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Fire Team - Red Eclipse AAR - The Encounter 2

Steve Overton

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The US Player now gives his last order of the turn. He gives the Hero and the Green Fire Team in location I6 an Advance Order. They advance into J6. The Green Fire Team takes possession of the M249 LMG and the LAW that were laying in the location unowned.

Im4 Order 1.png



There is no problem having more than one Leader in the same location. The only stipulation is that one Leader can't activate another.
 

Steve Overton

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Messages
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The US Player now plays a 'Reaction' Tactical Event Card. This allows the US Player to give any order he likes to any unit of his units on the map. Whether they have been previously activated this impulse or not.

He will use Gonzales to activate the units in J6 to fire. There will be two Fire Groups formed. With Gonzales contributing his Leadership Value to both groups. Pitts may not activate since a Leader may not activate another Leader.


Im4 Order 1 Reaction TEC G.png



The Green Fire Team will fire it's own Infantry Firepower of 5, plus the M249 Infantry Firepower of 8, plus get Gonzales' Leadership Value of +1 to fire at the Soviet infantry in location K5. The die roll is a triple 4. This is resolved without the original Infantry Firepower determining the outcome.




Im4 Order 1 Trip Explan G.png

The Broken Green Fire Team is removed and the Regular Fire Team is immediately broken.


The Engr Fire Team will fire at the Soviet Leader in J5. The Engr Fire Team has an Infantry Firepower value of 6, +1 for Leadership Value, the die roll is a 9. 6 + 1 + 9 = 16. TAV = 16.

Makarov has a morale/experience level of 8, +2 for the cover provided by the wooden building, the die roll is an 11. 8 + 2 + 11 = 21. TDV = 21.

The TDV is greater. Makarov is unaffected by the fire.
 

Steve Overton

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The US Player now plays a ' Determined Attack' Tactical Event Card. This allows for the US Player to repeat the last attack; which was against the Soviet Leader.


!10 Determined Attack_2.png




Im4 Order 1  Det AttkTEC a.png
 
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Steve Overton

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Because the Hero is in LOS and range he may take part in this attack. He may also have Gonzales' Leadership Value added to his Infantry Firepower.

The US Player has the Engr Fire Team with a 6 Infantry Firepower, the Green Fire Team with a 5 Infantry Firepower, the LMG with 8 Infantry Firepower, Hero Pitts with 5 Infantry Firepower and Gonzales with +1 Leadership Value added to each of them. The die roll is a 4.

6 + 1 + 5 + 1 + 8 + 1 + 5 + 4 = 31. TAV = 31

Makarov has a morale/experience rating of 8, +2 for the cover provided by the wooden building, the die roll is a 7. 8 + 2 + 8 = 18. TDV = 18.

TAV is greater and Makarov breaks. Since he is already broken he is removed from play.


Im4 Order 1  Det Attk C.png


This will end the impulse.
 

Steve Overton

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Impulse 5, Order 2 is a fire order for the Broken Regular Fire Team in K5. They can either fire their personal weapons or they can fire the RPK - LMG. They will fire the RPK. The RPK has an Infantry Firepower of 5, the die roll is a 10. 5 + 10 = 15. TAV = 15.

Gonzales has a morale/experience rating of 9, +2 for the cover provided by the wooden building, the die roll is a 10. 9 + 2 + 10 = 21. TDV = 21.

TDV is greater. Gonzales doesn't break.

Pitts has a morale/experience rating of 10, +2 for the cover provided by the wooden building, the die roll is a 4. Note, he gets no benefit from Gonzales to help him in his morale check. Leaders are on their own in firefights. They are the backbone of the small unit organization and as such are trained to lead and not to rely on others. 10 + 2 + 4 = 16. TDV = 16.

TDV is greater. Pitts doesn't break.

The Green Fire Team has a morale/experience rating of 6, +1 for Gonzales' Leadership Value, +2 for the cover provided by the wooden building, the die roll is a 10. 6 + 1 + 2 + 10 = 19. TDV = 19.

TDV is greater. The Fire Team does not break.

The Engineer Fire Team has a morale/experience rating of 8, +1 for Gonzales' Leadership Value, +2 for the cover provided by the wooden building, the die roll is a 6. 8 + 1 + 2 + 6 = 17. TDV = 17.

TDV is greater. The Engr Fire Team does not break.


Im5 Order 2C.png
 

Steve Overton

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The Soviet Player still has an order he can give but there is no action that will either put him in a better position than he currently is in or that will put the US Player in a worse position than he currently is in. So the Soviet Player passes on the 3rd Order for the impulse.


Im5 Order 3.png
 

Steve Overton

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Because there are no other Command Point chits to be drawn and neither side has Tactical Event Cards left to play the Action Phase is finished.


There is no smoke or fire to check for.

The Soviet Player will discard his 'Smoke' Tactical Event Card. Under normal circumstances the Soviet or 'Red' player (a nation that follows the tactical training and doctrine of the Soviet Union) may discard one Tactical Event. All others may normally discard two Tactical Event Cards if they wish.

At this point the Turn Marker is advanced one space.


Turn Marker.png
 

Steve Overton

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For there to be a Turn 4 the die roll would have to be greater than the number of the turn. In this case it would take an 8 or greater for there to be another turn.

The die roll is a 3.

Sudden Death DR.png



The scenario is over.
 

Steve Overton

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There were no objective locations in this fight. It was all about control or destruction of the immobilized vehicle.

That brings it down to a check of eliminated units.


Eliiminated Units.png


Elimination scoring uses these values:


Elim Point values.png

The US Player scores 7 for Karpov, his morale/experience plus his Leadership Value, each of the two Fire Teams has two personnel graphics depicted on the counter so they are worth 2 points each. Total is 7 + 2 + 2 = 11.

The Soviet Player scores 10 for Albanese, his morale/experience plus his Leadership Value, each of the three Fire Teams has two personnel graphics depicted on the counter so they are worth 2 points each. Total is 10 + 2 + 2 + 2 = 16.

The Soviet point total is higher so they win.
 

Steve Overton

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The battle was a rapidly developing clash around a broken down Soviet vehicle.

The Soviets sent a patrol to provide security and the Americans sent a patrol to investigate a HUMINT report of a Soviet vehicle in the town.


Im1 Order 1.png

Both sides forces rapidly entered the area around the vehicle.The Soviets were wanting to set up a base of fire from L4 with their MMG to cover as much of the immediate area as possible with the higher suppressive fire of the MMG. In addition, they wanted to control K5 to keep the Americans from getting close enough to destroy the vehicle.

Over the next 3 turns they managed fulfill both these local objectives. In the process they dealt the American patrol enough battlefield casualties to keep them from controlling K5.

While both sides fought bitterly over the wooden buildings in the J5, J6, K5 area the Americans never got in a position to press the situation to where they had an advantage. When the Soviet Leader called for a mortar strike on the American positions that was a deciding factor in controlling the area. The Americans never did recover after being hit with the mortars.

End of Game.png

If the game had continued, instead of the Americans breaking off the engagement, they might have done better. They may not have either, depending on the Tactical Event Cards that would have been drawn.
 

Steve Overton

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The AAR's I do aren't cherry picked. In other words, I don't give you a result I want to see. The game plays so dynamically that isn't necessary.

With random Command Point chit draw and Tactical Event Cards no two games will ever play the same and it takes a lot of maneuver and fire to knock a side out of play.

In this game, a single die roll can make a tremendous difference. Not to mention the choices you make with your orders.
 
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Great game!
I think you forgot to include Makarov as a casualty (9 points), so the US team wins ;).
The last US event cards were very powerful and very well played to turn the tide against the soviets.
Eagerly waiting to see more examples of the game...good work.

Regards
Albert
 

Steve Overton

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Yes, that's right. I forgot to add Makarov as a casualty at the end.

That would give the US a score of 20 to the Soviet score of 16. Very close.

Good catch.

Good Hunting.
 

Steve Overton

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Messages
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Location
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The Tactical Event Cards are almost always powerful. It just depends on your timing and the sequence you use them. Most of the time it's not clear when to use one of them and when to hold it back for later. If this battle had continued it would have been interesting to see what the next batch of Tactical Event Cards would have brought to the battle.
 
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