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

ROUND 01
Both the Flock’s SCOUTS and the players freeze for a moment, their eyes trained on each other through the trees and the open terrain. Then the SCOUTS rapidly move left and take cover in a small patch of trees.
WITH the EYES of the REFEREE [click to expand]

I figured the scouts are not going to engage an enemy force which appears to be laying in waiting. They’re in open terrain and next the them are shrubs and trees hexes: shrubs hexes don’t provide cover, while tree hexes can provide full cover, so that’s where they go.
Moving consumes a fast action, and seeking cover is another fast action (the SCOUTS need to decide whether to seek full or partial cover).
From this hex, the SCOUTS might be able to spot the LMG TEAM: time for a RECON roll (both scouts have INT C and RECON C):
- Enemy SCOUTS roll RECON [D8+D8] = 1 SUCCESS (rolled 8 and 2)
The SCOUTS’ roll matches the roll for ambushing made by the 1/116th Cav at the beginning; they therefore spot the LMG TEAM.
Realizing there’s multiple threats in front of them, the enemy SCOUTS go for full cover.
Cover from terrain is only effective in a specific direction: toward just one adjacent hex and then extending outward in a 120-degree angle (Players’ Manual, page 58). The cover of the SCOUTS is effective for attacks from the players and the LMG team (see picture below)

Just after the SCOUTS disappear behind the patch of trees, the players hear the sound of a whistle blowing twice in a short time.
“They made us, LT” says NACAR, looking for a target through the trees.
“And they’re spreading the word” agrees LED “stay on them”
NASCAR keeps overwatch on the SCOUTS.
DONNA and LED assume overwatch against the hexes at the edge of the forest patch they’re in, which is as far as their visibility goes.
About ten meters to the left ALEX has understood the situation, and assumes overwatch on another hex of forest.
PFC CRANE turns left and assumes overwatch over the trees on the other side of the small pond.

WITH the EYES of the REFEREE – INITIATIVE [click to expand]

Time to bring the rest of the groups into the initiative order. The ambush didn’t work, so I’ll draw one card for the Flock’s assault teams, and another for the 1/116th Cav teams. They will be added to the initiative order and act after everyone else.
Let’s draw cards:
- FLOCK – 04
- 1/116th CAV – 03
Here’s the final initiative order for the fight:
- Flock’s SCOUTS
- NASCAR
- DONNA
- LED
- ALEX
- CRANE
- 116th Cav’s TEAMS
- Flock’s TEAMS
The order within the Flock’s groups and the 1/116th Cav teams will be decided round by round.
ELK is made aware the enemy knows they’re there; he decides to keep everyone in place and let the enemy make the first move. The LMG team keeps overwatch over the hex where the enemy SCOUTS are in cover.
The Flock’s groups are aware there’s someone in front of them, past the SCOUTS, yet they do not know what it is or where it is. GROUP 1 and GROUP 3 advance one hex exploiting cover offered by the terrain. GROUP 2 decides to cross the open area towards the next patch of trees in an effort to flank any potential enemy.
WITH the EYES of the REFEREE [click to expand]

Flock’s GROUP 2 has line of sight over the LMG TEAM and TEAM 1 (ELK) and might see them with a success on a RECON roll. They get a +1 for being alerted by the SCOUTS:
- Flock’s GROUP 2 rolls RECON [D10+D8] = 1 SUCCESS (rolled 5 and 7)
The enemies in GROUP 2 can see someone at the tree line past the central clearing. They don’t want to stay in the clearance and attempt to move further with a Mobility roll (they have AGL B and no level in MOBLITY):
- Flock’s GROUP 2 rolls MOBILITY[D10] = 1 SUCCESS (rolled 8)
They move one more hex.
ELK’s TEAM 1 and the LMG TEAM can see another group moving North-West a little more than 100 meters away. The four-men group is moving quickly towards the right flank of the 1/116th Cav.
End of Round 01


ROUND 02
The enemy SCOUTS are waiting for the main force to arrive, so they remain in full cover in the tree patch.
NASCAR, DONNA and LED all keep their overwatch.
ALEX keeps his overwatch, waiting for LED or one of his comrades to start the engagement.
PFC CRANE keeps his overwatch, waiting for an order on his radio.
ELK orders his men in TEAM 1 to open fire on enemy GROUP 2 as they’re crossing the opening, and instructs LMG TEAM to do the same.
TEAM 1 takes aim (fast action) and opens fire (slow action) on GROUP 2.
TEAM 1’S ROLL [click to expand]

TEAM 1 opens fire on enemy GROUP 2. They are using M16A2 assault rifles which have a short range of 60 meters; the enemy is at 120 meters, which counts as medium range, resulting in a -1 to their roll. They’re also firing at a moving target, meaning they get another -1.
Soldiers of TEAM 1 have AGL B and RANGED COMBAT C. Using the simplified rules for groups of NPCs, one of them fires while each of the others provides him with a +1, for a total of +3.
Final modifier is therefore +1. They will use the full ROF of their rifles, meaning 3 ammo dice. TEAM 1 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D10+D10] = 2 SUCCESSES (rolled 9 and 6)
- Roll ammo dice[D6+D6+D6] = 6 + 2 + 2
- Hit Location Die = TORSO
It’s a hit. Flock’s GROUP 2 suffers 2 base damage points, +1 for the extra success on the RANGED COMBAT roll, +1 for the 6 rolled on the ammo die. TEAM 1 uses the 2+1 damage points to inflict critical damage to one of the enemy NPCs in the group, and the 6 on the ammo die to inflict another damage to a second NPC. As per the rules for NPCs, enemy GROUP 2 automatically fails its CUF roll and goes prone, suppressed.
ELK and his men each fire a small burst and they see the enemies fall to the ground. They’re all sure at least one of them was dead before he hit the dirt. Via radio ELK instructs CRANE to have the players fire on the SCOUTS on their next round (the intent is to suppress them to allow for friendlies to move.
LMG TEAM follows suit, training their M249 towards the now prone enemies and opening fire.
LMG TEAM’S ROLL [click to expand]

LMG TEAM fires on GROUP 2 using an M249, which has a short range of 6 hexes (60 meters); the enemy is at 120 meters, which counts as medium range (-1 to the roll). The enemies in GROUP2 are prone (another -1 to the roll). One of the soldiers in LMG TEAM fires with the other providing a +1 (the other has an M16A1, but I’ll stick to the 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 2)
- Roll ammo dice[D6+D6+D6+D6] = 1 + 4 + 4 + 4
- Roll Hit Location Die = HEAD
GROUP 2 is hit: one of its soldiers suffer 2 damage points (I used a D6 to determine which one and it came out one that wasn’t harmed by the previous attack). GROUP 2 is already suppressed.
LMG TEAM has rolled a 1 on its ammo dice, meaning they now have to reload (looks like someone skipped one important check before going into battle…).
The M249 spews two short bursts towards the enemies. Fire is accurate and on target, but it’s hard to determine whether they have hit someone.
GROUP 1 steps forward one hex (fast action) and seek for partial cover (fast action).
WITH the EYES of the REFEREE [click to expand]

From their new position, GROUP 1 has line of sight on TEAM 2: they need a single success in a RECON roll to spot them (they roll with a +1 for being alerted by the SCOUTS):
- GROUP 1 rolls RECON[D10+D8] = 0 SUCCESSES (rolled 5 and 2)
GROUP 1 doesn’t see TEAM 2, but TEAM 2 has now eyes on them.
GROUP 2 loses its round recovering from suppression.
GROUP 3 moves one hex South (moving into a shrubs hex consumes their entire movement) trying to reach the high ground.
End of round 02


ROUND 03
The enemy SCOUTS just heard the LMG and a second, unseen, squad firing. Having already seen the players and figured they are outnumbered, they decide not to risk any movement and remain in full cover.
As instructed by LED, NASCAR opens fire on the SCOUTS to pin them down (fast action to aim, slow action to fire).
NACAR’S ROLL [click to expand]

NASCAR is at short range (no penalties), firing at an enemy in full cover (-3). Being prone doesn’t count as one can’t be both prone and behind cover (Player’s Manual, page 64). His Machinegunner specialty grants him a +1 for the roll, so his final modifier is -2. His odds of hitting are slim, but the intent is to suppress, so he fires with his full ROF:
NASCAR rolls for HEAVY WEAPONS:
- Roll HEAVY WEAPONS [D8+D6] = 1 SUCCESS (rolled 8 and 4)
- Roll ammo dice[D6+D6+D6+D6+D6+D6] = 6 + 6 + 4 + 1 + 1 + 1
- Roll hit location die = TORSO (rolled after deciding not to push the attack roll)
Good roll: NASCAR manages to hit the enemy SCOUTS. He inflicts 2 base damage points to one scout, increased to 3 using one of the 6s on the ammo dice, for a total of 3 damage point, which is critical and kills the scout. He uses the other 6 on the ammo dice to hit the other one for 2 base damage points (I just checked the rules and should have done this with the other attacks as well…). We need to re-roll the hit location die to see where the second scout is struck:
- Hit location die = LEGS (hit point for the second scout)
The second scout is also suppressed. NASCAR fires 6+6+4+1+1+1 = 19 rounds
HINDSIGHT: I forgot to apply damage reduction (the SCOUTS are in full cover)…
A hail of bullets leaves the M249 barrel in three short bursts. NASCAR knows they were on target, but he has no way to determine whether he hit.
LED and DONNA both get up (fast action) and move one hex to the South-West (fast action). They then go prone (free action).
Meanwhile ALEX and CRANE do the same.
WITH the EYES of the REFEREE [click to expand]

They took a risk and moved without bounding (where one element moves and the other keeps watch and then the opposite), but LED is expecting an attack on the left and wants to be prepared.
CSM ELK decides it’s time to act and put some pressure on the enemy. Specifically, he intends to keep GROUP 2 suppressed and have his right flank (TEAM 2 and CALDWELL) maneuver to pressure the enemy center.
TEAM 1 keeps firing on GROUP 2 (fast action to aim and slow action to fire).
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 4)
- Roll ammo dice[D6+D6+D6] = 6 + 4 + 2
- Hit Location Die = TORSO
Another hit: one man in GROUP 2 suffers 2 base damage points, and the 6 on the ammo dice is used to hit a second target for another 2 base points of damage. I rolled a D6 to see who gets what in the group: the hit points left on the three alive men are 2/5, 3/5 and 3/5. GROUP 2 fails its CUF roll and is suppressed.
Once again, TEAM 1’s fire is on target and the enemy is stuck in the open, unable to move.
The LMG TEAM spends his round reloading (reloading is always a slow action for NPCs)
TEAM 2 assumes overwatch against the hex occupied by GROUP 1 (fast action), waiting for them to get out of cover.
TEAM 3 gets up (fast action), moves one hex (fast action) and drops prone on the ground (free action): they now have a slightly better field of view.
Team CALDWELL moves one hex (fast action) and gets prone. They have now visibility over the enemy SCOUTS and are out of the effectiveness of their cover.
The enemy GROUP 1 moves forward one hex, triggering TEAM 2 overwatch.
TEAM 2’S ROLL [click to expand]

TEAM 2 is firing at long range (-2) at a moving 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 0. TEAM 2 rolls 3 ammo dice (full ROF of their M16A2s):
TEAM 2 rolls RANGED COMBAT:
- Roll RANGED COMBAT [D10+D8] = 0 SUCCESSES (rolled 4 and 2)
- Roll ammo dice[D6+D6+D6] = 6 + 1 + 1
- Hit Location Die = TORSO
TEAM 2 doesn’t hit, but they suppress GROUP 1 (they rolled a 6 on the ammo dice). The 1s rolled on their ammo dice mean they have to reload.
Having received reports by his teams, CSM ELK gets on the radio and reaches team REDWING and by extension the rest of the players.
“Push forward”
GROUP 1 and GROUP 2 lose this round recovering from suppression.
GROUP 3 moves South by one hex.
WITH the EYES of the REFEREE [click to expand]

GROUP 3 attempts a MOBILITY roll to move another hex, but fails. (it’s a forest hex, which consumes an extra movement to travers, and they only have one left. They need at least 1 success on a MOBILITY roll).
- GROUP 3 rolls MOBILITY [D10] = 0 SUCCESSES (rolled 3)
They stop after the first hex.
GROUP 3 has now line of sight on TEAM 3; they therefore go prone (free action)
End of Round 03

