FNG:Unconventional Warfare is a supplement that expands on the concepts in FNG: Tour of Duty for running Special Forces in the Vietnam Conflict. It adds additional detail to shooting and modifies how PEP's are deployed on table among other features that enhance the characteristics of your SF troops, It includes unit lists for all the Special Forces that emerged during the Vietnam Conflict.
For this game I deployed an Australian five man SAS team equipped mostly with L1A1 SLR's ,and a couple of LAW Launchers.
The team objective to traverse the table to an open hill from which they could make the call to be extracted by Helo.
The game begins with only two VC PEF's in Play but that can quickly change.as we track Enemy Activity Points which are affected by in game actions that can raise and lower this score . As the score rises so more PEF's will be added to the table.
The SAS begin the game by slow moving to the wall that surrounds the old plantation boundary
Maintaining good fields of fire they move over the wall in good order.
Using the wall as cover they cautiously advance down through the plantation trees
As the first PEF closes into the far side of the plantation the SAS troopers nearest freeze and level their weapons but in this instance it just the local wildlife disturbing the undergrowth. The stakes are raised now as all future PEF checks will use 3 dice increasing the chance of contact.
The SAS team gradually make there way down through the plantation and prepare to cross the path separating the wall from the dense undergrowth at the foot of the hill.
When everyone is ready the Sgt and RTO break cover and move across the open path into the undergrowth
Breaking cover causes the EAP to increase. The remaining PEF is still in play and keeps moving around in the area between the village and the hill. Eventually the rest of the team move over the path
To reach the hill and make the call for extraction the team need to move over a clesring and up a path. Deciding that speed is more important than stealth they move out at normal speed maintaining their fields of fire.
The EAP again rises and this time the howl of dogs can be heard and another PEF is added to table right behind were the team crossed the path.
This PEF moves forward into LOS with the team in the clearing , It resolves to a squad of MFVC .
The two SAS back markers win the insight tests, quickly pull up their weapons ,and with 3 rounds rapid from each kill the VC squad leader with head shoots and knock two other VC fighters out of the fight with wounds.
The RTO makes the call and gets through, the helo is inbound and will be there shortly.
The rest of the team make it to the LZ. The VC forces they engaged are still shocked from the deadly fire they received but more dogs can be heard and another PEF enters play.
They await the arrival of the Helo nervous that it's noise will bring Charlie upon them.
No incoming AA fire is directed at the Helo as it enters in view and comes to a hover above the LZ
The SAS Troops quickly move to load up on the aircraft as it lands.
The Pilot fails to apply enough power on his first take off attempt as the VC squad from earlier close on the LZ.
With some extra throttle the Helo rises and the VC squad duck back as it passes low over their heads and is away. Mission Accomplished.
Conclusion
An interesting game, the way that EAP rises and falls is reminiscent of the the alert tracker mechanism in 0200 hours and once it starts to add up and starts affecting the number of PEF's on the table makes for some tense moments. The Helo rules from FNG were superb and make the aircraft an integral part of gameplay rather than just a prop. Pilots need to roll against their rep to carry out any actions and failure could be catastrophic. I think next time I bring this to the table I may do it as a series of linked tables covering Insertion, Recce or a Raid , Escape & Evasion and finally an Extraction.
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