Quick links to topics

Showing posts with label Vietnam war. Show all posts
Showing posts with label Vietnam war. Show all posts

New rules "No End In Sight"

I am not sure why I did it, but I purchased a new set of rules to other week called "No End In Sight".

This is on top of buying "Chain of Command" not so long ago too.

I am glad I did though, as the rules are very simple to learn and play, and creates some very tense games when the bullets start flying.

I played a Vietnam game the other weekend to get the hang of the rules:

I dug out my Vietnam war game cards I created and randomly drew a mission for the LRRPS: they need to place four sensors along a train. I will treat each sensor placed as a objective that earns them victory points.

The type of mission helped determine what terrain I should place out, and I placed four American flags along the path to represent the objective locations.

Next I placed my LRRPs, place my VC figures, ‘VC blip flags’, dice, counters and game cards to the side of the playing area.

Each turn I will roll two different d6.

One die is for ‘VC blips’. On a ‘6’ a blip will appear on the table and move randomly each phase. If it comes in to line of sight, I draw a card form the enemy deck to see what, if anything, the blip represents. If it is a VC, I place the figures indicated by the card on to the table and it is time to ‘rock n roll’.

The other die is for random events. These can be useful, a hindrance, or something very nasty.

The set up for the game







The LRRPs I  treated as ‘Professional’ and the VC ‘Irregular’.


The LRRPs are being treated as ‘Self Motivated Individuals’ to reflect the way a LRRP team worked in the field. They also have the ‘Scouts’ and ‘Specialist – Artillery Observer’ skills.

The LRRPs deploy


The LRRPs deployed in to the jungle and headed for their first objective. Each turn I rolled for the appearance of enemy blips and for events, and for the three first turns every thing was quiet in the boonies.


After three activations for each turn I declared them exhausted rather than risk rolling the dice, and the phase ends.

At the start of the next phase an enemy blip appears rather too close to the first objective than I would like. I roll for a direction of travel for the blip, and it will move through the jungle to the river ford.
It is at this stage that things start to go wrong for the LRRPs.  They reach the each of the trail close to the first objective, and I start rolling 1’s for activation rolls. In fact I rolled three 1’s for this turn. The remain three LRRPs move in to position closer to the trail and I declare them exhausted.




 Whilst this was going on, the enemy blip was moving, and when they were within 12″ of the LRRPs I made a spotting roll* for the blip to determine if they could spot the LRRPs. Sure enough the blip sees the LRRPs and opens fire**


*As the game is set in the Jungle I reduced visibility as if it was night time.

** Once a blip has been spotted by the LRRPs I draw an enemy card to determine what, if anything, it is. Until then, the blip has two fire power dice and one kill die.







Due to the declared exhaustion, the blip manages to fire a second burst at the LRRPs – fortunately both attacks missed.
As a fire fight has begun, I add +1 to all rolls to determine is an enemy blip comes on to the table from now on.
The next phase starts and the a LRRP passes a spotting roll and I draw an enemy card and determine I am up against a VC LMG team consisting of an LMG gunner, an assistant and a team leader.







 As I used two LRRP activations to spot the VC (one failed test, one passed) I decide to use the right most LRRP, the Team Leader, who is partially exposed next to the trail to rush across the other side of the path to flank the VC team. I rolled high on his die roll and he makes it in to cover without getting a burst from the LMG.




The Senior Scout goes for an activation and I roll a 1. As he as already been activated, this means he is now exhausted! The VC open up on him and the Junior RTO near him. They miss the Scout, but pin the RTO.

The last two LRRPs to be activated push out to the left flank and in to rear security respectively.

After a short lunch break I returned to my game…

The LRRP that rushed across the road is activated and fires at the closest figure, being the VC leader, pinning him.

Another LRRP fires at the LMG assistant, and I get a good result and wounds him.

Having fired all the weapons I can at the VC they now check for morale. This time luck with with the LRRPs – I roll a 1.  The VC morale falters  and I removed one from play. I remove the wounded VC.

The VC commander activates and removes his pinned marker, and orders the RPD to open fire again. One LRRP is pinned.

I try to activate the first pinned LRRP and roll a 1. This means his is exhausted – I now have two exhausted LRRPs at the moment.

The VC commander activates the LMG again, but has no effect. I make a status check for the LRRPs, which they pass by the skin of their teeth.

I declare all the LRRPs exhausted, as does the VC commander. This ends the phase and a new one begins. I roll for “Change of Plans” for the VC, and they will go on the defensive.

The Team Leader out on the right flank fires at the VC commander and pins him.

Rolling for the VC status they pass easily and can continue the fight. The activation roll is low, allowing the commander to remove his pin and nothing else.

I unpin one of the LRRPs, but a follow up activation from the VC pins him again, as will as forcing another LRRP to keep his head down.

I now have three pinned and one wounded LRRP, which gives me a -4 to the status check. I roll a 4, failing the check and forcing my LRRPs back 4″. I also draw some reaction shots from the VC gunner, but it was only a parting gift for the LRRPs with no consequences.










This brings all but the Team Leader out of range of the RPD, so I make an activation roll for the TL and get a 1, causing him to be exhausted.

As the team leader is still on the path, the VC commander uses two activations to fire at him. Lucky for the TL, he is only pinned.

I fail the status test for the LRRPs by rolling a 1 – the LRRPs fall back again. The Team Leader makes it off the path in to cover, but is now pinned.

I must need another lunch break, as the next LRRP rolls a 1 for activation and is also exhausted due to being pinned, as are the next two activation die rolls for the next two pinned LRRPs.

The VC commander declares exhausted as he has three stress and doesn’t want to push his luck and have a permanent stress marker.

I have two LRRPs I can still activate, one of them being the LRRP with the radio on the Artillery net: “Four, this is five-one, Fire Mission, Danger Close,over”.  I activate the RTO and roll a 6 to start comms: “Five-one, this is Four, Fire Mission, Danger Close, out.”

As I have a few actions up my sleeve for the Assistant Team Leader, I activate him and unpin a LRRP.

The RTO continues with his first mission with his next actiation, and the ATL uses another to unpin another LRRP.  “Four, this is five-one, VC support weapon, At my command,  two rounds fire for effect, over”.

I push the situation and continue the fire mission and try to get the ATL to unpin the Team Leader. The ATL fails and is exhausted, but my luck is in with the fire mission: “Five-one this is four, ready over”. 

“Five-one, Ready. Fire, Over”  and I declare the RTO to be exhausted, thus ending the turn. I place three target points on the table in a linear pattern and end the phase.




With the new phase the VC have no change to being on the defensive, no more enemy blips appear, and there is no event.

As the VC are out of line of sight, they waste any activations waiting to see what the LRRPs do, blissfully unaware that some rounds have been called down on them.

I use the LRRP activations to get the remainder of the team unpinned, which I manage to do. I exhaust the Team Leader in doing so though, but sucessfully manage to move the remainder of the team further away from the expected artillery point of impact. I declare every one exhausted and the artillery rounds land.

I get lucky and the rounds only deviate a little, two of them landing so close to the VC that they are going to have a bad day regardless of what I roll for the blast affect.

The first round kills the gunner, and the second round catches the VC commander with full effect sending him all over the jungle (I rolled two hits, and two 6’s for damage effect).







With any enemy on the table I consider completing the mission, but with one wounded LRRP, I decide to call in a medevac and extract the team.

The mission was a minor victory for the LRRPs, with 7 VPs in total. They did fail to plant any sensors along the trail, but did engage the enemy and get a body count.

 


 The game was very tense, and the three VC figures back up by communist dice rolls were able to stop the LRRPs from their main mission!


Feedback and feelings – In a nut shell, I love the game. It is very easy to learn, and I only had to refer to the actual rules when I needed to add a new component to what I was doing, such as calling in the artillery.

The 3″ movement worked well for the type of game I was playing – a recon team sneaking through the jungle. I also created a ‘movement stick’ (seen in the first photo at the top of the image of the actual AAR). This sped things up a whole lot.  I suggest anyone playing the game make one of these. I intend to make one for different ranges for other uses in the game.

The dice were the real enemy for the LRRPs in this game. They rolled more 1’s than anything else, and the VC had a lot of 5’s and 6’s. This is what broke the mission.

It is very important to have lots of scenery that breaks line of sight, and this is mentioned in the rules. If you have an enemy hunkered down in cover and you need to cross an open ground, it is really going to ruin your day.

I honestly wouldn’t change the rules in anyway. Normally I get a set of rules and make ‘house rules’. Not for this one. Except for having an index.

The rules allowed for me to do what I needed; For example I could make the team a scout team that was highly motivated. I used night rules to reduce vision in the jungle.

Any changes to my game would be on my behalf – the enemy blips and the chances of if a blip in an enemy or not and clearly mark out what areas are ‘open’ and what is cover. I would also make it harder for the enemy to spot the LRRPs – they would often hide metres away from the enemy without being seen.

I also let the VC declare exhausted rather than push their luck with activations. I think I will add to the ‘Leader Dispositions’ chart how many activation rolls they will make before declaring exhausted. This a ‘Reckless’ leader will go for 6 activations a turn and a ‘Passive’ leader will only use one. This might have given the LRRPs a bit more of a chance, especially if I had encountered more enemy during the game.  (OK – so I have one house rule in mind)

Lessons learnt:
as mentioned, have lots of cover.

Use ‘fire and movement’. Try to expose as few soldiers as you can when moving and provide plenty of covering fire – basically use fire and movement.

Get better dice. I was enjoying myself too much to launch my dice across the room in frustration

Do your best to keep pins to a minimum. If this means taking your time to get troops into position with fire and movement, then so be it.

Playing aids – create some. I made the movement stick, and this sped things up a whole lot. I knew exactly how far I could move with out the tape measure knocking my scenery over, and it just made moving faster.

I also want to create a number of fire team reference cards so that I have a list of what skills, if any, the soldiers have, and include a place to record stress and wounds etc.  This will remove the use of counters on the table that you can see in the photos.


Summary:
“No End In Sight” is a very easy set of rules to learn, has very simple game mechanics, but don’t let that fool you. You have to make important tactical decisions that can make or break a game. Game play is fast and fun, and makes for a thrilling and tense game.

The game works perfectly for solo play.

I highly recommend these rules to anyone wanting to play a modern platoon level game.

NVA vehicles

Thanks to Brent from Company B joining the 'Board of the living lead' zombie forum I have been taking another look at what Company B has for sale.

I noticed in the news section on the Company B web site that a BTR-152 & BTR-40 are nearing release.

I have always wanted some vehicles for my enemy forces so I did a bit of research and discovered that both were used by the NVA. It seems the BTR-40 might have been used a bit more than the BTR-152, but that could just be due to the what I turned up in my research.

 So, when it is released for sale, I think I will get myself a BTR-40 to include in my games for scenario purposes and to use as a juicy target for calling in artillery and or an air strike.

 I do have a US figure with an M72 LAW that I didn't paint up as a LRRP due to the fact the figure doesn't have a back pack, but if I make it part of a ready reaction force I can explain it away conveniently.

BTR-40 in the service of a non NVA user


 It shouldn't be too hard to create stats for Bolt Action as the vehicles are fairly basic in those rules, and Iron Ivan Games has stats for them in "The Long Road South" supplement.

So, as soon as the BTR-40 is released for sale I will look at getting one for my game.

Planning my next game

Given that I haven't played a game for a while, I have prepared a 'pre-op flyby' for my LRRPs  for their next mission.

 The next mission is a "Sensor Placement" game.  Basically the LRRPs need to place a number of movement sensors along a trail to complete the mission.

I have set up the table for the game:


As seen in the photo there is a trail, with a creek/small river behind a couple of low lying hills.

 The water feature will be shallow enough to allow troops to wade through it.

 The LRRPs will need to enter the table, set up a secure "harbour" and then place the sensors.

 Looking at my table I feel I need more trees/jungle, and that is something I will work on next year. I might did up some more to place on the table for this game just to pad it out a bit, but I will still make more trees for my games.

 I have yet to make some sensors to place on the table, but I have some ideas for that, but they are not essential to play the game.

If all goes well I will start this game on Boxing Day.

Gaming updates

In my last post I mentioned some things that arrived in the mail; now I have some photos to go with it.

First up is a photo showing a sample of the banana trees I purchased for my Vietnam game:



 And yes, they are as shocking to the eye as what you see in the photo.  Fortunately they lose the nuclear appearance once a bit of paint goes on them.  I have painted one up as a test and will post photos once I have based a few up ready for my game.

 The trees are just a bit taller than the 28mm figures, but they will do nicely for placing around my Vietnamese village for my games.


Next, I have some 28mm Gangster figures for my "Mad Dogs with Guns" game.

 I have painted two of the tommy gunners. One represents one of my gang members, and the other is a generic opponent.





And I painted all of the police figures that came with the tommy gunners:




 I am not so sure what to do with the bases for these figures, so painted them a grey colour to represent concrete.


 Since I purchased these figures I picked up some extra ones on ebay from an Australian seller; some female civilians, some sleuths (including the 'not Tintin' and 'not snowy' the dog) and the pack of gun molls.

 This will add to my gang and allow me to put civilian figures in harms way, which is part of the rules, so I am pleased with getting these figures.


I also purchased a crypt rather cheaply that is made by GW.  As per every thing GW there are too many spikes and skulls on their models, but fortunately I was able to cut the spikes off the top of the crypt to match my tastes a bit better.






 This will be right at home in a grave yard for my Strange Aeons games, and I really should paint up the Heresy Miniatures ghouls I have floating around somewhere.

 There is still the photo of the well I am painting up for Strange Aeons, but I want to finish the whole thing before displaying this.

During the week I was also able to get a introduction game of Bolt Action in with my friend, and I took a couple of photos. 
 I will make another post in the next day or so about this game, as it deserves a post of its own.



a few goodies in the mail

This last week has seen a few hobby items turn up in my letter box.

 First is issue 3 of "Shocking Tales" for Strange Aeons. This arrive last week and has some interesting things in it.

 There are new rules for Psychic agents, but it is very hard to actually get to use them in a game, so some house rules may be in order there.

 The majority of the book is dedicated to three "Black Dossiers" (read scenarios linked together) which isn't that useful for my games, but within the Dossiers are stats for giant insects, man eating plants, Dunwich denizens and a Servitor.

 The Servitor allows me to dust of an old cthulhu miniature of a servitor that I had lying around.

 Also in the mail earlier this week was a crypt that only cost me about $3.50. This was one of the crypts from warhammer. As with most of GW items there are too many skulls on it, but it will do the job I want for my Strange Aeons games.

 When I was ordering the crypt I also found some banana trees, so I ordered those at the same time. I now have some banana trees for my Vietnam game.

 My Copplestone Castings Gangsters and Police arrived today, and just in the nick of time.

 I have been creating spreadsheets for my "Mad Dogs With Guns" game and started the campaign.  The first scenario I will be playing is the "Showdown" scenario, which pits a single opposition gang member against one of my own.

 So now I can play out the campaign turn with some actual miniatures.

 Painting wise I have started painting something I purchase over a year ago; Reaper Miniatures "Well of Doom" miniature.  This lovely, um, figure is a well with four tentacles coming out of it.

 I purchased this to use as a "scene of horror" for my Strange Aeons game.

 Photos of all will be posted soon.

'Naw Project - a bunker

After reading a tutorial on how to make bunkers for 20mm figures I thought I would use the basics of that tutorial to make one for my 28mm game.

 I used an old CD as a base, used foam card for the size and shape of the bunker, added kebab skewers and then did the 'earthworks'.

 Unlike some commercially made bunkers for wargames mine is perhaps a bit lower, but that suits me, as a lower profile bunker would suit the sneaky VC a lot more.


 I really wish my better camera hadn't died in the arse as I would be able to post better photos.

Given how easy it was to make, I would like to make a couple more bunkers, but I have other bits and pieces for the game to finish first.

'Nam Project - an AAR of sorts

 I have not played a game for a while due to 'real life' being busy, and wanting to make some extra scenery before playing my next game.

 I was able to play a game this weekend which was quickly thrown together for one main reason: my copy of the "Bolt Action" rules arrived a few days ago and I wanted to play test them to see what they were like.

 I had to do a bit of prep before playing as a) the rules were intended for WW2 Platoon plus level of play and not the Vietnam war, and b) I was playing them solo at 1:1 skirmish level.

 It was also the first time I had used my printed game cards, and they added to the game a lot.

 With these adjustments in mind I have the following AAR to share, complete with dodgy photos:

Mission: the LRRPs were to patrol to a small village and conduct a search for signs of the enemy.

 (Note - this is not the type of mission LRRPs would normally do, but I wanted to use the new buildings I had made).

 The LRRPs approached the village and made for the huts by crossing over the rice paddy.



 It was while half way across the paddy field that the first signs of the enemy appeared. These were spotted, and one was just a false alarm, but the other was the LMG detachment from a VC squad.





 The VC fired at the LRRPs, but the shots were in no danger of hitting the LRRPs. One of the VC charged the lead scout, but was dropped by one of the other team members before the VC could charge in to melee.

 The other VC were quickly dispatched by the LRRP team.




 Making it in to the village unharmed, the LRRPs spread out to search the village when they are again attacked.




 One of the VC fires an RPG towards the team, but the shot goes wide and explodes harmlessly beyond the LRRPs.
 The LRRPs make short work of the VC RPG team and again continue on with the mission.

 Having searched two of the four huts, the LRRPs are again interrupted by the appearance of a VC command group.
 Two of the VC are quickly dispatched, but the leader was pinned and took a few turns to deal with.





A random event sees the appearance of a cobra on the scene. Fortunately for the LRRPs it appears a good distance away from them, but it did make things tense for a few turns until it moved in to the jungle and out of sight.

 The mission continued with a few random shots winging their way at the LRRPs from the jungle, but there were no more interruptions while the team completed their search and then called in for extraction from a near by helicopter.


Game Notes

 I made a few changes to the rules to allow 'Bolt Action' to be played as a 1:1 skirmish game.

I used the weapons list from the rule book with no problems, adjusted the distance allowed between figures, and used counters instead of order dice.

 Overall the game played very smoothly and the game flowed quickly as there wasn't much need to keep referring to the rules to look up what the procedures were.

 I did have to re-read the melee rules to make sure I was reading it right as it is very nasty to those involved.

Having played the game using the Bolt Action rules I will continue to do so, as they are very easy and produce a good result for a game.

I will need to type up my rule adjustments and additions for future games, and if anyone is interested I will be happy to share my notes with them.

'Nam project - reinforcements

I have finished painting up some extra figures for my Vietnam campaign - some extra VC figures to increase the size of their forces to two full squads, and a HMG for use in scenarios or just when they need extra fire power.






I also purchased some extra figures for my LRRPs, bringing the total up to twelve figures.  This will allow me to have "interchanges" for missions when one is injured, and to allow me to field a "Heavy Team" for missions that need more fire power.

 To get the extra figures I ordered some TAG Special Forces and used the figures with back packs only so as to give them that "LRRP" look. I can now add the following weapons to my LRRPs' arsenal: M-60, M-79, Shotguns and AK-47s.



My apologies for the poor quality of the photos - I am using my small digital camera after the better one I use kind of died and wont let me adjust any of the settings.


Sneak preview of my next 'Nam campaign game

In the last few posts I have been talking about a Dungeon crawl game, but rest assured those that follow my 'Nam game will be happy to know that I haven't stopped playing my LRRP campaign.

I am in the process of making some more scenery, some of which has come to a halt because I need to buy some more polyfilla.

 I am also painting up some minis and probably need to focus on that like I did with the VC and NVA I painted earlier this year. To this end I have some civilians, extra VC and some more LRRPs to paint up.

With all of that in mind, here is a photo showing a sneak preview of the set up being planned for my next game:



The photo isn't the best as I am having camera problems at the moment, but it gives the general idea of what I am planning.

 Note the three extra huts I have finished making, and the two sampans in the small river to the right hand side of the photo.

'Nam project - Vietnamese Hut

I have been working on making some huts for my game off and on for a little while now, and it wasn't until recently that I was put onto the idea of using a certain type of place mat to represent the woven grass walls of huts.

After buying a suitable place mat for $3 I proceeded to strip back the work I had done on my hut and quickly replaced it with cut up sections for my walls.

Seeing how effective it looks really spurred me on to finishing my hut, as seen below:


the roof looks much brighter than it really is.

The plan for the hut comes from Matakishi's web site (as seen here) and I just glued the place mat to the sides, kebab skewers along the windows and doors, and then used the bristles from a paint brush glued over cardboard I had glued in place for the roof.

 I have cut out enough walls to make three of the smaller huts shown on Matakishi's web site, and hope to have those make fairly soon so that I can have a village up and running.



'Nam project - sampans and cards

Despite being busy with real life these last few weeks, I have dabbled hobby wise, and this last week saw the arrival of some items I ordered at the beginning of July.

 The first to arrive was the cards I had made up for my game:


 I initially only intended to get one deck made, but the company that prints the cards was having a 4th of July sale where you could get free postage to anywhere in the world if you spent $30.

 Seeing as one deck of cards plus postage was going to cost me $24, I figured I would create the extra decks and pay the additional $6 to get the free postage.

 Each deck has its own art work so that I can't mix them up.  The decks I had made, in no particular order are:

   An enemy deck for controlling what enemy forces my LRRPs will be combating,

  A mission deck for determining which scenario I will be playing,

 An event deck for random effects during game play and,

 An asset deck for support the LRRPs can have on call. 

 I didn't take photos of all the text on the decks, but the following photo gives you an idea of how they came up:



Even before I placed the order for the decks I had placed an order for some Front Line Sampan models.  I ordered these through their Australian stockist, but it turns out they didn't have them in stock, so my order took over a month to get here.



 I am rather pleased with the sampans, especially as my figures can be placed on the stern and bow of each one and look like they were meant to be there:


Now I just need to paint them up, and I intend to make a new river section for my playing area so I can have a wider river to allow for water traffic during a game.  Who knows, one day I might even buy a River Patrol Boat for my games.



I really like the cards, and I would like to get some more made for my Strange Aeons game (these would be printed in colour this time) and for the Rhodesian War project that myself and my wargaming buddy would like to play.

'Nam project - Campaign game 2

The LRRPs were given a new mission from HQ - they were to do a Bomb Damage Assessment of a crater made from a low to medium payload. The Pilot had dropped some bombs on what he thought was a unit of NVA moving towards one of the many U.S. fire bases  in the area. Now those higher up wanted confirmation of the enemy presence in the area.

The game set up showing the crater
 The LRRPs inserted not too far from the crater, choosing to patrol into the area rather than risk being caught in an ambush at what could be a major infiltration route for the NVA.

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
Enemy activity seems to increase as two more blips move around the AO, this time both heading towards the crater.

More possible encounters..

... as the LRRPs draw close to their objective.
Another potential encounter proves to be nothing to worry about

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.
 With the suppression dealt with and no more encounters around, the LRRPs get on with their mission.


Searching the crater and the sides.

 No sooner had they cleared the crater when torrential rain began and visibility was reduced.

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.


Game notes

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.