Sunday, 2 June 2024

Cangames - Battle Report - Danger Close Scenario

Howdy folks,

I hope the start of summer is treating you well. I am finally getting around to posting on my Danger Close game from Cangames a few weeks back. Given the weather and some of the Cangames standards, it ended up being a tough sell…lots of folks game by and took pics of the table, but not a lot of takers on the Danger Close ruleset. Regardless, Duncan and I pressed on and I really like how the rules played out…this also gave us a chance to really run all of the game elements and effects, in particular the morale mechanics.

The Setup: Local confidential informations (CI’s) have been all abuzz, seems like the infamous Little Tony Michigan and his Vanilla Cartel group have been working out of a camp in the middle of the Arkansas woods. DEA have responded and are getting ready to hit the camp and prosecute a high-risk arrest to take in Little Tony.

The Players: the scenario can accommodate up to 4 players, with 2 teams of law enforcement and 2 teams of Cartel/Mob. The DEA had a team of 4 x field agents and a Special Response Team of 4 x agents who are extra trained in breaching ops and carrying out high risk arrests. The Cartel had Little Tony with 4 x thugs and there was a Russian Mob team that was 5 x thugs. Each team has a special skill and rule that is relevant to them only. It either let them re-roll a failed test/shot, shrug off morale/stress, or share action points with their team. Each team also had their own objectives so that this wasn’t just a kill game.

The DEA field agents…they can take a free move into cover or re-roll failed to hit. The field agents had to collect evidence along the way to get a solid case on Tony (for this, I used Fallout search tokens).

The DEA SRT team, they are breachers and can re-roll melee dice. The SRT had to ensure that the field agents were not in harms way and provide overwatch protection.

Little Tony (apologies for the messed up photo)…he can share action points with his guys if they are in LOS, his Lt. can extend the range of LOS, and the boys can make a free move if they are carrying any boxes of product.

Another wonky photo…sorry. The Russian mob, they were partnered with the Vanilla Cartel, but they had the task of finding the Accountant before the DEA did. Their special skills were shrugging off melee hits and re-rolling melee attacks.

The Game:

Little Tony’s camp is setup at a scrap yard, plenty of beat up vehicles, random corrugated walls, and trash to block LOS and provide cover. The tokens that look like binoculars are search tokens (from Fallout Wasteland Warfare) and key holes are locked doors (from Fallout as well). There are several wooden boxes scattered around the table, the yellow and light brown are full of product. If the camp is going down, Little Tony wants to get some of the goods out to ensure the financial survival of the Cartel…not to mention, keep those Colombians suppliers happy.

The overall table layout…top pic is from Cartel/Mob view, bottom pic from Law Enforcement perspective. You can see the various search and locked tokens…and plenty of scatter terrain with a few pieces of terrain that can be interacted with, i.e. house, shed, garage, and sea cans.

Initial moves: you can see Cartel and Mobsters getting into position behind cover. Jersey Lee and Greyman get in behind a sea container…you can see the DEA have moved up as well behind the barricades.

Little Tony gets in behind some oil drums, Moo Moo Mike is to his right on overwatch, with another thug in a prepared position up ahead of Tony’s location.

The DEA had the option of walking in or driving in…Duncan elected to roll in hot with the wheels. On entry into the camp, he had to roll to see if the vehicles hit some hidden tire popppers or not. The initial move by the SRT armoured van made it through and headed over for the shed. The field agents were not as lucky and tripped the poppers. Their car came to a halt at the entrance…they scrambled out, using their actions to move and their special ability to get a free move into cover.

The SRT disembarks and stacks up at the shed entrance. They successfully breach the door and find it occupied by the wild eyed accountant who is armed with a 44 magnum. This triggers an initiative roll…which the SRT agents win and they are able to get inside before the accountant squeezes off a shot. Duncan was able to get to base contact and rolls for melee/arrest and brings down the accountant.
 

They successfully roll for the breech and charge into contact. They then roll a successful evidence search.

The DEA field agents toss a smoke grenade (green paper…I had forgotten my smoke clouds). You can see, the SRT is in the shed, the field agents are slowly making their way to centre field, Little Tony’s guys are making their way to vantage points as well as recovering boxes of product.

The accountant is hauled into the back of the armoured van for safe keeping - this will put pressure on the Russian Mob team and force them to close in with the SRT and ‘rescue’ the accountant.

A small firefight erupts by the 10 foot blue sea container with a DEA agent getting wounded. The DEA were restricted by their Rules of Engagement so they could not fire unless fired upon.

The green smoke sticks around for a while providing some good cover for the field agent stuck behind the blue truck in the centre of the table. You can see that the agent is spotted by multiple thugs (green token) and is piling up the stress (red tokens). The second pic gives a great view of the agent with Little Tony taking a few shots at him.

At this point of the game, we triggered a couple of game events, the first one was inspired by the song Copperhead Road by Steve Earl, “DEA’s got a chopper in the air”…so Duncans agents did not have to spend any actions for spotting, they had visibility on all figures on the table. The second was inspired by the movie Den of Thieves, “we aren’t the arresting type”…for that turn, the DEA were in a permissive ROE environment so they could shoot to kill without having to take fire first.

This did make things a little more challenging for my Russian crew who were trying to circle around the camp to get to the Accountant, and Little Tony’s guys were about to start feeling the heat. The BlueJean dude jumped on top of the garage to try to get a shot off at the field agents, he is subsequently hit and killed. Jersey Lee is heading for boxes of product and moving them back to the truck near Tony. 

The Russian’s are in a firefight with the SRT, brown jacket Igor goes down hard, and if I remember correctly Boxershort Gregor puts a shotgun blast into one of the SRT agents for the kill. The green chips denote being in the prone position.

The gunfight keeps going…folks are going prone to try to get some advantage, or they have tripped morale/stress conditions. You can see that Boxershort Gregor has taken 3 stress and 1 injury token (3 injuries and you’re out…light, seriously, and dead). Greysuit Yuri is trying to get cover behind the green car, having failed his stress roll, he is in cover, no actions, and in prone position.

You can see everyone is making their way forward, grabbing cover where they can. Tommy Gunn is hunkered down behind the DHL van, agents are in the centre of the scrap yard using old fridges and vehicles for cover.

The following turn, a lot of action has happened. The field agents and Tony’s boys are heavily engaged on the right side…in a big upset, the Greyman took a few injuries and was subsequently knocked down in melee and arrested. Duncan secured Grey and moved him behind the barricades. As well, Tommy Gunn was taken down hard and killed by a SRT agent. Little Tony is starting to feel the stress of it all as well, he has 2 stress tokens. Sensing some desperation, one of Tony’s guys finishes loading the truck and starts to drive out of camp…only one way out unfortunately, so he has to thread the needle between the barricades. 

Moomoo Mike, who had been trying to hold the right side of the yard goes down in a hail of bullets.

Followed-up by the thug in the truck getting taken out by a headshot. The second pic, you can see Jersey Lee falling to the brutality of the DEA.

The SRT is rolling up the Russians…the field agents are doing a great job of holding on, Duncan is making his normal amazing die rolls. And in a blaze of glory…Little Tony Michigan, falls to a hail of dirty law enforcement bullets. 

Overall, it was a really enjoyable game…there are a lot more mechanics involved in the game, but it is really easy to dial it up or down should you choose. Glad to have the chance to run a game, certainly the larger tabletop was a lot of fun. Thanks to Duncan for taking up the challenge of playing DEA for the afternoon.

Tuesday, 28 May 2024

Cangames - Battle Report - Force on Force

Howdy folks,

I hope all is well on your respective flanks. The past long weekend, 18-19 May, we had the annual gaming convention Cangames in town. Always a great time to connect with gaming friends, not to mention meeting new ones, I had another enjoyable con…perhaps a little more subdued than in the past, but fun was had. One of the things I look forward to is seeing the various historical listings, particularly if there any Force on Force games on the roster. Pretty much a staple for a few of us, FoF has its following, I happily count myself amongst them.

Thankfully, this year was no different, and Chris was running another foray into “Somewhere-istan”, next to Here-istan, There-istan, and Everywhere-a-stan-stan. Given that there was a bit of an admin err, we ended up with 1 more player than Chris had planned for. Most of the crew were new to FoF, so with the extra player, it let me sit back and enjoy the game and help out on the rules and flow for the new players.

The setup was 2 x insurgent players, 2 x US players + me helping them out…which I didn’t mind, I was feeling a little slow so less stress/expectation was good for the mood. The US team had a Headquarters element that was established in a team house in the ville. There were 4 x fireteams w/ Humvees at the edge of the town. There were 6 hotspots set up, 2 were on the US end, and the remainder were on the opposite side of the table. While the fireteams were setting up, there is an explosion at the team house and all that could be seen was a lot of smoke. The immediate objective is to secure the team house and take stock of casualties from there. A landing zone has been designated on the left side of the table between the hill and grey building - opposite the team house.

This is about 1-2 turns into the game. The US players are advancing from bottom of the pic into the buildings to consolidate and remove the Hotspots. A round of fire has already removed insurgents near Hotspot 2, and another fireteam is moving towards the team house (tall building on the right side between the hills). Another grouping of insurgents is between them and the initial objective.

Close-up of the action. 2 x fireteams converge on the right building, a fireteam is in the open on the right side of the pic. These teams are engaged with the insurgents on the hill. A fireteam is in the left building, they will wait a turn to nullify the Hotspot.

While the teams are moving forward, 2 vehicles breakaway from the team house at high speed. One of the vehicles has a light machine gun in the back, and it looks like there might be uniformed personnel in the back, with the possibility that these are the HQ element that was at the house…so we cannot directly engage at this time.

The teams at Hotspot #1 have taken a few casualties, however you can see that the insurgents are having a rough go as well. The insurgent players had a rough time rolling for reinforcements; it let the US player to deliberately target and concentrate their firepower.

The US team successfully removed Hotspot #2, and the insurgent player popped up a team that was on the hillside in front of the team. Again, tough rolls on the reinforcement table helped to minimize the impacts. Although there were some dynamite rolls on both sides of the table.

US forces are deliberately moving up the table. Insurgents on both hills have been taken care of, allowing a team to reach the team house. They see signs of a fight - blood trails and dressings; while Hotspot #1 has been removed, one of the teams mounted their Humvee and is moving forward. The team on the left is advancing while also using their Humvee for cover and to provide supporting fire.

The house on the left hill is breached and taken care of. The fireteam at the team house has just had their Humvee disabled (mobility kill), so they will have to take the foot express from here on. The other fireteams that had started at Hotspot #1 are now on the move working to catch up with the insurgent vehicles. The fog of war adds have been harsh and kind…we lost all air support due to weather, but we gained a d10 quality sniper team who positioned on the roof of the grey building on the left.

This is a few turns later, again insurgent reinforcement rolls have been rough, but they are starting to get troops on the table at the top of the picture. The US teams have continued to move up; there is a Humvee and fireteam at the grey building with the sniper team. They are laying own fire on the white  administration building (top left). The foot express fireteam is moving past another hill towards the HESCO barriers and laying down fire on insurgents in the red buildings to their front (top right). One of the fireteams presses on with their Humvee and find itself in a bottleneck between multiple groups.

A considerable amount of fire is layed down, some casualties are taken by the troops in the US humvee, while the green Humvee rushes in to clear out insurgents on the rooftop of the red building.

By this point, our time has almost expired…the US forces make some amazing initiative rolls, allowing them to keep pressure on the insurgents and get into a position where they mobility kill the 2 white insurgent vehicles, wipe out the last of the insurgent troops, and rescue their HQ element. 

Overall, a very enjoyable game…it may seem one-sided, but the insurgents did a great job of keeping the US troops on the edge. It never felt like a clear victory until the literal end.

Saturday, 18 May 2024

Cangames Prep - Odds and Bits of Terrain

Hey everyone,

Hope all is well on your respective fronts. Given that I have been a little pre-occupied for the last few weeks, this is just a quick post to plant the May-post flag onto the blog. The good news to this tragic tale, lol...is that I have been prepping figs, painting up terrain pieces, and scratch building some terrain for a game that I'm putting on for CanGames this upcoming weekend!

The game will be using the Danger Close rules, adapting them for the con and my memory...right now planning for 4 players who will have between 3-5 figures each. I have gone back and forth on what the setting is, I did have plans to have completed a few more buildings so that this was like an isolated farmstead or basecamp. As it turns out, my time was getting taken from me, so I painted up a bunch of 'contingency' terrain pieces so that I could have something if my fabrication was delayed…which wasn’t a bad idea given the past week or so.

So anywho…I ended up fabricating 2 terrain pieces…a shack/cabin in the woods/fallout looking piece, and a larger set-piece that looks more like a garage type structure. They both have removable roofs so the interior can be used and offer some flavour to the table…I’m pretty happy with how they turned out, and I really stepped up the weathering on them.

As well, I did some quick work on some dollar store 1 inch wooden cubes, 3 x sea containers by Reaper, and handful of terrain from Mantic’s Walking Dead terrain box. All in all, really happy with the output.















Journey up Lead/Plastic Mountain

Painted

15mm         27 
28mm+       26, +19

Fabricated

Terrain          2, +2 (28mm terrain pieces)

Bought          8

Progress   +47

Tuesday, 30 April 2024

Danger Close - Another Test-Run

Howdy folks,

I hope all is going well on your sides of the internets. Well, as the title says, this is another play test of the Danger Close rules from Empress Miniatures. This time out, I had a little help from Duncan…I wanted to get his thoughts on the flow and mechanics of the game. So,we both squared off against each other and gave the rules a try. Spoiler Alert, it was another successful go with the rules, I think they are nice and simple, and yes, I am horrible at rolling the dice…Duncan soundly trounced all over my team.

So with that, here are the main details of the game and some pics to enjoy…take care.

The details: 

The crew: Duncan and I each had a fireteam of 5 personnel, fairly standard armament - carbines and one SAW (squad automatic weapons, ala C9, M249, etc.), I think we included optics (give a modification on spotting and shooting), and body armour of some type. 

Objective: again, I didn’t really think of any going into this…I ended up dropping a bag of weapons in the middle of the table and each crew was tasked with retrieving it.

Thoughts: again, fairly straightforward, but it was really good to get the perspectives from Duncan. There is a little bit of administration that goes into the game, token keeping stuff and whatnot. There were some ‘holes’ in the rules, but again nothing that some improv couldn’t fix. I think the biggest thing is that the tables can be a little problematic and confusing…I didn’t notice that too much the first time, but it was definitely a factor in our game.

And now, the pics:

The layout, kit bag of guns (blue bag) in the centre of the table. Duncan at the top, deployed and moved in behind some barricades. I’m ingress in from the bottom of the pic, between the two buildings on the right.


Slowly making my way up the table.

I made my way into the building…and Duncan made some pretty great rolls to snipe my guys on the inside.

Outside, I am having success spotting Duncan’s crew, but my die rolls suck hard…

Another one bites the dust…sniped..and down. 

And the rest of the team is feeling the pain.

Friday, 5 April 2024

Team Yankee/ Red Dawn - Canadian Iltis

Howdy everyone,

I hope all is well. Just a quick post to show off one of the new units that you can get with the latest NATO book…a Canadian Airborne Regiment Iltis patrol as part of the continental Canadian Army and Force Mobile Command (FMC). The patrol comes as a 4 vehicle blister with 2 x TOW mounted vehicles and 2 x MG vehicles.

I’m not going to lie, I had been waiting for these little delights for some time. At one point, I had been trying to find a suitable maker until Battlefront caught up and made these as part of their NATO release. These were in service with the Canadian Army from the 1980’s up until early 2000’s (03-04 if I remember correctly). These vehicles just seemed to takes constant beating and yet, kept on ticking.

Anywho, in the context of Red Dawn/Team Yankee, these patrols are available to the Canadian commander as part of FMC and the Canadian Airborne Regiment. 

The vehicles were fun to paint up…the only con that sticks to mind, is the finickiness of the figures and trying to work my brush around them to get them painted up. Otherwise, pretty quick build and paint. In my case, I went with the NATO standard camo pattern, and dropped the khaki tones only using green and faded black/grey.

I hope you enjoy the pics. Cheers.




Journey up Lead/Plastic Mountain

Painted

15mm         27, +14 (4 x Iltis and crew)  
28mm+         7 

Bought         8

Progress   +26


Tuesday, 2 April 2024

Spectre Miniatures - Ops re-boot and Kill Team

Howdy folks,

I hope all is well on your respective ends. For anyone familiar with Spectre Operations, you may be familiar with the Spectre Miniatures website as well. I’m not sure which came first, the minis or the ‘operations’…I’m sure someone knows, but this feels somewhat like chicken vs. egg. Regardless, at the end of the day, Spectre Miniatures have been focused on modern to ultra-modern figures and wargaming. 

They have tried other ventures/elements of their ‘brand’ to varying success, but one thing I did not know was that they had a license on Spectre Operations the ruleset. Now, if I remember it all correctly (apologies if I do not), they did not extend their license on the ruleset over a year ago an instead went into partnership with another gaming provider/studio. The next thing they did was announce a pre-order for an updated version of Spectre Operations mid-last year, which is what brings me here today. As an assisted birthday gift to myself, I opted in on that piece of the action, securing a very spiffy looking pre-order carrot (the Nomad), also picked up a Kill Team pack of 6 figs. I have finally gotten the time to finish up those 7 figures and post them up.

The Kill Team was an interesting pack, and definitely perfect for anything NBC Warfare related…or any slick heist movie or some such. I took a long look at google and found some really good pics of Soviet Cold War era suits and masks that were rather inspirational. I tried my hand at 3 different colours, the blue-green definitely standing out from the others (brown violet/olive drab and Russian uniform).

The Nomad figure was a very clean sculpt and the figure came out of the box in great shape.There was an annoying sculpt line from the 3d print, but otherwise, was a very smooth figure. I settled on a mix of colours for this guy…camo pattern trousers, straight Russian Uniform green for the tunic, and a quick pattern on his carbine. All in all, a very enjoyable figure to paint up and I have no doubt that they would fit very well in a variety of rulesets and settings. 

And in the modern theme, I also happened to drop by my LGS and snag an African Squad box for INCOUNTRY and the folks at Enemy Spotted Studios (I’ll be posting this squad in a few posts).

Enjoy the pics!

The group shot…Nomad on the right.

Kill Team

The Nomad.

Journey up Lead/Plastic Mountain

Painted

15mm         13         
28mm+        7 (6 x Kill Team, 1 x Nomad)

Bought         8 (ESS Squad box) 

Progress   +12

Sunday, 31 March 2024

Team Yankee - Soviet VDV BMD's

Howdy folks,

I hope all is well on your respective fronts. I gotta say, I'm not really digging this minimal snow-early spring weather...I do miss the subzero temps and white stuff on the ground. I'll have to find some way to manage...

As mentioned in my last post, I had been busy like Bob T. Builder putting vehicles together from the various boxes that I've bought over the past few years. At the tops of my list, and in line with some future Northern Dawn scenario ideas, I thought I'd start my painting with the VDV folks and their battlefield rides.

The models themselves went together fairly smooth, I think I had minimal issues...I guess I could re-read my post to verify...

Yup...fairly smooth. They painted up really nicely as well and I have to say it was very enjoyable painting up Soviet vehicles in something other than green...the camo pattern was a nice diversion. I think I stuck fairly close to the pattern in the Red Dawn book, but also reflected some of the reality that I saw when I did my googling. Either way, definitely some randomness to the elements reflecting the general pattern.

Here are a few pics - trying to show some of the straight on, overhead, side profiles, rear aspect, and in-closer views to give a few perspectives on the camo pattern…I hope you enjoy the pics.







Journey up Lead/Plastic Mountain

Painted

15mm         13 (BMD's and crew)         
28mm+        

Bought       00  

Progress   +13



Thursday, 7 March 2024

Can We Build It [them]?? Heck Yeah!

Hey folks,

I guess I could have also called this post, "where the hell did February go?!?" I did get some painting done, but for the most part I spent the last month gluing my fingers together. Like, seriously together...I'm not going to lie, there were some dicey moments, and a lot of skin growing…and maybe harnessing my inner Bob the Builder.

But in the end, I put all of the vehicles from the Red Dawn VDV box together (3 x T64's, 9 x BMD-1, and 3 x BTRD...I think), I then moved on to Ryan's Leathernecks (3 x M60 tanks and 6 x humvees), the remains of the Hammerfall box (3 x T-64's), and the Complete Starter Box (2 x BMP, 2 x Bradley, 3 x M1's, 2 x M60's, 4 x T80's, and 3 x T64's)...

So many stuck digits...but I got them all together and have started putting the brush to the BMD's.

All that to say, hope all is well...enjoy March and the ungoddly weather amongst us.