Saturday, 16 September 2017

Rommel... in the back garden

Well not really the back garden but a winter game in '44 so you could say it was modelled on a battle of the bulge engagement

The forces were as follows :-
german 116th panzer (7 units) 3 hv tanks, 3 infantry 1 sp Art all motorised
german 2nd panzer (7 units)  3 hv tanks, 3 infantry 1 sp Art all motorised

US 84th Infantry division (8 units) 7 infantry 1 artillery
US 4th Cavalry (2 unit) 1 infantry 1 lt tank  all motorised
US 3rd Armour (2 unit) 2 med tank all motorised


I thought that the Germans would over run the Americans on the first turn but dug in and defending towns and forests proved quite a tough nut to crack

also this was a dawn attack ,  well the light from the window changed though the day changing the picture i took so it made sense

The germans have 3 objectives to take , the town in the centre is worth 2 points , the others 1 point , the germans open the first move

Table setup

First Turn for both sides

The initial attack stalled but did proceed around the top of the table


The Germans have finally taken the town and pushed the Americans back leaving a few isolated US units to be mopped up over the following turns


I decided to end the battle here as the Americans now had the opportunity to carpet bomb the area if the weather cleared , if it did not the Germans would be all over the Yanks like a rash

Aftermath
Another fun game and defiantly thought provoking for both sides , again the ops were not reset for either side. I am also sitting on the fence as to wether it is better to mass your tanks and go for a open area push of give the infantry support in the bad terrain.I will have to do some bocage boards to see how those work and have penny packets of germans defending that terrain





Tuesday, 5 September 2017

Rommel..... on paper

Having just got the new Rommel rules and pondering on hoe i wanted this to look i had a splash of inspiration , not sure how well the rules will play solo so i have made a board and counter set to see how it all works , will pose a report on how well they work solo later in the week


Had my first "Rommel" game using the scenario from the book
Setup with the Allied Force at the top and the Axis forces at the bottom

I have also made my own ops sheets which combine the early , middle and late sheets into one for all sides. The pictures were taken at the end of a pair of turns. the white disks represent one hit , yellow two hits and red three hits
Since the Axis started the game i took the bull by the horns and did an off road event allowing the germans to do a rapid advance and try to smash and take the right most VP


The British try a counter attack to try and break the german supply route but due to the poorer British armour the germans nearly always got the armour advantage when attacking and nullified any advantage when they were defending


Both sides scored a few hits both the Germans and the British push on with losses about even


Both sides cut each others supply lines in various places


but by the end of turn 8 ( 4 turns for both sides ) the Germans have captured the British supply point and managed to get their supply lines back in some sort of order.

Aftermath
When i first read the rules i did have some concerns as to how they would play solo , i can now confirm that they do play solo very well the only foible is the event item " Intercepted Signals" which i ignored for this game. Also i found that once a plan had been put into action and the forces committed i found that i wanted to continue with this plan and didn't want to reset the ops sheet.

I also decided to end the battle here as i think with the British losing their supply point they would have to withdraw.




Sunday, 6 August 2017

Mulling around Mollwitz

Something different for my next Commands and Colors , a refight of the battle of Mollwitz , in 15mm

i made a custom mat as i wanted hexes at least 60mm across the flats so it was a case of draw and print a template then mark through the paper onto the cloth and lastly use some dots of pva and flock to mark the corners of the hexes which i do say my self turned out rather well as you can see

Setup , Prussians are at the top of the picture

Figures are based on 60 by 40 for cavalry and 60 by 30 for infantry


Will post the battle report when i have fought it

Well that was an interesting battle , the Austrians stole the battle by aggressively attacking the Prussian right

first moves

The Prussians Counter with an attack on the Austrian right but the Austrian cavalry hold and counter attack


But in the end the Austrian hit the Prussians where it counted 
and beat the Prussians with losses of 5 - 3


Aftermath
The Battle started as the original but the Austrian cavalry proved to be better than on the day , this paralysed the Prussians which restricted the Prussian infantry even though the firepower from the infantry did turn some Austrian cavalry back ( also the Prussian cards were not friendly in that they had very few centre cards )

I have altered the matrix for my 7YW table modifiers

Wednesday, 26 July 2017

Late 17th to Late 18th century C&CN Mods

Here are my modifications to the Commands & Colors : Napoleonic system for use in the earlier period , i hope it is easy for you all to understand , I am also looking to do a renaissance modified set as well though i am not sure if i will use the Ancient set or the samuri set yet ( i decided on the ancient set ) and i am also going to do a Dark Age / Medieval set which will span the period from 500AD to 1500AD

9YW & WAS & 7YW  ( uses the napoleonic dice set )

Here is my next update , a Renaissance set , it is designed around the Ancients version of Commands & Colors
1500 to 1700  ( uses the Ancient dice set )

AWI & FIW ( uses the napoleonic dice set )

Tuesday, 25 July 2017

A Small Pointy Yari

Had a little try with my 6mm samurai , Baccus figures using the Commands and Colors "Samurai Battles" set of rules , quite an interesting game especially the honor part which if the dice roll poorly then your army decides to disperse and decides that yopu have no honor , and leaders like to die in combat , anyway here are some piceures from the engagement

Setup



end of battle , the top army with one honor left and 4 dead units and a dead commander vs the bottom army with one dead unit and a dead commander


Aftermath
this set of rules had some interesting concepts though not sure about all of them , i may try another battle with these rules but i would have to mark the bases some way , probably some coloured dots to make life easier. The game took a little over 2 hours to fight


Sunday, 23 July 2017

Mind Your Minden

After a little thought , I have decided to refight Minden using "Commands & Colors"

This should be a good run-through to see how well the system handles lots of units in a compact board  which by the way is a custom size and also will have custom lines to separate the sectors for the cards

Here are maps of the table layout , I could set the game up as a all sides come on the table but i think that might make the game too long so i have decided to start the game from the first stage

I will post more pictures of the actual table setup later



The list of forces are as follows

French Army List

A. Brigade General - Comte de Lusace 
French Fusiliers: Militia class Close Order Infantry  Strength 4
French Fusiliers: Militia class Close Order Infantry  Strength 4
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Artillery Battery:  Strength 3 Heavy Gun(s)
B. Brigade General - Lt Gen Guerchy 
French Fusiliers: Militia class Close Order Infantry  Strength 4
French Fusiliers: Militia class Close Order Infantry  Strength 4
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
French Grenadier class Close Order Infantry  Strength 5
French Grenadier class Close Order Infantry  Strength 5
C. Brigade General - Duc de Fitzjames 
Gendarmes: Grenadier class Heavy Cavalry Strength 4
Line Cavalry: Normal class Heavy Cavalry Strength 5
Line Cavalry: Normal class Heavy Cavalry Strength 5
Dragoons: Militia class Medium Cavalry Strength 4
Dragoons: Militia class Medium Cavalry Strength 4
D. Brigade General - Lt Gen Beaupreau 
French Fusiliers: Militia class Close Order Infantry  Strength 4
French Fusiliers: Militia class Close Order Infantry  Strength 4
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Artillery Battery: Strength 3 Heavy Gun(s)
E/F. Brigade General - de Broglie 
French Fusiliers: Militia class Close Order Infantry Strength 4
Fusiliers Normal class Close Order Infantry  Strength 5
Fusiliers Normal class Close Order Infantry  Strength 5
French Grenadiers class Close Order Infantry  Strength 5
French Grenadiers class Close Order Infantry  Strength 5
Dragoons: Militia Medium Cavalry  Strength 4
Dragoons: Militia Medium Cavalry  Strength 4
Hussars: Militia Light Cavalry Strength 4

British & Hanoverian Army List 

1. Brigade General - Lt Gen Lord George Sackville
British Horse Grenadier class Heavy Cavalry Strength 4
British Dragoons: Normal class Heavy Cavalry Strength 4
British Dragoons: Normal class Heavy Cavalry Strength 4
2. Brigade General - Major Haase
Hanoverian Artillery Battery: Strength 3 Heavy Gun(s)
Artillery Guard: Normal class Close Order Infantry Strength 4
3. Brigade General - Major Gen von Scheele
British Hatmen: Normal class Close Order Infantry Strength 4
British Hatmen: Normal class Close Order Infantry Strength 4
Hanoverians: Normal class Close Order Infantry Strength 4
4. Brigade General - Lt Gen von Sporcken
British Grenadier class Close Order Infantry Strength 4
British Hatmen: Normal class Close Order Infantry Strength 4
Hanoverians: Normal class Close Order Infantry Strength 4
5. Brigade General - Lt Gen von Holsten-Gofforp
German Cuirassiers: Normal class Heavy Cavalry Strength 4
German Dragoons: Normal class Medium Cavalry Strength 4
6. Brigade General - Lt Gen von Wurtignau
German Musketeers: Normal class Close Order Infantry Strength 4
German Musketeers: Normal class Close Order Infantry Strength 4
German Musketeers: Normal class Close Order Infantry Strength 4
7. Brigade General - Lt Gen von Wangenheim
German Musketeers: Normal class Close Order Infantry Strength 4
German Musketeers: Normal class Close Order Infantry Strength 4

German Musketeers: Normal class Close Order Infantry Strength 4

Table Setup



Well that was a hard fought battle for both sides , the early part of the battle saw the french gain ground and force the British back on the British right (Right of the picture) and on the opposite flank was a few demonstrations with sporadic fire


The french did launch their massed cavalry attack in the centre but that bounced and recoiled back only to be attacked by a lone unit of British Grenadier Heavy Calvary ( which rolls 6 dice !!)

on the right the British are a little worn down , they can hold their own but nothing fancy , the germans on the British left ( Right in the picture) are standing their ground while the french are trying to clear the villages


To counter the British advance in the centre the french peel off some units and attack the British in the British left flank which does have the desired effect of wearing some of those units down. This allows some french guard cavalry to strike home and together with supporting french infantry give the British a bloody nose


The Last picture is of the final positions , the french won 6 to 4 , a minor victory for the french but this could easily go bad as the french only have a few odd units on their left and a little more in the centre but most of that is militia

The british on the other hand have very little on their right some units in the centre but hardly any support and the Germans on the British left don't have the strength to attack as now the french have captured the strong points that are facing the Germans but with the majority of the french forces on that flank are militia they dont have the strength to force the issue with the germans

Aftermath

On the Whole a very enjoyable game and with my mods for the game i think it played like 7YW , Next i will have to go back earlier in time and do Marlburian/Great Northern War/Nine Years War all of which are quite diffrent.

On another note i did find that playing with figures on a 40x20 base nicer than a 30x30 but on the whole i would not do any rebasing.


Friday, 21 July 2017

March across the felt

After being inspired by a youtube video on a commands and colors game i had a flash of insperation , since I have lots of 6mm Baccus napoleonic based in 30mm square bases , got one of my old hex cloths out , cut up some carpet tiles for hills and setup a little game for me to play solo tomorrow


Setup



There are your enemy go get 'em


A very hard fought battle by both sides and lasting 22 turns ( 22 orders cards for each side )
The British attacked up their left flank but this stalled and the they took some heavy casualties but not enough to lose a banner , on the right flank a slow and supported advance pushed the french off the hill both sides sustained heavy casualties but the attack succeeded (i used small dice to mark the losses to the units.

Mid Game


Roughly midway through the game the British managed to gain the bombard card just at the point where the french were counter attacking on the British left , this was disastrous for the french as they lost a lot of casualties , this stopped their advance and allowed the British to push the french back.
In the end numbers told and the french lost by 3 banners to 5 but neither side really could claim victory.

End Game



Aftermath
Since i played this game solo i played each side to the best of my ability and quickly found that i forgot what cards the other side had , some cards were removed due to the player interaction that was required from those cards.

Another thought was that there is no requirement for a side to fight the battle in a shorter time so i used a blank piece of card and shuffle this into the the deck of command cards after the first 20 cards , this I decided would cause night to fall and allow 1 more move for each side before the game ends ( this card was not drawn this game).

One thing i did realise is that having larger forces will slow the game down and stifle the ability to create a combined attacks so i would suggest if fighting bigger battles then the number of units that can be ordered by a card be increased by 1 or 2 units but this would need to be done sparingly , this at the moment would be my only house rule.

This was a really interesting game , normally i would use field of glory for my goto set of napoleonic games but i did feel that these rules gave a nice period flavour even though they are reported to be a "game" rather than a simulation so more battles using this system will be forth coming.
Since i have French , British , Spanish and Austrian i will now have to finish my Prussian and Russian forces to give them a tryout.

A little Update , i have been working on a Late 17th/18th Century add on , i know there is an AWI set about to be released but here is my thoughts on a more mass battle set to say fight the larger battles in this period so if any of you wish to try them out let me know your email address so i can send you a copy.



Tuesday, 18 July 2017

Benghazi Sunstroke

So it has beed quite warm her in the UK so i thought lets keep the theme and do a bit of WW2 western desert , so grabbed some British and Germans and a scenario from the book "Benghazi Handicap" and set to it. I used Fist Full of Tows which does play very well solo and at half scale due to my small table size.

The initial onslaught of the germans was severely dented after a few turns as you will see

Setup


Turn 1 , Germans Advance on mass  , some casualties taken but nothing too bad

Turn 2 , 

Turn 3

Turn 4

Turn 5
Aftermath

A very enjoyable game , the Germans lost a tank battalion and a motor cycle battalion and the British a few casualties but the german 88 could have swung it for them but for the poor dice rolling on the 88's , off to the Russian front for him!! but without the infantry support the germans could not break through

Sunday, 28 May 2017

Let's be beardy or Saga for one

Ok folks there was a post on facebook about if saga can be played solo , well the good news it can

I did a 4 point Anglo-Saxon Vs Norman control the ford scenario

The normans had 2 units of 4 hearthguard mounted knights , 1 unit of 8 warriors with sword/shield and 1 unit of 8 warriors with crossbow.

The Anglo-Saxon had 1 unit of 4 hearthguard with dane axe , 2 units of 8 warriors with spears and a unit of 12 levies with bow


Here is my Saga AI

Create 2 armies , you will control one of them and the AI the other , roll for each armies aggressiveness , intelligence and posture and assign victory conditions , you will then dice for which army you will control and which will be controlled by the AI.

Determine the aggressiveness and intelligence of the warlord for the game and the army posture
Aggressiveness :- Cautious 2-4 , Normal 5-9 , Rash 10-12 ( roll 2d6 )
Intelligence :- Dumb 2-4 , Average 5-9 , Clever 10-12 ( roll 2d6 )

Army Posture :- will it be attacking (4-6) or defending (1-3) roll 1d6 for each turn 

A -1 modifier to the dice if there are more missile focused units that are not Exhausted in the army
A +1 modifier to the dice if there are more melee focused units that are not Exhausted in the army

Applying dice to battle board
The AI dice placed columns 2 and 3 are not removed until the order can be completed but may be removed if the intelligence rating dice roll decides otherwise , completed orders must be used this turn or removed from the battle board at the beginning of the next turn.

When selecting dice for the AI’s orders if there are more than one choice for order selection
Spend dice on the unit types depending on the aggressiveness and intelligence of the warlord and if the army is attacking or defending this turn.

A Dumb warlord will select Levies before other types
An Average warlord will select Warriors before other types
A Clever warlord will select Hearthguard before other types

Activating the same unit again
A Dumb warlord will activate that unit again on a 3-6
An Average warlord will activate that unit again on a 4-6
A Clever warlord will activate that unit again on a 5-6

A Cautious warlord must spend at least 2 dice in the 1st Column of the battle board (any number of times)
A Normal warlord must spend at least 1 dice in the 1st Column of the battle board (any number of times)
A Rash warlord must spend at least 0 dice in the 1st Column of the battle board (any number of times)

A Cautious warlord must spend at least 0 dice in the 2nd Column of the battle board (once per turn)
A Normal warlord must spend at least 2 dice in the 2nd Column of the battle board (once per turn)
A Rash warlord must spend at least 1 dice in the 2nd Column of the battle board (once per turn)

A Cautious warlord must spend at least 0 dice in the 3rd Column of the battle board (once per turn)
A Normal warlord must spend at least 1 dice in the 3rd Column of the battle board (once per turn)
A Rash warlord must spend at least 2 dice in the 3rd Column of the battle board (once per turn)

A Cautious warlord must spend more dice on Levies and Warriors than Hearthguard
A Normal warlord must spend more dice on Warriors than Hearthguard and Levies
A Rash warlord must spend more dice on Hearthguard than Warriors and Levies

An Attacking warlord must spend more dice on “Orders” and “Activation”
A Defending warlord must spend more dice on “Reacting” and “Shooting”

A Cautious warlord must spend more dice on “Reacting” , Units will Rest (1-3) or Shoot (4-5) or Move (6)
A Normal warlord must spend more dice on “Activation”  , Units will Shoot (1-3) or Move (4-5) or Rest (6)
A Rash warlord must spend more dice on “Melee” , Units will Move (1-3) or Shoot (4-5) or Rest (6)

Fatigue points on the enemy side will always be spent as soon as they can.
If a side looses their warlord they can only put dice into the first column

End of turn intelligence rating dice roll (roll 1d6)
A Dumb warlord will remove all dice on the battle board at the beginning of the turn on a roll of 4-6
An Average warlord will remove all dice on the battle board at the beginning of the turn on a roll of 5-6

A Clever warlord will remove all dice on the battle board at the beginning of the turn on a roll of 6

So Now to the battle


As you can see this is a 15mm game on a 2 foot table , i used a measuring stick marked off in 1/2 inches

The Normans rolled a rash / average commander and the Anglo-Saxons a normal / clever commander

So from the outset the normans decided that the anglo-saxons were not going to deploy on the edge of the river and defend they would take the battle to the enemy
so the  Norman warlord with a unit of knights charged but from a little too far away , and gained a little too much fatigue for their own goon and when it came down to the fight the levy held and the anglo-saxon hearthguard flattened those knights and the warlord


This is the scene after turn 2 with the anglo-saxons preparing a defence of the stream


With the loss of their leader the rest of the Normans wanted vengeance so like any good Norman would do they charged another unit of knights only to be thrashed again  , this really was the straw that broke the camels back as the only units left after this were just the infantry which were then being peppered by the anglo-saxon levy bow.


On the whole a quick fun game which i used the AI for both sides rather than taking control of one of the sides

Friday, 19 May 2017

Stalingrad Picnic

Something i have meaning to play for a while is a Russian "Just got off the boat in Stalingrad" as the film Enemy at the Gates" led me to the inspiration of how would this work

so I setup a table and used force on force with the WWII download sheet , on the whole it was over in  about 4 turns as the casualties mounted , i decided both sides would stop fighting when they reached 33% casualties , Force on force proved to be quite entertaining as one side would fire and then the reaction system would ripple down the table but the main decisive threat were the large soviet squads compared to the smaller but better equipped german ones.

The forces involved
German
TQ d10 , supply normal , morale d8 , Normal Confidence
Hq 2 man smg
Squad 1  , 2 X 4 men + 2 men light mortar
Squad 2  , 2 X 4 men + 2 men light mortar
Squad 3  , 2 X 4 men + 2 men light mortar
Squad 4  , 2 HMG teams of 3 men
Soviet
TQ d8 , supply normal , morale d8 , Normal Confidence
Hq 2 man smg (no shooting past half range , +1 fire dice)
Squad 1  , 10 rifles ( only 5 fire dice , no effect on casualties until down to 1/2 strength)
Squad 2  , 10 rifles ( only 5 fire dice , no effect on casualties until down to 1/2 strength)
Squad 3  , 10 rifles ( only 5 fire dice , no effect on casualties until down to 1/2 strength)
Hq 2 man smg
Squad 1  , 8 smg (no shooting past half range , +1 fire dice)
Squad 2. , 8 smg (no shooting past half range , +1 fire dice)
Squad 3. , 8 smg (no shooting past half range , +1 fire dice)

Any rifle stand down to 1/2 strength may exchange itself for a sniper stand
Sniper team TQ d10 , supply normal , morale d8 ( this did not happen as there was not an opportunity that would make this worth while ) , the Russians managed to win the initiative every turn ( both sides were a d8 with the Russians starting the first turn with initiative

the starting positions


The Game

The total casualties on the German side was 33% , the Russians 40% at the end of turn 4 , so both sides consolidated their positions . The german centre squad would probably with draw next turn because of the risk of being surrounded , the bottom german flank is relatively secure but at the top it is about to be destroyed as both squads were at 50% casualties and faced with an almost untouched Russian smg squad and leader.

Tuesday, 16 May 2017

Modern imaginations skirmish game

I have been looking at various modern skirmish sets of rules , normally i would go for force on force but i wanted something a little more special where each figure acted and fought and interacted with the terrain individually so i have been looking at infinity , these are a hard scifi set but the core mechanics work well for individual figures. so i created / modified the weapons to be a little more in keeping with the this game.

house rules
since i am playing this in 15mm i am halving all ranges

As infinity is an individual figure game i needed a group mechanism so i decided to have the units training/morale reflect this so militia must always be able to see 3 other figures or they stay put , average 2 others and veteran 1 other , elites may do as they wish

At the start of the game there are 5 hotspots as per the normal FoF rules where the insurgents can appear however the hotspots will move half an infinity move at the end of the turn towards the businessman or product

each move on the table made by the pmc will increase the threat level by 1 , at the end of the turn a d6 is rolled and if that number is rolled the enemy gang may start to arrive with the leader arriving with the last gang , they arrive on a random hotspot  and within or behind a building or wall

Modified Weapons
Pistol range 0-8 (+3) , 8-16 (0) , 16-24 (-6) , dam 12 , burst 1
Heavy pistol range 0-8 (+3) , 8-16 (0) , 16-24 (-6) , dam 14 , burst 1
Machine pistol range 0-8 (+3) , 8-16 (0) , 16-24 (-6) , dam 12 , burst 4
Sub Machine Gun range 0-8 (0) , 8-16 (+3) , 16-24 (-3) , dam 12 , burst 3
Light Machine Gun range 0-8 (-3) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) , dam 13 , burst 3
Vehicle Machine Gun range 0-8 (0) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) dam 14 , burst 3
Heavy Machine Gun range 0-8 (-3) , 8-16 (0) , 16-24 (+3) , 24-48 (+3) , 48-96 (-3) dam 14 , burst 2
Vehicle Auto Cannon range 0-8 (-3) , 8-16 (0) , 16-24 (0) , 24-48 (-3) dam 16 , burst 2
Grenade range 0-8 (+3) , 8-16 (-3) , dam 13 , burst 1
Demo Charge / IED range (0) (+3) , dam 14 , burst 1 , AP (varies) 1-4
Grenade launcher range 0-8 (0) , 8-16 (+3) , 16-24 (0) , dam 13 , burst 1
Constructed Rifle range 0-8 (-3) , 8-16 (0) , 16-24 (-6) , dam 12 , burst 1
Carbine range 0-8 (-3) , 8-16 (+3) , 16-24 (0) , 24-48 (-6) , dam 12 , burst 1
Rifle range 0-8 (-3) , 8-16 (+3) , 16-24 (0) , 24-48 (-3) , dam 13 , burst 1
AK47 range 0-8 (+3) , 8-16 (0) , 16-24 (-3) , 24-48 (-6) , dam 13 , burst 3
Assault Rifle range 0-8 (+3) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) , dam 13 , burst 3
Modern Assault Rifle range 0-8 (+3) , 8-16 (+3) , 16-24 (0) , 24-48 (-3) , dam 13 , burst 3
Shotgun range 0-8 (+6) , 8-16 (0) , 16-24 (-3) , dam 14 , burst 2
Sawn-off Shotgun range 0-8 (+6) , 8-16 (-3) , dam 15 , burst 1
Sniper Rifle range 0-8 (-3) , 8-16 (0) , 16-24 (+3) , 24-48 (+3) , 48-96 (-3) , dam 15 , burst 1
Mini-Gun range 0-8 (0) , 8-16 (+3) , 16-24 (-3) , 24-48 (-6) , dam 14 , burst 4
LAW / Rpg range 0-8 (0) , 8-16 (-3) , 16-24 (-6) , dam 15 , burst 1 , AP 3

Knife Dam ph-1 burst 1
Bayonet ph 0 burst 1
Sword Dam ph+1 burst 1

Communications
Units with man to man comms may spend action points as per normal infinity rules , units without man to man coms have their own stack of action points which can only be spent by that group. At the beginning of the turn each group is assigned a number of action points from the main pool.

Scenario 1
A group of private military contractors escort a business man to meeting and then on to the exit
the meeting is taking place in a well protected building.

A local gang leader is going to try to disrupt the meeting or try and capture the businessman  , if captured this will lead to scenario 2 where he will need to be rescued or scenario 3 where some product will needed to be delivered to a point on the table

Forces 
1 civilian armed with pistol , 4 veteran pmc armed with Assault Rifles and 2 smoke grenades
They will travel in protected car , arm 2 to destination wait 4 turns then move on to the exit , they have man to man coms for pmc only
Mov 4-4 , cc 12 , bs 14 , ph 12 , wip 12 , arm 0 , bts 0 , w 1 , s 2

The meeting area is defended by 5 average guards and leader
Mov 4-4 , cc 12 , bs 12 , ph 12 , wip 12 , arm 0 , bts 0 , w 1 , s 2
Armed with machine pistol

gang forces (All Militia are Irregular)
1 leader and 4 groups , 2 average and 2 militia arrive at a hotspot which are diced for randomly
Mov 4-4 , cc 12 , bs 10 , ph 12 , wip 12 , arm 0 , bts 0 , w 1 , s 2
Armed with AK47 rifles , leader armed with 2 heavy pistols

The AI for the gangs are that they will move to a position where they can shoot at the enemy , 
militia will not cross open ground and will withdraw if they come within close range of the enemy
Average will not cross open ground
if any group outnumbers its visible enemy by double it may close to close combat

Drugs
Some units may be considered to be on drugs , those units ignore the group mechanism and will always try to close to close range before they may shoot

Use the force on force reaction system for troop reaction

Reaction
Any group that wishes to react to an enemy rolls is wip or under  , all reaction dice are rolled against all defence dice , the defender gets as many defence dice in its group multiplied by the number of groups shooting at it

Firing
Use the standard infinity d20 fire dice  , total burst number in attacking group and the best weapon for the range if group has different weapons
Use total figs in defending group for defence roll

Attacking
Militia lose 3 burst dice for each additional figure in group
Average lose 2 burst dice for each additional figure in group
Veteran lose 1 burst dice for each additional figure in group

Use normal Modifiers for dice roll

roll to wound as infinity rules




Outcome

Red arrows represent movement for that turn , yellow arrows are shooting that turn and the "X" is for downed figures.

Turn 1 , After the meeting the PMC and the civilian under fire from gang 3 and gang 2 enter the car which protected then from all small arms fire , the meeting area guards move to positions to offer supporting fire. Gang 1 and 4 move.

Turn 2 the PMC and civilian drive off and come under fire from gangs 1,3,4 which damage the car , the meeting point guards disable half of gang 2

Turn 3 Gang 1 fires at car putting it out of action , the driver failed to keep control and crashes into the corner of the building , the meeting point guards offer some suppressive fire against gangs 2 and 3

Turn 4 the PMC and civilian exit the car and move to cover around the side of the building whilst under fire from Gang 1

Turn 5 the PMC escape on foot

I didn't know if i would call this a win for the PMC as they are on foot, perhaps they would steal another car to get away , on the whole a very fast and furious game and seam to have lots of action with bullets flying in all directions.

The main mechanic is you have to roll under your target number and beat the enemy roll , if the unit rolls under its target roll and over the enemy roll it is a hit and needs a damage roll , this is for all relevant dice that do hit their target cause damage.

For damage a roll of above the weapon damage rating adding your armour to your roll , a fail is a wound taken which in most cases is a kia , all figures had 1 wound the car had 2 wounds