it to the far corner of the table and steal a car from the Shell Service Station. Also vying for ownership of the streets were the Franklinton Flippos in their creepy clown masks, the Hilltop Highlanders, and our nemesis this game, the Indianola Mohawks.

    Jason's Mohawks were out for blood (and a little revenge against my gang, The Santanas)
Jason took on the role of the Mohawks and came after my gang right away once we made it out onto the main street intersection. He may have regretted picking a fight with my leather-jacketed thugs as our counter-punch knocked two of his gang members out of action. One of them was his Warchief, so I was feeling pretty pleased! I was also a bit overconfident, as I sent El Lobo, one of the Santantas' punks, away on an "end around" to complete our mission. Thinking my four Santanas could easily take out his three remaining Mohawks, I misjudged the situation.

    The Franklinton Flippos took the scenic route to their eventual goal of stealing some brews
While the Franklinton Flippos feinted at the diner and then headed for their true destination, Wallace's Brew Pub, the battle raged between Mohawk and Santana. Meanwhile, the Highlanders chased the clowns to no avail, eventually busting into the diner to fulfill their own mission of convincing the owner to put their gang on the "take." Four West Side gang members have a way of doing that when surrounding and putting a beat-down on an elderly restaurant owner!

    El Lobo, Manana, and Julio check out the action in front of the O'Brian Motel early in the game
Things slowly deteriorated in my battle with the Mohawks. Maybe, with her length of chain knocked out one of my Warchief Cruz and then another one of my gang members. Pretty soon, Julio was battling it out with three Mohawks who had him surrounded. He gave as well as he got, but pretty soon succumbed to overwhelming numbers. 

    

    Suddenly, our gang boss Julio is bum-rushed by a horde of freakish Mohawks out for blood!

Still, it was fun to get the gangs on the Mean Streets of Columbus, again. Dragons Lair is a nice, clean, well-lit shop and had a lot of customers of all ages roaming the aisles and playing games. The managers encourage folks to reserve a table and run a game, so the First Command Wargames crew will certainly be back -- probably in January! If you haven't already, check out this game store on the north side of Columbus.

        
   The Santanas rally to their gang boss's side and soon begin to knock out a couple punk rockers
    Meanwhile, the Highlanders follow the Flippos to their target: Jack & Benny's Old Time Diner

    Initially, things are looking good for the Santanas, as we knock out two Mohawks
    The tide turns and soon Julio is on his own fighting Mohawk gang boss Sid and Ian and Maybel

    While the Mohawks and Santanas were rumbling, the Flippos were crashing the brew pub for beers








    Early in the game, the Mohawks investigate O'Brian's Pot O' Gold Motel

Saturday, November 26, 2022

Holy Mackeral! Another Wars of Insurgency Report

    An overview of the village where most of the battling BushWars campaign contingents ended up
Having a few days off for the Thanksgiving holidays, I decided to re-post some more Wars of Insurgency battle reports from the active and enthusiastic Nunawading Wargames Association. Since they post their AARs on Facebook group, most readers are unable to access them unless they join their group. Plus, I think readers of Lead Legionaries will enjoy their humor and excitement, as well as the models and creativity they show. So enjoy!

OPERATION “HOLY MACKEREL” 

...or in this case, "Don’t be late for the flight!"


    The goal of the contingents: Board the flying boat and get the heck out of there!
by Mike Fly Goldyn (July 1, 2022)

Last night, several national contingents - New Guernsey, Omovo, PKL and Zevonia - were operating along the coast of Khenefria and at a given point in time converged into an area where it was known that a flying boat was moored. A race developed as to which national contingent would embark on the flying boat (a Beriev Be-6) and fly to safety.

    All four contingents had to march across the board and find clues or equipment to help them
Advancing towards the port town, the Zevonians found a crate with two LMGs within. Unfortunately, they were useless. They also encountered the local population first. It was a decidedly frosty reception.
(Side note: civilians were in the area to offer information to contingents they were questioned by. Some were ambivalent, one was enthusiastic, but most were downright hostile, even aggressive! Several soldiers met their end from a well-placed kick!).

    The New Guernsey contingent hopped on board the dubious and flammable transport of a fuel truck
It was the PKL contingent that started the shooting. New Guernsey troops found two vehicles, a fuel truck and a bus, in working order and had decided to use those for transport. As the New Guernsians were traveling past, the PKL-ers threw a barrage of hand grenades at the passing vehicles. A lively gunfight ensued between the soldiers roadside and the vehicle passengers. (Side note: statistically, it was amazing how many hand grenades were duds! At times, it was like throwing rocks.)

    The Zevonian contingent advances along the edge of the board, hugging the cover

The fuel truck driver was shot and killed whilst hurtling down the road. With a combination of gymnastics and extreme contorting, the officer passenger was able to shift the dead driver out of the seat, replace him as the driver and gain control of the truck. Similarly, the bus became a bullet magnet, gradually filling with casualties. But they gave as good as they got. The roadside was piling up with PKL dead and wounded. 

    After a long and harrowing run, the New Guernsian hijacked bus crashes into a building
Finally, the PKL-ers managed to blow up the fuel truck in a great ball of flame. Surprisingly, there were few casualties as those hanging onto the truck for grim life managed to jump clear before the explosion. At almost the same time, the bus driver was shot and killed, causing the bus to swerve and collide into a mud brick building. It was this bus crash that caused the most casualties. 

    One squad enters the village, peering around the corner for signs of their foes
Thereafter, both the New Guernsians and PKL-ers were spent forces. What was left of the PKL contingent decided to continue their advance to the town, past more abusive villagers. The New Guernsians took shelter in the building they just crashed into. Sporadic gunfire between the two contingents continued until the PKL-ers moved out of range. 

    Omovans and Zevonians take cover and begin to battle it out in the center of the village
The Zevonians made steady progress towards the road. They threatened the New Guernsians, made a marriage proposal to a local villager and… other stuff. On the other flank, the Omovans also advanced towards the road, meeting along the way several unhelpful villagers. 

    Interrogating locals could end up helping a faction (or not!), as it did with the Omovans
With some luck, they found the one key person of the operation. In the briefing, it was stated “No One is your friend; trust No One”. Upon approaching a rather attractive (and dangerously armed) young girl, she introduced herself as No One. She showed the Omovans a secret tunnel system that led to the other side of the town, just opposite of the pier. 

    No report of factions attempting to interrogate the elephants (despite their reputation for memory!)
As the Omovans were about to descend into the tunnel, the poor hapless PKL detachment (downgraded from contingent) entered the town and thus coming into range of some F.L.A.W. guerrillas. The resulting ambush caused yet more casualties on the ever-shrinking PKL detachment. 

    The formerly peaceful village erupted in gunfire as the four factions made their way slowly to it
The town now became the focus of new conflict. The remaining PKL-ers took shelter in the corner townhouse, engaging in a firefight with the guerrillas. The Omovans found an Umgawan special forces team who were there to hunt down the F.L.A.W. guerrillas. They all emerged from the tunnel in the courtyard of a walled building. The Zevonians engaged the guerrillas. The New Guernsians remained skulking in the mud brick building. 

    Sneaking through a grove of palm trees towards the outskirts of the village
In amongst the carnage, some bloke started playing singing bowl music (probably some stray musician from Duloc), enhancing everyone’s morale. The F.L.A.W.-ists were eventually eliminated. The Umgawans left as their mission was completed. The Zevonians changed targets and started shooting at the Omovans, whilst the Omovans were battling the remnants of the PKL-ers.  

    The firefight in the village gets more intense as the end of the game nears
In amongst the flying bullets and lobbed hand grenades, the Zevonians made a dash for the pier and the Beriev flying boat moored to it. Amongst the bullets and wood splinters from the pier, the Zevonians managed to embark onto the Beriev, take off and fly away with no further calamities. Mission success for Zevonia! 

    The Zevonians hurry down the pier and pile into the waiting flying boat to make their getaway
Side note: as the Zevonians won the battle and managed to fly away with a crate full of platinum bars, they will be rewarded with D10 x10 points which they can add to their contingent in the next game. Many thanks for another exciting and hilarious game to Tom Chenu, Ashley Jenkins, Piotr Kaczmarek and Aaron Mauger, with additional thanks for the special input by Keiran Pycroft.