This weeks game saw us game the ongoing conflict in Afghanistan. The basic scenario of the game, set in 2007, saw a British squad, commanded by Evan, pinned down in a compound by Brian’s Afghans. Chris was the second British player and had a second squad being carried in a pair of Snatch Landrovers supported by a pair of WMIK Landrovers. He had to come to the aid of his beleaguered colleagues. I ran the umpired the game. The game allowed us to test out some more of my modern modifications in a very recent setting.
British Briefing.
Date: 2007
Location: Helmand province Afghanistan.
Situation: A small foot patrol has been conducting a standard route through the green zone. It has taken fire and sought cover in a compound. You are to take a squad and WMIK to rescue them. The roads are clear but there may be mines/IEDs in the vicinity.
Initial Deployment: Fire teams A and B start in the compound. The Reinforcements enter on the road on turn D3.
Victory Conditions: Rescue the two fireteams and exit them off the board.
Special Rules: All men carry 2 fragmentation grenades each, Squad leaders also have 2 smoke grenades each. All men wear modern body armour. Each UGL had 4 rounds. LMG gunners don’t need assistants.
Forces:
Fireteam A: NCO REP 5 SA80, Gunner REP4 SA80 + UGL, Gunner REP5 SA80, Gunner REP 5 Minimi.
Fireteam B: NCO REP 5 SA80, Gunner REP4 SA80 + UGL, Gunner REP5 SA80, Gunner REP 5 Minimi.
Fireteam C: NCO REP 5 SA80, Gunner REP4 SA80 + UGL, Gunner REP5 SA80, Gunner REP 4 Minimi. Carried in Landrover Snatch.
Fireteam D: NCO REP 5 SA80, Gunner REP4 SA80 + UGL, Gunner REP5 SA80, Gunner REP 4 Minimi. Carried in Landrover Snatch.
Landrover WMIK: NCO REP 5, Driver REP4, Gunner REP4, 1 HMG + 1 LMG
Landrover WMIK: NCO REP 5, Driver REP4, Gunner REP4, 1 HMG + 1 LMG
Taliban briefing.
Date: 2007
Location: Helmand Province, Afghanistan.
Situation: You have ambushed a small British foot patrol, after a short firefight they have taken cover in an abandoned compound. Move in and finish them off before more arrive.
Initial Deployment: Set up 2 units 8” in from the 2 board edges parallel to the road. The rest enter as they are drawn from either of these edges (mark before game starts), 2 random units per turn enter.
Victory Conditions: Kill/ capture the British forces, even a few KIA is enough for a propaganda victory.
Special Rules: All men carry 1 fragmentation grenade each. LMG gunners do not need assistants, RPGs have 4 rounds each. Place 2 dummy IED markers before play.
Forces:
1- Squad: Leader REP4 AK, 4 men REP3 AKs, Gunner REP3 LMG, Gunner REP3 RPG and pistol.
2- Squad: Leader REP4 AK, 2 men REP3 AKs, Gunner REP3 LMG, Gunner REP3 RPG and pistol.
3- Squad: Leader REP4 AK, 2 men REP3 AKs, Gunner REP3 LMG, Gunner REP3 RPG and pistol.
4- Squad: Leader REP4 AK, 2 men REP3 AKs, Gunner REP3 LMG, Gunner REP3 RPG and pistol.
5- Squad: Leader REP4 AK, 2 men REP3 AKs, Gunner REP3 LMG, Gunner REP3 RPG and pistol.
6- HMG team: Leader REP4 AK, Gunner REP4 AK and HMG, 2 assistants REP3 AKs.
7- Squad: Leader REP4 AK, 3 4 Gunners REP3 AK and RPG.
8- Sharpshooter: ‘One eyed Omar’ REP 4 SVD has the following attributes- Stealthy, Quick reflexes, Marksman.

The game table, Evan’s squad set up in the far compound on the right. The Afghans entered from either long board edge. Chris’ rescue party enter on the road at the bottom.

One of the initial Afghan squads ready to throw itself against Brits.

Evan set up his Brits for all round defence, cleverly covering every angle.

Brian set up another squad of Afghans on the other side of the board.

After Brian had lost a lot of men attempting to close on the compound he decided on a different tactic with the arrival of Chris’ forces at the start of turn 3. The bloody smear is the remains on ‘One Eyed Omar’.

Chris sent half of his forces down the road, with some concern over the IED marker, and half down his left flank.

Having past the (fake) IED a crucial insight was now taken, unfortunately the Minimi gunner out of the top hatch of the Snatch lost to ….

… an Afghan RPG gunner. Who let a shot off.

Bang on target taking out the Snatch. This proved to be the turning point of the game.

General shot of the table. Complete with game clutter.

Chris moved half of his forces round the flank to intercept Brian moving up his reinforcements. The WMIK and the Brits in the compound did a good job of neutralizing a HMG that Brian was trying to set up.

On the other side of the road the second WMIK got its revenge on the Afghan with the RPG with a burst from its GMG.

Sadly for the Brits Brian got lucky with his reinforcemnts and activations bring on his RPG heavy squad right behind Chris’ force with rather devastating result. At this point we called it quits.
The game went pretty much as expected, very hard for the Afghans to make progress against the initial defending Brits, Brian lost about 20 men before deciding to focus his efforts on Chris’ advancing reinforcements. Once things started to go bad for the Brits the whole game plan fell apart. Whilst Evan’s squad was secure in his compound by splitting up and arriving late on the board (the dice’s fault not Chris’) it was easy enough for Brian to capitalize on the fortuitous arrival of his RPG squad to end the game in his favour. The Snatches proved to be very weak- I can see myself picking up a few Mastiffs next show that I’m at.
Plenty of new ideas came out of the game. A table of support options for the British one to reflect the amount of assets that are available in theatre. Also some house rules on IED are needed. As the war in Helmand progressed the threat of IEDs grew year by year as techniques were imported from Iraq. Parallel to this I can see some rules on Military Working Dogs being written too.
Cheers,
Pete.