Saturday, 10 October 2026

Avrupan Campaign Game, Part Four: Mining Zone 6.

 The action concludes...

< * 4s: Vehicle/Transport/Stationary * >
< * Dropship Z3 called, proceed scouts, 2 G.B.A.C. secure Admin Block * >
< * Dropship Z3 landed. T.S. & 3 G.B.A.C. debussed. 2 G.B.A.C. moving. Proceed all units. * >

"Nope, nothing on personal coms, S.L., and Admin block nothing."
"I don't like this. Where's the patrols? Three, there should be three patrols."
"Should we debus?"
"No. We wait. There's a Recon Car coming up behind us. It'll give us some extra firepower. Can you raise it?"
"Nope, nothing."
"Is that someone moving over there? By the food plants."
"Maybe..."


"Well, the trucks here. But it's all buttoned up. Can't raise them.
Any sign of patrols?"
"No. All personal coms dead."
"Well, may have to get out and see what's going on."
"Just drive around the truck, that way..."
< * 5s & 6s: Vehicle/Armed/Cannon/Moving * >



"There's people moving out there, look, I think we should debus..."
"Run! Run! Get out of here!"
"Where's the S.L.? The others?"
"Don't ask! Run! You can't help them!"
"Did you see that? Truck just went up! Explosion! There are our guys, running!"
"What's going on here?"
"Don't know! But we ain't staying! Back up! Back up!"
< * Power Tower secured. Hostiles running. Transport vehicle destroyed;
cannon-armed vehicle retreating. No other opposition. Objectives taken.
Secure the area and clear the ground, 1, 2 & 3 G.B.A.C. * >
< * Fly-by Recon Drone: No hostile elements in view at objectives. No damage to key structures. Opposition withdrawn. * >

< * Dropship Z4 to land, assist with securing area. Monitoring planet-wide COMS. Expect reaction. * >

< * Cadavers?/Feast? * >

< * Approved, 1 G.B.A.C. * >

Game Notes/Ideas:

Assault Force =
G.B.A.C. - Green Banner Assault Company
a) 4 x Infantry Sections @ 9 x figures
b) 1 x HQ Support Section @ 12 x figures
c) 1 x Scout Section @ 9 x figures
T.S. Tactical Section
a) 3 x Infantry Squads @ 3 x figures

Assault Force lands by dropship.
First dropship has one Infantry Section (1) and one scout squad, plus one squad from T.S.; second has HQ Support Section (2) and one scout squad; third has one Infantry Section (3) and one squad from T.S.; fourth has one Infantry Section (4) and one scout squad; fifth has one Infantry Section (5) and one squad from T.S.

Dropships are on call, released on request of a T.S. from ground; dropships themselves, though armed, not for offensive action.
Although having a significant numerical advantage, the expectation is that only one or two dropships will be required at the most.

Objectives are =
Processing Plant, Administration Block, Power Tower; must be captured intact, no damage.

Scouts are not meant to engage enemy directly unless fired upon themselves.
Infantry Sections are assault troops intended to firefight and close assault (with hand-to-hand combat bonus).
HQ Section has AT weapon and hand-held Grenade Launcher.
T.S. Tactical Sections are not meant to engage defence directly, are meant to control operations, but will firefight if necessary, close assault as last resort.
All G.B.A.C. troops count regulars, tough skin giving equivalent to standard body armour; T.S. count as regulars, with enhanced body armour.

Attackers have initiative each turn until spotted by defence troops or open fire on the latter. Then roll each turn for initiative, but with attackers having bonus (surprise element).

Defence = 

See Part One for units.
Security Sections count as conscripts, standard body armour.
Patrols can activate each turn prior to contact with attackers, but only move along roads.
Patrols can try to spot attackers: require 11 or 12 on two 6-sided dice to spot attackers (latter using all cover plus wear adaptive camouflage /thermal-suppression cloaks; plus patrols are conscripts, not expecting attack, etc.).
If firing starts, patrols must move in that direction first until situation established.
Reinforcements arrive in two parts:
a) Transport Truck plus one rifle section from Security Company.
b) Recon Car with Light Cannon.

The Mining Zone would have had civilian workers in various places, but I do not have figures for them, but they could be factored in to a game, with the defenders having to evacuate/protect them as well as the installations.

I played the game so that the attackers used cover to a maximum, the scouts infiltrating the Mining Zone as far as possible to identify the defenders, not engaging if possible, leaving that to the follow-up squads. The latter were meant to firefight and close to hand-to-hand combat, this being their 'military cultural tactic', if that is the right expression. They are mercenaries, but tough, well-trained, no-nonsense fighters. The idea was not to damage the facilities because they were needed by their paymasters.
The defenders were played with a relaxed approach to a threat at first, then shoot at anything that moved, rush to alarm points, while the reinforcements would get involved as and where needed. Basically, they do not know what they are up against and have no real combat experience. As with the attackers, the facilities were not to be damaged in any engagement.
As you can probably tell from the "narrative", the scouts got well into the complex before being spotted, with the leading squads close behind, firefights started as the defenders rushed to the points of contact, which led to extra troops being called in by the attackers, but by the time they arrived, the patrols were already running away, while the defenders' reinforcements kept failing their activation test to get out of the truck, so they were sitting ducks when the follow-up attacking troops arrived, and the recon car lost their nerve and skedaddled.
I enjoyed the FUBAR rules, I think I will stay with them for my sci-fi campaign, they were easy to use and gave a refreshingly quick game, with the action rattling along nicely. I made a few on-the-spot decisions to fit what was happening, but they felt appropriate.


Wednesday, 7 October 2026

Avrupan Campaign Game, Part Three, Mining Zone 6.

 The action continues...

"Did you see something? There? In the stores area?"
"No, it's over there! By the Admin Block!"
< * 1s: 2s & 3s/Seen/Prey/IDa/Firefight/Engaging...* >
"Got one! Stores area!"
"Keep firing!"
"All patrols! Admin Block! Hostile fire!"
"Go! Go! Admin Squad are shooting!"
"Stores area clear! There's a body...oh!"
"What?"
"Guys, it ain't one of us!"
    "Incoming fire! Left!"
< * 2s & 3s: 1s Silent/Prey/IDa/IDb/Closing/Firefight * >
< * Enemy alert/Firefight in progress/1s silent/Processing Plant secured/Hold positions 1 G.B.A.C./Await update * >
"Keep shooting! There! They're behind the rock wall!"
"I think I hit one!"
"Move! Move! Flank them!"
"Get under cover you guys! Why are you standing in the open?"
< * Fly-by Recon Drone: Firefight, scouts engaged.
Dropship Z2 called. Proceed 1 G.B.A.C. * >
"We got them! Fire! Fire!"
"Incoming, there, left, by Admin..."
"Guys down! Am pinned! Two hostiles!"
"Cover them! Shoot! Shoot!"
"Where?"
"Rock wall! Admin! Anywhere!"
"Where's the Accommodation patrol? Should be here to meet us."
"Still no COMS link to Admin Block."
"Company HQ said check all okay."
"Yeah, I know, but I think we should wait, the patrol may be here in a mo."
"Not happy sitting in this tin box, S.L."
"Yeah, okay, but wait, I'll see what they can see up front."
< * 2 G.B.A.C. on ground, scout squad moving, proceed, assist 1 G.B.A.C. * >
< * 2s & 3s regroup. Firefight ended. Enemy retreating. 4 hostiles terminated. No further loss self. Proceed 1 G.B.A.C. * >

To be concluded...