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nathangun

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  1. Like
    nathangun reacted to kohlenklau in I have a campaign idea, and I don't have to GM it.   
    Looks awesome to me. AND you are cool about the rules and allow players to mutually tweak it and adjust. Good job sir.
    That red Volvo must have armor plating!
  2. Like
    nathangun reacted to AtlasActual in I have a campaign idea, and I don't have to GM it.   
    Very interesting, further down the road, maybe you could try to have it greenlit on steam or is VASSAL not allowing that?
     
  3. Like
    nathangun reacted to domfluff in Can We Create A Deep Recon Strike Battalion?   
    Sure, I've been playing around with it, in various combinations.

    I haven't found an up-to-date orbat for the current Strike plans (and I don't know if they're even finalised), but he's a 2019 paper that is an attempt to optimise them (since it's an "optimisation", it presumably does *not* represent the default or the reality, but it's a really easy place to start.

    https://static.rusi.org/201906_op_strike_web.pdf

    From that paper, your Combat Team might look like this:



    In CMSF terms, the IFV Boxers can be Warriors, and the HMG Boxers can be FV432 with minimal issue.

    The British do not have 120mm mortars in CMSF, so you're either looking at using the FV432 81mm mortars or 155mm artillery. The "one mortar" above is really three - since the idea is that these are co-ordinating as a single unit, whilst being dispersed.

    Individual two-man Javelin teams can be added, and DMRs can be two man sniper teams.

    There are no air defence vehicles or manpads in CMSF. To translate the above, I'd give them an FV432 and a US manpad team.


    The step above this:



    Ajax is being used as a drop-in replacement for the Scimitar CVR(T), since they do the same job - in CMSF terms (and presumably real life, if they can't get the problems with Ajax sorted), Scimitar is the way to go for now.

    For context, the above "platoon"-sized CT would have a fighting box of up to 4km x 4km, and would be expected to be able to defeat an enemy mechanised infantry company, which would not be easy.

    In the paper, they argue against embedding Ajax at the CT level. This would be counter to British Cold War practice, since the British emphasised depth, counter attack and low-level embedded recce to a much greater extent than the rest of the NATO.


    For that context (since it's still very much rooted in that kind of idea), your typical Cold War Combat Team might be:

    2 x FV432 mech infantry platoons (4 APCs, 3 rifle + 1 HQ in each platoon, 8 total)
    2 x Tank Troops (2 platoons of 3 Chieftains, 6 total)
    2 x Scimitar recce vehicles

    In infantry CT: 1 x Infantry CT HQ in FV432
    In armour CT: 1 x Troop of 3 Chieftains

    1 x Blowpipe manpad team in Spartan

    Plus support assets (an ambulance, recovery vehicles) and any attached ATGM options (Milan, Swingfire, Striker)


    So an Infantry CT would have 6 Chieftains, and the Armour CT would have 9, and Cold War BAOR doctrine was heavily based around Chieftain (much in the same way that US doctrine was really centred on TOW).

    The Battlegroup (more or less a battalion) above that would be a combination of Infantry and Armour CTs, with the emphasis on depth and counter-attack - 1 forward, 2 back, 1 in reserve, in a formation which is deeper than it is wide. The forward CT takes the brunt, and the two back (north and south) then consolidate to slow down the Soviet advance. When this is stymied, the fourth element counter attacks in the flank (whichever flank is exposed). The fifth element of the Battlegroup is the artillery.
     

    In terms of Strike - I'm still very much at the stage of trying to get a feel for things, and to understand the advantages and limitations. I'm not currently at the stage where I can form defensible opinions about it, although that seems pretty typical in discussions of it across the internet.
  4. Like
    nathangun got a reaction from Suchy in I have a campaign idea, and I don't have to GM it.   
    I have made a excel file that explains how the bean counting system works.
    Each HQ Team, Squad and Weapon's Team have a full head count, in the excel sheet (see below) substract WIA/KIA from the squad into the 'New Headcount' column and a percentile result will be given, round up if over 46%, 56%, 66%, 76%, 86%, 96% and round down if the number ends with a 5.
    Excel sheet example 1
    With ammo there's a little more work.
    In the Ammo Supply column, each teams ammo count has to be adjusted. In the graphic below I have 'formatted' the cell with several fields of value, each given a color for ammo supply levels.
    After the battle simply put in the amount of ammo the squad / team have left.
    It's the squads' primary ammo that's counted, same with vehicles, their primary ammo is counted also.
    Excel Sheet example 2
    Link to the folder with both the excel sheet and the vassal module.
  5. Like
    nathangun got a reaction from Darth Panzer in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    I couldn't agree more.
  6. Like
    nathangun got a reaction from Vergeltungswaffe in I have a campaign idea, and I don't have to GM it.   
    I have made a excel file that explains how the bean counting system works.
    Each HQ Team, Squad and Weapon's Team have a full head count, in the excel sheet (see below) substract WIA/KIA from the squad into the 'New Headcount' column and a percentile result will be given, round up if over 46%, 56%, 66%, 76%, 86%, 96% and round down if the number ends with a 5.
    Excel sheet example 1
    With ammo there's a little more work.
    In the Ammo Supply column, each teams ammo count has to be adjusted. In the graphic below I have 'formatted' the cell with several fields of value, each given a color for ammo supply levels.
    After the battle simply put in the amount of ammo the squad / team have left.
    It's the squads' primary ammo that's counted, same with vehicles, their primary ammo is counted also.
    Excel Sheet example 2
    Link to the folder with both the excel sheet and the vassal module.
  7. Like
    nathangun got a reaction from ratdeath in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    I couldn't agree more.
  8. Like
    nathangun got a reaction from Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    I couldn't agree more.
  9. Like
    nathangun reacted to Darth Panzer in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    Just found this topic, I know its been out for awhile, but this is a perfect way to play.
  10. Like
    nathangun got a reaction from kohlenklau in I have a campaign idea, and I don't have to GM it.   
    Thanks, but I'm no Gary Grigsby though. I wouldn't make something complicated.
  11. Like
    nathangun got a reaction from Lethaface in I have a campaign idea, and I don't have to GM it.   
    So I have finished building the Vassal module.
    Here's a link and here's a peek.
     
     
  12. Like
    nathangun got a reaction from Raptor341 in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  13. Like
    nathangun got a reaction from AtlasActual in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  14. Thanks
    nathangun got a reaction from kohlenklau in I have a campaign idea, and I don't have to GM it.   
    Yeah sure. 
  15. Upvote
    nathangun got a reaction from A Canadian Cat in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  16. Like
    nathangun got a reaction from benpark in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  17. Thanks
    nathangun got a reaction from HerrTom in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  18. Upvote
    nathangun got a reaction from kohlenklau in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  19. Like
    nathangun got a reaction from Vergeltungswaffe in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  20. Upvote
    nathangun got a reaction from Bil Hardenberger in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  21. Like
    nathangun reacted to Redwolf in The Combat Mission: Cold War v1.03 patch has been released   
    This should be logged with the Matrix helpdesk.
  22. Like
    nathangun reacted to 37mm in Heaven & Earth- The People's Beta   
    @nathangun Here it is.
  23. Like
    nathangun reacted to 37mm in Heaven & Earth - "Open Beta"   
    This is the old 'Open Beta' thread... you need the 'Peoples Beta' thread.
  24. Like
    nathangun reacted to sburke in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    For want of a point a nail was lost, for want of a nail...... oh wait we don’t use horses anymore. 
  25. Like
    nathangun reacted to kohlenklau in Tunisia Campaign [WIP] "The Big Red One At Dawn"   
    I figured I would start its own thread. Kevinkin is moving fast with maps and scenarios.
    I am supporting him as the "campaign factory" with advice (when and if he wants it!) and briefing images.
    Core force is E Co, 16th Infantry Regiment. 1st Infantry Division. Winter 42/43. North Africa. 
    3 days of various battles.
     

     
    more info to follow!
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