Friday, 7 October 2022

Flying Lead PAU police vs a nest of rebels.


Flying Lead is a very versatile game. You can think of it as an early "big brother" of Rogue Stars. We add reactions* We had done a series of games - a year ago (!) And I wanted to use more of the forces I'd bought and painted during the down time.


Two big differences:

Leaders can do group activations. Up to 5 figures in a group roll 3 activations. 2IC can do same with group they are attached to.


Gun teams (etc) roll as normal but that is multiplied by the number in the crew to perform larger tasks.


There's still more to come! I have some of the jeep style vehicles that are so many bits - Thanks to Jon's generosity thanks to a big order as part of the xmass deal I had a mass of artillery. You'll note that I have both towed and deployed versions.


*(Each figure has a Q value, rolls above that is a success. 1 failure is a reaction for the other side. 2 failures is an initiative switch. This gets rid of yougoIgo)


Entoyment. Bigger table than at home. Hoorah! So I want to get into a "big game, small game" rhythm. I thought we'd done our "refresher" course on Flying Lead recently - but it was August 2021. Crom. Still - I'd upgraded this force quite a bit during the down time. I did the GZG xmass thing, big order before and order after with discount. I got a load of the (then) new artillery bits. Perfect for this force! Plus trucks, and enough to add both deployed and towed. A mix that was fed from the ill-timed Expanse project fed a good mix of merc types for the rebels. I'm sure I'll add to these later, I've used about 2/3rd's in this game.


You have to blame the dice, we both had phenomenal bad rolls. Tony's officer just could not get more than one activation. At the critical point, my leader in the optimum position to give +1 to one squad and activate 2 more. 5 rolls of 1 activation. 5. In the end I gave up and started on the artillery.


Police.

 

Officer - Personality

Points 118

Quality 3+

Combat 2


-Assault Rifle, Body Armor, Leader, 

Personal Communication Device


Sergeant - Personality

Points 108

Quality 3+

Combat 2


-Assault Rifle, Body Armor, NCO/Second In Command, 

Personal Communication Device

 

Specialist

Points 78

Quality 4+

Combat 2


-Assault Rifle, Body Armor, Personal Communication Device, Specialist, Weapons Expert

 

Police Trooper

Points 89

Quality 4+

Combat 2


-Assault Rifle, Handcuffs, Jungle-craft, Light/Bushwacker, Personal Communication Device, Sprinter, Steady Under Fire, Stealth

 

Police Sniper 

Points 114

Quality 4+

Combat 3


-Semi-auto Rifle w/ Scope, Handcuffs, Jungle-craft, Light/Bushwacker, Personal Communication Device, Sniper, Steady Under Fire, Stealth

 

 Mortar squad consists of 2, 2 man teams each mounted on a bike.

Police Mortar crew

Points 92

Quality 4+

Combat 2


-Assault Rifle, Handcuffs, Jungle-craft, Light/Bushwacker, Personal Communication Device, Specialist, Steady Under Fire, Weapons Expert

Light Mortar Points:17.  3 Action Set Up, Crewed, Grenade Combat 3, Range: Long.

Scout Bike  

Points 51

Quality 4+

Combat 2


Long Move, Off-Road, Personnel Carrier 3 passengers, Vehicle


Patrol.  27 men & 2 vehicles.
Mortar squad. 2 bikes 102, 2 mortars 34, 4 crew 368, Total 504.
4 teams of 4 Troopers inc 1 Sergeant  1,443
Sniper team, sniper & trooper:  203
Command Section of CO plus 2 commo/spotting teams. 430. Total
2,580

Rebel Battery

Gun Crew (each)

32

Quality 4+

Combat 1


-Pistol, Specialist, Steady Under Fire

Anti Armour Gun Points:36. 3  Action Set Up, Anti-Tank 4 (8) Armor Piercing, Crewed, Lethal vs. Soft Targets, Range: Long  +4 crew = 160

SLAM  Points:13  4 Action Set Up, Crewed, Grenade Combat 3 (6) Range: Medium,(long) Spread, Very Slow Reload  +3 crew = 109

Large truck

33

Quality 4+

Combat 1 (3)


Off-Road, Personnel Carrier 12 passengers, Vehicle

 

Small truck

30

Quality 4+

Combat 1


Off-Road, Personnel Carrier 6 passengers, Vehicle

 

Medium Truck

Points 27

Quality 4+

Combat 1 (2)


Personnel Carrier 9 passengers, Vehicle

Double barrelled Truck Mounted Gun  (well you have to) Points:42

Anti-Tank 3, Armor Piercing, Crewed, Lethal vs. Soft Targets, Move & Shoot,

Range: Long, Spread

Truck, gun, 2 crew  131


Infantry

Officer - Personality

Points 106

Quality 3+

Combat 2


-Assault Rifle, Leader

 

Sergeant - Personality

Points 72

Quality 4+

Combat 2


-Assault Rifle, NCO/Second In Command


Trooper

Points 57

Quality 4+

Combat 2


-Assault Rifle

 

1 Anti Armour gun 160,  2x SLAM 218.  =  378
6 ammo handlers/security  Sergeant & 5 = 357
Truck mounted gun = 131
2 large, 1 small truck = 96
Battery cost  962

Spot the one non-GZG - anything!

3 squads of 8 rebels, each with sergeant. = 1,413

Command team, Co, NCO,  troopers 235.

2610


Set Up.  Table booking is in 4 hour blocks, 1400-1800 then to 2200.  As Tony turns up at about 1630 and we finish about 2030 this gives me ample time to set up & eat, shop etc.

Using my normal axis method I added scenery in layers.  Note - this the same mat as last week, using the other side.


Using a shorter axis I added buildings in blocks then walls as seemed appropriate.  I had more.


I had the rebels and used dice to indicate potential targets.  I managed to get my leader going and get a unit moving.




Tony infiltrated his spotters and sniper.


Welcome the Stikkes, twinned with Milton Keynes.  I need to paint the bison.



Tony pushed a mortar team too far and they suffered a suppression from one of my units.  The 2 spotters are trying to stay hidden.


One, um, brave rebel charges the mortar team and kills them.


The other mortar opens up, a near miss collapses the roof of the building, knocks my chaps on the deck - bar 1!


My SLAM tries counterbattery and completely missed - it was worth the try.


A quick overview.  Tony's forces are advancing slowly.  He's lost 1 mortar and the other is moving.  1 spotter team has gained a roof.  The other mortar team has been killed.  After causing disruption, my gun truck took mortar rounds, first one damaging the gun, second one killing the gunner & driver.  Apologies, the initiative swapped so fast that I didn't take as many pictures as normal.


Another group starts to move.  My leader is in a dangerous position, under observation.


The sniper runs into a building full of rebels and both open up at point blank.  A  gory death causes a morale collapse.  4 out of 8 get away including the sergeant (light base)


Go-That-Way!


Artillery bugs out.


Cat herding!  Tony has his spotters and sniper in position.


My forward forces have been shot down.  Tony's advance is so slow.  Mortar has deployed behind the destroyed building.


Trying to get my big gun up, it comes under mortar attack, the gun is damaged and the crew knocked down and suppressed.


Sniper takes out the sergeant, completing the rout of that unit.


I finally get most of mine up & moving but the sniper takes out my leader!


Trucks leave -


Artillery abandoned or going in the wrong direction.




If Tony can get his to move forward--  One of my chaps opens fire on the sniper, suppressing them.


The mortar drops one on my 2IC sergeant's head, rest of newly assembled team down.


A mad, forlorn hope - the last remaining sergeant gathers a group and goes forward shooting!  First they hit the team with the sergeant, then the solitary officer!


So - with no leaders left the police's morale goes and they're retiring.



So both sides are effectively leaderless and are retiring from the town.  So, everything - fizzled out.  I'd driven off the cops but my forces are scattered and leaderless.  So---.














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