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Fire Team - Red Eclipse AAR - The Encounter 2

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Ooops...the US team will be in trouble if the dice are good enough for the soviets. This system seems very detailed...I like it.
 

Steve Overton

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Albert, while the system is very detailed the rules are not. I've spent the past 3 years going over aspect of them. Writing and rewriting to get them to be as all encompassing as possible. The system was designed to be intuitive as possible.

A huge aspect of game play that I detested in wargames became a part of this series after I was given a game a couple of years ago. I DESPISED cards in wargames. I didn't want a card game where card management was the goal to winning. It wasn't until I played around with one that cards included that I saw how that might improve the options a player was given if they simply assisted play. (The game can be played with or without the Tactical Event Cards for those that have a preference like I used to have.)

  • The cards do three things. Right up front they offer more options than regular play.
  • They offer a way to reduce the specialty rules in the game and not have exceptions to every rule listed in them.
  • They add a lot of flavor to the action.

The Tactical Event Card decks consist of 50 Tactical Event Cards each. No two Tactical Event Card decks are the same. Each military organization has been studied and it's tendencies are shown with the types and frequency of the events in that deck.

The most glaring example of that is the US Army and the Local Force Vietcong during the Vietnam War. The US Army gets Close Air Support cards while the VC get none. The VC have 7 Double Time movement and 7 Ambush Tactical Event cards while the US Army gets 2 of each. You don't have to worry about if you are playing a particular organization correctly or not. Between the Tactical Event Cards and the Command Point allocation you will play them so close it will amaze you.

Thanks for your support.

I appreciate it.

Good Hunting.
 

Steve Overton

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The Soviet Fire Group has 13 Fire Power, the die roll is a 6. 13 + 6 = 19. TAV = 19.

The US Leader Albanese checks his morale first. His morale/experience is a 9, +2 for being in a wooden building, the die roll is a 7. 9 + 2 + 7 = 18. TDV = 18.

TAV is greater Albanese breaks for the second time and is removed from play.

The Veteran Fire Team has a morale/experience of 8, +2 for being in a wooden building, the die roll is a 12. 8 + 2 + 12 = 22. TDV = 22.

TDV is greater the Fire Team passes the morale check. In addition to that the Fire Team rolled doubles. The US Player now plays the Tactical Event Card to create a broken Hero stacked on top of the broken Veteran Fire Team.

Im2 Reaction Op Fire 1L Tac Evnt HERO.png

Next the Combat Engineer Fire Team checks his morale which is an 8, +2 for being in a wooden building, the die roll is a 12. 8 + 2 + 12 = 22.
TDV = 22.

The TDV is greater so the Combat Engineer does not break. However, in addition to that the die roll was a triple. (All three dice results were a 6.) In the event of a triple we roll on the triples table and rolls a 3. This is an odd result which instantly rallies the unit doing the morale check and adds a Leader to the location. The leader is a +6 level added to the number rolled. 3 + 6 = 9. We look at the counter mix and find the lowest rated 9 Leader not in play and place them in the location just above the Combat Engineer. This will be a 9-1 Leader. We choose the Gonzales Leader and add him to the stack.

Im 2 Triple Results.png

To finish the combat the Regular Fire Team checks their morale. They have a morale/experience of 7, +2 for the wooden building, +1 for Gonzales Leadership Bonus, the die roll is a 7. 7 + 2 + 1 + 7 = 17. TDV = 17.

TAV is larger and the Fire Team breaks for the second time and is removed from play.



Im2 Reaction Op Fire 1L.png
 

Steve Overton

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At this time neither side wishes to play any more Tactical Event Cards and the US Player can issue his first order for the impulse.



Im2 Reaction Op Fire 1p2.png






This shows just how flexible and unpredictable this series can be. Murphy is alive and well in KN.

I never cherry pick my AAR's. There is no need to create nice situations to show in an AAR. The game creates them on it's own.

Here we have a Leader that goes combat ineffective. He's either wounded so badly that he can't continue to lead or he's been killed. It may be hard to tell at the moment in the heat of the firefight. What we do know is that two men from the group have stepped up. One of them is pinned by heavy fire with the SAW (M249) while the other has gotten the Engineer Fire Team to rally even while under fire. (Being an ex-Combat Engineer this hardly surprises me! :D)

So, what started out to be what was looking like a game ending attack has now given the US Player a very strong position. The firefight is swinging back and forth with the pendulum of fate going first one way then another!

Note the LAW that is now to the right of the lineup. This denotes it being on top of the stack. Which means it is possessed by nobody. The Fire Team that was carrying it went combat ineffective. When they did they dropped the LAW in the building. Unless someone picks it up it will lay right there for the duration of the fire fight.
 
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Steve Overton

Member
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The first order for Impulse 2 is a Fire Order activated by Gonzales.

The Fire Group consists of Gonzales firing his weapon (2), the Combat Engineer Fire Team firing their weapons (6) and the Broken Veteran Fire Team firing the M249 LMG (8). The die roll is a 10.

The Broken Veteran Fire Team may fire either their personal weapons or the LMG while broken but not both. Only one leader may be active in a Fire Group. A Leader can never activate another Leader.

2 + 6 + 8 + 10 = 26. TAV = 26.



Im2 Order 1B.png
 

Steve Overton

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With that result the Soviet Player has seen enough and plays a 'Confusion' Tactical Event Card. Which stops an attack.



Im2 Order 1C.png





USSR TE C Confusion.png


So what are you saying? That just because a leader was made battlefield ineffective that the guys who took over for him couldn't make an attack happen moments after taking over his command?

That's exactly what we are saying!
 

Steve Overton

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Okay so what happens now? The attack order was given but not executed. That counts as the order being given and we move on to Order 2.

Well, we would move on to Order 2 except the US Player didn't like the way that went. That was a really strong attack that got cancelled. So, he will play a Tactical Event Card of his own. He will play Determined Attack which allows him to make the exact same attack he just made. The difference is it will get a new die roll.



US TE C Determined Attk.png


The new attack die roll is a 3. 2 + 6 + 8 + 3 = 19. TAV = 19.


Im2 Order 1E.png


The Soviet defenders gained 7 points from the first attack in their favor.

Good play on the Soviet Players part.
 

Steve Overton

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The US Player wasn't so fond of the result as the Soviet Player. With some consideration he decides to add a large number grenades to this attack by playing a 'Grenade Attack' Tactical Event Card. This will add +4 to the TAV.


US TE C Grenade Attk.png


2 + 6 + 8 + 3 + 4 = 23. The new TAV = 23.

This is definitely not good news for the Soviets.


I've said that most gamers forget about their Tactical Event Cards until they get in trouble. Then they go to see what they have that can help them either get out of trouble or minimize the damage. In this current string of events both sides are in trouble if they aren't careful. Both sides are jockeying for Fire Supremacy to suppress the other sides force. So, as seems to be the case when things go pear shaped, both sides have tried to maximize their chances with the Tactical Event Cards they currently hold.
 

Steve Overton

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Marakov checks his morale first. His morale/experience is an 8, the wooden building gives him +2 for cover, the die roll is a 7. 8 + 2 + 7 = 17.
TDV = 17.

The TAV is 23. The TAV is greater and Marakov breaks.

The Regular Fire Team has a morale/experience of 7, the wooden building gives him +2 for cover, the die roll is a 6. 7 + 2 + 6 = 15. TDV = 15.
TAV is greater. The Fire Team is broken.


Im2 Order 1G.png


This wasn't as bad as it could have been there were no double breaks for removal of units.



Im2 Order 1H.png
 

Steve Overton

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Impulse 2, Order 2 is for the Hero Pitts to move from J6, I6 (2) to I7 (2). Before he leaves J6 he picks up the LAW that is laying there unclaimed. This costs the carrying cost in Movement Points, which for the LAW is a zero.




Im2 Order 1J1.png

This now gives the US Player 2 separate locations with leaders in them. Even though the Hero is broken.


Im2 Order 1K.png


Impulse 2 is at an end. The long minutes/hours of boredom punctuated by moments of sheer terror, that happen in combat zones, has happen in this 2nd impulse!! The sheer terror arrived with a passion!!
 

Steve Overton

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The US Player is an pinch. Does he use this order to fire?

Or to rally?

Move people up?

Like in actual situations the US Leaders can do whatever they want. But they can only do ONE THING they want!!

Just what that order is at any given time is what generates a part of the intensity of the KN system. Between the Fog of War (FOW) options of random Command Points and Tactical Event Cards is set the limitations of command and control. A sides leadership can only do so much at any given moment in time.

Here and now the reality is that there are two Command Point chits left to be drawn a Soviet 3 and a US 2. Whatever the US Player does now and what the next Command Point chit drawn is are extremely important to the outcome of this fight.

When in doubt, FIRE!!

The US Player gives a fire order activated by Gonzales in J6. Before resolving the Fire Order the US Player plays 'Experience Level Up' Tactical Event Card. This will raise one unit on the map up by one experience level. There are three experience levels in the game.

  • Green - Inexperienced troops.
  • Regular - Troops with combat experience.
  • Veteran - Troops with the most combat experience.

He chooses to raise the Engr Fire Team from Regular to Veteran.


Im3 Order 1 Tac Event Exp Lvl Up.png



This is the last of the Tactical Event Cards the US Player is holding. He is now out of Tactical Events until he redraws them at the start of turn 3.
 

Steve Overton

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So, we're going to FIRE!!

Great!

Now where is that?

We are adjacent to two locations with enemy soldiers in them. The one location has broken units in it and it would be great to have those become combat ineffective and remove them. On the other hand that location with two fully functional Fire Teams and an LMG isn't something that promises a long and prosperous life!

Or do we split the fire group and fire at both locations? If that is the choice the Leader can only support one attack. (The key to the orders functionality is that you can only do one thing at a time.)

Im3 Order 1E.png

Decisions, decisions!!!
 

Steve Overton

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Time to make the big mistake and split the fire. Taking two smaller shots rarely works for me. I've seen others do it and make it work. When I try it....not so much.

The Engr will fire at the Soviet units in J5. The Engr has 7 Infantry Firepower, the die roll is a 3. 7 + 3 = 10. TAV = 10.

That won't get anyone's attention.

Marakov has a morale/experience of 8, +2 for the wooden building, the die roll is a 9. 8 + 2 + 9 = 19. TDV = 19.

TDV is greater. Marakov doesn't double break.

The Regular Fire Team has a morale/experience of 7, +2 for the wooden building, the die roll is a 6. 7 + 2 + 6 = 16. TDV = 16.

TDV is greater. The Fire Team doesn't double break.


Im3 Order 1G.png

Okay, so far a normal result for me when I split fire.

Now for the LMG and Leader to fire at K5. Leader has 2 Infantry Firepower and the LMG has 8 Infantry Firepower, the die roll is a 7.
2 + 8 + 7 = 17. TAV = 17.

The Regular Fire Team has a morale/experience of 7, +2 for cover from the wooden building, the die roll is a 10. 7 + 2 + 10 = 19. TDV = 19.

TDV is greater the Fire Team is not broken.

The Green Fire Team has a morale/experience of 6, +2 for cover from the wooden building, the die roll is an 8. 6 + 2 + 8 = 16. TDV = 16.

TAV is greater the Green Fire Team breaks.

This ends Impulse 3.
 

Steve Overton

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The US Player has no Tactical Event Cards to play so now gets to decide how to best keep people alive and hurt the enemy.

The Veteran Fire Team in J6 that is broken is a concern since they have the LMG. Gonzales gives them a Rally Order. Fire Teams morale/experience level is an 8, +1 for Gonzales Leadership Bonus, +2 for the cover for the wooden building. 8 + 1 + 2 = 11. The Fire Team will rally on a 10 or less and will be Disrupted on an 11.

The die roll is a 4. The Fire Team rallies.



Im4 Order 1F.png

Now the Combat Engineers will fire at J5 again. They have an Infantry Firepower of 7, the die roll is a 5. 7 + 5 = 12 TAV = 12.

Makarov checks his morale. His morale/experience is an 8, +2 for the cover from the wooden building, the die roll is a 2. 8 + 2 + 2 = 12.
TDV = 12.

The Total Attack Value (TAV) and the Total Defense Value (TDV) are the same. This results in Makarov becoming Disrupted in addition to already being broken.

The Regular Fire Team has a morale/experience of 7, +2 for the cover of the wooden building, the die roll is a 7. 7 + 2 + 7 = 16. TDV = 16.

TDV is larger the Fire Team is not effected.



Im4 Order 1F1.png

The Impulse is now over.
 

Steve Overton

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Order 1 is for the Soviet units in location J5 to rally.

Makarov has a morale/experience level of 8, -2 for being disrupted, +2 for the cover from the wooden building. 8 - 2 + 2 = 8 morale.
Die roll is a 10. Makarov fails to rally.

Regular Fire Team has a morale/experience of 7, +2 for the cover from the wooden building. 7 + 2 = 9 morale.
Die roll is a triple 5. The Triple resolution die roll is a 1.


Im5 Order 1B.png





Im 2 Triple Results.png

The die roll is a 1, which is odd, and immediately rallies the Fire Team and creates a Leader. The die roll is a 1 and adding +6 gives us a 7.
The Soviet Player adds Karpov to the location.


Im5 Order 1C.png
 

Steve Overton

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Order 3 is for the Regular Fire Team and the RPK LMG in location K5 to fire at J6. Without a Leader in the location the Broken Green Fire Team may not form a Fire Group with the other Fire Team and the LMG. It could be activated separately to fire by itself if there were enough orders to do so. In this case there is not.


Im5 Order 3F.png







The Regular Fire Team's Infantry Firepower is 7, the RPK's Infantry Firepower is 5, the die roll is an 8. 7 + 5 + 8 = 20. TAV = 20.

Gonzales morale/experience level is a 9, +2 for the cover from the wooden building, the die roll is 4. 9 + 2 + 4 = 15. TDV = 15.

TAV is greater. Gonzales breaks.

The Veteran Fire Team has a morale/experience level of 8, +2 for the cover from the wooden building, the die roll is 7. 8 + 2 + 7 = 17. TDV = 17.

TAV is greater. The Veteran Fire Team double breaks and is removed from play.

The Engr Fire Team has a morale/experience level of 8, +2 for the cover from the wooden building, the die roll is 7. 8 + 2 + 7 = 17. TDV = 17.

TAV is greater. The Engr Fire Team breaks.

The M249 and LAW are not possessed at this time.



Im5 Order 3G.png
 
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