I ran my Afghanistan game twice at Hotlead. Of course committing to a game when you aren't sure what rules to use is not a good idea. But with FUBAR and Black Ops as a basis and some ideas from Chain of Command (3 activations per unit per turn, d6 to move) I had a one page outline to work with. The rest would be role play and free kreigspiel as the players ran parts of the Canadian team (a reinforced platoon) against me, who was both the Taliban and Call Sign 0 (Battle Group HQ).
|Me on the right trying to think|
|Saturday night layout|
Interestingly enough, in the first game, the players took more hits, but also achieved more success. An ANA fireteam had gotten shot up and were moved to a casualty collection point behind the HQ LAV. Nobody swept the pot field or established a perimeter. So I snuck a cell in the pot field over and opened up, putting an RPG into the open back of the LAV! The Lt. was wounded and the signaller was killed and several ANA were killed. But meanwhile they had taken 10 prisoners, found the bomb factory (my suicide bombers sallied out to no effect) and they captured a mid-level commander whom I had forgotten to move before his compound was surrounded by LAVs and troops!
In an example of pure role play, they were taking fire from a grape hut and naturally the rifle and 25mm fire was having little effect. So they rolled up the Leopard and on it's next turn it used all three activations to fire HE into the structure. All the Taliban inside were quite thoroughly dead, but I didn't tell them and kept dropping wound and suppression markers inside as they kept up the small arms fire until they cautiously crept some ANA up. "I want to spot inside" Rolls a '2'. "There's too much dust and smoke you don't see anything." Again. A '2' with the same result. Finally he throws in a grenade and storms in to find gore smeared rubble.
|Friday night, firefight with grape hut on right of pic|
|Second game, RPGs and IEDs going off everywhere|
|Engineer bison takes a mobility kill from an RPG in the pot field|