Howdy,
Ran the first of what I hope are many modern Men Under Fire games on Saturday, 7/29, at the HobbyTown in Frederick, Maryland. The game was played with 15mm figures (figures a mixture of Rebel minis and Skirmish Sangrin). HMMWV actually 1/72 Matchbox.
The scenario: A US platoon is tasked with making contact with an Afghan village. At the start of the game, a security element is deployed on the outskirts of the village. The command element is driving up the valley, when an IED is encountered. HMMWV destroyed, survivors (commander and two scouts) are deployed adjacent to the knocked out Humvee.
About a dozen stands of Afghan civilians are also present in the village. Hostiles (Taliban) include three elements, one veteran and two regular units supported by command element and heavy weapons element (one each mortar, HMG, & LMG). Each hostile element of six stands includes a Commander, LMG and RPG stand in addition to three "rifle" stands.
The US has two quick reaction squads, and a commander which enter the board. One on turn one, and the other on turn two. Each squad has two Humvees, carrying four stands (Commander, 2 rifle stands, and a SAW stand. One of the Humvees has a cupola mounted HMG, the other has a Mk 19 grenade launcher.
The US objective is to find ammo caches reported in the village. The Taliban objective is to kill Americans. Now, a few pictures.
Photo 1 Terrain looking up the road from US entry point; knocked out Humvee in center.
Photo 2 Village, view from North side of table.
Photo 3 Village, view from South side of table.
Photo 4 Looking down on Village
The wooded areas along the edges of the board represent steeply sloping mountain sides. The river and stream are fordable. Takes a full move to cross river, stream not a significant obstacle.
Summary of the game play: The Taliban open fire on the survivors of the IED, who fall back into cover on the opposite side of the valley.
Photo 5 Firing on IED survivors
Photo 6 Lead element of QRF spots and knocks out RPG ambush.
Having knocked out the RPG, the lead elements of the QRF dismounts to sweep the hillside for additional hostiles. They find them, and get ambushed.
Photo 7 Ambush of QRF element
Meanwhile the trail element of the QRF, has driven up to the northwestern side of the village. The Taliban mortar attempts to take them under fire, as they close. Firing short, the mortar unwittingly takes itself out. Ooops! The US force enters the village and drives the Taliban back. The US was constrained from using their grenade launchers in the village for fear of collateral damage.
Photos 8 & 9 - Trail QRF element enters the northern side of the village, finding an ammo cache along the way.
The Taliban in the village failed a couple of morale checks and were exiting the southern side of the village.
My version of Modern MUF is modified with a card driven activation system, similar to that used in "The Devil to Pay" ACW rules. The deck consists of cards for movement, fire, rally, charge and free action. When a card is driven the two sides alternate acting on the card. To act, the unit must spend a command chit. Veteran units have two, Regulars have one, and Green units do not get integral command chits. Commanders get two chits. So green units are dependent of commanders.
There is no guarantee you will get through the deck each turn, as there are two "end of turn" cards in the deck. The turn could end prematurely when the second end of turn card is drawn.
Other than the command system, the rules are virtually unmodified Men Under Fire from Test of Battle games.
Both sides lost five stands during the game. The US was well on the way to clearing the village, and could call the action a win.
It was enjoyable game with three players participating. I hope to use these rules for a mini-campaign "In the Stans." More to come …
Ponder on,
JAS