From: Frits Kuijlman <frits@k...>
Date: Tue, 13 Mar 2001 11:38:09 +0100
Subject: AAR Rheindahlen
Ok, I clearly opened a can of worms with the close assault questions. I'll read the rules again really really carefull before continuing. In the meantime, here is a small AAR of the Action 2001 show at Rheindahlen JHQ. Derk has probably some corrections and extra tidbits. Rheindahlen is about a 3 hour drive from where I live in Delft(Holland). As we wanted a relaxed weekend, and nobody was participating in the DBM tournament we left Delft at 9.00 on Saturday morning. Just before crossing the border we had lunch at a McDonalds in Venlo, after which we arrived at the JHQ at about 13.00. The show was already in full swing as a lot of people had arrived the previous evening. The show was held in a sports hall and was much bigger compared to when I attended two years ago when it was help in a much smalled venue. There were about 6 traders with different goodies, a lot of clubs from Germany, Holland, Belgium and even the UK, and a huge bring and buy. I shot some photos on film, and I will put these up on the Murphy's Heroes website when the film is full. There were two really noticeable demos. One was a huge 1/300 demo of a coastal invasion using epic miniatures. This consisted of two tables of 2x8 meters each with a small isle in between. These guys probably robbed a bank or something to be able to afford all the stuff that was on the table. The other was a small, but really nice looking, participation game of Megiddo(?) by the Lance & Longbow Society(?). I always get confused by all those societies:-) This was only 2x2 feet big, but the landscape looked really great. In total there were about 20 demos. Unfortunately, most were only demos and not participation games. We were guilty of this ourselves as well with Stargrunt. We didn't actually invite anybody to participate, and we had too many rules discussions to make it fun for casual participants anyway. After saying hello to everybody we set up our table and were ready to start the first scenario at about 14.00. This was an ambush scenario were an attacking force had to cross the table diagonally and the defender was hidden all over the table using counters. The attacker had 4 squads, a walker and one sniper. The defender had 3 squads, 2 snipers, 2 minefields and about 10 dummy counters. This scenario was great fun for everybody, even for the attacker who got a bit paranoid after his sniper got too close to one of the minefields( we didn't tell him the range was 2 inches). His sniper wasn't even wounded, but he was a lot more carefull after that in scanning everything and clearing out the table step by step. It didn't help much that both his eyeball Mk1 and enhanced sensors didn't have much success in identifying counters. The scenario ended at about 10.00 or 11.00 late at night when the defending players last squad was badly mauled. The one mistake with this scenario was that I didn't put a timelimit on it. This meant that the attacker could take his time clearing out positions before advancing a bit, instead of taking more risks/casualties and crossing the table in good time. Scenario 2 was one I downloaded. There is an airstrip with lots of buildings and a control tower. The control tower has to be taken within a time limit so that a landing can take place. The defender had 1 squad of technicians who had to be kicked out of the tower before they could perform any acts of sabotage and a few other squads. The attacker came in with 4 squads and a walker. The original scenario specified more armour which we didn't have, so we increased the time limit from 15 to 20 turns. This was a really close scenario which eventually was won by the attacker with only 2 turns left. This scenario was ultimately won by a close assault from one of my squads on the building with the technicians. They were kicked out, but my squad was badly mauled as well. After that an enemy squad in a nearby room close assaulted me. This really was an example of a close assault being very dangerous. My squad failed its reaction test and retreated. In the followup he caught me and we did a hand-to-hand combat, which my squad fortunately won. During this scenario we had several problems with close assaults and the use of buildings. We used buildings as hard cover, while we should have made them armoured point targets. I found some additional info on bildings on the web, so we'll try to accumulate a lot of info before trying something like this again. This scenario took a long time so around 2.30 at night we called it quits. As it was a military base breakfast was between 8.00 and 9.00. To be able to get anything before the food was either cold or gone we had to get up at 7.30 (argh!). We continued the scenario at 9.00 and were finished around 11.00. After that we started the 3rd scenario which was a rescue mission. Even though we didn't get to finish the scenario before the show ended at 14.30, we had a lot of fun as the outlook for winning the game changed a few times during the course of the scenario. Setup: a table with lots of cover and a big clearing just to one side of the center of the table. Close to the center of the table a group of VIPs has crashed who have to be rescued. Most of them are wounded, so they have to be treated before they can be moved. The enemy has several squads, a walker and a sniper who arrive at random times at random points on the edge of the table. The rescue mission consisted of 1 command squad and 3 other squads who have to be dropped on the table. Each squad had a medic. I chose to do an orbital insertion in turn 1 for my first squad so that I would have a secure position around the VIPs. The other squads would be parachuted in turn 3 or later. The orbital drop was right on target on the VIP's position. It took me only one turn to get most of the squad reorganised around the VIPs and another turn to get the remainder in place as well. Unfortunately the medic disappeared head first into a nearby swamp, so I had to wait a few turns for a medic from another squad before starting the evacuation. I chose the drop point for the other three squads near the edge of the clearing so I could secure a route of the table for the evacuation. The first squad that was parachuted in landed relatively close together, except for the medic who hit the only rocky outcropping nearby. Splat! Around this time an enemy squad entered the table near my projected evacuation route, which wasn't good as they were also very close to the drop point for the remaining 2 squads. My command squad landed on one side of the rocks, while the enemy had moved up to the other side. Of course the medic chose to do something exciting and landed in the middle of the enemy. Fortunately I had the initiative, so the medic could run away to his squad. On the other hand his squad was now pinned down behind the rocks, so it was unlikely they would reach the VIPs anytime soon. About this time a second enemy squad entered the table at the same corner and reinforced the first squad. This wasn't good as my last squad landed in the middle of the clearing and immediately caught fire. The took two casualties but eventually managed to get to safety. Things looked grim. Four out of five VIP's were wounded and no medic in sight. The commanding officer made a potential disastrous career choice and decided on field dressings. Two VIPs completely recovered, one was stabilised and one died. This left enough VIPs to carry the wounded and dead one, and left the squad free to provide security. > From this point on things began looking better. The other three squads At this point I found out how fast a walker can walk. The thing did a double move(24") and came into sight of the VIPs, who promptly panicked(green3). After that the walker only caused a suppression before being blown to bits by a LAW. However, it had done its job in that it took the VIPs 3 turns before getting unpanicked. By this time another enemy squad and a sniper had closed in on their position. We had to stop at this point as the show closed. However, the outcome was far from sure. One of my squads was moving to reinforce the VIPs and their accompanying squad. My two remaining squads were trading fire with the first two enemy squads who were by now unsuppressed because I had to concentrate on the walker. On top of that an enemy squad was close enough to begin a close assault. These were green as well, but I didn't know that. All in all we had great fun, but we had some problems interpreting the rules (close assault), and we also did some things wrong(buildings). After the first two scenarios we introduced some rules for overwatch which we felt was something that was clearly missing. After browsing the internet I found some rule sthat were fairly similar to what we did.