For all those who´re not frequenting the guild: The BatRep from our latest club game last weekend.
The scenario pits the Presidential Guard of the National Army of Malongo (NAM) – the armed forces of our fictional african state – against a group of hardcore jihadists operating in the remote southern parts of the country. The NAM is planning a raid against a recently discovered camp in the jungle and moves in with two Squads of Infantry, a Command Squad and a T55 backed up by indirect fire-support after sealing off the area. The Jihadists have long been aware of the rattling tank closing in and are preparing a last-ditch ambush.
The objective for NAM was to push through the Insurgents defences and clear the compound (symbolized by the ruins in the picture above) and disable two weapon caches. Bonus points would be awarded for clearing out hotspots.
The Jihadists could earn points by destroying the tank, killing leaders or the FO and by reducing the strength of the NAM forces. They would get variable reinforcements, starting with an Insurgency Level of 1 – meaning in the first turn new reinforcements would turn up on a roll of 1 on a D6, as the Jihadist need to roll equal or lower than their Insurgency Level. Every turn without reinforcements would increase this level by 1, every turn with reinforcements would decrease it again. Game length was not fixed, but delaying is a valid tactic for the Insurgents as they get more reinforcements in the long run.
Read the full report on my blog: link
Played with Force on Force + Houserules that revamp the entire experience to make the game more tactically challenging, as you have to take care of your command structure, use proper fire and maneuver to close in with and kill the enemy and decide where to spend scarce command resources.