Wednesday, July 30, 2008

Battle for Jungle K

We had a game of Starship Troopers at my garage day before yesterday. Torben brought along his mobile infantry and made up some bug nastiness for them to get impaled on.
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Torben opted for a bit of all worlds. 3 suits, 20 men, 2 CHAS robots and a missile bomb.

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I took the same approach and got out all the bugs I had assembled. In all: 1 plasma, 1 tanker, 30 warriors, 3 blisters, 3 hoppers, 2 infiltrators, 8 control bugs (that couldn't really be in the list and didn't enter the game). I had some assets too: 2 ambushers, 2 caveins, 2 markers, 2 exits.

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The table. Covered up to 50% with terrain. Almost.

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The start is off. The bugs deploy for an attack and the MI try to figure out a plan.

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The settle for defence and it is thus a deep defence.

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First combat move of the game, my infiltrator burst out of it's shell and hammers a CHAS robot to death or IOIOOOII.

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A lucky shot from my plasma... I actually aimed for something completely different but it scattered over into this almost 300 pts chicken walker shattering it and leaving only molden metal.

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I move everything forward. In fact I wonder why I even bothered to deploy anthing anywere else than at the line of scrimmage. The game ended soon after this picture as it was obvious that the MI were to inferior to win. We can't figure out what we're doing wrong though. Perhaps too much terrain, bad lists, wrong armybooks or just silly rules!

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The depressed MI player


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The glorious Bug

Tuesday, July 15, 2008

Showdown in Røvede

Battlereport by Ezekiel

The big opening show for our 5th gaming weekend this time was a scenario not unlike a horrormovie from the 50's


NUUB Briefing

National UFO Undercover Bureau
Sit.Rep. #24080.22:7:2056, Herning:
We have located alien activity at the Cheese Therapy shop in the small town of Røvede in mid Jutland. You, Agent Neon, will be teaming up with Agent Pink to asses the situation and recommend further actions.
Get as much hard evidense as possible and get any aliens or tissue to the base.
It is imperative that you do not alert the citizens or the inbound National Guard to any alien activity, they must be kept in the dark, deal with any witnesses according to rule # 144 section 12.
You have 3 SCUM (Standard Cybernetic Urban Machinewarrior) that will arrive 4 turns after your request and 2 Tactical Nukes that hit 3 turns after your request.

NUUB Forces:
2 NUUB Agents
2 SCUMs with Tesla Claws and 1 with a .50 machinegun waiting in a chopper nearby
2 Tactical Nukes

National Guard Briefing
The world is coming apart, bad acting and even worse music is ruining more than one generation, luckely the goverment is taking action!
The glorious National Guard has been dispatched to the rotten town of Røvede in mid Jutland. Your job is to instruct and punish the citizens in their daily lives from adultry to tax evasion.
You lead a bunch of hardcore weekend warriors, that knows about weapons, tactics and diciplin, tho they seldom put that knowledge to use.
Lately more and more citizens are acting strange, they don't show enthusiasm at the mandatory town activities and some don't show up at all.
Attempting to get to the bottom of this, you march into town.

National Guard Forces:
1 Leader
3 x 10 man Squads

align="left">Spider Briefing:

Srzrzrz scseezrhschsszr rzrszkkszr srrzrs zhhzs drhzr shzszh zhs z shrzhrsh z zhsr hzhssrsrsrsz zzzhshh shs Skreskzxkk Røvede serkkxsxskffkx vsekrkh hsks skxzz kzezszszk keersrzrsxheh rehslke...Serkkffek ss sxxekere... Xsererkekeks sxskekez ezekkre ezerkk... Røvede sexkeskerr... Sxszerelekk Cheese Therapi zserekskseeesrez serzk seerrezshek eese szzer.


Spider Forces:
15 Spiders with the ability to turn humans into zombies


Bug Eyed Martians Briefing:
Maab mab mab mabmab Røvede Stationsby. Maamamamaba. Mabmabmab maamamab. Mababamaab mab mab. Mab mabmab mabmabmabmab. MAB!

Røvede mabmab. Mabmamabmab. Maamamamab mab mab mab. MA mab MAB! MABMABMAB! RØVEDE MAB!

Mab

Amabmabmab


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NUUB Agents Neon and Pink sneaks in undetected from the north.

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... And so does the creepy crawlies from the south.

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The National Guard Squads 'N10','S17','E03' enters from the east oblivious to anything but women and their 'water' canteens.

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A small accident on the road draws the attention of the National Guard Squad 'S17', taking them a bit too close to the emerging spiders and two strange cocoons. Thinking more of booze when they left the base, Squad 'S17' quickly runs out of ammo and is powerless to stop the Spiders from taking lives and making zombies.

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The National Guard Squad 'N10' sees something being shot in the northern edge of the town, but have no idea that Agent Neon and Agent Pink had their first alien encounter. Wich fortunately didn't last long, fortunately for the National Guard that is; being a witness to aliens isn't really a good thing with NUUB Agents around.

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The remains of the Squad 'S17' and a few citizens turned zombies head for the center of town.
NUUB Agents have located the alien activity in Therapy Cheese, friendly this time, so they start getting them out of town, but get spotted by Squad 'N10'.
As the Agents open fire on the Squad the Aliens join in and tho bugeyed as they are, they tear thru the National Guard as a sledgehammer thru an egg.

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Squad 'E03' opens fire at the emerging zombies, but once again ammo is in short supply. Running into the nearest house they are quickly overrun by the zombies again.

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As the National Guard and the zombies wrecks the interior of the house, spiders jumps thru the windows, tho repelled on their first attempt the spiders sweeps up the last standing members of the National Guard.

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SCUMs are dropped into the growing zombie mob, they are no match for the zombies and spiders, but do manage to keep them nicely packed together long enough for the NUUB Agency to deliver their Tactical Nuke, eredicating the last of the former citizens and spiders

Monday, July 14, 2008

Conjugation Part 1

A RE 2nd. edition scenario by Nicolai Arvedsen

Since he attained power ten years ago, the Governor Mortalis had enjoyed his privileges. As senior representative of the divine Emporer of Manknd, Mortalis held uncouth power throughout the plæanet and the entire Magmundian System. Magmundian VII was only the 4th largest planet orbiting the star designated ME109 - Named Magmundian from the first settler to set his foot on a planet in the system 22 millennia ago.

As Governor Mortalis felt hed had done everything within his powers (which emcompassed a great deal), to ensure that the Magmundian System contributed with its share to the Imperium.

Magmundian VII was the feeding chamber of the entire sector. Huge quantities of agricultural products left the planet on a daily basis feeding the entire system and the Imperium beyound. During the past four years, production had decreased at the southern continent. Within the governors palace it was rumoured that huge parts of the harvest had withered away on the fields infected by some alien yeast infection. To the governor this however only constituted a minor prolbme. Serious enough to monitor, however far from the most difficult task the governor was facing...

To the Vicegovernor Howard at the southern continent, the present situation required some immediate attention. With the past years failing harvests, supplies of food were running short. The necessity to meet the requirement of the Imperium, meant that the inhabitants of the minor cities would end up starving. In the village of Hree, shortage of food had led to a civil uprising. A mob had killed the local Arbits and currently held several official buildings and commercial outlets. Vicegovernor Howard saw no alternative, he had to use force.

Workers Briefing:
The harvest have failed yet again, and our families are dying. The vicegovernors forces have confiscated all remaining food. Now we have no choice but to defend ourselves from the oppression. Fortunately we have overpowered the hated judge Topwell. Be even now the spies of the vicegovernor have infiltrated the city. We must find them and take them hostage before more troops arrive.

Forces:
30+3d6 of upset and hungry workers divided in four squads. Each squad carries three krakgrenades.

Vicegovernors Troops:
We must silence these rebels. This is search and destroy. Hunt them down like the greedy hounds they are. Show them that disloyalty has no place among citizens of the Imperium.
Save what you can of the arbites forces still alive in the ruins.

Forces:
2 sentinels
1 chimera
1 demolisher
1 battle tank
10 PDF troopers


The Game:

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The sentinels scouted ahead in advance of the governors troops. We expected roadside bombs, heavy resistance and all kinds of traps. None were to be found though.


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Under cunning leadership by Torben the sentinels advanced up the streets.

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A group of workers with itchy triggerfingers couldn't hold their fire and started pouring at the sentinels. To little avail of course.

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A trusty demolisher tank soon turned up to let loose it's gigantic shells against the rebel fortied positions.

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More worker rabble started pouring out from the buildings. The demolisher aimed for the first spotted enemy and fired it's gun. No great succes though. The building ate up the shell... rather shaky though. Plenty of rebel scum probably died during the explosion.

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The sentinel on the left flank was assaulted close up by the primitive workers, who had little conception of the Imperiums finest machinery. By workings beyound their own understanding they managed to defile our brave machine! The apelike workmen started shaking the machine as to tip it over in their primitive fashion.

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The glorious PDF forces ajoined the battle in support of a Leman Russ battle tank Mark III. Another part of the pdf squad subdued an unruly workers mob in the small once-been-recreational-ground in front of the hab building.

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The demolisher fired it's cannon again! The building shook! The workers fled!

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The sentinel on the right flank had advanced even further than any other troop. It came in good view of a mob hiding outside the building shaken by the demolisher. Firing it's lascannon it vapourized workers left and right!
A workman threw an unholy grenade charged with psychedelic gases against the sentinel. Little could this apeman know that it would only harm himself and his fellow mutineers! One worker went paranoid and fired high and low, another went feeble and sat on the ground! The last went frenzy and tried attacking our sentinel singlemandedly.

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The next fase of the battle of the battle is not described in the records. We managed to get our chim-evac in to the city in order to rescue the arbites holding out. It raced up the right road.

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The trusty demolisher followed suit.

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The darned rebels managed to crack the chimera and send it plunging for a wall! There was little hope. The brutality of the apelike workmen was uncalled for and unexptected. They did not follow the proper Imperial Citizens Uprising Procedure.

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It was decided that the rebels had been given a hard enough lesson for the day. The PDF withdrew victories on all accounts and the rebels licked their wounds.

Wednesday, July 09, 2008

Conjunction Part 2 - The Showdown.

A scenario for the RE Second Edition of Warhammer 40.000 by Nicolai Arvedsen

Following the initial failure of the PDF forces to rescue the stranded arbites units from the city occupied by rebellious elements, Governor Mortalis applied brute force to the city. Sustained long range shelling of the city lead to massive destruction of the city center.

During the sweep missions ensuing the bombings several important non-combatant personal from the rebellious forces were captured by the PDF. An exchange of prisoners was arranged, with the posibility of arranging an end of the hostilities. Planetary Govenor Mortalis sent his personal aid Colonel Zigmunda to act as an advisor to Mr. Hunt, the PDF commander responsible for the campaign against the rebels.





Both sides meet at the town center, with the prisoners being guarded only by a few selected troops. Father Mulder leading the negotiations for the rebel forces, Colonel Zigmunda himself with Mr. Hunt as advisor representing the PDF and the intrests of Govenor Mortalis.

Meanwhile both sides have firesquads creeping into position for a doublecross, snipers taking up positions, keeping leaders in their crosshairs.

As the parley fails to produce a swift result, Father Mulder looses his calm and the fragile truce dissolves, the streets of the ruined city exploding into a frenzied firefight. The hidden squads open fire. A concealed sniper finds Father Mulder, and the elderly sage drops to the floor, a spray of red around him. When a rebel sharpshooter narrowly misses, Colonel Zigmunda quickly realises the hostile situation and turns tail, all thoughts about noble bravery forgotten.


He does, however, not get far, as a squad of rebel fanatics attempts to capture the Governors personal aide. Producing an exquisite powersword Colonel Zigmunda dispenses some imperial justice to the brutes.


Meanwhile, the innocent hostages are brutally gunned down by the PDF elite forces. The PDF prisoners in turn are slain when explosives strapped to them is detonated by remote control, sowing confusion and slaying many.



The many attrocities in the already wartorn city acts as a beacon in the warp. The souls of the innocent making for delicious treats for the daemons. A breach in the very fabric of reality occurs, much to the dismay of fireteam Alpha of the PDF, who is immidiatly knee deep in muck and horrible daemons of Tzeentch.
At this point, the now mortally wounded mr. Hunt calls for aid, the Vicegovenor having promised a “special unit” as assistance. Nolonger caring what exactly the Vicegovenor meant by special, the call goes out, and does not go unheard. Soon after a chimera roars into the towncenter.




Clad in archaic armour adorned with unholy slogans and defamatory allegations against the Emperor, 5 horrifying Chaos Space Marines emerge from the vehicle., killing rebels and PDF soldiers alike! Having forced the Chimera crew to give them a ride into combat, the mutated and terrible warriors relish the opportunity to finally enjoy some slaughtering.


Nolonger held at gunpoint, the Chimera-driver regains his wits, and decides to redeem himself by reversing over the Space Marines, killing one. The gunners chip in, and reducing the horrible avatars of destruction to a single warrior, a terrible tyrant, veteran of countless wars. He roars in anger when seeing his comrades destroyed, and begins hacking his way through the remaining living guardsmen and rebels.

Their daemagogue slain, and their friends murdered the rebels slink away, not wishing to suffer further losses fighting superhuman forces or supperior numbers.

The forces scattered, stunned at the realisation that the Vicegovernor apparently trafics with daemons and has Chaos Space Marine household, the PDF secure the body of the barely breathing Colonel Zigmunda and makes good their escape. Although blisfully unaware of the dire peril their lives, indeed the lives of the entire planets population were in if the Inquisition were ever to get news of the incursion with Chaos, the PDF men were shocked to the very core. Not desirering to return to the capital to explain how they have fought daemons and Chaos Space Marines, the poor dogfaced infantrymen head for the unknown wilds, searching for refuge.

Sunday, July 06, 2008

Land Raider Down

Landraider Down

A scenario for the RE Second Edition of Warhammer 40.000 by Torben Kastbjerg

It is just a few moments ago that the artillery shells had stopped pounding on the advance of the Blue Falcon Space Marines as they were advancing through the dense undergrowth of the vast forests of Corealis.

Their advanced had initially been halted by these sporadic, yet deadly, artillery shells but now the road ahead lied free of any enemy forces. Or at least, this was the belief of the Imperial Commander; Lord Thorstein von Werfberg and he had ordered elements of the 3rd Detachment to advance as quickly as possible to catch the retreating Orks in a pincher move. Spread out over a vast area to ensure their sweeping advance, each Landraider and accompanying squads were evenly spread with 5 Sanctioned Imperial kilometres between them to ensure that no Ork encampments were missed.


Initial reports had indicated that the Ork activity along these areas were ‘scattered and light’ and that ‘[the] enemy were running low on high end explosives and similar weaponry and should be no match for our Imperial Armour’ and the brave Space Marines of the Blue Falcons had covered more than 25 kilometers in this advance. Their spirits were high, but suddenly their cries of triumph on their vox caster network were interrupted by an automated – and highly mechanical – voice that kept repeating –


LAND RAIDER DOWN…

REPEAT; LAND RAIDER DOWN…


Space Marine Captain Ezekiel of the Blue Falcons knew well that he could not stop their flanking manoeuvre in order to rescue their battle brothers. He ordered for all squads on foot to come to the aid of the downed Landraider Sparrow; provided that they were within 3 kilometres from its crash site. But no sooner had the order been given before the whole of the line erupted in frantic reports of massive enemy movement towards the position of Sparrow.


He knew then that this was no mere lucky and stray shot but a true ambush; the marines had to be saved while the flank turned about. Those squads closest to the Sparrow would have to hold the line on their own…

Space Marine Briefing

No sooner had Tech Marine Asbestious finished a localized sweep of the surrounding country side when a flashing light and a shrieking siren alerted him to the presence of a missile inbound. As he flicked the rune for their defenses, the Landeraider rocked and skidded as it exploded. Asbestious near broke his arms trying to keep it level and it finally skidded to a halt.

What in the Emperors name happened!” yelled Sgt. Decidious as he unhinged himself from the transportation cage.

We were hit by what appears to be a super krak missile of local design. Emperor be praised that the engine block stopped it before it penetrated.”

Brother Asbestious turned his attention to the dataslate screen, glancing at the readouts and flicked a few runes. The light dimmed within the mighty steel beast whilst the squad of marines unhinged themselves.

It would appear that the transpolar energy transponder exploded. I require a replacement. Until then, this mightiest of Machines will aid us no further – and Emperor have mercy on us if we do not please the Machine Spirit”

The Sergeant simply nodded as he secured his helmet. His men were alert and at the ready.

Any idea were we could acquire such item?”

The Techmarine flicked another rune and made a slight gesture over the dataslate, before giving it a firm knock with his fist.

It would appear that a local village uses something with a similar energy readout just nearby. Machine spirit be praised; we can rejoin our brothers in this crusade if only it could be acquired. I am transferring the data to your blessed armours now.”

The sergeant nodded once more and turned to attend the ramp opening. Just as he was to press the button, the Techmarine said in a monotone voice.

I would advice caution Brother Sergeant Decidious – it would appear that massive enemy forces are converging on our position. I will pray to the Machine Spirit for aid and lay down as much fire as I can. But if we loose all power, we will loose our transmitter. For the Emperor.”

The Sergeant hit the button and the three ramps flew down to the ground with a high pitched whine of hydraulics and scattered shots of lasguns flared into their midst. As one, the brethren cleared the vehicle and called for the Emperor!


Objectives

1 – Secure the transpolar energy transponder from the local village and bring it back to the Sparrow

2 – Hold off enemy forces while Brother Techmarine Asbestious attempts repairs

3 – Hold position until main force arrives.


Units

Commanding Officer

Sergeant Decidious.

Plasma Pistol, Power Sword.


Devastator Squad Alpha, 1st Section

Brother Squad Leader Betarius

Bolter, Auspex.

Brother Jericho, Brother Leroy

Bolter, Frag Grenades

Brother Mason

Flamer.


Devastator Squad, 2nd Section

Brother Squad Leader Tetaron

Bolt Pistol, Chainsword.

Brother Kerrin, Brother Nadeen

Heavy Bolters


Devastator Squad, 3rd Section

Brother Squad Leader Omegari

Bolter, Shotgun.

Brother Kharak, Brother Gauld

Bolters

Brother Metodius

Heavy Plasma Cannon, Bolt Pistol.



Njarlstat 115th Briefing

Trooper Teb closed his eyes seconds before the shot and thought back on the events that had transpired up until this point where he had just pulled the trigger of a missile launcher to attack the Space Marines. He had never agreed upon this as far as he could recall.

When he had lost his brother and sister to stray artillery in his village, he had sworn a bloodoath – common among his people – to avenge their deaths by any means necessary. And when the Imperial Guard marched through and 'evacuated' his maiden home, he had found himself at odds of being part of the imperial worlds and hoped for something better.

So when he heard of the call for all those who had lost their families lives in this bloodshed; looking for a way to bring peace back to Asgaardia, he seized the opportunity before even considering the full outcome of it all.

He had marched the marches of the oppressed, and he had rallied at the protests against imperial rule, and he had taken up arms to kill those who they saw as the true trouble makers; the Imperium!

And now, as the missile was in flight against the blue-grey massive tank, he began to doubt the idea of rebellion. It was one thing to kill your fellow man – that was only natural – but to kill these Space Marines was an entirely other matter. And as he thought to amend this, the missile connected with the tank and exploded, showering him with debris.

Good job, young one, you will do your ancestors proud in the halls of the Golden Throne!” the Elder one roared as he gave him a firm, reassuring slap on his back. The Elder one raised his fist and gave the signal to open fire.

Teb was still in the grips of panic as he saw their forms appear from within the steel beast – they were like gods; striding out of their battle fortress, yelling a highgothic war cry and fired their weapons in trained and controlled bursts. Natural instinct got the better of him, and Teb began to fire...

Objectives

1 - Draw the Space Marines to the small village nearby with the transmitter on Imperial Frequency.

2 – Once the time is right (They are in the village), launch the pincer move from the right and hopefully unprotected flank.(Insert Reserves)

3 – Gain control of the Land raider by all means necessary; if not blow it up.

4 – Once substansial losses have been sustained, retreat in order to give time for the allied battlewagons to move across the plains.


Units

Commanding Officer

Elder Tzar Nicolas Jollian


1st Kampfgruppe (10+1d6)

Plasmagun, Missile Launcher (Teb)


2nd Kampfgruppe (8+2d3)

Meltagun,


3rd Kampfgruppe (8+2d3)

Flamer, Grenade Launcher


Reserves:

88th & 91st Jägers

Storm Troopers with Hellguns.


4 Blinds


Reinforcements

If you would dare to take valuable resources from our allies, then it is possible to call upon reinforcements. However, in doing so you will endanger the overall strategy and maybe we will loose this important battle because you squandered the personnel on this distraction move. You have been warned!


If you want, you may add a reinforcement chit card for your side. Once you have gathered 4 of these, you may add a 4th Kampfgruppe (8+2d3) armed with:

1-2 : Flamer

3-4: Plasmagun

5-6: Meltagun

Cards:


Section 1

Section 2

Section 3

1st Kampfgruppe

2nd Kampfgruppe

3rd Kampfgruppe

4th Kampfgruppe

88th Jägers

91st Jägers

Blinds


Special Cards:

Out of Ammo; next card reveals who runs out. SM on 6+, RG on 5+

Reinforcement Chit; Add 1 chit to your Reinforcement pool.

The RG will need 4 of these to gain reinforcements, the SM will first need 10, then 4. See later for what reinforcement appears.

Rapid Fire; SM. All space marines armed with bolters may fire once more when this card is revealed.

Strike from the Shadows; A single RG may move 2d6” in any direction; as they relocate more easily than the Space Marines.

Sniper! A single RG snipes at the enemy. Randomly determine which one. Works as a needlerifle.

Interference: The RG may now move the objective 1d6” in a random direction.


SM Reinforcements

1st wave consists of a small bike squadron

2nd wave consists of an assault squad on foot

3rd wave consists of 1d3 Landraiders and their assorted troops, terminators coming in etc.


RG Reinforcements

Primarily Kampfgruppe, but roll a secret d6. On a 4-5 there's and autcanon. On a 6 theres a hell hound!




Our second scenario in the Asgaard IV campaing was "Land Raider Down" by Torben Kastbjerg of Ares Games fame.


An overview of the tabletop. Our land raider had been shot with an RPG and some part of the engine had malfunctioned. We had to go into town where the Techmarine had located a similar part and get it.
In all we were 12 marines - a devastator squad. Jens's men were first out of the vehicle's front ramp.

Right next to the crash site the rebels were hiding in a bush. Apparantly lacking motivation to stay alive they did not flee when the marines emerged from the depths of the Land Raider.

Jens's brothers went over to the rebel squad and slaughtered most of them.

Three did start running by two of my heavy bolter guys soon got the better of them.

Somehow the rebels managed to ambush another part of the squad and shot dead THREE marines! This was totally unheard of and the marines were now fuelled by rightous fury. We knew that reinforcements were coming soon so we stayed put and shot up the rebels.



Two bikes and an attack bike arrived and made life hell for the rebel scum. A rebel squad tried to sneak into what they thought was an abandoned land raider. One of the bikes stopped outside and the marine riding got off and went into the raider too. He shut the ramp and shut off the lights. The rebels had the rest of their life to find their way out in the dark or fail to do so.


We got closer to the city and the bikes raced through. There was little resistance to be found and apparent rebel reinforcements had started fleeing at the realisation that marines were coming.

Final shot of the game. One bike has made it to the other side of the town and the objective is as good as taken.

Take The Flake

We had a test-game of Charlie Don't Surf. It's a Vietnam game by Too Fat Lardies


Overview of the gaming table. The hill was to be taken and cleared of NVA activity.

Before the game started the players (all on the US side, game master doing NVA) were sat down to discuss their tactics. Each player had command of a platoon + officer. One player had command of the captain and all artillery observers though.

The first part of the game was centered around the insertion. All squads had to arrive by helo and the landing zone only allowed 3 helos to enter at a time. This obviously strained the delivery of 70 men.

NVA mortar shells soon started raining down on the field too and when a RPG was fired one helo was struck and fled.

When all squads were on table they advanced to the beginning of the long grass and waited for artillery. A classic US tactic some have said.

The captains orders and directions for artillery support were questioned quite thoroughly and the road for a least one court martial was paved.

The advance was foregone by smokescreens fired with M-79

Smoke smoke smoke


Finally the artillery arrives and the hill is holed with 105mm shells
What the players don't know at this point is that their barrage by a stroke of pure luck has erradicated the entire NVA garrison, who had just retreated to a bunker, which was struck by a shell.
The advance continues. The enemy is long gone, but the US is not aware. The players are expecting heavy resistance to be around the corner...
Finally the find the NVA bunkers. I call the bluff and let them in on the whole story.

It was a funny game. A bit of a tease as there were virtually no troops defending and even more so when the little resistance that was blew up. The players had a good time and were all in agreement that CDS really portrayed the almost paranoid feeling of jungle warfare - the uncertain and empty battlefield where 3 guys with automatics can hold up an entire company of modern troops.