Wargaming from Hertfordshire & Beyond!
Showing posts with label Spectre. Show all posts
Showing posts with label Spectre. Show all posts

Monday, 19 December 2022

Spectre – 1st game

OK, having purchased a copy of the Spectre modern skirmish rules, in their recent sale, I decided to try these out, with Greg’s help.

No modern skirmish game of mine can really do without some zombies! However, they only featured indirectly here. The background to the story was that a group of 8 local hoods / ne’er-do-wells ( classed as “Militia”, armed with Assault Rifles) had ambushed an ambulance carrying critical virus samples. They had then taken these back to their compound, hoping to ransom these samples back to the authorities.

However, unknown to the hoods, the sample case had a tracking device and a Delta hit team (a 4 man “Professional Soldier” force, with Assault Rifles, a Combat shotgun, a LAW and a couple of grenades!) had trailed the hoods back to their compound. Pausing briefly to launch a recon drone, the Delta team moved in to breach the compound. However, after successfully breaching the compound fence, the Delta team tripped the home made zombie alarm belonging to the hoods! Game on!


Game 1

The Delta team inserted behind the abandoned workshop, splitting left and right. The hoods divided into two teams, also headed down each side of the workshop, from the opposite direction. However, the right hand hood team was quickly reduced to 2 “supressed” men, by a well placed grenade from the Delta team. These two surviving hoods quickly fell back to the shack.


The right hand hood team then switched attack avenue, managing to wing one of the left hand Delta team and then dashing into the workshop. They then charged out of the far end of the workshop, in tactical stance, losing one of their number in exchange for one of the Delta team. However, the surviving Delta team member managed to eliminate 2 more of the hoods, before being gunned down by the gang leader.



The left hand Delta team had meantime flanked the workshop, killing one of the 2 retreating hoods sheltering behind the shack. They then started to flank the shack itself, via a small shanty cabin, to the side of the main shack. This forced the last member of the shack defence hoods to try to flank round behind the Delta team, but he was rapidly gunned down, as he advanced on the 2 Delta team members. At this point the gang leader decided it was time to leave!



Game 2

Deciding the cover was better at the other side of the compound, the Delta team entered the compound, behind the abandoned school bus, splitting left & right, in two man teams.

The hoods also then split into two, 4 man teams, flanking out far left & right, attempting to gain overlapping fire positions on the Delta team. However, all they really succeeded in doing, was losing a man in each team, while also resolving the moral dilemma of maintaining ‘cohesion’ with a fallen & ‘bleeding out’ team member! So long sucker!?

The Delta team then got rough, unleashing the LAW into the rusting convertible, where the gang leader & 2 surviving goons were sheltering. The LAW itself did little damage, the shock effects of this and accurate suppressing fire from the Delta Team lead, first suppressed the gang leader’s team, before killing the gang leader & leaving his two associates bleeding out.

This forced the right hand hood team to return back toward the shack and the valuable sample case, but a series of lost initiative rolls (to be fair Militiamen ‘Command’ ratings are only 2!), saw the Alpha Delta team dispatch the remaining hoods, with advancing fire, capturing one of the hoods alive, for interrogation about how they knew about the samples in the first place!?

Overall, a quick, brutal modern skirmish game, but with about the right feel to it. The Cohesion distances seem a tad small (3” for “Professional” soldiers?) and cover modifiers need a little thought, but worthy of further outings. As games are also short & brutal, the presence of a Game Master or Umpire, seems a good idea.

Monday, 22 August 2022

Somewhere in the Middle East; The Present day.

Somewhere in the Middle East a town goes about normal business. However, things are about to change.
 


French diplomacy at its best. A junior diplomat codename “Grenouille” is in negotiation with a local warlord concerning the release of some Western hostages. His less-public mission is to sell said Warlord some ex-French army VAB armoured personnel carriers and out-of-life MILAN missiles. The local Al Qaeda group have got wind of this and decide to intercept the French. After all, they prefer the offer from the British for some clapped-out Saxons as an RPG7 makes a bigger mess of a Saxon than a VAB complete with an RWS!

The French army team under command of Sous-Lieutenant Chevrechaude wait nervously outside the mosque.

Their mission is to escort “Grenouille” back to the safety of the French military compound and a helicopter ride out. Troops take up overwatch positions peering down the road and down the maze of alleyways.


Already they can hear the ill-disciplined Al Qaeda troops moving through the buildings towards them. 




Sergeant Cotedeboeuf lets rip with his Minimi as he spots an opponent.

However, such a fleeting glance means a miss and AK47 rounds come back in his direction, hitting and scoring a critical hit. He will be dead in minutes without medical attention. His fireteam move into action. The squad medic tries in vain to staunch the wound, whilst another trooper guns down a hapless insurgent.

The firefight continues with the insurgents trying to outflank the French plus cross the road to provide enfilading fire.

More Al Qaeda die and their fireteam is suppressed, dramatically reducing their combat effectiveness. They are “hors de combat” as the French would say. Sergeant Cotedeboeuf breathes his last and Chevrechaude, Grenouille and the lifeless Sergeant’s body are bundled into the vehicle to manage the extraction. The second Al Qaeda fireteam armed with an RPG7 and RPD or RPK light machine gun move round the corner to engage the French close to the Mosque, only to remember that an LMG can’t move and fire. Merde! French small arms fire rips down the alleyway and the insurgents dive for cover.

With 50% of the insurgents dead and a French blocking force in place to prevent a counter-attack it is decided to call it a day. Grenouille escapes to complete his morally dubious weapons deal. His next assignment is to sell out-of-life MICA missiles to an island off the South coast of China. They are reportedly feeling under threat and need anything they can get.

This was out 2nd outing with Spectre v2. It played well but we barely scratched the surface of the “chrome” contained in the rulebook. No vehicles, snipers, drones or the rest of the paraphernalia seen on a 21st century battlefield. That is still to come. Can’t wait!

Simon