by Matthew Hartley
Introduction You are a young raw lieutenant, just assigned to a marine squad. You have been ordered to recon an area of the enemy held city. Your pointman has just been hit by a sniper and lies exposed but still alive ahead of you. The remaining men and you have taken cover. What do you do now? Game set-up and layout The game is played over three areas (as shown below). These areas can be of any reasonable size (say 1 foot square each ), although their actual size is unimportant. Assorted rubble, low-walls, burnt vehicles etc. can be added to taste, although they have no effect on the game. Eight clearly different pieces (figures or counters) are needed to represent the marines. No other markers will be needed, as the sniper never shows himself.
Area 2 Area 3** *** ** * = starting position of marines One wounded marine is placed prone in the center of area 1, the remaining seven marines are placed in area 3. All unwounded marines have a Guts score. This is basically a non-variable EDNA score, distilled from all the factors which make up normal EDNA values (morale, training, etc.). The squad has the following Guts scores:
Lt. (Leader) : 8 "Ice-cube" : WOUNDED "Tex" : 9 "Buster" : 8 "Reflex" : 7 "Snowball" : 7 "Legs" : 6 "Edsel" : 6 A success result occurs if the roll on 2 d6 is equal to or less than the Guts score. A total above the Guts score is a failure. Any natural double (double 1, double 2 etc.) is a critical. A marine who is wounded has no Guts value. They cannot participate in any way and exist merely to be rescued. Wounded here means seriously wounded. Turn Sequence The game progresses in a series of turns. During each turn there are a number of phases during which events may occur. These phases proceed in the order described below.
Leader Action During this phase the Lt. may attempt to perform one of four actions. Only one action may be attempted per turn, and that attempt may only take place once. These actions are: Action Test / result.
There are no critical results for Leader Action. Marine Reaction roll Any marine who is not the Lt.; wounded; who has moved already this turn; or is supplying covering fire; or who is carrying a wounded comrade, must make a guts roll and consult the table below:
Success: Stays Frosty. Does nothing. Failure: Opens Up. Begins covering fire spontaneously. Critical Heroics: Moves one area towards nearest marine. If in the same area as a wounded marine, carries that marine back one area towards area 3. A marine who begins the turn in the same area as a wounded marine may make a Guts roll to carry that wounded marine one area (towards area 3). A success results in both the marines moving to the new area. A failure means that they do not. Any critical is treated as a success. Sniper Shooting All unwounded marines in areas 1 and 2 may be hit by the sniper. For each marine in those areas at this phase a roll of d6 is made and the table below consulted to see if the marine has been wounded.
Marines in area 3 are not eligible target for the sniper (they are behind too much good cover). Marines gain no benefit from covering fire when they are in an area with smoke. In fact they are in danger of being accidentally shot by their own side. Each marine in an area with smoke whilst at least one marine in area 2 or 3 is providing Covering Fire must make an additional d6 roll. On a roll of 6 the marine has been wounded by friendly fire. If there are more than two wounded marines in any one area, then the sniper will kill the excess marines. No roll is needed for this. Bug out At the end of each turn, all unwounded marines and any wounded marines with at least one unwound marine to carry them (one unwound marine per wounded marine) may be withdrawn from area 3 with a successful Guts roll from the Lt. if he is still unwounded and in the same or adjacent Area, or by a successful Guts roll for each unwounded marine in Area 3. Bugging out is entirely optional, but the opportunity only arises at the end of each turn. Winning the game The player’s aim is to withdraw as many marines as possible (by Bugging Out of Area 3) without leaving wounded marines behind. Success is measured by how well the player manages this. Full Plastic Bodybag Two Solo Sci-fi Games Back to Table of Contents -- Lone Warrior # 141 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2003 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |