Last weekend MBB and I had a game of Black Ops by Osprey publishing. We picked a scenario from a the May issue of Miniature Wargames with Battlegames - Bagging Boris. I changed the names from the scenario to fit in with some fictional Eastern European/Slavonic imagi-nations (they are also names of countries in the Ace Combat series).
Briefing
June 2008. Republic of Estovakia, suburbs
of Svzhod
The breakup of
the Belkan Republic, and the subsequent brutal and bloody civil war between the
emergent ethnic groups of Estovakia in the north and Sokovia in the south has
finally died down. The civil war was characterised initially by brief periods
of intense fighting between professional military units followed by a
protracted period of unconventional warfare conducted by militia units and
local irregulars. Looting, raiding and war crimes were common on both sides.
Only the intervention of UN forces on the ground, and trade embargoes to both
sides, has finally forced the leadership to the negotiating table. A shaky
cease fire is now in effect whilst formal peace talks begin.
You have been
dispatched by the UNBELK task force commander to assist with maintaining the
fragile ceasefire. Working with civilian UN investigators you have located and
arrested “The Butcher of Kakariko” - Boris Yaroslav – for crimes against
humanity. He is in custody and is being detained by local law enforcement under
supervision of the civilian UN observers. The observers are unarmed and have
expressed concern that the local police have sympathy for Yaroslav, who is a
hero to the ultra nationalist factions in Estovakia.
You have exfiltrated the city with Boris, your vehicles being pelted with rocks as you left. Ten miles from the city you were ambushed and your vehicles immobilised. You have escaped the immediate ambush zone and have arranged for two RAF Pumas to pick you up at a rendezvous point nearby.
You have exfiltrated the city with Boris, your vehicles being pelted with rocks as you left. Ten miles from the city you were ambushed and your vehicles immobilised. You have escaped the immediate ambush zone and have arranged for two RAF Pumas to pick you up at a rendezvous point nearby.
It is unlikely
that there will be any aid for you if you do not make the landing zone in time.
The Estovakian military has stood down, but there are any number of local
militia groups, including Boris’s own Svzhod FC, who are only very loosely
under control of the central command.
Rules of Engagement
Rules of Engagement
You have been
fired upon and may now use lethal force to prevent the escape of your prisoner
and prevent enemy forces killing or capturing your men. You may engage any
armed combatant either in uniform or otherwise. You may not open fire on any
structure that contains civilians or from which you have not already been fired
upon.
UNBELK Forces:
Lt. Carnahan
(Professional Ace, L85A2, Body Armour, Tough)
Fire Support Team
(2 soldiers) (Professional Heavy, 1x L7A2 GPMG, 1x L85A2, Body Armour)
Section Alpha (3
soldiers) (Professional Soldier, 2 x L85A2, 1 x L85A2 with UBGL, Body Armour)
Section Bravo (3
Soldiers) (Professional Soldier, 2 x L85A2, 1 x L85A2 with UBGL, 1 x MBT LAW)
Boris (Civilian)
Boris has his hands zip-tied together and his mouth covered with gaffa tape. He
may not run and cannot move more than 6 inches per turn. Whilst he is within 1
inch of an UNBELK soldier he remains subdued. If that soldier is engaged in CQC
or moves away from Boris he is no longer controlled and will act as an enemy
soldier.
MBB was Lt Carnahan and his brave men, and I was the Svzhod Militia. We had four teams of three riflemen, a GPMG heavy squad and two aces, Both aces and half of the riflemen were asleep in the buildings. The remaining riflemen and the GPMG were deployed on-table as guards, who would use random movement until they spotted an enemy.
The game started with a few rounds of the UNBELK forces sneaking around, with the guards all ambling around in different directions.
The game started with a few rounds of the UNBELK forces sneaking around, with the guards all ambling around in different directions.
The setup. Svzhod FC guards in position. UNBELK troops in cover to the left. |
Lt. Carnahan and the UNBELK troops, with Boris in tow (he's the chap with the headscarf). |
Szvhod FC GPMG squad on the hill. |
Lt. Carnahan, who had a reserve action, spotted the militiaman as he crested the hill and fired off two rounds. He missed with both (much to the irritation of his nearby Support and Alpha sections "Bloody Ruperts!").
The startled guard let out a shout of alarm, which, along with the two shots, put 4 noise markers on the table. Carnahan redeemed himself shortly thereafter as his action came up again, and he closed with the militiaman and dispatched him in hand to hand combat.
Lt. Carnahan mucks it up, then saves his honour. |
The guard on the opposite hill hears the gunshots and the shout and lets out a shout of his own in response (adding two more noise markers). He then drops down onto a Reserve action, scanning the hill suspiciously.
The suspicious guard. |
One ace was now awake, but he couldn't raise the alarm until he had actually identified the threat. He proceeded towards where the noise was coming from.
With six noise markers on the table, it's inevitable that Boris's two top bully boys will awake. This is Igor the Impolite. |
Overview at about turn 3. |
Igor and one of his squads of riflemen took cover in the woods to the west of the buildings, but the Support Section made short work of them. The second Militia Ace took a Militia rifle squad and placed it in the woods to the south - right in the path of the exfiltration team.
The wheels come off for the Svzhod FC militia. |
In the meantime Alpha Section took another casualty, but their grenadier lobbed a grenade into one of the parked cars, which forced the insurgents to retreat and allow them to exfiltrate.
The pride of the Svzhod FC militia, either dead or cowering behind the barrels and about to leg it. |
Carnahan and Bravo section now moved to the southwest hill, taking reaction fire as they moved into position. Carnahan returned fire and cut down the second Militia Ace. This forced a DED check on the remaining militia, with most of them failing and having to retreat on their next action.
The GPMG team running away..... |
This took the militia below half strength, so they had to take a force morale check, which they failed. They turned and ran, leaving the field as fast as they could.
Checking the scenario victory conditions we found that although the UN had secured Boris, the second casualty to the UNBELK forces meant they had achieved only a minor victory. Lt. Carnahan would possibly be face some searching questions with two casualties and would be writing some letters home.
As far as the rules were concerned, we found them fast, easy to use and understand. The stealth rules and the guards random movement and reactions worked very well. MBB felt that his troops didn't feel "special" enough, but they were professional soldiers rather than elite special forces. His feeling was that they were bullet sponges (body armour and tough for the Lt.), and a bit better shots, but not significantly so.
Partly I think this is down to the use of a D6 - it just doesn't have enough granularity to show a more subtle difference in quality. I initially agreed with this assessment, but on reflection I actually think that is a good thing. Black Ops is a fast play game, and I think the differences in abilities between the quality of the troops is actually fairly well represented. My militia would normally hit on a 5 or a 6 and his professionals on a 4, 5 or 6. I think a 50% vs 33% hit rate is a pretty good reflection of the differing qualities.
We also thought the grenade rules were a bit suspect - but then neither of us has ever fired a 30mm grenade into a parked car, so more research is obviously required.
The figures were the now OOP Mongoose Publishing Battlefield Evolution pre-painted plastics (which I have a ton of). Buildings are two of the Conflix pre-paints which I picked up for a fantasy game, but look fine for rural Former Belkan Republic. The HMMWVs are Dragon armor pre-paints and the rest of the scenery is scratchbuilt by me.
As far as the rules were concerned, we found them fast, easy to use and understand. The stealth rules and the guards random movement and reactions worked very well. MBB felt that his troops didn't feel "special" enough, but they were professional soldiers rather than elite special forces. His feeling was that they were bullet sponges (body armour and tough for the Lt.), and a bit better shots, but not significantly so.
Partly I think this is down to the use of a D6 - it just doesn't have enough granularity to show a more subtle difference in quality. I initially agreed with this assessment, but on reflection I actually think that is a good thing. Black Ops is a fast play game, and I think the differences in abilities between the quality of the troops is actually fairly well represented. My militia would normally hit on a 5 or a 6 and his professionals on a 4, 5 or 6. I think a 50% vs 33% hit rate is a pretty good reflection of the differing qualities.
We also thought the grenade rules were a bit suspect - but then neither of us has ever fired a 30mm grenade into a parked car, so more research is obviously required.
The figures were the now OOP Mongoose Publishing Battlefield Evolution pre-painted plastics (which I have a ton of). Buildings are two of the Conflix pre-paints which I picked up for a fantasy game, but look fine for rural Former Belkan Republic. The HMMWVs are Dragon armor pre-paints and the rest of the scenery is scratchbuilt by me.
3 comments:
Great looking game!
Welcome back to blogging!
Looks a good game, will have to investigate those new Osprey rules.
Will get to see the finished Frostgrave tiles soon?
Funny you should ask, Paul....
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