[FAM&SG2] Incident at North Haven Part 3 (AAR)

5 posts ยท Aug 11 1999 to Aug 12 1999

From: Los <los@c...>

Date: Tue, 10 Aug 1999 22:06:40 -0400

Subject: [FAM&SG2] Incident at North Haven Part 3 (AAR)

SO now I set about preparing for what I thought would be the most interesting
scenario. AN assault on an underground base pitting a small group of power
armor against a larger group of security men (in combat armor and autorifles)
I had two goals.

1. Make sure Zack won one game so he would be excited about continuing on in
SG (His enthusiasm had been barely dampened by the two defeats). 2. Test out
the FMA rule sin this type of setting.

To prepare I grabbed the box top to my Formula De game (our late night family
entertainment), some other cardboard boxes, scissors and tape. I then
constructed walls and hallways with the cardboard and scissors and set them
all inside the formula de box top. There was one way in, a central hallway
then another hallway going down one wall. ALl together there were about
12-15
rooms. I made some partitions and closets within some rooms, and desks,
consoles etc. It came out rather nicely in about 2 hours worth of work. A
whole exciting FMA game would now be played in an area the size of 2' by 1 or
1.5'. I
was pretty psyched with my handiwork.

SO the mission is this a squad of 6 PA guys (all elites with 4 2s a 1 ldr and
a 3) against 12 CSF guys. The CSF player was given 28 chits (12 live 12
dummies, 1 objective chit and three booby traps). He set these about in all
the rooms. It would be the PA player's job to scan or search each room (If he
was smart) before he entered. Character stats for the CSF men (they were all
vets) would be genned up as they appeared for the first time. All were armed
with combat rifles and grenades. The CSF player could also move his counters
dummy or real as he saw fit as if they were normal troops.

For this game all movement was 1d6.

SO here we go. The 6 PA (one with a PPG) guys get through the airlock (It was
assumed they ahd stealthily taken down the up top access.) Zack of course
rushes the first guy out does a scan and uncovers 3 guys in a wide main
hallway. The fight is on. Essentially, the power armor guys would never even
get into that main hallway for the whole game. All action would take place in
the access room, security control hallway (right outside the access chamber
room) and the security office adjacent. Though lots of firing and grenading
would go on in that main hallway also. This was through no fault of the
system, which works great for this kind of scenario, but due to the
inexperience/ineptitude of the two players.

A few key points to be made. Especially in this room to room type of scenario.
A figure blocks all access by him if he's in a doorway. Player models also
black firing unless you want to kill your own guy. Over watch is important.
Per the rules we allowed overwatch as the one action and then in an enemies
action the overwatch player can fire. But what I did is I made it so the
overwatching player HAS to pass a quality die roll to shoot. This is important
in this short range split second type of action here you are not sitting there
tracking the guy for two minutes before you pick him off. In real life even
sitting in a room aimed at the door, in a porperly executed breach against
quality shooters, you will most likely be shot before you get a shot off. It
just takes your brain a second or two to process what's going on and pull eh
trigger. Now if the other side is noisy or screws up you may get the drop.
It's way we've always noted that it is the SECOND guy through the door that's
apt to get shot. ANyway I digress, but that's the reason for enforcing a
quality dr check before executing an overwatch. If you fail, then the guy who
just came in will get off his shot with his second action. What I'm toying
with is if you still survive, then you can shoot if you pass a second quality
roll? I'll toy with it. But this kind of thing is essential to captured the
dynamics of a split second room entry.

Also of course you have several guys on overwatch or in the room you are in
better shape. Of course if the other player has several models so is he. WHich
brings me to another point. Grenades rule. Both player rapidly realized that
any movement into a room had to be started off with grenades. Adding the extra
quality roll to put the thing through the narrow openings was important. We
also allowed a hook shot around a corner while keeping covered.

Another mistake made (I mentioned this already) was there was a lot of
freezing in the door frame (We call this the fatal funnel). This automatically
blocks any further movement into the room unless the guy gets hit and falls
down or is physically dragged out of the way costing an action (can't be done
unless the guy was hit).

Also re: wounded power armor. I made a two-step process out of this.
First off anything other than a hit is no effect. If you get a hit and fail to
penetrate then you suppress (I believe it mentions this in the rules). Once
wounded The model does nothing till the end of the turn. We had a wounded
phase where all wounded on both sides then rolled to see if they died, were
stabilized or returned to service. A returned to service guy has to pass a
quality dr.If he fails he does down ONE QUALITY LEVEL for the rest of the
game. (Note: This is all done by the PA suits med kit.)

On the next turn there is a subsequent wound roll and anyone stabilized. 1d6.
1-3 the suit immobilizes them and they can't move for the rest of the
game. 4-6
return to service. Automatic one level quality loss. (Look anything power
enough to penetrate that suit is gonna fuckin' hurt!) Also 1d4 move instead of
1d6.

Anyway back to the game. This kind of fighting is very savage. Our PA trooper
rapidly learned that just because he has a suit on doesn't make him
invulnerable. The CSF player, eventually activating all his guys and running
them to the vicinity of the fire fight, used a gpood combo of overwatch fire
(even if mostly masked!) and grenading to slowly force the PA trooper back
into the initial access chamber room. (Interestingly enough about 4 of his
casualties were due to friendly fire and frags!)

SO the remaining PA guy (all others were dead as were half the CSF) had been
frantically shouting for help turn after turn. I relented and sent down four
more PA guys. They arrived to find all their mates dead. They toss a grenade
out into the security control hallway that kills two CSF. The remaining CSF
set up is like this: Oustide the access chamber in the security control
hallway he has a guy in one corner on overwatch. Somehow he survived. In the
doorway to the main hallway is another with a grenade on overwatch.

The first PA guys does what? Stops in the doorway. He's shot in the back. But
it's no effect.   Rather than concentrate on the other guy with grenade
who is the next threat, cletus here spins around and fires at the first guy!
He second guy now tosses the grenade but only succeeds in making noise and
suppressing everyone.There now continues a period of about three turns where
both guys are shooting at cletus at damn near pointblank range. CLetus is
still in the doorway so everyone behind him is useless. He keeps spinning back
and forth firing at the last guy that shot at him instead of the next threat.
No one is hurt of killed though suppressions pop up and a quickly removed.
Finally cletus goes berserk, attacks the guy in the corner and is promptly
wounded. At least the next guy can move up but as he does he's rewarded with a
grenade in the access room and kills him. Now the next PA guys says screw
this, and fires off his rocket launcher (don't ask me why he brought that
down) at point blank, hits the grenade thrower in the chest and redecorates
the walls. He then steps out and finally kills our hero in a close assault.
That leaves 2 PA guys standing vs one wounded CSF guy a few halls down who
surrenders. There's one or two other wounded CSF guys who were dragged out of
the way too.

ANyway, it was a game marred by bungling of tactics and I was glad to see the
incorrect tactics rewarded in the exact way the y would have in real life.
Likewise, properly executed room clearing (it happened once or twice in the
sway of battle) were rewarded with success.

Everyone had GREAT FUN, and we played for about 4 hours. ALl on that little
piece of board. Would probably make a fun con event. Plus it's so small fer
chrissakes you could hall it down to a pub and play on some corner table and
noone would be the wiser.

Zack got a win (even though I told him he would be cour- martialed by
incompetence) and the whoel three scenario event will probably have him riding
on a sci-Fi and miniatures war gaming hi until I see him gain at
Christmas so I've done my job to "further the cause" if you will.

I know we weren't playing strict FMA rules but everything I implemented was
learned quickly and kept the game going rather rapidly so there was no bog
down and for me at least this last scenario had the right feel to it.

So FMA gets a big thumbs up I'm going to keep playing it and I'm always
printing off what people are suggesting here and will try them. Cheers...

From: Laserlight <laserlight@q...>

Date: Tue, 10 Aug 1999 22:33:36 -0400

Subject: Re: [FAM&SG2] Incident at North Haven Part 3 (AAR)

From: Los <los@cris.com>
To: gzg-l@CSUA.Berkeley.EDU <gzg-l@CSUA.Berkeley.EDU>
Date: Tuesday, August 10, 1999 10:09 PM
Subject: [FAM&SG2] Incident at North Haven Part 3 (AAR)

(snip lots)

> I know we weren't playing strict FMA rules but everything I implemented

Given your profession, Carlos, this is about as good a testimonial as
St.^3
Jon could wish for.

From: Sutherland <charles@n...>

Date: Wed, 11 Aug 1999 18:13:13 +0900

Subject: Re: [FAM&SG2] Incident at North Haven Part 3 (AAR)

> So FMA gets a big thumbs up I'm going to keep playing it and I'm always
Cheers...
> Los

Very nice. Always good to see the hobbies future isnt left up to GW alone.
One question though.  Where/What is the FMA rules?  I have been away in
Korea for the last year and quite out of touch.

From: Aron_Clark@d...

Date: Wed, 11 Aug 1999 11:05:48 -0700

Subject: Re: [FAM&SG2] Incident at North Haven Part 3 (AAR)

Many thanks to "Los" for providing an excellent mini campaign and
corresponding digest. I'm anxious to try these scenarios with my local gaming
group; which
has long been complaining about 40k, it's lack of play-ability, and the
like. Any others have these sorts of linked scenarios they'd like to share
with the

From: Jon Davis <davisje@n...>

Date: Wed, 11 Aug 1999 22:26:16 -0400

Subject: Re: [FAM&SG2] Incident at North Haven Part 3 (AAR)

FYI,

I've emailed a copy of FMA to him.

Jon

> The Sutherlands wrote:
Cheers...
> >