|The game set up showing the crater|
|The LRRPs begin their patrol|
As they approached the crater, potential enemy activity began to show up on the other side from their approach.
|The LRRPs slowly approach the crater...|
The first possible encounter moves out of the AO to the top of the area.
|...while a possible encounter appears and moves off|
|More possible encounters..|
|... as the LRRPs draw close to their objective.|
|Enemy or not?|
|Not it would seem|
|Which might have been good for the blip|
The first one cause a bit of alarm in the LRRPs, but it was a 'hit and run'. Rather than take on the LRRPs the enemy fires a 'spray and pray' in the LRRPs direction and then melts into the near by jungle.
The threat passed, the LRRPs shake out into a line formation to search the crater and surrounds.
|More blips appear|
|and move closer to the LRRPs|
|as the LRRPs begin their search.|
The next encounter turns into another hit and run as this time the LRRPs take suppressing fire before who ever the firer was melts away.
|The JNR Scout is fired at.|
|Searching the crater and the sides.|
|Objective complete it begins to rain.|
Just before the LRRPs reform into patrol single file another potential encounter arises.
|Enemy or another hit and run?|
Fortunately this is nothing to worry about and the LRRPs change formation before moving off to be picked up for a return to base, with their mission a success.
|The LRRPs move into single file and into the jungle.|
Once back at base the LRRPs pass on what intel they found; there was evidence of enemy equipment in the crater in the form of a back pack. Nothing was inside the back pack, but it was NVA issue. There was also evidence of an active enemy in the area, but not in large enough formations to openly take on the LRRP patrol.
This is the first game I used my new card idea, and it worked really well. I rolled a lot of blips to begin with and oddly enough they all seemed to be coming from the same area.
Each time a blip was spotted I would draw a card from my 'encounter deck' and every time it turned up 'no encounter'. Once the game was over I found I was lucky, as the very next card in the deck was the enemy, as was a few close at hand.
When ever a blip spotted the LRRPs before being spotted itself it would fire a burst of snap fire at the LRRPs which I considered to be harassing fire.
This system worked really well, and when determining the enemy ratings at the start of the game I can also determine the ratio of enemy cards to no encounter cards allowing for heavy or light enemy activity in the area.
This game was also the first time a random event came up during play, which was the torrential rain. Not a very exciting event, but one that could have allowed the enemy to get right on top of the LRRPs before they were spotted.
I also need to do more work on my intel charts to see what type of intel the LRRPs can gather during a mission.
This was the third game I have played using the Disposable Heroes Point Blank rules, and I am liking them a lot. The rules are well suited to small actions involving small teams of elite troops like the LRRPs.