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COLIN PHILLIPS, CRAIG WATTERSON & CHRIS POOCH SCENARIOS & RULES FOR SKIRMISH SANGIN

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Page 1: SCENARIOS & RULES FOR SKIRMISH SANGIN

SANGIN DESPATCHES

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 1COLIN PHILLIPS, CRAIG WATTERSON & CHRIS POOCH

SCENARIOS & RULES FOR SKIRMISH SANGIN

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COVER IMAGE AND PAGES: 7,8,18,19,20,21,24,25,42,44,45,47,48 ARE COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR.

IMAGES ON PAGES: 10, 11 ARE COURTESY COMBATCAMERA.FORCES.GC.CA OF THE CANADIAN ARMED FORCES

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ACKNOWLEDGEMENTS

WRITTEN BY

COLIN PHILLIPS, CRAIG WATTERSON, CHRIS POOCH, ALEX MCCUTCHEON AND ADAM SMITH.

DESIGNED BY

COLIN PHILLIPS

EDITED BYALEX MCEWEN

PLAYTESTERS,

COLIN PHILLIPS, CRAIG WATTERSON, CHRIS POOCH, ALEX MCEWEN, TOM LEAMY, ALEX MCCUTCHEON, AND TIM WARD.

SPECIAL THANKS

NEIL PARDINGTON, MR & MRS POOCH, JC MCDANIEL, RAY HUTCHINSON AND HOUSE OF QUEEG

Contents:

Introduction 4Which Gun? 5ORBAT - Canadian Platoon 9ORBAT - German Zug 12ORBAT - ANP 14ORBAT - 611 Militia 17Campaign & Experience 18Scenario 1: Advance to contact 24Scenario 2: Morning Mail 27Scenario 3: IED hunt 31

Scenario 4: Construction camp attack 34Scenario 5: Foggy morning 38Scenario 6: Find the mortar 44Scenario 7: Support the flank 50Tactical primer for Sangin 53Fireteam grouping 55The humble AP 59Military working dogs in Afghanistan 62Combat Phase Tracker 66

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When we designed Skirmish Sangin, we were forced to leave out a number of scenarios and advanced rules, simply to fit in the number of pages allowed in the book.

Over time we have gradually added more scenarios that we wrote for our own enjoyment and new rules which cropped up from our reading or our game experiences.

It seemed wrong to keep all these new cool things to ourselves, so Sangin Despatches was born. This is our chance to share all of these with you!

Despatches provides the player with additional rules and scenarios as well the rules to run them as a campaign.

This has been another labour of love that we could not have done with the sterling help of many individuals who play-tested the many different rules and scenarios and we are excited that this book fills out the original Skirmish Sangin game by adding more depth.

Our goal from the beginning with this book was to give you, the reader, more of everything and to increase your experience of narrative based skirmish wargames.

INTRODUCTIONWe have provided more Orders of Battle (ORBATS) for some of the many ISAF forces available and we have included a few essays for you to see how to play.

I would also like to sincerely thank the members of the many different armed forces whether active or retired, who have given us information or their blessing.

We really appreciate it and are glad we could create a system that so many of you think models the real thing while still being a game. Stay safe people.

By the way, got a new scenario? A new ORBAT for a force you want to share? Or do you want us to answer any rules based questions? Send your ideas and feedback through our website:

www.radiodishdash.com.

We would love to hear from you!

Colin

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We were interested in a military point of view about what weapons players should arm their squads with. We asked ex US Marine “Smitty” about his favorite gun and were surprised by the answer.

The amateur will answer straight away with his flavour of the month. The professional knows better. DeNiro’s character in Ronin said it simply “It’s a toolbox, I don’t care. You put the tools in for the job.” Now back to the original question, rephrased – What rifle do you want right now?

Answer – the one that will let me gain fire superiority so that I can close with, and destroy, the enemy. That’s straight from the Marine Rifle Squad mission statement. Shotguns are devastating out to 50 meters or so but further than that are mostly harmless. A sniper rifle pressed into service clearing rooms is in a similar quandary.

This is why nowadays even an infantry squad will bring several different types of firearms to the battle.

The Assault Rifle: The first assault rifle, the StG44, was invented during World War II, in an amazing period of evolution in armaments. The StG44 is the grandfather of all modern assault rifles. It was designed for modern warfare from the ground up and began the development of rifles capable of firing semi or fully automatically, using a lower powered and thus lighter cartridges, which in turn allowed a soldier to carry larger amounts of ammunition.

The Soviets have their own version - the ubiquitous AK47. The AKs modernized stamped version was the AKM, which has armed half of the world in various forms for the last sixty or so years.

Western assault rifles took longer to gain a foothold. They were largely adopted from the more complicated and accurate rotating bolt of the American Johnson rifle and machine gun. This is the famous AR15 and other weapons including the Steyr AUG and the L85.

All of these were designed, or based on designs, by Eugene Stoner. Stoner worked in Armalite’s Hollywood

WHICH GUN?“This is my rifle, this my gun, this is for fighting, this is for fun.”

USMC Chant.

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L85A1The United Kingdom L85 is a custom designed and modified version of the AR180, (another Stoner design). The Brits, and many others, were interested in a bullpup design that puts the magazine behind the pistol grip, giving you more barrel length in a shorter package. Makes sense right?

The only downsides are mechanical - long trigger linkages and an ejection pattern that is only suitable for shooting from one side. On the plus side is the gun’s SUSAT; a very robust fixed four-power scope. The L85 also had 2000-era upgrades by Heckler and Koch and is generally held in high esteem.

Steyr(F88)The Austrian Steyr AUG is an ingenious design using a rotating bolt with a piston operation. It does have the inherent bullpup issues.

Steyr was not well known for semi automatics weapons despite manufacturing many of the StG44’s in WWII. Luckily it was adopted by the Australians and then later by the New Zealanders

warehouse during the 50s and tried to sell his designs to the US military. Eventually the US Air Force and Special Forces became early adopters. These weapons, initially known as finicky plastic aberrations, have now almost universally been adopted in various versions by the Western military. These assault rifles are known for both their accuracy and modularity.

M16A1Most American grunts will carry either the M16A4, if they’re in the Marine Corps, or the M4 if the Army is their branch of service. The M16A4 will typically have a 4 power magnification ‘ACOG’ scope as well as an ‘AN/PEQ’ infrared laser/torch and a torch. The ‘16’ is effective to 500m in the hands of a Marine Rifleman. The M4 is exactly the same as the M16A4’s but with a 5.5” shorter barrel and similar optic, effective to 300m. C7A1The Canadian C7A1 is basically an M16A4. Saying that will not win me many Canuck friends. There was a Canadian officer on the M16A2 design team along with the few Marines. The A2 design was the rifleman’s solution to many of the M16A1’s problems. The A2 was issued with the excellent, if primitive, ELCAN fixed 3.4-power scope. Further developments led to the A4.

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G36The G36 used by Spain and a few other countries, is Germany’s current assault rifle. One of its claims to fame is that it has a gas piston system. Known by its plastic look, it also has a very high quality barrel and a well thought out combat optic. This is a very reliable and accurate rifle but with some silly holdovers from older rifles despite its late adoption.

All of these are actually very similar weapons and for several good reasons most of the men in your squad will have one. They can hit a point target easily or suppress a small area at a couple of hundred meters to cover your advance. They can also be used quickly at close range or to clear out an alley with rapid fire. Most importantly they can provide awesome short-range firepower to protect your machine gun. It is the closest to the everyman’s gun - most useful, most of the time.

Grenade LaunchersAny infantry squad will have a couple soldiers with M203 40mm grenade launchers providing indirect fire support to the rest of the team.

They are a lot more accurate than you might think. Shooting into a window at a couple of hundred meters is doable. Effective range is 350m against an area target and 150m to hit a point target. There are newer versions of under-barrel grenade launchers by both Fabrique Nationale and Heckler and Koch which can use higher-powered rounds with more range and heavier payloads.

Squad Automatic Weapons (SAW)The M249 is the most common SAW for both the Army and Marines. Sometimes called the ‘Minimi’ it is a belt fed, fully automatic, heavy-duty support weapon. The SAWs are much loved but perhaps past their prime. After decades of training abuse followed by a recent war they can have serious undiagnosed problems. When replacement funding allows units have cycled out the dodgy SAWs for use in less critical jobs. The ready bags for these are 100 rounds of 5.56mm, the same caliber as the M4. It has an 800m max effective range.

General Purpose Machine GunsM240Known as the “Gimpy” in the Commonwealth or the “Two Forty” in the states, the M240 is the latest general-purpose machine gun (GMPG) in use by most Western infantrymen. It is much loved by that peculiar breed of person, the machine gunner. These are men who take pride in having the heaviest weapon on the hump, as well as the most firepower in the platoon.

The M240 uses the standardized 7.62x51mm NATO ammunition - a very heavy round compared to assault rifle ammo with superior penetration and range that is effective at even a kilometre distance. The GMPG is often carried with just a canvas ready bag attached (50 or 100 rounds), with nearly everyone in the patrol carrying spare ammunition for it. It has a maximum effective range up to 1800 meters.

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MG3The MG3 is one of the few other general-purpose machine guns in today’s Western armies. Used by the Bundeswehr and chambered in standardized 7.62mm NATO, it is a nearly exact copy of the old MG42 designed for the Wehrmacht in WWII. It may well be the grandfather of all general-purpose machine guns out there. Today they’ve slowed down the old ‘buzzsaw’ and replaced the original Bakelite parts with modern plastics.

Other FirearmsHandgunsHandguns like the US military’s M9 are designed to help protect you when you’re primary weapon has gone down for whatever reason. At anything besides short range and you are in a lot of trouble since everything outranges you. Very few grunts will have enough practice to hit much but SOF units can be deadly in a room-to-room shootout.

ShotgunsShotguns are now being carried by most infantry platoons, especially if they are doing a lot of room clearing. Despite their awesome short-range firepower potential, they are mostly used for ‘breaching’ - shooting hinges and locks off of doors.

Submachine gunsSubmachine guns like the MP5 aren’t very common in grunt or SOF units these days. Too short ranged with low penetration and non-commonality with the rifles and carbines shoved them out of all but the most specialized CQB (close quarters battle) units worldwide.

ConclusionIn conclusion you’ll need to bring what you’ll most likely need. Most of the troops will want to bring whichever assault rifles your nation’s bean counter has equipped you with. Grenade launchers are great lightweight back up to hit targets in cover. SAWs bring a heavy volume of fire for short-range suppression. GPMGs are your real killing power at long range. They are all different pieces of the puzzle. Sniper rifles, Designated Marksman rifles, mortars, heavy machine guns and the wide family of missiles and rockets will be covered in another volume.

Keep in mind this was written by a former ‘gun club’ member with some of those inherent prejudices!

Semper Fi

Smitty

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ORBAT: CANADIAN PLATOONCanada’s role in Afghanistan began in late 2001 when Canada sent over members of its elite Special Forces unit - Joint Task Force 2.

Its first contingent of regular troops arrived in January 2002 but didn’t play a significant role “in country” until they were moved to Kandahar Province in 2006.

By this time, Canadian forces numbered approximately 2,500. Its main battle group numbered 1,200 with approximately 950 of them deployed as part of ISAF.

Canada withdrew the bulk of its troops from Afghanistan in 2011, with the Infantry Battle Group withdrawn by the end of July, and all Canadian Forces personnel and equipment withdrawn from Kandahar by the end of December 2011. In September 2008, Conservative leader Stephen Harper pledged this, saying a decade at war is enough. He acknowledged that neither the Canadian public nor the troops themselves had any appetite to stay longer in the war.An undisclosed number of troops remain “in country” to train and mentor the Afghan National Army until 2014.(Source Wikipedia)

Section Points

Canadian Section 740pts

Fireteam 1

1 x Veteran Sergeant (C7A2) 125pts

1 x Average Grenadier (C7A2/M203) 95pts

1 x Average Rifleman (C7A2) 70pts

1 x Average Rifleman (Minimi) 85pts

Fireteam 2

1 x Veteran Master-Corporal (C7A2) 115pts

1 x Average Grenadier (C7A2/M203) 95pts

1 x Average Rifleman (C7A2) 70pts

1 x Average Rifleman (Minimi) 85pts

By Colin Phillips & Alex McCutcheon

Section Points

Canadian Section 705pts

Fireteam 3

1 x Veteran Master-Corporal (C7A2) 115pts

1 x Average Grenadier (C7A2/M203) 95pts

1 x Average Rifleman (C7A2) 70pts

1 x Average Rifleman (Minimi) 85pts

Fireteam 4

1 x Average Corporal (C7A2) 70pts

1 x Average Grenadier (C7A2/M203) 95pts

1 x Average Rifleman (C7A2) 70pts

1 x Average Rifleman (Minimi) 85pts

Section Points

Canadian Section 705pts

Fireteam 5

1 x Veteran Master-Corporal (C7A2) 115pts

1 x Average Grenadier (C7A2/M203) 95pts

1 x Average Rifleman (C7A2) 70pts

1 x Average Rifleman (Minimi) 85pts

Fireteam 6

1 x Average Corporal (C7A2) 70pts

1 x Average Grenadier (C7A2/M203) 95pts

1 x Average Rifleman (C7A2) 70pts

1 x Average Rifleman (Minimi) 85pts

Section Points

Canadian Heavy Weapon Section 450pts

1 x Veteran Master-Corporal (C7A2) 115pts

1 x Average Rifleman (GPMG) 85pts

1 x Average Rifleman (GPMG) 85pts

1 x Average Rifleman (C7A2) 70pts

1 x Average Rifleman (C7A2 + Carl Gustav or

M72 Law)

95pts

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The C7 rifle.The Colt Canadian C7 is a Canadian assault rifle based on the American CAR15. Canadian forces in Afghanistan have been equipped with the newer, upgraded C7A2. The C7A2 is a 2D10 damage weapon. In game terms there is little to distinguish between the CAR15 and the C7.

Carl Gustav Recoilless rifleA recoilless rifle (RCLR) or recoilless gun is a type of lightweight tube artillery. It is designed to allow some of the propellant gases to vent from the rear of the weapon at the moment of ignition creating forward thrust and negating much of the weapon’s recoil. This allows the weapon to use a heavier projectile than would normally be possible without a bulkier, more traditional cannon.

The Carl Gustav Recoilless Rifle is an 84mm man-portable, reusable multi-role weapon system produced by Saab Bofors Dynamics in Sweden. The Carl Gustav can be fired from standing, kneeling, sitting or prone positions and a bipod may be attached in front of the shoulder piece. This weapon is a team-only weapon, as it requires a two-man crew to operate. One crewman carries and fires the weapon and the other carries ammunition and reloads.

The Carl Gustav was originally designed as an anti-tank weapon. However, as asymmetrical combat has become the norm since the end of the Cold War, it is being phased out. In the USA it’s known as M3 Multi-role

Anti-armour Anti-tank Weapon System (MAAWS) and has recently been re-introduced into the US Marine Corps as an anti-bunker weapon as well as for mouse-holing.

M72 LAW M72 Law is a portable, one-shot, 66mm unguided an-ti-tank weapon. The tube is slid open to make it longer, the sights are raised and then it is aimed and fired. Originally designed as an anti-tank weapon this weapon has been used in Afghanistan as an anti-bunker weapon as well as for mouse-holing.

Description Range Minimum Range KZ DZ Damage Penetration

Value

Carl Gustav

(reloadable)

1000m(500”) 20m(10”) 10m(5”)

10” diameter

20m(10”)

20” diameter

KZ6d10/

DZ1d10

10

Description Range Minimum Range KZ DZ Damage Penetration

Value

M72 - one shot 200m(100”) 10m(5”) 10m(5”)

10” diameter

20m(10”)

20” diameter

KZ6d10/

DZ1d10

10

Carl Gustav

M72 LAW

(Optional Rule) The Carl Gustav/M72 LAW Back-blastThe back-blast from this weapon is about 60 meters and 8 meters wide (30” x 4” wide in game terms) according to sources in Australian army. Any character in that area automatically takes a DZ 1d10 damage roll and normal DZ rules apply.

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Mouse-holingMouse-holing techniques can only be used if both players agree at the beginning of the game.

Mouse-holing is an urban warfare tactic used by soldiers to create access to adjoining rooms or buildings by blasting or tunnelling through a wall. This tactic is used to avoid open streets where advancing infantry, caught in enfilade, can be easily targeted by machine-gun and sniper fire.

To create a mouse-hole in a building wall a character must be carrying a Carl Gustav, an M72 LAW or another similar weapon system. The character must be at least the Minimum Range distance from the target wall and must succeed a shooting check at a skill of 90%. A roll of 00% means a fumble.

The damage will be sufficient to blow a man-sized hole in the target wall. Any characters behind the wall will take 3d10 damage in the KZ and no damage in the DZ as it is assumed the wall has absorbed the majority of the explosion.

Mouse-holing FumblesRolling 00 means the missile has not fired correctly. The player should roll a 1d10 and consult the grenade template for direction of the missile. The missile will

travel 2d10 inches before exploding. Treat the explosion as normal.

Canadian Special Operations Regiment (CSOR)Formed in 2006, Canadian Special Operations Forces Command (CANSOFCOM) is a new Canadian Forces formation responsible for protecting Canadians from terrorism and related threats.

The Command is composed of the Canadian Special Operations Regiment (CSOR) and 427 Special Operations Aviation Squadron (427 SOAS) in Petawawa, Ontario; Joint Task Force 2 (JTF 2) in Ottawa, Ontario; and the Canadian Joint Incident Response Unit (CJIRU) in Trenton, Ontario.

At the time of publication we have been unable to accurately discover the section structure so recommend using the US Ranger force outlined in the Skirmish Sangin rulebook. We hope to bring you more information if we are able to get it.

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ORBAT: GERMAN ZUG (Platoon)

The German Army equivalent of the platoon is the Zug.

A Zug consists of: HQ Platoon (4-6 men)The task of the Platoon HQ is to provide support for the Platoon Leader and to act as a reserve force such as two additional snipers or an anti-tank weapon crew.

3 x squads (8-11 men) Each squad is led by a Oberfeldwebel (NCO) and the squad size corresponds to the passenger capacity of the squad vehicle (either wheeled or armoured). The squads are broken down into 4 man fire-teams and the crew of the vehicle. For example, a German Boxer eight-wheeled MRAV (Multi-Role Armoured Vehicle) has a crew of 3 and two fire-teams of 4.

Example:The German Boxer MRAV has a vehicle crew of 3 and 2 x 4 man fire-teams. In Skirmish Sangin the crew don’t leave the vehicle unless the vehicle is immobilised and out of action when they use the bailed out crew template.

This German Army Platoon is shown below:The points below include weapons and body armour but not hand grenades.

Section Points

German Zug 1,290pts

Boxer MRAV + HMG 500pts

Fireteam 1

1 x Veteran Oberfeldwebel (G36) 115pts

1 x Average Grenadier (G36/AG36 (UGL)) 85pts

1 x Average Rifleman (MG4) 75pts

1 x Average Rifleman (G36 /ammo for MG4) 60pts

Fireteam 2

1 x Veteran Feldwebel (G36) 115pts

1 x Average Grenadier (G36/AG36 (UGL)) 85pts

1 x Average Rifleman (MG4) 75pts

1 x Average Rifleman (G36/ ammo for MG4) 60pts

BDY ARMOUR MORALE AP WPNS CBT PHASE

13 6/6 55 3 HMG 4,6,8,10

Average Boxer MRAV

Primary weapon (BODY x3 + 10%) 49% | Other weapons (BODY X3) 39% | Spot 100% | Drive (BODY x3 +20%) 59%

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Panzergrenadierzug: A Panzergrenadiergruppe consists of 9 soldiers. The active squad is 6 soldiers alongside 3 crew for their Marder IFV. In Skirmish Sangin the crew don’t leave the vehicle unless the vehicle is immobilised and out of action when they use the bailed out crew template.

Section Points

German Zug 1,705pts

Marder IVF 500pts

1 x Veteran Oberfeldwebel (G36) 115pts

1 x Average Rifleman (G36/ Panzerfaust3) 85pts

1 x Average Grenadier (G36/AG36 (UGL)) 85pts

1 x Average Rifleman (MG4) 75pts

1 x Average Rifleman (G36 /ammo for MG4) 60pts

1 x Average Rifleman (G36) 60pts

BDY ARMOUR MORALE AP WEAPONS CBT PHASE

13 6/6 55 3 20mm Auto-Cannon

4,6,8,10

Average Marder IFV

Primary weapon (BODY x3 + 10%) 49% | Other weapons (BODY X3) 39% | Spot 100% | Drive (BODY x3 +20%) 59%

Panzerfaust 3Panzerfaust 3 is a disposable recoilless anti-tank weapon that has been in service with the Bundeswehr since 1992. Although it comes with three types of ammunition - Anti-Tank, Tandem Hollow Charge and Bunkerfaust - in Afghanistan we believe it has only fired Bunkerfaust. It has a 13.3kg warhead and is capable of penetrating 110 mm of RHA armour, 360mm of concrete, and 1,300mm of sandbags.

Description Range Minimum Range KZ DZ Damage Penetration

Value

Panzerfaust 920m(460”) 5m(2.5”) 10m(5”)

10” diameter

20m(10”)

20” diameter

KZ6d10/

DZ1d10

11

PANZERFAUST 3

Panzerfaust 3The Panzerfaust 3 can be fired from enclosed spaces since it does not have a significant back blast. The rear of the tube is filled with plastic granulate that minimises the blast effect using the recoilless countermass principle. (source Wikipedia)

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ORBAT: ANP (Afghan National Police)StructureThe Afghan National Police (ANP), Counter-Narcotics Police of Afghanistan (CNPA) and Counter Terrorism Department fall under the command and control of the Afghan Ministry of the Interior.

The ANP is further divided into:• Afghan Border Police• Afghan Uniform Police• Criminal Investigation Department

The ANP is closer to a paramilitary organisation than a traditional police force. They appear to be underfunded and survive primarily on ISAF hand-me-downs and equipment purchased from foreign countries like Russia and China. This is most obvious in their mismatched uniforms where colour varies through blue, green and grey due to different clothing manufacturers and the rapid expansion of the force. Some police have resorted to having their own uniforms custom made. The ANP badge is worn on one shoulder and the Afghanistan national flag on the other.

Body armour in the ANP is mismatched and poorly distributed. It is generally only issued to individual soldiers when their mission requires it. What armour the ANP has is made up of American, Russian and Chinese military grade equipment and third-party equipment that provides little-or-no real protection. The ANP is allegedly very corrupt and reports exist of officers selling uniforms and weapons to the Taliban. However, at the time of writing, plans to upgrade weapons and uniforms are still being drafted by the Afghan government.

ANP Experience Novice Police Officer x2

BODY Armour Morale AP Weapon Cbt Phases

1d10+10 TBD 35 3 TBD TBD

SKILLS:Pistol (BODY x 2) | Rifle (BODY x 2 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 1) | Throw (BODY x 2) | Forward Observer (BODY x 2)

Average Police Officer x3BODY Armour Morale AP Weapon Cbt Phases

1d10+10 TBD 55 3 TBD TBD

SKILLS:Pistol (BODY x 3) | Rifle (BODY x 3 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | Forward Observer (OBDY x 3)

Veteran Police Officer x4BODY Armour Morale AP Weapon Cbt Phases

1d10+10 TBD 75 3 TBD TBD

SKILLS:Pistol (BODY x 4) | Rifle (BODY x 4 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) | Throw (BODY x 4) | Forward Observer (BODY x 4)

ANP PackagesType Skills modifier CostFirst Corporal/Corporal

+10% Rifle+10% Morale

20

Staff Sergeant/Sergeant

+10% Rifle+20% Morale

30

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ANP TrainingGermany, as lead nation for police affairs under the Bonn II Agreement, concentrated its efforts on setting up the Kabul Police Academy and drafting the blueprint for restructuring police services. The programme only had limited reach into the provinces. It was most successful in Kunduz Province where it had the support of a Pro-vincial Reconstruction Team (PRT) (source: Wikipedia).

When an ANP Officer is in a unit with an ISAF trainer of Veteran or Elite experience their machismo will kick in and they will over-compensate to impress the trainer. Any ANP Officer within 12” and with clear Line of Sight to the ISAF trainer will add +20% to their morale.

ANP ArmourWhen creating ANP characters, the player must check availability of armour for each officer. The player chooses the quality of armour he is looking for and pays the points before rolling on the table below. If the roll succeeds the armour is available and the details are filled in on the ANP character’s sheet. If the player fails the roll, the points are still spent as the internal corruption in the ANP means no armour is available to that officer. The player may choose to pay for armour again and roll again on the table, spending additional points each time. All body armour, regardless of quality, gives a -2 to the character’s BODY attribute.

Body armour Protection Availability Cost

Low grade 1d6 90% 3

Medium grade

1d10 50% 5

High grade 1d10+4 30% 10

Example:Craig decides to field an ANP unit. He buys 4 ANP officers and wants to provide them with body armour. He chooses high-grade armour for all four and rolls four times, once for each officer. He rolls an 04%, 29%, 67% and 91%. He has now spent 40 points and has located 2 pieces of body armour.

He decides to try again for the remaining two officers but this time he is looking for low-grade armour. He spends 6 points and rolls 44% and 64%. He has successfully located two more suits of body armour, but those officers will only get 1d6 protection rather than the 1d10+4 of their better-equipped colleagues.

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VehiclesThe primary vehicle of the ANP is the four-wheel drive, diesel, 4-door Ford Ranger and is treated as a Technical in Skirmish Sangin. Other vehicles include:• Humvees• Nissan Frontier (treat as Technical)• Toyota Hilux (treat as Technical)• UAZ-469 (treat as Technical)

The majority of Technicals are unarmed and are used to ferry people from one place to another. An ANP Tech-nical in Skirmish Sangin can carry a maximum of ten people - seven on the tray or back and three in the cab.

WeaponsThe primary weapon of the ANP is the ubiquitous AK47 but all these weapons are in service:• AK47 Assault Rifle (10pts)• Smith & Wesson Sigma 9mm (10pts)• AMD 65 Assault Rifle (10pts)• Vz. 58 Assault Rifle (10pts)• PKM (25pts)• RPG (25pts)

Women in the ANPOne of the oddities of Afghanistan, a country known for its non-western views on women, is that there are currently 1,850 women police officers.

President Hamid Karzai’s goal is for 5,000 women to join the Afghan National Police by the end of 2014, when most foreign troops will leave the country. However, government neglect, poor recruitment and a lack of interest on the part of authorities, all within a male-

dominated society, means that only 1.25% of the police force on the beat are women. (source: MSN news).

Skirmish Sangin does not normally differentiate between men and women when rolling up characters. However, a woman in a patriarchal society that chooses to be the equal of a man, either through self-belief or when forced to by grinding poverty, has shown greater resolve than many in that society. To represent this, women in the ANP have slightly higher morale ratings.

ANP Women Experience

Novice Police Officer x2 BODY Armour Morale AP Weapon Cbt Phases

1d10+10 TBD 40 3 TBD TBD

SKILLS:Pistol (BODY x 2) | Rifle (BODY x 2 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 1) | Throw (BODY x 2) | Forward Observer (BODY x 2)

Average Police Officer x3BODY Armour Morale AP Weapon Cbt Phases

1d10+10 TBD 60 3 TBD TBD

SKILLS:Pistol (BODY x 3) | Rifle (BODY x 3 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | Forward Observer (BODY x 3)

Veteran Police Officer x4BODY Armour Morale AP Weapon Cbt Phases

1d10+10 TBD 80 3 TBD TBD

SKILLS:Pistol (BODY x 4) | Rifle (BODY x 4 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) | Throw (BODY x 4) | Forward Observer (BODY x 4)

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ORBAT: 611 MilitiaThe 611 Militia began life as a group of mercenaries from all over Afghanistan. Their mission was to protect the road building crew as they attempted to surface Route 611. In overall command was a man known euphemistically as Chris Jones (his real name is unknown). Jones was rumoured to be an ex-Royal Engineer with more than 20 years experience both in the British Army and in mercenary forces. His job was simple - get Route 611 tarmacked as part of the pacification process in Helmand Province.

Route 611When the road crew started work, Route 611 was little more than a dirt track running through poppy fields and raw desert. Its southern terminus is at Highway 1 in the town of Gereshk and the northern terminus is in the village of Kajaki. The road is approximately 100 kilometres long and passes through the town of Sangin. The route is important as it provides access to the Kajaki hydroelectric dam. The dam is located on the Helmand River 100 miles (161 km) northwest of Kandahar City. It has a dual function providing irrigation to some 650,000 acres of otherwise arid land as well as electricity generation.

The Taliban believed they controlled the roads and the local area. The 611 Militia’s aim, with occasional ISAF assistance, was to protect the road crews as they worked. The Daily Mail newspaper describes their operation:

“Work began in January 2010 and was scheduled to be completed by November. For the first seven months, the Taliban maintained a low-intensity guerilla campaign against the builders and their guards’ positions.”

The 611 Militia was heavily armed with reports of a 82mm mortar based in their vehicle yard but most of their weapons were Afghan with the odd bit of ISAF kit thrown in. As with all mercenary forces, the quality of troops was mixed and this gives players an opportunity to field a diverse group of ex-soldiers and Afghans all working together in one unit.

When building a 611 Militia unit a player must purchase at least six Afghan mercenaries for each European mercenary they select. At least three of the Afghan mercenaries must be of Novice level experience.

Note: - The cost for European/Afghan mercenaries is the same cost as their experience ranking ie. an Average mercenary would cost 50pts and a Veteran 75pts.

Here is an example crew manning a forward position:

European MercenaryBODY Armour Morale AP Weapon Cbt Phases

14 1d10+4 55 3 Minimi 3,5,7,9

SKILLS:Pistol (BODY x 3) 42% | Rifle (BODY x 3 +10%) 52% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 28% | Throw (BODY x 3) 42% | Forward Observer (BODY x 2) 28%

Afghan MercenaryBODY Armour Morale AP Weapon Cbt Phases

16 1d10+4 55 3 PKM 2,4,6,8

SKILLS:Pistol (BODY x 3) 48% | Rifle (BODY x 3 +10%) 58% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 32% | Throw (BODY x 3) 48% | Forward Observer (BODY x 2) 32%

Afghan MercenaryBODY Armour Morale AP Weapon Cbt Phases

20 1d10+4 55 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x 3) 60% | Rifle (BODY x 3 +10%) 70% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 40% | Throw (BODY x 3) 60% | Forward Observer (BODY x 2) 40%

Afghan MercenaryBODY Armour Morale AP Weapon Cbt Phases

13 1d10+4 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x 2) 26% | Rifle (BODY x 2 +10%) 36% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 1) 13% | Throw (BODY x 2) 26% | Forward Observer (BODY x 1) 13%

See page 34 for a Militia scenario.

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&CAMPAIGNSEXPERIENCE

Experience:

The only source of knowledge is experience.Albert Einstein

Soldiers soon get to know the ways of “in country” fighting. They bond as a team like never before and develop a sixth sense for the ways of the enemy. Their team mentality helps them develop more effective tactics and to better use their weapons. To reflect this, we have added experience rules for those players who wish to play a campaign.

After each mission, each character that survived gains 2d10 experience points. This experience can be spent to:• increase skills• buy an experience package• buy a Rank package

Increasing skills:To increase a single skill by 1%, a character must spend two of their experience points. They can increase skills more than once provided they have sufficient experience points.

ExampleSimon’s character has just survived a mission and as its part of an ongoing campaign, he gains experience. He rolls 2d10 for his character’s experience and gets a 5 and a 7 for a total of 12.

Simon can now spend this experience to increase any skill. He decides to increase his Morale and spends 6pts (3%). His character is Average so his Morale goes from 55% to 58%. He spends his remaining 6pts (3%) on his Rifle skill and that raises it from 72% to 75%.

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Buying an experience package:Players can save their experience to purchase an experi-ence package. Once they have sufficient points, they can buy experience packages like Sniper, Medic and Sharp-shooter.

Example:Simon has saved the 40 points necessary to turn one of his characters into a Sharpshooter. This char-acter now gets +20% Rifle and +20% Morale.

Buying a Rank package:Ranks must be bought in the order in which they occur. An unranked character must first buy promotion to Corporal, then NCO and finally Officer rank. When they spend the experience points to buy a higher rank they gain the advantages for their new rank.

Example:After a few more missions, Simon has now saved an additional 20 points and promotes his Average soldier to the rank of Corporal. The character now gets a +10% Forward Observer and +10% Rifle.

The advantage of experience packages is that they are cheaper to purchase than skill increases but require the player to conserve points long enough to spend them.

Example:If a character buys the package ‘Sharpshooter’ it costs 40 points. If the player brought the skills +20% to Rifle and +20% to Morale separately they would cost 80 points.

Missions completedEach time a character completes six missions and sur-vives without injury, their morale is raised by +10% as their mind is hardened to the task.

Campaign Play - Tours of DutyA Tour of Duty is a number of games that represent a unit’s service in Afghanistan. An American unit’s tour is 12 months in length. United Kingdom and Common-wealth troops serve 6-month tours. Other ISAF forces have differing tour lengths. You can research the unit you want to play in a campaign to find out how many months they serve when on secondment to Afghanistan.

In a campaign, a unit plays one game per month of the tour. We realise that many of the armed forces in Afghanistan come under fire almost daily but this game represents the biggest and most memorable contact in that month.

The players agree who will play the ISAF forces and who will play the Insurgents for the length of the campaign and they build their initial force based on an agreed points value. We suggest that the ISAF player creates an entire platoon for their country - this way different sections can be sent out on missions rather than using the same one again and again.

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ReplacementsIt’s a sad condition of war that men and women are killed or wounded and need to be replaced. In World War Two and Vietnam replacement soldiers had a hard time when they joined their units as they were viewed as dangerous to themselves and to their colleagues. This is because they lacked “in country” experience and were frequently rushed to the front with little training.

Modern replacements, while better trained, still lack local experience and to reflect this for both Taliban and ISAF forces the following rules apply:

ISAF Replacements When ISAF characters are killed or wounded they need to be replaced. We suggest that for basic professional troop types, replacements lack “in country” experience so should be of Average experience.

Taliban Replacements Taliban players can replace their losses with all experience types. However for every Veteran replacement chosen, the player’s next four replacements must be of Novice experience. For every Average replacement chosen the next two replacements must be of Novice experience.

Platoon example:By creating a whole platoon, the ISAF player will get a broader range of skills as the dice averages rounds out the differences that can show up in a single section. It also allows players to play bigger games more quickly and easily.

Average Lieutenant: BODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 75 3 L85A2 3,5,7,9

SKILLS:Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x3 +10%) 78%

Paratrooper Platoon: 3 Company, Charlie Platoon

Veteran Platoon Sergeant: BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 85 3 L85A2 4,6,8,10

SKILLS:Pistol (BODY x4) 48% | Rifle (BODY x4 +10%) 68% | Heavy Weapon (BODY x3) 36% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 48%| Forward Observer (BODY x4) 58%

Average Signaller: BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 55 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 57%| Forward Observer (BODY x3) 57%

Average Mortar (60mm mortar, 10 rounds only)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 55 3 M6-895 2,4,6,8

SKILLS:Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 57%| Forward Observer (BODY x3) 57%

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Elite Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 90 3 L85A2 4,6,8,10

SKILLS:Pistol (BODY x5) 60% | Rifle (BODY x5 +10%) 70% | Heavy Weapon (BODY x4) 48% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 60%| Forward Observer (BODY x5) 60%

1 SectionFireteam 1

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 75 3 L85A2 + UGL203 Shotgun

2,4,6,8

SKILLS:Pistol (BODY x4) 72% | Rifle (BODY x4 +10%) 82% | Heavy Weapon (BODY x3) 54% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 72%| Forward Observer (BODY x4) 72%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55 3 LSW 4,6,8,10

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) |First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

9(11) 1d10+4 55 3 Minimi 4,6,8,10

SKILLS:Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x3) 33%

Veteran Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 90 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weap-on (BODY x4) 76% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 95%| Forward Observer (BODY x5) 95%

Fireteam 2

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 + UGL203 Shotgun

2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55 3 LSW 4,6,8,10

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x3) 36%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x3) 54%

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Elite Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 90 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weapon (BODY x4) 76% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 95%| Forward Observer (BODY x5) 95%

2 SectionFireteam 3

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 + UGL203 Shotgun

2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 55 3 LSW 2,4,6,8

SKILLS:Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon (BODY x2) 34% | Spot (100%) |First Aid (40%) | Throw (BODY x3) 51%| Forward Observer (BODY x3) 51%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

11(13) 1d10+4 55 3 Minimi 4,6,8,10

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x3) 39%

Veteran Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68%

Fireteam 4

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

9(11) 1d10+4 75 3 L85A2 + UGL203 Shotgun

4,6,8,10

SKILLS:Pistol (BODY x4) 44% | Rifle (BODY x4 +10%) 54% | Heavy Weapon (BODY x3) 33% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 44%| Forward Observer (BODY x4) 44%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 55 3 LSW 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x3) 42%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS:Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 57%| Forward Observer (BODY x3) 57%

Light Support Weapon (LSW) The L86A1 LSW is a magazine-fed automatic weapon originally intended to provide fire support at a Fireteam level. The extended barrel provides an increased muzzle velocity and further stabilizes the bullet, giving a greater effective range. The primary use of the LSW has shifted to that of a marksman’s weapon within many infantry sections, capable of providing extremely accurate precision fire at ranges of over 600 m. The role of a light support weapon is instead filled with the L110A1 FN Minimi which is a belt fed weapon with a quick-change barrel (Source Wikipedia).

Weapon Damage Range Area effect

LSW 3d10 300”(600m) -

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Elite Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 90 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x5) 85% | Rifle (BODY x5 +10%) 95% | Heavy Weapon (BODY x4) 68% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 85%| Forward Observer (BODY x5) 85%

3 SectionFireteam 5

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 75 3 L85A2 + UGL203 Shotgun

3,5,7,9

SKILLS:Pistol (BODY x4) 64% | Rifle (BODY x4 +10%) 74% | Heavy Weapon (BODY x3) 48% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 64%| Forward Observer (BODY x4) 64%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 55 3 LSW 2,4,6,8

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x3) 54%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 55 3 Minimi 4,6,8,10

SKILLS:Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 00%| Forward Observer (BODY x3) 57%

Veteran Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 75 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x4) 76% | Rifle (BODY x4 +10%) 86% | Heavy Weapon (BODY x3) 57% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 76%| Forward Observer (BODY x4) 76%

Fireteam 6

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 75 3 L85A2 + UGL203 Shotgun

3,5,7,9

SKILLS:Pistol (BODY x4) 64% | Rifle (BODY x4 +10%) 74% | Heavy Weapon (BODY x3) 48% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 64%| Forward Observer (BODY x4) 64%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 55 3 LSW 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x3) 42%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS:Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 57%| Forward Observer (BODY x3) 57%

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Overview:As part of a big push into the green zone, your platoon has been ordered to advance to contact. Your platoon is to follow the canal north isolating and arresting the enemy. If that is not possible they may use lethal force against the insurgents.

Over the Bowman (British radio system), another platoon has a 5-meter contact and chases off the Taliban after a serious firefight. The Taliban retreat and are heading away from the battle, unfortunately right into the path of an ISAF blocking force.

ISAF BriefingYour Lieutenant has been asked to intercept a Taliban force that retreating from a contact approximately 5 minutes ago. Unfortunately there are two lines of retreat open to the Taliban. In an effort to cover both the Lieutenant splits your force into three sections. Two sections will advance to contact seeking the Taliban. When contact is made the Lieutenant will engage with the section that he is holding in reserve.

SCENARIO 1: ADVANCE TO CONTACT

This game can be played as two individual battles with separate sections or one large battle.

NOTE:This game can be played through twice with different alleyway set up to reflect each section as its moves forward.

ADDITIONAL RESOURCES: On a roll 1-5 on a 1d10 off-table snipers may be deployed.

Paratrooper PatrolUse the paratrooper patrol on pages 20-23. 1 and 2 Section are each assigned a blocking task with the reserve being as shown below.

Reserve:The reserve consists of the Platoon headquarters team and 3 Section. The reserves may enter the board at the end of Combat Round 2.

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Average Insurgent BODY Morale AP Weapon Cbt Phases

16 55 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x2) 32%

BODY Morale AP Weapon Cbt Phases

17 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 17%

Novice Insurgent

Taliban Briefing:The enemy walked into your ambush and having hit them hard you order your group to retreat back to the green zone. You can hear gunfire, mortar fire and helicopters in nearly all directions. You won’t be safe until you get back to the green zone and as the leader, you know that your men are currently on a high from their contact with the enemy and that they need to seek safety quickly and preferably quietly. Your best man is on point and with Allah’s guidance you should get back to safety in the next ten minutes.

Average Insurgent BODY Morale AP Weapon Cbt Phases

20 55 3 AK47/RPG

1,3,5,7

SKILLS:Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BODY x2) 40%

Average Insurgent BODY Morale AP Weapon Cbt Phases

13 55 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

Novice Insurgent BODY Morale AP Weapon Cbt Phases

18 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 36% | Rifle (BODY x2 +10%) 46% | Heavy Weapon (BODY x1) 18% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 36%| Forward Observer (BODY x1) 18%

Average Insurgent BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2) 28%

Average Insurgent BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2) 28%

Average Insurgent BODY Morale AP Weapon Cbt Phases

20 55 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BODY x2) 40%

Average Insurgent BODY Morale AP Weapon Cbt Phases

15 55 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x3) 45% | Rifle (BODY x3 +10%) 55% | Heavy Weapon (BODY x2) 30% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 45%| Forward Observer (BODY x2) 30%

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Taliban start here

ISAF start here

Poppy fields

Poppy fields

Poppy fields

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Poppy fields

SCENARIO 2: MORNING MAIL

Overview:Forward Operating Base (FOB) “Piccadilly” has been reasonably quiet in the preceding months. At the furthest end of the ISAF sphere of influence this small sixteen man outpost is relieved once per month by road. The close terrain of the surrounding hills makes resupply by helicopter too risky and an agreement with the local elders, who would prefer that helicopters are not used as they scare the livestock into inaccessible gullies, has been kept by ISAF.

The main building of “Piccadilly” has been turned into an effective Sangar with a .50 calibre HMG on the roof and sandbags in all the windows and across the flat roof. A high wall, that is easy to defend, surrounds the compound.

The British Paras based at Piccadilly are part of the 3 Battalion, 16 Air Assault Brigade and some of the men are here on their third tour. There has been little trouble for the last few weeks and the men are looking

forward to being relieved from what has been a relatively uneventful month. ICOM chatter has warned the inhabitants of “Piccadilly” that a new Taliban commander is en-route to the region. Hopefully for the lads this will be long after they have returned home for a pint!

As dawn breaks FOB “Piccadilly” is quiet. Unbeknownst to the Paras their war is about to get hot! Ṣalāḥ ad-Dīn Yūsuf ibn Ayyūb, the recently arrived Taliban commander, wants to test some of his own shock and awe tactics on the foreign invaders and has amassed some serious hardware to help him out.

ISAF Force briefing“It’s been a quiet night and the men have been recovering from last nights sing-a-long and the usual banter that has increased as their deployment at Piccadilly comes to an end.

The early morning rays of sun bring a serene feeling to the sleepy Paras and it’s easy to forget that they’re at war. Most of the men just want to get out alive now and are eager to not take any chances, yet a few of the youngsters are still yearning for a chance to meet the enemy.” As per standard protocol at “Piccadilly” 1 Section is currently manning the outer perimeter wall and the roof lookout and 2 Section is sleeping in the compound.

The ISAF player must decide which building the characters are sleeping in. All sleeping characters will activate on their first normal combat phases.

The Elite and Veteran characters are all on their third tour and as such represent valuable targets as their combat training and experience makes them an asset to ISAF and a major threat to the Taliban.

ISAF Force – British ParatroopersSee pages 20-23 for British Paratrooper attributes. Do not use the 3 section or HQ section.

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Taliban briefing“The infidels are small in number and we have an opportunity to destroy this base. We have been watching for many weeks and they are almost at the end of their deployment so they will be low on ammunition and supplies. We have two martyrs who are willing to lay down their lives so we breach the door. They will always be at Allah’s side for this sacrifice. Now that the mortar is in place we attack at dawn.”

As the dawn breaks the Taliban launch a mortar attack. They will fire 4 rounds in the hope of inflicting heavy casualties against the ISAF forces and distracting them long enough to initiate the attack.

Once the bombardment stops the Taliban will launch a suicide bomber attack against the main doors hoping to destroy them and allow entry to the compound. If the door is destroyed the Taliban will attempt to enter the compound and kill all the ISAF characters.

The doors have Armour Rating of 3 and if either of the suicide bomber explosions successfully penetrates the doors are effectively removed.

Taliban ForcesOff-table Mortar – this can only begin to fire when the “Dicker” is on the table and making successful Forward observation rolls (see page 118 of Skirmish Sangin rule book).

BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2 + 40%) 68%

“Dicker” Mortar Insurgent

Note: The “Dicker” can target anything he can see. It doesn’t have to be a character. If his Forward Observer roll is unsuccessful then use the grenade template to find the impact point of the mortar round

BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2) 28%

Suicide Bomber 1

BODY Morale AP Weapon Cbt Phases

20 55 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BODY x2) 40%

Suicide Bomber 2

BODY Morale AP Weapon Cbt Phases

13 35 3 PKM 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

13 35 3 PKM 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

16 35 3 RPG 2,4,6,8

SKILLS:Pistol (BODY x2) 32% | Rifle (BODY x2 +10%) 42% | Heavy Weapon (BODY x21) 16% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 32%| Forward Observer (BODY x1) 16%This insurgent has 4 RPG rockets after which he will only be armed with a pistol.

Novice Insurgent

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BODY Morale AP Weapon Cbt Phases

15 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 30%| Forward Observer (BODY x1) 15%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

13 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2) 28%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

16 55 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x2) 32%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

17 55 3 PKM 2,4,6,8

SKILLS:Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon (BODY x2) 34% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 51%| Forward Observer (BODY x2) 34%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

18 55 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x2) 36%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

19 75 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x4) 76% | Rifle (BODY x4 +10%) 86% | Heavy Weapon (BODY x3) 57% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 76%| Forward Observer (BODY x3) 57%

Veteran Insurgent

Victory pointsTaliban ISAF ForcesDestroying the gate 100pts

Protecting the compound 200pts – The compound is protected if there are no Insurgents inside at the end of the game

Killing or wounding an ISAF soldier 20pts each

Killing or wounding Taliban 10pts each

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Tower

Tower

Tower

Tower

Maingate

Shipping Container Barracks

Walled Compound

Hesco walls

FOB Piccaddilly

Wheat field

FOB Piccaddilly

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SCENARIO 3: IED HUNTIntelligence:There has been a breakthrough with the local villagers and they have provided information to the “Headshed” that an IED (Improvised Explosive Device) has been planted near the exit of the village of Sardeh. This is a key patrol route used by local ISAF forces. In an attempt to impress on the villagers that ISAF forces are here to protect them, it has been decided to secure the area and defuse the IED. This will send a message both to the local civilian population and to the Taliban that ISAF are both here to help and here to stay.

ISAF MissionYour section has been tasked to move towards the reported position of an IED. At the beginning of the game give one of the Section Leaders (your choice) the following skill Barma-ing 85% and a Vallon detector. You are to first secure the area and only then attempt to find the IED and render it safe.

In the event of a contact, all Positive Identification (PID) rules must be used. It is imperative that no civilians are hurt as a mistake this early in the mission may prove difficult. We need to win the hearts and minds of the local villagers onside.

Your force will move on to the board, secure the position and then the Section Leader will Barma to detect the IED.

The ISAF player can select any of the platoon sections on page 21 to complete the mission.

Positive Identification (PID) & ArrestISAF forces can only fire at the enemy after they have been fired on. This means that if any ISAF forces see the Taliban before they initiate their ambush they may not fire but instead they will attempt to arrest them or keep them under observation.

To positively identify targets all ISAF characters must spend 2AP (with no percentage increase to the chance of success) to spot the target. If they succed, they may fire

Average Rifleman (2 handgrenades)

BODY Armour Morale AP Weapon Cbt Phases

13(15) 1d10+4 55 3 Minimi 3,5,7,9

SKILLS:Pistol (BODY x3) 45% | Rifle (BODY x3 +10%) 55% | Heavy Weapon (BODY x2) 30% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 45%| Forward Observer (BODY x2) 30%

on that target as normal. Once fired upon ISAF forces spot as normal Skirmish Sangin rules.

To arrest a suspected Taliban the ISAF soldier must move to within 4” and spend 1 AP to attempt an arrest. The suspected Taliban must make a morale roll. If they fail the ISAF forces have overawed them and they will surrender. An ISAF character who has arrested a Taliban must remain in base to base contact for the remainder of the game and attempt to escort the Taliban off an ISAF board edge as soon as possible.

In combat phase 3 Private Hartshorne has the chance to spot a Taliban. He needs to have PID so must spend 2AP to spot gaining no additional modifier for the second AP. He is successful and he spends his final AP to move 6” closer.

In combat phase 4 The Taliban tries to spot Private Hartshorne and fails.

In combat phase 5 Private Hartshorne spends 2 AP to move to within 4” of a Taliban character and 1AP attempting to arrest him. The Taliban now needs to make an unmodified morale test. He is a novice so his morale is 35%. The Taliban rolls a 92% and surrenders. Private Hartshorne must now stay into base-to-base contact within for the remainder of the game and escort him off an ISAF board edge as soon as possible.

ExamplePrivate Hartshorne

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Taliban MissionLast night you told the local villagers of Sardeh that there was an IED placed along the path by the river knowing full well that one of them would release the information to the Infidels. In fact, there are two wire-controlled IEDs placed there. More importantly you have a number of men and weapons hidden to overlook the area. Once the enemy is in position it’s important to spring the trap to cause the maximum number of casualties.

All Taliban characters start the game hidden and should be deployed with a marker to show this.

Taliban Force

BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2) 28%

Insurgent Bomber

IED size Blast Diameter

Damage Cost

Small X2 KZ 3” DZ 6” 6d10/3d10 PEN 10

50pts

BODY Morale AP Weapon Cbt Phases

11 55 3 AK47 4,6,8,10

SKILLS:Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x2) 22%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

12 55 3 PKM 4,6,8,10

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2) 28%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

12 55 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24%

Average Insurgent

Placing IEDsThe Taliban player must place at least one IED as marked on the map. This is the IED whose position has been released to the villagers. The other IED must be clearly marked on a sketch map at the beginning of the game.

Triggering the IEDThe Bomber is the only Taliban who can trigger the IED and he must be within 12” and have Line of Sight to the IED. It takes 3 APs to trigger an IED and each IED must be triggered separately.

IEDs are only revealed to the ISAF players when triggered. For morale purposes treat exploding IEDs as mortar rounds

Detecting IEDs (Barma-ing*)

Only characters with the requisite Barma-ing skills and equipment can detect IEDs. Using a Vallon metal detector the character swings the detector across the path in front of them listening for the warning noise. A character must spend all its AP Barma-ing. The Barma-ing character can clear a 1” wide x 3” long path or road each active combat phase. If a Barma-ing character moves across the position of an IED the Taliban player must ask the ISAF to roll their detection roll.

*Barma-ing is UK Army slang for detecting IEDs.

IED

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If the character isn’t Barma-ing when they move across the position of an IED the Taliban must trigger the device unless the Bomber makes an unmodified morale roll to hold fire.

Once an IED is detected by a character they can attempt to disarm the IED. The character must first take unmodified morale test and then spend 1 full combat phase (3 AP) trying to disarm it. The character must roll below 75% to safely disarm the IED. If they fail, but do not fumble, they must spend an additional 3AP and another combat

round attempting to disarm the IED. The chance of success of the second attempt is 50%. If the second roll is failed the IED explodes as normal. If a character fumbles at any time while attempting to disarm an IED, it explodes inflicting maximum damage to everybody in the KZ/DZ.

Example:In combat phase 1 Corporal James “Jimbo” McGuiness is Barma-ing and detects an IED. In his next Combat phase Jimbo will spend 3AP and his entire combat phase attempting to disarm it.

Victory pointsTaliban ISAF ForcesFor each Soldier either killed or wounded 10pts Killing or wounding Taliban 10pts

For each IED detected 50pts

For each IED disarmed 100pts

ISAF PATROLSTART POINT

IED 1

TALIBAN HIDING IN THE WOODS

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SCENARIO 4: CONSTRUCTION CAMP ATTACK

August 19 – Attack at the forward construction camp

The Daily Mail reported the battle as “The Taliban…launched a massive assault which blew his ragtag militia away. They struck on August 19 2010, while the construction workers’ guards were digging into new positions near the new road project’s 11-mile mark.

The situation deteriorated rapidly as more Taliban fighters joined the assault. Supported by volleys of rocket-propelled grenades and mortar fire, the insurgents launched massed infantry attacks — a tactic that had long ago been abandoned against the greater and more disciplined firepower of foreign troops.

On that first day, the Taliban overran one of the main construction camps. Some of the heavy plant was evacuated in time, but much of the rest could still be seen, months later, burnt out and abandoned in the compound.”

OverviewMr. Jones has left you in charge of this forward base to protect the heavy equipment while the crew overnight here. Mr. Jones has returned to the main camp to salvage spare parts for the construction vehicles and to bring more water and ammunition to the forward base.

Militia BriefingThe 611 Militia are to protect the camp at all costs, keeping the drivers and construction workers safe. The construction workers will bed down in the four shipping containers for protection. The militia will provide close support and protection for this team and their equipment. The Taliban have been sneaking in at night and trying to sabotage the vehicles and place booby-traps so the militia will have all its men on duty tonight. Unfortunately the militia has no night vision equipment.The militia must hold the camp but if that looks impossible, they can choose to abandon the camp and try to drive the vehicles off the board. Its takes 1AP to start a vehicle and the earth moving equipment moves 15” per combat phase

There are 11 militia of mixed quality:

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Average European Mercenary Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 55 3 FNFAL 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x3) 42%

BODY Morale AP Weapon Cbt Phases

20 55 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BDY x2) 40%

Average Afghan Mercenary

BODY Morale AP Weapon Cbt Phases

13 55 3 .303 Rifle

3,5,7,9

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BDY x2) 26%

Average Afghan Mercenary

BODY Morale AP Weapon Cbt Phases

16 55 3 RPG 2,4,6,8

SKILLS:Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x2) 32%

Average Afghan Mercenary

BODY Morale AP Weapon Cbt Phases

13 35 3 RPG 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BDY x1) 13%

Novice Afghan Mercenary

Veteran European Mercenary (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 55 3 FNFAL 2,4,6,8

SKILLS:Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 57%| Forward Observer (BODY x3) 57%

BODY Morale AP Weapon Cbt Phases

12 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24%

Average Afghan Mercenary

BODY Morale AP Weapon Cbt Phases

13 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BDY x1) 13%

Novice Afghan Mercenary

Mercenaries

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The CampThe forward construction camp is a large, partially demolished compound that has four earth-moving vehicles parked in and around it. The earth-moving equipment is all bright yellow and should be treated as hard cover for combatants hiding behind it. In the center of the compound is a dug out 82mm mortar pit. The mortar team has the following attributes:

BODY Morale AP Weapon Cbt Phases

13 75 3 Mortar 1,3,5,7,

Average Mercenary Mortar Team ( 3 Man Team)

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2 +20%) 46% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

Drivers and Construction WorkersThere are 10 drivers and construction workers who will do little but get in the way and cower and should be handled by a GM.

BODY Morale AP Weapon Cbt Phases

14 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 30%| Forward Observer (BDY x1) 15%

Civilian Workers

“During that fighting, some of Chris Jones’s militiamen in a nearby position ran out of ammunition and surrendered. The Taliban lined the survivors along the rampart and, in full view of other militia fortifications, shot them dead, one by one.

“In that first day, the insurgents captured, burnt or destroyed some £1.25 million of our equipment” said Mr. Jones. “We later recovered the bodies of some 50 of our people — although many others were missing, possibly having fled.” Source - Daily Mail

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Taliban Briefing“Route 611 has long been a thorn in our side! Tonight we will destroy the crews and finally stop them creating their road. We attack under cover of darkness and must take no prisoners. Now is the time to strike back at the heart of the enemy! We have the numbers! We will win!“

BODY Morale AP Weapon Cbt Phases

13 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BDY x1) 13%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

19 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 38%| Forward Observer (BDY x1) 19%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

18 35 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x2) 36%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

14 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x4) 56% | Rifle (BODY x4 +10%) 66% | Heavy Weapon (BODY x3) 42% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 56%| Forward Observer (BODY x3) 42%

Veteran Insurgent

BODY Morale AP Weapon Cbt Phases

17 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 17%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

19 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 38%| Forward Observer (BDY x1) 19%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

15 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 30%| Forward Observer (BODY x1) 15%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

14 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x4) 56% | Rifle (BODY x4 +10%) 66% | Heavy Weapon (BODY x3) 42% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 56%| Forward Observer (BODY x3) 42%

Veteran Insurgent

BODY Morale AP Weapon Cbt Phases

11 35 3 AK47 4,6,8,10

SKILLS:Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 44% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x2) 22%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

13 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

18 35 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x2) 36%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

14 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x4) 56% | Rifle (BODY x4 +10%) 66% | Heavy Weapon (BODY x3) 42% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 56%| Forward Observer (BODY x3) 42%

Veteran Insurgent

Victory pointsTaliban ISAF ForcesFor each Mercenary either killed or wounded 10pts

For each Taliban either killed or wounded 10pts

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SCENARIO 5: A FOGGY MORNINGSKIRMISH SANGIN EXCEPTIONS:The vehicle crews in this scenario have been given full character sheets. These replace the bailed out crew character attributes listed on page 115 of Skirmish Sangin. There are no off table assets available to either force in this scenario.

OverviewThe local Taliban group is being pressured to make a successful strike against the ISAF forces by their immediate superiors. They have been ordered to make an attack on the highway that runs North-South through this area of Helmand.

Taliban BriefingThe Taliban group decides to lay two IEDs along the highway and lay an ambush further along on both sides of the road. The IEDs were placed the previous night and set up to work off a TV remote. All they need to do is press the button.

On the day of the attack it’s foggy and bitterly cold. The Taliban move to their target areas early and begin the watch on the road. There is little real cover and they make the best they can of what’s available. They sit waiting for their spies at the local truck stop to tell them when any ISAF vehicles leave.

Taliban special rules:

TV remote detonatorThe remote will only work 30% of the time. An attempt to activate the remote can only be done once per combat round. If it fails to go off in the combat phase, the Taliban player must wait for their next combat phase to try again.

Impetuous TalibanThis group of Taliban are under pressure to perform. Once the ISAF vehicles are on the board any Taliban who has an active Combat Phase must make an unmodified

morale roll to hold fire. If they fail this morale roll the character will fire blindly (-50%) at the vehicles. They can of course choose to fire but this will incur the wrath of their leader, who will move to them and spend the rest of the combat turn ( all available combat phases) berating them.

Fumble (00)If at any time the Taliban roll a 00 for any roll, a group of woman appear out of the fog exactly eight inches away from the character that fumbled. All Taliban will refuse to shoot as the women may be hit.

Its coldIf a Novice Taliban starts a combat phase 6” or more away from a friendly character they will begin to grow cold. This means they must make a unmodified morale roll and if they fail the character has decided to return home. The character will attempt to exit the board by the nearest friendly edge.

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ISAF briefing:A Jackal and two Technicals are travelling in convoy between FOBs. After a brief stop to refuel at the truck stop the vehicles continue their journey. In each technical are six Afghan National Police (ANP) officers (Four in the back and two in the cab). The Jackal has a four UK Para advisers plus a driver. One of the advisers will be manning the vehicle-mounted 12.7mm HMG.

ISAF special rules:• Once the Taliban firing begins, the Technicals will

be supressed and stop. The Jackal may choose to continue. If the Jackal leaves the board, leaving the ANP to their fate, the ISAF player automatically loses 100 victory points having incurred the enmity of the local ANP

• The ANP are new recruits still going through training and are of Novice experience

General Rules:• FOG - The fog has reduced all vision down to 12” in

any direction.

• IEDs – the IEDS are small and follow the rules on page 126 of the Skirmish Sangin book.

ISAF ForcesThe ISAF trainers are British paratroopers from 3 Para.

SKILLS:PRIMARY WPN (BODY x EXP+ 10%) 49% | OTHER WPN 39% (BODY x EXP) | SPOT 100% | DRIVE (BODY x EXP +20%) 59%

WEAPONS: 12.7mm HMG DAMAGE 4d10 / PEN 2GPMG DAMAGE 4d10 / PEN 1

Paratroopers Advisers JackalBODY Armour Morale AP Weapon Cbt Phases

13 3/4 55 3 Jackal 3,5,7,9

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x3) 36%

Veteran Adviser (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 + UGL203 Shotgun

2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68%

Average Adviser (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55 3 LSW 4,6,8,10

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Veteran Adviser (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68%

Average rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 55 3 LSW 2,4,6,8

SKILLS:Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon (BODY x2) 34% | Spot (100%) |First Aid (40%) | Throw (BODY x3) 51%| Forward Observer (BODY x3) 51%

SKILLS: SPOT 100% | DRIVE (BODY x EXP +20%) 59%WEAPONS: Unarmed.

ANP Technical 1BODY Armour Morale AP Weapon Cbt Phases

13 0/0 55 3 Technical 3,5,7,9

ANP Forces

SKILLS:Pistol (BODY x2) 24% | Rifle (BODY x2 +20%) 44% | Heavy Weapon (BODY x1) 12% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 24%| Forward Observer (BODY x1 +20%) 32%

Novice ANP OfficerBODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55 3 AK47 4,6,8,10

SKILLS:Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 30%| Forward Observer (BODY x1) 15%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

13(15) 1d10+4 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 40% | Rifle (BODY x2 +10%) 50% | Heavy Weapon (BODY x1) 20% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 40%| Forward Observer (BODY x1) 20%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

18(20) 1d10+4 35 3 AK47 1,3,5,7

SKILLS:Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 17%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 22% | Rifle (BODY x2 +10%) 32% | Heavy Weapon (BODY x1) 11% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 22%| Forward Observer (BODY x1) 11%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

9(11) 1d10+4 35 3 AK47 4,6,8,10

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

11(13) 1d10+4 35 3 AK47 4,6,8,10

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BODY Morale AP Weapon Cbt Phases

11 55 3 AK47 4,6,8,10

SKILLS:Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x2) 22% The leader has the TV remote to trigger the IED.

Average Leader

The Taliban Taliban Group One:Taliban Group One are hiding behind the stacked rice bags on the side of the road

BODY Morale AP Weapon Cbt Phases

17 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 17%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

19 35 3 RPG 1,3,5,7

SKILLS:Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 38%| Forward Observer (BODY x1) 19% This insurgent has 4 RPG rockets after which he will only be armed with a pistol.

Novice Insurgent

SKILLS:Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 38%| Forward Observer (BODY x1) 19%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 17%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 38%| Forward Observer (BODY x1) 19%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 22% | Rifle (BODY x2 +10%) 32% | Heavy Weapon (BODY x1) 11% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 22%| Forward Observer (BODY x1) 11%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

9(11) 1d10+4 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 36% | Rifle (BODY x2 +10%) 46% | Heavy Weapon (BODY x1) 18% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 36%| Forward Observer (BODY x1) 18%

Novice ANPBODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 35 3 AK47 2,4,6,8

SKILLS: SPOT 100% | DRIVE (BODY x EXP +20%) 59%WEAPONS: Unarmed.

ANP Technical 2BODY Armour Morale AP Weapon Cbt Phases

13 0/0 55 3 Technical 3,5,7,9

SKILLS:Pistol (BODY x2) 36% | Rifle (BODY x2 +20%) 56% | Heavy Weapon (BODY x1) 18% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 36%| Forward Observer (BODY x1 +20%) 38%

Novice ANP OfficerBODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 55 3 PKM 2,4,6,8

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BODY Morale AP Weapon Cbt Phases

13 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

15 35 3 PKM 2,4,6,8

SKILLS:Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 30%| Forward Observer (BODY x1) 15%

Novice Insurgent

Taliban Group Two:Taliban Group Two is spread out in the ditch that runs along the north side of the road and the sunken fields.

BODY Morale AP Weapon Cbt Phases

16 55 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x2) 32%

Average leader

BODY Morale AP Weapon Cbt Phases

16 35 3 PKM 2,4,6,8

SKILLS:Pistol (BODY x2) 32% | Rifle (BODY x2 +10%) 42% | Heavy Weapon (BODY x1) 16% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 32%| Forward Observer (BODY x1) 16%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

13 35 3 AK47 3,5,7,9

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent

BODY Morale AP Weapon Cbt Phases

20 35 3 PKM 1,3,5,7

SKILLS:Pistol (BODY x2) 40% | Rifle (BODY x2 +10%) 50% | Heavy Weapon (BODY x1) 20% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 40%| Forward Observer (BODY x1) 20%

Novice Insurgent

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Victory pointsTaliban ISAF ForcesFor each ISAF/ANP soldier killed or wounded - 10pts For each Taliban killed or wounded - 10pts

For each vehicle destroyed - 50pts For each solider alive at the end of the combat - 20pts

For each vehicle immobilised - 25pts For each vehicle that leaves the opposite board edge - 50pts

SUNKED FIELD

SUNKEN FIELD

SUNKED FIELD

SUNKED FIELD

SUNKEN FIELD

TALIBAN GROUP 1 START POSITION

IED 1

IED 2

ISAF STARTING EDGE

TALIBAN GROUP 2 START POSITION

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SCENARIO 6: FIND THE MORTAR

OverviewINTEL has discovered that the local Taliban are planning an attack using a 82mm mortar from Compound 23. It has been decided to send out a patrol to move the Taliban on and hopefully capture the mortar before they can get themselves set up and launch their ambush.

ISAF BriefingThe British Officer Commanding decides to split his platoon in two. One group will approach the compound from the West and the other from the East.

The Platoon exits FOB “Dodge City” over the infantry footbridge across the irrigation canal and heads out in separate directions.

Due to casualties, soldiers on leave and a general lack of resources the platoon is made up of 2 x 8-man squads and an officer. These are given the call signs Yankee Niner Alpha (Y9A) and Yankee Niner Bravo (Y9B). The Officer is known as Lima Yankee Niner (LY9) and will be with Yankee Niner Bravo, assaulting Compound 23.

The platoon also has an off-table Sniper team, call sign Tango Yankee Niner (TY9), who provides overwatch

The squads will move into position separately in an attempt to minimise the possibility of bumping into the Taliban. Yankee Niner Alpha will take control of Compound 11, by force if necessary, and then provide covering fire for Yankee Niner Bravo. Yankee Niner Bravo will make their way up the irrigation ditch and assault Compound 23.

Low walls and corn and opium fields surround Compound 23 and there are a number of tree-lined irrigation ditches that split up the fields.

4 Taliban are in Compound 11 but they are not expecting an attack in the belief that ISAF forces are not currently patrolling. Yankee Niner Alpha will arrive at the gates before the Taliban spot them. Yankee Niner Bravo will ignore Compound 11 and instead move into position to assault Compound 23. See map for details.

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Elite Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 90 3 L85A2 4,6,8,10

SKILLS:Pistol (BODY x5) 60% | Rifle (BODY x5 +10%) 70% | Heavy Weapon (BODY x4) 48% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 60%| Forward Observer (BODY x5) 60%

1 SectionYankee Niner Alpha

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 75 3 L85A2 + UGL203 Shotgun

2,4,6,8

SKILLS:Pistol (BODY x4) 72% | Rifle (BODY x4 +10%) 82% | Heavy Weapon (BODY x3) 54% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 72%| Forward Observer (BODY x4) 72%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 55 3 LSW 4,6,8,10

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x4 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) |First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x2) 24%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

9(11) 1d10+4 55 3 Minimi 4,6,8,10

SKILLS:Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x3) 33%

Veteran Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 90 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weap-on (BODY x4) 95% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 95%| Forward Observer (BODY x5) 95%

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 + UGL203 Shotgun

2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

10(12) 1d10+4 55 3 LSW 4,6,8,10

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x3) 36%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

16(18) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x3) 54%

Average LieutenantBODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 75 3 L85A2 3,5,7,9

SKILLS:Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x3 +10%) 78%

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SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x3) 39%

SKILLS:Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 57%| Forward Observer (BODY x3) 57%

Elite Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 90 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weap-on (BODY x4) 95% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 95%| Forward Observer (BODY x5) 95%

2 SectionYankee Niner Bravo

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 + UGL203 Shotgun

2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x3) 51%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 55 3 LSW 2,4,6,8

SKILLS:Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon (BODY x2) 34% | Spot (100%) |First Aid (40%) | Throw (BODY x3) 51%| Forward Observer (BODY x3) 51%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

11(13) 1d10+4 55 3 Minimi 4,6,8,10

Veteran Squad Leader (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

15(17) 1d10+4 75 3 L85A2 2,4,6,8

SKILLS:Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68%

Veteran Grenadier (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

9(11) 1d10+4 75 3 L85A2 + UGL203 Shotgun

4,6,8,10

SKILLS:Pistol (BODY x4) 44% | Rifle (BODY x4 +10%) 54% | Heavy Weapon (BODY x3) 33% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 44%| Forward Observer (BODY x4) 44%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

12(14) 1d10+4 55 3 LSW 3,5,7,9

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x3) 42%

Average Rifleman (2 handgrenades)BODY Armour Morale AP Weapon Cbt Phases

17(19) 1d10+4 55 3 Minimi 2,4,6,8

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Once Compound 11 has been neutralised Yankee Niner Alpha will take position to offer covering fire for Yankee Niner Bravo’s assault on Compound 23.

PIDTo positively identify (PID) targets all US/UN characters must spend 2AP (this provides no percentage increase to the chance of success.) to spot the target. Once, fired upon ISAF forces spot as normal Skirmish Sangin rules.

Taliban brief“Over the last week, my brothers, we have managed to smuggle in the mortar and six shells. Tonight another group of freedom fighters is bringing in more rounds. When we have twenty rounds we will attack the Americans.

Alhalik and his brothers have set up a forward observation group in the next compound over so we’ll have two spotters. They are using the cell phone. They will also have an RPG in case the Americans send in their helicopters. If God is willing we will be able to catch the Americans asleep in their cots. The Americans rarely cross the canal so we have little to fear. However we do need to protect the mortar at all costs. If the Americans discover us we must rescue it. It’s important to the cause and Allah will have a special place in heaven for a man who saves the mortar from the Americans.”

Compound 11In this compound are 4 Taliban - one armed with an RPG and the rest with AK47s. They are holding a family hostage. The family do not have attributes as they will not fight and will try to hide out of harms way. Their presence makes all ISAF forces need to Positively Identify (PID) their targets before shooting, or firing or throwing grenades.

SKILLS:Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

BODY Morale AP Weapon Cbt Phases

17 35 3 AK47 2,4,6,8

SKILLS:Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 37%

Novice Insurgent Spotter

BODY Morale AP Weapon Cbt Phases

13 35 3 PKM 1,3,5,7,

Novice Insurgent

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

BODY Morale AP Weapon Cbt Phases

18 55 3 AK47 + RPG

2,4,6,8

SKILLS:Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x2) 36%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

13 55 3 PKM 1,3,5,7,

Average Insurgent

Room Clearing PIDISAF introduced Positive Identification to reduce civilian casualties. This means that characters must make a successful spot roll, without needing a target, before throwing a grenade into a room.

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Compound 23In the centre of Compound 23 the Taliban are just putting the finishing touches to their own mortar pit. They plan to use it to attack the FOB. The compound is heavily guarded with a team of six Taliban – one with an AK47, two armed with LMGs and a team of three manning the mortar. Once combat begins one of the mortar team will act as a Dicker (spotter) and will climb on the roof. Once in place he will begin to call in the mortar in the next combat phase. The mortar team only has 6 rounds of ammunition for the entire game.

If the Dicker is incapacitated or unconscious the mortar will be unable to fire. If this happens the remaining mortar crew will try and disassemble the mortar and move it off the table. It takes three combat phases to disassemble the mortar. When it’s complete, each crewman will attempt to exit via any side of the compound not taking fire and then leave the table on a friendly board edge.

The Taliban also have an off-table sniper. He is placed in such a way that he cannot engage the ISAF forces until they begin their move along the irrigation ditch.

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

BODY Morale AP Weapon Cbt Phases

11 55 3 AK47 + RPG

2,4,6,8

SKILLS:Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x2) 22%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

13 55 3 PKM 1,3,5,7,

Average Insurgent

SKILLS:Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x2) 32%

BODY Morale AP Weapon Cbt Phases

16 55 3 PKM 1,3,5,7,

Average Insurgent

SKILLS:Pistol (BODY x4) 60% | Rifle (BODY x4 +10%) 70% | Heavy Weapon (BODY x3+30%) 75% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 60%| Forward Observer (BODY x3) 45%

BODY Morale AP Weapon Cbt Phases

15 75 3 Mortar 1,3,5,7,

Veteran Insurgent Mortar Team ( 3 Man Team)

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Irrigation ditchesIrrigation ditches are filled with knee-deep dirty smelly water. Because of their depth, and the trees that run along them, they are considered hard cover (-40%). The deep water and the vegetation that grows along the ditch restricts movement.

Characters moving in a ditch can move:• 1” when crawling• 2” when walking • 4” when running

Drowning Any and all characters that falls unconscious in an irrigation ditch will drown if not rescued within two combat phases. Any character that drowns will count as casualty for victory points.

Victory pointsTaliban ISAF ForcesIf the entire mortar makes it off the table the Taliban score 100 victory points, 25pts if only one piece makes it off the board.

For each compound captured 100pts

For each soldier either killed or wounded 20pts

Killing or wounding Taliban 10pts each

For each Mortar round

fired 10pts

For each soldier rescued 25pts – To be classed as rescued they must be escorted or carried off the board across the foot-bridge.

Game notes: This game can be a two-player game or a four-player game. The battle for Compound 11 should trigger a response from Compound 23, meaning the Taliban can start firing the mortar at Compound 11 if they choose.

COMPOUND 23

COMPOUND 11

Y9A

Y9B

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SCENARIO 7: SUPPORT THE FLANK

Overview:As the tour draws to a close the men of 3 Para are given orders for one more major push into the green zone. The attack is a co-ordinated affair featuring air assets, armour and men from numerous companies and initially begins well as the combined force begins to push deep into enemy territory. On day two of the attack a major part of the company comes under sustained mortar fire. There is currently no fast air available and the support company is out of range. Your platoon is dispatched to destroy the mortar as quickly as possible.

ISAF briefing:The mortar is east of your position and, as the nearest platoon; you are tasked with clearing the area and shutting down the mortar. The enemy are in the courtyard of one of the compounds and the spotter (Dicker) must be reasonably high up. Your platoon must silence that mortar as quickly as possible.

ISAF forcesUse the Paratrooper platoon as shown on page 20-23.

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Taliban Briefing:“This is the first sustained attack of the summer fighting season.

The ISAF Forces are trying to dislodge us but during the winter we prepared our defences and have caught them with our two mortar teams.

To stop ISAF aircraft destroying them we have placed each mortar in a different compound with the spotter and his protection team in a third.”

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 28%| Forward Observer (BODY x2) 28%

BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 + RPG

2,4,6,8

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 28%| Forward Observer (BODY x2) 28%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

14 55 3 PKM 1,3,5,7,

Average Insurgent

SKILLS:Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BODY x2) 40%

BODY Morale AP Weapon Cbt Phases

20 55 3 AK47 1,3,5,7,

SKILLS:Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2 +20%) 46% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

BODY Morale AP Weapon Cbt Phases

13 55 3 Mortar 1,3,5,7,

Average Insurgent Mortar Team ( 3 Man Team)

SKILLS:Pistol (BODY x3) 45% | Rifle (BODY x3 +10%) 55% | Heavy Weapon (BODY x2) 30% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 45%| Forward Observer (BODY x2) 30%

BODY Morale AP Weapon Cbt Phases

15 55 3 AK47 1,3,5,7,

Average Insurgent

Compound 72

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 28%| Forward Observer (BODY x2) 28%

BODY Morale AP Weapon Cbt Phases

14 55 3 AK47 + RPG

2,4,6,8

SKILLS:Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 28%| Forward Observer (BODY x2) 28%

Average Insurgent

BODY Morale AP Weapon Cbt Phases

14 55 3 PKM 1,3,5,7,

Average Insurgent

SKILLS:Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BODY x2) 40%

BODY Morale AP Weapon Cbt Phases

20 55 3 AK47 1,3,5,7,

Average Insurgent

SKILLS:Pistol (BODY x4) 60% | Rifle (BODY x4 +10%) 70% | Heavy Weapon (BODY x3+30%) 75% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 60%| Forward Observer (BODY x3) 45%

BODY Morale AP Weapon Cbt Phases

15 75 3 Mortar 1,3,5,7,

Veteran Insurgent Mortar Team ( 3 Man Team)

Average Insurgent

SKILLS:Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24%

BODY Morale AP Weapon Cbt Phases

12 55 3 AK47 1,3,5,7,

Compound 78

Average Insurgent

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SKILLS:Pistol (BODY x4) 60% | Rifle (BODY x4 +10%) 70% | Heavy Weapon (BODY x3) 45% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 60%| Forward Observer (BODY x3) 95%

BODY Morale AP Weapon Cbt Phases

15 55 3 PKM 1,3,5,7,

Veteran Insurgent Spotter

SKILLS:Pistol (BODY x4) 76% | Rifle (BODY x4 +10%) 86% | Heavy Weapon (BODY x3) 57% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 76%| Forward Observer (BODY x3) 57%

BODY Morale AP Weapon Cbt Phases

19 75 3 AK47 1,3,5,7,

Veteran Insurgent

Veteran Insurgent

SKILLS:Pistol (BODY x4) 48% | Rifle (BODY x4 +10%) 58% | Heavy Weapon (BODY x3) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x4) 48%| Forward Observer (BODY x3) 36%

BODY Morale AP Weapon Cbt Phases

12 75 3 AK47 1,3,5,7,

Compound 56 Spotting Team

Victory pointsTaliban ISAF ForcesFor each round fired by the Taliban mortar - 10pts

For each Taliban either killed or wounded - 10pts

For each soldier either killed or wounded - 50pts

For each mortar captured or put out of commission - 50pts

COMPOUND 56

COMPOUND 78

ISAF STARTING EDGE

COMPOUND 72

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We asked ex-US Marine “Smitty” to give us an overview of small unit tactics and we’d like to think with all the studying we have been doing to write these books that we wouldn’t get any surprises. We did and in here there are some lessons to learn for when you take your troops and head up country.

The old recipe for initiating a contact drill meant you waited until you ‘started receiving effective fire.’ That meant having troops hit by fire! Nowadays that is too late for our undermanned, overcommitted professional forces. They can’t afford any casualties and neither can the politicians.

Crack! Crack! Crack! Bang. Bang. Bang. Get down and find cover. Figure out where the shooting’s coming from. Return fire to suppress the enemy. Move a machine gun to fire towards the main enemy positions. Meanwhile unengaged elements move to flank. Maneuver then assault. Sounds simpler to just say: ‘Find, fix, kill.’

From the first snap you need to be ready to get in cover, whether that means dropping and rolling, diving to the ground or sprinting a few meters. Hopefully you planned this move. Hopefully your cover isn’t a sewer ditch, though it will do. Unfortunately, if you are like a lot of grunts, despite being well trained you forgot to look in advance. It was your umpteenth patrol in a row with no contact and it’s all just got routine and now you’re in trouble.

PatrollingPatrols are all about movement and reacting to contact or other new information. A ‘Fireteam Wedge’ is a common patrol formation as it enables fire coming from both flanks as well as the front. The junior rifleman is out

front, the Squad Automatic Weapon (SAW) gunner is in back with the team leader and there is an assistant SAW gunner on either flank. It’s more of a diamond than a wedge really.

Fireteam Wedge Diagram

TACTICAL PRIMER FOR SANGIN

or TP’s for newbs

The ‘Staggered Column’ is used when following a track or road. Its not a great idea to be on the road at all but it’s often necessary. It allows good fire and maneuver from both flanks. Basically start with a rifleman and alternate each side. The SAW gunner is second. A lot of units will have a hard charging NCO on point instead to lead by doing.

Fireteam Column Diagram

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Danger areas are any open area really, especially terrain that is limited by things like rivers and roads. You want to have a Fireteam scout these out ahead of the main body as you want as few people as possible caught in the open with no cover or concealment.

IED sweeps may in fact confine your patrol to the road as part of an advance party. Hopefully you have vehicles but either way it’s going to be a long day. There is nothing more tedious than sweeps.

Movement to contactAny movement to contact will have at least a third of the elements involved on overwatch.

‘Overwatch’ is a very important tactic. Basically it means that a moving element is being covered by another element that isn’t. The overwatching element needs to have its eyes on likely areas of cover and concealment for any ambush. Preferably the overwatch has machine guns and grenade launchers.

A frequently used variation is ‘bounding overwatch’ where two elements overwatch for one another, taking turns leap frogging past each other.

‘Skirmishers’ is a loose, widely-spaced line that allows maximum fire to the front while ‘Echelon’ is a diagonal formation, used to refuse a flank while moving. Together these two types of movement can be used to cross large open areas.

Skirmishers and Echleon Right Diagram

Reactions to contact are exactly that and will vary depending on the type of mission you’re on. They will almost certainly include returning fire as well as some form of manoeuver. A recon patrol will get to cover then pull back using a large volume of fire to discourage any further interest while testing their lungs with a sprint to a more tenable position. A point element for an infantry platoon will go to ground while their buddies start to flank or pour on the 7.62mm.

The ‘Australian peel’ is a break contact maneuver typically used by recon teams. Basically the point man empties a mag up trail towards the contact then runs past the second man in trace tapping his shoulder on the way out. The second man dumps a magazine and runs past the third and so on. This is often spiced up with grenades or claymores -an unmistakable way of saying, “follow us at your peril!”

Raids are more complicated than you might expect so keep them as simple as possible. Have your goals clear beforehand. Do you need to run in there and grab something? Or someone? Or are you just smashing stuff? Are there civilians around? Where is everybody else (friendly and enemy?).

When a lot of activity converges on a single point the chances for fratricide (killing your own) increase. You usually need to get an assault element in close while you’re ready to paste the target then shift the fires to covering the enemies escape route. Get the ‘squirters’ (enemy that are making a run for it) now or you will likely see them again.

Cover versus concealmentSurprisingly, the purpose of smoke is often misunderstood. Too many think its exclusive use is for temporarily blinding the enemy. Sure, smoke can do that but it’s not a one trick pony. Use it to mark the enemy with a grenade launcher. Pop it to mark a landing zone or friendly troop positions. If you’re caught in the open ‘pop smoke and bug out’ (move to cover).

Concealment by smoke is not the same as cover. There is a big difference and the distinction is important. You want them both you can’t always have it. Concealment will hide you momentarily and cover will stop bullets. Copy?

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FIRE TEAM GROUPING

There are times when a fire-team has to be more coordinated beyond the usual buddy system and this is not very easy to simulate in Skirmish Sangin if your fire-team has a large disparity in BODY ratings.

A good example is when a fire-team is storming a building. When storming a building, fire-teams are taught to stack together just before the door in the order which they will enter and, on a given signal, charge into the building clearing rooms. The attack is co-ordinated and simultaneous. To help model this kind of behaviour we have developed the idea of fire-team group.

Fire-teams groupsA fire-team cannot include more characters than would be found in that country’s armed forces fire-team size (see table right for some examples).

A squad section may well have two or more fire-teams but each fire-team must act as its own group, no group is allowed to have more than one fire-team in it.

Fireteams by Country Number of Soldiers

US Marines 4French Foreign Legion 3Pakistani Army 6British, Australian and New Zealand 4

To create a group all the characters in the fire-team must be within 6”of another team member and be within the Line of Sight (LoS) of the Fire-team Leader. The Fire-team Leader must spend 1 combat phase (3APs) inactive as he briefs the group.

Example: USMC fire-team “Easy” decide to form a fire-team group. The fire-team is made up of:

Description BODYFire-team Leader 20Grenadier 13Gunner 16Assistant Gunner 12

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The Fire-team Leader is in the centre of the group and has Line of Sight to each member of the group. The Fire-team Leader is behind a dry stonewall. The Gunner and assistant Gunner are at the corner of a building and the Grenadier is on the roof of a building. The Fire-team Leader has BODY 20 so activates on Combat Phase 1. He spends 3 AP giving instructions and forming the fire-team group.

The next combat phase the fire-team group is active is Combat phase 3. The gunner will miss his activation on combat phase 2 but instead take it on activation phase 3.

Groups in combatA Fire-team Group operates on the BODY rating of its lowest member and each character must roll 1d6 to define where in that combat phase that character activates.

The USMC Fire-team as shown in the previous example has formed a group.

As a group they will now all activate on BODY 12 in phases 3, 5,7 and 9 The individual team members now dice (1d6) for the order with which they activate in that combat phase. Remember members retain their individual APs but now all operate in one combat phase.

Using the example above the player rolls a 1d6 for each member of the group, re-rolling any duplicates, and gets the following results:

Description 1d6Fire-team Leader 2Grenadier 4Gunner 6Assistant Gunner 5

The team will now activate from the highest to lowest result. Now the order is decided we can now look at a sample combat situation.

Description 1d6Gunner 6Assistant Gunner 5Fire-team Leader 4Grenadier 2

Combat Example:On combat phase 3, the Fire-team attempts to move down a road pushing aggressively against embedded insurgents who are firing AK47s at them.

The Gunner activates first. He spends 1AP spotting his target, an insurgent on the roof of a nearby compound about 24” inches away, and then spends 1 AP to boost his skill and his final AP shooting.

The Assistant Gunner is active next. He spends 1AP running across the 6” wide street, 1AP to stop and 1AP to kneel behind cover.

The Fire-team Leader is up next. He spends 2AP preparing a grenade and 1AP throwing it down the street. It goes off this combat phase.

The last man is the Grenadier. He spends 1AP spotting his target, a group of Taliban at the corner of the road, and uses 1AP to boost his skill and 1AP to fire his UGL.

The Fire-team’s Combat Phase ends.

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Examples of Fire-team working as groupsThe two diagrams below show that the fire-team can be in any combination as long as each member is within 6” of another fire-team member.

All members of the group must stay within 6” of each other and in clear LoS of the Fire-team Leader. If a member strays outside that distance that character must spend as many AP as necessary in the group’s next available Combat Phase to move back into the 6” group control zone.

If this is not possible the group is disbanded and the Fire-team Leader must spend 3 APs again to reorganise the group.

Group MoraleOnce the group has been formed all members gains +20% to their individual morale ratings. They no longer count the +10% morale bonus for friendly characters within 6” if those characters are also in the group.

Example A fire-team is made up of three individuals lead by an NCO. Three members of the fire-team are Average and have a morale of 55%. The NCO is Veteran and has a morale of 85% (75% + 10% rank bonus). When in a group, they all get a +20% bonus to morale so the NCOs morale will be 105% and the rest of the fire team will be 75%.

Fire-team Groups and Snap fireSnap fire provides the opportunity for characters or characters within fire team groups to spot targets and fire outside the normal combat sequence. It represents opportunity firing rather than a determined overwatch type of situation. If any individual in a group has a Snap Fire token, they forgo their next individual action as part of the group as normal for the Snap Fire rules. The remainder of the group will still activate as a normal group, the individual which has Snap Fired is just assumed to have already spent their AP. This may mean that the group is forced to not move for a turn to maintain their 6” coherency.

Breaking up groupsWhile there are times when groups are needed it’s also important that they can break apart and begin to work alone or in pairs. When the group wants to break apart the Fire-team Leader must spend 3APs briefing the group again. During this briefing he is stationary and cannot spot or shoot. Then the remaining individual characters spend their 3APs as they wish for this combat phase. Each character will then activate in their normal combat phases moving forward.

Example:Our example group of USMC Fire-team “Easy” wish to break up. On Combat Phase 8 (remember the team is active on the lowest BODY rank) The Fire-team Leader spends 3APs giving his orders. The three individuals now roll 1d6 to see who goes first in this case the results are:

Description 1d6Fire-team Leader 2Grenadier 4Gunner 6Assistant Gunner 5

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First to activate is the Grenadier who spends his 3APs, then the Assistant Gunner and finally the Gunner.

In combat phase 9 the Grenadier and the Assistant Gunner are active based on their normal body rat-ings. The player rolls 1d6 as normal to decide who goes first.

There is no limit in a game how many times the same Fire-team can group and ungroup.

Morale and groupsMembers of a group make morale tests as individuals. If a member of the group fails a morale roll and receives:

• Drops Prone – The group can act as normal but the prone character must be kept within the 6” group control zone. LoS to the Fire-team Leader may be lost but must be re-acquired at the first opportunity. The prone character may only spend APs to move until he regains LoS.

• Pinned - The group can act as normal but the pinned character must be kept within the 6” group control zone until he has made a successful morale roll. This can mean that the whole group cannot move any further forward but it may move to take cover or return fire as long as the 6” control zone is maintained. LoS to the Fire-team Leader may be lost but must be re-acquired at the first opportunity. The pinned character may only spend APs to move until he regains LoS. .

• Retire – this result automatically breaks the group apart as the individual moves outside the 6” control zone. The rest of the group must now act as individuals.

Wounds and groupsIf one of the group is wounded, the characters all make individual morale rolls at -10% (+20% for being in a group and -30% for seeing friendly soldier killed or wounded) and consult the morale table in Skirmish Sangin. If a character is killed then the group can continue to function as a group but must pass any morale rolls as outlined in Skirmish Sangin.

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This is the story of the humble AP and its development in Skirmish Sangin. In the beginning, all good stories start like that, we made the AP a measurement of time and it was based on the fact that a man in our rules, can run 12m (6”) in one AP. We actually timed people running from a standing start and the average was 12m. So initially our man, in that one-second, was running at approximately 15kph.

If I spent three APs, he ran 36m in 3 seconds. That still seemed reasonable (possibly a tad fast). So we began saying that 1AP equalled one second.

However, there were times when an AP had to be more elastic. It takes a man 2 AP to ready a grenade. That’s 2 seconds and then to throw it a takes further second (1AP).

This worked to our time process OK but it was probably a little rushed. The character had to let his rifle drop on his sling, take the grenade off his webbing and pull the pin, all the while wearing combat gloves. I could live with that but the issues become more problematic if the character wanted to cook a grenade.

It takes a morale test to “cook” the grenade. How long does a morale test take? In Skirmish Sangin it takes no time. Why? Because we make decisions in our head and we do so frightening quickly so we decided they took no time.

So the AP system was working fine so far. Well let’s look at firing a mortar. A team operates a mortar and the team has a BODY rating based on their experience level rather than rolling for it. The entire team only has 3 APs. So a three-man mortar team has 3 seconds. This is where the basic model begins to fail. If we allocated each man 3 APs and they each have to run through their action and make rolls, shooting a mortar would take a while. Think about it one would set the sights, the loader would bring the round and drop it down the tube and the forward observer would observe the fall of the round

so adjustments can be made. It doesn’t sound too bad until you realise the number of rolls needed to be made. See example below:

THE HUMBLE AP

Example:A Veteran Mortar team commander receives a request from the field. He now spends 3 AP adjusting the sight. Say his skill is heavy weapon skill 75% + 20% =95%. He rolls a 73% and makes it. The loader picks up the round and drops it in the tube. His heavy weapon skill is 75% he adds 20% (2AP) for a total of 95%. He rolls a 23% and makes it. The tube fires. The FO now spots. His skill is 100% + 2AP, makes it 120%, but the mortar round has dropped in softcover -30% so his final skill is 90%. He rolls a 64% and makes it. Now each man has spent his AP but it’s taken 3 dice rolls to sort out the mortar fire.

Not bad when modelling real life but pretty boring when playing a game. So we compacted all the individual AP into 3AP for the team and one roll, 9 seconds, is compacted in 3AP. So the 1AP equalling 1 second model breaks down.

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Knowing these issues we changed the model. Lets say 1AP is 2-3 seconds in length. Then our man is running between 5-10kph. As he is not on a track in trainers and running gear, but instead has on body armour and is carrying a weapon, this is probably more realistic. What about the Taliban I hear people ask. Well they don’t wear body armour but they do wear sandals, not the best running gear in the world, and are carrying at the very least an AK47 and some extra magazines. Again this time period works for us and we can make the logic work.

When I spend an extra AP on a task like spotting my character is taking longer to do the task and therefore is more accurate. If I spend 1AP doing a task and 1AP adding to it I have now spent 2-6 seconds, rather than 2 seconds, on the same task and so I am better at it. That sounded fairly logical and indeed we used this concept in the final game.

To relay information over a radio takes a character 2APs. A character telling his team where the sniper is means spending between 4-6 seconds:

“Six-one (fire team leader) to Six (Fireteam). Be advised, be advised, Sniper! Sniper!, Compound 21, far left tower, right upstairs window, I repeat. Compound 21, far left tower, right upstairs window, Sniper, stay low. Six one out.”

That seemed reasonable. So the humble AP now takes 2-3 seconds. If I call in an off table mortar my character

spends 3 AP calling it in and it arrives in my characters next combat phase. Spending 3AP to call in the mortar works. That’s 6-9 seconds to give coordinates but the fact the mortar arrives the next combat phase breaks the 2-3 second model.

The time it takes for a mortar crew to take down a grid reference, set the mortar and drop the first round down the tube is unknown but lets say it could be done in approximately 30 seconds. Our 3 APs are now equal to a 30 seconds. This means an individual AP is 10 seconds and now a man runs 12 metres in 10 seconds. You see how the model breaks? Olympic sprinters cover 100m in less than 10 seconds! If we had developed a game based on real time it would be so very slow that players would just get bored. We know because we tried it in the two years of play testing before the game was released!

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So how did we solve the riddle of the AP?

It’s simple really. We moved APs from time to tasks. If you think of AP as a “small task I can do” then in each combat phase I have 3 “tasks that I can do”, These APs make a lot more sense. In any given combat phase a character can spend one of his tasks to move (1AP), another to spot (1AP) and the third to shoot (1AP). If, like the mortar crew they need to spend all their APs to fire a weapon the crew are using all their “tasks” to concentrate on one job. So when a character is part of a team they use their tasks to make the weapon work as well as possible.

So instead of time the humble AP represents tasks. The time those tasks take is flexible but is between 2 and 10 seconds in most cases but sometimes longer as the game requires it. Now you see the level of abstraction in Skirmish Sangin’s AP system. We built in a level of abstraction to make it more game related. After all we are not trying for a simulation but a game. That we can have a laugh with our mates and game that is based around stories.

What about Vehicles?

Well vehicle APs work the same way. It takes all the vehicle crew to man the vehicle for the 3APs it has. Whether it’s the driver spending all three APs driving over rough ground or the gunners firing the main weapon for three APs the focus for the vehicle is for three APs worth of tasks.

A vehicle, can drive (1AP), spot (1AP) and fire (1AP). It can also spot (1AP) and fire with greater accuracy (2AP) or spend 3 APs just moving. Just like a soldier in our rules.

The level of abstraction is the same whether it’s a Apache helicopter, a Coyote APC or a motorbike. Three tasks per turn and only 1 of them can be firing.

I am frequently asked why can they only fire once? Why can a helicopter not fire all of its weapons at once? To do so would be overkill. Most of our games happen over a relatively small piece of terrain and most helicopter attacks happen over a huge area as the choppers turn and find their target. Sometimes it takes up to 20 minutes to locate the target before firing. This would be boring in a game that tends to last about 5-10 minutes in combat time but up to 2 hours in real time. In combat there is lots of dead time followed by very intense periods. Sangin has just removed the dead time to make the game more game like. We have accelerated the time when it suits us but restricted how many weapons a vehicle can fire to stop a vehicle being too powerful and ruining the balance of the game.

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The dog was the first animal domesticated by humans, long ago having earned the title of “man’s best friend.” In the world of modern high technology combat the humble canine may seem out of place. However those soldiers who have worked with a Military Working Dog (MWD) know that their highly specialised skill at detecting explosive ordnance has saved lives. It is difficult to assess how many lives MWD teams have saved in Afghanistan. Sources range from 150 to 1,800 lives per dog. What is known is that in 2010 MWD teams were credited with finding 12,500 pounds of explosives.

Military Working Dogs are specialists but come from a variety of breeds. The traditional military dog is the German Shepherd, famed for being big, tough, aggressive and downright scary. That is not always a requirement for a MWD. Environmental factors rule out breeds like the Doberman. Dogs with small noses are ruled out as well as a military dog’s ability to survive is

directly linked to their ability to smell. Compared to a human nose, a dog’s nose is roughly 10,000 to 100,000 times better at detecting smells. The bigger dogs such as the Dutch and German Shepherds and the Malonise reign supreme as Dual-Purpose Dogs who can sniff and bite. There are also Single-Purpose Dogs, which do not need to have thatb agressive bite like Spaniels or Labradors. Small breeds such as Fox Terriers are even used to test for explosives or drugs on submarines.

Just as the dogs are varied so are their roles. A dog trained to sniff narcotics would not be trained to search for explosives as the handler could never be sure about what it was that the dog has found. Whatever the role they are split into two groups - Single Purpose Dogs and Dual Purpose Dogs. A Single Purpose Dog is tasked with a specific role such as detecting IEDs, combat tracking, narcotics detection or specialised search. A Dual-Purpose Dog has a specialty like a Single Purpose

MILITARY DOGS IN AGHANISTAN

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Dog but also has special patrol skills. Patrol skills are, in essence, protection and aggression. A Dual-Purpose Dog will have bite training and will be fully capable of pursuing and taking down an opponent.

On patrol an MWD team is used in conjunction with soldiers equipped with mine detectors to sweep an area for IEDs, mines or other explosives. They may also be used in compound searches or car searches looking for hidden caches of arms. A dog will usually work on a leash primarily for safety. These dogs are trained to bite and have a high chase instinct. Those characteristics combine into a tendency to want to bolt after one of the many feral dogs in Afghanistan or to bolt after a civilian. Dogs with the right training and temperament may work off lead and will usually be in an explosives detection role. This offers the dog more freedom in their searches and it also reduces the risk of an IED explosion to the handler. A dog may be off lead for combat tracking where they may need to use their patrol skills.

When an MWD finds an explosive it will signal to the handler that it has found something. This will begin as a subtle change in body language and will end up with the dog sitting pointed at the location. Close proximity to an explosive device in a hostile warzone is not a safe place to sit down so the dogs are trained to detect the explosive, communicate the location, and then return to their handler.

When they return, they are rewarded with a Kong toy - an oddly shaped rubber toy that bounces erratically when thrown and is great fun to play with. For the Military Working Dog their job is sniffing around with

their best friend and then chasing their favourite toy when they smell something special.

The most famous MWD at present is Cairo, the dog that Seal Team Six took with them on Operation Neptune Spear. This is the mission that resulted in the death of Osama Bin Laden. Cairo is a different sort of dog, a Multi-Purpose Canine, a Special Forces dog. These dogs are as tough as the customers they support. Not only can they undertake the roles of a Dual-Purpose Dog, they can do it by deploying via parachute or rappelling out of a helicopter.

Cairo’s body armour reportedly came packed with infra-red cameras, night vision optic cameras, and was stab proof and bullet proof. Reports state that Cairo’s teeth were even replaced with Titanium implants, but this is probably false. A healthy dog’s natural teeth are perfectly suited to biting!

Scout Dogs and Handler:Scout dogs and handlers are brought as a team and cost:

• Average: 100pts• Veteran: 150pts• Elite: 200pts

Scout DogBODY Armour Morale AP Weapon Cbt Phases

Handler 1d10 100% 3 Teeth Handler

SKILLS: Spot (100%)

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The handler will need to pay points for arms and armour like any other ISAF soldier

SKILLSAll dogs are treated as Veteran experience in hand-to-hand combat. A Scout Dog has no skills, other than SPOT 100%.

Scout Dog Special RulesA Scout Dog works in the same way as a normal character in Skirmish Sangin but with a few exceptions. A Scout Dog activates at the same combat phases as its handler. The Scout Dog must remain within 6” of its handler but the two models act independently of each other. In all cases, even in a combat phase shared with enemy combatants, the dog and handler will always activate together. The dog always goes first. When making a Spotting roll the Scout Dog ignores any penalties for soft cover or for dusk/dawn and night. This represents the dogs own natural senses and low light vision as well any electronic sensor elements attached to their body armour. If a handler is searching for a target that has already been spotted by the dog, the Handler gains an additional +30% to their spot roll.

In close combat a Scout Dog operates as any other model would, except that a Scout Dog cannot parry an attack or use any special attacks. A dog charging into contact with an enemy will be let off the lead to do so to make sure that nothing distracts them from their target. A dog engaging in hand-to-hand combat can move more than 6” from their handler!

When attacking a dog is a fearsome opponent. Attack dogs are trained to use their powerful jaws and size to pull their prey to the ground. A dog’s bite causes 1d10 damage in combat and if the dog hits the target in hand-to-hand (and the opponent fails to parry) the target will be dragged prone, even if the bite did not cause wounds due to body armour.A target dragged to the ground by a dog will suffer an additional -20% to their morale test for being struck in assault. If this morale test is failed the dog’s opponent will surrender to the dog’s handler if he is within 6”. If the handler is outside of 6” use the standard Melee Morale table. The handler must be within 9” of the dog at the end of his activation to make sure that the dog remains on task.

An enemy firing at a dog will do so at a -20% penalty to both their SPOT and shooting skill, due to the smaller, faster nature of the target. If the optional mission changes caused by wounds are in use for the game, a wound on a Scout Dog will cause a change to the ISAF mission just as a human casualty would. A dog has the same wound chart as a human soldier and will need to test consciousness as a human would. The howl of a wounded dog is as harrowing as the scream of a wounded soldier.

Example: Bailey the scout dog and his handler Colin are active on combat phase 3. Colin has 3APs to spend and Bailey (Dog) has 3 APs to spend.

Bailey moves 1AP 6” and then tries to sniff out (spot) a nearby insurgent hiding behind a mud wall. This counts as medium cover (-40%) and Bailey is running (-20%), bringing his spot down to 40%. Bailey chooses to adds his final AP to his skill and makes it 50%. The player rolls a 43% a success. Seeing the dog pointing at the target, through body language and cues, Colin spends 1AP walking forwards to draw a line of sight to the insurgent. Colin’s SPOT skill starts at 100%. Colin is walking (-10%), and the Insurgent is hidden by the mud wall further reducing the spot by 40%. As Bailey’s tell adds +30% to his skill, the SPOT skill is 80%. Colin rolls a 09, meaning he has spotted the target. As Colin has 1 AP left, he can now use it to fire on the insurgent.

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A Scout Dog will not be forced to take a morale test for friendly soldiers being wounded or killed near them but will because a wounded soldier is screaming. They will still take morale markers for coming under fire and only gain a +10% for friendly models within 6” from their handler. If a dog fails its morale test it will move to base to base contact with it’s handler with a morale marker. If the dog fails it’s morale test in its next activation it will run away, attempting to escape the battlefield, and is removed from the table.

HandlerA Scout Dog always will be with its handler on patrol. In the event that the dog is seriously wounded the Scout Dog will no longer be able to Detect IEDs and will endeavour to move towards the it’s handler. If the handler is wounded the dog will return to the handler and then drag him 1” per AP in an attempt to save them. Dogs are fiercely loyal animals and if required the dog will stop dragging their handler to engage an attacking model in hand-to-hand combat.

Detecting IEDsThe primary role of a Scout Dog is to uncover IEDs and explosives. To sweep an area for IEDs a Scout Dog Team (dog and handler) must spend all of their AP to search a 6” radius centred on the dog model OR one room inside a building. The sweep cannot go through buildings, closed doors or any other terrain which is impassable to dogs.

The team has an 80% chance of making a successful search. If successful, the player using the dog measures out the area being swept using the dog as the centre point of the radius and the insurgent player must reveal any IEDs or booby traps within the radius.

If no IEDs or Booby Traps are within the search radius, the dog player may choose a place within the swept area (6” radius or room) to place the dog and the handler representing the end of their sweep. The handler may choose to be kneeling at the end of this movement and the dog is treated as walking.

If a Booby Trap or IED is detected, the handler will not disarm the device, but will mark the location for disposal in the future. The dog and handler teams are valuable assets so don’t risk disarming any device they discover.

The location of the IED becomes marked using a counter or token to identify that site for all of the players to see. After detecting the IED the dog and it’s handler may be placed in a location within the area being searched. The handler may choose to be kneeling at the end of this movement and the dog is treated as walking.

Scout DogBODY Armour Morale AP Weapon Cbt Phases

Handler 1d10 100% 3 Teeth Handler

SKILLS: Spot (100%)

SKILLS:Pistol (BODY x4) 64% | Rifle (BODY x4 +10%) 74% | Heavy Weapon (BODY x3) 48% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 64%| Forward Observer (BODY x3) 48%

Veteran Dog HandlerBODY Armour Morale AP Weapon Cbt Phases

14(16) 1d10+4 75 3 SA80 2,4,6,8

ExampleThe characters above are used in this example

Combat Phase 3Chris and Jose have been called in to help find an IED that they believe is between two buildings somewhere down the street. Chris sends Jose off to search for the IED carefully watching him. Jose spends 3AP to run twice and then slow to a walk, moving to where Chris wants him to search. Chris runs forward 12” for 2AP and spends 1 AP to kneel. Chris has maintained the 6” zone of control on the lead.

Combat Phase 5Chris commands Jose to seek. The pair spend all of their AP searching a 6” radius from Jose for IEDs and booby traps. Chris rolls to see if the search is successful, needing under 80%. Chris rolls a 23%, meaning Jose’s nose is on to any explosives in the area! The Taliban player must now indicate the location of an IEDs to the ISAF player. The Taliban player reveals a single IED. Chris now places a token on the IED marking it for his forces to avoid.

Unknown to Chris there is a second device outside of the search zone so Jose’s job is not yet done!

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28mm New Zealanders(Kiwis)/ AustraliansOur first range of figures, 16 superbly detailed modern Kiwis/Aussies ideal for players who wants something a bit different for their patrols in Helmand. Designed by eBob and cast by Eureka Miniatures Ltd.

ADVANCE

TO CONTACT...

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SANGIN DESPATCHES NO.1 In this supplement players get additional ORBATS including Canadians and Germans.

There are seven new scenarios, plus campaign and character experience rules, advice on how to play Skirmish Sangin and tactics articles written by ex-military personnel.

Sangin Despatches No. 1 contains everything you need to make your next patrol into the Helmand Green Zone even more thrilling.

ISBN 978-0-473-28141-0