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COLIN PHILLIPS & CRAIG WATTERSON Sean Bartholome (order #5536522)

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Page 1: Skirmish Sangin - Sampler

SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 1COLIN PHILLIPS & CRAIG WATTERSONSean Bartholome (order #5536522)

Page 2: Skirmish Sangin - Sampler

SKIRMISH SANGIN

SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTANPAGE 2

Its 2003, 16 Air Assault Brigade, 3rd battalion of British Paratroopers have been in country for several months taking part in Operation Herrick. Throughout this time at Forward Operating Base (FOB) Jackson has been plagued with constant sniper fire.

The paratroopers have so far been unsuccessful in locating the sniper; even counter sniping teams have failed to find their target. Today 1 platoon has been tasked with patrolling in west of Sangin village. Its early morning and the temperature is high as the men leave their Sangar. Almost immediately the patrol find an IED and secures the area but then comes under fire from the sniper and its here we pick up the action. (This game will only show a single squad in action not the entire platoon as it represents just part of the over-all game.)

The British Paratroopers are Sergeant Fearon, and Private McGarry, Private Richards, Lance Corporal Watterson.

CombatPhase

BDY 0-11

BDY 12-14

BDY 15-17

BDY 18-20

1 X2 X3 X X4 X X5 X X6 X X7 X X8 X X

9 X10 X

GAME EXAMPLE

The British Paratroopers having been fired on, have a rough idea of the snipers position. They are tasked with trying to flush him out. The paratroopers all start the game kneeling behind a dry stonewall spread across the width of the game board. The Taliban are on the second floor and first floor of a nearby building and one is in the orchard.

Skirmish Sangin Rules: Combat phasesSkirmish Sangin isn’t an IGO UGO game; characters are activated in combat phases based on their BODY attribute. The BODY attribute of the character dictates which of the ten phases of a combat round a character is active in – the higher their BODY (BDY) attribute, the earlier a character’s combat phases occur. See the Combat Phase Table (below) for a clear outline of this, noting that combat phases occur in order from highest to lowest BODY rank.

Table 1: Combat Phase Table

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Sean Bartholome (order #5536522)

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THE FORCES

BODY Armour Morale AP Weapon Cbt Phases

16(16) 1d10+4 85% 3 L85A2 2,4,6,8

Paratroopers:Below are the attributes for each of the four paratroopers. The squad costs 315 points. This is based on their level of experience, their rank and what weapons they carry. There start up zone is shown in the map. The paratroopers should set up in cover anywhere in their set up zone. There is no minimum gap that needs to be adhered between the miniatures. The whole combat area 4ft x 4ft which is approximately 100m square.

SKILLS:Pistol (BDY x 4) 64% | Rifle (BDY x 4 +10%) 84%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 48% | Throw (BDY x 4) 64% | Forward Observer (BDY x 3) 48%|

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

Craig “Loki” Watterson - Average: 50 pts

BODY Armour Morale AP Weapon Cbt Phases

14(12) 1d10+4 55% 3 L85A2 3,5,7,9

SKILLS:Pistol (BDY x 3) 36% | Rifle (BDY x 3 +10%) 46% | Spot 100% | First Aid (30%) | Heavy Weapon (BDY x 2) 24% | Throw (BDY x 3) 36% | Forward Observer (BDY x2) 24% |

Jeff “Yank” Richards - Average: 50 pts

BODY Armour Morale AP Weapon Cbt Phases

12(10) 1d10+4 55% 3 L85A2+UGL

3,5,7,9

Sgt. Dan Fearon - Veteran: 75 pts + NCO 30pts

SKILLS:Pistol (BDY x 3) 60% | Rifle (BDY x 3 +10%) 70% | Spot 100% | First Aid (30%) | Heavy Weapon (BDY x 2) 40% | Throw (BDY x 3) 60% | Forward Observer (BDY x 2) 40% |

Sean “Kiwi” McGarry - Average: 50 pts

BODY Armour Morale AP Weapon Cbt Phases

18(20) 1d10+4 55% 3 Minimi 1,3,5,7

SKILLS:Pistol (BDY x 4) 68%| Rifle (BDY x 4 +10%) 78%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 51% | Throw (BDY x 4) 68%| Forward Observer (BDY x 3) 51% |

Atash - Veteran: 75 pts + Mujahedeen Sniper 50 pts

TalibanBelow are the attributes for each the four Taliban. The group costs 210pts. The Taliban sniper can be positioned anywhere in the Taliban start zone but the physically higher up the figure begins the game the better the chances of a successful contact. There is no minimum gap that needs to be adhered between the miniatures.

SKILLS:Pistol (BDY x 3) 39% | Rifle (BDY x 3 +10%) 49%| | Spot 100% | First Aid (30%) | Heavy Weapon (BDY x 2) 26% | Throw (BDY x 3) 39%| Forward Observer (BDY x2) 26%

Abdul Bari - Average: 50 pts

SKILLS:Pistol (BDY x 2) 40% | Rifle (BDY x 2 +10%) 50%| Spot 100% | First Aid (30%) |Heavy Weapon (BDY x 1) 20% | Throw (BDY x 3) 60% | Forward Observer (BDY x1) 20%

Masem - Novice: 25 pts

BODY Armour Morale AP Weapon Cbt Phases

17 N/A 75% 3 Dragunov 2,4,6,8

BODY Armour Morale AP Weapon Cbt Phases

13 N/A 55% 3 L85A2 3,5,7,9

BODY Armour Morale AP Weapon Cbt Phases

20 N/A 55% 3 AK47 1,3,5,7

Weapon Damage Range Area Effect

Assault Rifles 2d10 250” -

Minimi 4d10 500” 4”

Dragunov 3d10 250” -

40mm Grenade Launcher (UGL) KZ4d10DZ1d10

75” KZ 5”DZ15”

Table 2: Weapon Table

NOTE: Underslung 40mm Grenades (UGL)When using 40mm grenades the first 5” diameter is the Kill Zone (KZ) and its in this area most damage occurs. Any character caught in this area takes 4d10 damage. From 5” to 15” is called the Damage Zone (DZ), any character caught in this area takes 1d10 damage.

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Combat Phase 1: The Combat Phase table (see page 2) indicates that the first active characters are those of BDY 18-20, of which there is one Paratrooper and one Taliban. Both players have one character with a BDY of 18. As two characters cannot go at the same time, the players roll a D6 to decide who goes first. Player 1, (Paratrooper) rolls a 6 and Player 2 (Taliban) rolls a 3. So the order is decided. Paratrooper McGarry will activate first. In each active combat phase a character has 3 action points (AP) to spend on actions.

Player 1Player 1 decides that Paratrooper McGarry will make a run from his starting place where he is kneeling behind a dry stonewall along the side of the field. The characters starts the game kneeling, so spends 1AP to stand up, spends 1 AP to run 6” and 1AP to stop by a dry stonewall, because he has run out of AP Paratrooper McGarry is standing up behind the stonewall and is considered stopped for all tests. Player 2Now its Player 2’s turn to active his character Masem who also has a BDY of 20. Masem draws a line of sight

(Los) to Paratrooper McGarry. As a straight line can be drawn which passes through the orchard, across the corner of the poppy field and over the dry stonewall. (Players always take the biggest cover modifier along the LoS, in this case the dry stonewall.) Player 2 decides he will try and shoot the Paratrooper. Masem spends his first AP spotting. All spotting begins at 100% chance and is reduced by criteria like cover and movement.

Paratrooper McGarry is stationary target (-0%), and is in medium cover (-30% dry stonewall) and as Masem hasn’t moved there are no more additional modifiers. So Masem current spotting chance is 70%, he decides to spend an additional 1AP on the roll to increases his spotting skill by 10% (All skills can be increased by spending APs for each AP spent the characters skill increases by 10% to a maximum of 20%. This represents the extra time and effort the character is taking to perform that action). Masem skill is now 80% chance to spot the paratrooper. He rolls a 37% he spots the target. Masem has 1AP left and decides to shoot; his skill with his AK47 is 50%. The stonewall offers Paratrooper McGarry medium cover (-30%) so Masem ability is 20% he rolls a 56% a miss. Although the shot missed, Paratrooper McGarry will now have to take a morale roll.

THE GAME

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Table 2: Failed Morale Table

This morale roll is taken at the beginning of his next combat phase as additional modifiers may come into play before then. This is shown by placing a morale marker next to the figure, we use morale markers. This is the end of phase 1 as no character has BDY attribute of 19 or 18.

Combat Phase 2Player 2In this activation phase the first active character is Atash Baseer, the sniper. Player 2 checks to see if he can draw a direct LoS to Paratrooper McGarry. He can, so will spend 1AP on spotting, his skill starts at 100%, the dry stone wall is -30% and because Atash is on the second floor of the compound he gets +20%, so his total to spot is 90% and he rolls a 93% he fails so spends another AP to spot again, this time he rolls a 13% and has spotted the young paratrooper (Players may spot more than once per turn).

With his last AP he tries to shoot the paratrooper, his skill starts at 78% and is reduced to 48% by the cover modifier (-30% dry stonewall), he rolls a 97% a miss. Paratrooper McGarry now adds another morale marker to indicate he has now received fire twice.

Player 1The next active character is Paratrooper Sgt. Fearon. He can draw a line of sight to the sniper so spends 1AP spotting. The sniper is inside a building -60% but the sniper has fired so Sgt Fearon which adds + 10% making

his chance to spot 50% he decides to spend an additional AP making his skill 60% he rolls a 18% a success, he can now see the sniper. He decides to shoot with his last AP his skill is 84%, the sniper is deemed to be in a prepared defence, this includes buildings -60% and is one storey higher than Sgt. Fearon this adds an additional -10% that gives Sgt. Fearon 14% chance to hit. He rolls a 79% a miss and Player 2 places a morale marker next to the sniper to reflect the morale roll that’s now required in the sniper’s next action phase.

Combat Phase 3As in phase 1 both players have characters that active on the same BDY of 20, so they again roll 1d6. Paratrooper McGarry rolls a 2 but Masem rolls even lower a 1, so Paratrooper McGarry goes first again this round.

Player 1Paratrooper McGarry has two morale markers next to his figure so before he can do anything he has to pass a morale roll. Having one marker would make the paratrooper make a morale roll, having two or more means the character make a single morale roll at an additional -10% for each marker beyond the first.

Paratrooper McGarry morale ranking is 55%, -10% for the additional marker = 45% but because he has come under sniper fire he has an additional -20%, making his final score of 25%. He rolls an 86% and fails, he must now roll on the failed morale table (see below).

THE GAME

1d10 Description1-5 Drops prone

The soldier drops prone, taking no further action this combat phase. At the beginning of their next combat phase they can act as normal.

6-8 Pinned downA pinned down result means that the character is prone until the next combat phase, taking no action. At the beginning of their next combat phase they must make a morale test, with success indicating that the character can act as normal, while failure means that they are treated as a ‘retire’ result.

If the enemy combatant is within 2”, and the character is alone the character will surrender and its figure is re-moved from the board and counts towards victory conditions.

9-10 RetireMove to the nearest cover within 12” from the cause of the test, even if the character is already in cover, then take no action for the rest of the combat phase. In the next active combat phase the character must make a suc-cessful morale test or be removed from the board and be counted as a casualty in any points-based game.

If the enemy combatant is within 4”, and the character is alone the character will surrender and is treated as a prisoner.

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Player 1 rolls 1d10 and gets a 6. This means Paratrooper McGarry is pinned, see Table 3. Damage Table below.

Player 2Masem decides to shoot again at paratrooper McGarry but as he is now prone because of his pinned result behind dry stonewall Masem can no longer draw a clear line of sight to him. Player 2 looks around the board and can draw a LoS to all the paratroopers. Masem decides on Sgt. Fearon and successfully draws a line of sight to him.

Masem spends his first AP spotting Sgt Fearon. Sgt. Fearon is kneeling (-20%) behind a dry stonewall -30%. So Masem chance to spot is 50%. He rolls a 27% and spots the Sergeant. He then spends an additional AP on shooting skill adding 10% to his skill making 60% total and spends his last AP taking the shoot. He rolls 11%, a

hit. Masem rolls his damage an AK47 rolls 2d10 and he rolls a 7 and a 2 for a total damage of 9. Sgt Fearon now rolls his body armour, which is 1d10 +4 he rolls a 4+4 =8 of damage blocked by his body armour. So Sgt, Fearon takes 1 points of damage. Player 1 looks up the damage on Table 3. - Damage Table.

One points of damage is classified as a light wound. Sgt, Fearon looses -20% from all his combat abilities, drops prone and must make a morale test at the beginning of his next combat phase. Player 1 places a morale marker next to the figure to remind him to take the test. This also triggers off a morale test for all witnesses within 12”. This means that Paratrooper Richards will also have a morale marker placed next to him so he will make a morale test at the beginning of his next activated combat phase. That’s the end of the turn for all characters that

THE GAME

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Damage Description Morale Consciousness Mission

1-3 Light wound• -20% from all combat abilities• Compulsory morale test in first

available combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-20% 100% No effect.

4–6 Medium wound• Half all combat skills• Compulsory morale test in first

available combat phase• Character drops prone• Causes morale test for all witnesses

within 12”

-40% 60%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONALMission change for all non-insurgent units: this casualty must be treated with first aid by the nearest friendly character, providing it is safe to do so. If a successful first aid roll is achieved, earn 10 victory points.

7–9 Serious wound• All combat skills are 10%• Compulsory morale test in first

available combat phase • Character drops prone• Causes morale test for all witnesses

within 12”

-60% 40%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONALMission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge, providing it is safe to do so. This will earn 50 victory points.

10–12 Critical wound• Incapacitated• Character drops prone• Causes morale test for all witnesses

within 12”

N/A 20%If the character remains conscious, their cries for help/screams causes a -20% to character morale rolls within 12”, if they have LoS with the injured character.

OPTIONALMission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge, provided it is safe to do so. This will earn 50 victory points.

13+ DeadCauses morale test for all witnesses with 6”

N/A N/A OPTIONALMission change for all non-insurgent units: this casualty must be successfully evacuated from the board on a friendly edge. This will earn 50 victory pts.

The Wound Chart Table

THE GAME

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1d10 Description

1 Weapon jamThe character must take 3 APs to clear the weapon.

2 Misfire The character must spend 3 APs clearing the round.

3 You’re emptyLacking fire control, the character has run out of ammunition and must move into base-to-base contact with friendly troops or vehicles to resupply.

4 Dust in your eyesTakes 3 APs to clear, and the character can do nothing else during that combat phase.

5 Sprained ankleThe character has sprained their ankle, and can now only move 3” per AP for the rest of the game.

6 Panic Move up to 3 APs’ worth of movement towards the nearest friendly character who is in cover. If there are none available, move away from combat the full distance possible in 3 APs.

7 Twisted knee The character twists their knee and falls prone. The character must rest for 3 APs after which they cannot move faster than walking pace for the rest of the game. Getting up from prone or kneeling positions and climbing or descending stairs takes double the regular amount of APs.

8 Negligent dischargeThe character accidently shoots themself. Apply their weapon damage minus any armour the character is wearing, and resolve like a normal wound.

9 Negligent dischargeThe character accidently shoots his nearest comrade. Treat this as a normal weapon attack, taking into account any armour.

10 Booby trapThe character has triggered a booby trap hand grenade. Treat this as a grenade attack with this character being at the centre of the blast radius.

have a BDY attribute between 18-20. Looking at the Combat Phase Table (Page 2) we now see that combat phase 3 is the first combat phase that two BDY groups activate. The players now move on to those characters with a BDY attribute of 12-14.

Player 1The first to activate is Paratrooper Watterson on BDY 14. He started the game kneeling behind the dry stonewall. He spends 1 AP to stand up and 2 AP running forward each AP is worth 6” when running, so he Watterson moves 12”.

Table 4: Firearms Fumble Table

THE GAME

Player 2In the next combat phase Abdul who is lying prone on the roof can draw LoS to Paratroopers McGarry, Fearon, Richards and Watterson. Looking at his targets, Player 2 decides the biggest threat is Watterson who is trying to outflank him on the right, so he decides to target him. He tries to spot Watterson.

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Paratrooper Watterson

Paratrooper Fearon

Paratrooper Richards

Paratrooper McGarry

Atash

Abdul Bari

Masem

SATELLITE IMAGERY OF HELMAND, AFGHANISTAN

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Watterson has a dry stonewall between him and Abdul which is -30% to shoot him. His rifle skill is 49% the target is running -20%, behind medium cover (remember the dry stone wall) -30% and the attacker is 1 storey higher so that’s +10% that gives him a 9% chance to hit. He rolls and gets an unmodified 100% (00) a fumble. He rolls 1d10 and consults on the Firearms Fumble Table, he rolls a 4 (see page 102).

Abdul gets a “dust in his eyes result”. This will take 3 AP’s to clear so ending his combat phase. His next active combat phase will be taken up clearing the dust from his eyes.

Player 1For the first time in the game Paratrooper Richards is active, but he has a morale check marker so must roll a morale roll (55%) he rolls a 04%, a success, so can carry on as normal. Richards decides to spot (1AP) Atash the sniper in the second floor. 100% -20% for elevation, -60% for the building gives him 20% chance to spot the sniper. He rolls a 07%, he has successful spotted the sniper. Richards decides to use his underslung grenade

launcher (UGL) his skill is 46% he adds 10% (1AP) and shoots (1AP) so his skill is 56%, the target is in the building -60% and two level of elevation -20% making his final chance -24%. An impossible shot but the dice need to be rolled because there is always a chance to hit on a roll of 01%. Player 1 rolls and gets 23% a miss. He then consults the grenade scatter chart. He rolls a 1d10 and gets 10, which is straight ahead and then rolls 2d10 for how far it travels he gets 2”. It lands within 2” to the left of Masem. Looking up a 40mm grenade it has a KZ4d10/DZ1d10 rating. This means any characters in its Kill Zone take 4d10 damage and any characters in the Damage Zone takes 1d10 damage. Masem is in the 5” diameter kill zone for a 40mm grenade (KZ) and takes 4d10 damage. Player 1, rolls a 5, 7, 8, 2 for a total of 22 this kills Masem outright.

Abdul, who is on the roof, is within the 15” damage diameter and should take 1d10 damage but because he has a wall between him and the burst that reduces the damage by 1d10 so Abdul takes no damage.

THE GAME

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Player 2 places a morale chip to indicate Abdul needs to make a morale roll in his next active combat phase. Player 2 also notes on Abdul character sheet that if he fails that Morale check he will have to add +2 to his failed morale table roll because of the grenade. This is the end of Combat phase 3.

Combat Phase 4The first group to active this phase is those characters with a BDY of 15-17. This means that Player 2’s character Atash goes first.

Player 2Atash needs to make a morale test before he can do anything. His morale is 75% and he rolls a 17% so makes it easily. Atash now targets Paratrooper Richards, as he is seen as the most lethal adversary on the board. So Atash attempts to spot him (1AP) Atash spot skill starts 100%, -30% for the dry stonewall and -20% because Paratrooper Richards is kneeling. The paratrooper has fired his weapon, which gives +10% bonus. So Atash’s chance to see Richards is 60%.

Player 2 rolls the dice and gets 67% and fails to see Richards, he decides to try again (1AP) and rolls a 27%. With his final AP Atash fires. His skill is 78%, -30% for the dry stonewall is 48% he rolls 01%. This is a critical hit which causes the maximum amount of damage which for a snipers rifle is 3d10 so that’s 30 points of damage. Player 1 rolls for Paratrooper Richards body armour 1d10+4 and gets a total of 12, which still leaves 18 points of damage. Consulting the wound, as we are playing the optional Mission Change rules, the wound indicates that Richards is dead.

“Mission change for all non-insurgent units: This casualty must be successfully evacuated from the board on a friendly edge. This will earn 50 victory points.”

This means that the all the paratroopers now must concentrate on getting Richards body off the board along their starting edge as that’s the nearest friendly edge to the Richards.

THE GAME

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Player 1 rolls 18% and sees Abdul. Watterson spends 1AP to stop and 1AP to shoot. His rifle skill is 52% -40% for Abduls cover and -30% that is -70% in total so he can’t hit him unless he rolls a 01% Watterson rolls a 57% and misses but Player 2 has to place a morale test marker next to Abdul.

The next characters active is Abdul who has to pass his morale test. His morale is 55%, but he has been under fire from a grenade -30% so has 25%. Abdul rolls 39% and fails, he rolls a 10 so he has to retire. Moving him back 12” removes him from the board. At this point with both players only having one figure on the board and they call the game.

Player 1Now activates Sgt Fearon (BDY 16) he spends 1AP running 6” to Richards, he spends 2 APs dragging Richards off the board (Richards was still within 6” of the edge of the board). Player 1 now has 50 victory points but only two paratroopers on the board.

Combat Phase 5BDY 20 is first to activate but as Masem is dead, Paratrooper McGarry is the only active combatant. He needs to make a morale check as he is pinned from the previous phase. He morale is 55%, player 1 rolls a 63% he fails again. This means McGarry automatically retires so is moved 12” (see table on page 81) towards his starting edge and placed in cover. He can no longer take any actions for the rest of the combat round. Which effectively removes him from the game.

The next BODY to active is Watterson on 14. He tries to spot Abdul (1AP) on the roof. His skill is 100%, -10% because Abdul is elevated by 1 storey, he is also in cover -40% and Watterson is still running -20% that’s 30%.

THE GAME

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Sean Bartholome (order #5536522)

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SKIRMISH SANGIN is a tabletop skirmish game where players control opposing forces, either modern Western military forces (ISAF) or insurgent militias that do battle everyday in the modern war for Afghanistan.

Inside this book you will find:• Simple, fast combat rules that enable furious tabletop skirmish battles• Information and rules for creation of professional and insurgent forces• A full array of modern weapons and armour for both sides• Rules for off table support ranging from snipers to heavy weapon platoons,

fast air and helicopters• A game that plays as easily with two people as it does for multi-player games.• A set of rules that provides an intense and compelling tabletop game

regardless of whether you field four figures per side or forty.

Sean Bartholome (order #5536522)