SANGIN DESPATCHES

SCENARIOS & RULES FOR SKIRMISH SANGIN

SCENARIOSCOLIN & RULES PHILLIPS, FOR SKIRMISH CRAIG SANGIN WATTERSON & CHRIS POOCH PAGE 1 SANGIN DESPATCHES

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Contents:

Introduction 4 Scenario 4: Construction camp attack 34 Which Gun? 5 Scenario 5: Foggy morning 38 ORBAT - Canadian Platoon 9 Scenario 6: Find the mortar 44 ORBAT - German Zug 12 Scenario 7: Support the flank 50 ORBAT - ANP 14 Tactical primer for Sangin 53 ORBAT - 611 Militia 17 Fireteam grouping 55 Campaign & Experience 18 The humble AP 59 Scenario 1: Advance to contact 24 Military working dogs in 62 Scenario 2: Morning Mail 27 Combat Phase Tracker 66 Scenario 3: IED hunt 31

ACKNOWLEDGEMENTS

WRITTEN BY COLIN PHILLIPS, CRAIG WATTERSON, CHRIS POOCH, ALEX MCCUTCHEON AND ADAM SMITH.

DESIGNED BY COLIN PHILLIPS

EDITED BY ALEX MCEWEN

PLAYTESTERS, COLIN PHILLIPS, CRAIG WATTERSON, CHRIS POOCH, ALEX MCEWEN, TOM LEAMY, ALEX MCCUTCHEON, AND TIM WARD.

SPECIAL THANKS NEIL PARDINGTON, MR & MRS POOCH, JC MCDANIEL, RAY HUTCHINSON AND HOUSE OF QUEEG

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INTRODUCTION

When we designed Skirmish Sangin, we were We have provided more Orders of Battle forced to leave out a number of scenarios and (ORBATS) for some of the many ISAF forces advanced rules, simply to fit in the number of available and we have included a few essays for pages allowed in the book. you to see how to play.

Over time we have gradually added more I would also like to sincerely thank the scenarios that we wrote for our own enjoyment members of the many different armed forces and new rules which cropped up from our whether active or retired, who have given us reading or our game experiences. information or their blessing.

It seemed wrong to keep all these new cool We really appreciate it and are glad we could things to ourselves, so Sangin Despatches was create a system that so many of you think born. This is our chance to share all of these models the real thing while still being a game. with you! Stay safe people.

Despatches provides the player with additional By the way, got a new scenario? A new rules and scenarios as well the rules to run ORBAT for a force you want to share? Or them as a campaign. do you want us to answer any rules based questions? Send your ideas and feedback This has been another labour of love that we through our website: could not have done with the sterling help of many individuals who play-tested the many www.radiodishdash.com. different rules and scenarios and we are excited that this book fills out the original Skirmish We would love to hear from you! Sangin game by adding more depth. Colin Our goal from the beginning with this book was to give you, the reader, more of everything and to increase your experience of narrative based skirmish wargames.

PAGE 4 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES WHICH GUN? “This is my , this my gun, this is for fighting, this is for fun.” USMC Chant.

We were interested in a military point of The Assault Rifle: view about what weapons players should arm The first assault rifle, the StG44, was invented during their squads with. We asked ex US Marine World War II, in an amazing period of evolution in “Smitty” about his favorite gun and were armaments. The StG44 is the grandfather of all modern assault . It was designed for modern warfare from surprised by the answer. the ground up and began the development of rifles capable of firing semi or fully automatically, using a The amateur will answer straight away with his flavour lower powered and thus lighter cartridges, which of the month. The professional knows better. DeNiro’s in turn allowed a soldier to carry larger amounts of character in Ronin said it simply “It’s a toolbox, I don’t ammunition. care. You put the tools in for the job.” Now back to the original question, rephrased – What rifle do you want The Soviets have their own version - the ubiquitous right now? AK47. The AKs modernized stamped version was the AKM, which has armed half of the world in various Answer – the one that will let me gain fire superiority forms for the last sixty or so years. so that I can close with, and destroy, the enemy. That’s straight from the Marine Rifle Squad mission statement. Western assault rifles took longer to gain a foothold. Shotguns are devastating out to 50 meters or so but They were largely adopted from the more complicated further than that are mostly harmless. A rifle and accurate rotating bolt of the American Johnson rifle pressed into service clearing rooms is in a similar and machine gun. This is the famous AR15 and other quandary. weapons including the Steyr AUG and the L85.

This is why nowadays even an infantry squad will bring All of these were designed, or based on designs, by several different types of firearms to the battle. Eugene Stoner. Stoner worked in Armalite’s Hollywood

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warehouse during the 50s and tried to sell his designs to L85A1 the US military. Eventually the US Air Force and Special The United Kingdom L85 is a custom designed and Forces became early adopters. These weapons, initially modified version of the AR180, (another Stoner design). known as finicky plastic aberrations, have now almost The Brits, and many others, were interested in a bullpup universally been adopted in various versions by the design that puts the magazine behind the pistol grip, Western military. These assault rifles are known for both giving you more barrel length in a shorter package. their accuracy and modularity. Makes sense right?

M16A1 The only downsides are mechanical - long trigger Most American grunts will carry either the M16A4, if linkages and an ejection pattern that is only suitable for they’re in the Marine Corps, or the M4 if the Army is shooting from one side. On the plus side is the gun’s their branch of service. The M16A4 will typically have SUSAT; a very robust fixed four-power scope. The L85 a 4 power magnification ‘ACOG’ scope as well as an also had 2000-era upgrades by Heckler and Koch and is ‘AN/PEQ’ infrared laser/torch and a torch. The ‘16’ is generally held in high esteem. effective to 500m in the hands of a Marine Rifleman. The M4 is exactly the same as the M16A4’s but with a 5.5” Steyr(F88) shorter barrel and similar optic, effective to 300m. The Austrian Steyr AUG is an ingenious design using a rotating bolt with a piston operation. It does have the C7A1 inherent bullpup issues. The Canadian C7A1 is basically an M16A4. Saying that will not win me many Canuck friends. There was Steyr was not well known for semi automatics weapons a Canadian officer on the M16A2 design team along despite manufacturing many of the StG44’s in WWII. with the few Marines. The A2 design was the rifleman’s Luckily it was adopted by the Australians and then later solution to many of the M16A1’s problems. The A2 was by the New Zealanders issued with the excellent, if primitive, ELCAN fixed 3.4-power scope. Further developments led to the A4.

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G36 Squad Automatic Weapons (SAW) The G36 used by Spain and a few other countries, is The M249 is the most common SAW for both the Army Germany’s current assault rifle. One of its claims to fame and Marines. Sometimes called the ‘Minimi’ it is a belt is that it has a gas piston system. Known by its plastic fed, fully automatic, heavy-duty support weapon. The look, it also has a very high quality barrel and a well SAWs are much loved but perhaps past their prime. thought out combat optic. This is a very reliable and After decades of training abuse followed by a recent war accurate rifle but with some silly holdovers from older they can have serious undiagnosed problems. When rifles despite its late adoption. replacement funding allows units have cycled out the dodgy SAWs for use in less critical jobs. The ready bags All of these are actually very similar weapons and for for these are 100 rounds of 5.56mm, the same caliber as several good reasons most of the men in your squad will the M4. It has an 800m max effective range. have one. They can hit a point target easily or suppress a small area at a couple of hundred meters to cover your General Purpose Machine Guns advance. They can also be used quickly at close range M240 or to clear out an alley with rapid fire. Most importantly Known as the “Gimpy” in the Commonwealth or the they can provide awesome short-range firepower “Two Forty” in the states, the M240 is the latest general- to protect your machine gun. It is the closest to the purpose machine gun (GMPG) in use by most Western everyman’s gun - most useful, most of the time. infantrymen. It is much loved by that peculiar breed of person, the machine gunner. These are men who take Grenade Launchers pride in having the heaviest weapon on the hump, as Any infantry squad will have a couple soldiers with well as the most firepower in the platoon. M203 40mm grenade launchers providing indirect fire support to the rest of the team. The M240 uses the standardized 7.62x51mm NATO ammunition - a very heavy round compared to assault They are a lot more accurate than you might think. rifle ammo with superior penetration and range that is Shooting into a window at a couple of hundred meters effective at even a kilometre distance. The GMPG is often is doable. Effective range is 350m against an area target carried with just a canvas ready bag attached (50 or 100 and 150m to hit a point target. There are newer versions rounds), with nearly everyone in the patrol carrying of under-barrel grenade launchers by both Fabrique spare ammunition for it. It has a maximum effective Nationale and Heckler and Koch which can use higher- range up to 1800 meters. powered rounds with more range and heavier payloads.

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MG3 Submachine guns The MG3 is one of the few other general-purpose Submachine guns like the MP5 aren’t very common in machine guns in today’s Western armies. Used by the grunt or SOF units these days. Too short ranged with low Bundeswehr and chambered in standardized 7.62mm penetration and non-commonality with the rifles and NATO, it is a nearly exact copy of the old MG42 carbines shoved them out of all but the most specialized designed for the Wehrmacht in WWII. It may well be the CQB (close quarters battle) units worldwide. grandfather of all general-purpose machine guns out there. Today they’ve slowed down the old ‘buzzsaw’ and Conclusion replaced the original Bakelite parts with modern plastics. In conclusion you’ll need to bring what you’ll most likely need. Most of the troops will want to bring whichever Other Firearms assault rifles your nation’s bean counter has equipped Handguns you with. Grenade launchers are great lightweight back Handguns like the US military’s M9 are designed to up to hit targets in cover. SAWs bring a heavy volume help protect you when you’re primary weapon has gone of fire for short-range suppression. GPMGs are your real down for whatever reason. At anything besides short killing power at long range. They are all different pieces range and you are in a lot of trouble since everything of the puzzle. Sniper rifles, Designated Marksman rifles, outranges you. Very few grunts will have enough mortars, heavy machine guns and the wide family of practice to hit much but SOF units can be deadly in a missiles and rockets will be covered in another volume. room-to-room shootout. Keep in mind this was written by a former ‘gun club’ Shotguns member with some of those inherent prejudices! Shotguns are now being carried by most infantry platoons, especially if they are doing a lot of room Semper Fi clearing. Despite their awesome short-range firepower Smitty potential, they are mostly used for ‘breaching’ - shooting hinges and locks off of doors.

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ORBAT: CANADIAN PLATOON By Colin Phillips & Alex McCutcheon

Canada’s role in Afghanistan began in late 2001 when Section Points sent over members of its elite unit Canadian Section 705pts - 2. Fireteam 3 Its first contingent of regular troops arrived in January 1 x Veteran Master-Corporal (C7A2) 115pts 2002 but didn’t play a significant role “in country” until 1 x Average Grenadier (C7A2/M203) 95pts they were moved to Kandahar Province in 2006. 1 x Average Rifleman (C7A2) 70pts 1 x Average Rifleman (Minimi) 85pts By this time, Canadian forces numbered approximately 2,500. Its main battle group numbered 1,200 with Fireteam 4 approximately 950 of them deployed as part of ISAF. 1 x Average Corporal (C7A2) 70pts 1 x Average Grenadier (C7A2/M203) 95pts Canada withdrew the bulk of its troops from 1 x Average Rifleman (C7A2) 70pts Afghanistan in 2011, with the Infantry Battle Group 1 x Average Rifleman (Minimi) 85pts withdrawn by the end of July, and all Canadian Forces personnel and equipment withdrawn from Kandahar Section Points by the end of December 2011. In September 2008, Canadian Section 705pts Conservative leader Stephen Harper pledged this, saying a decade at war is enough. He acknowledged Fireteam 5 that neither the Canadian public nor the troops 1 x Veteran Master-Corporal (C7A2) 115pts themselves had any appetite to stay longer in the war. 1 x Average Grenadier (C7A2/M203) 95pts An undisclosed number of troops remain “in country” to 1 x Average Rifleman (C7A2) 70pts train and mentor the Afghan National Army until 2014. 1 x Average Rifleman (Minimi) 85pts (Source Wikipedia) Fireteam 6 Section Points 1 x Average Corporal (C7A2) 70pts Canadian Section 740pts 1 x Average Grenadier (C7A2/M203) 95pts 1 x Average Rifleman (C7A2) 70pts Fireteam 1 1 x Average Rifleman (Minimi) 85pts 1 x Veteran Sergeant (C7A2) 125pts 1 x Average Grenadier (C7A2/M203) 95pts Section Points 1 x Average Rifleman (C7A2) 70pts Canadian Heavy Weapon Section 450pts 1 x Average Rifleman (Minimi) 85pts 1 x Veteran Master-Corporal (C7A2) 115pts Fireteam 2 1 x Average Rifleman (GPMG) 85pts 1 x Veteran Master-Corporal (C7A2) 115pts 1 x Average Rifleman (GPMG) 85pts 1 x Average Grenadier (C7A2/M203) 95pts 1 x Average Rifleman (C7A2) 70pts 1 x Average Rifleman (C7A2) 70pts 1 x Average Rifleman (C7A2 + Carl Gustav or 95pts 1 x Average Rifleman (Minimi) 85pts M72 Law)

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The C7 rifle. Anti-armour Anti-tank Weapon System (MAAWS) and The Colt Canadian C7 is a Canadian assault rifle based has recently been re-introduced into the US Marine on the American CAR15. Canadian forces in Afghanistan Corps as an anti-bunker weapon as well as for mouse- have been equipped with the newer, upgraded C7A2. holing. The C7A2 is a 2D10 damage weapon. In game terms there is little to distinguish between the CAR15 and the C7. M72 LAW M72 Law is a portable, one-shot, 66mm unguided an- Carl Gustav Recoilless rifle ti-tank weapon. The tube is slid open to make it longer, A recoilless rifle (RCLR) or recoilless gun is a type of the sights are raised and then it is aimed and fired. lightweight tube artillery. It is designed to allow some of Originally designed as an anti-tank weapon this weapon the propellant gases to vent from the rear of the weapon has been used in Afghanistan as an anti-bunker weapon at the moment of ignition creating forward thrust and as well as for mouse-holing. negating much of the weapon’s recoil. This allows the weapon to use a heavier projectile than would normally be possible without a bulkier, more traditional cannon.

The Carl Gustav Recoilless Rifle is an 84mm man- portable, reusable multi-role weapon system produced by Saab Bofors Dynamics in Sweden. The Carl Gustav can be fired from standing, kneeling, sitting or prone positions and a bipod may be attached in front of the shoulder piece. This weapon is a team-only weapon, as it requires a two-man crew to operate. One crewman carries and fires the weapon and the other carries ammunition and reloads.

The Carl Gustav was originally designed as an anti-tank weapon. However, as asymmetrical combat has become the norm since the end of the Cold War, it is being phased out. In the USA it’s known as M3 Multi-role

Carl Gustav Description Range Minimum Range KZ DZ Damage Penetration Value Carl Gustav 1000m(500”) 20m(10”) 10m(5”) 20m(10”) KZ6d10/ 10 (reloadable) 10” diameter 20” diameter DZ1d10

M72 LAW Description Range Minimum Range KZ DZ Damage Penetration Value M72 - one shot 200m(100”) 10m(5”) 10m(5”) 20m(10”) KZ6d10/ 10 10” diameter 20” diameter DZ1d10

(Optional Rule) The Carl Gustav/M72 LAW Back-blast The back-blast from this weapon is about 60 meters and 8 meters wide (30” x 4” wide in game terms) according to sources in Australian army. Any character in that area automatically takes a DZ 1d10 damage roll and normal DZ rules apply.

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Mouse-holing travel 2d10 inches before exploding. Treat the explosion Mouse-holing techniques can only be used if both as normal. players agree at the beginning of the game. Canadian Special Operations Regiment Mouse-holing is an urban warfare tactic used by soldiers (CSOR) to create access to adjoining rooms or buildings by Formed in 2006, Canadian Special Operations Forces blasting or tunnelling through a wall. This tactic is used Command (CANSOFCOM) is a new Canadian Forces to avoid open streets where advancing infantry, caught formation responsible for protecting Canadians from in enfilade, can be easily targeted by machine-gun and terrorism and related threats. sniper fire. The Command is composed of the Canadian Special To create a mouse-hole in a building wall a character Operations Regiment (CSOR) and 427 Special Operations must be carrying a Carl Gustav, an M72 LAW or another Aviation Squadron (427 SOAS) in Petawawa, Ontario; similar weapon system. The character must be at least Joint Task Force 2 (JTF 2) in Ottawa, Ontario; and the the Minimum Range distance from the target wall and Canadian Joint Incident Response Unit (CJIRU) in must succeed a shooting check at a skill of 90%. A roll of Trenton, Ontario. 00% means a fumble. At the time of publication we have been unable to The damage will be sufficient to blow a man-sized hole accurately discover the section structure so recommend in the target wall. Any characters behind the wall will using the US Ranger force outlined in the Skirmish take 3d10 damage in the KZ and no damage in the DZ as Sangin rulebook. We hope to bring you more information it is assumed the wall has absorbed the majority of the if we are able to get it. explosion.

Mouse-holing Fumbles Rolling 00 means the missile has not fired correctly. The player should roll a 1d10 and consult the grenade template for direction of the missile. The missile will

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ORBAT: GERMAN ZUG (Platoon)

The German Army equivalent of the platoon is the Zug. This German Army Platoon is shown below: The points below include weapons and body armour but not A Zug consists of: hand grenades.

Section Points HQ Platoon (4-6 men) German Zug 1,290pts The task of the Platoon HQ is to provide support for the

Platoon Leader and to act as a reserve force such as two Boxer MRAV + HMG 500pts additional or an anti-tank weapon crew.

Fireteam 1 3 x squads (8-11 men) 1 x Veteran Oberfeldwebel (G36) 115pts Each squad is led by a Oberfeldwebel (NCO) and the 1 x Average Grenadier (G36/AG36 (UGL)) 85pts squad size corresponds to the passenger capacity of the 1 x Average Rifleman (MG4) 75pts squad vehicle (either wheeled or armoured). The squads 1 x Average Rifleman (G36 /ammo for MG4) 60pts are broken down into 4 man fire-teams and the crew of the vehicle. For example, a German Boxer eight-wheeled Fireteam 2 MRAV (Multi-Role Armoured Vehicle) has a crew of 3 1 x Veteran Feldwebel (G36) 115pts and two fire-teams of 4. 1 x Average Grenadier (G36/AG36 (UGL)) 85pts 1 x Average Rifleman (MG4) 75pts Example: 1 x Average Rifleman (G36/ ammo for MG4) 60pts The German Boxer MRAV has a vehicle crew of 3 and 2 x 4 man fire-teams. In Skirmish Sangin the Average Boxer MRAV crew don’t leave the vehicle unless the vehicle is BDY ARMOUR MORALE AP WPNS CBT PHASE immobilised and out of action when they use the 13 6/6 55 3 HMG 4,6,8,10 bailed out crew template. Primary weapon (BODY x3 + 10%) 49% | Other weapons (BODY X3) 39% | Spot 100% | Drive (BODY x3 +20%) 59%

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Panzergrenadierzug: Average Marder IFV A Panzergrenadiergruppe consists of 9 soldiers. The active BDY ARMOUR MORALE AP WEAPONS CBT squad is 6 soldiers alongside 3 crew for their Marder PHASE IFV. In Skirmish Sangin the crew don’t leave the vehicle 13 6/6 55 3 20mm 4,6,8,10 Auto- unless the vehicle is immobilised and out of action when Cannon they use the bailed out crew template. Primary weapon (BODY x3 + 10%) 49% | Other weapons (BODY Section Points X3) 39% | Spot 100% | Drive (BODY x3 +20%) 59% German Zug 1,705pts Panzerfaust 3 Marder IVF 500pts Panzerfaust 3 is a disposable recoilless anti-tank weapon that has been in service with the Bundeswehr since 1992. 1 x Veteran Oberfeldwebel (G36) 115pts Although it comes with three types of ammunition - 1 x Average Rifleman (G36/ Panzerfaust3) 85pts Anti-Tank, Tandem Hollow Charge and Bunkerfaust - in 1 x Average Grenadier (G36/AG36 (UGL)) 85pts Afghanistan we believe it has only fired Bunkerfaust. It 1 x Average Rifleman (MG4) 75pts has a 13.3kg warhead and is capable of penetrating 110 1 x Average Rifleman (G36 /ammo for MG4) 60pts mm of RHA armour, 360mm of concrete, and 1,300mm of 1 x Average Rifleman (G36) 60pts sandbags.

PANZERFAUST 3 Description Range Minimum Range KZ DZ Damage Penetration Value Panzerfaust 920m(460”) 5m(2.5”) 10m(5”) 20m(10”) KZ6d10/ 11 10” diameter 20” diameter DZ1d10

Panzerfaust 3 The Panzerfaust 3 can be fired from enclosed spaces since it does not have a significant back blast. The rear of the tube is filled with plastic granulate that minimises the blast effect using theecoilless r countermass principle. (source Wikipedia)

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ORBAT: ANP (Afghan National Police)

Structure Average Police Officer x3 The Afghan National Police (ANP), Counter-Narcotics BODY Armour Morale AP Weapon Cbt Phases Police of Afghanistan (CNPA) and Counter Terrorism 1d10+10 TBD 55 3 TBD TBD Department fall under the command and control of the SKILLS: Afghan Ministry of the Interior. Pistol (BODY x 3) | Rifle(BODY x 3 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | Forward Observer (OBDY x 3) The ANP is further divided into: • Afghan Border Police Veteran Police Officer x4 • Afghan Uniform Police BODY Armour Morale AP Weapon Cbt Phases • Criminal Investigation Department 1d10+10 TBD 75 3 TBD TBD

SKILLS: The ANP is closer to a paramilitary organisation than a Pistol (BODY x 4) | Rifle(BODY x 4 +10%) | Spot 100% | First Aid (40%) | traditional police force. They appear to be underfunded Heavy Weapon (BDY x 3) | Throw (BODY x 4) | Forward Observer (BODY x 4) and survive primarily on ISAF hand-me-downs and equipment purchased from foreign countries like Russia ANP Packages and China. This is most obvious in their mismatched Type Skills modifier Cost uniforms where colour varies through blue, green and First Corporal/ +10% Rifle 20 grey due to different clothing manufacturers and the Corporal +10% Morale rapid expansion of the force. Some police have resorted Staff Sergeant/ +10% Rifle 30 to having their own uniforms custom made. The ANP Sergeant +20% Morale badge is worn on one shoulder and the Afghanistan national flag on the other.

Body armour in the ANP is mismatched and poorly distributed. It is generally only issued to individual soldiers when their mission requires it. What armour the ANP has is made up of American, Russian and Chinese military grade equipment and third-party equipment that provides little-or-no real protection. The ANP is allegedly very corrupt and reports exist of officers selling uniforms and weapons to the Taliban. However, at the time of writing, plans to upgrade weapons and uniforms are still being drafted by the Afghan government.

ANP Experience Novice Police Officer x2 BODY Armour Morale AP Weapon Cbt Phases 1d10+10 TBD 35 3 TBD TBD

SKILLS: Pistol (BODY x 2) | Rifle(BODY x 2 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 1) | Throw (BODY x 2) | Forward Observer (BODY x 2)

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ANP Training Body armour Protection Availability Cost Germany, as lead nation for police affairs under the Bonn Low grade 1d6 90% 3 II Agreement, concentrated its efforts on setting up the Medium 1d10 50% 5 grade Kabul Police Academy and drafting the blueprint for restructuring police services. The programme only had High grade 1d10+4 30% 10 limited reach into the provinces. It was most successful in Kunduz Province where it had the support of a Pro- Example: vincial Reconstruction Team (PRT) (source: Wikipedia). Craig decides to field an ANP unit. He buys 4 ANP officers and wants to provide them with body armour. He chooses high-grade armour for all four When an ANP Officer is in a unit with an ISAF trainer and rolls four times, once for each officer. He rolls of Veteran or Elite experience their machismo will kick an 04%, 29%, 67% and 91%. He has now spent 40 in and they will over-compensate to impress the trainer. points and has located 2 pieces of body armour. Any ANP Officer within 12” and with clear Line of Sight to the ISAF trainer will add +20% to their morale. He decides to try again for the remaining two officers but this time he is looking for low-grade ANP Armour armour. He spends 6 points and rolls 44% and 64%. He has successfully located two more suits of When creating ANP characters, the player must check body armour, but those officers will only get 1d6 availability of armour for each officer. The player protection rather than the 1d10+4 of their better- chooses the quality of armour he is looking for and pays equipped colleagues. the points before rolling on the table below. If the roll succeeds the armour is available and the details are filled in on the ANP character’s sheet. If the player fails the roll, the points are still spent as the internal corruption in the ANP means no armour is available to that officer. The player may choose to pay for armour again and roll again on the table, spending additional points each time. All body armour, regardless of quality, gives a -2 to the character’s BODY attribute.

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Vehicles dominated society, means that only 1.25% of the police The primary vehicle of the ANP is the four-wheel drive, force on the beat are women. (source: MSN news). diesel, 4-door Ford Ranger and is treated as a Technical in Skirmish Sangin. Other vehicles include: Skirmish Sangin does not normally differentiate between • men and women when rolling up characters. However, • Nissan Frontier (treat as Technical) a woman in a patriarchal society that chooses to be the • Toyota Hilux (treat as Technical) equal of a man, either through self-belief or when forced • UAZ-469 (treat as Technical) to by grinding poverty, has shown greater resolve than many in that society. To represent this, women in the The majority of Technicals are unarmed and are used to ANP have slightly higher morale ratings. ferry people from one place to another. An ANP Tech- nical in Skirmish Sangin can carry a maximum of ten ANP Women Experience people - seven on the tray or back and three in the cab. Novice Police Officer x2 BODY Armour Morale AP Weapon Cbt Phases Weapons 1d10+10 TBD 40 3 TBD TBD The primary weapon of the ANP is the ubiquitous AK47 but all these weapons are in service: SKILLS: Pistol (BODY x 2) | Rifle (BODY x 2 +10%) | Spot 100% | First Aid (40%) | • AK47 Assault Rifle (10pts) Heavy Weapon (BODY x 1) | Throw (BODY x 2) | • Smith & Wesson Sigma 9mm (10pts) Forward Observer (BODY x 2) • AMD 65 Assault Rifle (10pts) Average Police Officer x3 • Vz. 58 Assault Rifle (10pts) BODY Armour Morale AP Weapon Cbt Phases • PKM (25pts) 1d10+10 TBD 60 3 TBD TBD • RPG (25pts) SKILLS: Women in the ANP Pistol (BODY x 3) | Rifle(BODY x 3 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | One of the oddities of Afghanistan, a country known Forward Observer (BODY x 3) for its non-western views on women, is that there are Veteran Police Officer x4 currently 1,850 women police officers. BODY Armour Morale AP Weapon Cbt Phases 1d10+10 TBD 80 3 TBD TBD President Hamid Karzai’s goal is for 5,000 women to join the Afghan National Police by the end of 2014, when SKILLS: most foreign troops will leave the country. However, Pistol (BODY x 4) | Rifle(BODY x 4 +10%) | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 3) | Throw (BODY x 4) | government neglect, poor recruitment and a lack of Forward Observer (BODY x 4) interest on the part of authorities, all within a male-

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ORBAT: 611 Militia The 611 Militia began life as a group of mercenaries When building a 611 Militia unit a player must purchase from all over Afghanistan. Their mission was to at least six Afghan mercenaries for each European protect the road building crew as they attempted to mercenary they select. At least three of the Afghan surface Route 611. In overall command was a man mercenaries must be of Novice level experience. known euphemistically as Chris Jones (his real name is unknown). Jones was rumoured to be an ex-Royal Note: - The cost for European/Afghan mercenaries is the Engineer with more than 20 years experience both same cost as their experience ranking ie. an Average mercenary in the British Army and in mercenary forces. His job would cost 50pts and a Veteran 75pts. was simple - get Route 611 tarmacked as part of the pacification process in Helmand Province. Here is an example crew manning a forward position:

Route 611 European Mercenary BODY Armour Morale AP Weapon Cbt Phases When the road crew started work, Route 611 was little 14 1d10+4 55 3 Minimi 3,5,7,9 more than a dirt track running through poppy fields and raw desert. Its southern terminus is at Highway SKILLS: 1 in the town of Gereshk and the northern terminus is Pistol (BODY x 3) 42% | Rifle(BODY x 3 +10%) 52% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 28% | Throw (BODY x 3) 42% | in the village of Kajaki. The road is approximately 100 Forward Observer (BODY x 2) 28% kilometres long and passes through the town of Sangin. Afghan Mercenary The route is important as it provides access to the Kajaki BODY Armour Morale AP Weapon Cbt Phases hydroelectric dam. The dam is located on the Helmand 16 1d10+4 55 3 PKM 2,4,6,8 River 100 miles (161 km) northwest of Kandahar City. It has a dual function providing irrigation to some SKILLS: 650,000 acres of otherwise arid land as well as electricity Pistol (BODY x 3) 48% | Rifle(BODY x 3 +10%) 58% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 32% | Throw (BODY x 3) 48% | generation. Forward Observer (BODY x 2) 32% Afghan Mercenary The Taliban believed they controlled the roads and the BODY Armour Morale AP Weapon Cbt Phases local area. The 611 Militia’s aim, with occasional ISAF 20 1d10+4 55 3 AK47 1,3,5,7 assistance, was to protect the road crews as they worked. The Daily Mail newspaper describes their operation: SKILLS: Pistol (BODY x 3) 60% | Rifle(BODY x 3 +10%) 70% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 2) 40% | Throw (BODY x 3) 60% “Work began in January 2010 and was scheduled to be | Forward Observer (BODY x 2) 40% completed by November. For the first seven months, the Afghan Mercenary Taliban maintained a low-intensity guerilla campaign against BODY Armour Morale AP Weapon Cbt Phases the builders and their guards’ positions.” 13 1d10+4 35 3 AK47 3,5,7,9

The 611 Militia was heavily armed with reports of a SKILLS: 82mm mortar based in their vehicle yard but most of Pistol (BODY x 2) 26% | Rifle(BODY x 2 +10%) 36% | Spot 100% | First Aid (40%) | Heavy Weapon (BODY x 1) 13% | Throw (BODY x 2) 26% | their weapons were Afghan with the odd bit of ISAF kit Forward Observer (BODY x 1) 13% thrown in. As with all mercenary forces, the quality of troops was mixed and this gives players an opportunity See page 34 for a Militia scenario. to field a diverse group of ex-soldiers and Afghans all working together in one unit.

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CAMPAIGNS &EXPERIENCE

Experience: Increasing skills: To increase a single skill by 1%, a character must spend The only source of knowledge is experience. two of their experience points. They can increase skills Albert Einstein more than once provided they have sufficient experience points. Soldiers soon get to know the ways of “in country” fighting. They bond as a team like never before and develop a sixth sense for the ways of the enemy. Their Example team mentality helps them develop more effective tactics Simon’s character has just survived a mission and as and to better use their weapons. To reflect this, we have its part of an ongoing campaign, he gains experience. added experience rules for those players who wish to He rolls 2d10 for his character’s experience and gets play a campaign. a 5 and a 7 for a total of 12.

After each mission, each character that survived gains Simon can now spend this experience to increase any 2d10 experience points. This experience can be spent to: skill. He decides to increase his Morale and spends • increase skills 6pts (3%). His character is Average so his Morale goes • buy an experience package from 55% to 58%. He spends his remaining 6pts (3%) • buy a Rank package on his Rifle skill and that raises it from 72% to 75%.

PAGE 18 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Missions completed Each time a character completes six missions and sur- vives without injury, their morale is raised by +10% as their mind is hardened to the task.

Campaign Play - Tours of Duty A Tour of Duty is a number of games that represent a unit’s service in Afghanistan. An American unit’s tour is 12 months in length. United Kingdom and Common- wealth troops serve 6-month tours. Other ISAF forces have differing tour lengths. You can research the unit you want to play in a campaign to find out how many months they serve when on secondment to Afghanistan. Buying an experience package: Players can save their experience to purchase an experi- In a campaign, a unit plays one game per month of ence package. Once they have sufficient points, they can the tour. We realise that many of the armed forces in buy experience packages like Sniper, Medic and Sharp- Afghanistan come under fire almost daily but this game shooter. represents the biggest and most memorable contact in that month. Example: Simon has saved the 40 points necessary to turn The players agree who will play the ISAF forces and who one of his characters into a Sharpshooter. This char- will play the Insurgents for the length of the campaign acter now gets +20% Rifle and +20% Morale. and they build their initial force based on an agreed points value. We suggest that the ISAF player creates an entire platoon for their country - this way different Buying a Rank package: sections can be sent out on missions rather than using Ranks must be bought in the order in which they occur. the same one again and again. An unranked character must first buy promotion to Corporal, then NCO and finally Officer rank. When they spend the experience points to buy a higher rank they gain the advantages for their new rank.

Example: After a few more missions, Simon has now saved an additional 20 points and promotes his Average soldier to the rank of Corporal. The character now gets a +10% Forward Observer and +10% Rifle.

The advantage of experience packages is that they are cheaper to purchase than skill increases but require the player to conserve points long enough to spend them.

Example: If a character buys the package ‘Sharpshooter’ it costs 40 points. If the player brought the skills +20% to Rifle and +20% to Morale separately they would cost 80 points.

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Paratrooper Platoon: 3 Company, Charlie Platoon

Average Lieutenant: BODY Armour Morale AP Weapon Cbt Phases 14(16) 1d10+4 75 3 L85A2 3,5,7,9

SKILLS: Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x3 +10%) 78%

Veteran Platoon Sergeant: BODY Armour Morale AP Weapon Cbt Phases 10(12) 1d10+4 85 3 L85A2 4,6,8,10

SKILLS: Replacements Pistol (BODY x4) 48% | Rifle (BODY x4 +10%) 68% | Heavy Weapon It’s a sad condition of war that men and women are (BODY x3) 36% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 48%| Forward Observer (BODY x4) 58% killed or wounded and need to be replaced. In World War Two and Vietnam replacement soldiers had a hard Average Signaller: time when they joined their units as they were viewed BODY Armour Morale AP Weapon Cbt Phases as dangerous to themselves and to their colleagues. This 17(19) 1d10+4 55 3 L85A2 2,4,6,8 is because they lacked “in country” experience and were frequently rushed to the front with little training. SKILLS: Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) Modern replacements, while better trained, still lack 57%| Forward Observer (BODY x3) 57% local experience and to reflect this for both Taliban and

ISAF forces the following rules apply: Average Mortar (60mm mortar, 10 rounds only) BODY Armour Morale AP Weapon Cbt Phases ISAF Replacements 17(19) 1d10+4 55 3 M6-895 2,4,6,8 When ISAF characters are killed or wounded they need to be replaced. We suggest that for basic SKILLS: Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon professional troop types, replacements lack “in (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) country” experience so should be of Average 57%| Forward Observer (BODY x3) 57% experience.

Taliban Replacements Taliban players can replace their losses with all experience types. However for every Veteran replacement chosen, the player’s next four replacements must be of Novice experience. For every Average replacement chosen the next two replacements must be of Novice experience.

Platoon example: By creating a whole platoon, the ISAF player will get a broader range of skills as the dice averages rounds out the differences that can show up in a single section. It also allows players to play bigger games more quickly and easily.

PAGE 20 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

1 Section Fireteam 1 Fireteam 2 Elite Squad Leader (2 handgrenades) Veteran Squad Leader (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 10(12) 1d10+4 90 3 L85A2 4,6,8,10 17(19) 1d10+4 90 3 L85A2 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x5) 60% | Rifle (BODY x5 +10%) 70% | Heavy Weapon Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weap- (BODY x4) 48% | Spot (100%) | First Aid (40%) | Throw (BODY x5) on (BODY x4) 76% | Spot (100%) | First Aid (40%) | Throw (BODY 60%| Forward Observer (BODY x5) 60% x5) 95%| Forward Observer (BODY x5) 95%

Veteran Grenadier (2 handgrenades) Veteran Grenadier (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 16(18) 1d10+4 75 3 L85A2 + 2,4,6,8 15(17) 1d10+4 75 3 L85A2 + 2,4,6,8 UGL203 UGL203 Shotgun Shotgun

SKILLS: SKILLS: Pistol (BODY x4) 72% | Rifle (BODY x4 +10%) 82% | Heavy Weapon Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x3) 54% | Spot (100%) |First Aid (40%) | Throw (BODY x4) (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 72%| Forward Observer (BODY x4) 72% 68%| Forward Observer (BODY x4) 68%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 10(12) 1d10+4 55 3 LSW 4,6,8,10 10(12) 1d10+4 55 3 LSW 4,6,8,10

SKILLS: SKILLS: Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) |First Aid (40%) | Throw (BODY x3) (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24% 36%| Forward Observer (BODY x3) 36%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 9(11) 1d10+4 55 3 Minimi 4,6,8,10 16(18) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x3) 33% 54%| Forward Observer (BODY x3) 54%

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 21 SANGIN DESPATCHES

2 Section Fireteam 3 Fireteam 4 Elite Squad Leader (2 handgrenades) Veteran Squad Leader (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 17(19) 1d10+4 90 3 L85A2 2,4,6,8 15(17) 1d10+4 75 3 L85A2 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weapon Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x4) 76% | Spot (100%) | First Aid (40%) | Throw (BODY x5) (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 95%| Forward Observer (BODY x5) 95% 68%| Forward Observer (BODY x4) 68%

Veteran Grenadier (2 handgrenades) Veteran Grenadier (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 75 3 L85A2 + 2,4,6,8 9(11) 1d10+4 75 3 L85A2 + 4,6,8,10 UGL203 UGL203 Shotgun Shotgun

SKILLS: SKILLS: Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon Pistol (BODY x4) 44% | Rifle (BODY x4 +10%) 54% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) (BODY x3) 33% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68% 44%| Forward Observer (BODY x4) 44%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 55 3 LSW 2,4,6,8 12(14) 1d10+4 55 3 LSW 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 34% | Spot (100%) |First Aid (40%) | Throw (BODY x3) (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 51%| Forward Observer (BODY x3) 51% 42%| Forward Observer (BODY x3) 42%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 11(13) 1d10+4 55 3 Minimi 4,6,8,10 17(19) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x3) 39% 57%| Forward Observer (BODY x3) 57%

Light Support Weapon (LSW) The L86A1 LSW is a magazine-fed automatic weapon originally intended to provide fire support at a Fireteam level. The extended barrel provides an increased muzzle velocity and further stabilizes the bullet, giving a greater effective range. The primary use of the LSW has shifted to that of a marksman’s weapon within many infantry sections, capable of providing extremely accurate precision fire at ranges of over 600 m. The role of a light support weapon is instead filled with the L110A1 FN Minimi which is a belt fed weapon with a quick- change barrel (Source Wikipedia).

Weapon Damage Range Area effect LSW 3d10 300”(600m) -

PAGE 22 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

3 Section Fireteam 5 Fireteam 6 Elite Squad Leader (2 handgrenades) Veteran Squad Leader (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 90 3 L85A2 2,4,6,8 17(19) 1d10+4 75 3 L85A2 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x5) 85% | Rifle (BODY x5 +10%) 95% | Heavy Weapon Pistol (BODY x4) 76% | Rifle (BODY x4 +10%) 86% | Heavy Weapon (BODY x4) 68% | Spot (100%) | First Aid (40%) | Throw (BODY x5) (BODY x3) 57% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 85%| Forward Observer (BODY x5) 85% 76%| Forward Observer (BODY x4) 76%

Veteran Grenadier (2 handgrenades) Veteran Grenadier (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 14(16) 1d10+4 75 3 L85A2 + 3,5,7,9 14(16) 1d10+4 75 3 L85A2 + 3,5,7,9 UGL203 UGL203 Shotgun Shotgun

SKILLS: SKILLS: Pistol (BODY x4) 64% | Rifle (BODY x4 +10%) 74% | Heavy Weapon Pistol (BODY x4) 64% | Rifle (BODY x4 +10%) 74% | Heavy Weapon (BODY x3) 48% | Spot (100%) |First Aid (40%) | Throw (BODY x4) (BODY x3) 48% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 64%| Forward Observer (BODY x4) 64% 64%| Forward Observer (BODY x4) 64%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 16(18) 1d10+4 55 3 LSW 2,4,6,8 12(14) 1d10+4 55 3 LSW 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 54%| Forward Observer (BODY x3) 54% 42%| Forward Observer (BODY x3) 42%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 17(19) 1d10+4 55 3 Minimi 4,6,8,10 17(19) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 00%| Forward Observer (BODY x3) 57% 57%| Forward Observer (BODY x3) 57%

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 23 SANGIN DESPATCHES

SCENARIO 1: ADVANCE TO CONTACT

Overview: This game can be played as two individual battles with As part of a big push into the green zone, your platoon separate sections or one large battle. has been ordered to advance to contact. Your platoon is to follow the canal north isolating and arresting the NOTE: enemy. If that is not possible they may use lethal force This game can be played through twice with against the insurgents. different alleyway set up to reflect each section as its moves forward. Over the Bowman (British radio system), another platoon has a 5-meter contact and chases off the Taliban after a serious firefight. The Taliban retreat and are ADDITIONAL RESOURCES: heading away from the battle, unfortunately right into On a roll 1-5 on a 1d10 off-table snipers may be deployed. the path of an ISAF blocking force. Paratrooper Patrol ISAF Briefing Use the paratrooper patrol on pages 20-23. 1 and 2 Your Lieutenant has been asked to intercept a Taliban Section are each assigned a blocking task with the force that retreating from a contact approximately reserve being as shown below. 5 minutes ago. Unfortunately there are two lines of retreat open to the Taliban. In an effort to cover both Reserve: the Lieutenant splits your force into three sections. Two The reserve consists of the Platoon headquarters team sections will advance to contact seeking the Taliban. and 3 Section. The reserves may enter the board at the When contact is made the Lieutenant will engage with end of Combat Round 2. the section that he is holding in reserve.

PAGE 24 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Taliban Briefing: Average Insurgent The enemy walked into your ambush and having hit BODY Morale AP Weapon Cbt Phases them hard you order your group to retreat back to 14 55 3 AK47 3,5,7,9 the green zone. You can hear gunfire, mortar fire and SKILLS: helicopters in nearly all directions. You won’t be safe Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) until you get back to the green zone and as the leader, 42%| Forward Observer (BODY x2) 28% you know that your men are currently on a high from Average Insurgent their contact with the enemy and that they need to seek BODY Morale AP Weapon Cbt Phases safety quickly and preferably quietly. Your best man is 14 55 3 AK47 3,5,7,9 on point and with Allah’s guidance you should get back to safety in the next ten minutes. SKILLS: Novice Insurgent Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) BODY Morale AP Weapon Cbt Phases 42%| Forward Observer (BODY x2) 28% 17 35 3 AK47 2,4,6,8 Average Insurgent SKILLS: BODY Morale AP Weapon Cbt Phases Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon 20 55 3 AK47 1,3,5,7 (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 17% SKILLS: Average Insurgent Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) BODY Morale AP Weapon Cbt Phases 60%| Forward Observer (BODY x2) 40% 16 55 3 AK47 2,4,6,8 Average Insurgent SKILLS: BODY Morale AP Weapon Cbt Phases Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon 15 55 3 AK47 2,4,6,8 (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x2) 32% SKILLS: Average Insurgent Pistol (BODY x3) 45% | Rifle (BODY x3 +10%) 55% | Heavy Weapon (BODY x2) 30% | Spot (100%) | First Aid (40%) | Throw (BODY x3) BODY Morale AP Weapon Cbt Phases 45%| Forward Observer (BODY x2) 30% 20 55 3 AK47/ 1,3,5,7 RPG

SKILLS: Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BODY x2) 40%

Average Insurgent BODY Morale AP Weapon Cbt Phases 13 55 3 AK47 1,3,5,7

SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

Novice Insurgent BODY Morale AP Weapon Cbt Phases 18 35 3 AK47 3,5,7,9

SKILLS: Pistol (BODY x2) 36% | Rifle (BODY x2 +10%) 46% | Heavy Weapon (BODY x1) 18% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 36%| Forward Observer (BODY x1) 18%

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 25 SANGIN DESPATCHES

Taliban start here

Poppy fields

Poppy fields

ISAF start here

Poppy fields

PAGE 26 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

SCENARIO 2: MORNING MAIL

forward to being relieved from what has been a relatively uneventful month. ICOM chatter has warned the inhabitants of “Piccadilly” that a new Taliban commander is en-route to the region. Hopefully for the lads this will be long after they have returned home for a pint!

As dawn breaks FOB “Piccadilly” is quiet. Unbeknownst to the Paras their war is about to get hot! Ṣalāḥ ad- Dīn Yūsuf ibn Ayyūb, the recently arrived Taliban commander, wants to test some of his own shock and awe tactics on the foreign invaders and has amassed some serious hardware to help him out.

ISAF Force briefing “It’s been a quiet night and the men have been recovering from last nights sing-a-long and the usual banter that has increased as their deployment at Piccadilly comes to an end.

Overview: The early morning rays of sun bring a serene feeling to the Forward Operating Base (FOB) “Piccadilly” has been sleepy Paras and it’s easy to forget that they’re at war. Most reasonably quiet in the preceding months. At the furthest of the men just want to get out alive now and are eager to not end of the ISAF sphere of influence this small sixteen take any chances, yet a few of the youngsters are still yearning man outpost is relieved once per month by road. The for a chance to meet the enemy.” close terrain of the surrounding hills makes resupply by helicopter too risky and an agreement with the local As per standard protocol at “Piccadilly” 1 Section is elders, who would prefer that helicopters are not used as currently manning the outer perimeter wall and the roof they scare the livestock into inaccessible gullies, has been lookout and 2 Section is sleeping in the compound. kept by ISAF. The ISAF player must decide which building the The main building of “Piccadilly” has been turned into characters are sleeping in. All sleeping characters will an effective Sangar with a .50 calibre HMG on the roof activate on their first normal combat phases. and sandbags in all the windows and across the flat roof. A high wall, that is easy to defend, surrounds the The Elite and Veteran characters are all on their third compound. tour and as such represent valuable targets as their combat training and experience makes them an asset to Poppy fields The British Paras based at Piccadilly are part of the ISAF and a major threat to the Taliban. 3 Battalion, 16 Air Assault Brigade and some of the men are here on their third tour. There has been little ISAF Force – British Paratroopers trouble for the last few weeks and the men are looking See pages 20-23 for British Paratrooper attributes. Do not use the 3 section or HQ section.

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 27 SANGIN DESPATCHES

Taliban briefing “Dicker” Mortar Insurgent “The infidels are small in number and we have an opportunity BODY Morale AP Weapon Cbt Phases 14 55 3 AK47 3,5,7,9 to destroy this base. We have been watching for many weeks and they are almost at the end of their deployment so they will SKILLS: be low on ammunition and supplies. We have two martyrs Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) who are willing to lay down their lives so we breach the door. 42%| Forward Observer (BODY x2 + 40%) 68% They will always be at Allah’s side for this sacrifice. Now that the mortar is in place we attack at dawn.” Note: The “Dicker” can target anything he can see. It doesn’t As the dawn breaks the Taliban launch a mortar attack. have to be a character. If his Forward Observer roll is They will fire 4 rounds in the hope of inflicting heavy unsuccessful then use the grenade template to find the casualties against the ISAF forces and distracting them impact point of the mortar round long enough to initiate the attack. Suicide Bomber 1 BODY Morale AP Weapon Cbt Phases Once the bombardment stops the Taliban will launch a 14 55 3 AK47 3,5,7,9 suicide bomber attack against the main doors hoping to destroy them and allow entry to the compound. If the SKILLS: Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon door is destroyed the Taliban will attempt to enter the (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) compound and kill all the ISAF characters. 42%| Forward Observer (BODY x2) 28%

Suicide Bomber 2 The doors have Armour Rating of 3 and if either of the BODY Morale AP Weapon Cbt Phases suicide bomber explosions successfully penetrates the 20 55 3 AK47 1,3,5,7 doors are effectively removed. SKILLS: Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon Taliban Forces (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) Off-table Mortar – this can only begin to fire when the 60%| Forward Observer (BODY x2) 40% “Dicker” is on the table and making successful Forward Novice Insurgent observation rolls (see page 118 of Skirmish Sangin rule BODY Morale AP Weapon Cbt Phases book). 13 35 3 PKM 3,5,7,9

SKILLS: Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent BODY Morale AP Weapon Cbt Phases 13 35 3 PKM 3,5,7,9

SKILLS: Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent BODY Morale AP Weapon Cbt Phases 16 35 3 RPG 2,4,6,8

SKILLS: Pistol (BODY x2) 32% | Rifle (BODY x2 +10%) 42% | Heavy Weapon (BODY x21) 16% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 32%| Forward Observer (BODY x1) 16% This insurgent has 4 RPG rockets after which he will only be armed with a pistol.

PAGE 28 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Novice Insurgent Average Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 15 35 3 AK47 3,5,7,9 16 55 3 AK47 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 30%| Forward Observer (BODY x1) 15% 48%| Forward Observer (BODY x2) 32%

Average Insurgent Average Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 13 55 3 AK47 3,5,7,9 18 55 3 AK47 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26% 54%| Forward Observer (BODY x2) 36%

Average Insurgent Veteran Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 14 55 3 AK47 3,5,7,9 19 75 3 AK47 1,3,5,7

SKILLS: SKILLS: Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon Pistol (BODY x4) 76% | Rifle (BODY x4 +10%) 86% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x3) 57% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 42%| Forward Observer (BODY x2) 28% 76%| Forward Observer (BODY x3) 57% Average Insurgent BODY Morale AP Weapon Cbt Phases Victory points 17 55 3 PKM 2,4,6,8 Taliban ISAF Forces Destroying the gate Protecting the compound 200pts – SKILLS: 100pts The compound is protected if there Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon are no Insurgents inside at the end (BODY x2) 34% | Spot (100%) | First Aid (40%) | Throw (BODY x3) of the game 51%| Forward Observer (BODY x2) 34% Killing or wounding Killing or wounding Taliban 10pts an ISAF soldier each 20pts each

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 29 SANGIN DESPATCHES

Tower

Tower

Tower Walled Hesco walls Compound

FOB Piccaddilly Maingate

Shipping Container Barracks

Tower

FOB Piccaddilly

Wheat field

PAGE 30 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

SCENARIO 3: IED HUNT Intelligence: on that target as normal. Once fired upon ISAF forces There has been a breakthrough with the local villagers spot as normal Skirmish Sangin rules. and they have provided information to the “Headshed” that an IED (Improvised Explosive Device) has been To arrest a suspected Taliban the ISAF soldier must planted near the exit of the village of Sardeh. This is a move to within 4” and spend 1 AP to attempt an arrest. key patrol route used by local ISAF forces. In an attempt The suspected Taliban must make a morale roll. If they to impress on the villagers that ISAF forces are here to fail the ISAF forces have overawed them and they will protect them, it has been decided to secure the area and surrender. An ISAF character who has arrested a Taliban defuse the IED. This will send a message both to the local must remain in base to base contact for the remainder of civilian population and to the Taliban that ISAF are both the game and attempt to escort the Taliban off an ISAF here to help and here to stay. board edge as soon as possible.

ISAF Mission Example Your section has been tasked to move towards the Private Hartshorne reported position of an IED. At the beginning of the Average Rifleman (2 handgrenades) game give one of the Section Leaders (your choice) the BODY Armour Morale AP Weapon Cbt following skill Barma-ing 85% and a Vallon detector. You Phases are to first secure the area and only then attempt to find 13(15) 1d10+4 55 3 Minimi 3,5,7,9 the IED and render it safe. SKILLS: Pistol (BODY x3) 45% | Rifle (BODY x3 +10%) 55% | Heavy In the event of a contact, all Positive Identification (PID) Weapon (BODY x2) 30% | Spot (100%) | First Aid (40%) | Throw rules must be used. It is imperative that no civilians are (BODY x3) 45%| Forward Observer (BODY x2) 30% hurt as a mistake this early in the mission may prove In combat phase 3 Private Hartshorne has the chance difficult. We need to win the hearts and minds of the to spot a Taliban. He needs to have PID so must local villagers onside. spend 2AP to spot gaining no additional modifier for the second AP. He is successful and he spends his Your force will move on to the board, secure the position final AP to move 6” closer. and then the Section Leader will Barma to detect the IED. In combat phase 4 The Taliban tries to spot Private The ISAF player can select any of the platoon sections on Hartshorne and fails. page 21 to complete the mission. In combat phase 5 Private Hartshorne spends 2 AP Positive Identification (PID) & Arrest to move to within 4” of a Taliban character and 1AP ISAF forces can only fire at the enemy after they have attempting to arrest him. The Taliban now needs been fired on. This means that if any ISAF forces see the to make an unmodified morale test. He is a novice Taliban before they initiate their ambush they may not so his morale is 35%. The Taliban rolls a 92% and fire but instead they will attempt to arrest them or keep surrenders. Private Hartshorne must now stay into them under observation. base-to-base contact within for the remainder of the game and escort him off an ISAF board edge as soon To positively identify targets all ISAF characters must as possible. spend 2AP (with no percentage increase to the chance of success) to spot the target. If they succed, they may fire

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 31 SANGIN DESPATCHES

Taliban Mission Average Insurgent BODY Morale AP Weapon Cbt Phases Last night you told the local villagers of Sardeh that there 11 55 3 AK47 4,6,8,10 was an IED placed along the path by the river knowing full well that one of them would release the information SKILLS: to the Infidels. In fact, there are two wire-controlled IEDs Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) placed there. More importantly you have a number of 33%| Forward Observer (BODY x2) 22% men and weapons hidden to overlook the area. Once the enemy is in position it’s important to spring the trap to Average Insurgent BODY Morale AP Weapon Cbt Phases cause the maximum number of casualties. 12 55 3 PKM 4,6,8,10

All Taliban characters start the game hidden and should SKILLS: be deployed with a marker to show this. Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24% Taliban Force Average Insurgent Insurgent Bomber BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 14 55 3 AK47 3,5,7,9 14 55 3 AK47 3,5,7,9 SKILLS: SKILLS: Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 42%| Forward Observer (BODY x2) 28% 42%| Forward Observer (BODY x2) 28% Average Insurgent IED BODY Morale AP Weapon Cbt Phases IED size Blast Damage Cost 12 55 3 AK47 3,5,7,9 Diameter Small X2 KZ 3” DZ 6” 6d10/3d10 50pts SKILLS: PEN 10 Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24%

Placing IEDs Detecting IEDs (Barma-ing*) The Taliban player must place at least one IED as marked on the map. This is the IED whose position Only characters with the requisite Barma-ing has been released to the villagers. The other IED skills and equipment can detect IEDs. Using a must be clearly marked on a sketch map at the Vallon metal detector the character swings the beginning of the game. detector across the path in front of them listening Triggering the IED for the warning noise. A character must spend all its AP Barma-ing. The Barma-ing character can The Bomber is the only Taliban who can trigger clear a 1” wide x 3” long path or road each active the IED and he must be within 12” and have Line combat phase. If a Barma-ing character moves of Sight to the IED. It takes 3 APs to trigger an IED across the position of an IED the Taliban player and each IED must be triggered separately. must ask the ISAF to roll their detection roll.

IEDs are only revealed to the ISAF players when *Barma-ing is UK Army slang for detecting IEDs. triggered. For morale purposes treat exploding IEDs as mortar rounds

PAGE 32 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

If the character isn’t Barma-ing when they move round attempting to disarm the IED. The chance across the position of an IED the Taliban must of success of the second attempt is 50%. If the trigger the device unless the Bomber makes an second roll is failed the IED explodes as normal. If unmodified morale roll to hold fire. a character fumbles at any time while attempting to disarm an IED, it explodes inflicting maximum Once an IED is detected by a character they can damage to everybody in the KZ/DZ. attempt to disarm the IED. The character must first take unmodified morale test and then spend Example: 1 full combat phase (3 AP) trying to disarm it. The In combat phase 1 Corporal James “Jimbo” character must roll below 75% to safely disarm McGuiness is Barma-ing and detects an IED. In his the IED. If they fail, but do not fumble, they must next Combat phase Jimbo will spend 3AP and his spend an additional 3AP and another combat entire combat phase attempting to disarm it.

ISAF PATROL START POINT

IED 1

TALIBAN HIDING IN THE WOODS

Victory points Taliban ISAF Forces For each Soldier either killed or wounded 10pts Killing or wounding Taliban 10pts For each IED detected 50pts For each IED disarmed 100pts

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 33 SANGIN DESPATCHES

SCENARIO 4: CONSTRUCTION CAMP ATTACK

August 19 – Attack at the forward Overview construction camp Mr. Jones has left you in charge of this forward base to protect the heavy equipment while the crew overnight The Daily Mail reported the battle as here. Mr. Jones has returned to the main camp to salvage spare parts for the construction vehicles and to bring “The Taliban…launched a massive assault which more water and ammunition to the forward base. blew his ragtag militia away. They struck on August 19 2010, while the construction workers’ Militia Briefing guards were digging into new positions near the The 611 Militia are to protect the camp at all costs, new road project’s 11-mile mark. keeping the drivers and construction workers safe. The construction workers will bed down in the four shipping The situation deteriorated rapidly as more Taliban containers for protection. The militia will provide fighters joined the assault. Supported by volleys close support and protection for this team and their of rocket-propelled grenades and mortar fire, the equipment. The Taliban have been sneaking in at night insurgents launched massed infantry attacks — a and trying to sabotage the vehicles and place booby- tactic that had long ago been abandoned against traps so the militia will have all its men on duty tonight. the greater and more disciplined firepower of Unfortunately the militia has no night vision equipment. foreign troops. The militia must hold the camp but if that looks impossible, they can choose to abandon the camp and try On that first day, the Taliban overran one of the to drive the vehicles off the board. Its takes 1AP to start a main construction camps. Some of the heavy vehicle and the earth moving equipment moves 15” per plant was evacuated in time, but much of the rest combat phase could still be seen, months later, burnt out and abandoned in the compound.” There are 11 militia of mixed quality:

PAGE 34 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Mercenaries Average European Mercenary Leader (2 handgrenades) Novice Afghan Mercenary BODY Armour Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 12(14) 1d10+4 55 3 FNFAL 3,5,7,9 13 35 3 RPG 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 42%| Forward Observer (BODY x3) 42% 26%| Forward Observer (BDY x1) 13%

Average Afghan Mercenary Veteran European Mercenary (2 handgrenades) BODY Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 20 55 3 AK47 1,3,5,7 17(19) 1d10+4 55 3 FNFAL 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BDY x2) 40% 57%| Forward Observer (BODY x3) 57%

Average Afghan Mercenary Average Afghan Mercenary BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 13 55 3 .303 3,5,7,9 12 35 3 AK47 3,5,7,9 Rifle SKILLS: SKILLS: Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x2) 24% 39%| Forward Observer (BDY x2) 26%

Average Afghan Mercenary Novice Afghan Mercenary BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 16 55 3 RPG 2,4,6,8 13 35 3 AK47 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 48%| Forward Observer (BODY x2) 32% 26%| Forward Observer (BDY x1) 13%

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 35 SANGIN DESPATCHES

The Camp Drivers and Construction Workers The forward construction camp is a large, partially There are 10 drivers and construction workers who will demolished compound that has four earth-moving do little but get in the way and cower and should be vehicles parked in and around it. The earth-moving handled by a GM. equipment is all bright yellow and should be treated as Civilian Workers hard cover for combatants hiding behind it. In the center BODY Morale AP Weapon Cbt Phases of the compound is a dug out 82mm mortar pit. The 14 35 3 AK47 3,5,7,9 mortar team has the following attributes: SKILLS: Average Mercenary Mortar Team ( 3 Man Team) Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon BODY Morale AP Weapon Cbt Phases (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 30%| Forward Observer (BDY x1) 15% 13 75 3 Mortar 1,3,5,7,

SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2 +20%) 46% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

“During that fighting, some of Chris Jones’s militiamen in a nearby position ran out of ammunition and surrendered. The Taliban lined the survivors along the rampart and, in full view of other militia fortifications, shot them dead, one by one.

“In that first day, the insurgents captured, burnt or destroyed some £1.25 million of our equipment” said Mr. Jones. “We later recovered the bodies of some 50 of our people — although many others were missing, possibly having fled.” Source - Daily Mail

PAGE 36 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Taliban Briefing Average Insurgent BODY Morale AP Weapon Cbt Phases “Route 611 has long been a thorn in our side! Tonight 18 35 3 AK47 1,3,5,7 we will destroy the crews and finally stop them creating their road. We attack under cover of darkness and must SKILLS: take no prisoners. Now is the time to strike back at the Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) heart of the enemy! We have the numbers! We will win!“ 54%| Forward Observer (BODY x2) 36%

Novice Insurgent Veteran Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 13 35 3 AK47 3,5,7,9 14 35 3 AK47 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon Pistol (BODY x4) 56% | Rifle (BODY x4 +10%) 66% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) (BODY x3) 42% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 26%| Forward Observer (BDY x1) 13% 56%| Forward Observer (BODY x3) 42%

Novice Insurgent Novice Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 19 35 3 AK47 2,4,6,8 15 35 3 AK47 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 38%| Forward Observer (BDY x1) 19% 30%| Forward Observer (BODY x1) 15%

Novice Insurgent Veteran Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 17 35 3 AK47 2,4,6,8 14 35 3 AK47 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon Pistol (BODY x4) 56% | Rifle (BODY x4 +10%) 66% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) (BODY x3) 42% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 34%| Forward Observer (BODY x1) 17% 56%| Forward Observer (BODY x3) 42%

Novice Insurgent Average Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 19 35 3 AK47 2,4,6,8 18 35 3 AK47 1,3,5,7

SKILLS: SKILLS: Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 38%| Forward Observer (BDY x1) 19% 54%| Forward Observer (BODY x2) 36%

Average Insurgent Veteran Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 11 35 3 AK47 4,6,8,10 14 35 3 AK47 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 44% | Heavy Weapon Pistol (BODY x4) 56% | Rifle (BODY x4 +10%) 66% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x3) 42% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 33%| Forward Observer (BODY x2) 22% 56%| Forward Observer (BODY x3) 42% Novice Insurgent Victory points BODY Morale AP Weapon Cbt Phases Taliban ISAF Forces 13 35 3 AK47 3,5,7,9 For each Mercenary For each Taliban either killed or SKILLS: either killed or wounded wounded 10pts Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon 10pts (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 37 SANGIN DESPATCHES

SCENARIO 5: A FOGGY MORNING

SKIRMISH SANGIN EXCEPTIONS: morale roll to hold fire. If they fail this morale roll the The vehicle crews in this scenario have been given full character will fire blindly (-50%) at the vehicles. They can character sheets. These replace the bailed out crew character of course choose to fire but this will incur the wrath of attributes listed on page 115 of Skirmish Sangin. There are no their leader, who will move to them and spend the rest of off table assets available to either force in this scenario. the combat turn ( all available combat phases) berating them. Overview The local Taliban group is being pressured to make Fumble (00) a successful strike against the ISAF forces by their If at any time the Taliban roll a 00 for any roll, a group of immediate superiors. They have been ordered to make woman appear out of the fog exactly eight inches away an attack on the highway that runs North-South through from the character that fumbled. All Taliban will refuse this area of Helmand. to shoot as the women may be hit.

Taliban Briefing Its cold The Taliban group decides to lay two IEDs along the If a Novice Taliban starts a combat phase 6” or more highway and lay an ambush further along on both sides away from a friendly character they will begin to grow of the road. The IEDs were placed the previous night and cold. This means they must make a unmodified morale set up to work off a TV remote. All they need to do is roll and if they fail the character has decided to return press the button. home. The character will attempt to exit the board by the nearest friendly edge. On the day of the attack it’s foggy and bitterly cold. The Taliban move to their target areas early and begin the watch on the road. There is little real cover and they make the best they can of what’s available. They sit waiting for their spies at the local truck stop to tell them when any ISAF vehicles leave.

Taliban special rules:

TV remote detonator The remote will only work 30% of the time. An attempt to activate the remote can only be done once per combat round. If it fails to go off in the combat phase, the Taliban player must wait for their next combat phase to try again.

Impetuous Taliban This group of Taliban are under pressure to perform. Once the ISAF vehicles are on the board any Taliban who has an active Combat Phase must make an unmodified

PAGE 38 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

ISAF briefing: ISAF Forces A Jackal and two Technicals are travelling in convoy The ISAF trainers are British paratroopers from 3 Para. between FOBs. After a brief stop to refuel at the truck Paratroopers Advisers Jackal stop the vehicles continue their journey. In each technical BODY Armour Morale AP Weapon Cbt Phases are six Afghan National Police (ANP) officers (Four in 13 3/4 55 3 Jackal 3,5,7,9 the back and two in the cab). The Jackal has a four UK Para advisers plus a driver. One of the advisers will be SKILLS: manning the vehicle-mounted 12.7mm HMG. PRIMARY WPN (BODY x EXP+ 10%) 49% | OTHER WPN 39% (BODY x EXP) | SPOT 100% | DRIVE (BODY x EXP +20%) 59% ISAF special rules: WEAPONS: 12.7mm HMG DAMAGE 4d10 / PEN 2 • Once the Taliban firing begins, the Technicals will GPMG DAMAGE 4d10 / PEN 1 be supressed and stop. The Jackal may choose to Veteran Adviser (2 handgrenades) continue. If the Jackal leaves the board, leaving the BODY Armour Morale AP Weapon Cbt Phases ANP to their fate, the ISAF player automatically 15(17) 1d10+4 75 3 L85A2 + 2,4,6,8 loses 100 victory points having incurred the enmity UGL203 of the local ANP Shotgun

SKILLS: • The ANP are new recruits still going through Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon training and are of Novice experience (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x4) 68% General Rules: Average Adviser (2 handgrenades) • FOG - The fog has reduced all vision down to 12” in BODY Armour Morale AP Weapon Cbt Phases any direction. 10(12) 1d10+4 55 3 LSW 4,6,8,10

• IEDs – the IEDS are small and follow the rules on SKILLS: page 126 of the Skirmish Sangin book. Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 36%| Forward Observer (BODY x3) 36%

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 39 SANGIN DESPATCHES

Veteran Adviser (2 handgrenades) Novice ANP BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 75 3 L85A2 2,4,6,8 13(15) 1d10+4 35 3 AK47 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 68%| Forward Observer (BODY x4) 68% 30%| Forward Observer (BODY x1) 15%

Average rifleman (2 handgrenades) Novice ANP BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 55 3 LSW 2,4,6,8 18(20) 1d10+4 35 3 AK47 1,3,5,7

SKILLS: SKILLS: Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon Pistol (BODY x2) 40% | Rifle (BODY x2 +10%) 50% | Heavy Weapon (BODY x2) 34% | Spot (100%) |First Aid (40%) | Throw (BODY x3) (BODY x1) 20% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 51%| Forward Observer (BODY x3) 51% 40%| Forward Observer (BODY x1) 20%

Novice ANP BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 35 3 AK47 2,4,6,8

SKILLS: Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 34%| Forward Observer (BODY x1) 17%

Novice ANP BODY Armour Morale AP Weapon Cbt Phases 9(11) 1d10+4 35 3 AK47 4,6,8,10

SKILLS: Pistol (BODY x2) 22% | Rifle (BODY x2 +10%) 32% | Heavy Weapon (BODY x1) 11% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 22%| Forward Observer (BODY x1) 11%

Novice ANP BODY Armour Morale AP Weapon Cbt Phases 11(13) 1d10+4 35 3 AK47 4,6,8,10

SKILLS: Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) ANP Forces 26%| Forward Observer (BODY x1) 13% ANP Technical 1 BODY Armour Morale AP Weapon Cbt Phases 13 0/0 55 3 Technical 3,5,7,9

SKILLS: SPOT 100% | DRIVE (BODY x EXP +20%) 59% WEAPONS: Unarmed.

Novice ANP Officer BODY Armour Morale AP Weapon Cbt Phases 10(12) 1d10+4 55 3 AK47 4,6,8,10

SKILLS: Pistol (BODY x2) 24% | Rifle (BODY x2 +20%) 44% | Heavy Weapon (BODY x1) 12% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 24%| Forward Observer (BODY x1 +20%) 32%

PAGE 40 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

ANP Technical 2 BODY Armour Morale AP Weapon Cbt Phases 13 0/0 55 3 Technical 3,5,7,9 SKILLS: SPOT 100% | DRIVE (BODY x EXP +20%) 59% WEAPONS: Unarmed. Novice ANP Officer BODY Armour Morale AP Weapon Cbt Phases 16(18) 1d10+4 55 3 PKM 2,4,6,8

SKILLS: Pistol (BODY x2) 36% | Rifle (BODY x2 +20%) 56% | Heavy Weapon (BODY x1) 18% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 36%| Forward Observer (BODY x1 +20%) 38%

Novice ANP BODY Armour Morale AP Weapon Cbt Phases 17(19) 1d10+4 35 3 AK47 2,4,6,8

SKILLS: Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 38%| Forward Observer (BODY x1) 19% The Taliban Novice ANP BODY Armour Morale AP Weapon Cbt Phases Taliban Group One: 15(17) 1d10+4 35 3 AK47 2,4,6,8 Taliban Group One are hiding behind the stacked rice bags on the side of the road SKILLS: Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon Average Leader (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) BODY Morale AP Weapon Cbt Phases 34%| Forward Observer (BODY x1) 17% 11 55 3 AK47 4,6,8,10 Novice ANP BODY Armour Morale AP Weapon Cbt Phases SKILLS: Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon 17(19) 1d10+4 35 3 AK47 2,4,6,8 (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x2) 22% SKILLS: Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon The leader has the TV remote to trigger the IED. (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 38%| Forward Observer (BODY x1) 19% Novice Insurgent BODY Morale AP Weapon Cbt Phases Novice ANP 17 35 3 AK47 2,4,6,8 BODY Armour Morale AP Weapon Cbt Phases 9(11) 1d10+4 35 3 AK47 3,5,7,9 SKILLS: Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon SKILLS: (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) Pistol (BODY x2) 22% | Rifle (BODY x2 +10%) 32% | Heavy Weapon 34%| Forward Observer (BODY x1) 17% (BODY x1) 11% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 22%| Forward Observer (BODY x1) 11% Novice Insurgent BODY Morale AP Weapon Cbt Phases Novice ANP 19 35 3 RPG 1,3,5,7 BODY Armour Morale AP Weapon Cbt Phases 16(18) 1d10+4 35 3 AK47 2,4,6,8 SKILLS: Pistol (BODY x2) 38% | Rifle (BODY x2 +10%) 48% | Heavy Weapon SKILLS: (BODY x1) 19% | Spot (100%) | First Aid (40%) | Throw (BODY x2) Pistol (BODY x2) 36% | Rifle (BODY x2 +10%) 46% | Heavy Weapon 38%| Forward Observer (BODY x1) 19% (BODY x1) 18% | Spot (100%) | First Aid (40%) | Throw (BODY x2) This insurgent has 4 RPG rockets after which he will only be 36%| Forward Observer (BODY x1) 18% armed with a pistol.

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 41 SANGIN DESPATCHES

Novice Insurgent BODY Morale AP Weapon Cbt Phases 13 35 3 AK47 3,5,7,9

SKILLS: Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13%

Novice Insurgent BODY Morale AP Weapon Cbt Phases 15 35 3 PKM 2,4,6,8

SKILLS: Pistol (BODY x2) 30% | Rifle (BODY x2 +10%) 40% | Heavy Weapon (BODY x1) 15% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 30%| Forward Observer (BODY x1) 15% Taliban Group Two: Taliban Group Two is spread out in the ditch that runs along the north side of the road and the sunken fields. Average leader Novice Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 16 55 3 AK47 2,4,6,8 13 35 3 AK47 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 48%| Forward Observer (BODY x2) 32% 26%| Forward Observer (BODY x1) 13% Novice Insurgent Novice Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 16 35 3 PKM 2,4,6,8 20 35 3 PKM 1,3,5,7

SKILLS: SKILLS: Pistol (BODY x2) 32% | Rifle (BODY x2 +10%) 42% | Heavy Weapon Pistol (BODY x2) 40% | Rifle (BODY x2 +10%) 50% | Heavy Weapon (BODY x1) 16% | Spot (100%) | First Aid (40%) | Throw (BODY x2) (BODY x1) 20% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 32%| Forward Observer (BODY x1) 16% 40%| Forward Observer (BODY x1) 20%

PAGE 42 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

ISAF STARTING EDGE

SUNKED FIELD

TALIBAN GROUP 2 START POSITION

SUNKED FIELD

IED 1 TALIBAN GROUP 1 START POSITION

IED 2 SUNKEN FIELD

SUNKED FIELD

SUNKEN FIELD

Victory points Taliban ISAF Forces For each ISAF/ANP soldier killed or wounded - 10pts For each Taliban killed or wounded - 10pts For each vehicle destroyed - 50pts For each solider alive at the end of the combat - 20pts For each vehicle immobilised - 25pts For each vehicle that leaves the opposite board edge - 50pts

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 43 SANGIN DESPATCHES

SCENARIO 6: FIND THE MORTAR

Overview INTEL has discovered that the local Taliban are planning The platoon also has an off-table Sniper team, call sign an attack using a 82mm mortar from Compound 23. Tango Yankee Niner (TY9), who provides overwatch It has been decided to send out a patrol to move the Taliban on and hopefully capture the mortar before they The squads will move into position separately in an can get themselves set up and launch their ambush. attempt to minimise the possibility of bumping into the Taliban. Yankee Niner Alpha will take control of ISAF Briefing Compound 11, by force if necessary, and then provide The British Officer Commanding decides to split his covering fire for Yankee Niner Bravo. Yankee Niner platoon in two. One group will approach the compound Bravo will make their way up the irrigation ditch and from the West and the other from the East. assault Compound 23.

The Platoon exits FOB “Dodge City” over the infantry Low walls and corn and opium fields surround footbridge across the irrigation canal and heads out in Compound 23 and there are a number of tree-lined separate directions. irrigation ditches that split up the fields.

Due to casualties, soldiers on leave and a general lack 4 Taliban are in Compound 11 but they are not expecting of resources the platoon is made up of 2 x 8-man squads an attack in the belief that ISAF forces are not currently and an officer. These are given the call signs Yankee patrolling. Yankee Niner Alpha will arrive at the gates Niner Alpha (Y9A) and Yankee Niner Bravo (Y9B). The before the Taliban spot them. Yankee Niner Bravo will Officer is known as Lima Yankee Niner (LY9) and will be ignore Compound 11 and instead move into position to with Yankee Niner Bravo, assaulting Compound 23. assault Compound 23. See map for details.

PAGE 44 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Average Lieutenant BODY Armour Morale AP Weapon Cbt Phases 14(16) 1d10+4 75 3 L85A2 3,5,7,9

SKILLS: Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x3 +10%) 78% 1 Section Yankee Niner Alpha Elite Squad Leader (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases 10(12) 1d10+4 90 3 L85A2 4,6,8,10

SKILLS: Pistol (BODY x5) 60% | Rifle (BODY x5 +10%) 70% | Heavy Weapon (BODY x4) 48% | Spot (100%) | First Aid (40%) | Throw (BODY x5) 60%| Forward Observer (BODY x5) 60%

Veteran Grenadier (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases 16(18) 1d10+4 75 3 L85A2 + 2,4,6,8 UGL203 Shotgun

SKILLS: Pistol (BODY x4) 72% | Rifle (BODY x4 +10%) 82% | Heavy Weapon (BODY x3) 54% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 72%| Forward Observer (BODY x4) 72% Veteran Grenadier (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases Average Rifleman (2 handgrenades) 15(17) 1d10+4 75 3 L85A2 + 2,4,6,8 BODY Armour Morale AP Weapon Cbt Phases UGL203 16(18) 1d10+4 55 3 LSW 4,6,8,10 Shotgun

SKILLS: SKILLS: Pistol (BODY x3) 54% | Rifle (BODY x4 +10%) 64% | Heavy Weapon Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon (BODY x2) 36% | Spot (100%) |First Aid (40%) | Throw (BODY x3) (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 54%| Forward Observer (BODY x2) 24% 68%| Forward Observer (BODY x4) 68%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 9(11) 1d10+4 55 3 Minimi 4,6,8,10 10(12) 1d10+4 55 3 LSW 4,6,8,10

SKILLS: SKILLS: Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 33%| Forward Observer (BODY x3) 33% 36%| Forward Observer (BODY x3) 36%

Veteran Squad Leader (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 17(19) 1d10+4 90 3 L85A2 2,4,6,8 16(18) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weap- Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon on (BODY x4) 95% | Spot (100%) | First Aid (40%) | Throw (BODY (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) x5) 95%| Forward Observer (BODY x5) 95% 54%| Forward Observer (BODY x3) 54%

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 45 SANGIN DESPATCHES

2 Section Yankee Niner Bravo Elite Squad Leader (2 handgrenades) Veteran Squad Leader (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 17(19) 1d10+4 90 3 L85A2 2,4,6,8 15(17) 1d10+4 75 3 L85A2 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x5) 95% | Rifle (BODY x5 +10%) 105% | Heavy Weap- Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon on (BODY x4) 95% | Spot (100%) | First Aid (40%) | Throw (BODY (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) x5) 95%| Forward Observer (BODY x5) 95% 68%| Forward Observer (BODY x4) 68%

Veteran Grenadier (2 handgrenades) Veteran Grenadier (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 75 3 L85A2 + 2,4,6,8 9(11) 1d10+4 75 3 L85A2 + 4,6,8,10 UGL203 UGL203 Shotgun Shotgun

SKILLS: SKILLS: Pistol (BODY x4) 68% | Rifle (BODY x4 +10%) 78% | Heavy Weapon Pistol (BODY x4) 44% | Rifle (BODY x4 +10%) 54% | Heavy Weapon (BODY x3) 51% | Spot (100%) |First Aid (40%) | Throw (BODY x4) (BODY x3) 33% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 68%| Forward Observer (BODY x3) 51% 44%| Forward Observer (BODY x4) 44%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 55 3 LSW 2,4,6,8 12(14) 1d10+4 55 3 LSW 3,5,7,9

SKILLS: SKILLS: Pistol (BODY x3) 51% | Rifle (BODY x3 +10%) 61% | Heavy Weapon Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 34% | Spot (100%) |First Aid (40%) | Throw (BODY x3) (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 51%| Forward Observer (BODY x3) 51% 42%| Forward Observer (BODY x3) 42%

Average Rifleman (2 handgrenades) Average Rifleman (2 handgrenades) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 11(13) 1d10+4 55 3 Minimi 4,6,8,10 17(19) 1d10+4 55 3 Minimi 2,4,6,8

SKILLS: SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon Pistol (BODY x3) 57% | Rifle (BODY x3 +10%) 67% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 38% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x3) 39% 57%| Forward Observer (BODY x3) 57%

PAGE 46 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Once Compound 11 has been neutralised Yankee Niner Compound 11 Alpha will take position to offer covering fire for Yankee In this compound are 4 Taliban - one armed with an Niner Bravo’s assault on Compound 23. RPG and the rest with AK47s. They are holding a family hostage. The family do not have attributes as they will PID not fight and will try to hide out of harms way. Their To positively identify (PID) targets all US/UN presence makes all ISAF forces need to Positively characters must spend 2AP (this provides no Identify (PID) their targets before shooting, or firing or percentage increase to the chance of success.) to throwing grenades. spot the target. Once, fired upon ISAF forces spot as Novice Insurgent Spotter normal Skirmish Sangin rules. BODY Morale AP Weapon Cbt Phases 17 35 3 AK47 2,4,6,8

Taliban brief SKILLS: Pistol (BODY x2) 34% | Rifle (BODY x2 +10%) 44% | Heavy Weapon “Over the last week, my brothers, we have managed to (BODY x1) 17% | Spot (100%) | First Aid (40%) | Throw (BODY x2) smuggle in the mortar and six shells. Tonight another group 34%| Forward Observer (BODY x1) 37% of freedom fighters is bringing in more rounds. When we have Novice Insurgent twenty rounds we will attack the Americans. BODY Morale AP Weapon Cbt Phases 13 35 3 PKM 1,3,5,7, Alhalik and his brothers have set up a forward observation SKILLS: group in the next compound over so we’ll have two spotters. Pistol (BODY x2) 26% | Rifle (BODY x2 +10%) 36% | Heavy Weapon They are using the cell phone. They will also have an RPG in (BODY x1) 13% | Spot (100%) | First Aid (40%)| Throw (BODY x2) 26%| Forward Observer (BODY x1) 13% case the Americans send in their helicopters. If God is willing we will be able to catch the Americans asleep in their cots. Average Insurgent BODY Morale AP Weapon Cbt Phases The Americans rarely cross the canal so we have little to fear. 18 55 3 AK47 + 2,4,6,8 RPG However we do need to protect the mortar at all costs. If the Americans discover us we must rescue it. It’s important to the SKILLS: cause and Allah will have a special place in heaven for a man Pistol (BODY x3) 54% | Rifle (BODY x3 +10%) 64% | Heavy Weapon (BODY x2) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x3) who saves the mortar from the Americans.” 54%| Forward Observer (BODY x2) 36%

Average Insurgent BODY Morale AP Weapon Cbt Phases 13 55 3 PKM 1,3,5,7,

SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 39%| Forward Observer (BODY x2) 26%

Room Clearing PID ISAF introduced Positive Identification to reduce civilian casualties. This means that characters must make a successful spot roll, without needing a target, before throwing a grenade into a room.

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 47 SANGIN DESPATCHES

Compound 23 Average Insurgent BODY Morale AP Weapon Cbt Phases In the centre of Compound 23 the Taliban are just putting 11 55 3 AK47 + 2,4,6,8 the finishing touches to their own mortar pit. They plan RPG to use it to attack the FOB. The compound is heavily guarded with a team of six Taliban – one with an AK47, SKILLS: Pistol (BODY x3) 33% | Rifle (BODY x3 +10%) 43% | Heavy Weapon two armed with LMGs and a team of three manning the (BODY x2) 22% | Spot (100%) | First Aid (40%) | Throw (BODY x3) mortar. Once combat begins one of the mortar team will 33%| Forward Observer (BODY x2) 22% act as a Dicker (spotter) and will climb on the roof. Once Average Insurgent in place he will begin to call in the mortar in the next BODY Morale AP Weapon Cbt Phases combat phase. The mortar team only has 6 rounds of 13 55 3 PKM 1,3,5,7, ammunition for the entire game. SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon If the Dicker is incapacitated or unconscious the mortar (BODY x2) 26% | Spot (100%) | First Aid (40%) | Throw (BODY x3) will be unable to fire. If this happens the remaining 39%| Forward Observer (BODY x2) 26% mortar crew will try and disassemble the mortar and Average Insurgent move it off the table. It takes three combat phases BODY Morale AP Weapon Cbt Phases to disassemble the mortar. When it’s complete, each 16 55 3 PKM 1,3,5,7, crewman will attempt to exit via any side of the SKILLS: compound not taking fire and then leave the table on a Pistol (BODY x3) 48% | Rifle (BODY x3 +10%) 58% | Heavy Weapon friendly board edge. (BODY x2) 32% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 48%| Forward Observer (BODY x2) 32%

The Taliban also have an off-table sniper. He is placed in Veteran Insurgent Mortar Team ( 3 Man Team) such a way that he cannot engage the ISAF forces until BODY Morale AP Weapon Cbt Phases they begin their move along the irrigation ditch. 15 75 3 Mortar 1,3,5,7,

SKILLS: Pistol (BODY x4) 60% | Rifle (BODY x4 +10%) 70% | Heavy Weapon (BODY x3+30%) 75% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 60%| Forward Observer (BODY x3) 45%

PAGE 48 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES

Irrigation ditches Game notes: Irrigation ditches are filled with knee-deep dirty smelly This game can be a two-player game or a four-player water. Because of their depth, and the trees that run game. The battle for Compound 11 should trigger a along them, they are considered hard cover (-40%). The response from Compound 23, meaning the Taliban can deep water and the vegetation that grows along the ditch start firing the mortar at Compound 11 if they choose. restricts movement. Victory points Taliban ISAF Forces Characters moving in a ditch can move: • If the entire mortar makes For each compound captured 1” when crawling it off the table the Taliban 100pts • 2” when walking score 100 victory points, • 4” when running 25pts if only one piece makes it off the board. For each soldier either Killing or wounding Taliban Drowning killed or wounded 20pts 10pts each Any and all characters that falls unconscious in an For each Mortar round For each soldier rescued 25pts irrigation ditch will drown if not rescued within two fired 10pts – To be classed as rescued they must be escorted or carried combat phases. Any character that drowns will count as off the board across the foot- casualty for victory points. bridge.

COMPOUND 23

Y9B

COMPOUND 11

Y9A

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SCENARIO 7: SUPPORT THE FLANK

Overview: ISAF briefing: As the tour draws to a close the men of 3 Para are given The mortar is east of your position and, as the nearest orders for one more major push into the green zone. The platoon; you are tasked with clearing the area and attack is a co-ordinated affair featuring air assets, armour shutting down the mortar. The enemy are in the and men from numerous companies and initially begins courtyard of one of the compounds and the spotter well as the combined force begins to push deep into (Dicker) must be reasonably high up. Your platoon must enemy territory. On day two of the attack a major part of silence that mortar as quickly as possible. the company comes under sustained mortar fire. There is currently no fast air available and the support company ISAF forces is out of range. Your platoon is dispatched to destroy the Use the Paratrooper platoon as shown on page 20-23. mortar as quickly as possible.

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Taliban Briefing: “This is the first sustained attack of the summer fighting season.

The ISAF Forces are trying to dislodge us but during the winter we prepared our defences and have caught them with our two mortar teams.

To stop ISAF aircraft destroying them we have placed each mortar in a different compound with the spotter and his protection team in a third.”

Compound 78 Compound 72

Average Insurgent Mortar Team ( 3 Man Team) Veteran Insurgent Mortar Team ( 3 Man Team) BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 13 55 3 Mortar 1,3,5,7, 15 75 3 Mortar 1,3,5,7,

SKILLS: SKILLS: Pistol (BODY x3) 39% | Rifle (BODY x3 +10%) 49% | Heavy Weapon Pistol (BODY x4) 60% | Rifle (BODY x4 +10%) 70% | Heavy Weapon (BODY x2 +20%) 46% | Spot (100%) | First Aid (40%) | Throw (BODY x3+30%) 75% | Spot (100%) |First Aid (40%) | Throw (BODY (BODY x3) 39%| Forward Observer (BODY x2) 26% x4) 60%| Forward Observer (BODY x3) 45%

Average Insurgent Average Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 14 55 3 AK47 + 2,4,6,8 14 55 3 AK47 + 2,4,6,8 RPG RPG

SKILLS: SKILLS: Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 28%| Forward Observer (BODY x2) 28% 28%| Forward Observer (BODY x2) 28%

Average Insurgent Average Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 14 55 3 PKM 1,3,5,7, 14 55 3 PKM 1,3,5,7,

SKILLS: SKILLS: Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon Pistol (BODY x3) 42% | Rifle (BODY x3 +10%) 52% | Heavy Weapon (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) (BODY x2) 28% | Spot (100%) | First Aid (40%) | Throw (BODY x2) 28%| Forward Observer (BODY x2) 28% 28%| Forward Observer (BODY x2) 28%

Average Insurgent Average Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 20 55 3 AK47 1,3,5,7, 20 55 3 AK47 1,3,5,7,

SKILLS: SKILLS: Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon Pistol (BODY x3) 60% | Rifle (BODY x3 +10%) 70% | Heavy Weapon (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 40% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 60%| Forward Observer (BODY x2) 40% 60%| Forward Observer (BODY x2) 40%

Average Insurgent Average Insurgent BODY Morale AP Weapon Cbt Phases BODY Morale AP Weapon Cbt Phases 15 55 3 AK47 1,3,5,7, 12 55 3 AK47 1,3,5,7,

SKILLS: SKILLS: Pistol (BODY x3) 45% | Rifle (BODY x3 +10%) 55% | Heavy Weapon Pistol (BODY x3) 36% | Rifle (BODY x3 +10%) 46% | Heavy Weapon (BODY x2) 30% | Spot (100%) | First Aid (40%) | Throw (BODY x3) (BODY x2) 24% | Spot (100%) | First Aid (40%) | Throw (BODY x3) 45%| Forward Observer (BODY x2) 30% 36%| Forward Observer (BODY x2) 24%

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Compound 56 Spotting Team Veteran Insurgent BODY Morale AP Weapon Cbt Phases Veteran Insurgent Spotter 12 75 3 AK47 1,3,5,7, BODY Morale AP Weapon Cbt Phases 15 55 3 PKM 1,3,5,7, SKILLS: Pistol (BODY x4) 48% | Rifle (BODY x4 +10%) 58% | Heavy Weapon SKILLS: (BODY x3) 36% | Spot (100%) | First Aid (40%) | Throw (BODY x4) Pistol (BODY x4) 60% | Rifle (BODY x4 +10%) 70% | Heavy Weapon 48%| Forward Observer (BODY x3) 36% (BODY x3) 45% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 60%| Forward Observer (BODY x3) 95% Victory points Veteran Insurgent Taliban ISAF Forces BODY Morale AP Weapon Cbt Phases For each round fired by For each Taliban either killed or the Taliban mortar - 10pts wounded - 10pts 19 75 3 AK47 1,3,5,7, For each soldier either For each mortar captured or SKILLS: killed or wounded - 50pts put out of commission - 50pts Pistol (BODY x4) 76% | Rifle (BODY x4 +10%) 86% | Heavy Weapon (BODY x3) 57% | Spot (100%) |First Aid (40%) | Throw (BODY x4) 76%| Forward Observer (BODY x3) 57%

COMPOUND 72 COMPOUND 78

COMPOUND 56

ISAF STARTING EDGE

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TACTICAL PRIMER FOR SANGIN or TP’s for newbs

We asked ex-US Marine “Smitty” to give us front, the Squad Automatic Weapon (SAW) gunner is in an overview of small unit tactics and we’d like back with the team leader and there is an assistant SAW to think with all the studying we have been gunner on either flank. It’s more of a diamond than a doing to write these books that we wouldn’t wedge really. get any surprises. We did and in here there are some lessons to learn for when you take your Fireteam Wedge Diagram troops and head up country.

The old recipe for initiating a contact drill meant you waited until you ‘started receiving effective fire.’ That meant having troops hit by fire! Nowadays that is too late for our undermanned, overcommitted professional forces. They can’t afford any casualties and neither can the politicians.

Crack! Crack! Crack! Bang. Bang. Bang. Get down and find cover. Figure out where the shooting’s coming from. Return fire to suppress the enemy. Move a machine gun The ‘Staggered Column’ is used when following a track to fire towards the main enemy positions. Meanwhile or road. Its not a great idea to be on the road at all but it’s unengaged elements move to flank. Maneuver then often necessary. It allows good fire and maneuver from assault. Sounds simpler to just say: ‘Find, fix, kill.’ both flanks. Basically start with a rifleman and alternate each side. The SAW gunner is second. A lot of units will From the first snap you need to be ready to get in cover, have a hard charging NCO on point instead to lead by whether that means dropping and rolling, diving to doing. the ground or sprinting a few meters. Hopefully you planned this move. Hopefully your cover isn’t a sewer Fireteam Column Diagram ditch, though it will do. Unfortunately, if you are like a lot of grunts, despite being well trained you forgot to look in advance. It was your umpteenth patrol in a row with no contact and it’s all just got routine and now you’re in trouble.

Patrolling Patrols are all about movement and reacting to contact or other new information. A ‘Fireteam Wedge’ is a common patrol formation as it enables fire coming from both flanks as well as the front. The junior rifleman is out

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Danger areas are any open area really, especially terrain Reactions to contact are exactly that and will vary that is limited by things like rivers and roads. You want depending on the type of mission you’re on. They will to have a Fireteam scout these out ahead of the main almost certainly include returning fire as well as some body as you want as few people as possible caught in form of manoeuver. A recon patrol will get to cover then the open with no cover or concealment. pull back using a large volume of fire to discourage any further interest while testing their lungs with a sprint to IED sweeps may in fact confine your patrol to the road a more tenable position. A point element for an infantry as part of an advance party. Hopefully you have vehicles platoon will go to ground while their buddies start to but either way it’s going to be a long day. There is flank or pour on the 7.62mm. nothing more tedious than sweeps. The ‘Australian peel’ is a break contact maneuver Movement to contact typically used by recon teams. Basically the point man Any movement to contact will have at least a third of the empties a mag up trail towards the contact then runs elements involved on overwatch. past the second man in trace tapping his shoulder on the way out. The second man dumps a magazine and runs ‘Overwatch’ is a very important tactic. Basically it means past the third and so on. This is often spiced up with that a moving element is being covered by another grenades or claymores -an unmistakable way of saying, element that isn’t. The overwatching element needs to “follow us at your peril!” have its eyes on likely areas of cover and concealment for any ambush. Preferably the overwatch has machine Raids are more complicated than you might expect so guns and grenade launchers. keep them as simple as possible. Have your goals clear beforehand. Do you need to run in there and grab A frequently used variation is ‘bounding overwatch’ something? Or someone? Or are you just smashing stuff? where two elements overwatch for one another, taking Are there civilians around? Where is everybody else turns leap frogging past each other. (friendly and enemy?).

‘Skirmishers’ is a loose, widely-spaced line that allows When a lot of activity converges on a single point the maximum fire to the front while ‘Echelon’ is a diagonal chances for fratricide (killing your own) increase. You formation, used to refuse a flank while moving. Together usually need to get an assault element in close while these two types of movement can be used to cross large you’re ready to paste the target then shift the fires to open areas. covering the enemies escape route. Get the ‘squirters’ (enemy that are making a run for it) now or you will likely Skirmishers and Echleon Right Diagram see them again.

Cover versus concealment Surprisingly, the purpose of smoke is often misunderstood. Too many think its exclusive use is for temporarily blinding the enemy. Sure, smoke can do that but it’s not a one trick pony. Use it to mark the enemy with a grenade launcher. Pop it to mark a landing zone or friendly troop positions. If you’re caught in the open ‘pop smoke and bug out’ (move to cover).

Concealment by smoke is not the same as cover. There is a big difference and the distinction is important. You want them both you can’t always have it. Concealment will hide you momentarily and cover will stop bullets. Copy?

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FIRE TEAM GROUPING

There are times when a fire-team has to be more Fireteams by Country Number of coordinated beyond the usual buddy system and this is Soldiers not very easy to simulate in Skirmish Sangin if your fire- US Marines 4 team has a large disparity in BODY ratings. French Foreign Legion 3 Pakistani Army 6 A good example is when a fire-team is storming a British, Australian and New Zealand 4 building. When storming a building, fire-teams are taught to stack together just before the door in the order To create a group all the characters in the fire-team must which they will enter and, on a given signal, charge into be within 6”of another team member and be within the the building clearing rooms. The attack is co-ordinated Line of Sight (LoS) of the Fire-team Leader. The Fire- and simultaneous. To help model this kind of behaviour team Leader must spend 1 combat phase (3APs) inactive we have developed the idea of fire-team group. as he briefs the group.

Fire-teams groups Example: A fire-team cannot include more characters than would USMC fire-team “Easy” decide to form a be found in that country’s armed forces fire-team size fire-team group. The fire-team is made up of: (see table right for some examples). Description BODY A squad section may well have two or more fire-teams Fire-team Leader 20 but each fire-team must act as its own group, no group is Grenadier 13 allowed to have more than one fire-team in it. Gunner 16 Assistant Gunner 12

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The Fire-team Leader is in the centre of the group Description 1d6 and has Line of Sight to each member of the group. Gunner 6 The Fire-team Leader is behind a dry stonewall. Assistant Gunner 5 The Gunner and assistant Gunner are at the corner Fire-team Leader 4 of a building and the Grenadier is on the roof of Grenadier 2 a building. The Fire-team Leader has BODY 20 so activates on Combat Phase 1. He spends 3 AP giving Combat Example: instructions and forming the fire-team group. On combat phase 3, the Fire-team attempts to move down a road pushing aggressively against The next combat phase the fire-team group is embedded insurgents who are firing AK47s at active is Combat phase 3. The gunner will miss his them. activation on combat phase 2 but instead take it on activation phase 3. The Gunner activates first. He spends 1AP spotting his target, an insurgent on the roof of a nearby compound about 24” inches away, and Groups in combat then spends 1 AP to boost his skill and his final A Fire-team Group operates on the BODY rating of its AP shooting. lowest member and each character must roll 1d6 to define where in that combat phase that character The Assistant Gunner is active next. He spends activates. 1AP running across the 6” wide street, 1AP to stop and 1AP to kneel behind cover.

The USMC Fire-team as shown in the previous The Fire-team Leader is up next. He spends 2AP example has formed a group. preparing a grenade and 1AP throwing it down the street. It goes off this combat phase. As a group they will now all activate on BODY 12 in phases 3, 5,7 and 9 The individual team The last man is the Grenadier. He spends 1AP members now dice (1d6) for the order with which spotting his target, a group of Taliban at the they activate in that combat phase. Remember corner of the road, and uses 1AP to boost his skill members retain their individual APs but now all and 1AP to fire his UGL. operate in one combat phase. The Fire-team’s Combat Phase ends. Using the example above the player rolls a 1d6 for each member of the group, re-rolling any duplicates, and gets the following results:

Description 1d6 Fire-team Leader 2 Grenadier 4 Gunner 6 Assistant Gunner 5

The team will now activate from the highest to lowest result. Now the order is decided we can now look at a sample combat situation.

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Examples of Fire-team working as groups Example The two diagrams below show that the fire-team can be A fire-team is made up of three individuals lead by in any combination as long as each member is within 6” an NCO. Three members of the fire-team are Average of another fire-team member. and have a morale of 55%. The NCO is Veteran and has a morale of 85% (75% + 10% rank bonus). When in a group, they all get a +20% bonus to morale so the NCOs morale will be 105% and the rest of the fire team will be 75%.

Fire-team Groups and Snap fire Snap fire provides the opportunity for characters or characters within fire team groups to spot targets and fire outside the normal combat sequence. It represents opportunity firing rather than a determined overwatch type of situation. If any individual in a group has a Snap Fire token, they forgo their next individual action as part of the group as normal for the Snap Fire rules. The remainder of the group will still activate as a normal group, the individual which has Snap Fired is All members of the group must stay within 6” of each just assumed to have already spent their AP. This may other and in clear LoS of the Fire-team Leader. If a mean that the group is forced to not move for a turn to member strays outside that distance that character must maintain their 6” coherency. spend as many AP as necessary in the group’s next available Combat Phase to move back into the 6” group Breaking up groups control zone. While there are times when groups are needed it’s also important that they can break apart and begin to work alone or in pairs. When the group wants to break apart the Fire-team Leader must spend 3APs briefing the group again. During this briefing he is stationary and cannot spot or shoot. Then the remaining individual characters spend their 3APs as they wish for this combat phase. Each character will then activate in their normal combat phases moving forward.

Example: Our example group of USMC Fire-team “Easy” wish to break up. On Combat Phase 8 (remember the team is active on the lowest BODY rank) The Fire-team Leader spends 3APs giving his orders. If this is not possible the group is disbanded and the The three individuals now roll 1d6 to see who Fire-team Leader must spend 3 APs again to reorganise goes first in this case the results are: the group. Description 1d6 Group Morale Fire-team Leader 2 Once the group has been formed all members gains Grenadier 4 +20% to their individual morale ratings. They no longer Gunner 6 count the +10% morale bonus for friendly characters Assistant Gunner 5 within 6” if those characters are also in the group.

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• Pinned - The group can act as normal but the First to activate is the Grenadier who spends his pinned character must be kept within the 6” group 3APs, then the Assistant Gunner and finally the control zone until he has made a successful morale Gunner. roll. This can mean that the whole group cannot move any further forward but it may move to take In combat phase 9 the Grenadier and the Assistant cover or return fire as long as the 6” control zone is Gunner are active based on their normal body rat- maintained. LoS to the Fire-team Leader may be lost ings. The player rolls 1d6 as normal to decide who but must be re-acquired at the first opportunity. The goes first. pinned character may only spend APs to move until he regains LoS. . There is no limit in a game how many times the same Fire-team can group and ungroup. • Retire – this result automatically breaks the group apart as the individual moves outside the 6” Morale and groups control zone. The rest of the group must now act as Members of a group make morale tests as individuals. If individuals. a member of the group fails a morale roll and receives: Wounds and groups • Drops Prone – The group can act as normal but the If one of the group is wounded, the characters all make prone character must be kept within the 6” group individual morale rolls at -10% (+20% for being in a control zone. LoS to the Fire-team Leader may be group and -30% for seeing friendly soldier killed or lost but must be re-acquired at the first opportunity. wounded) and consult the morale table in Skirmish The prone character may only spend APs to move Sangin. If a character is killed then the group can until he regains LoS. continue to function as a group but must pass any morale rolls as outlined in Skirmish Sangin.

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THE HUMBLE AP

This is the story of the humble AP and its development in Skirmish Sangin. In the beginning, all good stories start like that, we made the AP a measurement of time and it was based on the fact that a man in our rules, can run 12m (6”) in one AP. We actually timed people running from a standing start and the average was 12m. So initially our man, in that one-second, was running at approximately 15kph.

If I spent three APs, he ran 36m in 3 seconds. That still seemed reasonable (possibly a tad fast). So we began saying that 1AP equalled one second.

However, there were times when an AP had to be more elastic. It takes a man 2 AP to ready a grenade. That’s 2 seconds and then to throw it a takes further second (1AP). so adjustments can be made. It doesn’t sound too bad This worked to our time process OK but it was probably until you realise the number of rolls needed to be made. a little rushed. The character had to let his rifle drop on See example below: his sling, take the grenade off his webbing and pull the pin, all the while wearing combat gloves. I could live Example: with that but the issues become more problematic if the A Veteran Mortar team commander receives character wanted to cook a grenade. a request from the field. He now spends 3 AP adjusting the sight. Say his skill is heavy weapon It takes a morale test to “cook” the grenade. How long skill 75% + 20% =95%. He rolls a 73% and makes it. does a morale test take? In Skirmish Sangin it takes no The loader picks up the round and drops it in the time. Why? Because we make decisions in our head and tube. His heavy weapon skill is 75% he adds 20% we do so frightening quickly so we decided they took no (2AP) for a total of 95%. He rolls a 23% and makes time. it. The tube fires. The FO now spots. His skill is 100% + 2AP, makes it 120%, but the mortar round So the AP system was working fine so far. Well let’s has dropped in softcover -30% so his final skill is look at firing a mortar. A team operates a mortar and 90%. He rolls a 64% and makes it. Now each man the team has a BODY rating based on their experience has spent his AP but it’s taken 3 dice rolls to sort out level rather than rolling for it. The entire team only has the mortar fire. 3 APs. So a three-man mortar team has 3 seconds. This is where the basic model begins to fail. If we allocated each man 3 APs and they each have to run through their Not bad when modelling real life but pretty boring when action and make rolls, shooting a mortar would take a playing a game. So we compacted all the individual while. Think about it one would set the sights, the loader AP into 3AP for the team and one roll, 9 seconds, is would bring the round and drop it down the tube and compacted in 3AP. So the 1AP equalling 1 second model the forward observer would observe the fall of the round breaks down.

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Knowing these issues we changed the model. Lets say 1AP is 2-3 seconds in length. Then our man is running between 5-10kph. As he is not on a track in trainers and running gear, but instead has on body armour and is carrying a weapon, this is probably more realistic. What about the Taliban I hear people ask. Well they don’t wear body armour but they do wear sandals, not the best running gear in the world, and are carrying at the very least an AK47 and some extra magazines. Again this time period works for us and we can make the logic work. spends 3 AP calling it in and it arrives in my characters When I spend an extra AP on a task like spotting my next combat phase. Spending 3AP to call in the mortar character is taking longer to do the task and therefore works. That’s 6-9 seconds to give coordinates but the fact is more accurate. If I spend 1AP doing a task and 1AP the mortar arrives the next combat phase breaks the 2-3 adding to it I have now spent 2-6 seconds, rather than 2 second model. seconds, on the same task and so I am better at it. That sounded fairly logical and indeed we used this concept The time it takes for a mortar crew to take down a grid in the final game. reference, set the mortar and drop the first round down the tube is unknown but lets say it could be done in To relay information over a radio takes a character 2APs. approximately 30 seconds. Our 3 APs are now equal to A character telling his team where the sniper is means a 30 seconds. This means an individual AP is 10 seconds spending between 4-6 seconds: and now a man runs 12 metres in 10 seconds. You see how the model breaks? Olympic sprinters cover 100m in “Six-one (fire team leader) to Six (Fireteam). Be advised, less than 10 seconds! be advised, Sniper! Sniper!, Compound 21, far left tower, right upstairs window, I repeat. Compound 21, far left If we had developed a game based on real time it would tower, right upstairs window, Sniper, stay low. Six one be so very slow that players would just get bored. We out.” know because we tried it in the two years of play testing before the game was released! That seemed reasonable. So the humble AP now takes 2-3 seconds. If I call in an off table mortar my character

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So how did we solve the riddle of the AP?

It’s simple really. We moved APs from time to tasks. If you think of AP as a “small task I can do” then in each combat phase I have 3 “tasks that I can do”, These APs make a lot more sense. In any given combat phase a character can spend one of his tasks to move (1AP), another to spot (1AP) and the third to shoot (1AP). If, like the mortar crew they need to spend all their APs to fire a weapon the crew are using all their “tasks” to concentrate on one job. So when a character is part of a team they use their tasks to make the weapon work as well as possible.

So instead of time the humble AP represents tasks. The time those tasks take is flexible but is between 2 and 10 seconds in most cases but sometimes longer as the game requires it. Now you see the level of abstraction in Skirmish Sangin’s AP system. We built in a level of abstraction to make it more game related. After all we are not trying for a simulation but a game. That we can have a laugh with our mates and game that is based around stories.

A vehicle, can drive (1AP), spot (1AP) and fire (1AP). It can also spot (1AP) and fire with greater accuracy (2AP) or spend 3 APs just moving. Just like a soldier in our rules.

The level of abstraction is the same whether it’s a Apache helicopter, a Coyote APC or a motorbike. Three tasks per turn and only 1 of them can be firing.

I am frequently asked why can they only fire once? Why can a helicopter not fire all of its weapons at once? To do so would be overkill. Most of our games happen over a relatively small piece of terrain and most helicopter attacks happen over a huge area as the choppers turn and find their target. Sometimes it takes up to 20 minutes to locate the target before firing. This would be boring in What about Vehicles? a game that tends to last about 5-10 minutes in combat time but up to 2 hours in real time. In combat there is lots Well vehicle APs work the same way. It takes all the of dead time followed by very intense periods. Sangin vehicle crew to man the vehicle for the 3APs it has. has just removed the dead time to make the game more Whether it’s the driver spending all three APs driving game like. We have accelerated the time when it suits over rough ground or the gunners firing the main us but restricted how many weapons a vehicle can fire weapon for three APs the focus for the vehicle is for three to stop a vehicle being too powerful and ruining the APs worth of tasks. balance of the game.

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MILITARY DOGS IN AGHANISTAN

The dog was the first animal domesticated by humans, directly linked to their ability to smell. Compared to a long ago having earned the title of “man’s best friend.” human nose, a dog’s nose is roughly 10,000 to 100,000 In the world of modern high technology combat the times better at detecting smells. The bigger dogs such humble canine may seem out of place. However those as the Dutch and German Shepherds and the Malonise soldiers who have worked with a Military Working reign supreme as Dual-Purpose Dogs who can sniff Dog (MWD) know that their highly specialised skill and bite. There are also Single-Purpose Dogs, which do at detecting explosive ordnance has saved lives. It is not need to have thatb agressive bite like Spaniels or difficult to assess how many lives MWD teams have Labradors. Small breeds such as Fox Terriers are even saved in Afghanistan. Sources range from 150 to 1,800 used to test for explosives or drugs on submarines. lives per dog. What is known is that in 2010 MWD teams were credited with finding 12,500 pounds of explosives. Just as the dogs are varied so are their roles. A dog trained to sniff narcotics would not be trained to search Military Working Dogs are specialists but come from for explosives as the handler could never be sure about a variety of breeds. The traditional military dog is what it was that the dog has found. Whatever the role the German Shepherd, famed for being big, tough, they are split into two groups - Single Purpose Dogs and aggressive and downright scary. That is not always a Dual Purpose Dogs. A Single Purpose Dog is tasked requirement for a MWD. Environmental factors rule out with a specific role such as detecting IEDs, combat breeds like the Doberman. Dogs with small noses are tracking, narcotics detection or specialised search. A ruled out as well as a military dog’s ability to survive is Dual-Purpose Dog has a specialty like a Single Purpose

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their best friend and then chasing their favourite toy when they smell something special.

The most famous MWD at present is Cairo, the dog that Seal Team Six took with them on Operation Neptune Spear. This is the mission that resulted in the death of Osama Bin Laden. Cairo is a different sort of dog, a Multi-Purpose Canine, a Special Forces dog. These dogs are as tough as the customers they support. Not only can they undertake the roles of a Dual-Purpose Dog, they can do it by deploying via parachute or rappelling out of a helicopter.

Cairo’s body armour reportedly came packed with infra- red cameras, night vision optic cameras, and was stab Dog but also has special patrol skills. Patrol skills are, proof and bullet proof. Reports state that Cairo’s teeth in essence, protection and aggression. A Dual-Purpose were even replaced with Titanium implants, but this is Dog will have bite training and will be fully capable of probably false. A healthy dog’s natural teeth are perfectly pursuing and taking down an opponent. suited to biting!

On patrol an MWD team is used in conjunction with Scout Dogs and Handler: soldiers equipped with mine detectors to sweep an area Scout dogs and handlers are brought as a team and cost: for IEDs, mines or other explosives. They may also be used in compound searches or car searches looking for • Average: 100pts hidden caches of arms. A dog will usually work on a • Veteran: 150pts leash primarily for safety. These dogs are trained to bite • Elite: 200pts and have a high chase instinct. Those characteristics combine into a tendency to want to bolt after one of Scout Dog the many feral dogs in Afghanistan or to bolt after a BODY Armour Morale AP Weapon Cbt Phases civilian. Dogs with the right training and temperament Handler 1d10 100% 3 Teeth Handler may work off lead and will usually be in an explosives SKILLS: detection role. This offers the dog more freedom in their Spot (100%) searches and it also reduces the risk of an IED explosion to the handler. A dog may be off lead for combat tracking where they may need to use their patrol skills.

When an MWD finds an explosive it will signal to the handler that it has found something. This will begin as a subtle change in body language and will end up with the dog sitting pointed at the location. Close proximity to an explosive device in a hostile warzone is not a safe place to sit down so the dogs are trained to detect the explosive, communicate the location, and then return to their handler.

When they return, they are rewarded with a Kong toy - an oddly shaped rubber toy that bounces erratically when thrown and is great fun to play with. For the Military Working Dog their job is sniffing around with

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The handler will need to pay points for arms and armour like any other ISAF soldier

SKILLS All dogs are treated as Veteran experience in hand-to- hand combat. A Scout Dog has no skills, other than SPOT 100%.

Scout Dog Special Rules A Scout Dog works in the same way as a normal character in Skirmish Sangin but with a few exceptions. A Scout Dog activates at the same combat phases as its handler. The Scout Dog must remain within 6” of its handler but the two models act independently of each other. In all cases, even in a combat phase shared In close combat a Scout Dog operates as any other model with enemy combatants, the dog and handler will would, except that a Scout Dog cannot parry an attack always activate together. The dog always goes first. or use any special attacks. A dog charging into contact When making a Spotting roll the Scout Dog ignores any with an enemy will be let off the lead to do so to make penalties for soft cover or for dusk/dawn and night. This sure that nothing distracts them from their target. A dog represents the dogs own natural senses and low light engaging in hand-to-hand combat can move more than vision as well any electronic sensor elements attached to 6” from their handler! their body armour. If a handler is searching for a target that has already been spotted by the dog, the Handler When attacking a dog is a fearsome opponent. Attack gains an additional +30% to their spot roll. dogs are trained to use their powerful jaws and size to pull their prey to the ground. A dog’s bite causes 1d10 damage in combat and if the dog hits the target in hand- Example: to-hand (and the opponent fails to parry) the target will Bailey the scout dog and his handler Colin are be dragged prone, even if the bite did not cause wounds active on combat phase 3. Colin has 3APs to spend due to body armour.A target dragged to the ground by and Bailey (Dog) has 3 APs to spend. a dog will suffer an additional -20% to their morale test for being struck in assault. If this morale test is failed Bailey moves 1AP 6” and then tries to sniff out the dog’s opponent will surrender to the dog’s handler (spot) a nearby insurgent hiding behind a mud if he is within 6”. If the handler is outside of 6” use wall. This counts as medium cover (-40%) and the standard Melee Morale table. The handler must be Bailey is running (-20%), bringing his spot down within 9” of the dog at the end of his activation to make to 40%. Bailey chooses to adds his final AP to his sure that the dog remains on task. skill and makes it 50%. The player rolls a 43% a success. Seeing the dog pointing at the target,

through body language and cues, Colin spends An enemy firing at a dog will do so at a -20% penalty to 1AP walking forwards to draw a line of sight to both their SPOT and shooting skill, due to the smaller, the insurgent. Colin’s SPOT skill starts at 100%. faster nature of the target. If the optional mission Colin is walking (-10%), and the Insurgent is changes caused by wounds are in use for the game, a hidden by the mud wall further reducing the spot wound on a Scout Dog will cause a change to the ISAF by 40%. As Bailey’s tell adds +30% to his skill, the mission just as a human casualty would. A dog has the SPOT skill is 80%. Colin rolls a 09, meaning he has same wound chart as a human soldier and will need spotted the target. As Colin has 1 AP left, he can to test consciousness as a human would. The howl now use it to fire on the insurgent. of a wounded dog is as harrowing as the scream of a wounded soldier.

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A Scout Dog will not be forced to take a morale test for The location of the IED becomes marked using a counter friendly soldiers being wounded or killed near them but or token to identify that site for all of the players to see. will because a wounded soldier is screaming. They will After detecting the IED the dog and it’s handler may still take morale markers for coming under fire and only be placed in a location within the area being searched. gain a +10% for friendly models within 6” from their The handler may choose to be kneeling at the end of this handler. If a dog fails its morale test it will move to base movement and the dog is treated as walking. to base contact with it’s handler with a morale marker. If Veteran Dog Handler the dog fails it’s morale test in its next activation it will BODY Armour Morale AP Weapon Cbt Phases run away, attempting to escape the battlefield, and is 14(16) 1d10+4 75 3 SA80 2,4,6,8 removed from the table. SKILLS: Pistol (BODY x4) 64% | Rifle (BODY x4 +10%) 74% | Heavy Weapon Handler (BODY x3) 48% | Spot (100%) |First Aid (40%) | Throw (BODY x4) A Scout Dog always will be with its handler on patrol. 64%| Forward Observer (BODY x3) 48% In the event that the dog is seriously wounded the Scout Dog Scout Dog will no longer be able to Detect IEDs and BODY Armour Morale AP Weapon Cbt Phases will endeavour to move towards the it’s handler. If the Handler 1d10 100% 3 Teeth Handler handler is wounded the dog will return to the handler SKILLS: Spot (100%) and then drag him 1” per AP in an attempt to save them. Dogs are fiercely loyal animals and if required the dog Example will stop dragging their handler to engage an attacking model in hand-to-hand combat. The characters above are used in this example

Detecting IEDs Combat Phase 3 The primary role of a Scout Dog is to uncover IEDs and Chris and Jose have been called in to help find an explosives. To sweep an area for IEDs a Scout Dog Team IED that they believe is between two buildings (dog and handler) must spend all of their AP to search a somewhere down the street. Chris sends Jose off 6” radius centred on the dog model OR one room inside to search for the IED carefully watching him. Jose a building. The sweep cannot go through buildings, spends 3AP to run twice and then slow to a walk, closed doors or any other terrain which is impassable to moving to where Chris wants him to search. Chris dogs. runs forward 12” for 2AP and spends 1 AP to kneel. Chris has maintained the 6” zone of control on the

The team has an 80% chance of making a successful lead. search. If successful, the player using the dog measures Combat Phase 5 out the area being swept using the dog as the centre point of the radius and the insurgent player must reveal Chris commands Jose to seek. The pair spend all of any IEDs or booby traps within the radius. their AP searching a 6” radius from Jose for IEDs and booby traps. Chris rolls to see if the search is

If no IEDs or Booby Traps are within the search radius, successful, needing under 80%. Chris rolls a 23%, the dog player may choose a place within the swept area meaning Jose’s nose is on to any explosives in the (6” radius or room) to place the dog and the handler area! The Taliban player must now indicate the representing the end of their sweep. The handler may location of an IEDs to the ISAF player. The Taliban choose to be kneeling at the end of this movement and player reveals a single IED. Chris now places a the dog is treated as walking. token on the IED marking it for his forces to avoid.

If a Booby Trap or IED is detected, the handler will not Unknown to Chris there is a second device outside disarm the device, but will mark the location for disposal of the search zone so Jose’s job is not yet done! in the future. The dog and handler teams are valuable assets so don’t risk disarming any device they discover.

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 65 SANGIN DESPATCHES X X X X 20 X X X X 19 X X X X 18 X X X X 17 X X X X 16 X X X X 15 X X X X 14 X X X X 13 SKIRMISH SANGIN - COMBAT PHASE TRACKER PHASE SKIRMISH SANGIN - COMBAT X X X X 12 X X X X 11 X X X X 10 9 8 7 6 5 4 3 2 1 10 CBT PHASE

PAGE 66 SCENARIOS & RULES FOR SKIRMISH SANGIN SANGIN DESPATCHES ADVANCE TO CONTACT...

28mm New Zealanders(Kiwis)/ Australians

Our first range of figures, 16 superbly detailed modern Kiwis/Aussies ideal for players who wants something a bit different for their patrols in Helmand.

Designed by eBob and cast by Eureka Miniatures Ltd.

SCENARIOS & RULES FOR SKIRMISH SANGIN PAGE 67 SANGIN DESPATCHES

SANGIN DESPATCHES NO.1

In this supplement players get additional ORBATS including Canadians and Germans.

There are seven new scenarios, plus campaign and character experience rules, advice on how to play Skirmish Sangin and tactics articles written by ex-military personnel.

Sangin Despatches No. 1 contains everything you need to make your next patrol into the Helmand Green Zone even more thrilling.

PAGE 68 SCENARIOS & RULES FOR SKIRMISH SANGIN ISBN 978-0-473-28141-0