Naval Command Q&A

I was recently contacted via Facebook with a number of questions regarding my Naval Command rules. I though it would also be helpful if I post the questions and my answers here.

1. (page 20) Helo and patrol aircraft movement. Under this heading it says that helos and patrol aircraft are moved at the same time as their base ship (they are activated together as a single activation?) but up top of this page under the heading Movement Phase it says that you choose to activate helos or patrol aircraft just like a ship. So which is it? Are they activated separately just like any other element as the first sentence of page 20 implies, or are they activated at the same time as their ship? (or at the end of the turn if land-based)

They should be activated at the same time as their base ship. I will correct the rules to better reflect this.

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Current Miniature Projects

I am currently working on some Soviet forces for 1980s Afghanistan. I am painting up a set of Italeri Spetznaz and a Revell Mil-24 Hind to provide some serious air support.

The Italeri Spetznaz set is perfect for war gaming as it comprises of simple fighting poses (no soldiers clubbing someone with the but of their rifle) and plenty of support weapons such as RPGs, RPKs and Dragunov Marksman Rifles. The set even includes an officer and a SAM operator.

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The Spetznaz Officer and his assistant.

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A Spetznaz SAM team. These are nice miniatures but will unlikely see much use in my Afghanistan game (the Mujahedeen were not known for their air support!)

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I decided to go for a 1/100 scale hind as a 1/72 scale would be pretty big and take over the gaming table. 1/100 seem to fit quite nicely with the 1/72 figures while not being to unwieldy.

Fireteam:Modern AAR – Get to the Choppa!

Germany – 1985, one week into WWIII.

A NATO helicopter transporting important documents has been shot down somewhere in the German countryside. Both NATO and the Soviets want what’s onboard so deploy rapid response strike teams.

The objective for both sides was to secure the helicopter wreck so that the sensitive documents could be recovered.

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Convoy Escort Mission: Fireteam:Modern AAR

This game was played suing the latest revision of the Fireteam:Modern rules and pitted a small force of US soldiers against Taliban insurgents around a small compound somewhere in the Afghan “Green Zone”.

The mission for the American force was to safely escort a small convoy of three aid vehicles across the battle area.

The US force comprised of an officer, a LAW trooper, three 4 man fire teams and a sniper team. The insurgents force was made up of 4 cells varying between 5 and 6 men, a leader and 2 HMG armed technicals.

Early in the game the Americans took a few casualties and the lead vehicle of the convoy was hit by an insurgent RPG and destroyed. This prompted the convoy to turn around and retreat to safety until the US forces could clear the insurgents out of the area.

Using fire and maneuver squad tactics with good overwatch support the Americans advanced across the table wiping out most of insurgents and securing victory.

Fireteam:Modern – AAR

Had a chance to play another game of Fireteam:Modern this evening.

The scenario involved a small British patrol having just cleared a compound and realizing that they were surrounded by Insurgents.

Having contacted base by radio for support the British had to hold off the enemy until support could arrive (a Jackal and a Mastiff) and then exit the area.

The insurgents took heavy casualties while the British ended up with 4 men with serious injuries.

The game resulted in a win by default for the insurgents as the British were in able to evacuate within the turn limit of the game. Had the game continued it was looking very likely that the British would escape.