Showing posts with label Flying Lead. Show all posts
Showing posts with label Flying Lead. Show all posts

Thursday, March 13, 2014

Operation Cosmic, Apr 1968 - Zambesi Valley



In this small game we have another crack at Ganesha Games Flying Lead rules. As it was a club game I have only a couple pics but will give the general thrust of the action.


The time is April 1968, the Rhodesians have launched Operation Cosmic to snuff out an insurgent Zambesi crossing, having been distracted by the relatively large Operation Cauldron which is still under way. In this action a section of infantry from the Rhodesian Regiment has been tasked with finding a number of weapon caches that the locals have told the police exist in and around their village.

Forces

RHODESIAN REGIMENT (SF)
Sgt Leader x1                   
Soldiers x2                   

MG Group
MAG gunner x1                   
NCO  x1
Soldier x1                    

Rifle Group
Soldiers x5                   


ZIPRA (CT) 
Leader x1                   
Soldiers (SKS) x7                   
Soldiers (RPD) x1                   

NCO x1       
Soldiers (AK) x6       
Soldiers (RPD) x1       



Scenario

The scenario was one adapted from the Ganesha Games Hearts and Minds Afghanistan supplement. The Patrol scenario was pretty generic and applicable to the Bush War so I adjusted it for the clash. 

..this is the scenario as adjusted....


Patrol
The SF troops are conducting a patrol into an unfriendly area to get information and touch base with the locals. They are joined by two members of the local tribe to act as interpreters.

Set up

The table is set up as a patrol area, preferably with a number of buildings and 4-10 locals scattered around the table.

SF forces enter the board from the middle of one edge of their choice. This point is their safe extraction point.

There are three objectives (caches) placed on the board (two by SF player and one by the CT player). These can be particular points of interest or local figures/stores etc.

Each objective must in placed up to 1 Medium from the centre of one of the table quarters. The SF forces gain VPs for every objective they get too and spend two actions interacting with.

Meanwhile ‘Mujibas’ will be keeping a watch out for the SF force, reporting information to the nearest CT leader. After each SF activation the CT player rolls a die: on the first turn the local CTs are informed on a 6, on the next turn a 5/6, then a 4/5/6 for each following turn. Once they are ‘informed’, they appear from a random table edge the following turn.

The game lasts until the CTs retreat or the SF troops leave via the extraction point.

VP – normal victory points plus:
5VP each objective interacted with OR in the case of the CT denied to the SF.


We also included the 'Joy of War' cards adjusted for the Bush War...actually most of them work in pretty easily. A player draws one when, on an opposed die roll, he doubles the score of his opponent at the end of a turn....these mix things up a bit!

Terrain

This consisted of a central Kraal surrounded by outlying brush and scrubland. We classify the scrub as not limiting movement but visibility is restricted to three times Long (i.e. the 'Long' measuring stick used in the game which is 18cm...3x18=54cm ) as it is hard to see too far in even relatively open brush.







Game

The game commenced with the Rhodesian platoon seargant entering on his base edge. He called in the MG group and they moved out quickly toward the left hand objective. He then pushed out two troopers toward the objective to his right. These objectives were pretty close to his deployment so it looked quite easy to inspect these and gain some quick victory points.

Aware of the entry of the Security Forces it wasn't long before the first guerrillas appeared. These arrive from a random direction (which can really mix things up) but ended up coming on opposite the Rhodesian forces, thereby setting up a frontal encounter between the two sides.

After a couple of activations the two caches had been inspected and the Rhodesians at this point had fulfilled enough victory conditions to achieve a "very minor victory" (more on this later).

The guerrillas then started getting quite aggressive. Realising the only way for them to achieve a win was to inflict SF losses they unleashed a hail of bullets, concentrating their fire, which hit the MAG gunner causing him to go 'out of action' and also killing a troopie outright...nasty!

With these first casualties the Rhodesians started turning on some concentrated fire of their own. Moving up the rifle group they inflicted a couple of kills on the ZIPRA cadres and one of the troopies from the MG group remanned the gun and got it going again. 

The rest of the ZIPRA cadres had arrived by this time and they too started laying down a little bit of deadly concentrated fire with their venerable SKS carbines...dropping a troopie from the rifle group....three Rhodesians down!

,,,whilst this was happening a couple of troopies pushed into the kraal and took up a firing position next to the chief's hut whilst the sergeant moved to take charge of the rifle group....ordering them to hit the dirt and start laying down some fire......

...a general exchange of small arms fire ensued and slowly the fire ascendancy swung to the Rhodie forces, not without some pain though. The Insurgents concentrated on the MAG gunner and yet another was scored before the NCO in charge of the group picked up the MAG gun to fire himself! The main group of insurgents on the hill (with the AKs) received a 'gory death' kill which triggered a morale check..not good. In a blink of an eye five cadres did a runner and a couple more fell back....all but breaking the back of the guerrilla force.

In the maelstrom the 'event cards' threw up a sniper for the SF forces who immediately took out an exposed RPD gunner and the 'village troopies' took down another guerrilla with an aimed shot - the losses started to mount up and finally hit the 50% level. The Insurgent forces also pulled a couple of event cards but held them back for play at a later date...however...with the 50% morale checks that followed...

... all but two guerrillas bomb shelled which ended the action.....








Summary

As with all Flying Lead games a quick and 'sharp' action - game time was 1.20mins...2 hrs set up to pack up.

Using the victory points system in Hearts and Minds it was actually closer than it appeared. The two dead Rhodies and two out of action troopies count for almost the cost of two to three fleeing insurgent cadres each so from a 'propaganda' point of view it was still a Rhodesian victory but it was measured.

The game once again pretty much worked fine but a few points in this scenario were raised. 

The placement of the caches is too easy for the SF player to do at game start. We thought on an idea to move these around once placed to mix up their location a bit....maybe after they are placed then doing a quality roll and for each success more than failure you can move the cache a medium distance...easy and in keeping with the rules?

The concentrated fire is a deadly mechanic. Maybe this is OK for some periods but to me it seemed like the absolute preferred option and from an historical point of view seemed to perhaps allow to much control for the Insurgent forces...they simply weren't trained to this degree. Maybe some of the more experienced cadres could reasonably deliver fire like this...not sure...but five guys shooting at one figure is almost a certainty to inflict losses..this in my view is not necessarily in keeping with the period and largely negates the Poor Shots trait which is critical to making the insurgents fire as they did historically i.e. spray and pray...they simply did not co ordinate fire like this.

Whilst still not convinced, I'd be inclined to limit the group fire mechanic to perhaps three men total for Insurgent forces or simply disallow it....probably limiting it would be best based on quality. It'd be worth another try to see if this is too powerful as a period specific rule to allow them the five men to concentrate fire...we do have to be careful to strike that balance to make a game of it for the insurgents as well!!

So all up, pretty good fun and and lots of small high and low points for each side....good stuff.


Monday, February 24, 2014

Operation Yodel, Sep 1966 - Zambesi Valley


In this game we are taking a different tack to the full platoon level action which is typical of many Rhodesian War engagements. In the early years of the Zambesi Insurgency, many of the actions were quite small, virtually skirmishes in the scheme of things to come. In fact many of these engagements are best represented by squad level actions and rules aimed at that level of game. To that end, the use of Chain of Command would 'wash away' some aspects of this squad approach as those rules do not really allow for individual figure actions in a game of only 10-15 figures. Simply put, they are not suited to squad level games. Whilst not usually a game size I would normally play the opportunity to try to represent these small level action using the Ganesha Games system 'Flying Lead' seemed like a good idea. 

To my surprise, these rules and the level of action portrayed generated an excellent scenario and in fact these rules fill a niche for these 'sub platoon level' games so it all worked out rather well....on to the action.


In 1966 The Rhodesian security forces launched Operation Yodel in response to an insurgent incursion across the Zambesi. One group, led by Comrade Mpofu, crossed at Chete island near Kariba into the Lupane Tribal Trust Lands, his mission, to train and subvert the local populace and lead attacks on any white farms he encountered.

This scenario is based on a ZANLA incursion and the Rhodesian response to the operation centred on a small grazing property, Walker Farm......


Walker Farm, a small wooden building surrounded by a wooden fence, worked with the help of local tribesmen and supporting open grazing livestock. Following a tip-off the family have locked themselves in the building awaiting the arrival of the local defence forces, who have been notified of the terrorists/insurgents in the area.






..shaking out into line, the patrol commander decides to use his Gun Group as a base of fire sending them through the scrub parallel to the road under the command of his corporal. He will move with the Rifle group further into the scrub and flank the insurgents to relieve the civilians in the farm. His two troopies will form a local reserve to be used as the situation demands...









Comrade Mpofu has a plan of his own. Moving from the small gomo (hill) near the farm he will send his RPG gunner to destroy the building, set up his RPD machine gunner along the road nestled into the hard cover of the rocks and push the rest of his insurgents along the road using and interdict any Security Force that tries to relieve the farmstead from the gomo above...











...as it turns out the patrol commander took a good deal of time to get his orders understood and the insurgents were able to get something of the 'the jump' on the Rhodesians. For a while it seems that the opportunity to catch the insurgents before they were able to attack the farm would pass. Comrade Mpofu pushed his men up into position and the the plan was set. ...

...once his orders were issued, the Rhodies moved out. After an initial slow start the Rifle Group pushed up in to a small series low rise mounds and through the scrub to set up a fire position subsequent to a sweep line to drive of the guerrillas...





















...as can be seen, the RPG is positioning for the shot on the farmstead, the RPD machine gun, though having gone to ground still covers the road approach and the insurgent CTs are well placed to bring fire on the Rhodesian Security Forces...

....the Rhodesian rifle group has moved quickly and is now well placed to prevent the RPG insurgent from taking his shot, if they can fire in time. The Gun group is a little slow but still able to bring fire onto the group of CTs on the gomo and the HQ rifle group is nicely ensconced behind some heard cover....








...this insurgent has gone to ground having taken some rifle fire from the Rhodies behind the rocks...







...as Mpofu had hoped, his RPG shooter is in position to take a close range shot and destroy the squatter's home...


...aim....



...quickly boys, push forward....



"...here they come, safety to full auto!..."


"there they are!...contact, contact, contact!.."













...the insurgent rifle squad on the gomo starts peppering the Rhodies taking cover behind the rocks down near the road....causing one casualty, he hits the ground out of action....










"...fire!!!!!"







...the RPG cadre, at Comrade Mpofu's command, fires and the missile goes hurtling toward the building. It hit directly on the door, such a perfect shot it goes through the door and out the other side of the building, exploding as it exits through the back wall!!!....the windows shatter but the structure is left intact.....a good shot but it does not destroy the building as planned. The occupants cower in side, shaken but alive...




...thinking that they may be too late the Rhodie rifle group opens up on the RPG guerrilla before he can reload, and despite a good degree of cover, the Rhodesians find the mark and kill the RPG shooter outright....a good shot!




...a general firefight now breaks out...the insurgent forces fail to activate at a crucial time and the Rhodesian riflemen pour in accurate fire. They kill a couple of CTs outright, one as a gory death causing a morale check...in the exchange, Comrade Mpofu is hit and morale tests now come thick and fast for the insurgents...



..on the gomo where the insurgent rifle group is positioned, they come under intense fire from the MAG machine gun and take several hits....this triggers a general morale test for all troop as their casualties have now hit more than half their force.....


...with their leader down, and now no way to achieve any hope of fire superiority or further damage to the Rhodesian section, the insurgent forces pull back and break off the action leaving the field to the enemy....effectively bomb-shelling from the engagement....their mission somewhat incomplete.....

...so ending the battle.......

Summary
A sharp, tense and swift little engagement!

Despite the low figure count in this action it proved a fluid and engaging encounter.

The game started off with a number of quick activations for the CT player and for a time it looked like he was on track for an easy victory...simply get close, fire the RPG, hit a few SF soldiers and get away...it was all looking so good!

Off course it didn't end up like that. The higher quality of the SF forces ultimately allowed them to push up, despite their slow start, and get their troops into position and pour a good deal of firepower into the insurgent cadres as several failed activation rolls. Comrade Mpofu couldn't be everywhere to control the action and with an activation quality die roll of 5+ this sort of thing was likely to occur.

The rules themselves worked quite well for this level of game as mentioned in the intro. The combat medic rule resulted in the two Rhodesian Out of Action soldiers recovering from their wounds so historical loss ratios and effects were modeled quite well. The inclusion of an in game CASEVAC option would add another layer of texture and provide for the inclusion of some nice 'toys' to be used in play. The opportunity for a small campaign system given the relatively quick games  bodes well for representing the Rhodesian War on his scale.

A point to bear in mind will be that players will need to be disciplined to ensure forces don't creep up beyond the 10-15 figure mark. For the most part the game is driven by leaders with group moves of up to 5 figures per group being an efficient way to manoeuvre troops. Regardless of quality though the temptation to use figures on an individual activation basis is core to the game system, so limiting a player's 'pieces' will keep the game moving along.

We allowed the Rhodesian Section to use the rule allowing NCOs to issue group orders within short range and this seemed appropriate given the command structure of a regular army unit. The CT organisation does not have this ability and rightly so.

Flying Lead (by Ganesha Games) is a 'generic' system and the supplement for Afghanistan and Iraq shows just how period focused they can become. I think a tailored supplement for specific periods will provide the best use of the rules and a Rhodesian War supplement would be a very good candidate for making them work best in Africa. The Hearts and Minds Iraq supplement has a number of event cards that easily fit in for use in the Bush War and we'll be including them in any future games we play.,..it's got a lot of very good info and as it uses Flying Lead in a Counter-Insurgency conflict many of the same factors apply to Rhodesia, so is worth getting even if you don't want to game that conflict....both Flying Lead and H&M are very reasonably priced as downloadable PDFs.

The low level individual focus of the game makes their use for specific engagements of the Rhodesian War work better than a platoon level set as individual characteristics can be highlighted and in fact form part of the game. This type of gaming is just above role playing which is on the cusp of game/simulations I prefer, but by not over doing the individual characteristics play is smoothed out and flows nicely.

Small patrol level actions fought by Selous Scouts patrols for example would be handled well by this rule system I think. Similarly, the many cross border raids by Insurgent forces also provide focus from a different perspective that the game allows for with its many trait driven mechanics. The vehicle rules look a little more detailed but with only one or two vehicles on-table this shouldn't overburden the system.

Larger operations of platoon level raids or actions fought by both sides would be better simulated using Chain of Command, so in this regard the two rule systems complement each other for the Bush War covering most if not all of the types of battles of the conflict.

....recommended.