Colin Phillips & Craig Watterson
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SKIRMISH SANGIN SKIRMISHCOLIN WARGAMES RULES PHILLIPS FOR MODERN AFGHANISTAN& CRAIG WATTERSON PAGE 1 SKIRMISH SANGIN SKIRMISH SANGIN WRITTEN BY COLIN PHILLIPS & CRAIG WATTERSON DESIGNED BY COLIN PHILLIPS PLAYTESTERS COLIN PHILLIPS, JOSHUA PHILLIPS, CRAIG WATTERSON, CHRIS WATTERSON, BRENT WATTERSON, JON JUSTICE, PAUL BABBAGE, CHE TIBBY, CHRIS OTTON, COLIN MACMILLIAN, RAYMOND HUTCHISON, MICHAEL HUTCHISON, CHRIS HUBMANN, AND PETER HALDEZOS SPECIAL THANKS SIU-MUI PHILLIPS, MAREE PREBENSEN, NEIL PARDINGTON PUBLISHED BY PAGE 2 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 3 SKIRMISH SANGIN SKIRMISH SANGIN CONTENTS CONTENTS Credits 3 • Elite (definition) 27 • Shooting into buildings 57 • Morale Modifiers Table 81 • Modern section or squad structure 27 • Modern forces clearing buildings 58 • Failed Morale Table 81 Introduction 7 • Inside buildings 58 ISAF FORCES 28 • Closed buildings 58 Hand-To-Hand Combat 82 A brief history 11 • British section 29 • Open buildings 58 • Hand-to-Hand Combat Sequence 83 • Australian/New Zealand Sections 30 • Intervening terrain rule 58 • Hand-to-Hand Combat Table 84 Playing the game 14 • Chasseurs Alpin/French foreign legion 31 • Street fighting/fighting in buildings 58 • Hand-to-hand combat damage 84 • What scale is this game? 16 • US Army Squad 32 • Collapsible ladders 58 • Being attacked by multiple opponents 84 • How is time perceived in Skirmish Sangin? 16 • US Army Rangers Squad 32 • Breech charges 58 • Parry attacks 86 • The percentage roll 16 • US Marines Squad 33 • Battlefield communication 61 • Special Manoeuvres Chart (optional) 87 • Creating your own lists 34 • What kind of information can be passed on? 61 • Special manoeuvres (optional) 87 Creating a Force 18 • Standard British section 34 • Shooting Modifiers Table 62 • Hand-to-hand morale 87 • Creating a character 20 • Adding experience ranks 35 • Weapons 63 • Hand-to-Hand Failed Morale Table 88 • Understanding the example (above) 20 • Buying a historical force 37 • Weapons Table 64 • BODY Attribute 20 • Modern professional forces experience packages • Snap Fire 65 Heavy Weapons 89 • Armour 20 table 38 • Limitations of snap fire 66 • What does KZ/DZ mean? 92 • Body Armour Table 20 • Experience packages for professional soldiers 38 • The disadvantages of snap fire 66 • The effect of cover on heavy weapons 92 • Morale 21 • The cost of weapons and armour 41 • Snap fire procedure 66 • Heavy Weapon Teams 92 • Basic Morale Table 21 • Experience packages for insurgents 41 • Body armour 68 • Heavy weapon combat sequence 93 • AP – Action points 21 • Taliban experience packages 41 • Flexible body armour 68 • Teams 95 • Weapon 21 • Afghan National Police and Afghan National Civil • Wounds 68 • Breakdown of a British 81mm mortar squad 95 • CBT PHASE – Combat phases 21 Order Police 41 • The Wound Chart 69 • Heavy Weapons Teams Experience Bonus Table 96 • Skills 21 • Special Forces/Militias 43 • Prisoners 69 • Example teams 96 • Determining a character’s attributes 21 • The Wound Chart Table 70 • Moving heavy weapons 97 • BODY 21 Combat 45 • Rifle grenades, grenade launchers, • When a team takes casualties 98 • Combat Phase Table 21 • Combat round 46 and hand grenades 71 • Firing machine guns on the move (non vehicle) 98 • An example of character creation 22 • Combat phase 46 • The core rules of grenade-based weapons 71 • Vehicle mounted weapons 98 • Action points (APs) 22 • Action points 46 • The core rules for hand thrown grenade 71 • Mortar Table 99 • Movement APs 22 • Combat phases 46 • Thrown Grenade Modifiers 71 • Mortars 99 • Movement AP Table 23 • Combat phase table 46 • Grenade and Missile Table 71 • Laying down smoke 99 • Movement rates 24 • Running combat phases 47 • What does KZ/DZ mean? 72 • Deviations for heavy weapons 100 • Movement Rates Table 24 • How calling works 47 • The effect of cover on grenades 72 • Line of sight weapons 100 • Spending AP on tasks 24 • Combat 48 • Throwing grenades 72 • Deviation Table 101 • Increase skills with AP 24 • Combat Sequence 49 • Cooking a grenade 73 • On Table Indirect Fire 101 • Actions that don’t cost APs 24 • Line of sight 50 • Surviving a grenade attack 73 • On Table Indirect Fire Deviation Chart 101 • Character sheet explanation 25 • Movement 51 • Hits and missed rolls 74 • Skills 26 • Firing 51 • Divergence diagram 74 Critical and Fumbles 102 • Pistol 26 • Cover 51 • Rifle and grenade launcher grenades 75 • Firearms Fumble Table 103 • Rifle 26 • Light 51 • Grenades and buildings 75 • Hand-To-Hand Fumble Table 103 • Forward observer 26 • Position 52 • Throwing grenades through windows and doors. 76 • Grenade/Missile Fumble Table 103 • Heavy weapon 26 • Distractions 52 • Smoke grenades 76 • First aid 26 • Vehicles 52 • Smoke launchers 76 Vehicles & Vehicle Combat 104 • Spot 26 • Groups 52 • Consciousness 77 • Vehicle Table 106 • Throw 26 • Spotting modifiers 52 • Remaining conscious 77 • Crew 106 • Vehicle skills – crew only 26 • Spotting Modifiers Table 53 • Morale 78 • Vehicle experience costs 107 • Main weapon 26 • Types of cover 54 • Making a morale test 78 • Vehicle Combat Sequence 108 • Secondary weapon 26 • The effects of cover 54 • A character comes under fire 79 • Penetration Table 109 • Creating units 26 • Intervening cover 55 • Wounded characters 79 • Vehicle-to-vehicle weapon damage 110 • Experience packages for professional soldiers 27 • Exceptions to the intervening terrain rule 56 • Pinning/unpinning 79 • Vehicle weapons vs Infantry 110 • Novice (definition) 27 • Hidden characters 56 • Outnumbered by the enemy 80 • Damage dice againts infantry 110 • Average (definition) 27 • Spotting and keeping an acquired target 57 • Friendly casualty 80 • Vehicle morale 110 • Veteran (definition) 27 • Elevated spotting 57 • Morale Modifiers Table 80 • Vehicle combat and morale 110 PAGE 4 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 5 SKIRMISH SANGIN SKIRMISH SANGIN CONTENTS INTRODUCTION • Vehicle morale modifiers 111 • ATGM Deviation chart 122 • Weapon deviation 111 • Artillery 122 • Vehicle failed morale table 111 • Helicopters and Fast Air 123 • Vehicle Weapons Versus Infantry Table 112 • Calling in Fast Air (100pts) 123 • The cost of vehicles 112 • Calling in Attack Helicopters (500pts) 124 • Vehicle types 112 • Medevac helicopters (100pts) 124 • Vehicle attributes 112 Insurgent Advanced Combat Rules 125 • Vehicle Types Table 113 • Support assets for Taliban/Insurgent 125 • Vehicle movement 113 • Militias 125 • Vehicle speed 114 • Spotter 50pts 125 • Embarking and disembarking from a helicopter • Mortar team (500pts) 125 and vehicles 114 • Suicide bombers (50pts) 126 • How to spot a target 114 • Booby traps 126 • Spot Modifiers Table (Vehicles) 114 • Improvised explosive devices (IEDs) 126 • Shooting 114 • Technicals (100pts) 127 • Penetration 114 • Ratlines and tunnels (200pts) 127 • Vehicle Damage Charts 115 • Merge with the populace (200pts) 127 • Vehicle Penetration Damage Table 115 • Vehicle Non-Penetration Damage Table 115 Example Game 128 • Bailed out crew 115 Scenarios 140 Advanced Combat Rules 116 • Recon Patrol 142 ISAF Advanced Combat Rules 118 • Compound 17 143 • Forward Observation Skill and Spotting. 118 • Advance to Contact 146 • Version 1 118 • Support the Flank 147 • Version 2 118 • Doctor! Doctor! 148 • Mortar platoon (500pts) 119 • Sniper team (100pts) 120 Quick Reference Sheets 149 • Fire support platoon Section – Character Sheets 165 (grenade machine gun) (100pts) 121 Vehicle Section – Character Sheets 166 • GMG Deviation Table 121 • Fire support platoon (anti-tank platoon) 122 Counters 169 IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR PAGE 6 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 7 SKIRMISH SANGIN SKIRMISH SANGIN INTRODUCTION INTRODUCTION Skirmish wargames differ from traditional, large format represents one person, and that person has a name, wargames in that they focus on the individual combatant individual skills and experiences, and a reason for being in battle, with each combatant represented by a single in the scenario. The players make decisions based on figure or miniature. Skirmish games cover more of what the character would know, rather than what they the minutiae of the action, such as an individual’s can see when they stand over the gaming table. In short, perception, morale, skill at arms, and what weapon they it’s an abstract way of modelling man-to-man combat. use. Skirmish wargames have been produced for all genres This means that skirmish wargames allow players to and time periods; Skirmish Sangin focuses on man- use their small unit or squad level knowledge of close to-man warfare in the Afghanistan conflict of the late quarter battle tactics to resolve battlefield situations. twentieth and early twenty-first century. This is a war that, at the time of writing, still rages in places like As a result, skirmish games measure the passing of time Helmand province. in seconds and minutes, where traditional wargames use turns that may cover hours or even days of combat. Radio Dishdash Publishing has the greatest respect for all of the armed forces currently fighting in Afghanistan, Similar to role-playing games, skirmish wargames also and we hope that the Skirmish Sangin rule set will go a include a narrative element – each figure on the board little way to showing the intensity of this war. IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK