
DAY 10 – APRIL 27th 2000
EAST of DOBRODZIEN, POLAND – EVENING

The enemy SCOUTS lose their round recovering from suppression.
NASCAR gets up (fast action), moves one hex closer to the SCOUTS (fast action) and goes prone (free action). He now has a much better field of view over the open area and can potentially target GROUP 1.
LED and DONNA also get up (fast action), move North one hex (fast action) and go prone.
ALEX and CRANE make the same movement for the adjacent hex.
TEAM 1 keeps firing on GROUP 2
TEAM 1’S ROLL [click to expand]

TEAM 1 is firing at medium range (-1) and their target is prone (-1). Simplified rules for groups of NPCs: one man in the team fires and the other provide a +1 each (+3). Total modifier for the roll is +1; they use the full ROF of their M16A2s rolling 3 ammo dice:
TEAM 1 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D10+D10] = 1 SUCCESS (rolled 9 and 2)
- Roll ammo dice[D6+D6+D6] = 5 + 5 + 5
- Hit Location Die = LEGS
Another hit: one man in GROUP 2 suffers 2 base damage points. I rolled a D6 to decide which one and it was the one with 2 hit points left, he therefore is killed in the attack. Once again, GROUP 2 is suppressed.
TEAM 1’s fire is accurate, and the enemies have to keep their heads down.
The LMG TEAM has reloaded and resumes fire on GROUP 2 (fast action to aim, slow action to fire).
LMG TEAM’S ROLL [click to expand]

The enemy is at medium range (-1 to the roll). The enemies in GROUP 2 are prone (another -1 to the roll). One of the soldiers in LMG TEAM fires with the other providing a +1 (simplified rules for groups of NPCs). Total modifier is -1, and the gunner rolls 4 ammo dice (ROF of the M249 is 6). The gunner has STR B and HEAVY WEAPONS C.
LMG TEAM rolls for HEAVY WEAPONS:
- Roll HEAVY WEAPONS [D8+D8] = 1 SUCCESS (rolled 8 and 4)
- Roll ammo dice[D6+D6+D6+D6] = 6 + 4 + 1 + 1
- Roll Hit Location Die = LEGS
GROUP 2 is hit: one soldier receives 2 base damage points and a second is hit (using the 6 on the ammo dice) for 2 base damage points as well. Both soldiers hit have now a single hit point left. The 1s rolled on the ammo dice mean LMG TEAM has to reload once again (they really ought to have that M249 checked…).
TEAM 2 consumes his slow action reloading (reloading is always a slow action for NPCs)
TEAM 3 takes aim (fast action) and opens fire on GROUP 3 (slow action) entering the action.
TEAM 3’S ROLL [click to expand]

TEAM 3 fires at long range (-2) on a prone target (-1). Simplified rules for groups of NPCs: one man fires and the others give a +1 each (+3 total). Total modifier is 0. They employ full ROF of their M16A2s (3 ammo dice):
TEAM 3 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D10+D8] = 2 SUCCESSES (rolled double 8)
- Roll ammo dice[D6+D6+D6] = 5 + 5 + 1
- Hit Location Die = TORSO
GROUP 3 is hit: one soldier suffers 2 base damage points, increased by 1 for the extra success, for a total of 3. It’s a critical hit and the soldier is killed. GROUP 3 is also suppressed.
The 1 rolled on the ammo dice means TEAM 3 needs to reload.
Team CALDWELL engages the enemy SCOUTS (fast action to aim and slow action to fire).
TEAM CALDWELL’S ROLL [click to expand]

The shooter of team CALDWELL uses an M21 Sniper Rifle with no scope. The enemy is within short range (10 hexes for the M21) and prone (-1). The arch of the full cover doesn’t extend to team CALDWELL’s line of fire, generating no penalty. The shooter’s comrade grants him a +1 on the roll. The shooter fires a single bullet (no ammo dice).
Team CALDWELL rolls for RANGED COMBAT:
- Roll RANGED COMBAT [D10+D8] = 2 SUCCESSES (rolled 9 and 8)
- Hit Location Die = ARMS
Good roll from CALDWELL: the SCOUT is hit for 3 base damage points (which is already critical) +1 damage for the extra success. The remaining scout is killed.
GROUP 1 decides to return fire on TEAM 2 (fast action to aim and slow action to fire).
GROUP 1’S ROLL [click to expand]

GROUP 1 is at long range (-2), firing at a prone enemy (-1). Simplified rules for groups of NPCs: one man (AGL B and RANGED COMBAT C) fires and the other provide a +1 each (+3 total). They use the full ROF of their AKMs.
GROUP 1 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D10+D8] = 2 SUCCESSES (rolled 10 and 1)
- Roll ammo dice [D6+D6+D6+D6] = 6 + 6 + 5 + 4
- Roll Hit Location Die = HEAD
It’s (unfortunately) a good roll: one man in TEAM 2 is hit and suffers 2 base damage points, increased by 1 for the extra success and by another 1 using one of the 6s on the ammo dice. He has a Kevlar helmet absorbing 1 damage point, so he suffers a total of 3 damage points, which is critical for the AKM and kills the soldier. The other 6 on the ammo dice is used to hit a second soldier with 2 base damage points. Let’s re-roll the hit location die to see where he’s hit:
- Hit location die = TORSO (hit point for the second soldier)
His flak jacket absorbs 1 damage point, so he suffers only 1. TEAM 2 is suppressed and will lose his next round.
TEAM 2 receives accurate fire, is suppressed and has one casualty.
GROUP 2 and GROUP 3 both lose their round recovering from suppression.
End of round 04


ROUND 05
NASCAR sees GROUP 1 on the other side of the clearing as they are firing towards someone on his right. He doesn’t know who the target is, but there’s only friendlies in that direction. He adjusts his sight to compensate for bullet drop (aiming – fast action) and then squeezes the trigger.
NASCAR’S ROLL [click to expand]

NASCAR is at medium range (-1), firing at a prone enemy (-1). His Machinegunner specialty grants him a +1 for the roll, so his final modifier is -1. He also rolls 4 ammo dice (ROF for the M249 is 6):
NASCAR rolls for HEAVY WEAPONS:
- Roll HEAVY WEAPONS [D10+D8] = 1 SUCCESS (rolled 3 and 8)
- Roll ammo dice [D6+D6+D6+D6] = 6 + 4 + 3 + 2
- Roll Hit Location Die = TORSO (rolled after deciding not to push the attack roll)
Rounds are on target: one enemy in GROUP 1 suffers 2 base damage points, increased by 1 using the 6 rolled on the ammo dice. 3 damage points is a critical hit and the enemy is killed. NASCAR fires 6+4+3+2 = 15 rounds.
GROUP 1 is suppressed and will lose its next round.
NASCAR is sure he has hit someone down range.
LED and DONNA get up (fast action), move one hex forward (fast action) and go prone (free action).
ALEX and CRANE do the same in the adjacent hex.
WITH the EYES of the REFEREE [click to expand]

LED and DONNA could have fired on GROUP 2, but considering the distance (-1), the prone enemy (-1), LED’s injury (-2 with two-handed weapons) and DONNA not-so-spectacular RANGED COMBAT skill (D), I decided to keep moving to get a better target.
ELK intends to finish GROUP 2 once and for all, so he orders TEAM 1 to fire on it once more.
TEAM 1’S ROLL [click to expand]

TEAM 1 is firing at medium range (-1) and their target is prone (-1). Simplified rules for groups of NPCs: one man in the team fires and the other provide a +1 each (+3). Total modifier for the roll is +1; they use the full ROF of their M16A2s rolling 3 ammo dice:
TEAM 1 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D10+D10] = 1 SUCCESS (rolled 6 and 1)
- Roll ammo dice[D6+D6+D6] = 5 +5 + 2
- Hit Location Die = TORSO
GROUP 2 is hit: one of its soldiers suffer 2 base damage points and is killed. GROUP 2 is down to a single soldier with a single hit point, and is suppressed.
LMG TEAM reloads (always a slow action for NPCs)
TEAM 2 loses its round recovering from suppression.
TEAM 3 is in the open and needs reloading, so its soldiers get up (fast action), move back one hex (fast action) where they are in cover, and go prone (free action)
Team CALDWELL crawls up one hex attempting to get a better view and find more targets without entering TEAM 2’s firing lane.
GROUP 1 and GROUP 2 both lose their round recovering from suppression.
GROUP 3 has no targets in sight, so its soldiers get up (fast action) and resume their movement up to high ground and into a patch of trees (fast action) where they drop prone (free action)
End of Round 05


ROUND 06
NASCAR keeps up the pressure on GROUP 1.
NASCAR’S ROLL [click to expand]

NASCAR is at medium range (-1), firing at a prone enemy (-1). His Machinegunner specialty grants him a +1 for the roll, so his final modifier is -1. He also rolls 4 ammo dice (ROF for the M249 is 6):
NASCAR rolls for HEAVY WEAPONS:
- Roll HEAVY WEAPONS [D10+D8] = 1 SUCCESS (rolled 7 and 4)
- Roll ammo dice[D6+D6+D6+D6] = 6 + 4 + 2 + 1
- Roll hit location die = TORSO (rolled after deciding not to push the attack roll)
Another hit: one soldier in GROUP 1 suffers 2 base damage points increased by 1 using the 6 on the ammo dice, for a total of 3 damage points, which is critical and kills the soldier. GROUP 1 is down to 2 men and is suppressed.
NASCAR fires 6+4+2+1 = 13 rounds.
LED and DONNA once again get up (fast action), move North one hex (fast action) and drop prone (free action)
ALEX and CRANE have line of sight on GROUP 1, but they can see NASCAR is suppressing them, so they keep moving West to intercept the last group of enemies (they cannot see GROUP 3, but its presence has been reported on the radio)
TEAM 1 is still trying to deliver the killing blow to GROUP 2.
TEAM 1’S ROLL [click to expand]

TEAM 1 is firing at medium range (-1) and their target is prone (-1). Simplified rules for groups of NPCs: one man in the team fires and the other provide a +1 each (+3). Total modifier for the roll is +1; they use the full ROF of their M16A2s rolling 3 ammo dice:
TEAM 1 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D10+D10] = 1 SUCCESS (rolled 7 and 1)
- Roll ammo dice[D6+D6+D6] = 6 + 5 + 4
- Hit Location Die = HEAD
It’s a hit: the last soldier of GROUP 2 suffers 2 + 1 damage points and is killed. GROUP 2 is no more.
The LMG TEAM gets up (fast action) and moves towards the clearance (fast action).
TEAM 2 wants some payback and fires on GROUP 1.
TEAM 2’S ROLL [click to expand]

TEAM 2 is firing at long range (-2) at a prone target (-1). Once again, I’m using the simplified rules for groups of NPCs: one person fires and each other grants a +1 to the roll. Total modifier is -1. TEAM 2 rolls 3 ammo dice (full ROF of their M16A2s):
TEAM 1 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 8 and 1)
- Roll ammo dice[D6+D6+D6] = 5 + 4 + 4
- Hit Location Die = LEGS
GROUP 1 is hit: one of its soldiers suffers 2 base damage points.
TEAM 3 reloads (slow action) and gets up (fast action), ready to move on his next round.
Team CALDWELL has eyes on GROUP 3. The shooter takes aim (fast action) and fires (slow action).
TEAM CALDWELL’S ROLL [click to expand]

The shooter of team CALDWELL uses an M21 Sniper Rifle with no scope. The enemy is at medium range (-1) and prone (-1). The shooter’s comrade grants him a +1 on the roll. The shooter fires a single bullet (no ammo dice).
Team CALDWELL rolls for RANGED COMBAT:
- Roll RANGED COMBAT [D8+D8] = 1 SUCCESS (rolled 8 and 3)
- Hit Location Die = ARMS
One soldier in GROUP 3 is hit and suffers 3 base damage points, which is critical for the M21 and kills the enemy soldier. GROUP 3 is suppressed. (Yes, the M21 has a base damage equal to its critical threshold: if you hit and there’s no armor, then it’s critical).
GROUP 1 and GROUP 2 lose their round recovering from suppression.
End of Round 06

