FiveCore campaign in Port Said, Egypt

1989 - PRESENT AD

Moderators: MAGNA, Frizzenspark

User avatar
josta59
Moderator
Moderator
Posts: 2152
Joined: Wed Jul 25, 2012 11:24 am
Location: Delaware, OH
Contact:

FiveCore campaign in Port Said, Egypt

Postby josta59 » Fri Oct 14, 2016 1:34 pm

Hi all,

I recently began a new solo campaign set in modern Port Said, Egypt. I'm using the FiveCore Company Command rules and a virtual table with Google Earth photos.

The 5CCC rule book gave me everything I needed to set up a campaign and each mission. Most of the OOB was rolled for using the book. Here's the scene:

Government forces have been terrorizing a minority group in the neighborhoods of Port Said, and a large rebel group of partisan insurgents has manifested. They make their first move during a protest at the Port Fouad Grand Mosque.

Port Said campaign map.jpg
The campaign map showing where the five missions will take place
Port Said campaign map.jpg (240.5 KiB) Viewed 887 times


I'm playing the rebel forces against the troops. Whichever side has the most VPs after 5 missions is the winner.

Rebel activation order is my choice; troop activation order is by die roll.

Random events will be rolled each turn except turn 1, to be applied randomly.


Mission A, Grand Mosque

Rebel objective: Secure 1/3 of civilians in the area (squad makes contact with 1 of 3 civilian stands) within 8 turns.

Initial enemy priority: Regroup forces together and move to have overlapping fields of fire.

Rebels must enter from south or east edge. Enemies will already be among the civilians. Rebels are attacking and receive initiative each turn.

Table A.jpg
The first mission table, with civilians and troops near the center and rebels in the southeast
Table A.jpg (198.44 KiB) Viewed 887 times


Order of battle:

Rebels:
4 squads in 2 platoons (AB). Rating: C2+1 (1 free rallying attempt per turn due to good morale)
Scout: deployed, remaining enemy mvmt reduced by 2” if within 6” with LoS, scout then recalled
Platoon A attachments:
Motivator: 1 squad within 6” gets free try to rally from panic
MG team
Light squad as rear echelon
Pltn B attachments:
Hero: +1 to mvmt rate and assaults
2 technicals with LMG and crew
Light squad as rear echelon
Rebel partisan insurgent squads use 1K1S at <12” range but just 1S at >12”. If rolling a 1 to dash, roll again and use both dice. Light squads don’t use kill dice and may not assault.

Troops:
7 squads in 3 platoons (ABC). Rating: C4
Pltn A attachments:
Leader: +1” to mvmt for his squad.
Medic: 1 squad within 6” gets free try to rally from men down
Pltn B attachments:
Sharp shooter: deployed in building, squad may use his LoS to get reaction fire
2 medium mortar teams
Pltn C attachments:
MG fire team
Enemy troops are mixed squads of standard infantry. 1K1S at all ranges. If enemy squads lose an assault by 1, treat as a draw.

Battle summary
Considering my rebels only needed to make contact with one civilian stand to win the game, I thought I had a good shot at it. I ran my two technicals into enemy territory right away, but the troops shot one up immediately and then successfully assaulted the other. Meanwhile, every time my squads got line of sight to the enemy, they got outgunned by mortars and MGs.

The random events every turn made the game fun and included the troop leader squad having to report in for a turn, but also their MG team getting to move without reaction fire. They achieved their priority in turn 1, so they got a new one, which was to outflank my positions. Took them a while, but they did it. In the last turn, my rebels randomly got a change of orders, which was to keep the troops off the street the rebels had been pinned down in. But the troops got a new priority at the same time, which was to advance on my positions, and they did it easily and won the game. I'd never played a game with so many changes in objectives; it's a beautiful part of the FiveCore rules.

Mission A ending.jpg
The rebels fought hard but were beaten down and surrounded by the end of turn 5.
Mission A ending.jpg (165.02 KiB) Viewed 887 times


The rebels lost a squad and their MG team along with their technicals, while the troops lost nothing. It was a rout, and since it had been determined to be a high-priority mission, the troops received 1 VP.

Up next

I'm really excited about the next mission because I've decided to try my CCG idea that I've posted about elsewhere on this forum. It will take place on a football (soccer) field, and I'll be activating by team rather than squad. Each side has ten teams to roll for (rather than using cards), and each team has specific skills. Hopefully that will be really fun and not just a lot more work!

I highly recommend the FiveCore system. I was able to play this through much more quickly than I would have with any rules I've used before. And yet it all felt very realistic and fun.
"...military glory, that attractive rainbow that rises in showers of blood—that serpent's eye that charms to destroy..." --Abraham Lincoln, 1848

User avatar
josta59
Moderator
Moderator
Posts: 2152
Joined: Wed Jul 25, 2012 11:24 am
Location: Delaware, OH
Contact:

Re: FiveCore campaign in Port Said, Egypt

Postby josta59 » Tue Oct 25, 2016 4:09 pm

I made a lot of changes for the second mission. I cut the scale down from company to platoon and activated by squad instead of by platoon. And I played CCG-style by rolling for various team skills and creating "decks" of teams for each side to draw from (I didn't use actual cards but instead rolled for teams). The OoB determined how many squads could enter the table for each side, but the teams available were determined randomly.

Also, the number of skills each team could use was set at 1 for the rebel teams and 2 for the troop teams to simulate their experience level. So in addition to an overall experience stat, each team can "level up" during the campaign by adding a predetermined skill each time they return for a new mission.

Mission B, Football Field
Rebel objective: Make contact with 2 of 8 civilian stands in the SE quadrant by turn 8.

Initial enemy priority: Outflank enemy positions (this morphed into keeping civilians away from the rebels).

Troops have been assigned to detain protesters in this area. Rebels are ordered to interfere with lethal force.

Both sides start off-table. Troops start on the east edge. Rebels must enter in the NW quadrant. Rebels are attacking and initiate each turn (I forgot that the troops should've had initiative since they won the previous mission). Troops can move civilian stands at half speed (3” max) after making contact and can remove them from the table.

Order of Battle
Rebels:
6 standard infantry teams in 3 squads (ABC). Rating: C2+1 (1 free rallying attempt per turn due to good morale)
Squad A attachments:
Leader: +1” to mvmt for his squad.
1 tank hunter team (may deploy)
1 light team as rear echelon
Squad B attachments:
1 technical with HMG
1 light team as rear echelon
1 LMG team (+1S, may deploy and fire at separate target with 1S)
Squad C attachments:
1 medium mortar team
1 LAW team
Rebel partisan insurgent squads use 1K1S at <12” range but just 1S at >12”. If rolling a 1 to dash, roll again and use both dice. Light squads don’t use kill dice and may not assault.

Troops:
4 (make that 3) standard infantry teams in 2 squads (AB). Rating: C4 +2 (2 free attempts per turn)
Squad A attachments:
Leader: +1” to mvmt for his squad.
Medic: 1 squad within 6” gets free try to rally from men down
1 armored car (capacity for 1 team)
Squad B attachments:
1 APC (capacity for 2 teams)
1 LMG team (+1S, may deploy and fire at separate target with 1S)
Enemy troops are mixed squads of standard infantry. 1K1S at all ranges. If enemy squads lose an assault by 1, treat as a draw.

Football field setup.jpg
Table at start before any teams have entered
Football field setup.jpg (190.17 KiB) Viewed 760 times


Battle summary
Once again, what seemed like an easy task of simply making contact with civilian stands turned into quite an ordeal, but this time I had the advantage of numbers. It turned into a greater advantage when I put a team on the table that had an "opportunist" skill, preventing the troops from fielding one of their teams.

The first rebel squad took position behind the field house as the troop command squad entered in an armored car and on foot. A second rebel squad entered and laid down ineffectual suppressive fire while their comrades flustered. The troops rolled in a truck full of men whose job it was to load up the truck with arrested civilians.

The rebel's lead squad assaulted the armored car with a tank hunter team before the car could unload it's command team. Troop reaction fire had no effect, and the assault was successful! The civilians cheered as the rebel team defended itself from the other troops on the field.

A third rebel squad set up a mortar at the table edge, but it would never have a chance to participate. Meanwhile, the first rebel squad rolled a 6 on their activation roll that prevented them from moving--otherwise the mission would've ended right then because they were close enough to make contact! Instead they got into a firefight with the troops on the field, who had no cover but did have an LMG and sharpshooting skills that came in very handy.

The rebels started having a lot of problems, mostly due to the LMG. They lost one of their teams, and then the troops started marching civilians away from the rebel positions.

Football field end turn 3.jpg
Troops march civilians eastward, putting themselves between the rebels and the civilians, as the rebel squads deal with the LMG and try to learn tactics on the fly.
Football field end turn 3.jpg (198.71 KiB) Viewed 760 times


The third rebel squad moved in for support and was able to rally one of the panicked teams. They also assaulted a troop team that had hidden between some small buildings, and with their "assassin" skill they were able to move in unseen for the kill!

The rebel teams started making dashes for the civilian stands to end the game, but the troops kept forcing them back into cover with their LMG. One rebel light team was stopped in the middle of the field during a heroic dash, ended with bloodied men on the field. The troops finished packing up their truck with civilians, and the truck left the table.

Finally one of the rebel teams and the technical HMG crew got their shit together and fired successfully at the LMG team, and that pretty much took care of the troops. The rebels had to take out nearly every troop on the table, but they finally made contact with the civilians and won the mission. They even got reinforcements randomly on the last turn, but they weren't needed.

Since this was a high-priority mission and I accidentally had the rebels attack again, they got 2 VPs, making it 2 to 1.

Up next
The government's going to be fighting mad now as the hostilities drift northward into the town's cultural square!
"...military glory, that attractive rainbow that rises in showers of blood—that serpent's eye that charms to destroy..." --Abraham Lincoln, 1848

User avatar
Whiterook
Site Admin
Site Admin
Posts: 7148
Joined: Sat Mar 19, 2011 8:22 pm
Location: Massachusetts, USA

Re: FiveCore campaign in Port Said, Egypt

Postby Whiterook » Wed Oct 26, 2016 4:08 pm

Man, this is really cool stuff! The write-up on this makes me think of being in a Command Post and hearing reports from Platoon Commanders in the field; yet on the other hand, the areal views make me feel like I'm in MTAC and NCIS!

That football field scenario really had my interest....an amazing storyline, there!!!
If you can't be a good example, be a horrible warning

User avatar
Whiterook
Site Admin
Site Admin
Posts: 7148
Joined: Sat Mar 19, 2011 8:22 pm
Location: Massachusetts, USA

Re: FiveCore campaign in Port Said, Egypt

Postby Whiterook » Wed Oct 26, 2016 4:12 pm

You know, thinking on something you said, I was thinking Company-level was way too big. I definitely wouldn't stray beyond Platoon-level for these; and I would feel more comfortable with Squad-level....if you want a lot of squads on the board, then I'd break it into several Actions in different zones.

Honestly, I've not read 5CCC yet so, I don't really know what it plays with or best with. Just an off-the-cuff observation.
If you can't be a good example, be a horrible warning

User avatar
josta59
Moderator
Moderator
Posts: 2152
Joined: Wed Jul 25, 2012 11:24 am
Location: Delaware, OH
Contact:

Re: FiveCore campaign in Port Said, Egypt

Postby josta59 » Wed Oct 26, 2016 4:26 pm

One squad on a soccer field...well, that would be suitable for the setting, I suppose!

The one downside of using Google Earth is that the images aren't up-close enough for a good skirmish table.

I'd love for you to expound on what you said there, because I often wonder if this many people in that area is too much. Why would you feel more comfortable with squad level? You may have a military or other insight that I just haven't realized.
"...military glory, that attractive rainbow that rises in showers of blood—that serpent's eye that charms to destroy..." --Abraham Lincoln, 1848

User avatar
Whiterook
Site Admin
Site Admin
Posts: 7148
Joined: Sat Mar 19, 2011 8:22 pm
Location: Massachusetts, USA

Re: FiveCore campaign in Port Said, Egypt

Postby Whiterook » Wed Oct 26, 2016 5:11 pm

josta59 wrote:One squad on a soccer field...well, that would be suitable for the setting, I suppose!

The one downside of using Google Earth is that the images aren't up-close enough for a good skirmish table.

I'd love for you to expound on what you said there, because I often wonder if this many people in that area is too much. Why would you feel more comfortable with squad level? You may have a military or other insight that I just haven't realized.



:D This is my personal opinion, of course. A platoon is typically a crapload of men!

For what you are simulating, I am guessing that you are varying what nations and elements you have battling one another, Since you may be crossing into different nationalities, based on the scenarios you have shown in the past, I guess I am thinking in generalist terms, and using the US Army model....

United Stares Army forces, a platoon is generally comprised of 42 soldiers: Usually lead by a 2nd Lieutenant (Platoon Leader), a Platoon Sergeant (PSG....usually a senior SFC), and a Sergeant First Class (E7, SFC); with three squads of 9-man Riflemen, lead by a Staff Sergeant (E-6); and one 9-man Weapons Team, lead by a Staff Sergeant (E-6)

NewRanks_01.jpg
NewRanks_01.jpg (28.47 KiB) Viewed 748 times


NewRanks_03.jpg
NewRanks_03.jpg (17.95 KiB) Viewed 748 times


Of course, it also depends on what branch of Service you are talking about (for instance, the Marines are a tad bigger in size). Nationality makes a difference, as countries organize their military differently. And of course, you have Special Ops, and other exceptions, where a platoon could be considerably less in size.

So....when you say 'Platoon', I gravitate to a BUNCH of men! The problem with that is counter-size and miniature size: In Squad-level games, you are dealing with a counter/stand representing anywhere from 8-12 men. In a Platoon-level game, the counter/stand is generally four times more.

In your football fiend example, if you have three squads (stands), that's like anywhere from 24 to 30 riflemen and leaders.
If you can't be a good example, be a horrible warning

User avatar
josta59
Moderator
Moderator
Posts: 2152
Joined: Wed Jul 25, 2012 11:24 am
Location: Delaware, OH
Contact:

Re: FiveCore campaign in Port Said, Egypt

Postby josta59 » Wed Oct 26, 2016 5:18 pm

Ok, yeah, I know that. Still not sure why you'd be uncomfortable since we're dealing with a table representing a large area. This last one is the same scale as the mosque table, which you can see comprises multiple city blocks! Doesn't it make sense that a whole infantry company might be involved in an assault in an area this large? If a company of troops is assigned to put down a protest, obviously you want to meet strength with strength if possible (and the dice prevented it in the first mission).
"...military glory, that attractive rainbow that rises in showers of blood—that serpent's eye that charms to destroy..." --Abraham Lincoln, 1848

User avatar
Whiterook
Site Admin
Site Admin
Posts: 7148
Joined: Sat Mar 19, 2011 8:22 pm
Location: Massachusetts, USA

Re: FiveCore campaign in Port Said, Egypt

Postby Whiterook » Thu Oct 27, 2016 6:02 pm

josta59 wrote:Ok, yeah, I know that. Still not sure why you'd be uncomfortable since we're dealing with a table representing a large area. This last one is the same scale as the mosque table, which you can see comprises multiple city blocks! Doesn't it make sense that a whole infantry company might be involved in an assault in an area this large? If a company of troops is assigned to put down a protest, obviously you want to meet strength with strength if possible (and the dice prevented it in the first mission).


Excellent points, all! I stand corrected. That makes perfect sense. I'm more drawn to squad level games so, that's probably where my thoughts were running.
If you can't be a good example, be a horrible warning

User avatar
josta59
Moderator
Moderator
Posts: 2152
Joined: Wed Jul 25, 2012 11:24 am
Location: Delaware, OH
Contact:

Re: FiveCore campaign in Port Said, Egypt

Postby josta59 » Thu Oct 27, 2016 6:15 pm

Ah, I see. No worries, thanks for explaining.
"...military glory, that attractive rainbow that rises in showers of blood—that serpent's eye that charms to destroy..." --Abraham Lincoln, 1848

User avatar
josta59
Moderator
Moderator
Posts: 2152
Joined: Wed Jul 25, 2012 11:24 am
Location: Delaware, OH
Contact:

Re: FiveCore campaign in Port Said, Egypt

Postby josta59 » Mon Nov 14, 2016 1:24 pm

Alright, back to the campaign.

The third mission was even more of a roller coaster ride than the second one.

Mission C, Cultural Center
Another protest has just begun in the cultural square. Troops and rebels reach the area at the same time, the rebels to protect the civilians, and the troops to make the rebels pay.

Objective: Secure civilians (contact 2 of 6 stands) by turn 8.
Enemy aggression: Aggressive. Will activate units that can move to shoot at targets. Recovery will take place when offensive actions aren’t possible or when enemies are moving near units with negative status effects.
Initial enemy priority: Advance on enemy positions. Will try to move at least 1 unit closer to enemy positions and assault if possible.

Rebels enter south edge, troops north edge.

Order of Battle
Rebels:
6 standard infantry teams in 3 squads (A/B/C). Rating: C2+3 (3 free rallying attempts per turn due to good morale)
Squad A attachments:
1 leader (+1” to mvmt)
1 anti-tank team (may deploy; may not fire with small arms; may not reaction fire)
Squad B attachments:
1 hero (+1 to mvmt and assaults)
1 technical with HMG
Squad C attachments:
1 moving van

Troops:
7 standard infantry teams in 3 squads (A/B/C). Rating: C4
Squad A attachments:
1 medic (squad within 6” gets free rally try from men down)
1 armored car
Squad B attachments:
1 raider team (must deploy; can take out 1 specialist once only)
1 tank
Squad C attachments:
1 scout (must deploy; enemy moving within 6” and LoS reduces remaining mvmt by 2”, then scout recalled)
1 medium mortar team

The action
I rolled for which teams would participate in this mission. Since none of the troops' teams survived the previous mission, they got all new teams with two skills each. But three of the rebels' teams got to return for this one and LEVELED UP! So they also had two skills each, while the other half of the platoon was newbies with one skill each.

Cultural center_setup.jpg
The table. The six civilian stands are in the center. The troop forces are at top right, and the rebel forces are at bottom left (not including the reinforcement squad).
Cultural center_setup.jpg (221.28 KiB) Viewed 674 times


Since my mission was to contact civilians, I wanted to get to the center of the table fast, so I decided to field rebel squad B first, with the technical, and I chose two good teams for the job. Team Dalmatian had a pathfinder skill that would allow it to move in quickly without attracting attention, and they had guts that would allow them to rally automatically. Team Spitz had a point blank fire skill that allowed it to roll an extra kill die when assaulting, along with determination that allowed it to always count as being in cover when scared.

But my first activation roll didn't allow the squad to move! Team Dalmatian was able to though, thanks to their pathfinder skill. But that put them out in the open, a dangerous position. The race was on.

I rolled for which squad the troops would field first, and it was their tank squad. Just my luck. Fortunately, there were a lot of civilians in the center of the table, blocking vision on both sides. The tank, carrying a fire team on it with another following behind, moved to the center of the table but still couldn't see over the civilians. The team riding on the tank hopped off and moved around the civilians to attack Team Dalmatian, but my dawgs fired first and forced the troops to retreat behind the tank.

Next I fielded squad C in the moving van. I couldn't resist getting a moving van on the table when I thought of it. But what happened next was something I never anticipated. My activation roll allowed it to move to the center of the table. I tried to get it out of LoS of the tank, but there was no place to hide. But the troops didn't pay any attention to it, and by the time they knew what was happening, squad C disembarked and contacted two civilian stands. The game was already over at the start of turn 2!

I gave the rebels the victory point they earned, but I'd put too much work into this to stop now. I decided to continue for a while, and whatever teams got killed would remain dead. The VP score is now rebels 3, troops 1.

I rolled for a new rebel objective, and now they had to keep the troops off the southern half of the table. That wouldn't be nearly so easy with that tank already in the center. My only hope would be my antitank team, but they weren't even on the table yet.

The troops brought in their squad A with the armored car. Fortunately, they weren't able to move this turn thanks to a bad activation roll.

I decided to activate my motorized squad next, but I could only activate the two teams (Dalmatian and Spitz) or the technical and one team. Sadly I only remembered to use one team anyway! Team Dalmatian headed back for cover, firing at an enemy team along the way. With no cover, the enemy team panicked and retreated to the buildings in the north. They rallied right away, though. And then the tank decimated my two rebel teams who had just won the mission for me. It was worth losing them to get the victory point, but that was sad.

No sooner did I lose my squad C than I randomly received a new reinforcement squad. They had no special skills, but I was sure glad to have them.

I finally fielded my squad A with the platoon leader and antitank team. They moved into cover near the southwest corner of the table, with eyes on the tank. But they needed another turn before they could fire their weapon, and the tank wasn't in range yet anyway. The tank snap fired when it saw them moving, but it had no effect. It moved toward them menacingly but fired at the technical to protect the troops in its squad, but the truck zoomed past it.

Meanwhile, one of the enemy teams got really feisty and assaulted Team Dalmatian, which was tucked between some buildings on the south side. Dalmatian had the platoon's hero with them, and they resisted the attack, causing the enemy team to retreat (although I just realized I should've counted it as a draw). Dalmatian took the initiative and attacked the enemy team out in the open while they ran. This time the enemy team held strong (because I remembered that time), and Dalmatian lost their hero.

The final troop squad, C, entered the north table edge, but they also got a bad activation roll and were stuck. Lucky me. But then troop Squad A with the armored car finally got rolling, and a new team disembarked in the center of the table. There were now as many troops in the square as there were civilians, and it would be very difficult to keep them off the south side.

A random event changed the rebels' objective in turn 4. Now instead of keeping the troops off the south side, the rebels suddenly needed to reach the red building on the north side! What was this? That gave the game a whole new level of interest. Now I had to cut through all those troops, putting my squads at much greater risk.

Finally my antitank team was ready to fire at the tank. But they were totally ineffective against it.

The last troop squad got another bad activation roll and remained stuck in the northeast corner. Or maybe they were being held in reserve. It would turn out to be good for them.

Rebel squad B got busy. The technical stopped moving and started spraying machine gun fire, causing three enemy teams to run and hide! Only one remained in the center of the square! The truck chased after them while Team Dalmatian went after the brave enemy team and destroyed it with a fantastic assault roll. Their partner team, Spitz, ran into the square to back them up.

The troops' squad B got an activation roll that allowed the tank to move but not fire. But it was still able to overrun enemies, according to the rules, and it went after my leader squad with the antitank team and ran them all off. Meanwhile, my reinforcement squad couldn't get any gumption and remained on the south side with no targets.

Just when things couldn't get much worse, the armored car went after team Spitz and overran them. My rebels were getting torn apart by the enemy vehicles. It was actually pretty realistic. The only reason the vehicles weren't such a factor in the previous mission is that my antitank team destroyed one, and the other was used to cart off civilians so I couldn't reach them.

That left Team Dalmatian pretty much all alone to reach the new objective, with only the technical to cover them. In turn 5, they were able to move into the red building and prepare to defend it while the truck made another enemy team retreat. Unfortunately, the troop squad that hadn't been able to move yet finally did move, right into the red building! Team Dalmatian now had an entire enemy squad to deal with, and it was the biggest squad with three teams.

The rebels' reinforcement squad finally got a move on too, and they ran as fast as they could toward the objective to help out Team Dalmatian. The tank turned around and went after them but didn't deter them. But the other troop squads on the table, which had run from the technical previously, now ran out right in front of it to prevent Team Dalmatian from holding their objective. They attacked Dalmatian from behind with grenade launchers, and the troop squad inside the building mopped up.

Cultural center_end.jpg
Team Dalmatian makes its last stand in the building, surrounded by troops, while the technical looks on at bottom left.
Cultural center_end.jpg (146.46 KiB) Viewed 674 times


So while the rebels won this mission and got the victory point, they lost every team on the table. Only the reinforcement squad and the technical remained (and the enemy tank was chasing the squad at the end). The troops lost the mission but only one fire team. This unfortunate turn of events left me with only three skilled rebel teams to draw from for the final two missions of the campaign. The troops still have seven teams, and some of those will level up for those missions.

So while I'm up two points over the enemy, I might have to play the last mission with no special skills. But that makes sense. It's already been a really difficult campaign for the poorly trained rebels, and if all they have at the end is untrained greens, that's just what they'll have to use. The question is, will I be able to keep my points lead, or will the troops catch up?
"...military glory, that attractive rainbow that rises in showers of blood—that serpent's eye that charms to destroy..." --Abraham Lincoln, 1848


Return to “Modern Era”

Who is online

Users browsing this forum: No registered users and 1 guest