People keep asking about the rules that I'm using, so here goes.
-I still have to nail this down. So far I've been using the activation rolls from FUBAR. Generally 2+ or 3+ for the Canadians and 4+ for Taliban. 3+ for Tier 1 teams and commanders, 5+ for Tier 3 local force guys. But with a lot of elements on the table it breaks down and gets hard to remember when a turn ends. Especially with many more insurgent elements than ISAF.
-at Hotlead I "free kreigspieled" things and ran it more like a Role Playing Game with the ISAF players doing their stuff like spotting and moving and me telling them what they see, what happened and revealing reactions.
-current thinking is to go more like I Ain't Been Shot Mum and have a card or chit for each element to control when they do stuff, if excessive amounts of suppression then they have to roll otherwise automatic
-when activated a team vehicle or leader gets to do three things in any order
-do a task (diffuse an IED, call for artillery, administer first aid etc)
-go on overwatch (reserving 1 to 3 unused actions)
-remove 1d6 suppression from a team
Movement per action
Vehicles 1d6+3 (this is tactical movement not barreling along Route Summit)
Obstacle 1 full action to cross
Take cover/go prone 1 action
Be sensible. LAVs aren't going to be crashing through grape mounds or crossing ditches. That's what the engineers are for.
Spotting hidden insurgents or getting a Positive ID on insurgents moving in open among civilians
+1 if target moving
+2 if target shooting
-2 if target in a pot field
Shooting dice per action
C7/8 or AK 1d6
C9 or PKM 2d6
UGL or RPG 3d6 (1 action to reload, -1 to cover)
C6 or DshK 3d6
Carl Gustav 8d6
120mm or Hellfire missile 10d6
Target moving open 2+
Target prone open 3+
Target in brush 4+
Target in ditch or behind wall 5+
Target in building or on roof 6
Grape huts 6 to hit and only roll half dice
Target Moving open 3+
Target prone open 4+
Target in brush 5+
Target in ditch, wall building 6
"Take cover" action moves cover up one
UGL and RPG take cover down one
25mm ignore cover except Grape Huts
120s, Hellfire and Carl Gustav ignore cover
Canadians when hit get a Body Armour save of 4+ (hit by the DshK only save on a 6)
Each unsaved hit roll 1d6
Hit by cannon
RPG/Recoilless rifle roll 3d6 hit on 5+ front or flank, 4+ top or rear
Vehicle rolls armour dice each 5+ defeats a successful hit
Coyote rolls 4d6
For each undefeated hit roll a d6
1-2 stunned -2 next activation
3-4 weapon destroyed (owner choice)
5 vehicle immobilised
6 vehicle knocked out all crew and passengers bail and take one hit (roll for suppression, wound or kill as shooting)
IEDs attack in the same way if the vehicle moves with 3" attack strength is variable by scenario (I have sometimes given the Taliban a 'pool' of points and they can make a few powerful IEDs or several weaker ones plus dummies)
Suicide bombers attack with 3d6. I let the ISAF have a reaction roll to see if they get a shot off first. Car bombs would be the same just bigger.
For the SA7 roll to hit
Under 12" 4+
Over 18" 6
If hit the helicopter rolls a dice
1-3 evades off table can back next turn
4-5 damaged returns to KAF
6 shot down
That's kind of where I'm at right now.
The FUBAR page https://fubarwargames.wordpress.com/downloads/ has lots of good ideas.
Scroll down to FUBAR-Modern to download the Afghanistan notes.
Poor old Call Sign 21 keeps landing in the crapper. I'm still trying to sort out rolls for calling in support, what type and how much and when it arrives. On paper there's loads of support, enough to shut down any Taliban attack, but that pretty much ends the game. So the game design issue is when does this game ending firepower arrive?
The Battle of Mill Bridge 1461 - A WotR Batrep
15 hours ago