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The Defence of Wilson's Wadi

An Ambush Alley Campaign


for Gaelcon 2010
by Donogh McCarthy

The Taliban have just launched a spring offensive, targeting the airfield at Qandahar. A small garrison
near the Arghandab is right in the firing line, and seeks to stem the assault until relief can arrive...
The platoon's commander, Lieutenant Wilson is shot dead during the first engagement and the
struggle to recover his body marks the beginning of three days of intense and brutal combat.

Campaign Map

ASSETS
Roll 2D6
BRITISH

TALIBAN

2.

Choose!
Player may choose any of the options below

2.

3.

Warrior IFV
An infantry fighting vehicle is available to
support the mission

Vehicle Borne IED


A large van packed with explosives appears
around the corner from a British unit.
It attacks with 10D, 8 Radius

3.

Technical
A pickup truck drives on with a .50cal

4.

Bikes
Two bikes drive on one with a two (driver with
AK and pillion with RPG), and the other carries
a Leader (AK)

5.

Heavy Mortar on call


On call support from off-board heavy mortar is
available. Each turn, one unit may attempt to
call in a fire mission. 6D, 6 Radius

6.

Heavy Machine Gun Team


A three-man DShK team sets up in cover

7.

Medium Machine Gun Team


A two-man PKM team attaches itself to an
infantry unit

8.

Sniper Team
A two-man sniper team, armed with a scoped
Dragunov sets up in hidden in cover

9.

Anti-Tank RPG Team


A two-man anti tank RPG team is ready to go

4.

5.

Land Rover WMIK


A Wolf, armed with a 12.7mm HMG and a
GPMG has joined forces with the unit.
Heavy Mortar on call
On call support from off-board heavy mortar is
available. Each turn, one unit may attempt to
call in a fire mission. 6D, 6 Radius

6.

Javelin Team
A two-man ATGM team is ready for action

7.

GPMG Team
A two-man GPMG team attaches itself to an
infantry unit

8.

9.

Sniper Team
An off-board sniper team with a SASR (.50 cal)
is available. Each turn, pick one enemy unit to
engage. Roll 1D6
1 Sniper team cannot engage
2-3 Engages target with 5D10. Cannot
designate leaders/support weapons
4-5 Engages target with 5D10. May
designate leaders/support weapons
6 Sniper team recalled
Unarmed Drone
An unarmed UAV is on station. Opposing
forces cannot use Out of Contact Movement

10. Medic
A medic joins up with a unit. Use Medic/Special
Forces first aid chart for nearby units
11. Special Forces Team
A pair of special operators are in the area.
They are stealthy and are armed with assault
rifles and body armour. TQ D12 Morale D12
12. Artillery
On call support from off-board light artillery is
available. Each turn, one unit may attempt to
call in a fire mission. 8D, 6 Radius

10. Civilians?
A mob of civilians appears out of an
unoccupied building. Taliban Leaders can
move and attempt to convert them, but until
they do become hostile, British ROEs prevent
any engagement
11. Chechens
Four foreign fighters armed with AKs have
aligned themselves with the local Taliban. TQ
D10 Morale D12
12. Artillery + Spotter Team
On call support from off-board light artillery is
available. Each turn, one unit may attempt to
call in a fire mission. 8D, 6 Radius.
A specialised spotter team of two men is also
available (and deploys hidden)

British Force Roster


Day 1
Morning

1st
Section

Afternoon

2nd
Section

3rd
Section

GPMG
Team

Day 2
Evening

Morning

Evening

OK

Light
Duty

Evacuated

KIA

Sniper
Team

GPMG
Team

Dog
Team
Medic

Afternoon

Status

On Day 3 deploy the worst-off section on Scenario 7, and the two other sections and two
Weapons Team on Scenario 9
Use the Platoon HQ (3 men) and the Reinforcements from Scenario 4 to replace men who
are killed in action or evacuated.
Roll TQ for any seriously wounded men they are placed on light duty on a 7+, with a bonus
+1 to the die roll if the company medic is still around
Status:
OK Can be deployed in next mission
Light Duty Can be deployed in missions on following day
Evacuated No longer available, but can be replaced by available reinforcements
KIA Can be replaced by available reinforcements

Scenario Results
Day 1
Morning

Afternoon

Day 2
Evening

Morning

Afternoon

Day 3
Evening

Morning

Afternoon

Evening

British
Score
Taliban
Score

Result

Campaign
Outcome

British
Casualties

Day
Result

Overall
Result

To win a particular day, a side must win two of the three scenarios and win the final
scenario.
To win the overall campaign, a side must win two of the three days and win the final day.

A partial victory is possible where a definite advantage is held but the side doesnt satisfy
these conditions.

"The Body"
- 8 Turns Day 1 - Morning
MISSION BRIEF

TABLE SET UP

Lt. Wilson and Cpl. Harris have just been shot


whilst investigating a possible enemy sighting
at the Wadi. Their status is as yet
undetermined and their position well away
from friendly forces sparks off a struggle to
recover them, alive or dead.

A shallow creek runs through the battlefield,


overlooked by high banks. Lush poppy fields
along with a few small farming cottages are
scattered on the south bank. A small mosque
lies further away from the creek.

BRITISH MISSION OBJECTIVE


Recover the bodies of Lt. Wilson and Cpl.
Harris, alive or dead.
TALIBAN MISSION OBJECTIVE
If alive, capture the enemy soldiers alive, or if
dead use them as bait to lure their comrades
into danger.

Deploy the British at B, placing the casualties


at A
Deploy the Taliban 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)
1x Infantry Section of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80 wUGL)
1x GPMG Weapons Team (1xGPMG,
1xSA80)
1xMedic
TALIBAN FORCE COMPOSITION
All Taliban forces are Locals. They have
normal supply and have high confidence (TQ
D6 Morale D8)
1 Leader (D10 Morale)
3 Groups of 8 (1xRPG, 1 RPK. 6XAKs)
1 Sniper Team (1 Dragunov, 1 AK)
Insurgency level is 3 and a d6 roll must be
made lower than 3 to bring forces on to the
table. If successful, the Taliban player rolls 2d6
and consults the Reinforcement Table.
REINFORCEMENTS TABLE
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after
Reaction Tests.
ASSETS
No Assets.

SPECIAL RULES
The status of both British casualties at the
beginning of the game is unknown. A test may
be made as soon as a unit is nearby at the
end of the turn.
Roll as usual, but subtract 1 from the roll per
turn played.
Lt. Wilson and Cpl. Harris do not count as
casualties for Taliban victory points, only if
captured.
Campaign Outcome
Taliban Victory British units drop to
Confident in Scenarios 2 & 3
British Victory Reduce Taliban insurgency
level by 1 in Scenarios 2 & 3
VICTORY CONDITIONS
BRITISH
Each Taliban Unit broken or destroyed +1
Wilson or Harris recovered alive +5 each
Their bodies recovered +2 each
TALIBAN
Each British soldier captured +5
Each British soldier killed +3
Each British soldier seriously wounded +1

"Here They Come!"


- 8 Turns Day 1 - Afternoon
MISSION BRIEF

TABLE SET UP

The Taliban, without good intelligence on the


strength of the British unit attempt to surround
and overwhelm them with a decisive
enveloping movement. If they can take control
of three important landmarks they will be able
to dominate the area entirely.

A small walled farm is surrounded by poppy


fields. A market square with a well and a small
mosque are overlooked by a small hill. Further
south is a ridge line marked by a burnt-out car.

BRITISH MISSION OBJECTIVE


Maintain control of the area, paying special
attention to the Tomb, Market Square and
Heights overlooking the farm.
TALIBAN MISSION OBJECTIVE
Surround the British soldiers on all sides.

Deploy the British outside the Tomb at A and


towards B
Deploy the Taliban on the hotspots, but no
more than two units at an one location

BRITISH FORCE COMPOSITION


British forces are well-supplied and have high
confidence (TQ D8 / Morale D10)
2x Infantry Sections of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80 wUGL)
1xDog Team (1xSA80, 1xAlsatian)
TALIBAN FORCE COMPOSITION
All Taliban forces are Tier-1. They have
normal supply and have high confidence (TQ
D8 Morale D10)
Leader & Group of 5 (1xRPG, 4xAKs)
Leader & Group of 5 (1xRPK, 4xAKs)
Leader & Group of 5 (1xRPG, 4xAKs)
5 Groups of 6 (1xRPK, 5xAKs)
Insurgency level is 3 and a d6 roll must be
made lower than 3 to bring forces on to the
table. If successful, the Taliban player rolls 2d6
and consults the Reinforcement Table.
REINFORCEMENTS TABLE
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after
Reaction Tests.
ASSETS
The British force starts with one random asset.

SPECIAL RULES
Dog Teams:
Automatically detect any hidden unit
within 8.
Prevent out of Contact Movement
within 8.
Automatically detect IEDs, boobytraps or mines within 8.
Campaign Outcome
Taliban Victory British vehicle assets drawn
are all invalid in the Scenario 3
British Victory Remove Taliban HMG Team
in Scenario 3

VICTORY CONDITIONS
BRITISH
Each Taliban Unit broken or destroyed +1
Each Taliban Leader Killed +1
For Landmarks the Taliban do not control:
1: +3
2: +6
3: +9
TALIBAN
Each British soldier captured +5
Each British soldier killed +3
Each British soldier seriously wounded +1
For each Landmark controlled +3

"Take that Gun"


- 8 Turns Day 1 - Evening
MISSION BRIEF

TABLE SET UP

The British, though they are under severe


pressure, ascertain that a heavy mortar is
pummelling the airbase at Qandahar from
nearby. They put together a scratch force to
assault the position and put the mortar tube
out of action.

A series of poppy fields and some rocky


ground separate the town outskirts from a
rocky ridge line. A large compound overlooking
the fields lies to the south. Across a canal
(there are two crossing points) are several
small houses.

BRITISH MISSION OBJECTIVE


Locate the Mortar position, and kill the crew
and/or destroy the mortar tube itself.
TALIBAN MISSION OBJECTIVE
Push the British back into the town.

Deploy the British near A


Deploy the Taliban on the hotspots, placing
the Mortar Team behind any of the ridges

BRITISH FORCE COMPOSITION


British forces are well-supplied and have high
confidence (TQ D8 / Morale D10)
2x Infantry Sections of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80 wUGL)
1 GPMG Weapons Team (1xGPMG, 1xSA80)
TALIBAN FORCE COMPOSITION
All Taliban forces are Tier-1. They have
normal supply and have high confidence (TQ
D8 Morale D10)
Leader & Group of 7 (1xRPG, 6xAKs)
Leader & Group of 7 (1xRPK, 6xAKs)
2 Groups of 8 (1xRPG, 1xRPK, 6xAKs)
1 HMG Team (1 .50cal DsKh, 2 AKs)
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
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
The British draw one card initially. Fog of War
cards are drawn as normal after Reaction
Tests.
ASSETS
No Assets.

SPECIAL RULES
Destroying the Gun: To destroy the Mortar
Tube, a British unit must be adjacent. Roll TQ
and get 4+ to succeed; this action can be
either as its combat action in a turn (not a
reaction) or at the end of the turn.
Campaign Outcome
Taliban Victory British Units drop to Normal
Supply in Scenarios 5 & 6
British Victory Taliban mortar assets drawn
are invalid in Scenarios 5 & 6
VICTORY CONDITIONS
BRITISH
Each Taliban Unit broken or destroyed +1
Each Taliban Leader Killed +1
Taliban Mortar Team Wiped Out +3
Taliban Mortar Tube Destroyed +3
TALIBAN
Each British soldier captured +5
Each British soldier killed +3
Each British soldier seriously wounded +1

"The Relief"
- 8 Turns Day 2 - Morning
MISSION BRIEF

TABLE SET UP

With the Taliban offensive well under way, the


forces at Qandahar Air Base are stretched to
breaking point hunting down Taliban artillery
sites. Despite this British command insists on
sending a relief mission to Arghandab
consisting of a Viking IFV with a hand-picked
Royal Marine section aboard.

A dirt track overlooked by rough hillocks winds


it way through scrubland up to a small
observation post. Across the canal is a small
farmhouse

BRITISH MISSION OBJECTIVE


Make contact with the Arghandab Outpost and
enter the village.
TALIBAN MISSION OBJECTIVE
Prevent the British from getting through.

Deploy the British Viking at A, and the sentry


fire team at B
Deploy the Taliban on any hotspot, with no
more than one unit at any location the IED
Team may double-up

BRITISH FORCE COMPOSITION


The Royal Marines are well-supplied and have
high confidence (TQ D10 / Morale D10)

ASSETS
No Assets.

1 Viking IFV carrying:

SPECIAL RULES

1x Infantry Section of two four-man fire teams


(2x SA80s, 1x Minimi, 1xSA80 wUGL)
1xLight Mortar (51mm)
1xSniper (L96A1)
1xEOD Officer

The Route has been laid with IEDs.


The Taliban player places 5 along the route,
and at any time can attempt to set it off by
making a TQ roll at 4+. They affect any units
within 4

The Sentry unit has normal supply and have


high confidence (TQ D8 / Morale D10)

IED TABLE

1x Fire Team (2x SA80s, 1x Minimi, 1xSA80


wUGL)
TALIBAN FORCE COMPOSITION
All Taliban forces are Local. They have normal
supply and have high confidence (TQ D6
Morale D8)
Leader & Group of 7 (1xRPG, 6xAKs)
Leader & Group of 7 (1xRPK, 6xAKs)
2 Groups of 8 (1xRPG, 1xRPK, 6xAKs)
IED Team (1 Spotter, 1 Trigger Man)
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
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
The British draw one card initially. Fog of War
cards are drawn as normal after Reaction
Tests.

1-2
3-5
6

Dud (No Effect)


Artillery Shell (4D8)
AT Land Mine (4D10)

The IED team triggering the devices are


hidden and can be spotted (if within optimum
range) after each device is set off. If the EOD
officer is leading the unit, this it is an opposed
TQ roll.
Campaign Outcome
Taliban Victory British Units drop to Normal
Supply for Scenarios 7 & 9
British Victory Taliban Units drop to Local
quality for Scenario 9
Whatever British personnel make it through
unharmed or lightly wounded are added to the
replacements pool on the campaign roster
VICTORY CONDITIONS
BRITISH
Each Taliban Unit broken or destroyed +1
Each Taliban Leader Killed +1
Viking Exits OK +5
Viking Exits with damage +3
TALIBAN
Each British soldier captured +4
Each British soldier killed +2
Each British soldier seriously wounded +1
Viking Destroyed +10
Viking Does not Exit +5

"Friendly Faces"
- 8 Turns Day 2 - Afternoon
MISSION BRIEF

TABLE SET UP

Senior local Afghans, friendly to ISAF are


being held by Taliban forces. The British feel
that their position will become untenable if they
do not maintain good relations with the local
population and rescue the elders.

A pre-dominantly sprawling urban set up, with


a lot of walls forming narrow alleyways. A
walled-off market square overlooks some
poppy fields surrounding a few small houses
and a mosque.

BRITISH MISSION OBJECTIVE


Rescue the Afghan elders.
TALIBAN MISSION OBJECTIVE
Complete the interrogation of the local traitors
and if necessary execute them.

Deploy the British at D


Deploy the Taliban on any hotspot, but not
more than one at any location.
Secretly indicate the location of the four
prisoners and the interrogator using red and
black counters.

BRITISH FORCE COMPOSITION


British forces are well-supplied and have high
confidence (TQ D8 / Morale D10)
1x Infantry Section of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80 wUGL) (One
with Mine Detector)
1xMedic
1xSniper Team (1xL96A1, 1xSA80)
1xLocal Guide
TALIBAN FORCE COMPOSITION
All Taliban forces are Tier-1. They have
normal supply and have high confidence (TQ
D8 / Morale D10)
Group of 8 (1xRPG, 7xAKs)
Group of 8 (1xRPK, 7xAKs)
Leader (Interrogator)
Insurgency level is 5 and a d6 roll must be
made lower than 5 to bring forces on to the
table. If successful, the Taliban player rolls 2d6
and consults the Reinforcement Table.
REINFORCEMENTS TABLE
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
The British draw one card initially. Fog of War
cards are drawn as normal after Reaction
Tests.

ASSETS
No Assets.
SPECIAL RULES
Surprise Attack: Do not test for reinforcements
until the first shots have been fired
Trusty Native Guide: The British unit with the
local Afghan guide in the lead gets a +1 to all
reaction tests. He can be sent to the rear at
any time, but until then remember to test for
dependent casualties
Prisoner Location: Spread the four Afghan
elders amongst the three designated buildings
(A, B & C). The Taliban interrogator may move
between buildings secretly but can be
interrupted if British units are within 16 and
have line-of-sight.
Taliban Interrogation: Every turn, the Taliban
interrogator may attempt to get useful
information from the Afghan elders. Roll his
TQ (D8) versus theirs (D4). If he succeeds and
they do not, the interrogation is concluded
satisfactorily without incident. If both succeed
but he still wins, then British forces nearby
may hear the interrogation get nasty (TQ vs.
TQ within 16). If the elder wins the contest
then the interrogator must try again.
Campaign Outcome
Taliban Victory Add Two Leaders to Taliban
force in Scenario 6
British Victory Reduce Taliban insurgency
level by 1 in Scenario 6
VICTORY CONDITIONS
BRITISH
Each Taliban Unit broken or destroyed +1
Taliban interrogator captured +5
...or Killed +2
Each Afghan elder rescued +2
TALIBAN
Each British soldier captured +4
Each British soldier killed +2
Each British soldier seriously wounded +1
Each Afghan elder successfully interrogated
+2 (only if interrogator survives)

"An Aggressive Posture"


- 8 Turns Day 2 - Evening
MISSION BRIEF

TABLE SET UP

The British actively patrol the village perimeter


to keep the Taliban off-balance. Gaining some
intelligence of their plans for tomorrow will also
help them to hold out.

A walled compound, overlooking a peaceful


orchard marks the edge of the town. A broken
ridge, with some small houses below it juts
away from the main entrance. Surrounding it is
a small drainage ditch and a large number of
poppy fields.

BRITISH MISSION OBJECTIVE

Deploy the British in the open ground at A


Deploy the Taliban at any hotspot, but not
more than one at any location

Disrupt Taliban movements and gather


intelligence of their plans while minimising
casualties.
TALIBAN MISSION OBJECTIVE
Capture a British soldier, as the leadership
needs to gain some knowledge of the
remaining British strength

BRITISH FORCE COMPOSITION


British forces are well-supplied and have high
confidence (TQ D8 / Morale D10)
2xInfantry Sections of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80 wUGL)
1xGPMG Team (1xGPMG, 1xSA80)
1xDog Team (1xSA80, 1xAlsatian)
TALIBAN FORCE COMPOSITION
All Taliban forces are Loca. They have normal
supply and have normal confidence (TQ D6 /
Morale D8)
2 Groups of 5 (1xRPK, 4xAKs)
Leader & Group of 5 (5xAKs)
Leader & Group of 5 (5xAKs)
Insurgency level is 6 and a d6 roll must be
made lower than 6 to bring forces on to the
table. If successful, the Taliban player rolls 2d6
and consults the Reinforcement Table.
REINFORCEMENTS TABLE
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
The British draw one card initially. Fog of War
cards are drawn as normal after Reaction
Tests.
ASSETS
The British force starts with one random asset.

SPECIAL RULES
Dog Teams:
Automatically detect any hidden unit
within 8.
Prevent out of Contact Movement
within 8.
Automatically detect IEDs, boobytraps or mines within 8.
Campaign Outcome
Taliban Victory Taliban Leaders Morale
raised one die type in Scenarios 7, 8 & 9
British Victory Taliban Units drop to
Confident in Scenarios 7, 8 & 9
VICTORY CONDITIONS
BRITISH
Each Taliban Unit broken or destroyed +1
Taliban Fighter captured +1
Taliban Leader captured +3
No serious casualties +3
Each Hotspot shut down +2
TALIBAN
Each British soldier captured +8
Each British soldier killed +2
Each British soldier seriously wounded +1

"The Scoop"
- 8 Turns Day 3 - Morning
MISSION BRIEF

TABLE SET UP

A news team shows up with a small escort


looking for an interview and some vital
background shots. A nearby British section
needs to get them the hell out of the area
before they're killed or kidnapped.

A canal runs through rich poppy fields.


Overlooking the farmland on either side of the
canal are two small walled villages. A market
is located near a crossing point.

BRITISH MISSION OBJECTIVE


Get the news team out of any danger and
avoid serious contact with the Taliban.
WRI MISSION OBJECTIVE
Complete an interview with a local Afghan and
get some action footage of Taliban forces
TALIBAN MISSION OBJECTIVE
Force British forces into a losing battle in front
of the cameras

Deploy the British in the prepared position at A


Deploy the WRI News Team at B

BRITISH FORCE COMPOSITION


British forces have normal supply and have
high confidence (TQ D8 / Morale D10)
1xInfantry Section of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80 wUGL)
WRI FORCE COMPOSITION
WRI forces count as having normal supply and
ok confidence
Security Team: TQ D8 / Morale D8
Four-man team (3xM4s, 1xMinimi)
News Team: TQ D6 / Morale D6
TALIBAN FORCE COMPOSITION
All Taliban forces are Local. They have normal
supply and have high confidence (TQ D6 /
Morale D8)
No Forces at the Start
Insurgency level goes to '11' and Taliban
reinforcements arrive automatically from Turn
2 onwards. The player rolls 2d6 and consults
the Reinforcement Table.
REINFORCEMENTS TABLE
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after
Reaction Tests.
ASSETS
No Assets

SPECIAL RULES
Getting the Scoop: There are four Afghan
civilians out on the street. Moving adjacent to
them and getting an interview requires a TQ
check by the News Team
Tell me you got that!: If any heavy firing or
casualties are inflicted in LOS of the News
Team they can make a TQ check to see if they
caught it on film (-1 if they are engaged in an
interview)
Campaign Outcome
Taliban Victory Raise Taliban insurgency
level by 1 in Scenario 9
British Victory Reduce Taliban insurgency
level by 1 in Scenario 9
VICTORY CONDITIONS
BRITISH
No Serious Casualties to British Forces +5
No Serious Casualties to News Team +3
WRI
Each Afghan local interviewed +2
Each 'significant' action between Taliban and
British forces filmed +3
TALIBAN
Each British soldier killed +3
Each British soldier seriously wounded +1
Double value if it's filmed by News Team

"Who Relieves the Relief?"


- 8 Turns Day 3 - Afternoon
MISSION BRIEF

TABLE SET UP

The main British relief column comes under


heavy attack as a vehicle is hit by an anti-tank
mine and its progress stalls.

TABLE SET UP
A road winds around two small hills. On one
side is a walled compound with a small
orchard nearby. On the other side is a number
of poppy fields and small houses.

BRITISH MISSION OBJECTIVE


Get everyone (including casualties) into the
town.
TALIBAN MISSION OBJECTIVE
Prevent British forces from entering the town

Deploy the British WMIK at A and the two


Warrior IFVs at B and C...
Deploy the Taliban on any Hot Spot, but no
more than one unit at any location

BRITISH FORCE COMPOSITION


British forces are well-supplied and have high
confidence (TQ D8 / Morale D10)
2xInfantry Sections of an NCO and two threeman fire teams (1x SA80s, 1x Minimi, 1xSA80
wUGL)
2xWarrior IFVs
1xLand Rover WMIK
TALIBAN FORCE COMPOSITION
All Taliban forces are Local. They have normal
supply and have high confidence (TQ D6 /
Morale D8)
3 identical groups with a Leader & Group of 9
(1xRPK, 1xRPG, 7xAKs)
1 HMG Team (1 .50cal DsKH, 2 AKs)
Insurgency level is 5 and a d6 roll must be
made lower than 5 to bring forces on to the
table. If successful, the Taliban player rolls 2d6
and consults the Reinforcement Table.
REINFORCEMENTS TABLE
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after
Reaction Tests.
ASSETS
The Taliban force starts with one random
asset.

SPECIAL RULES
Mine Strike: The front Warrior IFV has been hit
by an anti-tank mine. Roll 4D8 vs. the vehicles
armour to determine damage to it. Then roll a
TQ for each passenger to determine whether
any are casualties
Campaign Outcome
Taliban Victory Increase game length to 10
Turns in Scenario 9
British Victory Reduce game length to 6
Turns in Scenario 9
VICTORY CONDITIONS
BRITISH
All British forces make it to exit point +5
No casualties left behind +3
Each Taliban Unit broken or destroyed +1
TALIBAN
Every additional British vehicle disabled or
destroyed +3
Each British soldier killed +3
Each British soldier seriously wounded +1

"The Butcher's Yard"


- 8 Turns Day 3 - Evening
MISSION BRIEF

TABLE SET UP

The final Taliban assault on British positions


takes place can the British hold out until a
major force from Qandahar can drive them off?

TABLE SET UP
A large compound is surrounded by poppy
fields and a small copse of trees along a
ridgeline. Further south a number of small
houses are located along the side of the road.

BRITISH MISSION OBJECTIVE


If you can't hold on until relief arrives, sell your
lives as dearly as possible.
TALIBAN MISSION OBJECTIVE
Kill as many British as possible and overrun
their positions

Deploy the British in compound A


Deploy the Taliban on any Hot Spot, but no
more than one unit at any location

BRITISH FORCE COMPOSITION


British forces have normal supply and have
high confidence (TQ D8 / Morale D10)
2xInfantry Sections of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80 wUGL)
2xWeapons Team
TALIBAN FORCE COMPOSITION
All Taliban forces are Tier-1. They have
normal supply and have high confidence (TQ
D8 / Morale D10)
Leader & Group of 7 (1xRPG, 6xAKs)
Leader & Group of 7 (1xRPK, 6xAKs)
3 Groups of 8 (1xRPG, 1xRPK, 6xAKs)
Insurgency level is 6 and a d6 roll must be
made lower than 6 to bring forces on to the
table. If successful, the Taliban player rolls 2d6
and consults the Reinforcement Table.
REINFORCEMENTS TABLE
2
3
4
5
6
7
8
9
10
11
12

1d6 (AKs) + 1 (RPK)


1d3 (AKs) + 1 (RPG)
1d6 (AKs) & Roll Again
1d3 (AKs) + 1 (RPG)
1d6+2 (AKs)
1d6 (AKs) +Leader + 1 (RPK)
1d6+2 (AKs)
1d6 (AKs) & Roll Again
1d6 (AKs) + 1 (RPK)
1d6 (AKs) +Leader + 1 (RPG)
2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after
Reaction Tests.
ASSETS
The British force starts with one random asset.

SPECIAL RULES
No special rules
VICTORY CONDITIONS
BRITISH
No Taliban forces inside compound +5
No British casualties outside compound +3
Each Taliban Unit broken or destroyed +1
Each Taliban Leader killed +1
TALIBAN
Each British soldier killed +3
Each British soldier seriously wounded +1

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