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AAR: A Summer Night in Fallujah – September 2004 (pic heav
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Faustnik
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PostPosted: Sun Dec 09, 2007 2:47 pm    Post subject: AAR: A Summer Night in Fallujah – September 2004 (pic heav Reply with quote

Lads,

This Saturday, after almost 4 months delay, we manage to play that Iraqi Scenario I was working since July.

All started when I download an AAR from the old TFP yahoo groups, were Gordon Roach presented a nice BOF2 game set in Iraqi, but very generalist.

This year, when surfing the web, I manage to find some reports – most of them dealing with the killings on the Fallujah’s mosque in November 2004 – hinting for a similar situation around September, so this scenario was born – an small Iraqi sort of Alamo scenario.

So I started to make the scenario elements, while my friend Artur painted the figures.

Just for note, while this game was played with “Modern Combat Group” skirmish rules using a game ground scale of 1:200, I play test parts of it using Ambush Alley, Contact! and Final Combat rules sets. All of them gave good results, but for the real thing we use our own homebrew rule set, simply because we are all more at home with those rules.

Setting

Fallujah, 20/September/2004, 20.00h

A US Marine squad after doing a foot patrol on the outskirts of Fallujah, while waiting for their transportation, notice an huge explosion right on the middle of Fallujah.

After contacting the HQ, they receive the info that a suicide car just exploded against the gate of their unit quarters, and all personnel is on prevention expecting further attacks from elements of mullah Sadr. As he speaks a series explosions were heard again on the Fallujah urban perimeter.

So they receive the following statement “get a hole, hide there and wait for the transportation tomorrow…”

They quickly search for an isolated farmstead, expelling the local family outside of it, with the argument that weren’t safe for them to be on the same building as the Marines, setting some guards and wait…

Naturally that their presence was detected, and very soon some Sadr’s militias converge into the farm area, to deal with these infidels…

Personae Dramatis

The US player (Pargana) had 3 Fireteams of 4 elements each (1x M16A2+M203, 2x M16A2, 1x M249 SAW)




Figures mostly from Caesar with an odd Revell & Preiser Figure
The US Marines were rated from Veterans to Regulars, and they will setup on the farm. The US Marines were all equipped with night vision apparatus, advanced body armor, and IWS on their weapons.

The Insurgents – played by Artur, Filipe Martins and Jorge Correia – were composed of 5 cells each with about 6 to 7 elements, mostly armed with AK-47, with a couple of RPG-7 between them and a RPK Lmg. Most of them were rated as Mediocre and Raw/Militia elements, being for the most part “bad shooters” but highly Motivated.
Figures also made by Caesar, with a couple of figures from Orion.


A small example of the figures, these are Caesar.


Their leader – mullah Sayad

All figures painted by Artur Ramos.

Special Rules

All action was under cover of the night, so limited visibility, but the US Marines have night vision devices, having a clear advantage over the insurgents, till they start firing.

For this game, I do not use normal turns, to control time of entry for possible reinforcements, as I used Crossfire/Hit the Dirt concept of “Moving Clock”.

The game start at 00,10h, and after each round/turn, I rolled a D6, on a 1-3 the clock advanced 15 min, on a 4-5 30 min and on a 6 1 hour. All further arrivals on the table and reinforcements were dependent on the clock.
As an example: Nassir’s elements will enter at 03.00h, Salek’s at 04.00h and Musrahf’s by 06.00h, while the American transportation will arrive at 07.30h. Sunrise will be at 06.45h.

Tabletop

A bird eye view of the scenario table


The overall tabletop – palm trees from Pegasus and vegetation from “plastic garden” mats, all the rest scratch or made using loose sand and pebbles/rocks.


A view of the farm, were the US Marines will be “holed”


One of the Insurgents cells will start on this small elevation, overlooking the farm


On this small palm grove (in the center of the picture) another Insurgents cells was in hiding, just waiting for the attack order.


On the right flank of the farm, another palm grove will be one of the hot spots of the game.


Setup

The game started with the originals occupants of the farm complex being expelled…


…naturally making some kind comments on the Americans …


The US Marines player set his two guards on the roof of the main building overlooking north and south, just in case. The rest of the Team (Charlie) was resting on the same roof under cover.


Fireteam Alpha, was resting on the lower compartment, near the rear door of the main building, and Fireteam Bravo, was on the annex, also resting.


Sayad’s cell just manage to position themselves on the small elevation, overlooking the farm, and noticing the guards on the roof, just call up for a sniper (SVD rifle with IR scope) to deal with the guards.


While on their left flank, on the small palm grove, Mohammed cell just wait for the orders to advance.

The Game

The game started with the sniper firing at one of the Marines on guard on the roof, just getting him out of the game – a very good shot.


So, the US player started to activate his units, managing to put them on action on the very first turn: Fireteam Alpha, rushed from the farm house to the palm grove on the right of them – under the sight of the sniper, which didn’t have time to hit them, as he as covering the wrong flank; Team Bravo quickly cover the farm’s gate and Team Charlie, wake-up and cover the area from the roof – a very dangerous action with so many RPGs in front of them…


The insurgents also started to move, but only Sayad’s cell, as Mohammed’s one didn’t understand the message from their leader’s cell phone and waited for the orders.

After some movements and actions, Mohammed elements finally started to move, getting into Fireteam Alpha’s fire sector, just to get pin down by the Marines automatic fire (the US Marines could see them in advance, so maximum “if I could see you, you are f*****”).


And taking advantage, Team Alpha just tried to get some height advantage..


On the Farm complex, exchange of firing was taking some casualties on the Marines – that sniper was good – with another Charlie’s element disable, but also a number of insurgents. Some of the fire include at least 3 RPG rounds fired on the house, but all missed.



Mohammed’s suicide bomber waits for their hour – very smart with a pink sweatshirt and a pair of lovely golden snickers – at no avail, as the Marines fire was deadly.



After some exchange of firing, Mohammed’s cell was totally wipe-out, and Sayad’s one heavily mauled, but just hanging on, so their leader just call for some reinforcements, giving time for some re-positioning of the forces in presence.



As time (turns) passed, team Bravo, just advanced towards the left flank, from the gate till the road, to cover it, as sounds of vehicles were heard on the night.



Just in time, as Nassir’s group just pop up from that sector, under cover of the broken ground and palm trees



On the Marines’ right flank two groups arrived – Salek’s and Musrahf’s ones – pressing on that zone.



A heavily firefight started with the Marines taking some heavy casualties, while selling is life dearly.



At 07.40h a buzz on the air just announced the arrival of something new – was that a bird? a plane? superman? No! just a Blackhawk… (model by Corgi, thanks to my mate Thomas)



After getting the situation sorted out, the UH-60 just hovers the farm house, to detect insurgent’s positions and support the lowering numbers of US Marines.


The insurgents, in presence of the new threat, just press on managing to wipe out the Marines left flank under heavy automatic fire – while Pargana (the US Player) manage to keep his luck all around the game, hitting hard and deadly with his dice rolls, on this occasion he manages to miss all his firing, giving the Iraqis the possibility of hitting hard the surviving US elements.

And very soon the Team Bravo was disable, and Charlie’s one down to one element.
But this thread was nullified by the Blackhawk’s fire from ones of its side MGs.

Now, we were all waiting for a lonely RPG-7 to fire on the bird..


And it misses… so no “Mayday! Mayday! Blackhawk down!” on this game (if it was to happen, I’ll extend the game for another session).


End of the turn, and another Moral check, with all units on the table getting Shaken, so reduced action and so on.

The US Player was down to 4 operational elements, while the Iraqi’s players still have some 8 of them on the table, but as they hadn’t any more RPG rounds, and were facing an armed chopper, they just give up, as everyone expected the arrival of more choppers.

Conclusion

It was a fun and fast pacing game, with too much equilibrium, till the final round, when the RPG-7 failed to hit the chopper.

While 3 of the players didn’t know the rules played, they make it good, making for the good game.

Now, who won?

That’s the most difficult part, as the US Player lost 8 of their 12 elements (after the game, I determined [roll] that 5 have been seriously wounded and 3 KIA), and the insurgent’s players lost 24 elements, so using game victory conditions pre-established the Insurgents get 48 victory points and the US player also manages 48 victory points…

Thanks for looking and any comment is welcome

Faustnik
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Last edited by Faustnik on Sun Dec 09, 2007 4:12 pm; edited 1 time in total
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Olivier
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PostPosted: Sun Dec 09, 2007 3:10 pm    Post subject: Reply with quote

that is great simply great!

MOre!
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fscunha
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PostPosted: Sun Dec 09, 2007 3:42 pm    Post subject: Reply with quote

Man.....

I missed this one..... Sad Sad Sad Sad Sad Sad

But I do hope to play it another time.... Very Happy Very Happy Very Happy

The sand is real sand???? I do hope no one sneezed during the game Twisted Evil Twisted Evil

Cunha
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thomastmcc
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PostPosted: Sun Dec 09, 2007 3:50 pm    Post subject: Reply with quote

great set-up jose and nice to see the black hawk in action .. Wink

no apache or chinook... Crying or Very sad
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Real
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PostPosted: Sun Dec 09, 2007 4:04 pm    Post subject: Reply with quote

Or a Supercobra, if it's about the Marines! Razz

But you make this modern stuff almost irresistable. Nothing can beat a beautiful wargamestable, finished figs and a good scenario. Very inspirational.
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Faustnik
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PostPosted: Sun Dec 09, 2007 5:23 pm    Post subject: Reply with quote

fscunha wrote:

I missed this one..... Sad Sad Sad Sad Sad Sad

But I do hope to play it another time.... Very Happy Very Happy Very Happy



Yep mate, you miss it, and it was a great game Twisted Evil Twisted Evil Twisted Evil

The table is still set for the next weekend, after that it will be disassembled Wink

thomastmcc wrote:

nice to see the black hawk in action .. Wink

no apache or chinook... Crying or Very sad


Perhaps next time mate, but do not worry they will be used Twisted Evil as I have a couple of more Iraqi scenarios, but first I need to made more buildings.



Real wrote:

Or a Supercobra, if it's about the Marines! Razz


And were can I get an 1:72 die-cast Supercobra ??

I'm waiting for Easy Models to release their line of UH-1and AH-1 for some Vietnam wargames.

And naturally some more Iraqi games Wink

Thanks all for your words, perhaps next week, if players are available we would repeat this scenario, or simply adapt it for some Western Desert encounter - perhaps some recce ...

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thomastmcc
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PostPosted: Sun Dec 09, 2007 5:26 pm    Post subject: Reply with quote

hi mate i have been looking for a deicast supercobra too ,i saw one in new york but was unsure of the scale ...

did artur like the chinook ?? ..
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kingscarbine
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PostPosted: Sun Dec 09, 2007 5:34 pm    Post subject: Reply with quote

Nham, nham... You finally done it. Good game by the looks of it. You've been working on the Modern version of Combat Group since we last played the road ambush scenario? What have you come up with?
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PostPosted: Sun Dec 09, 2007 5:50 pm    Post subject: Reply with quote

Surprised Shocked GREAT write up! the game looked really cool!

love the figures, very well done!

regards,

Brad Smile
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fscunha
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PostPosted: Sun Dec 09, 2007 5:51 pm    Post subject: Reply with quote

Faustnik wrote:

Real wrote:

Or a Supercobra, if it's about the Marines! Razz


And were can I get an 1:72 die-cast Supercobra ??

I'm waiting for Easy Models to release their line of UH-1and AH-1 for some Vietnam wargames.

And naturally some more Iraqi games Wink
Faustnik


Does this means I have to finish my plastic Supercobra and UH-1?

You better wait sitting down.... Twisted Evil Twisted Evil Twisted Evil Twisted Evil


Yes Vietnam games will be great

Cunha
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PostPosted: Sun Dec 09, 2007 5:52 pm    Post subject: Reply with quote

I would say that you probably want to give the US a bigger advantage in aimed shots and discipline under fire. The guys do 12-15 month tours out there on OIF so will probably be in their element using NVGs etc vs an uncoordinated mob.
Check out youtube for some examples of US marine snipers kniocking them down as they pop up. Confused
Brutal viewing as you see nothing; you just hear the spotter calling clean kill after clean kill and bringing the sniper on to the next target........ Shocked
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Bob_Mackenzie
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PostPosted: Sun Dec 09, 2007 7:29 pm    Post subject: Reply with quote

Very neat looking game - loverly terrain - looks the part
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Fire at Will
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PostPosted: Sun Dec 09, 2007 7:35 pm    Post subject: Reply with quote

Great report, I'm going to have to get some of those Cesear figures.

Will
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Faustnik
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PostPosted: Sun Dec 09, 2007 8:11 pm    Post subject: Reply with quote

druid wrote:
I would say that you probably want to give the US a bigger advantage in aimed shots and discipline under fire. The guys do 12-15 month tours out there on OIF so will probably be in their element using NVGs etc vs an uncoordinated mob.
Check out youtube for some examples of US marine snipers kniocking them down as they pop up. Confused
Brutal viewing as you see nothing; you just hear the spotter calling clean kill after clean kill and bringing the sniper on to the next target........ Shocked


Yes you are correct, but no US Marine sniper on this setting, and this particular operation seems to be well coordinated on the real thing, by the insurgents.

I do not have any clear and reliable source on casualties for the historical situation, but reading between the lines, of the original US Marines report for the week, it hinted that at least half of the elements were seriously wounded.

The insurgents number were a "educated guess" and "made up" to get a balanced game.

My only concern, before the start of the game, was "if the Iraqis start launching RPG on the house before the US Marine being activate", so I change a little the original idea, and started the game with the Iraqi Sniper fire - in the real thing I believe it was absent.

The Marines, had an huge advantage on Discipline (Initiative on Combat Group rules parlance) and cohesion, being able to detect and fire always first than the insurgents - this is a simultaneous movement & firing system,and when I say simultaneous is really simultaneous - and as they have superior marksmanship this was deadly, but being a game, bad dices exist.

A+

Faustnik
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Faustnik
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PostPosted: Sun Dec 09, 2007 9:54 pm    Post subject: Reply with quote

kingscarbine wrote:
You've been working on the Modern version of Combat Group since we last played the road ambush scenario? What have you come up with?


KC glad you are back - notice your wonderful painted figures.

We have already most of the mechanisms sort out, we only need to made the respective units cards QRS.

Perhaps I will try to simply a little more some mechanisms and process, but nothing that will change dramatically the way we play the game.

Faustnik
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