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Colin Phillips & Craig Watterson

Colin Phillips & Craig Watterson

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

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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

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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 ) (100pts) 121 Vehicle Section – Character Sheets 166 • GMG Deviation Table 121 • Fire support platoon (anti-tank platoon) 122 Counters 169

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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 UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

Three Para, can hear gunfire to the The distinct burr of an Apache’s north as 2nd platoon engage the mini-gun reverberates, quickly followed Taliban. The heavy .50 cals of the by a huge boom that echoes off the support vehicles resonate around the mountains. Smoke rises from the ruins Garmsir Valley as they provide covering of another Afghan compound. fire for the assault on the green zone… “Someone is getting it,” says From somewhere nearby there is a Dougie.“Lets just make sure it’s not whoosh as a missile streaks towards its us,” Roberts growls in his target, and the bright flame of the rocket thick scots burr. exhaust is startlingly vivid as it whirls beneath the grey sky. “Eyes on” Billy ‘bulima’ calls out “top field about 40 metres west of The Para’s crouch, listening to the end of the broken wall, looks like the radio traffic as the battle surges two men” The burst of GPMG makes around them. Each man keeps watch – everybody jump. “Mullah” the afghan they are here to make sure the Taliban police liaison looks up smiling “Dead” doesn’t try to outflank the main push he says giving the thumbs up sign! into the green zone.

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INTRODuction A BRIEF HISTORY

While we pay our most profound respects to the men and women who put their lives on the line, we do remind readers that Skirmish Sangin is a game, and it has been made to be played as a game – this should be borne in mind when deciding “how accurate” something is in the world of the game.

Radio Dishdash Publishing have deliberately simplified some aspects of gameplay to improve playability, as we believe that there is little point having an extremely accurate game that becomes bogged down in complicated rules.

There is one more reason to play skirmish wargames besides fun, and for us it’s always been important – skirmish games have a relatively low set-up cost, with only a few figures being needed, and not much required in the way of terrain as games can be played on a board as small as 2x2 foot square, or as large as you would like! Though most of our games are played on a 3ft x 3ft or 4ft x 4 ft board. A Skirmish Sangin game is usually completed within two hours, so it also fits into the very busy lives we now all lead.

Radio Dishdash Publishing will be releasing support material for Skirmish Sangin in the future, as well as books on other genres and periods so that players can use these rules in as many different scenarios as possible. You can find out more at our website at:

http://www.radiodishdash.com.

We have enjoyed writing this game and we hope you enjoy playing it. Feel free to drop us a line and let us know any suggestions you may have.

Colin Phillips and Craig Watterson

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A BRIEF HISTORY OF THE AFGHANISTAN CONFLICT A BRIEF HISTORY OF THE AFGHANISTAN CONFLICT

increasing numbers of casualties from more than 20 warfare, in command of US forces in Afghanistan. other countries have and are still being incurred. On October 9th, 2004, Karzai was elected with a five-year The war in Afghanistan has required changes in term as president. tactical doctrine for the US and Britain, and its foreign allies, including a transition from a conventional war In 2005, the Taliban reappeared in strong numbers using model to irregular operations and counter insurgency tactics similar to those being used by insurgents in Iraq. warfare (COIN). This marked a shift from the early stages of the war where the Taliban had fought US and NATO forces in COIN operations emphasise the importance of open combat. Now the Taliban used suicide bombers protecting civilians, restricting airstrikes to reduce and improvised explosive devices. civilian casualties, and a need to expand and train local security forces. COIN operations work with civilian In 2006, NATO took command of the war across populations who both willingly and unwillingly Afghanistan as US troops and resources were harbour insurgents. increasingly redeployed to Iraq. On February 17, 2009, IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR the new US President, Barack Obama, approved sending COIN operations focus on mobile infantry rather than 17,000 additional US troops to Afghanistan, bringing the the full combined-force actions of conventional warfare. In 1996, al-Qaeda leader Osama bin Laden established By the 6th of December, Kandahar, the largest city total to 53,000 US troops and 32,000 NATO troops within Intelligence gathering is crucial to success in COIN. his headquarters in Afghanistan, and by the end of 2001 in southern Afghanistan and the Taliban’s spiritual Afghanistan. had assisted the Taliban in asserting control over most of home, fell to combined forces of anti-Taliban Afghans It is these COIN operations that we hope Skirmish the country supported by the US military. The Taliban leadership In June 2010, President Obama placed General David Sangin will best reflect. fled to the rural areas of Afghanistan and across the un- Petraeus, the leading expert in counterinsurgency On September 11, 2001, four hijacked US jet airliners policed Pakistani border. were used to attack civilian and governmental targets on US soil. This attack reverberated around the world, The hunt for Osama bin Laden began in earnest, but and had been masterminded by Osama Bin Laden’s bin Laden avoided capture and disappeared across the border into Pakistan. al-Qaeda network. After the attack, the Taliban leader Mullah Mohammed Omar refused US attempts to have The United Nations Security Council established the the leaders of al-Qaeda placed in US custody. Because of International Security Assistance Force (ISAF), in this refusal the then President George W Bush ordered December 2001 by Resolution 1386. Its main purpose is the invasion of Afghanistan. to train the Afghan National Security Forces (ANSF) and assist Afghanistan rebuild key government institutions. By September 26, 2001, the CIA had teams partnering with anti-Taliban Afghans, primarily the Northern The ISAF installed Hamid Karzai as de facto ruler of Alliance, in country in Afghanistan. US efforts were also Afghanistan pending elections, and the international directed at incorporating anti-Taliban Pashtun tribes in focus shifted from conflict to reconstruction. Between southern Afghanistan. 2001 and 2009, the US alone spent over $38 billion on humanitarian and reconstruction assistance to The USA and Great Britain provided direct military Afghanistan. support in the form of Special Forces, who provided arms, equipment, and advice to the Afghans, and also In March 2002, Operation Anaconda heralded the coordinated the targets for the air campaign. In October involvement of forces from Australia, Canada, 2001, US and British warplanes attacked Taliban targets Denmark, , Germany, and Norway. Initially the as part of a joint US and British invasion of Afghanistan. war appeared to have been won with relative ease, but IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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PLAYING THE GAME PLAYING THE GAME

The best skirmish games are those that revolve around a strong narrative. But what does this mean? A good narrative is usually based on an interesting scenario that provides a series of challenges to your units.

When designing the Skirmish Sangin rules, our very first game required Craig’s squad of French Foreign Legionnaires to patrol a village in Garsmir Valley with the hope of flushing out the Taliban. On the opening move, two Taliban fighters fired on Craig’s troops, and in the return fire he rolled a fumble (a double 00), which resulted in one of his character’s accidentally shooting his officer in the head. At that point, the game’s goal changed from flushing out the Taliban to rescuing the wounded officer, and the Legionnaires had to get the wounded officer off the board and to a Medevac helicopter. The Taliban saw this as their opportunity and launched an all-out attack. None of this was in the helps create narrative as events occur and impact on original briefing for either player, but by playing with a future games. It’s one thing to have your Warrior Imam narrative approach it helped shape a memorable story. killed by French heavy weapon fire, but quite another This is what shaped Skirmish Sangin into the game it is to have Adiz Al-Abdullah, scourge of Helmand, go to today. Allah while inciting his men on to kill the infidel French Foreign Legionnaires. To help create the narrative, it’s important to personalise your characters with names and ranks, and keep track It is this kind of storyline that Radio Dishdash of their progress from game to game. A campaign also Publishing wishes to encourage – we want the players to care about their individual troops, and when the game is over and the players are all relaxing with a (insert beverage of choice here) they can tell their war stories in the first person, and using each individual character’s name and rank, rather than discussing which units carried out what activity.

As part of narrative play we encourage players to play beyond the rules. The creators of Skirmish Sangin have played wargames for many years and we have often seen players reacting to movement on the board that their characters wouldn’t be aware of, but good play is shown by ignoring events that your characters couldn’t see, even if that means you are outflanked and you risk losing the game.

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PLAYING THE GAME PLAYING THE GAME

Losing can be as much fun as winning, as long as it creates a great story – weeks later, it’s the story that Example Example we all remember, not the number of points we won or Colin rolls percentage dice (1d100) where a yellow An M16 rifle will do 2d10 damage, so you roll two lost by. So take on this challenge, try to play the game die is the tens and the red die is the ones. He rolls a d10s and add the results to determine the damage for the greatest narrative value, and Radio Dishdash 5 on the yellow die and a 9 on the red, which gives caused – if you roll a 6 and a 5, the dice are added Publishing is confident that you’ll get the most out of him a result of 59%. together and the damage is 11. your wargaming experience. If you are unfamiliar with using percentage dice, you As well as this, some dice rolls are written 1d10+3 or What scale is this game? might be wondering how you can generate the number similar – in which case, 1d10 is rolled as usual, and 3 is Our favourite scale is 28 mm figures, and all the 100 as percentage dice only generate two numbers. If added to the result. measurements in the games (weapon ranges, blast radii your dice roll two zeros, this indicates the roll of 100. etc) have been scaled to reflect this. In Skirmish Sangin, Example one inch on the board equals two metres in real life – it The second method of rolling dice is to roll several dice If Craig has to roll1d10+4 he rolls 1d10 and gets a 8, might seem odd mixing imperial and metric, but it and add the numbers from each dice together, which is to which he adds 3, giving a total of 12. helps to simplify the conversion of gameplay and real usually associated with weapon damage. life measurements (a conversion of 13 mm = one metre is a nightmare to try and implement). Should you want to play targets. A combat round is made up of ten combat Skirmish Sangin in a smaller or larger scale, feel free to phases. Most games tend to last less than 40 combat alter the measurements provided. phases or 4 combat rounds. You’ll find a combat phase How is time perceived in Skirmish Sangin? can be both along time and a very short time depending on the amount of incoming fire. The smallest unit of time is the combat phase, which needs to be an elastic amount of time. Its the time a The percentage roll man can walk six metres (3” on the board) or run twelve Skirmish Sangin only uses the following dice: metres (6”), fire a rifle, ready a grenade and look for

• Ten-sided dice, which is written as d10 • Six-sided dice, which is written as d6

The number following the “d” indicates the number of sides the dice have (so a regular six-sided dice is “d6”). The number preceding the “d” is the number of times you role it, so if you’re playing craps with a pair of six-sided dice, you’re rolling 2d6, while Yahtzee uses five dice, or 5d6.

The ten-sided dice (d10) can be used in two ways. The first is what we call the percentage roll (1d100), and this used for the majority of all rolls in this system. To roll 1d100 you roll two ten-sided dice, each of which is numbered either 1–10 or 0–9 (in which case the 0 means 10). The two dice are usually of different colours, with one colour defined as the tens 1( = 10, 2 = 20) and the other as the ones (0–9).

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CREATING A FORCE CREATING A FORCE

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Introduction Example To play Skirmish Sangin, two or more players create Craig and Colin decide to play a strictly historical opposing forces that represent a military squad or militia game, and agree they will only use the squad of six to ten soldiers. If larger groups of players are structures published in this book and that all involved, each side can field 20–30 soldiers, or more. characters will only have access to historical weapons as outlined below. It’s important that all players agree on the kind of game they wish to play. Strict historical accuracy is important In the meantime, on another table Raymond for some players, but not all; some are more interested and Michael decide they want to play a more in emulating their favourite movie or book. A set of Hollywood style of game and elect that Michael’s guidelines should be agreed before play begins so that forces are Delta Force and he can arm them with all players are clear on the style of game to be played. whatever weapons he wants to 1000 points value, and Raymond will play the Taliban with any As part of this discussion, players need to agree on the weapons up to the same 1000 point limit. number of points that are available for equipping each force. Sometimes this is dictated by the scenarios, which can be found at the back of this book, but at other times Once these elements are established, you can start it can be decided by how many figures you have, or how creating your force. long a game you want. • To create a historical force, the player needs to spend

Games do not always have to have equally matched the allocated points on the requisite troop types troops – you can play valiant last stands, sniper teams and their packages. This restricts the number of facing massive odds, or a Special Forces mission. certain weapons and equipment on the battlefield.

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CREATING A FORCE CREATING A FORCE

• To create a non-historical force, the player is Morale CBT PHASE – Combat phases allowed to buy whatever equipment and A character’s morale is based on their experience and This shows the combat phases that the character is active experience package they wish for each character rank. A character’s morale is the measure of his self- on (see the “How to create attributes” section for full details). belief and how much he believes and trusts in his unit. It When playing Skirmish Sangin, each player selects and is also a measure of how much stress or combat fatigue Skills purchases their units before creating characters and a character can take before he “breaks” and tries to flee This shows the character’s skills, which are either set rolling the all-important attributes of the force. the battlefield. Morale is defined by the character’s values such as “First Aid 40%”, or created by multiplying Creating a character experience package. the character’s BODY score. In the case of “Pistol”, an Average experience character will multiply BODY x 3, so All characters are identified by their key attribute, BODY Attribute Basic Morale Table a character with a BODY of 14 would have a Pistol skill which is BODY, and their experience level. Players are Represents a character’s balance, agility, speed, Experience type Morale % of 42%. encouraged to use the unit character sheet at the back of toughness, and deftness, or in the case of vehicles it Novice 35% the book to define their units. represents the crews agility, and deftness with equipment Average 55% Determining a character’s attributes and driving. This is also used to calculate their basic Average Marine Veteran 75% All characters have a set of attributes as explained BODY Armour Morale AP Weapon Cbt Phases ability in the use of firearms and in hand-to-hand above. To create a character, a number of dice rolls and Elite 90% 1d10+10 1d10+4 55% 3 TBD TBD combat. The BODY attribute is calculated by rolling 1d10 calculations are made and these scores are recorded on and adding 10. NCO +10% a character sheet. We recommend printing copies of the SKILLS: Officer +20% character sheet templates at the back of the book. It is Pistol (BDY x 3) 00% | Rifle(BDY x 3 +10%) 00%| Spot 100% | First Armour Aid (40%) | Heavy Weapon (BDY x 2) 00% | Throw (BDY x 3) 00% | useful to work through the attributes to create your first The armour value represents the body armour that Forward Observer (BDY x2) 00%| AP – Action points character, so we recommend doing this as you read the the character is wearing. A typical ISAF soldier wears following section. Understanding the example (above) body armour and a helmet, which gives the soldier an All characters have three action points per round. Each action, such as using a weapon or running across a field, Looking at the example character, you can see the set of armour value of 1d10+4. (Taliban usually don’t use armour BODY(BDY) costs AP. A guide of AP expenditure can be found on attributes that defines each character. Each character has or helmets.) Wearing body armour reduces the BODY page 23 While all of the character attributes are important, BODY attribute as outlined in the table below – on the character a number of attributes that represent skills, abilities, or is by far the most vital for a soldier looking to kill the physical prowess. These are defined below. sheet, put brackets around the original BODY attribute Weapon enemy and live to fight another day. BODY is calculated and write in the new level next to it. The reduction by rolling 1d10+10, which gives a number between 11 in BODY rating from armour only applies to the turn This is the character’s primary weapon. This is usually and 20. The BODY rating indicates which rounds of the sequence activation and not the characters skills. the assault rifle of the country from which the character comes from. combat phase a character is active, with characters with Both the original and adjusted BODY attributes will be used in character creation. Body armour is simplified in Combat Phase Table Combat BDY BDY BDY BDY Sangin to two main types, Helmet + body armour which Phase 0-11 12-14 15-17 18-20 is representative of modern US or British forces and is common to most modern military forces, and Helmet 1 X + light body armour which represents less than the full 2 X kit normally worn, or more specialised, lighter forms 3 X X such as that used by many special forces, and extends to 4 X X include the use of only a vest and helmet for protection. 5 X X Body Armour Table 6 X X Description Armour value Body Cost 7 X X Helmet + body armour 1d10+4 (8) -2 10 8 X X Helmet + light body 1d6+4 (6) -1 5 armour 9 X 10 X

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CREATING A FORCE CREATING A FORCE

higher BODY scores moving first. Once your character’s Movement AP Table BODY has been calculated, check the Combat Phases Actions AP Table (page 21) to determine which combat phases in Walking (3”) 1 each combat round your character can act in. For more Turning greater than 90 degrees 1 information on combat phases and combat rounds see Spotting 1 the “combat” section (page 45) Running (6”) 1 Dive (1”) 2 Example Crawling (1”) 1 Craig’s character Atash has a BODY of 18. Looking To kneel (counts as stationary) 1 at the Combat Phases Table we can see that he is To go prone (counts as stationary) 1 active in combat phases 1, 3, 5, and 7. All characters To stop (counts as stationary) 1 have three action points (AP) that can be spent To stand up from prone 1 during each phase, so in combat phase 1 Atash Climbing low obstacle (less 1m) 1 spends 2 AP running (6 meters per AP) 12 metres Climbing high obstacle 3 to cover, and then spends 1 AP stopping. This has ( per 3m / one storey) used all of his APs, so Atash’s combat phase is now Climbing through a window 3 complete. In any one combat phase, a character can perform a number of actions – though note that certain actions may need to be combined with subsequent actions. This is An example of character creation illustrated in the examples below. Craig is creating one of his characters for an upcoming game. He decides to create a French Foreign Legionnaire Example Example and rolls the character’s attributes. He rolls 1d10+10 for Jeff’s character is firing his M16, so has to decide This example involves a game, which is a meeting Rick is up next and decides to be much sneakier in the BODY, getting a 7 and adding 10 to give him a BODY how to allocate the time he has available. He can engagement; so all characters must move onto the his approach. He will: attribute of 17. The Legionnaire is a Veteran so has a spend 1 AP on a shot, which is the equivalent of board at the start of play, and to do this they need morale of 75%, and his combat phases are 2, 4, 6, and 8. instinctive fire. Alternatively, he can spend more to spend APs. Jeff’s character has the highest BODY • Run – the character will move 6” (1 AP). As the character is a French Legionnaire he is armed time (use additional AP) to aim properly, so if he attribute so moves first, and decides that in his • Dive – the character will move 1” (2 AP) with a FAMAS assault rifle and has body armour and a spends 1 AP aiming and 1 AP firing (2 AP total) combat phase he will spent all 3 APs moving onto (for shooting and spotting purposes he will be helmet, which gives 1d10+4 armour rating but reduces he will gain an additional 10% to his “to hit” the board. Jeff decides that he will: treated as prone). his BODY rating by -2. The reduction in body rating percentage. The longer he spends aiming, the greater from armour only applies to the turn sequence activation the chance he has of hitting his target to a maximum • Run – the character will move 6” (cost of 1 AP). In the next combat phase, Jeff carries out the and not to the characters skills. The Legionnaire will of +20% advantage. • Walk – the character will move 3” (1 AP). following: have 3 AP per combat round to spend. This is displayed • Stop – the character is now stationary and standing (1 AP). • Run – the character will move 6” (1 AP). as follows: At the beginning of each combat phase, all characters • Walk – the character will move 3” (1 AP). have 3 APs that they can assign to movement, tasks (such BODY Armour Morale AP Weapon Cbt Phases If anybody takes a shot at Jeff, his character will • Kneeling down (1AP) (no movement, a walking as shooting, throwing a grenade or knife, or making a move in 15 (17) 1d10+4 75% 3 FAMAS 2,4,6,8 be treated as a stationary standing target as all character doesn’t need to stop first before kneeling hand-to-hand combat), or increasing skills. characters are treated as the result of their last action down, unlike running characters). Action points (APs) Movement APs i.e. if a character kneels down, anybody shooting at him APs can be best thought of as: will take the modifiers of him making him a stationary When spending APs on movement, the player must Activity = Result kneeling target, not of him moving from standing to account for all the movement their character performs. Effort kneeling. The table on the next page gives a detailed a breakdown Put simply, a single AP is the equivalent of an activity of all the movement types. done to the maximum effort to try an obtain a result.

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Movement rates Spending AP on tasks Character Sheet Explanation Diagram All wargames require a level of abstraction to movement, • Shooting k and in Skirmish Sangin the rules aim to broadly cover all It takes 1 AP to shoot once, and players can only possibilities – some discussion may be required between shoot once per combat phase. NAME: SGT. Henri L’Clercj N A V X E players to agree on specific examples. All movement BODY ARMOUR MORALE AP WEAPON COMBAT PHASES costs action points (APs). • Throwing l 15(17) p 1d10+4 m 85% s3 q FAMAS n 2,4,6,8 It takes 2 AP to ready and throw a grenade and NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT SERIOUS r PISTOL 68% | RIFLE 88% | HEAVY WEAPON 51% | SPOT 100% X X X 1AP to throw a knife, and players can only throw a o MEDIUM CRITICAL DEAD Example FIRST AID 40% | THROW 68% | FORWARD OBSERVER 78% grenade or knife once per combat phase. X Atash the Taliban has 3 APs to spend in his first active combat round. He runs 12” (2APs) across • Hand-to-hand combat the street into a nearby alleyway. He then spends 1 It takes 1 AP to make a hand-to-hand attack, and more AP stopping, and is now stationary. 5. Combat Phases players can only make one hand-to-hand attack per Character sheet explanation – Each character is active during four The character sheet is an important tool to help players combat phases per combat round, dependant on In his second action phase he walks to a corner of combat phase. keep track of their characters. Skirmish Sangin is a their BODY attribute. the building 3” (1 AP), drops prone (1 AP), and Increase skills with AP squad-based game so if for example are playing with a spots (1 AP). Seeing nothing out of the ordinary, on 6. Damage – At the start of the game this section is All skills, but not attributes, may be increased by British squad you will have eight characters to keep track his next activation phase he crawls 3” (3APs) to a blank, and as the character takes wounds the spending APs. This represents the character spending of, while a French Squad has seven characters. nearby drystone wall. squares are crossed off progressively. In this example more time and effort on the task at hand. In any combat the Legionnaire has four wounds, which equates to a phase, up to 2 APs can be spent to increase a character’s 1. Name – This is the character’s name, plus any On the next action phase a Humvee moves onto the “medium” wound. board, moving 40” (2APs) after which the gunner skill. Each AP spent adds an additional 10% to their base details of rank. spends 1 AP looking for roadside improvised skill. Any APs not spent by the end of the individual 7. Armour – This Legionnaire is equipped with 2. Rating – This is the experience level of the character, explosive devices. character’s combat phase are lost. standard body armour, which gives a -2 to 3. BODY – This is the most important attribute in the adjustment to his BODY rating, reflecting the Example game as all skills and movement derive from it. In encumbrance of his armour. The reduction in body Rick decides to increase his 50% rifle skill for this this example the value is 15 (17), with the 17 in rating from wearing armour only applies to the turn combat phase, so spends 1 AP to spot and a further brackets showing that the base BODY score of 17 is sequence activation and not to the characters skills. 2 APs to increase the skill by 20%, so his skill to modified because the character is wearing body 8. Weapon – This details the soldier’s primary weapon. shot is 70%. This applies to this shooting attempt armour. The reduction in body rating from wearing only. armour only applies to the turn sequence activation 9. Skills – This shows all the character’s skills and not to the characters skills. (see the “Skills” section page 26).

Actions that don’t cost APs 4. Morale – The morale percentage is dependent on 10. Action Points (AP) the amount actions each character There are only three types of action that can be the experience rating of the character (see page 21). can perform each active combat phase. performed without spending any APs:

• parrying in hand-to-hand combat, • spotting a target when they are in the open without cover, and • any movement that is indicated in the failed morale table. • remaining stationary

These are all 0 AP tasks. They are explained in more detail in their relevant sections.

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Spot – This is the ability to spot enemy combatants. All Once you have made this key decision, the first decision contrast, insurgents may be Novices who have little characters have 100% skill to spot and this is modified to make for professional troops is which country your or no training. The more experience the character has by on-table circumstances, such as movement and cover. new squad or section will come from. Each squad has the higher the set-up cost, but the more effective the a set cost, and certain requirements for weapons and character will be once play begins. Throw – This is the ability to throw grenades or knives. characters’ ranks. The Throw skill is generated by multiplying BODY by Modern section or squad structure the character’s experience level x experience level. The first decision for insurgency militia is the Each country has a different squad or section system, characteristics of the high level charismatic leader with different numbers of troops and weapons. The Vehicle skills - crew only around whom your militia will be organised. basic structure for the majority of ISAF countries is Drive – This is the ability to drive a vehicle; this skill is shown below. This is not a definitive list but provides generated by multiplying BODY x experience level. Experience packages for professional a good basis for adapting and expanding gameplay soldiers possibilities. Main weapon – This is the ability to fire the main The cost of a basic character depends on their level of weapon of a vehicle, anything from a main battle tank’s experience. Below are the core costs for each type of Each squad or section has a basic cost associated with 120mm armament to a .50 calibre machinegun. This skill experience: it. This cost includes the level of experience for its is generated by multiplying BODY x experience level. members, as well as the weapons for each character in Novice — 25 points per character Skills Secondary weapon – Not all vehicles have secondary the unit. There are a common group of skills used in Skirmish weapons, but an example would be the Warrior IFV, A Novice is an untrained soldier, such as a recently recruited All the ratings of the troops are shown diagrammatically Sangin for all characters (ISAF forces, militia, and which has a 30mm RARDEN cannon as its primary Taliban insurgent or civilian militia. from page 29 onwards are based on the author’s insurgents). These are defined in detail below. weapon and a 7.62mm coaxial chaingun as its secondary Average — 50 points per character knowledge and research. If you disagree, discuss what weapon. This skill is generated by multiplying BODY x you would like to have in your template with your Pistol – This is the generic pistol skill, so any time a experience level. An Average character has received their basic training and character uses a pistol they use this skill. Pistol skill is will have become a professional soldier six to twelve months opponent and then create your own squad/section generated by multiplying BODY x experience level. Creating units before being sent to Afghanistan. template following these examples. At the beginning of the game, both sides will have Rifle – This is the generic rifle skill, so any time a a number of points as set out by the scenario (or as Veteran — 75 points per character character uses a rifle they use this skill. The Rifle skill is otherwise agreed) to spend on their characters. The A Veteran is a professional soldier who has been in the generated by multiplying BODY x experience level. scenario may also dictate what kinds of troops are military for a number of years, who has become highly trained, available, or what kind of experience those troops are and may have been in combat. Forward Observer – This is the ability to call in fast allowed. An example of this would be a member of a British air, helicopters, and heavy weapon support. Forward Paratrooper Regiment, a US Marines, or a member of the Observer skill is generated by multiplying BODY x one So to begin with, decide if you are creating a squad or French Foreign Legion. experience level less than the current experience level. section of professional soldiers, or an insurgent militia.

Elite — 100 points per character Heavy Weapon – This is the ability to heavy machine • In military terminology, a squad or section is a small An Elite soldier is either a career soldier who is further trained guns (HMG), ATGM’s, and mortars. Heavy Weapon military unit led by a non-commissioned officer in some form of Special Forces, or someone who has fought skill is generated by multiplying BODY x one experience (NCO) that is subordinate to an infantry platoon. for many years on many different fronts and so has gained level less than the current experience level. Squads and sections are also broken down further experience the hard way. Examples of this would be soldiers in into fire-teams. There are usually two fire-teams to the British SAS or the US Delta Force. First Aid – This is the initial care for an injury. It doesn’t a squad. remove the wound, but a successful First Aid roll The most basic professional soldiers or ISAF forces will stop the bleeding and can bring characters back • Insurgent militia are small quasi-military units with are at the Average level – even the greenest soldier to consciousness. All ISAF characters (professional little or no formal military training, and no set has gone through basic training and has been taught soldiers) start with this skill at 40%. Insurgent characters number or structure. Insurgent groups are usually the rudiments of field craft and weapon use. In start with this skill at 20%. led by a charismatic leader.

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British Section

AVG AVG RANK: PVT AVG AVG RANK: CPL RANK: PVT RANK: PVT WPN: L85A2 WPN: L85A2 WPN: MINIMI LMG WPN: L86A2 LSW UGL CBT SHOTGUN

AVG AVG RANK: PVT AVG AVG RANK: CPL RANK: PVT RANK: PVT WPN: L85A2 WPN: L85A2 WPN: MINIMI LMG WPN: L86A2 LSW UGL CBT SHOTGUN

Section* Points Section* Points Standard British Section 730pt Royal Marine Commando 880pt

Fire-team 1 Fire-team 1 1 x Average squad leader (CORP) (SA80) 90 1 x Elite squad leader (CORP)(SA80) 140 1 x Average grenadier (SA80 + UGL + shotgun) 105 1 x Veteran grenadier (SA80 + UGL + shotgun) 130 1 x Average rifleman (LSW**) 85 1 x Average rifleman (LSW) 85 1 x Average rifleman (Minimi) 85 1 x Average rifleman (Minimi) 85

Fire-team 2 Fire-team 2 1 x Average assistant squad leader (CORP))(SA80) 90 1 x Veteran assistant squad leader (SA80) 140 1 x Average grenadier SA80 (UGL+ Shotgun) 105 1 x Veteran grenadier SA80 (UGL + shotgun) 130 1 x Average rifleman (LSW**) 85 1 x Average rifleman (LSW) 85 1 x Average rifleman (Minimi ) 85 1 x Average rifleman (Minimi) 85

Section* Points Section* Points Parachute Regiment Section 880pt SAS/SBS Example

Fire-team 1 Fire-team 1 x Elite squad leader (SA80) (CORP) 140 1 x Elite squad leader (CORP)(SA80) 140 1 x Veteran grenadier (SA80 + UGL + shotgun) 130 1 x Elite grenadier (SA80 + UGL) 145 1 x Average rifleman (LSW**) 85 1 x Elite rifleman (SA80) 120 1 x Average rifleman (Minimi) 85 1 x Elite rifleman (SA80) 120 These four-man squads are so individual that the players Fire-team 2 should create them and arm them as they see fit. All characters will be Elite in terms of experience 1 x Veteran assistant squad leader (CORP)(SA80) 140 1 x Veteran grenadier SA80 (UGL + shotgun) 130 1 x Average rifleman (LSW**) 85 * SA80 = L85A2 1 x Average rifleman (Minimi) 85 **LSW = L86A2 All the above listings include body armour and helmet but not indvidual hand grenades.

IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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Australian/New Zealand Sections Chasseurs Alpins/French Foreign Legion Section

AVG AVG AVG AVG VET VET VET AVG RANK: CPL RANK: PVT RANK: PVT RANK: PVT RANK: SGT RANK: PVT RANK: PVT RANK: PVT WPN: F88 WPN: F88 UGL WPN: MINIMI LMG WPN: F88 WPN: FAMAS WPN: FAMAS WPN: FAMAS + WPN: FAMAS + ABLL ABLL

AVG AVG AVG AVG AVG AVG AVG RANK: CPL RANK: PVT RANK: PVT RANK: PVT RANK: PVT RANK: PVT RANK: PVT WPN: F88 WPN: F88 UGL WPN: MINIMI LMG WPN: F88 WPN: FAMAS WPN: MINIMI WPN: FAMAS + LGI

Section Points Section Points Section Points Standard Australian/ New Zealand Section 680pt SAS Example Chasseurs Alpins 825pt

Fire-team 1 Fire-team 1 x Veteran sergent (NCO)(FAMAS) 125 1 x Average squad leader (CORP)(F88) 90 1 x Elite squad leader (NCO) (F88) 150 1 x Average grenadier (F88 + UGL) 95 1 x Elite grenadier (F88 + UGL) 145 300m Fire-team 1 x Average rifleman (F88) 70 1 x Elite rifleman (F88) 120 1 x Veteran caporal (CORP)(FAMAS) 115 1 x Average rifleman (Minimi) 85 1 x Elite rifleman (Minimi) 135 2 x Veteran soldiers (FAMAS + Anti Blinde Leger 240 Fire-team 2 These four-man squads are so individual that the players Launcher*) 1 x Average assistant squad leader (CORP)(F88) 90 should create them and arm them as they see fit. All characters will be Elite in terms of experience 1 x Average grenadier ( F88 + UGL) 95 600m-Fireteam 1 x Average rifleman (F88) 70 All listings include body armour and helmet but not 1 x Veteran caporal (CORP)(FAMAS) 115 1 x Average rifleman (Minimi ) 85 indvidual hand grenades. 1 x Veteran gunner (Minimi) 110 1 x Veteran soldier (LGI** + FAMAS) 120 *French designation for AT-4 Launcher **Lance Grenade Individuel – a light grenade discharger

Section Points French Foreign Legion 825pt

1 x Veteran sergent (NCO) (FAMAS) 125

300m Fire-team 1 x Veteran caporal (CORP)(FAMAS) 115 2 x Veteran soldiers (FAMAS + Anti Blinde Leger 240 Launcher*)

600m-Fireteam 1 x Veteran caporal (CORP)(FAMAS) 115 1 x Veteran gunner (Minimi) 110 1 x Veteran soldier (LGI** + FAMAS) 120 All listings include body armour and helmet but not *French designation for AT-4 Launcher IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR **Lance Grenade Individuel – a light grenade discharger indvidual hand grenades.

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US Army Squad US Marines Squad All listings include body armour and helmet but not All listings include body armour and helmet but not AVG indvidual hand grenades. VET indvidual hand grenades. RANK: SQD LDR RANK: SQD LDR WPN: M4 WPN: M4

AVG AVG AVG AVG VET AVG AVG AVG RANK: FTL RANK: PVT RANK: PVT RANK: PVT RANK: FTL RANK: PVT RANK: PVT RANK: PVT WPN: M4 WPN: M4 + UGL WPN: MINIMI LMG WPN: M4 WPN: M4 WPN: M4 + UGL WPN: MINIMI LMG WPN: M4

AVG AVG AVG AVG VET AVG AVG AVG RANK: FTL RANK: PVT RANK: PVT RANK: PVT RANK: FTL RANK: PVT RANK: PVT RANK: PVT WPN: M4 WPN: M4 + UGL WPN: MINIMI LMG WPN: M4 WPN: M4 WPN: M4 + UGL WPN: MINIMI LMG WPN: M4

Section Points Section Points VET AVG AVG AVG RANK: FTL RANK: PVT RANK: PVT RANK: PVT US Army Section 740pt US Army Rangers Section 990pt WPN: M4 WPN: M4 + UGL WPN: MINIMI LMG WPN: M4

1 x Average squad leader (NCO)(M4) 100 1 x Elite squad Leader (NCO)(M4A1) 150

1 x Average fire-team leader (M4) 70 1 x Veteran fire-team leader (M4A1) 95 Section Points Section Points 1 x Average grenadier (M4/M203) 95 1 x Veteran grenadier (M4/M203) 120 US Marines Section 1160pt DELTA/SEALS Variable 1 x Average gunner (SAW - Minimi) 85 1 x Veteran gunner (SAW - Minimi) 110 1 x Average assistant gunner (M4) 70 1 x Veteran assistant gunner (M4) 95 1 x Veteran squad leader (NCO)(M4A1) 125 Fire-team 1 x Elite squad Leader (NCO) (M4A1) 150 1 x Average fire-team leader (M4) 70 1 x Veteran fire-team Leader (M4A1) 95 1 x Veteran Fire-team Leader (M4A1) 95 1 x Elite grenadier (M4/203) 135 1 x Average grenadier (M4/M203) 95 1 x Veteran grenadier (M4/M203) 120 1 x Average grenadier (M4/M203) 95 1 x Elite rifleman (M4A1) 120 1 x Average gunner (SAW - Minimi) 85 1 x Veteran gunner (SAW - Minimi) 110 1 x Average gunner (SAW - Minimi) 85 1 x Elite rifleman (M4A1) 120 1 x Average assistant gunner (M4) 70 1 x Veteran assistant gunner (M4) 95 1 x Average assistant unner (M4) 70 1 x Elite rifleman (M4A1 + sniper rifle) 120 1 x Elite rifleman (Minimi) 120 US Army Rangers Squad 1 x Veteran Fire-team Leader (M4A1) 95 These four-six man squads are so individual that the players should create them and arm them as they see fit. All All listings include body armour and helmet but not 1 x Average grenadier (M4/M203) 95 ELITE characters will be Elite in terms of experience RANK: SQD LDR indvidual hand grenades. 1 x Average gunner (SAW - Minimi) 85 WPN: M4 1 x Average assistant gunner (M4) 70

1 x Veteran Fire-team Leader (M4A1) 95 VET VET VET VET 1 x Average grenadier (M4/M203) 95 RANK: FTL RANK: PVT RANK: PVT RANK: PVT WPN: M4 WPN: M4 + UGL WPN: MINIMI LMG WPN: M4 1 x Average gunner (SAW - Minimi) 85 1 x Average assistant gunner (M4) 70

VET VET VET VET RANK: FTL RANK: PVT RANK: PVT RANK: PVT WPN: M4 WPN: M4 + UGL WPN: MINIMI LMG WPN: M4

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So now we have our basic information, we have Adding experience ranks confirmed it where possible, and we have also The next problem is how to rank these squads. If, as in discovered that in Afghanistan a Bellini combat shotgun our example, we are just referring to the standard British is added to each section, so that has been included as soldier, these two squads will have their experience well. We now define our British Army Infantry section levels set at Average. The Skirmish Sangin definition like this: of an Average character is “a character that has only received basic training before going to the front line.” Standard British Section An example would be any modern European infantry Charlie Fire-team: soldier. • Corporal armed with an L85A2 5.56mm rifle. The cost • Rifleman An Average soldier costs 50 points, so eight would cost armed with an L85A2 5.56mm rifle with 40mm 400 points. The Corporal and have underslung grenade launcher and combat shotgun. increased abilities (see chart on page 28) so cost an • Rifleman additional 20 points each, so the section now costs 440 armed with an L110A1 5.56mm light machine gun. points. Now it is necessary to calculate the cost of the • Rifleman IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR section’s weapons. armed with an L86A2 5.56mm light support weapon.

Creating your own lists So to create an infantry section made up of two squads, The weapons per section are: Delta Fire-team: The previous lists are just a sample of the military units we would have to research what weapons are used and • Lance Corporal currently serving in Afghanistan. If you want to create how many of each type the section will be armed with. • 4 x L85A2 — 10 points each armed with an L85A2 5.56mm rifle. your own squad and section lists, begin by researching Wikipedia also tells us an infantry section now consists (40 points total) • Rifleman the military force you are trying to emulate. We usually of: • 2 x 40mm Grenade launchers — 25 points each armed with an L85A2 5.56mm rifle with 40mm start with Wikipedia – we are aware that this can be a (50 points total) Charlie Fire-team: underslung grenade launcher and combat shotgun. flawed source, but we are looking for information on the • 2 x L110A1 LMG — 25 points each • Corporal • Rifleman armed forces of the world, not writing a dissertation for (50 points total) armed with an L85A2 5.56mm rifle. armed with an L110A1 5.56mm light machine gun. a master’s exam. We then cross-reference this with other • 2 x combat shotguns — 10 points each • Rifleman • Rifleman wargame rules,history books, basically looking for all (20 points total) armed with an L85A2 5.56mm rifle with armed with an L86A2 5.56mm light support weapon. relevant information that we think is reliable. 40mm underslung grenade launcher. • Rifleman At the time of writing, Wikipedia describes a British armed with an L110A1 5.56mm light machine gun. Army platoon as follows: • Rifleman armed with an L86A2 5.56mm light support weapon. In the British Army, a rifle platoon from an infantry company

consists of three sections of eight men, plus a signaller (radio Delta Fire-team: operator), a platoon sergeant, the platoon commander (either a • Lance Corporal or lieutenant) and a mortar man operating a armed with an L85A2 5.56mm rifle. light mortar (full strength of 27 men and one officer). • Rifleman armed with an L85A2 5.56mm rifle with Each section is commanded by a corporal, with a lance corporal 40mm underslung grenade launcher. as second-in-command and six privates divided into two four- • Rifleman man fire-teams. Other types of platoons (such as mortar or armed with an L110A1 5.56mm light machine gun. anti-tank platoons) are generally smaller and are commanded • Rifleman by a lieutenant or captain. armed with an L86A2 5.56mm light support weapon.

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ISAF FORCES ISAF FORCES

So a standard British section is 730 points, this includes Buying a historical force sheets at the back of this rulebook. A squad creation body armour and weapons but doesn’t take into account When buying a historical force, the player chooses the sheet will list all of the members of the fire-team, plus any hand grenades looks like this: squad he wants from the list above or creates his own any additional experiences for rank, as well as the points as outlined above. There are easy to use squad creation cost for the unit. Charlie Fire-team: • Average Corporal armed with an L85A2 5.56mm rifle. Example are 2, 4, 6, and 8. He then fills in the Weapons • Average Rifleman When creating a force begin by looking at the section – the French default weapon is a 5.56mm armed with an L85A2 5.56mm rifle with 40mm experience levels for professional soldiers (if you FAMAS. The Legionnaires are wearing body underslung grenade launcher and combat shotgun. are creating an ISAF force) or the Afghanistan armour and a helmet which gives them a 1d10+4 • Average Rifleman militia/insurgent levels (if creating an insurgent save against damage, but reduces their BODY armed with an L110A1 5.56mm light machine gun. force). attribute by 2. • Average Rifleman armed with an L86A2 5.56mm light support weapon. Craig decides to create a squad of French Foreign Once these steps are complete, Craig must now Legion troops, which costs 575 points. Craig begins calculate the skills following the information Delta Fire-team: by copying the section character sheet. The squad is provided by the veteran template. When • Average Lance Corporal Charlie Fire-team: made up of seven individuals who are divided into calculating skills, Craig uses his full BODY armed with an L85A2 5.56mm rifle. • Elite Corporal two teams – a 300m fire-team and a 600m fire-team. score – not the adjusted BODY that comes • Average Rifleman armed with an L85A2 5.56mm rifle. from wearing body helmet and helmet – as the armed with an L85A2 5.56mm rifle with 40mm • Veteran Rifleman Craig starting with the senior Sergeant works armour doesn’t affect combat skills. underslung grenade launcher and combat shotgun. armed with an L85A2 5.56mm rifle with 40mm through the character sheet following the • Average Rifleman underslung grenade launcher and combat shotgun. procedures detailed in the “character creation” Craig looks at the list of skills below the armed with an L110A1 5.56mm light machine gun. • Average Rifleman section (page 20). template and calculates the Veteran Sergent’s • Average Rifleman armed with an L110A1 5.56mm light machine gun. skills based on the information found there. armed with an L86A2 5.56mm light support weapon. • Average Rifleman For the Veteran Sergeant (section leader) Craig Looking at the professional experience packages armed with an L86A2 5.56mm light support weapon. starts by rolling the BODY attribute – he rolls 1d10 chart below, we need to add the benefits of being This gives the basic model for creating your own units. and gets a 7, to which he adds 10, which gives an NCO. These are +10% Morale, +10% Rifle, When defining units such as paratroopers or special Delta Fire-team: him a BODY of 17. Now that his character’s key and +10% Forward Observer. forces you can increase the number of Veteran and Elite • Veteran Lance Corporal attribute is in place, Craig looks up his Morale troops in the mix to create realistically experienced armed with an L85A2 5.56mm rifle. score for a veteran – it’s 75%, to which he adds the The Veteran sergeant now looks like the troops. • Veteran Rifleman rank bonus of 10% (NCO), giving a total Morale of 85%. character sheet below. armed with an L85A2 5.56mm rifle with 40mm If we look at the paratroopers, these soldiers are trained underslung grenade launcher and combat shotgun. Craig looks up his BODY rank on the combat phase Craig now continues to roll dice for each of the to a higher level and are frequently first responders to • Average Rifleman, chart and notes that his combat activation phases six other characters in his squad. the UK’s military problems, which means there is a great armed with an L110A1 5.56mm light machine gun. deal more experience within the section. • Average Rifleman, armed with an L86A2 5.56mm light support weapon. NAME: SGT. Henri L’Clerc N A V X E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES Now of course the above experience rankings are 15(17) 1d10+4 85% 3 FAMAS 2,4,6,8 completely arbitrary, but as a high proportion of SAS NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT SERIOUS are recruited from the British paratroopers I think it is PISTOL 68% | RIFLE 88% | HEAVY WEAPON 51% | SPOT 100% MEDIUM CRITICAL DEAD acceptable to have a Corporal who is an Elite and the FIRST AID 40% | THROW 68% | FORWARD OBSERVER 51% rest of the Section split between Veteran and Average troopers. Based on this, a standard British paratrooper section costs 880 points.

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ISAF FORCES ISAF FORCES

Elite: 100 points Modern professional forces experience packages table Elite An Elite soldier is either a career soldier who is further BODY Armour Morale AP Weapon Cbt Phases Type Skill Modifiers Costs trained in some form of Special Forces, or someone who 1d10+10 1d10+4 90% 3 TBD TBD Officer +20% Morale 40 points has fought for many years on many different fronts and +20% Forward Observer SKILLS: so has gained experience the hard way. Examples of NCO +10% Morale 30 points Pistol (BODY x 5) | Rifle (BODY x 5 +10%) | Spot (100%) | this would be soldiers in the British SAS or the US Delta First Aid (40%) | Heavy Weapon (BODY x 4) | Throw (BODY x 5) | +10% Forward Observer Forward Observer (BODY x4) +10% Rifle Force. The Elite package costs 100 points per character. Corporal/Lance Corporal +10% Forward Observer 20 points +10% Rifle/SMG Medic +40% First Aid 60 points Example +20% Morale Craig has developed his French Foreign Legion force, which can be seen below. Sharpshooter +20% Rifle 40 points +20% Morale NAME: SGT. Henri L’Clerc N A V X E Sniper +40% Rifle 80 points BODY ARMOUR MORALE AP WEAPON COMBAT PHASES +20% Morale 15(17) 1d10+4 85% 3 FAMAS 2,4,6,8 NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL 68% | RIFLE 88% | HEAVY WEAPON 51% | SPOT 100% SERIOUS CRITICAL DEAD Experience packages for professional Veteran: 75 points FIRST AID 40% | THROW 68% | FORWARD OBSERVER 61% soldiers BODY Armour Morale AP Weapon Cbt Phases 1d10+10 1d10+4 75% 3 TBD TBD Average 300m Fire-team 1 SKILLS: Veteran Assistant Squad Leader (Caporal) An Average character has received their basic training Pistol (BODY x 4) | Rifle (BODY x 4 +10%) | Spot (100%) | NAME: CPL. Jean Bapiste N A V E and will have become a professional soldier six to First Aid (40%) | Heavy Weapon (BODY x 3) | Throw (BODY x 4) | X twelve months before being sent to Afghanistan. They Forward Observer (BODY x3) BODY ARMOUR MORALE AP WEAPON COMBAT PHASES are not yet career soldiers, and Average soldiers make 10(12) 1d10+4 75% 3 FAMAS 4,6,8,10 NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 LIGHT MEDIUM up the bulk of many modern European and American DAMAGE: PISTOL 48% | RIFLE 68% | HEAVY WEAPON 51% | SPOT 100% infantry soldiers. The Average package costs 50 points SERIOUS CRITICAL DEAD FIRST AID 40% | THROW 48% | FORWARD OBSERVER 61% per character.

Average: 50 points Veteran Rifleman 75pts

BODY Armour Morale AP Weapon Cbt Phases NAME: Philippe Murat N A V X E 1d10+10 1d10+4 55% 3 TBD TBD BODY ARMOUR MORALE AP WEAPON COMBAT PHASES 12(14) 1d10+4 75% 3 FAMAS + AT4 4,6,8,10 SKILLS: NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM Pistol (BODY x 3) | Rifle (BODY x 3 +10%) | Spot (100%) | PISTOL 56% | RIFLE 66% | HEAVY WEAPON 42% | SPOT 100% First Aid (40%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | SERIOUS CRITICAL DEAD Forward Observer (BODY x2) FIRST AID 40% | THROW 56% | FORWARD OBSERVER 42%

Veteran Veteran Rifleman 75pts A Veteran is a professional soldier who has been in the NAME: Claude Bachir N A V E military for a number of years, who has become highly X trained, and may have been in combat. An example BODY ARMOUR MORALE AP WEAPON COMBAT PHASES 11(13) 1d10+4 75% 3 FAMAS + AT4 4,6,8,10 of this would be a member of a British Paratrooper NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM Regiment, a US Marine, or a member of the French PISTOL 52% | RIFLE 62% | HEAVY WEAPON 39% | SPOT 100% SERIOUS CRITICAL DEAD Foreign Legion. The Veteran package costs 75 points per FIRST AID 40% | THROW 52% | FORWARD OBSERVER 39% character.

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ISAF FORCES INSURGENT FORCES

The cost of weapons and armour 600m Fire-team 2 Weapon Damage Range Area Effect/PEN Cost Veteran Assistant Squad Leader (Caporal) Pistol 1d10 25” (50m) - 5 NAME: CPL. Jojo Fernand N A V X E Bolt Action Rifle 3d10 400”(800m) - 5 BODY ARMOUR MORALE AP WEAPON COMBAT PHASES Assault Rifle 2d10 250” (500m) - 10 10(12) 1d10+4 75% 3 FAMAS 4,6,8,10 Grenades/Smoke Grenades See grenade type See grenade type - 10 NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM Combat Shotgun 3d10/2d10 10”/20”” (20/40m) 2” 10 PISTOL 48% | RIFLE 68% | HEAVY WEAPON 51% | SPOT 100% Grenade Launcher/RPG7/AT4/ See grenade type See grenade type See grenade type 25 SERIOUS CRITICAL DEAD FIRST AID 40% | THROW 48% | FORWARD OBSERVER 61% Javelin Sniper Rifle 4d10 250” (500m) - 10 Veteran Rifleman 75pts Minimi/204/LS (5.56mm) 4d10 (3d10) 500” (1000m) 2” burst 25 NAME: Claude D’Avec N A V X E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES Description Armour value (optional) BODY Modifier Cost 13(15) 1d10+4 75% 3 MINIMI 3,5,7,9 Helmet + body armour 1d10+4 -2 10 NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM Helmet + light body armour 1d6+4 -1 5 PISTOL 60% | RIFLE 70% | HEAVY WEAPON 45% | SPOT 100% SERIOUS CRITICAL DEAD FIRST AID 40% | THROW 60% | FORWARD OBSERVER 45% Experience packages for insurgents Average Unlike training for professional soldiers of the world, the An Average is a character who has had some basic Veteran Rifleman 75pts training for insurgents is not particularly involved, and training before going to the front line. An example would be trained Al-Qaeda insurgents. NAME: Duclos Bastos N A V E even though the Taliban have released videos of troop X Average: 50 points BODY ARMOUR MORALE AP WEAPON COMBAT PHASES training in their propaganda, these men are relatively 10(12) 1d10+4 75% 3 FAMAS 4,6,8,10 unskilled in comparison to ISAF forces. There are few BODY Morale AP Weapon Cbt Phases NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM structures to Taliban forces, so while they will have 1d10+10 55% 3 TBD TBD PISTOL 48% | RIFLE 68% | HEAVY WEAPON 51% | SPOT 100% SERIOUS CRITICAL DEAD commanders there is little in the way of formal ranks. FIRST AID 40% | THROW 48% | FORWARD OBSERVER 51% SKILLS: Instead, these forces use tribal or arbitrary rankings. 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 (BODY x2) Below we list the types of experience levels and experience packages that are available to the Taliban Veteran player. The insurgency player should feel free to spend his points as he wishes, although he must start with his A Veteran is a person who has been involved in combat charismatic leader. for a number of years. An example of this would be an experienced Al-Qaeda or Mujahedeen fighter. Taliban experience packages Veteran: 75 points Novice BODY Morale AP Weapon Cbt Phases A Novice is an untrained soldier, such as a recently 1d10+10 75% 3 TBD TBD recruited Taliban insurgent. Novice: 25 points SKILLS: Pistol (BODY x 4) | Rifle (BODY x 4 +10%) | Spot (100%) | BODY Morale AP Weapon Cbt Phases First Aid (40%) | Heavy Weapon (BODY x 3) | Throw (BODY x 4) | Forward Observer (BODY x3) 1d10+10 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 x1)

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INSURGENT FORCES SPECIAL FORCES/Militias

Name Skill modifiers Cost Special Forces/Militias He now arms the unit. Two troopers are given Armalite Mujahedeen +10% Rifle 50 points Special Forces units and militias/insurgents often follow rifles with M203 Under-slung Grenade Launchers +20% Forward observation few set rules. This is where the creative aspect of the (UGLs) attached, and two will carry AT4 (CS) tubes. +20% Morale players comes into their own. These two will also be armed with Minimis, and every Al-Qaeda +10% Rifle 30 points man in the unit will carry two grenades. +30% Morale The sword of Allah (Sniper) +30% Rifle 60 points Joshua decides he wants to create an SAS unit. He just 4 x 100 Elite template cost 400 points +30% Forward observation wants a half section, as SAS sections are usually made 2 x Armalite Rifles (M4) 20 points Warrior Imam +20% Morale 40 points up of two four-man units – he is going to build a four +20% Forward observation man unit. 2 x UGL 50 points 2 x AT (CS) 50 points Special Taliban rules Afghan National Police and Afghan National Civil Joshua begins by purchasing the basic Special Forces 2 x Minimi 50 points The Taliban do not have access to military resources Order Police unit. All the characters are Special Forces so are 8 grenades 80 points such as aircraft. The Taliban insurgent player cannot buy To create members of the Afghan National Police and automatically Elite, so he chooses Elite as shown below. Body Armour 40 points troops above the Veteran level. Afghan National Civil Order Police, use the Taliban details above, but give the police officers body armour Elite: 100 points Total 690 points and helmets, and consider arming them with American BODY Armour Morale AP Weapon Cbt Phases weapons. 1d10+10 1d10+4 90% 3 TBD TBD This is a formidable unit. For 690 points, Joshua has created a unit that has almost as many points as the SKILLS: seven man French Legionnaire squad that was created Pistol (BODY x 5) | Rifle (BODY x 5 +10%) | Spot (100%) | Creating a Taliban Force Example First Aid (40%) | Heavy Weapon (BODY x 4) | Throw (BODY x 5) | in the earlier example on page 39. This team can and Colin decides to create a Taliban force. As Craig has used 575 points to create his French Foreign Legion, Colin Forward Observer (BODY x 4) will take the fight to much larger units than itself. will also have 575 points at his disposal.

Colin choses his leader first, and decides to have a Veteran Warrior Imam. This costs 110 points and will be the backbone of his force. He makes his attribute roll as outlined above in the “Character creation” section, and names his character Adiz Al-Abdullah.

Adiz Al-Abdullah – Veteran/Warrior Imam: 135 points

NAME: Adiz Al-Abdullah N A V X E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES 14 N/A 95% 3 AK47 3,5,7,9 NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL 56% | RIFLE 66% | HEAVY WEAPON 42% | SPOT 100% SERIOUS CRITICAL DEAD FIRST AID 40% | THROW 56% | FORWARD OBSERVER 72%

When purchasing Taliban, the initial cost only includes an AK47 weapon – any additional weapons need to be purchased. Colin decides to buy an RPG for 25 points, bringing the total cost of the warrior Imam to 135 points.

This leaves Colin 440pts points to complete his force. He decides to buy 15 Novice Taliban, all armed with AK 47s, at a cost of 375 points. He also buys one Average Taliban for 50 points and gives him two grenades, which costs an additional 20 points. This equals 445 points. Adding this to The veteran warror Iman 135pts give a total of 580pts. The Taliban side consists of a seventeen-strong insurgent militia.

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COMBAT

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The image switches to the live feed and “Behind me, their Warrior armoured for a second the presenter can be seen fighting vehicles can still be seen waiting for the green light. Behind him, providing covering fire as the large clouds of smoke can be seen in mechanised infantry push the Taliban the distance, the loud bangs of aircraft back from their organised positions.” delivering munitions, and the sound of The camera zooms in on the small arms fire reverberate around the Warrior vehicles just as one of the valley. 30mm Rarden cannons fires in a “As you can hear behind me, the staccato burst. The image cuts back to battles continue as the British Forces the presenter. push further into the green zone of “To my left, the support Now Zad. At 4.00 am this morning company, who has been initiating the ISAF Forces under the command mortar and rocket attacks throughout of Layton-Smith began their the morning, has been keeping up assault on this stronghold of Taliban a steady rate of devastating fire. and foreign Al Qaeda mercenaries Destroying, I am told, many of the and sympathisers. The initial attack Afghan compounds that you see below was carried out by elements of the us. The Mercian Regiment is reinforced 3rd of Mercian Regiment with elements of the French Foreign Armoured Infantry Regiment.” Legion with both Danish and American The presenter gestures over his pilots providing the fast air and shoulder, half turning from the viewer. helicopter cover.”

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THE TURN SEQUENCE THE TURN SEQUENCE

All combat is broken down into combat rounds, and AP (grenades take 2AP), but note that a character can Running combat phases How calling works these are further broken down into combat phases. In only shoot once or make a single melee attack per At the beginning of a game all the players roll 1d10, When calling out the combat phases, the caller tells the each combat phase, a character has three action points to round. and the player who rolled the highest number will players which BODY scores are activated in each phase. spend. See the definitions below: announce the combat phases for the first combat round. With the exception of phases 1 and 10 there are always Combat phases On subsequent combat rounds, the players will alternate two active BODY score groups per combat phase. • Combat round As outlined in the character creation rules, the BODY calling out the phases. All combat is divided into combat rounds. These rank of the character dictates which of the ten phases of If more than one character can go in any single combat rounds represent an elastic amount of real time. A a combat round a character is active in – the higher their The designated caller will work through the combat phase, the players roll 1d6 for each character that is combat round is divided into ten combat phases. BODY, the earlier a character’s combat phases occur. phases from 1 to 10 calling out which BODY ranks are active in that combat phase and the character with the See the Combat Phases Table (below) for a clear outline activated in each turn, until the end of the combat round. highest roll goes first, and other characters take their turn • Combat phases of this, noting that combat phases occur in order from in order from highest to lowest. In the event of a draw, There are 10 combat phases in a combat round, and highest to lowest BODY rank. Example players keep rolling 1d6 until a clear winner is decided. these are always counted in ascending order from Example Paul rolls the highest so is the caller for the first 1 to 10, so characters who activate on phase 1 are combat round. He starts with combat phase 1. Example Trooper Arnett has a BODY of 19, and Trooper faster than those who activate on phase 10. All In combat phase 3, the characters with BODY 20, Fisher has a BODY of 12. characters are activated according to their BODY “Okay guys, has anybody got any BODY scores of 19 and18 will go first, and then BODY 14, 13 and attribute, with characters with the highest BODY 20. No? Then how about 19?” 12 are all activated and their turn is run through. Trooper Arnett’s combat phases are 1, 3, 5, and 7, activated first – this means that the higher a When the last BODY 12 character has had their while Trooper Fisher’s combat phases are 4, 6, 8, character’s BODY, the earlier he or she can react in Both Craig and Peter answer yes. turn, the combat phase is over. and 10. the combat phase. All characters, regardless of their “Okay, roll 1d6 for every character with a BODY BODY rank, have four active combat phases in each of 19.” This means that Trooper Arnett will use two combat combat round. phases before Trooper Fisher has begun his first combat phase. • Action points Action points are a measurement of time and effort. Once they add their armour the Body ratings of All characters have three action points (AP) to each soldier will drop to 17 and 10 respectively spend during every active combat phase. All changing their active combat phases (see page 22). standard melee and missile weapon attacks cost 1

Combat Phase Table Combat BDY BDY BDY BDY Phase 0-11 12-14 15-17 18-20

1 X 2 X 3 X X 4 X X 5 X X 6 X X 7 X X 8 X X 9 X 10 X IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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DECISION SEQUENCE FIREarms COMBAT SEQUENCE

CHARACTER DECISIONS Activation and morale tests: All characters have 3 APs that can be spent on any of the five Actions below, they may spend a. The combat phase dictates which characters are designated as the ATTACKER. APs in any order they wish and can spend multiple APs on one action or just a single AP per j action. They can repeat most action as many times as they have AP’s or they can do as many b. Any morale tests from previous phases are resolved. actions as they have AP for, but may only shoot or attack once once per activation phase. c. Players can spend AP to move or change position at anytime throughout this process.

Spotting: SHOOT HAND-TO-HAND MOVE SPOT INCREASE SKILL k a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The Attacker automatically spots any TARGET in the open if they have line of sight (LoS). DO YOU NEED COMPARE ATTACKERS FOR EACH AP MOVE IS TARGET IN OPEN FOR EACH AP SPENT TO SPOT? EXP. TO DEFENDERS Otherwise the ATTACKER makes a spot roll, and by spending APs the ATTACKER EXP. TO FIND Turn 180 degrees YES +10% To skill can increase their chance to spot (+10% to spot skill for each AP, to a maximum of +20%).

YES ATTACK % Walk 3” Go to SHOOT To a max +20% Go to SPOT Run 6” ADD/SUBTRACT ADD/SUBTRACT ADD/SUBTRACT MODIFIERS AND Crawl/dive 1” MODIFIERS MODIFIERS SPECIAL Kneel Attacking: MANOEUVRES Prone ROLL 1d100 a. If the ATTACKER has successfully spotted their TARGET, the ATTACKER makes an attack ROLL 1d100 l Stop ROLL 1d100 Climb over low obstacle SUCCESSFUL roll if they have enough APs remaining. The outcome of this roll will be determined by the SUCCESS (Less 1m) Spot target character’s skill with the weapon used (cost 1 AP). Roll damage and place a SUCCESS morale marker Defender makes UNSUCCESSFUL i. If successful go to section 4. Parry Roll Don’t See Target ii. If unsuccessful go to section 5. IS IT A CRIT? (Attack skill -10%) Maximum damage and b. The ATTACKER may spend APs to improve aim (+10% to weapon skill for each AP). place a morale marker DEFENDER PARRIES No damage UNSUCCESSFUL place a morale marker DEFENDER FAILS Success: Failure: Attack does damage m a. The ATTACKER rolls the damage n a. If the ATTACKER is unsuccessful, IS IT A FUMBLE? they have inflicted on the TARGET. the TARGET completes an morale Roll on Fumble table place a morale marker b. The TARGET reduces the damage test at the beginning of their next they receive as determined by any activation phase (Taking into account Combat armour they are wearing. morale modifiers and any existing c. All damage that penetrates wounds). ISAF and Taliban forces use a wide range of weapons There are four combat sequences: armour is taken as character damage b. If the TARGET is successful they and vehicles in a cycle of violence that began with the and the wound chart is consulted. may act as they wish. ISAF invasion of Afghanistan in 2001 and continues at • Firearms combat sequence i. If the character is not killed c. If the TARGET is unsuccessful, the time of writing in 2012. • Heavy weapon combat sequence outright, complete a consciousness roll on the Failed Morale Table and • Hand-to-hand combat sequence. test to see if they remain follow the instructions. Individual characters have a wide range of weapons • Vehicle combat sequence conscious. and skills, which will depend on their experience, home ii. At the beginning of the next countries, military organisations, and beliefs – this Heavy weapon, Hand to Hand and Vehicle combat activation phase, a wounded means that each character will behave differently and sequences are dealt with in their respective sections. TARGET must make a morale test be able to contribute differently. The players of Skirmish based on the morale modifiers. Sangin are trying to model combat between individual The firearms combat sequence iii. If the TARGET fails the morale soldiers at squad level so these differences are important Each combat round is broken down into combat phases, role, they roll on the Combat and add a lot to gameplay. and each combat phase follows this sequence of events Failed Morale Table. as outlined on page 49. The combat sequence is the overview of how combat works and will be the cornerstone of all game play.

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SPOTTING SPOTTING

To make a spotting roll, begin with the default skill Cover for all characters of 100%, and add and subtract any Cover reduces the chance of a target being seen. Good modifiers as shown in the Spotting Modifier Table, until camouflage, effective training of soldiers to use all the a final result is calculated. cover available, and gaining high ground all help to improve cover. The spotting modifiers are broken down by type below to help illustrate their effects. The Spotting Modifier Target in soft cover -30% Table includes all spotting modifiers, but the following Target in medium cover -40% list is organised to explain the mechanics of each type. Target in hard cover -50% Target in prepared defences -60% Movement Target is hidden -75% All movement attracts the spotter’s attention. The faster Ghillie camouflage suit -50% the movement, the easier it is to spot the target. If the target is above the spotter -10% per storey to a maximum of -30% Target crawling/climbing/swimming +10% If the target is below the spotter +10% per storey to a maximum of +30% Target walking +20% Target running +30% IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR Light The time of day affects a character’s vision – the darker Line of sight Firing A battlefield is full of distractions, with gunfire, it is the more difficult it is to see the enemy. Night vision All firearms, except those using smokeless propellant, explosions, and vehicle noises all disturbing the A character needs to be able to draw a straight line devices cannot be used in daylight. produce noise and smoke, and so attract attention. The observer. Trying to find an enemy combatant who between themselves and their target, and they can only larger the weapon, the more noise it makes the easier the doesn’t want to be seen is difficult, so spotting is see forwards (this is deemed to be anywhere in the 180º arc of Dusk/dawn -25% user will be to spot. regarded by many to be the most important battlefield the miniature’s front) – this line cannot be drawn through Night -50% skill. All characters can see at 100% skill until their skill any hard cover over one metre tall (such as walls) but Night vision devices +30% Target firing bolt action rifle +10% is affected the following modifiers: can penetrate unlimited soft cover unless stated by the Thermal sights (includes smoke) +30% scenario rules, or agreed by the players before the game Target firing automatic weapon +20% Target firing heavy weapon +40% • Movement starts. • Distractions • Light levels A common sense approach is required by players, as the • Cover. miniatures used during gameplay cannot crouch or lie down, and frequently cannot be placed right up against The spotting skill can also be enhanced by the use of walls etc. due to their bases. It is therefore imperative modern weapon sights and binoculars, as well as being that all characters are deemed to be making the best use modified by the size of the target and whether a number of the cover available. of targets are clustered together. All of these modifiers are taken into account when a character is trying to spot As most skirmish games are played on a table four the enemy. feet square or smaller, this means that the games occur within 100 square metres of real space. To reflect this, Remember that if a character cannot see the enemy they any character standing or moving in the open – defined cannot fire, so spotting is vital. as the target having no cover in the LoS between themselves and the spotter – is automatically spotted How to spot a target with no AP cost to the spotter. To begin the process of spotting, a character needs to first draw a line of sight (LoS) to their target.

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SPOTTING SPOTTING

Modern weapon sights SPOTTING MODIFIERS Modifier If a spotting roll is successful, the target has been Modern weapons’ sights have high levels of Target positively identified and can be aimed at. Spending magnification, allowing snipers to place their rounds Target crawling/climbing/swimming +10% additional AP during the combat phase will increase the with more care and hit the target more often. Target walking +20% base chance of the attack – expending 1 AP will result in Sniper scope +20% Target running +30% a 10% increase in the character’s combat skill i.e. +10% to Target prone -30% rifle skill or pistol skill to a maximum of 20% 2APs( ). Groups Target kneeling -20% The more people there are in one area, the easier it is to Under barrage -50% spot them. Each additional target within 2” +10% Each additional target within +10% Target firing bolt action rifle +10% 2” radius Target firing automatic weapon +20% Position Target firing heavy weapon +40% A person’s position affects their chance to be seen, with Spotting modifiers Target in soft cover -30% someone who is lying down far harder to see than The basic spot skill for all characters begins at 100%, Target in medium cover -40% someone who is standing up. and the percentage modifiers as shown in the Spotting Target in hard cover -50% Modifiers Table adjust this value. Target in prepared defences -60% Target kneeling -20% Target is hidden -75% Target prone -30% Once the final spotting score is calculated, the character Target has Ghillie camouflage suit -50% can try to successfully spot the target. Rolling less Under fire (morale test marker placed) -10% Distractions than the final spotting score on 1d100 will result in the Dusk/Dawn -25% If the spotter is distracted by loud explosions or is under character successfully spotting their target. Night -50% fire, it will be more difficult to spot their target. Sniper scope +20% If the target is above -10% per storey to Example Unfortunately, once a target has been seen it may not maximum of 30% Under a barrage (within 6” of a burst -50% stay where it is, so it’s possible for a character to locate If the target is below +10% per storey to Atash the Taliban is in combat phase 5, and spends radius) a target in one combat phase, be unable to fire on that maximum of 30% his first AP spotting the enemy. Within 12” of a grenade or IED -30% target because they have insufficient APs, and then lose Under fire (morale test marker placed) -10% sight of them again because the target moves behind Spotter He indicates a character – a patrolling US Marine Within 12” of a grenade or IED -30% intervening terrain that block LoS and that is wider than who he believes he has a clear line of sight to. The Vehicles Thermal sights +30% (can be used to Marine is walking down a road beside an orchard. 4”. If the obstacle is less than 4” wide the target does see through smoke) Vehicles are large and noisy, so are easy to spot. not need to be spotted again. If a target moves into a Night vision devices +30% at night only Atash can draw a clear LoS to the Marine but the building, they have been lost from sight and must be Spotter walking/climbing/swimming -10% LoS travels through the soft cover obstacle of the Target in the open Automatic spotted again in the next active combat phase Spotter running -20% Target moving +50% orchard. That’s a -30% to Atash’s spot skill.

Target is vehicle +50% Vehicle Modifiers He spends 1 AP trying to spot the marine. The Target firing machine guns +30% per shooting to a max Target vehicle is moving +50% character’s basic spot skill is 100%, but the soft of 30% Target vehicle is firing +30% Target firing heavy weapons +50% (all weapons listed in secondary weapons cover reduces this to 70%. He rolls a 37 and sees the the heavy weapons section) Target vehicle is firing +50% Marine. MBT firing Automatic primary weapons Vehicle side on +50% (vehicle 90º to the Target vehicle is side on +50% Atash spends 1 AP increasing his rifle skill by 10% user) Target vehicle in hard cover -20% (basic skill is 25%), giving him a 35% chance to hit. Target in hard cover -20% Target vehicle in soft cover -10% Spending his final AP he shoots, but rolls 57, which Target in soft cover -10% Target vehicle hull down -20% is a miss. A Morale Marker is placed by the Marine Spotter is buttoned up -30% Target hull down -20% and he must make a morale test at the beginning of Spotter using night vision device +30% Vehicle buttoned up -30% to commander’s his next activation. spot skill Spotter vehicle is moving -30%

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SPOTTING SPOTTING

DIAGRAM 1 Intervening cover Diagram 2: (Below) Diagrams 1 and 2 shows the effects of cover, and how Following on from the scene shown in Figure 1, on these differ for two combatants. Character B’s activation phase he moves from behind the cornfield so that the LoS between him and Character A is Diagram 1: (Left) broken by a small copse of trees. Character A is within 1” of a drystone wall, tries to spot Character B who is partially hidden by a cornfield giving This means that in Character A’s activation phase he a -30% to Character A spot skill. must make a new spot roll with any relevant modifiers. B to reacquire his target. A Character B tries to spot Character A, his skill is -40% to his spot skill because of the drystone wall.

DIAGRAM 2

Types of cover The effects of cover When a player draws a line of sight between two All games are by their nature an abstraction of reality, B miniatures, only the cover with the highest modifier and no rule system can fully reflect how soldiers that intersects the LoS is taken as the modifier against interact with the world. Skirmish Sangin assumes that the character’s spot roll. Different types of cover have every combatant is trying to make the best use of the different effects on the chance of spotting and shooting. available cover to remain hidden. It also assumes that all The terrain types are defined as follows: characters are looking for the enemy and opportunities to shoot. • Soft cover (-30%) – fields ploughed or vegetation up to 1m tall, While most cover offers little protection from modern orchards, fences, cars, a swamp, all bushes. bullets, the fact that a character can remain hidden reduces the opportunity for enemy combatants to fire on • Medium cover (-40%) a character. – drystone walls up to 1m in height, corners of buildings, individual trees, and mud brick walls. Skirmish Sangin takes the cover with the highest modifier along the line of sight (LoS) to be used as the A • Hard cover (-50%) modifier for the character’s spot roll – the effects of cover – armoured vehicles, compound walls, ruins, are not cumulative. Any character attempting to spot trenches, forests/woods, and sandbagged within 1” of a specific piece of cover, less than 1”, high emplacements. doesn’t count the cover against his (LoS) as he is close enough to see over that cover element. Remember to take • Prepared defences (-60%) into account the target’s position or movement, such as – concrete blockhouses, bunkers, and buildings. kneeling, running, or prone when working out the final percentage.

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SPOTTING SPOTTING

Exceptions to the intervening terrain rule Example 4 Elevated spotting If one character is within 1” of a terrain piece that is less If one of the Taliban fired from his hidden position, in If a character is in a bell tower, on the roof of a building, than 1” tall and his opposition is within 1” of him but on the subsequent combat phase the Ranger would get a or on the side of a hill they have a greater range of vision. the opposite side of the terrain piece, both characters can +10% spotting modifier for his opponent’s rifle fire , and This is represented by a +10% spotting modifier for every automatically see each other see each other if LOS exists ignore the -75% hiding modifier. storey (3m) the spotter is above the target. There is also so can ignore the intervening terrain, and no spot roll is a disadvantage to being elevated, as standing figures required (as show in Diagram 3). Spotting and keeping an acquired target are silhouetted against the sky and can easily be seen Once a target is spotted, the character keeps sight of – this means that any character standing in an elevated Hidden characters his acquired target as the target moves until the target position has a +10% modifier for all enemy combatants A character can hide on the battlefield. To do this they moves behind a terrain feature that is more than 4” trying to spot him. This is negated if the character is spend 3 APs and one combat phase hiding, and a hidden wide. If this occurs then the spotter needs to make a spot kneeling or prone. marker is placed next to them. A hidden character can roll to re-acquire his target. make spotting rolls as normal but if they fire a weapon or move,other than to turn in place, they are no longer deemed as hidden.

It is not possible to hide in plain sight i.e. characters may only hide when there is a physically modelled terrain feature to hide in, and cannot hide if there are no modelled terrain features to hide either in or behind. All hidden characters have a -75% modifier when another character tries to spot them. If a character Example 1 moves to within 1” of a hidden character they will spot A US Ranger can draw a LoS to two Taliban walking that character more easily so ignore the -75% hidden along a hedgerow. Between him and the target is a modifier, but must still make a spot roll, taking into poppy field, two dry stone walls that are less than 1” account the terrain when trying to spot the hidden tall, and a hedgerow that’s 1” tall. His spot skill is 100% individual. and the cover modifier for the walls is -40%, giving the DIAGRAM 3 Ranger a 60% chance to spot. The Taliban are walking, which add +20% and theor are two of them within 2” +10% so the final chance to spot is 90%

Example 2 The Ranger has charged the Taliban. A 1” tall stonewall is between him and the two Taliban fighters. The Ranger no longer needs to spot his targets, because all the combatants are within 1” of each other.

Example 3 The Taliban have hidden themselves. For the Ranger to spot him, the Ranger would have to make a spot roll taking into account the cover (the 1” wall which offers medium cover, so -40%) and the fact that the Taliban character is hidden (-75%), so the Ranger’s skill would drop to -15% but as there are two targets within 2” than improves the change to -5%.

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BUILDINGS BUILDINGS

Shooting into buildings • Characters entering a building spot at All undamaged buildings provide a -50% hard cover -30% to reflect the low light of most Afghan buildings. modifier for any character who is inside and being fired on from outside. • Characters in the building already who try to spot a character entering through a door or window will Modern forces clearing buildings get at +10% modifier to spot them. All professional soldiers have rules of engagement to protect innocent bystanders or hostages – they cannot • Characters behind doors or pillars or looking kick in the door of a house and shoot indiscriminately, or through windows have a medium cover modifier throw grenades through windows to clear buildings. To of -30%. reflect this, professional soldiers must make a successful spot check before they can shoot or throw a grenade into • Characters caught in the middle of rooms or a building. Unless both players agree to allow this before hallways without cover gain no cover modifiers but Frantically leap-frogging, the the game begins. still need to be spotted as it is assumed that there Legionnaires pull back down the will be some form of intervening cover, unless the Inside buildings characters are within 1” of each other. street. Fighting within buildings is very difficult to incorporate into a game as most model manufacturers do not include Intervening terrain rule building interiors, and those that do provide often only The Taliban continue to appear from With combat inside buildings, the intervening terrain an empty shell, without furniture. Afghani homes and rule works through windows and doorways, so if two every doorway and rotop. compounds are generally more spartanly furnished then characters are within 1” of a doorway or window they those in the western world, and would provide little can see one another with no AP cost. cover from modern automatic weapons. The buzz of Minimi growls forth. Street fighting/fighting in buildings Forcing back the growing horde, The following rules are used for all fighting that takes Street fighting is when combatants fight in the streets and place within buildings. gaining them precious time. through buildings in an attempt to clear an urban area of enemy combatants. There are a number of weapons Closed buildings and tools used by armed forces to enable their troops “Make for the truck we’ll try and If closed buildings are used (that is, model buildings to perform these tasks more easily, but note that only that are not able to be opened), figures cannot be placed hold them there” Corparol Alain a combat engineer group (for details, see below) can in position – this means that combatants must ignore all successfully use the following tools. calls. cover modifiers. • Collapsible ladders • Upon entering the building, characters spot at -30% – ladders are required to climb over any wall over to reflect the low light of most Afghani buildings. 1m tall. The ladder bearer places and foots the ladder at a cost of 3 APs; after this, other troops can cross • If a character is in a building and needs to spot a the wall at a cost of 2 APs. character entering through a door or window, they get a +10% modifier to spot them. • Breech charges – whether it is the British L9 Bar Mine or C4 All firearms and unarmed combat takes place as normal, explosive, breech charges have to be laid carefully to but no modifiers are given for cover. breech a compound wall. It takes 1 full combat phase and the expenditure of 3 APs to place the charge. The Open buildings combat engineer then makes their “Place Breech If open buildings are used (that is, model buildings that Charge” roll. have a removable roof and allow figures to be placed

within the model), then combatant figures are placed as best they can and it is assumed that the character is making use of any cover that is available.

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Buildings battlefield communication

Success Battlefield communication If they are successful, the charge explodes at the Since the end of World War II, squad-based beginning of the next combat phase and the wall is communications have gradually improved as radio breeched, making a man sized hole. equipment has become smaller and more manageable. Fail In the early twenty-first century, nearly all professional If the engineer’s roll fails, there has been an electronic armies have inter-personal communication systems such or mechanical failure and the engineer may spend an as the British Army’s Bowman Communications System. additional 3 APs checking the wiring or moving away from the explosive. To reflect this technical innovation, Skirmish Sangin

ISAF characters can pass specific information from Fumble character to character. If a character wishes to pass If the combat engineer rolls a fumble, the round explodes causing maximum damage. The explosive has a Kill on details to his colleagues he has to spend 3 APs Zone of 5”, so any characters in this zone takes 4d10 to initialise the system and successfully pass on the damage, and a Damage Radius of 15”, so any character information. in this zone will take 1d10 damage unless effected by IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK cover (see grenade rules page 71). Unfortunately these communication systems have UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR proven to be unreliable in Afghanistan. There is only Unit cost 150 points – combat engineer group 75% chance the message will get through. Characters What kind of information can be passed on? A combat engineer group is made up of two veteran may try every active combat phase until they get their soldiers, as shown below. Note their specialist skill: Place message through at the cost of 3 APs per active combat • If a character spots an enemy combatant he can Breech Charges. These are the only toops capable of phase. transfer this information across the network to all doing this in Skirmish Sangin. members of his squad. Any team member with LoS to the target can then attempt to spot that target with a +20% modifier to their spot roll in their next available combat phase.

• A character can call in his localised close support, such as his squad grenadier. The grenadier or launcher team can use their weapon as an indirect Unit cost 150 points – combat engineer group fire weapon. Doing so halves the skill of the individual and costs 3 APs. NAME: N A V X E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES 1d10+10 1d10+4 75% 3 TBD TBD NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT SERIOUS Example: Pistol (BODY x 4) | Rifle (BODY x 4+10%) | Hand to Hand (BODY x 4) | Spot (100%) | | First Aid (40%) | Place Breech Charge (BODY x 4) | Throw MEDIUM CRITICAL DEAD Sergeant Fearon spotted a Taliban sniper in his (BODY x 4) previous combat phase. In this combat phase he decides to inform all of his squad as to the position NAME: N A V X E of the sniper. This will cost his 3APS and he must BODY ARMOUR MORALE AP WEAPON COMBAT PHASES roll below 75% on 1d100, he rolls a 45% a success. 1d10+10 1d10+4 75% 3 TBD TBD In subsequent combat phases all characters in his NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT SERIOUS squad will now be able to attempt to spot the sniper Pistol (BODY x 4) | Rifle (BODY x 4+10%) | Hand to Hand (BODY x 4) | Spot (100%) | | First Aid (40%) | Place Breech Charge (BODY x 4) | Throw MEDIUM CRITICAL DEAD with a +20% to their spotting ability. (BODY x 4)

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SHOOTING SHOOTING

In modern combat there are three main shooting skills: To make a successful attack roll, the player has to roll less Weapons Example than his character’s weapon skill, adding or subtracting There is a huge variety of weapons available to the • Pistol In combat phase 3, Atash the Taliban is outflanking the modifiers as shown in in the Shooting Modifiers combatants in Afghanistan, from the most modern • Rifle/SMG Legionnaire Alain. Atash has just made a successful Table. portable missile systems to old .303 rifles from the days • Heavy Weapons. spot roll so he decides to shoot at the unfortunate of the Raj. Legionnaire. When the LoS has been established and a target has been seen with a successful spotting roll, the player will be These weapons have a variety of calibres, a wide range Atash’s main weapon is an AK47 and his skill is 35%. able to make a firearm combat attack. of magazines, and different scope systems. Skirmish Atash spends 2 APs aiming, improving his skill to 55%. Sangin has chosen not to create a system that accurately The Legionnaire is kneeling behind a drystone wall, breaks down each weapon type and provide individual Shooting Modifiers Table which modifies Atash’s chance to hit by -30% for rules for each – instead, all weapons have been cover and -10% for kneeling, giving a -45% total SHOOTING MODIFIERS Modifier generalised into categories. modifier, resulting in Atash having a 10% chance to Target hit. Per 1 AP of aim (max 2 AP / +20% modifier) +10% The minor differences in calibres and magazines are Target is running -20% not as important as the skill level of the man who uses Atash rolls a 22, so misses. The Legionnaire hears the Target is walking/crawling/climbing/swimming -10% them, and this categorisation allows new weapons from crack of the rifle, so will have to make morale test at Target is kneeling -20% different time periods (or genres) to be added easily. the beginning of his next combat phase (see page 78). Target is prone (not counted if target is within 4”) -30% Target in soft cover -20% For ease of use, weapons are divided into the following Target in medium cover -30% categories: Target in hard cover -40% Target in prepared defences -50% • Pistol Target is higher (per storey / 3m) -10% – such as the Browning pistol (L9A1), P226 SIG pistol Target is within 4” +30% (L105A1, L105A2 and L106A1), M9 Target position relayed by communication system +20% • Assault rifles – such as the M16A4, SA80, FAMAS, AK47 Attacker • SMG Attacker running -20% – such as the Heckler-Koch MP5 Attacker walking/climbing/crawling/swimming -10% • Shotguns Attacker is kneeling or weapon braced +10% – such as the L128A1 Attacker is prone +20% • Grenade launchers (UGL) Attacking from above (per storey / 3m) +10% – such as the M203, M32, MK19 Sniper scope +25% • Rocket propelled grrenades Attacker in moving vehicle or riding animal -20% – such as RPG-7V2 Snap Fire (Optional Rule) -30% • Sniper rifles – such as the L115A3 Vehicles • Light Machine Guns Per 1 AP of aim, to a maximum of 2 +10% – such as the Minimi light machine gun (L108A1/ Target vehicle is moving -20% L110A1), GPMG (L7A2) Target vehicle in hard cover -30% • .50 Cal rifles Target vehicle in softcover -20% – such as the Barrett (M82) Attacking vehicle from behind +50% • Heavy Machine Guns Attacker vehicle moving -20% – such as the L1A1 IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK • Grenades UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR – such as the M67 fragmentation grenade

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SHOOTING SHOOTING

Weapons Table Snap Fire (Optional rule) Snap fire provides the opportunity for characters The character must make a successful spot roll (if Weapon Damage Range Area Effect Cost or teams to spot targets and fire outside the normal required) and cannot add additional AP’s to the spot or Hand-to-hand combat phase. It represents opportunity firing rather shoot skills as all APs are being spent to use the snap fire combat than a determined overwatch type of situation. Snap ability. Unarmed Combat 1d6 Touch - 0pt fire occurs when the character spots and fires in a Knife/Entrenching tool 1d10 Touch - 0pt combat phase that is NOT their activation phase. Doing If the character does not successfully spot the target his so will prevent the character activating on their next snapfire ability is lost but still retains the snapfire marker. true activation phase. Firearms The character/team who snap fired will still have to Pistol 1d10 25” (50m) - 5pt To snap fire, a character/team must be able to draw undertake any morale tests they incur from enemy fire Assault rifle 2d10 250” (500m) - 10pt line of sight to the enemy within their 180-degree if required in their next combat phase but will have no AP’s with which to carry out actions that require AP’s. SMG 2d10 100” (200m) - 10pt front facing vision arc. Snap fire can be used against characters/teams or vehicles who are already visible, However, if they are attacked in hand-to-hand combat Combat shotgun 3d10/2d10 20”/40” (20m/40m) 2” 10pt or those who enter the character’s LoS in the new they can parry to defend themselves as parrying costs no Sniper rifle 4d10 250” (500m) - 10pt activation phase. APs. LMG/Minimi/204/LS 4d10 (3d10) 500” (1000m) 2” burst 25pt (5.56mm) Snap firing gives the character/team the opportunity Snap fire may only be used to spot and fire the following .50 Barret 5d10 500” (1000m) - 25pt to spend the 3 AP from their next activation phase. weapons: Grenade Launcher See Grenade Type Min 10” (20m) See Grenade Type 25pt Characters may only bring forward their next (UGL) Max 75” (150m) activation phase (This may cross combat rounds). This • RPG/AT4 is shown by placing a snap fire marker next to the • HMG Heavy weapons miniature. • GPMG • LMG GPMG/MG KZ4d10 500” (1000m) 4x3” 30pt No character may snapfire if they already have a • Grenade launcher HMG KZ4d10 500” (1000m) 6x4” 50pts snapfire marker placed. A character removes the in • Assault rifles/small arms Mortar 60mm KZ4d10/DR1d10 1km KZ 5” DZ 15” 50pts + crew their next uneffected activation phase this does not cost Mortar 80mm KZ4d10/DR1d10 1km KZ 10” DZ 40” 75pts + crew any AP to remove. Mortar 120mm KZ4d10/DR1d10 1km KZ 15” DZ 60” 100pts + crew

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A player cannot use snap fire to fire a mortar or ATGM be fired at the best possible point for the snap firing (larger than an RPG or AT4), throw a grenade, fight hand- character. Players should wait until the enemy character to-hand, or perform any movement actions. has completed their full move, and then the snap fire player calls him back to the point in that move that Limitations of snap fire maximises the snap firing character’s advantage. There are a number of limitations on snap fire: Note: • Character/teams who are pinned, or who already If play has moved to another character/team’s combat need to make a morale test cannot snap fire and must phase you cannot go back to a previous combat phase resolve all actions in their normal combat phase. and conduct snap fire.

When a player declares they are performing snap • Snap fire cannot be used to interrupt another fire, a snap fire marker is placed next to a character or character/team who is snap firing, Snap fire team that is activated; this shows that the character/ cannot be used to interrupt a character or team firing team has used their active combat phase AP. Counters normally in their combat phase labeled “Snap fire fired” or “Snap fire spot” are used to designate whether any firing was done. • Snap fire is taken in the order in which it is declared.

The snap fire counters are removed at the end of the The disadvantages of snap fire snap firing character/team’s next true activation phase. Example All characters who are snap firing receive a -30% penalty Jon’s Taliban character Atash (BODY 20) moves sees the running Paratrooper (Jon cannot spend to their shooting skill. Note: to the top of a building in combat phase 1. He is any AP on increasing Atash’s spot skill when snap It is possible that more than one character/team will the first character to be activated and there are no firing so it makes sense for Jon to pick the best Snap fire procedure conduct snap fire on the enemy in their combat phase. targets, so there is little he can do. chance for success). Snap fire always interrupts an enemy action in the When this is the case, snap fire is played in the order in Jon now makes his shooting roll. Atash has a 75% enemy’s own action phase, and shots are deemed to which it was declared. The next character to activate is Sean’s British Paratrooper (BODY 17). Sean spends his 3 APs chance to hit, but the Paratrooper is running which moving his character across the street and into gives a -20% modifier, and snap firing also gives a cover behind a building. -30% modifier. Atash has the height advantage of one storey which adds +10% modifier, (Jon cannot Once Sean has shown what his intentions are for his spend any AP increasing Atash’s aim skill when snap character, Jon can now stop the character and back firing), so his final roll must be 35% of less. Jon rolls up the play so that the Paratrooper is in the middle a 24% – a hit – and proceeds to roll damage. of the street. It’s at this point that Atash attempts to snap fire and Jon places a snap fire marker down by NOTE: Atash now has a snap fire marker placed beside Atash. him and loses all AP in his next active combat phase.

So why allow Sean to complete his turn? This But what would have happened if Jon had missed? is because the players need to have established The Paratrooper would then complete his run as what would happen if Jon had not interrupted the outlined by Sean at the beginning of the combat flow of play, and therefore allow Jon to choose his phase, but he would have a morale counter (see moment to interrupt. the “Morale” section for further details) placed next to him and would be forced to make a morale test Sean’s character is now in the middle of the street, at the beginning of the next combat phase as the completely in the open, so no spotting skill is Paratrooper has come under fire. required for Atash to see him – he automatically

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SHOOTING SHOOTING

The Wound Chart The Wound Chart includes wound descriptions and the effects a wound will have on a character’s hit points, morale, consciousness, and mission.

When a character is wounded, the player should find the number of hit points of damage they receive, then read the description across the chart, and apply all modifiers.

These modifiers are not cumulative, so if the target takes Optional Mission Change Rule multiple wounds that do not exceed the wound category You will see an Optional rule in the wound chart for they only apply the modifier once. However, they do mission changes for all non-insurgent units. If you use take the additional morale tests. Characters who receive this optional rule (which we do for all of our games) the multiple wounds over time add the wound points and ISAF mission changes as soon as any character receives apply the modifier for the that wound. more than a light wound, with treating and evacuating the character becoming the new priority. Example These mission changes reflect the common procedures Joshua’s character Max takes a single wound from and practices of professional forces and conforms to

Body armour Flexible body armour – every time a character is hit, a grenade, which places him in the light wound ISAF military doctrine in Afghanistan. Most modern armies equip their troops with body the player makes the appropriate armour value roll for category. His abilities are reduced as outlined in the Prisoners armour and a helmet. While the troops train every day that armour. For example, a soldier with a standard description in the Wound Chart below. In the next ee morale rules on page in this equipment, it is heavy and wearing it inevitably helmet and body armour would roll 1d10+4. This combat phase Max is shot, but as his body armour When a character surrenders (s 81 makes a person move more slowly, and it affects their takes into account the fact that body armour does not manages to soak up almost of the damage he takes ). This also creates a change in mission for both forces. BODY attribute. Any character wearing body armour cover the whole body, and a round or piece of shrapnel only an additional 2 points of damage. With 3 Any character that has surrendered must be escorted off has their BODY attribute recalculated at the beginning can penetrate the armour in a weak spot or hit an points of damage now, he still is only considered to the battlefield by the soldier/insurgent they surrendered of the game, and all combat phases are calculated based unarmoured part of the body. have a light wound, but he will have an additional too. on this modified BODY combat phase (not their original morale modifier – when he makes his morale role BODY combat phase). Note, however, that this affects It is possible for a character to be hit by a bullet and, due at the beginning of his next combat phase, he has Prisoners cannot be targeted by either side or killed out only the combat phases the character is active in, not any to their armour roll, take no damage. If this happens, the a -20% modifier to his morale, and an additional of hand. Prisoners are valuable to both sides, for ISAF skills that are calculated from a character’s BODY score. character is knocked prone and must take a morale test -10% for the additional morale counter (see the as a source of information as for the Taliban insurgents at the beginning of their next combat phase. “Morale” section for details). as a form of propaganda. A prisoner is worth 50 victory Body Armour Table points. Descrption Armour value Body Cost Wounds Helmet + body armour 1d10+4 (8) -2 10 All human beings have the same biology, so while Helmet + light body 1d6+4 (6) -1 5 soldiers may vary in size, Skirmish Sangin gives all armour characters 12 hit points.

There are two types of armour system: flexible, and When a character is hit they first make their armour static. Players should decide which they wish to use at roll, if they are wearing any armour, to determine how the beginning of the game. It is recommended that the much of the damage has been absorbed by the armour. flexible body armour system is used by default, but as All damage that exceeds the armour value is taken as games become larger the static body armour system damage to the character, the results of which can be shown in the table above in brackets (i.e. 8 for body found in the Wound Chart. armour, 6 for light armour) will remove additional dice rolls and help to speed up play.

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SHOOTING Grenades

The Wound Chart Table Rifle grenades, grenade launchers, and The core rules for hand thrown grenade Damage Description Morale Consciousness Mission hand grenades Rifle grenades, grenade launchers, and hand grenades • All hand grenades must be purchased at a cost of 1-3 Light wound -20% 100% No effect. • -20% from all combat abilities are effective methods of suppressing an enemy and 10pts each. • Compulsory morale test in first breaking up attacks. Used correctly, these will have a available combat phase devastating effect on the enemy; used incorrectly, they • To ready and throw a grenade takes 2 AP. • Character drops prone can have a devastating effect on friendly troops. • Causes morale test for all witnesses within 12” • To cook a grenade requires 2AP as normal but The core rules of grenade-based weapons also an unmodified morale roll. A cooked grenade • All rifle grenades/grenade launcher use the cannot be thrown back. 4–6 Medium wound -40% 60% OPTIONAL: characters rifle skill to fire the weapon and use all • All hand grenades can be thrown effectively up to • Half all combat skills If the character remains Mission change for all appropriate modifiers. • Compulsory morale test in first conscious, their cries non-insurgent units: this 40m (20”). available combat phase for help/screams causes casualty must be treated with • To load a rifle grenade/grenade launcher/RPG • Character drops prone a -20% to character first aid by the nearest friendly Thrown Grenade Modifiers • Causes morale test for all witnesses morale rolls within 12”, character, providing it is safe takes 3 AP. (GMG’s take longer see the heavy weapon within 12” if they have LoS with the to do so. If a successful first section) Description Modifier injured character. aid roll is achieved, earn 10 Target victory points. • All rifle grenade/grenade launchers have an Target is running -20% effective range of 150m (75”). Target is higher(per storey / 3m) -10%

• All rifle grenade/grenade launchers can be used for Attacker 7–9 Serious wound -60% 40% OPTIONAL: indirect fire. Using grenade launchers as indirect Attacker running -20% • All combat skills are 10% If the character remains Mission change for all weapons halves the users skill and costs 3 APs. • Compulsory morale test in first conscious, their cries non-insurgent units: this Attacker walking/climbing/crawling/ -10% available combat phase for help/screams causes casualty must be successfully • All rifle grenade/grenade launchers have a Attacking from above (per storey / 3m) +10% • Character drops prone a -20% to character evacuated from the board on Attacker in moving vehicle -20% • Causes morale test for all witnesses morale rolls within 12”, a friendly edge, providing it is minimum effective range (see the Grenade Table). within 12” if they have LoS with the safe to do so. This will earn 50 injured character. victory points. • All rifle grenades/grenade launchers include in their 25pt cost enough to last the whole game.

10–12 Critical wound N/A 20% OPTIONAL: • Incapacitated If the character remains Mission change for all • Character drops prone conscious, their cries non-insurgent units: this Grenade Table • Causes morale test for all witnesses for help/screams causes casualty must be successfully Description Range Minimum Kill zone Damage zone Damage Cost within 12” a -20% to character evacuated from the board on range (KZ) (DZ) morale rolls within 12”, a friendly edge, provided it is if they have LoS with the safe to do so. This will earn 50 Smoke grenade 40m - - 10” (lasts 1d6 rounds) - 10pts injured character. victory points. (20”)

Hand grenade 40m - 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 10pts (20”) 5” diameter 15” diameter 13+ Dead N/A N/A OPTIONAL: Causes morale test for all witnesses Mission change for all 40mm Grenade 150m 20m 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 10pts with 12” non-insurgent units: this (75”) (10”) 5” diameter 15” diameter casualty must be successfully evacuated from the board on 40mm Smoke 150m 20m 5m 15m (7.5”) - 10pts a friendly edge. This will earn (10”) 5” diameter 15” diameter 50 victory pts. Max 6d10 - There is no need to roll more damage dice as the average roll indicates that all characters are killed

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Grenades Grenades

Example In combat phase 3, Atash (Average), sees the grenade that Sgt. Cragus threw land at his feet, and uses 3 APs to pick it up throw it back. He rolls his BODY x 3 and is successful, so the grenade lands at Sgt. Cragus’s feet. At the beginning of combat phase 3, Sgt. Cragus is hit by 4d10 damage from his own grenade.

Cooking a grenade To try to stop the enemy throwing grenades back, many soldiers “cook” their grenades. This means the thrower holds the grenade with the pin out and allows time to tick off before throwing it. As a result, the grenade Example cannot be thrown back and will explode on the combat On Combat Round 1 Lee ( Average) decides phase it is thrown in. to cook his grenade. His morale is 55%, and he rolls IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR a 34 so successfully cooks his grenade. His BODY is To do this the character needs to make a successful 15 so his chance of throwing the grenade accurately What does KZ/DZ mean? Throwing grenades unmodified morale test. Failure means he has panicked is 45%. He rolls 21 so the grenade lands next to the KZ is shorthand for Kill Zone, which is the area within A character’s skill to throw a grenade is their BODY and thrown it as he usually would have, while a roll Taliban target and explodes immediately. which any unprotected soldier is likely to be killed due attribute x experience level. For example, a professional of 00 means that the character froze and the grenade to the high damage – KZ5d10, for example, means that soldier with a BODY attribute of 12 would have a 48% (4 exploded in his hand, so the character takes maximum On combat phase 2 Sgt. Cragus (Average) decides to all characters in the specified radius roll 5d10 damage, x 12 = 48%) chance of throwing a grenade accurately. All damage and all other characters within the blast radius cook his grenade. His morale is 75% and he rolls 78, so a character would have to be very lucky to escape grenades have a delayed fuse – a grenade explodes at take damage as normal. so fails and has thrown the grenade early. He now alive. The Damage Zone or DZ is a much bigger area in the end of the combat phase after it is thrown. rolls his chance to hit, its successful, so it lands at the which characters may still be hit by shrapnel, but as the feet at the two Taliban insurgents who are manning explosive covers a wider area there is a greater chance of Example a PK LMG. It will go off at the beginning of the next surviving. A typical DZ roll causes 1d10 or 2d10 damage, Sgt. Cragus readies his M406 grenade and throws combat phase. so being caught in this zone is usually survivable if the it into a Taliban position in combat phase 2. He character is wearing body armour. Grenades are most successfully makes his throw roll so it lands exactly effective in open areas where the steel fragments and where he wants it. It will go off in the combat phase 3. blast can do the most damage, and spread out to hit the most targets. If a grenade is thrown at a target who can activate in Surviving a grenade attack The effect of cover on grenades the same combat phase the grenade will explode in, Individuals can survive grenade attacks thanks to the the character may attempt to pick up the grenade and The type of cover combatants find themselves in affects armour they are wearing, being in the right place at the throw it back. It takes 3 APs to pick up a grenade and the damage roll of a grenade. right time (usually behind cover), or sometimes just throw it back and the character must make a unmodified through dumb luck. Characters who survive a grenade • For every medium/height variation between successful morale roll (no throw roll is necessary). If they attack are automatically treated as pinned. the target and the grenade, reduce the weapon’s fail there morale test, they take damage as normal. If damage by 1d10. successful the grenade will explode at the feet of the Being in the kill zone or even the damage zone of a original thrower in the same action round that it was grenade that has exploded means the individual must • Soft cover offers no protection from the blast of a thrown back – it cannot be re-thrown. take a morale test, even if they were not hurt by the grenade. explosion.

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GRENADES GRENADES

Hits and missed rolls Rifle and grenade launcher grenades Example Example For a grenade to be effectively used, a player must make Grenade launchers and rifle grenades launch a grenade Private Maitlin sees insurgents trying to make a Yusuf throws a grenade at three American Rangers, a successful throw roll (See the thrown grenade modifier with more accuracy, at higher velocity, and to greater break from an ambush. They are 60m (30”) away; and it lands in the middle of their group. Yusuf’s table on page 71). If it’s successful, the grenade lands distances than a soldier could throw it by hand. Grenade he aims his M203, and fires. player rolls 4d6 for: exactly where the player wants it to, as long as the target launchers can either come in the form of standalone point is within the grenade’s effective thrown range of weapons (either single-shot or repeating) or as His skill with a rifle is 75% and he rolls a 29, a • Ranger A, inflicting 16 points of damage. 40m (20”). attachments mounted under the barrel of a rifle. Some • Ranger B, inflicting 12 points of damage. rifles have been designed to fire rifle grenades, either hit. The 40mm canister grenade has a Kill Zone diameter of 5”, and there are three Taliban inside • Ranger C, inflicting 6 points of damage. A grenade’s damage affects each person within its blast from their muzzle or from a detachable muzzle-mounted this. The Damage Zone for his grenade is 15”, and radius. The blast radius is different for each type of launcher. there are two Taliban in this area. All the Rangers have 1d10+4 points of body armour, grenade (see the Grenade and Missile Table). which means: In game terms, rifle grenades and grenade launchers are treated the same as assault rifles and are affected Starting with the Kill Zone, the player rolls 4d10 • Ranger A rolls his armour getting an 8, leaving by the same modifiers as a normal rifle. These weapons damage for each Taliban, and both Taliban are him to absorb 8 points of damage. have a maximum range of 150m (75”). All rifle grenades killed outright (more than 12 points of damage). • Ranger B rolls his armour getting a 3, leaving and grenade launchers have a minimum distance that One of the two Taliban in the Damage Zone him to absorb 9 points of damage. the round must travel before it arms itself – hitting any has intervening cover from a stone wall, which • Ranger C rolls his armour getting a 10, so it target nearer than this will result in the grenade not provides a -1d10 cover modifier as the Damage absorbs all of the blast and he is unharmed. exploding. The minimum distance can be found in the Radius is 1d10, so that Taliban is not hit. The other Grenade and Missile Table in the minimum effective Taliban is in the open, and he rolls 1d10 and gets All of the Rangers are pinned, and must take a range column. an 8 – not a fatal wound, but a serious one which morale test at -30%. will put him out of action for a while (see the Wound Chart page 69).

Grenades and buildings Grenades are frequently used to clear buildings. If a grenade is thrown into a building, the normal grenade radius is used but only figures within the building If the player rolls a miss, the player rolls 1d10 on the will take damage. Anybody outside the building but divergence diagram to resolve the direction of the within the damage radius is safe as it is deemed that the deviation from the point that the character was aiming explosive burst failed to penetrate outside the building. for. The player then looks up the weapon type to see what dice is rolled for the number of inches the grenade Any character outside a building is not effected by the deviates from the target. blast that occurs inside a building as they are protected by the building structure. Weapon Novice & Average Veteran & Elite Deviation Deviation Grenade 1d6 inches 1d6/2 inches Throwing grenades into buildings: Grenade launcher 1d10 inches 1d6 inches • If a character is within 3” of door or window they Divergence diagram use their unchanged throw skill. This pinpoints where the grenade lands, and from this point it explodes and all damage is calculated as • If a character is over 3” (6 meters) from an open usual. Occasionally this will mean that rounds land off door or window his skill is reduced by -25%.

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GRENADES CONSCIOUSNESS

Throwing grenades through windows and doors. Smoke grenades Consciousness If a character is adjacent to a window or doorway they Smoke grenades are not designed to explode, but emit All characters begin the game with their consciousness Example can throw a grenade through the apperture into the smoke to provide screening for movement or as a value at 100%. When they receive wounds, the Wound The French Legionnaire Jacques is shot by an marking or a signalling device. Players should indicate room beyond. The character still needs to make a roll to Table indicates how this alters their consciousness value. insurgent who inflicts 3 points of damage, which see if they roll a fumble (00) but not to indicate success the direction of the wind either at the start of the game, is a light wound. The Wound Table indicates that or when the grenade is thrown they should roll on the or failure. The character is deemed to be so close that When a character is wounded they must make a this level of damage means that Jacques’ skill is missed grenade chart to determine direction. A smoke its impossible for the grenade to deviate in a different consciousness roll. To do this, amend the character’s reduced by -20%, and he will have to take a morale grenade will provide a 10” diameter smokescreen that direction on a failure. If the character does roll a fumble test at -20%. Jacques is now prone but remains will last 1d6 combat rounds. The smoke blocks line of consciousness value according to the damage received, they have dropped the grenade and it explodes outside conscious. sight for its duration, giving a -70% penalty to all spot then make a 1d100 roll. If the roll is equal to or below the building effecting the all individuals as normal. rolls for combatants attempting to draw a LoS through the value, the character remains conscious; if the role the smoke. Smoke grenades are thrown in the same exceeds the value, they are unconscious. Unfortunately for Jacques, in the next combat Any character outside a building is not effected the blast manner as regular grenades, so may not land exactly round he is hit again, this time by being caught that occurs inside a building as they are protected by where the character intends them to go. An unconscious character takes a further one point of in the damage zone of a grenade. He takes an the building structure. damage at the end of each combat round unless they additional 4 points of damage so has now taken Smoke launchers receive a successful first aid roll from another character. a total of 7 points of damage. His new 4-point Grenades still need to be cooked if the external thrower Some vehicles have inbuilt smoke launchers. When If this does not occur in time, the character will remain wound is a serious wound, and the Wound Chart doesn’t wish to give those inside the chance to throw the these are triggered, the equivalent of a smoke grenade is unconscious until they bleed to death. A successful first indicates that a number of things happen – the grenade back outside building. released from each of the four sides of the vehicle. aid roll will bring an unconscious character back to most important for now is that he has to make consciousness. Once conscious if the characters wound is a consciousness roll at 60%. Jacques rolls a 47 so medium level of less they can act normally but still retain stays conscious. All characters with 12” are now their wound skill modifiers. forced to make a morale test with a -20% modifier.

For another character to make a first aid roll on an unconscious character, they must move into base-to-base Remaining conscious contact and then spend 2 APs tending to the patient All characters who are wounded with a medium wound before attempting the roll. If they are successful, the or above and remain conscious are a distraction to character is revived but remains wounded. those that are fighting alongside them. If a non-injured character can draw LoS to a friendly casualty within 12” with medium or worse wounds they will suffer a -20% penalty to their morale. This modifier is removed once a medic or friendly soldier begins to treat the wounded soldier.

If a character has taken a medium wound or worse damage but remains conscious they can only do the following actions:

• Crawl (1”) • Attempt First Aid on themselves.

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MORALE MORALE

Morale In the heat of combat it can be difficult to keep track of Wounded characters Morale reflects the moment when a soldier or vehicle this, so we recommend stacking counters alongside each Whenever a character is wounded they automatically decides what they are going to do in combat. Each miniature, with each counter after the first representing drop prone and follow the actions outlined on the person is different, and research shows that individual a -10% modifier. Wound Table. In the next combat phase the character has soldiers can react very differently in different stressful to make a morale test, taking note of the modifier on the situations – they can be incredibly brave one day, and At the beginning of a combat phase only one morale Wound Table. If they fail this morale test they must then broken the next, only to collect themselves and continue test is made, regardless of how many morale tests the roll on the Failed Morale Table. to fight at a later point. character has incurred (see example below). Subsequent morale test counters make the morale test harder; they It is possible that a character can have a negative number To reflect this, the Skirmish Sangin system uses morale do not indicate that multiple morale tests must be made. for their morale test, but regardless of skill it is always tests. A character’s morale is determined by their worth rolling because a critical success (the unadjusted experience level and is influenced by a number of roll of a natural 01) will always succeed regardless of base external factors. Example skill chance, just as a fumble (a roll of 00) will always fail, French Legionnaire Caporal Alain has come under regardless of how high the skill level of the character is Making a morale test fire from a Taliban compound, and while he isn’t (see Criticals and Fumbles, page 102). Skirmish Sangin uses morale to test the individual hit, he has to make a morale roll in his next combat character or vehicle crews reaction to stressful situations. Pinning/unpinning phase. Morale tests are rolled before any other actions in the Morale is not specified in these rules to determine squad A character can attempt to be unpinned at the beginning combat phase (see turn sequence for more details on coherence, as each individual character or vehicle tests of the following combat phase. Pinning is defined in the Unfortunately for Caporal Alain, he is also targeted page 46) and the morale result takes priority over all singularly - it is left up to the players to decide, as part Failed Morale Table (see page 81). in the same combat phase by an enemy sniper; the other actions. of the game or scenario they are playing when a unit has sniper misses, but forces another morale test, so in taken sufficient casualties that it breaks. Caporal Alain’s next combat phase he will make his Morale tests are required when: At the beginning of their next combat phase they morale test at a -10% penalty for additional morale • a character or vehicle comes under fire but is not hit must make a morale test, with success indicating that A character’s or vehicle’s morale is based on their marker plus the -20% penalty for being under sniper • a character is wounded (see the Wound Chart for the character can act as normal, while failure means experience. It is possible to have a morale rating that fire thats -30% in total. modifiers) that they are treated as a ‘retire’ result. If the enemy is over 100% – for example, an Elite Officer will have a • more than two enemy soldiers are within 6” and combatant is within 2”, and the character is alone the morale rating of 110%. His morale skill as a veteran is 75%, plus he’s an in LoS character will surrender and its figure is treated as a NCO so has a bonus of +10%, so thats 85% in total. • a character sees a friendly casualty incurred prisoner (see page 69). Experience type Morale He takes -30% as outlined above giving Caporal within 12”. Novice 35% Alain a 45% chance of passing. Average 55% Each of the morale test outlined is covered in detail Veteran 75% In the following round, things deteriorate and below. Vehicle morale is covered in the vehicle section Elite 90% Caporal Alain is forced to take an additional morale (page 100) NCO +10% test after: Officer +20% A character comes under fire • seeing one of his colleagues wounded Coming under fire, even if you aren’t hit, is extremely • seeing another of his colleagues running away stressful, and no amount of training can predict how a Morale tests are not rolled in the combat phase when • coming under fire from the sniper once more. person will react when they are shot at. If a character has the stimulus that prompts them occurs (e.g. when the been fired on and is not hit they must make a morale test character sees a comrade being shot), but they are rolled in Caporal Alain will have to further reduce his morale to see how they react. the character’s next available combat phase. This means skill an additional -10% for each subsequent morale that characters are able to react to a number of stimuli, test incurred. Successfully passing their morale test means that they and if a character incurs several morale tests in a single can act as their player wishes, while failing a morale test combat phase then each subsequent morale test incurs means that they have to roll on the Failed Morale Table cumulative morale test modifier of -10%. and follow the instructions outlined.

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MORALE MORALE

Outnumbered by the enemy Friendly casualty Morale Modifiers Table Failed Morale Table If a character has more than two enemy combatant If a character sees a friendly casualty within 12”, the Description Modifier When a character fails a morale test, the player rolls within six inches (12” in game terms) of their position character is required to make a morale test. Inflicted wounds on enemy character in last +10% 1d10 and consults the Failed Moral Table. For each and in LoS, they need to make a morale test because combat phase subsequent unsuccessful morale test roll for that of the risk of being out-flanked by the enemy. Each • A friendly casualty is deemed to be seen if they are For each conscious squad member within 6” +10% character they do not roll again and consult the (max +30%) additional enemy combatant after the first provides a in the front 180-degree arc of a character. table, but simply use the result one band lower (i.e. -10% penalty to the morale test, to a maximum of -30%. For each enemy squad member after the -10% subsequent morale test failures automatically make the second within 6” or closer (max -30%) Note that this can be offset by having friendly squad • A casualty causes a -30% to all morale rolls to character’s response more severe). Making a successful Show of force (relevant to insurgents only) -30% members nearby (see the Morale Modifiers Table). friendly solders within 12 “. morale test removes all morale issues, and the player Under sniper fire, or fire by LMG, GPMG, or -20% HMG starts again from their base morale score as dictated by • Successfully passing their morale test means the Successfully passing a morale test means that the Under fire by Mortars, RPGs, -30% their experience level. character can act as their player wishes. character can act as their player wishes, while failing a Under fire by ATGMs ,MBT cannon, chain- -50% Failed Morale Table • Failing a morale test means the character has to morale test means that they have to roll on the Failed guns and auto-cannons 1d10 Description roll on the Failed Morale Table and follow the Morale Table and follow the instructions outlined. For each subsequent morale test marker -10% instructions as outlined. placed 1-5 Drops prone The soldier drops prone, taking no further Morale Modifiers Table In soft cover +10% action this combat phase. At the beginning of A character’s morale is affected by external as well as In medium cover +20% their next combat phase they can act as normal. Example internal elements. The Morale Modifiers Table below In hard cover +30% Private Brown of the UK 16 Air Assault Brigade shows a range of morale modifiers that can affect a Inside a vehicle +30% 6-8 Pinned down A pinned down result means that the has been ambushed on the road to Musa Qala, and character’s morale test. These modifiers are additional Friendly soldier(s) within 12” line of sight -30% character is prone until the next combat phase, is trying desperately to protect his vehicle and his to all those listed in the different types of morale tests wounded or killed taking no action. At the beginning of their next wounded comrades. He has been in a firefight for above and those shown in the Wound Chart. combat phase they must make a morale test, the last few minutes, waiting for help to arrive. with success indicating that the character can act as normal, while failure means that they are treated as a ‘retire’ result. The Taliban have been moving closer to him, and although they are not terribly good shots he is now If the enemy combatant is within 2”, and the character is alone the character will surrender surrounded by enemy soldiers, four of them are and its figure is removed from the board and within 6” of his position. This means that Private counts towards victory conditions. Brown must make a morale test. 9-10 Retire Move to the nearest cover within 12” from the His experience level is Average, giving him a base cause of the test, even if the character is already morale score of 55%, but the four Taliban reduce in cover, then take no action for the rest of the this by -30% (minus 10% per Taliban within 6” to a combat phase. In the next active combat phase maximum of 30%) so he needs to roll below 10% to the character must make a successful morale test or be removed from the board and be keep firing. counted as a casualty in any points-based game.

The player rolls 08 and Private Brown keeps up his If the enemy combatant is within 4”, and the character is alone the character will surrender rain of deadly fire while waiting for reinforcements and is treated as a prisoner. to arrive.

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hand-to-hand combat HAND-TO-HAND COMBAT SEQUENCE

Hand-to-hand combat works differently from firearms use. Other characters cannot shoot at characters engaged based combat. Hand-to-hand combat only takes place in hand-to-hand combat due to the risk of hitting their when the two combatants are in base-to-base contact, comrade. The basic Hand-to-Hand Combat Table and no firearms are used as it is deemed that the lack of assumes that each combatant is using a bayonet-fitted physical space between the combatants prohibits their rifle or similar hand to hand weapon.

Activation and morale tests: j a. The combat phase dictates which characters are designated as the ATTACKER. b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

Attacking k a. An ATTACKER makes an attack roll (cost 1 AP). b. They may spend additional APs for a special manoeuvre. c. The TARGET makes a parry roll (parrying costs no APs).

Success Failure l a. If the TARGET parry is m If the TARGET parry is successful, the unsuccessful, the ATTACKER sequence begins again. rolls damage. i. TARGET reduces wounds by any armour they are wearing. ii. All damage that penetrates armour is taken as damage. iii. If the character is not killed, consult the Wound Table. iv. At the beginning of the next activation phase, a wounded defender must make a morale test based on the morale modifiers. v. If the TARGET fails their morale test, they roll on the hand-to-hand combat Failed Morale Table.

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HAND-TO-HAND COMBAT HAND-TO-HAND COMBAT

Hand-to-Hand Combat Table DEFENDER Novice Average Veteran Elite Novice 60% 50% 40% 30% ATTACKER Average 70% 60% 50% 40% Veteran 80% 70% 60% 50% Elite 90% 80% 70% 60%

To resolve hand-to-hand combat, the players compare Hand-to-hand combat damage their characters’ experience ratings including any If a character is armed with any kind of weapon additional modifiers from special manoeuvres or (anything from a rifle butt to an entrenching tool) they wounds. roll 1d10 damage; if they are unarmed they roll 1d6 damage. IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR To work out the skill for their attack, the attacker finds their character’s experience rating in the first column Being attacked by multiple opponents of the Hand-to-Hand Combat Table, then moves along While martial arts movies and Hollywood blockbusters Example that row to find the defender’s experience rating – the suggest that it is easy for one person to fight off a Two Taliban, A (BODY 12) and B (BODY 17), attack a when he rolls a 13 his attack is successful. He rolls resulting figure is their basic ability to attack. The number of attackers, the reality is quite different. The US Marine (BODY 15). The Marine is rated Veteran, 1d10 damage, getting a 7. The Marine has body defender can also parry or block attacks, and the more attackers there are, the less chance a character has and the Taliban are rated Novice and Average, armour on and rolls 1d10+4. He gets an 8+4 =12, so defender finds their character’s skill level in the same to attack. To reflect this, the following modifiers are used: respectively. the weapon doesn’t penetrate. way (See table above). • Multiple attackers improve the basic skill of all On combat phase 1, Taliban B attacks. Consulting In combat phase 4 the Marine attacks again, this time Example attackers by +20% for each additional attacker. the Hand-to-Hand Combat Table we see that his deciding to attack Taliban A. His skill to hit is 80%, base skill of 50%, but because Taliban A is also in he rolls a 98 and misses. A US Marine with Veteran experience attacks a hand-to-hand combat with the Marine, Taliban B Taliban insurgent ranked Average, so has a basic gets an additional 20% giving a final skill of 70%. He On combat phase 4, Taliban A finally gets to attack 70% chance to hit, unless he is carrying out a rolls a 78, and misses. the Marine. Looking at the chart we see that his base special manoeuvre. skill is 40% but as Taliban A is also attacking he gets On combat phase 2, the Marine is active, so he to add 20%, so his skill is 60% but is injured so his attacks Taliban A. His basic skill is 70%. He rolls 23 skill is halved to 30%. He rolls 17, a hit, and rolls and hits Taliban B. 1d10 for damage and gets a 10. The USMC player again rolls his armour (1d10+4) and gets a 5, so the The Marine rolls 1d10 damage and gets a 4, so Marine takes 4 points of damage. Taliban A who has no body armour has 4 hit points of damage and must make a consciousness roll The Marine now has to make a consciousness roll at (60%). He rolls a 47, so remains conscious and in the -40%. He is a Veteran so his skill is 75%, giving him a fight, but all of his combat abilities are reduced by 35% chance. The Marine rolls a 71, and so is knocked half and his morale is reduced by -40%. out.

On combat phase 3, Taliban B attacks again and Leaving the Marine unconscious in the sand, the must make a morale test as his comrade was just Taliban move on, looking for another target. injured (see page 79) – he’s an average, so his basic morale is 55%. He rolls 01 so is unaffected and continues his attack. His skill was 70% as before, so

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HAND-TO-HAND COMBAT HAND-TO-HAND COMBAT

Parry attacks Special Manoeuvres Chart (Optional) Parry attacks allows the defender to attempt to block Action AP cost, and skill adjustment Damage/effects an attack. This parry costs no action points and is active Feint and attack 2 AP, and reduces your hit skill by 20% Adds 8 points to damage, reduces enemy parry even when it is not the defender’s combat phase. skill by 50% Charge forward and attack 2 AP Add 20% to hit If the defender rolls below their parry skill they have Circle attack 2 AP, and reduces your hit skill by 20% Adds 8 points to damage, reduces parry skill by successfully deflected any incoming attacks, and take no 50% damage. Breakaway 3 AP, and reduces your hit skill by 20% Enemy is pushed back 5”, and attacker moves 1d10” away from combat Trip 2 AP, and reduces your hit skill by 20% Target falls to the floor and receives -50% to their attack and parry skills, needs to spend 2 APs to get to their feet Example He rolls a 26, a success, so parries the attack. All-out-attack 3 AP, and increases your hit skill by 10% Add 1d10 to damage, attacker cannot parry in the Let’s re-run the above example now using the next combat phase parry rule. A US Marine (BODY 15) is attacked by On combat phase 2 the Marine is active, so he Special manoeuvres (optional) Hand-to-hand morale two Taliban A (BODY 12), and B (BODY 17). The decides to attack Taliban A. His basic skill is 80%. Marine is rated Veteran and the two Taliban are He rolls 23, and hits Taliban A. Throughout combat, the participants are trying to out- Hand-to-hand combat is the frantic battle between two rated Novice and Average, respectively. think their opponent to gain tactical advantage. Both or more individuals trying to kill each other. It is close Taliban A’s skill to parry is 40%, -10% as it’s a defenders and attackers can use special manoeuvres, and personal and is probably the most difficult of all On combat phase 1, Taliban B attacks, and parry, and because there are two Taliban attacking with each manoeuvre costing an additional expenditure types of combat. Regardless of the wound level, each and consulting the Hand-to-Hand Combat Table we the Marine he gains +20%, making his skill 50%. of AP. The special manoeuvres and their associated costs every wound triggers a morale test. see that he has a base skill of 50%, but because Taliban A rolls a 92, a failure, so doesn’t parry the and advantages are shown in the Special Manoeuvres Taliban A is also in hand-to-hand combat he gets damage. The Marine rolls 1d10 damage and rolls a Chart. an additional 20%, so his final skill is 70%. He rolls 3, so Taliban A now has 3 hit points of wounds and 22, a hit. must make a consciousness roll (see wound table). Example He rolls a 09 so is still conscious and in the fight. Royal Marine (Elite) “Cookie” has a BODY of 17 The Marine decides to parry the blow. When we and charges into a Taliban compound. Seeing his target Atash (Veteran, BODY 15) in combat phase consult the Hand-to-Hand Combat Table we see The fight continues... 1, he spends 1 AP to close the distance and 2 APs that his hand-to-hand skill against an average to do a feint and attack special manoeuvre. Cookie opponent would be 70%, so adjusting this by -10% is a Veteran soldier so his skill is 70%, modified by as it’s a parry gives the Marine a 60% parry ability. -20% for the special manoeuvre, making his skill 50%. He rolls a 23, a success. Atash is a Veteran and so has a 50% chance to parry (50% - 10% = 40% for parry but the feint reduces this by 50% so his parry skill is 20%). He rolls a 17, a success, so successfully stopped Cookie’s attack. In combat phase 2, Atash is active. Seeing that the compound is filling with Royal Marines he elects to bug out so tries the spe- cial attack manoeuvre “break away”. Atash’s skill is 50%, with -20% for the special manoeuvre giving him a 30% attack skill. He rolls a 19, a hit. Royal Marine Cookie attempts to parry, and his skill is 60% (70% attack, - 10% for parry) and he rolls 92 so fails. Atash pushes the Marine back 5m (2.5”) and moves 1d10”. He rolls an 8 and so putting 13” of dis- tance between him and the Royal Marine.

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HAND-TO-HAND COMBAT Heavy weapons

If a character fails his morale test he must roll on the Example: Hand-to-Hand Failed Morale Table. Sean’s Paratrooper Billy “Bulima” Singh (BODY 18) is in hand-to-hand combat with Atash the Hand-to-Hand Failed Morale Table Taliban (BODY 20). In combat phase 1 Atash causes 1d10 Description 4 hit points of damage to Billy. His skill in hand-to- 1-8 Tatical Retreat hand is reduced by 20% and he has to make a -40% The character immediately moves 6” away from the nearest combatant, and at the beginning of morale test. Still in combat phase 1, Billy now has the next combat phase can make another to make his morale test. Billy is a Veteran soldier morale test. Success means that he can rally giving him a morale of 75%, less the -40% means and fight again, while failure means that he is broken (see below). that he needs to roll less than 35%. He rolls 02, which is a success. 9-10 Broken The character runs 12” directly away from In combat phase 2 neither of the characters are their attacker and cannot be rallied this combat active. In combat phase 3 Atash again goes first phase. The attacker gets a free attack at +20%. At the beginning of their next combat phase, and successfully attacks, but this time only causes the character can make a morale test. If suc- 1 point of damage. cessful, they have rallied and can fight again. If they fail, they are removed from the table and counted as a casualty. Having taken damage Billy will need to take a morale test, even though the additional wound hasn’t moved his character from the medium to Optional rule – sneak attacks the serious wound band. Billy doesn’t take any The basic Hand-to-Hand Combat Table assumes that additional modifiers, but will still take a morale each combatant is using a bayonet-fitted rifle or similiar test. His morale chance is the same as before so he weapon. These weapons are not used when making a has to roll below 35% (see above). He rolls a 73%, sneak attack, which is defined as an attack made from a failure, so now has to roll on the Hand-to-Hand the rear of the enemy combatant. The attacker trying Failed Morale Table. to make a sneak attack cannot run up to the target but must have walked – this adds +30% to the basic skill, and a sneak attack is only possible if no other enemy combatant spots the character prior to the attack. It is assumed that the attacker is using a knife or garrotte, and the following modifiers apply:

• Using only a knife/garrotte reduces the chance of a hit by -20%.

• All weapons do double damage, so a 1d10 weapon will cause 2d10 damage.

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HEAVY WEAPONS HEAVY WEAPONS

Heavy Weapons Table

Description Range Minimum Kill Damage Damage Penetration range Zone Zone Value (KZ) (DZ)

GPMG/MG 1000 10m 4x3” - KZ4d10 1 (500”) (5”)

HMG 1000 10m 6x4” - KZ4d10 2 (500”) (5”)

60mm Mortar 1km 20” 5m 25m (12.5”) KZ4d10/DZ1d10 4 5” diameter 25” diameter

GMG 150m 20m 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 5 (75”) (10”) 5” diameter 15” diameter

IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR 80mm Mortar 1km 20” 10m 40m (20”) KZ4d10/DZ1d10 6 10” diameter 40” diameter Heavy Weapons Chain gun Heavy weapons are man-portable weapons that can – a chain gun is a type of machine gun or AutoCannon 4000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 7 inflict damage on buildings, vehicles, and groups of that uses an external source of power, rather than (2000”) (5”) 5” diameter 15” diameter men, as opposed to a single target. Teams of two to five diverting energy from the cartridge. characters frequently operate these weapons. Chaingun 3000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 8 Grenade machine gun (GMG) (1500”) (5”) 5” diameter 15” diameter Heavy weapons have damage values for hits on vehicles – an automatic grenade launcher or grenade machine 120mm Mortar 1km 20” 15m 60m (30”) KZ4d10/DZ1d10 10 as well as on individuals. All heavy weapons have an gun is a grenade launcher that fires rounds in quick 15” diameter 60” diameter area of effect, with all targets within this area rolling for succession from an ammunition belt or large-capacity damage. magazine. RPG 500m 10m 5m 15m (7.5”) KZ6d10/DZ1d10 10 (250”) (5”) 5” diameter 15” diameter Heavy weapon classifications Anti-tank guided missile (ATGM) Heavy weapons are classified as follows: – a missile system that is most often carried by a two- AT4 2500m 20m 10m (5”) 15m (7.5”) KZ6d10/DZ2d10 10 man team consisting of a gunner and an ammunition (1250”) (10”) 10” diameter 15” diameter Machine gun (MG) bearer. – A machine gun is an area-effect weapon, covering Javelin/ATGM/ASM 2500m 75m 10m (5”) 20m (10”) KZ6d10/DZ2d10 20 an area of 4” (8m) across and 3” (6m) deep (from the Rocket propelled grenades (RPG) (1250”) (35”) 10” diameter 40” diameter perspective of the user). – RPGs are portable, unguided, shoulder-launched, anti- tank weapons. MBT Cannon 4000m 75m 10m (5”) 20m (10”) KZ6d10/DZ3d10 20 Heavy machine gun (HMG) (2000”) (35”) 10” diameter 20” diameter

– A heavy machine gun is an area-effect weapon, MBT-cannon (MBT) Max 6d10 - no need to increase damage as most characters will be killed by this. covering an area 6” (12m) wide and 4” (8m) deep. - The main armament of a tank (MBT) that can be a rifled or smoothbore large calibre weapon system. Autocannon – are super heavy machine guns with a very heavy calibre usually between 23mm and 25mm.

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HEAVY WEAPONS HEAVY WEAPON COMBAT SEQUENCE

What does KZ/DZ mean? On table heavy weapons teams on table are classified as KZ is shorthand for Kill Zone, which is the area that any either direct fire, or indirect fire. Activation and morale tests: unprotected soldier is likely to be killed due to the high j a. The combat phase dictates which characters are designated as the ATTACKER. level of damage – for example, KZ5d10 means that all • Direct fire includes machine guns such as the British b. Any morale tests from previous phases are resolved. characters in the specified radius roll 5d10 damage, so General Purpose Machine Gun (GPMG) and heavy c. Players can spend AP to move or change position at anytime throughout this process. a character would have to be very lucky to escape alive. machine guns including the .50 calibre weapons. The Damage Zone or DZ is a much bigger area in which These fire along the gunner’s line of sight. Missile characters may still be hit by shrapnel, but as this covers fire is also treated as direct fire as the weapon team Spotting: a. The ATTACKER draws a clear line of site (LoS) to the TARGET. a wider area there is a greater chance of surviving. sees the target at the time of firing, but the missile k b. The ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase A typical DZ roll causes 1d10 or 2d10 damage, so being causes an explosive. Missiles may be TOW (Tube- their chance to spot (+10% to spot skill for each AP, to a maximum of +20%). caught in this zone is usually survivable if the character launched, Optically-tracked, Wire command data link, is wearing body armour. guided missile) or fire and forget such as the JAVELIN ATGM. The effect of cover on heavy weapons • Indirect fire weapons are mortars. These can drop Attacking: The type of cover combatants find themselves in affects ATTACKER TARGET ATTACKER munitions in pre-set clusters at grid points the user l a. If the has successful spotted their , the makes an Attack roll. the damage roll of a heavy weapons. cannot see, as well as by direct line of sight. This will be based on their skill with the weapon used (cost 1 AP), and they may spend APs to improve aim (+10% to weapon skill for each AP spent). • For every medium cover or height variation b. i. If successful, go to section 4. between the target and the heavy weapon blast Heavy weapon teams are brought by experience level the ii. If unsuccessful, the attacker has missed – go to section 5. point, reduce the weapon’s damage by 1d10. cost for this can be found on page 94. All crew members must be bought at the same level experience (e.g. all crew

• For every hard cover obstacle variation between the are Elite), although a character of a different experience target and the heavy weapon blast point, reduce the level can replace a casualty. Success: Failure weapon’s damage by 3d10. m The ATTACKER checks for targets in n Roll deviation if weapon appropriate If more than 50% of the original team has been replaced, blast radius rolls their rolls their weapon Check for targets in blast radius and • Soft cover offers no protection from heavy weapons. the experience ranking of the unit drops to the next damage and place morale marker if resolve damage and place any morale experience ranking, even if replaced by characters of a required markers Heavy Weapon Teams higher experience rating. This is to model that they are Heavy weapon teams provide the longer range and not specialists in that specific heavy weapon. more devastating weapons that “support” the individual sections in the field.

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HEAVY WEAPONS HEAVY WEAPONS

Teams Example Veteran Taliban When manning the weapon, the team as whole has 3 Raymond has a British Paratrooper HMG team set BODY Morale AP Weapon Cbt Phases APs to spend on activities. These APs can be spent on up in some bushes at the end of a street. The team are 15 75% 3 AK47 4,6,8,10 any actions, just like normal infantry soldiers. It takes Veteran, which means they have the following skills. the combined activities of the whole team to keep the Veteran HMG two-man team (200 points) SKILLS: weapon firing each combat phase. Firer,BODY LoaderArmour Morale AP Weapon Cbt Phases Pistol (BDY x 4) 60% | Rifle (BDY x 4 +10%) 70%| Spot 100% | 15 1d10+4 75% 3 TBD 2,4,6,8 First Aid (40%) | Heavy Weapon (BDY x 3) 45% | Throw (BDY x 4) The team skills are generic based on the BODY attribute 60% | Forward Observer (BDY x 3) 45%| listed on page 94, they all have exactly the same skill. SKILLS: This is because it requires the entire team to operate the They activate on phase 4,6,8,10. The Taliban tries to spot Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 75% | Heavy weapon efficiently. The weapon is always fired using the the MG team as the MG team just fired its +40% to his IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK Weapon (BODY x 3 + 30%) 75% | Spot (100%) |First Aid (30%) skill and combat phases of the Team leader, in the case of UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR spot skill, (140%) the MG team are prone (-30%) and in | Throw (BODY x 4) 60%| Forward Observer (BODY x 4) 60% HMG/GMG/ATGM or another teams that comprise of softcover (-30%) and the Taliban is one storey higher just two people this is the designated firer, with Mortars +10%. So the Taliban has 90% chance to spot he rolls a the squad leader is used. They activate on phases 3, 5,7,9 37% an sees them.

On phase 3 the team see two Taliban in the window He now uses his remaining 2 AP to shoot. His heavy of a building. Raymond makes a successful spot roll weapon skill is 45% + 10% for the additional AP makes it GAME BACKGROUND INFORMATION: of 1AP and uses the other 2 AP to fire. His Heavy 55%. He rolls 11% and hits the Paratrooper HMG team. weapon skill is 75% + 10% for the additional AP The RPG has a kill zone (KZ) of 5” and both are inside Breakdown of a British 81mm mortar squad (Source: Wikipedia) making it 85%. that so both characters take 6d10 damage. Both are killed outright. 1. The squad leader stands directly behind the mortar where he can command and control his squad. In The target is inside a building so that’s -40% for hard addition to having general oversight of all squad activities, he also supervises the emplacement, laying, cover and the targets are kneeling so that’s -20% for a The DZ of the weapon is 15” and inside that are two and firing of the weapon. total of -60%. more paratroopers one behind softcover and one kneeling behind a dry stonewall. 2. The gunner stands to the left of the mortar where he can manipulate the sight, traversing hand wheel, Ray needs to roll less than 15%. Ray rolls 28% a miss, and elevating hand wheel. He places firing data on the sight and lays the mortar for deflection and so he rolls for 1d10 for deviation direction and gets a 3 The Paratrooper behind softcover takes 1d10 damage elevation. He makes large deflection shifts by shifting the bipod assembly and keeps the bubbles level and rolls the distance of the deviation, that’s 1d6 as his The Taliban players rolls a 8, the paratrooper rolls his during firing. team is of Veteran level experience. Raymond rolls a 1, armour 1d10+4 and gets a 2 for a total of 6 so suffers so he moves the centre of the 4” by 3” square 3“ to the from a light wound. 3. The assistant gunner stands to the right of the mortar, facing the barrel and ready to load. In addition right. The area still overlaps the Taliban so Raymond to loading, he swabs the bore after 10 rounds have been fired or after each fire mission. The assistant will get to roll for damage. The paratrooper behind a dry stonewall is protected as gunner is the person who actually fires the weapon. every medium cover or height variation between the However, every hard cover obstacle variation between target and the heavy weapon blast point, reduce the 4. The first ammunition bearer stands to the right rear of the mortar. He has the duty of preparing the the target and the heavy weapon blast point, reduce weapon’s damage by 1d10, so this reduces the damage ammunition (charge settings, fuses, etc...) and passing it to the assistant gunner. the weapon’s damage by 3d10. The HMG does 4D10 to 0. damage so each Taliban rolls 1d10 damage. Ray, rolls 5. The second ammunition bearer stands to the right rear of the mortar behind the ammunition bearer. 1d10 for each one and gets an 8 and 2. So one Taliban He maintains and keeps a record of the ammunition in addition to the data corresponding to each fire has a serious wound and the other a light wound. mission. His twofold records include a written table of firing data, type, and number of rounds fired, In phase 4 another Taliban attempt to spot the MG and the safety pins pulled from each round to provide physical evidence to the accuracy of the table. In team, he is armed with an RPG. His experience is level addition he provides local security for the mortar position. is Veteran.

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HEAVY WEAPONS HEAVY WEAPONS

Heavy Weapons Teams Experience Bonus Table Rank BODY Heavy Weapon Cost Example Skill Bonus In the last combat phase the commanding officer Novice 11 +0% 25 points per person + spent 3 APs to relay co-ordinates to a British five- 50 points for the weapon man mortar team. Average 13 +20% 50 points per person + 50 points for the weapon The player selects the point on the board they Veteran 15 +30% 75 points per person + 50 points for the weapon want the mortar barrage to land. This is marked Elite 17 +40% 100 points per person to show both players the desired point of impact. + 50 points for the weapon It takes the mortar team one combat phase to prepare to fire, and the first round is then fired. On Example teams each subsequent mortar team activation phase the Average HMG two-man team (150 points) Average Mortar five-man team (300 points) additional rounds will be fired. Firer, Loader Squad leader and team BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases The player decides to spend 2 APs on increasing 13 1d10+4 55% 3 TBD 3,5,7,9 13 1d10+4 55% 3 TBD 3,5,7,9 the team’s skill, and 1 AP firing the mortar. IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

SKILLS: SKILLS: The team’s base skill is 46%, plus 20% for the two Pistol (BODY x 3) 39% | Rifle (BODY x 3 +10%) 52% | Heavy Moving heavy weapons Pistol (BODY x 3) 39% | Rifle (BODY x 3 +10%) 52% | Heavy additional APs spent aiming, giving a total of Weapon (BODY x 2 +20%) 46% | Spot (100%) | First Aid (30%) | Heavy weapon teams frequently have to move, as they Weapon (BODY x 2 +20%) 46% | Spot (100%) | First Aid (30%) | 66%. The player rolls a 31% and is successful, and Throw (BODY x 3) 39%| Forward Observer (BODY x 3) 39% need to patrol and walk into combat situations. When Throw (BODY x 3) 39%| Forward Observer (BODY x 3) 39% the round lands for at the point that the player a team is moving it is always assumed that they are identified. Veteran HMG two-man team (200 points) Veteran Mortar five-man team (425 points) carrying their heavy weapon slung, and they must spend a number of combat phases setting up their Firer, Loader Squad leader and team weapon. The team moves as individuals – they do not BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases need to stay together. However, to begin setting the 15 1d10+4 75% 3 TBD 2,4,6,8 15 1d10+4 75% 3 TBD 3,5,7,9 If through death or injury a member of the team is weapon up they must all be within 2” of each other. missing, the team must begin to fire on every second SKILLS: SKILLS: active combat phase. If another casualty is lost the Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 75% | Heavy Pistol (BODY x 4) 60% | Rifle (BODY x 4 +10%) 75% | Heavy Weapon Combat phases to set up weapon can only be fired on the last active combat Weapon (BODY x 3 + 30%) 75% | Spot (100%) |First Aid (30%) | Weapon (BODY x 3 + 30%) 75% | Spot (100%) |First Aid (30%) | MG/GPMG 1 phase of each combat round. Throw (BODY x 4) 60%| Forward Observer (BODY x 4) 60% Throw (BODY x 4) 60%| Forward Observer (BODY x 4) 60% Javelin or similar ATGM 2 HMG/Mortar 3 Example A Veteran two-man HMG Team is active on combat phases 2, 4, 6, and 8. In the event of death or Example incapacition of one member of the team, the team The mortar team above moves onto the board in would fire on combat phases 4 and 8 only. This combat phase 3. On the next active combat phase represents the additional work required by the (combat phase 5) they begin to set up the mortar. surviving gunner to keep firing the weapon. Their first operational combat phase will be combat phase 1 of the next combat round. An average three-man mortar team is active on phases 3, 5, 7, and 9. In the event of death or Throughout the game a heavy weapons team must incapacition of one member of the team, the team work together to get the best functionality from their would fire on combat phases 5 and 9 only. In the weapon – for this to be possible, all team members must event of losing another team member, the mortar be within 2” of the main weapon when it is in use, so IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR would fire on phase 9 only. weapon teams cannot split up and work individually

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Mortar Table Description Range Min. Range Kill Zone (KZ) Damage Zone (DZ) Damage Small (60mm) 1km 20” 5m 25m (12.5”) KZ4d10/DZ1d10 5” diameter 25” diameter

Medium 1km 20” 10m 40m (20”) KZ4d10/DZ1d10 (81/82mm) 10” diameter 40” diameter

Large (120mm) 1km 20” 15m 60m (30”) KZ4d10/DZ1d10 15” diameter 60” diameter

Mortars Minimum range A mortar is an indirect-fire weapon that fires shells at Mortars have a minimum range of 40m (20”). low velocities, over relatively short ranges, with high- arcing ballistic trajectories. There are many different Damage types and sizes of mortar and mortar shells, and the Any person caught within the damage kill radius of IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR scale of Skirmish Sangin will make most mortar fire an a mortar attack will roll 4d10 damage, taking into off-the-table experience. account any armour they are wearing. They will also be while their primary weapon is active. This means they character must move to be in base-to-base contact with automatically pinned, and have -30% morale penalty cannot answer small arms fire with small arms fire the rest of the team, and it takes one combat phase for A mortar must be operated by a team – it cannot be until the end of the combat round. Place a morale marker of their own, or engage in hand-to-hand combat. If a the new soldier to take over the position. operated by a single individual (see page 91). as a reminder. member breaks off from the heavy weapon to act as an individual, the team’s weapon ceases to operate. When Firing machine guns on the move (non vehicle) Mortar details are set out in the Mortar Weapons Table. Laying down smoke this occurs, all the team can operate as individuals. Once GPMGs and machine guns are the only heavy weapons Mortars can be called in to lay down smoke that will the threat has been nullified the team must spend AP to that can be made ready using a sling, so are the only GAME BACKGROUND INFORMATION: quickly obscure the battlefield. The first thing that must move back into the vicinity of the weapon (if required), heavy weapons that can be fired while moving. Firing Source: FM 23-90, US mortar gunnery manual be decided is which way the wind is blowing. Use the and spend an additional combat phase readying the while on the move is inherently unstable and will empty missed grenade template to decide which way the wind weapon again. the weapon in one combat phase – the weapon will then is blowing, if the scenario has not already dictated this. takes 2 combat phases to reload. Firing a GPMG while When not manning their heavy weapon (e.g. when moving give the firer with a -50% penalty to hit. On the phase the smoke round lands, a circular template moving from one position to another) the unit can use of 5” should be laid on the table to indicate the smoke- their secondary weapons to defend themselves. When Vehicle mounted weapons filled area. 1d10 is rolled to determine how many turns acting as individuals, each team member has 3 APs to A vehicle mounted crew weapon is deemed as ‘set this shell will provide smoke for, and how large the use each combat phase. up’ when mounted on a vehicle. If the weapon is fired smoke area will grow to. On each subsequent combat while the vehicle moving the weapon receives a -50% phase, an additional smoke template should be placed Heavy weapon teams can also choose to abandon their penalty modifier on the gunner’s skill to hit. The only downwind of the existing one so the edge of the new weapon if they come under fire and elect to defend exception to this rule are stablised weapons such as MBT • The 81/82mm mortar has an effective blast template touches the centre of the initial template. This themselves using their secondary weapons. All heavy main cannons and Apache helicopter cannons/missiles. radius of 35–40m. continues to the number indicated on the original 1d10 weapon teams’ secondary weapons are their country’s Vehicle teams do not need to spend the combat phase roll. After the smoke cloud reaches its maximum size, it regular assault rifle, or an AK47 if Taliban. resetting their weapons after the team has dismounted • The 60mm mortar has an effective blast radius of is reduced by one template each phase until it disappears or after an individual has left the team and been about 20–25m. completely (i.e. if a 3 is rolled, it will begin at 5”, then When a team takes casualties involved in small arms combat or hand-to-hand combat. grow to 10”, 15”, and 20” on the following rounds, • 120/122mm mortar has an effective blast radius If a soldier manning a heavy weapon has been killed or before shrinking to 15”, 10”, 5” and disappearing again). of about 60m. disabled, any member of his squad who isn’t an existing The smoke creates a -70% modifier to all spot rolls for team may replace the incapacitated soldier. To do so, the characters whose LoS passes through it.

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HEAVY WEAPONS HEAVY WEAPONS

Deviation for heavy weapons Deviation Table A successful barrage uses the template below, where Weapon Novice and Veteran and each circle is X” in diameter – X being the size of the There are basically two types of fire – direct fire or Average Elite Deviation damage zone of the particular mortar. The template indirect fire. Deviation can be used horizontally or vertically. Grenade launcher 1d10 inches 1d6 inches • Direct fire is when a character fires their heavy Mortar 2d10 inches 2d6 inches weapon by aiming and shooting at a target the firer ATGM/RPG/LAW 1d10 inches 1d6 inches etc can see. Cannon fire 2d10 inches 2d6 inches Round 1 Round 2 Round 3 (MBT)/Artillery Examples of this type of weapon are the main gun on MBTs, ATGM and other guided or TOW missiles When the player rolls to hit: (including those from aircraft or helicopters), RPGs, and grenade launchers fired at a target they can see. • If successful • If unsuccessful The round hits directly on the point marked and all • Indirect fire is where the character fires a weapon If the player rolls a miss, the player must roll 1d10 casualties are taken as normal. at a target that is out of sight, according to a set of on the divergence diagram to resolve the direction coordinates. Examples of these are mortars, artillery Line of sight weapons of the deviation and then roll the deviation dice • If unsuccessful aircraft, and a grenade launcher firing at a target it If the player rolls a miss, they roll 1d10 on the divergence based on their experience deviation modifier. If the player rolls a miss, the player must roll 1d10 cannot see. diagram to determine where the round lands in relation on the divergence diagram to resolve the direction On Table Indirect Fire Deviation Chart to the intended target. Rounds may land off the game of the deviation. Then the player looks up the Weapon Novice & Average Veteran & Elite For both types of fire, if the “to hit” roll required is table, or amongst the player’s own characters. weapon type to see what dice is rolled to determine deviation deviation successful then the round lands exactly where the player After determining which direction the round lands the distance from the target, rolls as required, and Mortar 3d10 inches 3d6 inches wants it to, as long as the target point is within the relative to the target, the distance from the target is finds the impact point. This is where the munition weapon’s range. determined by looking up the weapon type and the explodes, and all damage is resolved as normal. experience of the character who fired the weapon to see Damage and damage zones affect all characters within which dice is rolled to find the number of inches the the blast (see the Grenade and Missile Damage Table). round lands from the target. On Table Indirect Fire To call in an indirect mortar strike, the character has must have made one of the Forward Observation methods succesfully (see page 118).

The mortar team takes one combat phases to prepare to fire, and the first round is then fired on the following ac- tivation phase.(The mortar operates on the same phases as the character that called it in). Once the first round has been fired the following two rounds of the mission will land on each subsequent combat phase.

• If successful The player selects the point, within the weapon’s range, on the board they want the mortar barrage to land. This is marked to show both players the desired point of impact. The mortar team will use the same combat phases as the character who makes IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR the Forward Observation skill.

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criticals and fumbles ROLLING CRITICALS AND FUMBLES

There are moments in all combat that are key, make or This applies even if the cumulative skill score is a break situations for the combatants. These moments are negative value (i.e. it would have been impossible for reflected with the roll of a natural 100 or natural 01 – the player to roll successfully unless he rolled a critical these are known as fumbles and critical successes, and success role) have specific results during combat. • Fumble (00) • Critical (01) A fumble of 00 means that the player automatically Any combatant who rolls a 01 automatically fails the intended task, and must roll 1d10 and succeeds, and causes the maximum amount of consult the Firearms Fumble Table or the Hand-to- damage for the weapon used or the best possible Hand Combat Fumble Table. result for any skill used. Firearms Fumble Table Hand-To-Hand Fumble Table 1d10 Description 1d10 Description 1 Weapon jam – the character must take 3 APs to 1–2 Kit comes loose – the character becomes clear the weapon. entangled in loose clothing or webbing, resulting in 2 Misfire – the character must spend 3 APs clearing -25% to all attack and parries this combat round. the round. 3–4 Misstep and twist ankle – the character falls 3 You’re empty – lacking fire control, the char- prone, giving a +25% to attacker’s weapon skills acter has run out of ammunition and must move until this character gets to their feet. into base-to-base contact with friendly troops or 5–6 Drops weapon – the character will need to vehicles to resupply. spend 3 APs to retrieve their dropped weapon, and 4 Dust in your eyes – takes 3 APs to clear, and the cannot parry or attack during that combat round. character can do nothing else during that combat 7–8 Panic – move up to 3 APs’ worth of movement phase. towards the nearest friendly character who is in 5 Sprained ankle – the character has sprained cover. If there are none available, move away from their ankle, and can now only move 3” per AP for combat the full distance possible in 3 APs. the rest of the game. 9–10 Wide open – the next enemy attack, if 6 Panic – move up to 3 APs’ worth of movement successful, is treated as a critical attack doing towards the nearest friendly character who is in maximum damage. cover. If there are none available, move away from combat the full distance possible in 3 APs. Grenade/Missile Fumble Table 7 Twisted knee – the character twists their knee 1d10 Description and falls prone. The character must rest for 3 1-3 Weapon fails to fire, must be re-readied this APs after which they cannot move faster than takes 3AP’s of the next active combat phase. walking pace for the rest of the game. Getting up from prone or kneeling positions and climbing or 4-6 Round fires, but lands only 1d10 metres away descending stairs takes double the regular amount from firer but doesn’t explode, all characters of APs. within 10m of where the missile lands must make a morale test 8 Negligent discharge – the character accident- ly shoots themself. Apply their weapon damage 7-9 Round fires but lands only 1d6 metres away from minus any armour the character is wearing, and firer and explodes, treat as normal munition strike. resolve like a normal wound. 10 Munition explodes at ignition treat explosion as 9 Negligent discharge – the character accidently normal munition strike shoots his nearest comrade. Treat this as a normal weapon attack, taking into account any armour. 10 Booby trap – the character has triggered a booby trap hand grenade. Treat this as a grenade attack with this character being at the centre of the blast radius.

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vehicles & vehicle combat VEHICLES & VEHICLE COMBAT

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Immediately the vehicle screeches to a There are many different armoured fighting vehicles halt the .50 cal is firing, its incessant currently being used in Afghanistan – everything from main battle tanks (MBTs) like the Abrams and Leopards pounding, rocking the vehicle from side to the Snatch Landrover and HUMVEEs. Each vehicle to side. has its own strengths and weaknesses, and much of the information about these vehicles is classified. “Weapon Jam” screams Smitty telling his crew his .50 cal is out of action. The scale of Skirmish Sangin means that vehicles will be a rarity and we believe that MBTs should be used The vehicle offers little protection but sparingly. The size of the battlefield prohibits the use of Smitty is trusting to luck and his body most heavily armoured vehicles. armour as he tries desperately to clear the .50 cal and bring it to bear. Skirmish Sangin does allow full vehicle-to-vehicle combat, and while this is unusual, these rules have been included for the sake of completeness. In the main, The sonic whoosh and after image of the however, vehicles will only be used to deliver troops RPG rocket almost makes him freeze but into battle. his training kicks in and finally the .50 cal is clear, he pulls back the slide and lets rip...

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VEHICLES & VEHICLE COMBAT VEHICLES & VEHICLE COMBAT

Vehicle Table The vehicles covered by these rules are as follows. CALL SIGN: N A V E k Vehicle Armour IED protection Weapons BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES Civilian j l m r n o NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 WEAPONS: q DAMAGE Technical 0 0 PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% p ______AFV Humvee 2 1 GMG/.50 Cal CALL SIGN: JOKER2 N A X V E Humvee + additional armour 3 2 GMG/.50 Cal BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES M1117 4 4 40mm Mk 19 grenade launcher, .50 calibre 15 2/1 55% 3 VIKING 2,4,6,8 NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 WEAPONS: DAMAGE: Cougar/ Bulldog/Mastiff 4 5 40mm Mk 19 grenade launcher, .50 calibre PRIMARY WPN (BDY x EXP+ 10%) 55% | OTHER WPN 45% (BDY x EXP) | .50 CAL HMG PEN2/4d10 ______TPz Fuchs 2 3 3 x HMG or GMG grenade Launcher SPOT 100% | DRIVE (BDY x EXP +20%) 565% ______Viking 2 1 .50 Cal, smoke launchers

APC/IFV 1. BODY – BODY is the most important attribute in 6. Combat Phases – Each vehicle has four combat Skirmish Sangin, as all skills and movement derive phases per combat round, dependant on their VAB 4x4/6x6 3 4 7.62mm machine gun from it. BODY. LAV/Stryker/M113/Boxer/ 6 6 25mm chaingun/40mm Mk 19 grenade launcher, .50 calibre Puma 2. Rating – This is the experience level of the vehicle 7. Skills – This shows all the skills of the vehicle. See Jackal/Coyote 3 4 40mm Mk 19 grenade launcher, .50 calibre crew. the “skills” section for more details (page 21). Snatch Landrover 2 1 .50 calibre, GPMG 3. Armour/IED - Each vehicle has two armour ratings, 8. Weapons – This shows the details of the weapon the one for weapons, one for IED’s they are frequently MICV vehicle has on board, in this case a .50 cal HMG. different. Bradley 10 10 25mm chaingun 9. AP’s Warrior 9 9 30mm Rarden cannon 4. Morale % – The morale is defined by the experience – All vehicles have 3 AP that can be spent on level of the crew. tasks.

Main Battle Tank (MBT) 5. Vehicle Type – This is the type of vehicle, in this Abrams, Leopard II 16 16 105mm/120mm main gun, 1x .50 cal HMG, 2x MG/120mm case an British Viking. main gun, 2x MG Vehicle Experience Costs Rank BODY Cost Helicopters Novice 11 25 points per person + vehicle cost Chinook 4 - Average 13 50 points per person + vehicle cost Blackhawk 6 - Vehicle type dependent Veteran 15 75 points per person + vehicle cost Apache/Apache(UK)/Tigre 8 - 30mm chain gun/Hellfire/Hydra missiles Elite 17 100 points per person + vehicle cost

Crew The cost of a basic vehicle can be found on page 113, Example All vehicles have a number of crew, which ranges from skills and morale of the vehicle representing the skills once the vehicle is purchased, players need to buy the a driver and guard in a military transport vehicle to the and morale of the crew. As with a heavy weapon team, crew as outlined in the Vehicle Experience Table (above). Craig buys an Abrams tank for 2000pts, he decides four crewmen of a Abrams Main Battle Tank (MBT). each vehicle has its own character sheet listing its crew, The player must buy a full crew for the vehicle at the to buy an average crew. The Abrams has a crew of Vehicles are treated in the same way as characters, with skills, and morale rating. level of experience required. All ISAF vehicles can only 4, so the total cost of the vehicle would be 2200pts (4 be purchased at Average experience or above. x50pts = 200pts + 2000pts for the vehicle.)

PAGE 106 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 107 SKIRMISH SANGIN SKIRMISH SANGIN 20 95% 90% 85% 80% 75% 70% 60% 55% 50% 65% VEHICLE COMBAT SEQUENCE 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 19 95% 90% 85% 80% 75% 70% 65% 55% 50% 25% 60%

Vehicle to Vehicle Combat 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Vehicle combat works in a very similar way to the Warning: Adding vehicles to your game will have a

dramatic impact to the balance of the game, vehicles 18 95% 90% 85% 80% 75% 70% 65% 60% 50% 25% 12% firearm combat. With vehicles being many different 55% 100% 100% 100% 100% 100% 100% 100% 100% 100% shapes and sizes and the weapons having much longer should be only added with agreement from both ranges and bigger effects, this makes vehicle-to-infantry players. 17 5% 95% 90% 85% 80% 75% 70% 65% 60% 55% 25% 12% 50% and vehicle-to-vehicle combat more difficult to master. 100% 100% 100% 100% 100% 100% 100% 100% 16 5% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 12% 25% Activation and morale tests: 100% 100% 100% 100% 100% 100% 100% a. The combat phase dictates which characters are designated as the ATTACKER. 15 j 5% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% b. Any morale tests from previous phases are resolved. 100% 100% 100% 100% 100% 100% c. Players can spend AP to move or change position at anytime throughout this process. 14 0% 0% 0% 5% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% 100% 100% 100% 100% Spotting: 13 5% 0% 0% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% k a. The ATTACKER draws a clear line of site (LoS) to the TARGET. 100% 100% 100% 100% b. The ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase 12 5% 0% 0% 0% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% their chance to spot (+10% to spot skill for each AP, with a maximum of +20%). 100% 100% 100% 11 5% 0% 0% 0% 0% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% 100% Attacking: 10 5% 0% 0% 0% 0% 0% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% l a. If the ATTACKER has successful spotted their TARGET, the ATTACKER makes an Attack roll. Value Weapon This will be based on their skill with the weapon used (cost 1 AP), and they may spend APs to 9 5% 0% 0% 0% 0% 0% 0% 0% 0% improve aim (+10% to weapon skill for each AP spent to a maximum of +20%). 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% b. i. If successful, go to section 4. 8 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% ii. If unsuccessful, roll deviation if weapon appropriate, check for targets in blast radius and 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% resolve damage and place any morale markers (see page 110). 7 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 6 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% Success: Failure: 80% 75% 70% 65% 60% 55% 50% 25% 12% The ATTACKER checks for penetration, Roll deviation if weapon appropriate T 5 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% m n 0% comparing the vehicle armour rating Check for infantry targets in blast radius 75% 70% 65% 60% 55% 50% 25% 12% against the weapon damage rating on and resolve damage to characters not in 4 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% the penetration chart, and roll 1d100 vehicles and place any morale markers 70% 65% 60% 55% 50% 25% 12% and score less than the percentage listed. necessary. 3 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% (Note: only weapons with a % chance of 65% 60% 55% 50% 25% 12% penetration can roll on the non-penetration 2 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 60% 55% 50% 25% 12%

chart, weapons that cannot penetrate the T I ON C HAR thickness of armour are ignored) 1 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%

i. If weapon penetrates, the ATTACKER 55% 50% 25% 12% rolls on the penetration chart.

ATTACKER 0 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%

ii. If unsuccessful, the rolls on ignored) are of armour thickness the penetrate cannot that weapons chart, non-penetration on the roll can of penetration with a % chance weapons only ( Note: 50% 25% 12% the non-penetration chart. PE N E T RA

1 2 3 4 5 6 7 8 9 0 10 11 12 13 14 15 16 17 18 19 20 Armour Value Armour

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VEHICLES & VEHICLE COMBAT VEHICLES & VEHICLE COMBAT

Vehicle-to-vehicle weapon damage Vehicle Morale Vehicles take their morale tests not in the combat phase Vehicle failed morale table: Vehicles take and inflict damage in slightly different A vehicle’s morale is based on the experience of its crew when the stimulus that prompts the test occurs (E.g. If the crew fail their morale roll 1d10 and consult the ways to the infantry-to-infantry combat. There is no (see page 106) plus the morale modifier of the vehicle when the vehicle has been shot at), but they are rolled in the table below: individual damage to vehicles and crew per-se; the itself (see page 113). vehicles’ next available combat phase. damage comes from rolling on the penetration or non- 1d10 Morale Result penetration charts. Only weapons with a % chance Example: This means that vehicles, just like characters, are able 1-7 Pinned of penetration can roll on the non-penetration chart, An average Abrams vehicle crew would have to react to a number of stimuli, and if a vehicle incurs Vehicle can’t move or fire weapons for the several morale tests in a single combat phase then each rest of the combat phase. Infantry weapons that cannot penetrate the thickness of armour a morale of 115%, made up of 55% for being an subsequent morale test incurs cumulative morale test (Passengers) must make a morale test if are ignored. For example a HMG will not roll on the non- Average crew and 60% for being inside an Abrams. they wish to disembark. modifier of -10%. penetration chart when fired at a Main Battle Tank (MBT) as it cannot penetrate the MBT armour of 16. 8-10 Retire Vehicle combat and morale Vehicle morale modifiers Move to the nearest cover within 12” from Weapon Weapon Rating Four things can happen in vehicle combat and these are Description % Modifier the cause of the test, even if the vehicle is outlined in the table below: Under fire from ATGM, or MBT cannon -20% already in cover, then take no action for the Small Arms 0 rest of the combat phase. For each subsequent morale marker placed -10% GPMG/MG 1 Combat Options Description See friendly vehicle destroyed -20% In the next active combat phase the vehicle HMG (up to 14mm) 2 Fire and hit by non If a vehicle is fired upon or • must make a successful morale test to Hand Grenade/40mm UGL 3 penetration capable hit by a weapon which is not continue if unsuccessful treat as pinned. 60mm mortar or lower 4 weapon powerful enough to penetrate Weapon deviation the vehicle armour it does no If the roll to hit misses, consult the deviation table to find Grenade MG (40mm) 5 damage and does not cause a 80mm mortar 6 morale test for the vehicle. out where the round(s) landed. Autocannon 7 Chain gun 8 Fire and hit by • Check for penetration Weapon Novice & Veteran & Average Elite RPG/120mm Mortar 10 penetration capable • If the round penetrates consult MBT Cannon 1d10 1d6 AT4 10 weapon vehicle penetration damage Missile 2d10 1d10 Javelin or similar ATGM/ASM 20 table Chaingun, Autocannon 1d6 1d6/2 MBT 20 • If the round doesn’t penetrate consult vehicle non-penetration Vehicle weapons vs infantry chart When vehicle weapons are used against infantry, Fire and miss but the • Check deviation, if the round damage is calculated in the same way as small arms KZ damage area still still covers the vehicle in the fire except that each weapon is an area-effect weapon, overlaps the vehicle KZ area treat this as a non by penetration penetrative hit and roll on whether because it uses some form of explosive round capable weapon non-penetration damage table or because it covers the area in a hail of bullets. As with grenades, mortars etc, each area has a Kill Zone (KZ) and • Check for damage for any infantry in burst zone (KZ/DZ) Damage Zone (DZ).

Fire and miss but the • Check deviation, if the round Damage dice against infantry DZ damage area still still covers the vehicle in the The maximum damage inflicted against infantry is 6d10, overlaps the vehicle DZ area place a morale marker by penetration and resolve morale in the next the reason for this that on average no human being capable weapon active phase. can take this much damage and live (The average for a 1d10 role is 5.5, so the average damage caused by 6d10 is 33 • Check for damage for any points, and characters are dead after receiving 12 points of infantry in burst zone (KZ/DZ) damage). While there will always be characters who make

miraculous escapes this will be rare enough to reflect the very low odds of this occurring.

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VEHICLES & VEHICLE COMBAT VEHICLES & VEHICLE COMBAT

Vehicle Types Table Abbreviation Definition Examples Cost Morale modifier

Technical Civilian gun vehicle Hilux 100 points 0%

AFV Armoured Fighting HUMVEE (all variants), M1117 Armoured 250 points 30% Vehicle Security Vehicle, Cougar 6x6/4x4, TPz Fuchs, Viking, Jackal

APC/IFV Armoured Personal VBCI, Stryker, LAV 25, M113 (all variants), 500 points 40% IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR Carrier/Infantry Fighting AMX10, Boxer, Puma, ERC 90 Sagaie, Vehicle FV432/Bulldog (all variants) Vehicle Weapons Versus Infantry Table Description Range Minimum Kill Zone Damage Zone Damage MICV Mechanised Infantry Bradley, Warrior, armoured 1000 points 50% range (KZ) (DZ) Combat Vehicle personnel carriers, amphibious 40mm grenade 150m 20m 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 assault vehicles (75”) (10”) 5” diameter 15” diameter GMG 150m 20m 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 (75”) (10”) 5” diameter 15” diameter (1d6/2 rounds per MBT Main Battle Tank Abrams, T90 (all armour variants), Leop- 2000 points 60% phase) ard 2A5, LeClerc Javelin/ATGM/ASM 2500m 75m 10m (5”) 20m (10”) KZ6d10/DZ2d10 (35”) 10” diameter 40” diameter AutoCannon 4000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 (5”) 5” diameter 15” diameter Vehicle movement Chaingun 3000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 Example (5”) 5” diameter 15” diameter When a vehicle is moving the driver is not doing anything out of the ordinary – the player only rolls While on patrol, a British Army Jackal is given an MBT Cannon 4000m 10m 10m (5”) 20m (10”) KZ6d10/DZ2d10 order to get off the road and cross a ploughed field. (5”) 10” diameter 20” diameter the vehicle drive skill when the vehicle needs to cross a ditch or hedge, enter boggy terrain etc. Rolling a On his first activation phase, the player spends 2 APs

Max 6d10 - no need to increase damage as most characters will be killed by this success means the vehicle has carried out the manoeuvre increasing the vehicle driving skill from its base 70% perfectly, while failure means the vehicle is stuck and to 90%. The cost of vehicles Vehicle attributes will remain stuck until a successful drive roll is made. Players may want to supply their squads with vehicles All vehicles have a BODY rating, which is created by Driving off road has a -20% modifier, reducing the in the same way that they create units at the beginning of rolling 10+1d10 to get a number between 11 and 20. This Vehicle AP Costs driver’s drive skill to 70%. the game. The cost of the basic vehicle is shown overleaf. BODY represents the ability of the crew, not the vehicle. Description AP cost Skills for vehicles are calculated by multiplying the Drive 1 AP The player rolls a 81, a failure, and as the Jackal Vehicle types vehicle experience level x BODY. All crew, regardless of Spot 1 AP enters the ploughed field it gets stuck. In the next Vehicles have the same experience ratings as characters, vehicle experience rating, are treated as Average troops if Shoot weapon 1 AP combat phase the driver rolls his skill again, and he so it’s possible to a have an Average vehicle or an Elite they abandon their vehicle (see page 115 for details). rolls 93 – another failure. vehicle, with their skills differing accordingly. This rating represents the ability of the crew. A vehicle has 3 APs, Example Example The vehicle will now be stationary until the next combat phase. In the next combat phase the driver just like a character, which represents the efforts of the An Elite vehicle (BODY 14) has the following skills: A vehicle spends 1 AP to move, travelling 40 meters again rolls, and this time gets a 27, a success – the crew for that combat phase. • Spot: 70% (20”), then spends 1AP stopping and then 1 AP player is now free to move the vehicle where he • Drive (+20%): 90% spotting. wishes. • Main weapon: 70%

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VEHICLES & VEHICLE COMBAT VEHICLES & VEHICLE COMBAT

Terrain type Drive skill modifier themselves and the spotter) is automatically spotted with no AP Vehicle Damage Bailed out crew Mud/Ploughed Field -20% cost to the spotter. Additional modifiers to vehicle spotting All crew, regardless of vehicle experience rating, are Ford -20% are shown in the Spot Modifiers Table (Vehicles) below. Vehicle Penetration Damage Table treated as Average troops if they abandon their vehicle. River crossing -20% Amphibious only 1d10 Description They have the following attributes. Spot Modifiers Table (Vehicles) Sand -30% 1-6 Immobilised and out of action Vehicles Modifier BODY Armour Morale AP Weapon Cbt Phases Steep incline/Berm -30% Vehicle can’t move or fire for the rest of the Target vehicle is moving +50% game. Crew abandon the vehicle and move 12 1d10+4 55% 3 TBD 3,5,7,9 Crossing hedges/bushes -30% towards the nearest friendly unit. All infantry Target vehicle is firing +30% Crossing Dry stone walls -50% (passengers) automatically disembark and are secondary weapons SKILLS: treated as pinned Target vehicle is firing +50% Pistol (BODY x 3) | Rifle (BODY x 3 +10%) | Spot (100%) | Vehicle speed primary weapons 7-10 Destroyed First Aid (30%) | Heavy Weapon (BODY x 2) | Throw (BODY x 3) | All vehicles move on roads at up to 40m (20”) per Target vehicle is side on +50% Vehicle is left in place and becomes a wreck. Forward Observer (BODY x2) | combat phase. This is approximately 50km per hour, Target vehicle in hard cover -20% All crew and passengers are killed. and while most vehicles can travel faster than this, Target vehicle in soft cover -10% Bailed out crew only enter another vehicle as passengers vehicles will not always be driven at their maximum Target vehicle hull down -20% and may not return to their own vehicle for the duration capacity. When driven off road, all vehicles move up to a Vehicle Non-Penetration Damage Table Spotter is buttoned up -30% of the game. maximum of 20m (10”) per combat phase (approximately Spotter using night vision device +30% 1d10 Description 25km per hour). Spotter vehicle is moving -30% 1-9 Crew stunned Vehicle can’t move or fire weapons for the rest Embarking and disembarking from a helicopter and of the combat phase. Infantry (Passengers) must Shooting make a morale test if they wish to disembark. vehicles To make a successful attack roll, the player has to roll When a vehicle or helicopter stops, any passengers below his vehicle’s weapon skill, adding or subtracting 10 Immobilised and out of action Vehicle can’t move or fire for the rest of the can embark or disembark on the combat phase after the modifiers as shown in the Shooting Modifiers Table the vehicle comes to a complete stop. Any characters game. Crew abandon the vehicle and join the below. nearest friendly unit but are treated as pinned. who are disembarking can move to the value of 1 AP All infantry (passengers) automatically from the vehicle, which is 6” running or 3” walking. Description % disembark and are treated as pinned No other activity is allowed. After this, all disembarked Per 1 AP of aim, to a maximum of 2 +10% passengers will move on their own combat phases. Target is moving +20% Target in hard cover -30% All characters within 6” of a stationary vehicle can board Target in softcover -20% at the cost of 3 APs on their next combat phase. Attacking from behind +50% Attacker moving -20% How to spot a target The spotting process for vehicles is exactly the same as Penetration for infantry. This is because it’s the crew – and frequently The player now looks up the penetration chance on the the vehicle commander – who is doing the spotting. To penetration chart (page 109) begin the process of spotting, a vehicle needs to first • If the player rolls below the penetration value it has draw a line of sight to their target. penetrated the armour and the players should roll 1d10 on the Vehicle Penetration Damage Table to As with infantry spot tests, a vehicle needs to be able to determine the result. draw a straight line between itself and its target. This cannot be drawn through any hard cover over 1m tall • If the player rolls above the weapon penetration (walls etc.) but can penetrate unlimited softcover unless value, the weapon has failed to penetrate. stated by the scenario rules or agreed by the players Players should now roll 1d10 on the Vehicle Non- before the game starts. Any vehicle in the open (defined Penetration Damage Table to determine the result. IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR as the target having no intervening cover in the LoS between

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advanced combat rules ADVANCED COMBAT RULES

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Advanced Combat Rules The following rules are optional, but allow greater Example: complexity to your games. The use of any optional Joshua and Craig are playing Raymond and Colin rules needs to be agreed by both players before the in a four player game. In combat phase 2 both commencement of a game. Joshua and Craig have characters that are active so they both roll a 1d6 to see who goes first. Craig Skirmish Sangin is designed for small-scale battles gets a 4 but Joshua wins with a 6. usually with fewer than twenty figures on a table that is two to four feet square. A four square feet board equates Joshua will go first. Joshua decides to call in his in scale to approximately 100 metres square in real terms. off the table heavy weapon support which in this case is a sniper. The target is a Taliban RPG which This means that many heavy weapons such as mortars has pinning down some of Joshua’s troops. There and fifty calibre machine guns, as well as snipers, are are two ways to do this as outline on the next page most likely to be fired from off the table. These assets are Joshua opts for version 1. Joshua must first has available, but are bought as part of the package system of to spot the target. He uses 2APs to boost his spot building your force, with each unit type having a set cost skill. Consulting the charts his spot chance is 40% and a method of activation. Players may not spend more plus the two APs giving him 10% each, makes his than 25% of their total points on off table assets unless spot skill 60% he rolls a 27% a success, so he has outlined by a scenario. spotted the target.

Each asset has a cost associated with it. This represents Craig is also active in phase 2 and he decides to one version of that asset. This means multiple characters spot and shoot at a different target. He is success- may not call on the same asset in the same combat phase ful in his spot but he misses the shot forcing the and all assets may only be activated in four combat enemy to take a morale test. phases per combat round.

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ISAF ADVANCED COMBAT RULES ISAF ADVANCED COMBAT RULES

Forward Observation Skill and Spotting. • If unsuccessful Mortar platoon (500pts) If the player rolls a miss, the player must roll 1d10 In phases 3 no one is active and in phase 4 Joshua A mortar platoon costs 500 points. To call in a mortar A player cannot target a geographic point or building on the divergence diagram to resolve the direction and Craig once again dice off to see who goes first. strike, the character must have made one of the Forward without first spotting a target either a man or vehicle of the deviation and then roll the deviation dice Craig rolls a 1 and Joshua a 4 so once again Joshua Observation methods succesfully. first. ISAF forces must identify an armed insurgent based on their experience deviation modifier. goes first. before they can call in heavy weapons. The mortar team takes one combat phase to prepare to Example: Having spotted his target in his last combat phase fire, and the first round is then fired on the following There are two methods of calling in off table support. Using the example above lets imagine Joshua Joshua now spends his 3 AP calling in the sniper he activation phase (The mortar operates on the same fails his Forward Observation roll. Joshua rolls therefore makes a Forward Observer roll which is phases as the character that called it in). Once the first Version 1 1d10 and gets a 7 for direction, as his characters 56% he rolls a 51% a success. round has been fired the following two rounds of the The first method takes place over two combat phases, mission will land on each subsequent combat phase. experience rating is Veteran he looks that up on in the first phase the character may attempt to spot as the deviation chart. He needs to rolls 3d6 for the The sniper hits his target for 4d10 damage, no roll for normally and may enhance their to spot roll with extra distance, he rolls, 4, 2 and a 6 for 12 inches. This is the sniper is required. Joshua rolls a 4, 5, 1, 9 that’s 19 • If successful AP’s as per a normal spot test (see spot rules page 53). the point that the first round hits, the remaining in total which means the RPG Taliban is dead. The player selects the point, within the weapon’s range, on the board they want the mortar barrage rounds follow the template as shown above. Once the target is spotted they must wait until their next Its now Craig turn, he wants to call in the sniper to land. This is marked to show both players the active phase to call in the support as making a Forward on the character he observed but missed in the last desired point of impact. The mortar team will use Observation roll costs 3AP. Mortar Deviation Chart phase. Joshua points out that the off table sniper the same combat phases as the character who makes Weapon Novice & Average Veteran & Elite can only be called if its not already engaged. As it’s the Forward Observation skill. deviation deviation In general this allows for spotting of difficult targets the same combat phase the sniper is engaged in Mortar 3d10 metres 3d6 metres that take more time and effort to see. Once the target Joshua’s shot as both Craig and Joshua are activating A successful barrage uses the template below, where has been spotted in the next active phase the player may simultaneously so the sniper is not current available. each circle is X” in diameter – X being the size of the spend 3AP and make a Forward observation roll. Once damage zone of the particular mortar. The template spotted the target remains spotted until it moves out of In phase 5 the Taliban that Craig fired on, moves can be used horizontally or vertically. Lines of Sight (LoS) as described on page 50. behind a small wood and out the otherside running for cover. Craig will need to reacquire the target in Version 2 his next combat phase. This means in his next combat The second option allows a character to spot and radio phase he will still not be able to call in the off table in the details within the same combat phase by only Round 1 Round 2 Round 3 sniper. using their Forward Observation skill to spot the target

as well relay the information to the heavy weapon team. In combat round 5 Joshua is active again but his last In this case the player makes a Forward Observation target is dead so he decides on a new target uses roll, at the cost of 3AP’s, and must take into account the version 2 Forward Observation roll. Joshua will spotting modifiers as normal. Whilst this quicker to play, make the Forward Observation roll in one phase. the Forward Observer can not add APs to increase their Example: His Forward Observation to the new target is 56%, skill level. Joshua’s characters on combat phase 2 decides to he rolls a 01% a critical success, so that target would call in his mortar platoon support. His characters normally take 4d10 damage, but because it was a Example has Forward Observation of 45%, Joshua rolls a 31% critical success its take full damage which is 40pts of Joshua’s Forward Observation skill is 56% he a success. The mortar team ready the mortar this damage. The Taliban is killed outright. decides to call a sniper in using version 2 method. will be in combat phase 2 and in combat phase 4 the The target is higher than Joshua and in medium first round of the mortar lands. cover reducing his chance to hit by 40% (-30% for hard cover, -10% for target above) so Joshua must The remaining 2 rounds of the fire mission will land roll below 16% he rolls a 83% a miss. on phase 6 and 8. IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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ISAF ADVANCED COMBAT RULES ISAF ADVANCED COMBAT RULES

Example: On phase 3, Matthew’s character decides to call .50 cal attack, the characters Forward Observation skill of 42%. He rolls his forward observation skill and is successful.

The attack is therefore successful so Matthew allocates the position he wants the attack to cover and rolls the damage dice and checks the area to see which miniatures are in which zone.

Weapon Damage Range Area effect HMG KZ5d10 1000” (2000mm) 6”

If Matthew was unsuccessful the .50 cal team cannot clearly identify the target and the fire mission is lost.

IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR Fire support platoon (grenade machine gun) (200pts) • If unsuccessful Sniper team (100pts) Fire support platoon (HMG ) 50pts To call in a grenade machine gun strike, the character If the player rolls a miss, the player must roll 1d10 The player must nominate the edge of the board that The player must nominate the edge of the board that has must have made one of the Forward Observation on the divergence diagram to resolve the direction the sniper will fire from at the beginning of the game, the HMG will fire from at the beginning of the game, methods succesfully. of the deviation and then roll the deviation dice and write this down. This can be kept secret from his and write this down. This can be kept secret from his based on their experience deviation modifier. opponent until the first shot is fired. Buildings and all opponent until the first shot is fired. Buildings and all • If successful cover have the same effect on the sniper as these do on cover have the same effect on the HMG as these do on It takes the fire support team one combat phase to This means that the grenades may land off the game normal troops, so the player needs to ensure that likely normal troops, so the player needs to ensure that likely respond (The GMG operates on the same phases as table or amongst any player’s characters. target areas can be clearly seen from the board edge that target areas can be clearly seen from the board edge that the character that called it in). Then the following GMG Deviation Chart he allocates for the sniper. he allocates for the HMG. barrage template is used, where each circle is 15” in Weapon Novice & Average Veteran & Elite diameter. The template can be used horizontally or deviation deviation vertically. When in play, the snipers have been given an overwatch To call in the .50 Cal fire support platoon the character GMG 2d10 metres 2d6 metres briefing on your unit as it moves into contact. To call in must have made one of the Forward Observation a sniper team the character must have made one of the methods succesfully. Forward Observation methods succesfully. • If successful • If success It takes the fire support team one combat phase to The target takes 4d10 damage and rolls for armour respond. They do not respond in the combat phase as normal. For each successful kill, all enemy in which they have been successfully called (The figures within 6” of the target must make a morale .50 Cal operates on the same phases as the character Round 1 Round 2 Round 3 test at -20%. that called it in).

• If unsuccessful • If unsuccessful If the character fails the forward observation roll the The fire support team doesn’t fire, as they have been sniper has been unable identified the target. A new unable identified the target. A new fire mission will fire mission will need to be called. need to be called.

Although sniper are viewed as being on permanent The Fire Support Platoon asset may only fire to a overwatch they can only fire on the Forward Observers maximum of four times per combat round. combat phase, and the sniper asset may only fire to a maximum of four times per combat round.

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ISAF ADVANCED COMBAT RULES ISAF ADVANCED COMBAT RULES

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Fire support platoon (anti-tank platoon) (200pts) ATGM Deviation Table IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR To call in an anti-tank platoon strike, the character must Weapon Novice & Average Veteran & Elite have made one of the Forward Observation methods deviation deviation Helicopters and Fast Air • If successful succesfully. ATGM 1d10 metres 1d6 metres Helicopters and aircraft are often called on station as The player rolls 1d10 and consult the table. either a reaction to whats happening on the ground or • If successful part of the original “game” plan designed by the military 1d10 Description It takes the fire support team one combat phase when planning an attack. These aircraft are frequently 1–6 The aircraft is available but cannot clearly identify to respond (The AT weapon operates on the same covering a very wide area and even though they can the enemy activity and asks for more details – phases as the character that called it in). The travel in the case of fighter aircraft at supersonic speeds the show of force is delayed until the end of the character allocates the position he wants the attack they frequently take time to be brought to bear. To reflect combat round. to cover and rolls the damage dice and checks the this aircraft and helicopters are treated slightly area to see which miniatures are in which zone. differently to other off the table assets. 6–9 The show of force happens in the next combat phase, with the jet screaming in and lighting flares. • If unsuccessful Calling in Fast Air (50pts) All Taliban/Insurgent characters on the board If the player rolls a miss, the player must roll 1d10 Due to the typical skirmish battlefield representing must make an unmodified morale test at -20%. on the divergence diagram to resolve the direction approxiately 100m square area, aircraft won’t drop of the deviation and then roll the deviation dice bombs in such a “danger close” environment but can be 10 The show of force happens immediately, with based on their experience deviation modifier. tasked with a “show of force” mission in which they fly the jet screaming in and lighting flares. All Taliban/ over the area at a low-level and drop flares to intimidate Insurgent characters on the board must make an This means that the munitions may land off the enemy forces, rather than kill them. unmodified morale test at -20%. game table or amongst any player’s characters. A show of force mission costs 50 points. Doing this takes Artillery 3 APs, and a roll against the character’s Forward Obser- • If unsuccessful Artillery is not part of the Skirmish Sangin game due to vation skill (The Fast Air operates on the same phases The aircraft is not available as it is supporting the size of the battlefield – artillery is not fired into such as the character that called it in). The fast air “attack” another group. A new mission must be called in on a “danger close” environment where friendly forces are happens on the characters next active combat phase, as it the character’s next combat phase within 600m of the target. is assumed that all air assets are currently on station.

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ISAF ADVANCED COMBAT RULES INSURGENT ADVANCED COMBAT RULES

Example: Support assets for Taliban/Insurgent Indirect fire deviation table Militias Weapon Novice & Average Veteran & Elite On phase 3, Matthew’s character decides to call deviation deviation in an attack helicopter, his characters Forward Spotter 50pts Mortar 3d10 metres 3d6 metres Observation skill of 42%. He rolls his dice and is A Taliban spotter (frequenty known as dickers in successful. He then rolls 1d10 to see the outcome. military parlance) is an individual who observes ISAF Sniper team (100pts) forces, communicating with Taliban troops by mobile The player must nominate the edge of the board that He rolls a 7 a chaingun attack. The attack is phone. A dicker or spotter costs 50 points and has an IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK the sniper will fire from at the beginning of the game, UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR successful so all Matthew has to do is allocate the experience rating of Average and Forward Observer skill and write this down. This can be kept secret from his position he wants the attack to cover and rolls of 35%. A Taliban off table mortar team/sniper team Calling in Attack Helicopters (250pts) opponent until the first shot is fired. Buildings and all the damage dice and checks the area to see which needs a dicker or spotter to be able to fire. The dicker An Attack Helicopter mission costs 250 points. Doing this cover have the same effect on the sniper as these do on miniatures are in which zone. must be clearly designated, and in the event of their takes 3 APs, and a roll against the character’s Forward normal troops, so the player needs to ensure that likely death the Taliban will lose the ability to call in additional Observation skill. target areas can be clearly seen from the board edge that fire missions. he allocates for the sniper. • If successful Medevac helicopters (100pts) Mortar team (500pts) The player rolls 1d10 and consult the table below. When in play, the snipers have been given an overwatch A show of Medevac Helicopter costs 100 points. Doing Important Note: The insurgent player cannot field an off The Helicopter attack happens on the next active briefing on your unit as it moves into contact. To call in this takes 3 APs, and a roll against the character’s the table mortar unless they have already purchased an combat phase. a sniper team the character has to the character has must Forward Observation skill. on table spotter. have made one of the Forward Observation methods 1d10 Description succesfully. 1–6 The aircraft is available but cannot see any ene- If successful A mortar platoon costs 500 points. To call in a mortar my activity and asks for more details – the attack The player rolls 1d10 and consult the table below. The strike, the Taliban Dicker/Spotter character has to the • If success is delayed until the end of the combat round. medevac lands in the characters next combat phase. character has must have made one of the Forward Observation methods succesfully at the cost of 3APs. The target takes 4d10 damage and rolls for armour 1d10 Description as normal. For each successful kill, all enemy figures 6–9 The helicopter makes a successful attack with its 1–5 The aircraft is available but the pilot believes that • If successful within 6” of the target must make a morale test at chain gun (KZ6d10/DZ1d10). there is enemy activity nearby so waits until it The player selects the point (within the weapon -20%. has moved off the proposed landing zone. The Resolve the area and damage as outlined in the range) on the board they want the mortar barrage Medevac is delayed until the end of the combat • If unsuccessful heavy weapon section (page 89) All Taliban/ to land. This is marked to show both players the round. If the character fails the forward observation roll Insurgent characters on the board must make an desired point of impact. The mortar team will use the sniper has been unable identified the target. A unmodified morale test at -20%. the same combat phases as the character who made 6–8 The Medevac lands off the right edge of the the Forward Observation skill. new fire mission will need to be called. board – the player must move the casualty off 10 The helicopter makes a successful attacks with that edge and when successful will gain 50 points • If unsuccessful Although sniper are viewed as being on permanent its Hellfire missiles(KZ6d10/DZ2d10). for victory conditions. If the player rolls a miss, the player must roll 1d10 overwatch they can only fire on the callers combat phase, and the sniper asset may only fire to a maximum Resolve the area and damage as outlined in the on the divergence diagram to resolve the direction 9-10 The Medevac lands off the left edge of the board of four times per combat round. heavy weapon section (page 89). All Taliban/ of the deviation and then roll the deviation dice – the player must move the casualty off that Insurgent characters on the board must make an based on their experience deviation modifier. edge and when successful will gain 50 points for Suicide bombers (50pts) unmodified morale test at -30%. victory conditions. The mortar team takes one combat phases to prepare A suicide bomber costs 50 points, and their statistics are to fire, and the first round is then fired on the following as follows: activation phase. Once the first round has been fired the • If unsuccessful If unsuccessful following two rounds of the mission will land on each Suicide bomber attributes The helicopter is not available as it is supporting The helicopter is not available as it is supporting subsequent combat phase. BODY Morale AP Weapon Cbt Phases another group. A new mission must be called in on another group. A new mission must be called in on the 1d10+10 50% 3 - - the character’s next combat phase character’s next combat phase

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INSURGENT ADVANCED COMBAT RULES INSURGENT ADVANCED COMBAT RULES

Suicide bombers have no combat abilities beyond their explosive jacket. The suicide bomber will move according to their BODY combat phases, but when instigating their attack must make a successful standard morale test to activate the charge – there are no modifiers used with this roll. Failure means they have lost their nerve and immediately retreat off the board. Failed suicide bombers cannot be rallied.

Weapon Blast diameter Damage Suicide Vest KZ 3” DZ 6” 6d10/3d10 PEN 10

Booby traps (25pts) IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR Booby traps are smaller IEDs, but are usually made from Technicals (100pts) player as each one is activated. To enter and exit a bolt- a hand grenade set up to explode when someone catches IEDs are homemade bombs that can be constructed Wikipedia defines a “technical” as a type of improvised holes takes 3 AP, so a character spends 3 AP to enter a trip wire or steps on a pressure plate. All booby-traps from conventional military explosives, such as fighting vehicle, typically a civilian or military non- and their next combat phase spends 3AP to exit at the are treated as a grenade explosion. artillery rounds attached to an electronic detonating combat vehicle which has been modified to provide bolthole of their choice. The 3 AP includes the Taliban mechanism, or they may use more mundane ingredients an offensive capability similar to a military gun truck. ability to move up to 6” from the emergence point. Description Kill Zone Damage Damage like ammonium nitrate and cooking oil. IEDs can Zone Technicals are usually open-backed civilian pickup be triggered with radio devices, electrical wire or Hand grenade 5m (2.5”) 15m (7.5”) KZ4d10/ trucks or four-wheel drive vehicles mounted with a Ratlines and tunnels cannot be attacked or destroyed by detonating cord, or pressure triggers. 5” diameter 15” diameter DZ1d10 machine gun, light anti-aircraft gun, recoilless rifle, or ISAF forces however emerging Taliban can be targetted other support weapon. and fired upon by ISAF forces. Placing IEDs on the battlefield IEDs can be placed anywhere on the battlefield Placing booby-traps on the battlefield – booby-traps can The cost of the technical includes whatever armament Merge with the populace (200pts) during set up. These are drawn on a sketch map of be placed anywhere on the battlefield during set up. the player wants to put on the back of the vehicle. As the All Taliban players may have their characters merge the battlefield, and must be operated by a designated These are drawn on a sketch map of the battlefield. They types of weapons differ widely it is impossible to give a with the population, they simply hide their weapons character who has line of sight to the explosive. are only revealed to the ISAF players when activated. finite list of which weapons should be on the technical. and pretend to be peasant farmers. To do this the The technical is rated 0 for all vehicle to vehicle combat. Taliban character must not under fire or in hand to hand Improvised explosive devices (IEDs) (100pts) It takes 2 APs to trigger the attack. IEDs are only Technical’s are not available to ISAF player, unless they combat and must make an unmodified morale roll. revealed to the ISAF players when triggered. For morale The Taliban have become increasing proficient in the field Afghanistan Police forces. purposes treat IED’s as mortar rounds. use of improvised explosive devices (IEDs) as the war • If Successful in Afghanistan has continued. IEDs have been used Ratlines and tunnels (200pts) This immediately makes them non-combatants extensively by many insurgent groups, and according to Taliban are typically recruited from local villages, or for the rest of the game but denies the ISAF forces some reports have caused approximately two thirds of have been in place for a period of time – this means that the victory points they would incur based on the the ISAF casualties to date. they know every nook and cranny of the battlefield, scenario outline. including the culverts, sewers, and drainage systems, IED size Blast diameter Damage Cost and where there are holes in the walls to shoot from. • If unsuccessful If they fail they are retired from the battle and all Small KZ 3” DZ 6” 6d10/3d10 PEN 10 50 points ISAF forces frequently believe that they have cleared the victory points are allocated to the ISAF forces as Taliban out of areas only to find themselves being shot at normal. Medium KZ 6” DZ 12” 6d10/3d10 PEN 15 100 points from the rear as insurgents re-appear. To model this, the Taliban player can spend 200 points to create six places Large KZ 9” DZ 18” 6d10/3d10 PEN 20 150 points that the Taliban can appear and disappear into. These are drawn on a sketch map and only revealed by the Taliban

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EXAMPLE GAME GAME EXAMPLE

Its 2003, 16 Air Assault Brigade, 3rd battalion of British The British Paratroopers having been fired on, have a Paratroopers have been in country for several months rough idea of the snipers position. They are tasked with taking part in Operation Herrick. Throughout this time at trying to flush him out. The paratroopers all start the Forward Operating Base (FOB) Jackson has been plagued game kneeling behind a dry stonewall spread across the with constant sniper fire. width of the game board. The Taliban are on the second floor and first floor of a nearby building and one is in the The paratroopers have so far been unsuccessful in orchard. locating the sniper; even counter sniping teams have failed to find their target. Today 1 platoon has been Skirmish Sangin Rules: Combat phases tasked with patrolling in west of Sangin village. Its early Skirmish Sangin isn’t an IGO UGO game; characters morning and the temperature is high as the men leave are activated in combat phases based on their BODY their Sangar. Almost immediately the patrol find an IED attribute. The BODY attribute of the character dictates and secures the area but then comes under fire from the which of the ten phases of a combat round a character sniper and its here we pick up the action. (This game will is active in – the higher their BODY (BDY) attribute, only show a single squad in action not the entire platoon as it the earlier a character’s combat phases occur. See the represents just part of the over-all game.) Combat Phase Table (below) for a clear outline of this, noting that combat phases occur in order from highest to The British Paratroopers are Sergeant Fearon, and Private lowest BODY rank. McGarry, Private Richards, Lance Corporal Watterson. Combat Phase Table Combat BDY BDY BDY BDY Phase 0-11 12-14 15-17 18-20

1 X 2 X 3 X X 4 X X 5 X X 6 X X 7 X X 8 X X 9 X 10 X

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THE FORCES THE GAME

Paratroopers: Taliban Below are the attributes for each of the four Below are the attributes for each the four Taliban. The paratroopers. The squad costs 315 points. This is group costs 210pts. The Taliban sniper can be positioned based on their level of experience, their rank and what anywhere in the Taliban start zone but the physically weapons they carry. There start up zone is shown in the higher up the figure begins the game the better the map. The paratroopers should set up in cover anywhere chances of a successful contact. There is no minimum in their set up zone. There is no minimum gap that gap that needs to be adhered between the miniatures. needs to be adhered between the miniatures. The whole Atash - Veteran: 75 pts + Mujahedeen Sniper 50 pts combat area 4ft x 4ft which is approximately 100m BODY Armour Morale AP Weapon Cbt Phases square. 17 N/A 75% 3 Dragunov 2,4,6,8 Sgt. Dan Fearon - Veteran: 75 pts + NCO 30pts BODY Armour Morale AP Weapon Cbt Phases SKILLS: Pistol (BDY x 4) 68%| Rifle(BDY x 4 +10%) 78%| Spot 100% | 16(16) 1d10+4 85% 3 L85A2 2,4,6,8 First Aid (40%) | Heavy Weapon (BDY x 3) 51% | Throw (BDY x 4) 68%| Forward Observer (BDY x 3) 51% | SKILLS: Pistol (BDY x 4) 64% | Rifle(BDY x 4 +10%) 84%| Spot 100% | Abdul Bari - Average: 50 pts First Aid (40%) | Heavy Weapon (BDY x 3) 48% | Throw (BDY x 4) 64% | Forward Observer (BDY x 3) 48%| BODY Armour Morale AP Weapon Cbt Phases 13 N/A 55% 3 L85A2 3,5,7,9 Craig “Loki” Watterson - Average: 50 pts BODY Armour Morale AP Weapon Cbt Phases SKILLS: Pistol (BDY x 3) 39% | Rifle(BDY x 3 +10%) 49%| | Spot 100% | 14(12) 1d10+4 55% 3 L85A2 3,5,7,9 First Aid (30%) | Heavy Weapon (BDY x 2) 26% | Throw (BDY x 3) 39%| IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR Forward Observer (BDY x2) 26% SKILLS: Pistol (BDY x 3) 42% | Rifle(BDY x 3 +10%) 52%| Spot 100% | Masem - Novice: 25 pts First Aid (40%) | Heavy Weapon (BDY x 2) 28%| Throw (BDY x 3) 42%| Combat Phase 1: (Los) to Paratrooper McGarry. As a straight line can be Forward Observer (BDY x 2) 28%| BODY Armour Morale AP Weapon Cbt Phases The Combat Phase table (see page 2) indicates that the drawn which passes through the orchard, across the 20 N/A 35% 3 AK47 1,3,5,7 first active characters are those of BDY 18-20, of which Jeff “Yank” Richards - Average: 50 pts corner of the poppy field and over the dry stonewall. SKILLS: there is one Paratrooper and one Taliban. Both players (Players always take the biggest cover modifier along the LoS, BODY Armour Morale AP Weapon Cbt Phases Pistol (BDY x 2) 40% | Rifle(BDY x 2 +10%) 50%| Spot 100% | have one character with a BDY of 18. As two characters in this case the dry stonewall.) Player 2 decides he will 12(10) 1d10+4 55% 3 L85A2 3,5,7,9 First Aid (30%) |Heavy Weapon (BDY x 1) 20% | Throw (BDY x 3) 60% | cannot go at the same time, the players roll a D6 to try and shoot the Paratrooper. Masem spends his first +UGL Forward Observer (BDY x1) 20% decide who goes first. Player 1, (Paratrooper) rolls a 6 AP spotting. All spotting begins at 100% chance and is SKILLS: and Player 2 (Taliban) rolls a 3. So the order is decided. reduced by criteria like cover and movement. Pistol (BDY x 3) 36% | Rifle(BDY x 3 +10%) 46% | Spot 100% | NOTE: First Aid (30%) | Heavy Weapon (BDY x 2) 24% | Throw (BDY x 3) 36% Paratrooper McGarry will activate first. In each active | Forward Observer (BDY x2) 24% | Underslung 40mm Grenades (UGL) combat phase a character has 3 action points (AP) to Paratrooper McGarry is stationary target (-0%), and is When using 40mm grenades the first 5” diameter is the Kill spend on actions. Sean “Kiwi” McGarry - Average: 50 pts in medium cover (-30% dry stonewall) and as Masem Zone (KZ) and its in this area most damage occurs. Any hasn’t moved there are no more additional modifiers. BODY Armour Morale AP Weapon Cbt Phases character caught in this area takes 4d10 damage. From 5” to Player 1 So Masem current spotting chance is 70%, he decides 18(20) 1d10+4 55% 3 Minimi 1,3,5,7 15” is called the Damage Zone (DZ), any character caught Player 1 decides that Paratrooper McGarry will make to spend an additional 1AP on the roll to increases his SKILLS: in this area takes 1d10 damage. a run from his starting place where he is kneeling spotting skill by 10% (All skills can be increased by spending Pistol (BDY x 3) 60% | Rifle(BDY x 3 +10%) 70% | Spot 100% | behind a dry stonewall along the side of the field. The APs for each AP spent the characters skill increases by 10% to First Aid (30%) | Heavy Weapon (BDY x 2) 40% | Throw (BDY x 3) 60% | Forward Observer (BDY x 2) 40% | characters starts the game kneeling, so spends 1AP to a maximum of 20%. This represents the extra time and effort stand up, spends 1 AP to run 6” and 1AP to stop by a the character is taking to perform that action). Masem skill Weapon Table dry stonewall, because he has run out of AP Paratrooper is now 80% chance to spot the paratrooper. He rolls a McGarry is standing up behind the stonewall and is 37% he spots the target. Masem has 1AP left and decides Weapon Damage Range Area Effect considered stopped for all tests. to shoot; his skill with his AK47 is 50%. The stonewall Assault Rifles 2d10 250” - offers Paratrooper McGarry medium cover (-30%) so Minimi 4d10 500” 4” Player 2 Masem ability is 20% he rolls a 56% a miss. Although the Dragunov 3d10 250” - Now its Player 2’s turn to active his character Masem shot missed, Paratrooper McGarry will now have to take 40mm Grenade Launcher (UGL) KZ4d10 75” KZ 5” who also has a BDY of 20. Masem draws a line of sight a morale roll. DZ1d10 DZ15”

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This morale roll is taken at the beginning of his next his chance to spot 50% he decides to spend an additional Player 1 rolls 1d10 and gets a 6. This means Paratrooper hit. Masem rolls his damage an AK47 rolls 2d10 and he combat phase as additional modifiers may come into AP making his skill 60% he rolls a 18% a success, he can McGarry is pinned, see Table 3. Damage Table below. rolls a 7 and a 2 for a total damage of 9. Sgt Fearon now play before then. This is shown by placing a morale now see the sniper. He decides to shoot with his last AP rolls his body armour, which is 1d10 +4 he rolls a 4+4 =8 marker next to the figure, we use morale markers. This his skill is 84%, the sniper is deemed to be in a prepared Player 2 of damage blocked by his body armour. So Sgt, Fearon is the end of phase 1 as no character has BDY attribute of defence, this includes buildings -60% and is one storey Masem decides to shoot again at paratrooper McGarry takes 1 points of damage. Player 1 looks up the damage 19 or 18. higher than Sgt. Fearon this adds an additional -10% that but as he is now prone because of his pinned result on Table 3. - Damage Table. gives Sgt. Fearon 14% chance to hit. He rolls a 79% a miss behind dry stonewall Masem can no longer draw a clear Combat Phase 2 and Player 2 places a morale marker next to the sniper to line of sight to him. Player 2 looks around the board and One points of damage is classified as a light wound. Sgt, Player 2 reflect the morale roll that’s now required in the sniper’s can draw a LoS to all the paratroopers. Masem decides Fearon looses -20% from all his combat abilities, drops In this activation phase the first active character is Atash next action phase. on Sgt. Fearon and successfully draws a line of sight to prone and must make a morale test at the beginning of Baseer, the sniper. Player 2 checks to see if he can draw a him. his next combat phase. Player 1 places a morale marker direct LoS to Paratrooper McGarry. He can, so will spend Combat Phase 3 next to the figure to remind him to take the test. This 1AP on spotting, his skill starts at 100%, the dry stone As in phase 1 both players have characters that active on Masem spends his first AP spotting Sgt Fearon. Sgt. also triggers off a morale test for all witnesses within wall is -30% and because Atash is on the second floor of the same BDY of 20, so they again roll 1d6. Paratrooper Fearon is kneeling (-20%) behind a dry stonewall -30%. 12”. This means that Paratrooper Richards will also have the compound he gets +20%, so his total to spot is 90% McGarry rolls a 2 but Masem rolls even lower a 1, so So Masem chance to spot is 50%. He rolls a 27% and a morale marker placed next to him so he will make a and he rolls a 93% he fails so spends another AP to spot Paratrooper McGarry goes first again this round. spots the Sergeant. He then spends an additional AP on morale test at the beginning of his next activated combat again, this time he rolls a 13% and has spotted the young shooting skill adding 10% to his skill making 60% total phase. That’s the end of the turn for all characters that paratrooper (Players may spot more than once per turn). Player 1 and spends his last AP taking the shoot. He rolls 11%, a Paratrooper McGarry has two morale markers next to With his last AP he tries to shoot the paratrooper, his skill his figure so before he can do anything he has to pass starts at 78% and is reduced to 48% by the cover modifier a morale roll. Having one marker would make the (-30% dry stonewall), he rolls a 97% a miss. Paratrooper paratrooper make a morale roll, having two or more McGarry now adds another morale marker to indicate he means the character make a single morale roll at an has now received fire twice. additional -10% for each marker beyond the first.

Player 1 Paratrooper McGarry morale ranking is 55%, -10% for The next active character is Paratrooper Sgt. Fearon. the additional marker = 45% but because he has come He can draw a line of sight to the sniper so spends 1AP under sniper fire he has an additional -20%, making his spotting. The sniper is inside a building -60% but the final score of 25%. He rolls an 86% and fails, he must sniper has fired so Sgt Fearon which adds + 10% making now roll on the failed morale table (see below). Failed Morale Table 1d10 Description 1-5 Drops prone The soldier drops prone, taking no further action this combat phase. At the beginning of their next combat phase they can act as normal. 6-8 Pinned down A pinned down result means that the character is prone until the next combat phase, taking no action. At the beginning of their next combat phase they must make a morale test, with success indicating that the character can act as normal, while failure means that they are treated as a ‘retire’ result.

If the enemy combatant is within 2”, and the character is alone the character will surrender and its figure is re- moved from the board and counts towards victory conditions. 9-10 Retire Move to the nearest cover within 12” from the cause of the test, even if the character is already in cover, then take no action for the rest of the combat phase. In the next active combat phase the character must make a suc- cessful morale test or be removed from the board and be counted as a casualty in any points-based game.

If the enemy combatant is within 4”, and the character is alone the character will surrender and is treated as a prisoner.

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The Wound Table have a BDY attribute between 18-20. Looking at the Player 2 Damage Description Morale Consciousness Mission Combat Phase Table (Page 2) we now see that combat In the next combat phase Abdul who is lying prone on phase 3 is the first combat phase that two BDY groups the roof can draw LoS to Paratroopers McGarry, Fearon, 1-3 Light wound -20% 100% No effect. activate. The players now move on to those characters Richards and Watterson. Looking at his targets, Player 2 • -20% from all combat abilities with a BDY attribute of 12-14. decides the biggest threat is Watterson who is trying to • Compulsory morale test in first outflank him on the right, so he decides to target him. available combat phase • Character drops prone Player 1 He tries to spot Watterson. • Causes morale test for all witnesses The first to activate is Paratrooper Watterson on BDY 14. within 12” He started the game kneeling behind the dry stonewall. He spends 1 AP to stand up and 2 AP running forward each AP is worth 6” when running, so he Watterson 4–6 Medium wound -40% 60% OPTIONAL moves 12”. • Half all combat skills If the character remains Mission change for all • Compulsory morale test in first conscious, their cries non-insurgent units: this Table 4: Firearms Fumble Table available combat phase for help/screams causes casualty must be treated with • Character drops prone a -20% to character first aid by the nearest friendly 1d10 Description • Causes morale test for all witnesses morale rolls within 12”, character, providing it is safe 1 Weapon jam within 12” if they have LoS with the to do so. If a successful first The character must take 3 APs to clear the weapon. injured character. aid roll is achieved, earn 10 victory points. 2 Misfire The character must spend 3 APs clearing the round.

3 You’re empty 7–9 Serious wound -60% 40% OPTIONAL Lacking fire control, the character has run out of ammunition and must move into base-to-base contact with friendly troops or • All combat skills are 10% If the character remains Mission change for all vehicles to resupply. • Compulsory morale test in first conscious, their cries non-insurgent units: this available combat phase for help/screams causes casualty must be successfully Dust in your eyes • Character drops prone a -20% to character evacuated from the board on 4 Takes 3 APs to clear, and the character can do nothing else during that combat phase. • Causes morale test for all witnesses morale rolls within 12”, a friendly edge, providing it is within 12” if they have LoS with the safe to do so. This will earn 50 injured character. victory points. 5 Sprained ankle The character has sprained their ankle, and can now only move 3” per AP for the rest of the game.

6 Panic 10–12 Critical wound N/A 20% OPTIONAL Move up to 3 APs’ worth of movement towards the nearest friendly character who is in cover. If there are none available, move • Incapacitated If the character remains Mission change for all away from combat the full distance possible in 3 APs. • Character drops prone conscious, their cries non-insurgent units: this • Causes morale test for all witnesses for help/screams causes casualty must be successfully 7 Twisted knee within 12” a -20% to character evacuated from the board on The character twists their knee and falls prone. The character must rest for 3 APs after which they cannot move faster than morale rolls within 12”, a friendly edge, provided it is walking pace for the rest of the game. Getting up from prone or kneeling positions and climbing or descending stairs takes double if they have LoS with the safe to do so. This will earn 50 the regular amount of APs. injured character. victory points.

8 Negligent discharge The character accidently shoots themself. Apply their weapon damage minus any armour the character is wearing, and resolve like a normal wound. 13+ Dead N/A N/A OPTIONAL Causes morale test for all witnesses Mission change for all with 6” non-insurgent units: this 9 Negligent discharge The character accidently shoots his nearest comrade. Treat this as a normal weapon attack, taking into account any armour. casualty must be successfully evacuated from the board on a friendly edge. This will earn 10 Booby trap 50 victory pts. The character has triggered a booby trap hand grenade. Treat this as a grenade attack with this character being at the centre of the blast radius.

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SATELLITE IMAGERY OF HELMAND, AFGHANISTAN THE GAME

Watterson has a dry stonewall between him and Abdul launcher (UGL) his skill is 46% he adds 10% (1AP) which is -30% to shoot him. His rifle skill is 49% the and shoots (1AP) so his skill is 56%, the target is in the target is running -20%, behind medium cover (remember building -60% and two level of elevation -20% making the dry stone wall) -30% and the attacker is 1 storey his final chance -24%. An impossible shot but the dice higher so that’s +10% that gives him a 9% chance to hit. need to be rolled because there is always a chance to hit He rolls and gets an unmodified 100% (00) a fumble. He on a roll of 01%. Player 1 rolls and gets 23% a miss. He rolls 1d10 and consults on the Firearms Fumble Table, he then consults the grenade scatter chart. He rolls a 1d10 rolls a 4 (see page 102). and gets 10, which is straight ahead and then rolls 2d10 for how far it travels he gets 2”. It lands within 2” to Abdul gets a “dust in his eyes result”. This will take 3 the left of Masem. Looking up a 40mm grenade it has a AP’s to clear so ending his combat phase. His next active KZ4d10/DZ1d10 rating. This means any characters in Abdul Bari combat phase will be taken up clearing the dust from his its Kill Zone take 4d10 damage and any characters in the eyes. Damage Zone takes 1d10 damage. Masem is in the 5” diameter kill zone for a 40mm grenade (KZ) and takes Atash Masem Player 1 4d10 damage. Player 1, rolls a 5, 7, 8, 2 for a total of 22 For the first time in the game Paratrooper Richards is this kills Masem outright. active, but he has a morale check marker so must roll a morale roll (55%) he rolls a 04%, a success, so can carry Abdul, who is on the roof, is within the 15” damage on as normal. Richards decides to spot (1AP) Atash the diameter and should take 1d10 damage but because he sniper in the second floor. 100% -20% for elevation, -60% has a wall between him and the burst that reduces the for the building gives him 20% chance to spot the sniper. damage by 1d10 so Abdul takes no damage. He rolls a 07%, he has successful spotted the sniper. Richards decides to use his underslung grenade

Paratrooper McGarry

Paratrooper Richards

Paratrooper Fearon

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Player 2 places a morale chip to indicate Abdul needs Player 2 rolls the dice and gets 67% and fails to see to make a morale roll in his next active combat phase. Richards, he decides to try again (1AP) and rolls a 27%. Player 2 also notes on Abdul character sheet that if he With his final AP Atash fires. His skill is 78%, -30% for fails that Morale check he will have to add +2 to his the dry stonewall is 48% he rolls 01%. This is a critical hit failed morale table roll because of the grenade. This is which causes the maximum amount of damage which the end of Combat phase 3. for a snipers rifle is 3d10 so that’s 30 points of damage. Player 1 rolls for Paratrooper Richards body armour Combat Phase 4 1d10+4 and gets a total of 12, which still leaves 18 points The first group to active this phase is those characters of damage. Consulting the wound, as we are playing the with a BDY of 15-17. This means that Player 2’s character optional Mission Change rules, the wound indicates that Atash goes first. Richards is dead. “Mission change for all non-insurgent Player 2 Atash needs to make a morale test before he can do units: This casualty must be successfully anything. His morale is 75% and he rolls a 17% so evacuated from the board on a friendly makes it easily. Atash now targets Paratrooper Richards, edge. This will earn 50 victory points.” as he is seen as the most lethal adversary on the board. So Atash attempts to spot him (1AP) Atash spot skill This means that the all the paratroopers now must starts 100%, -30% for the dry stonewall and -20% because concentrate on getting Richards body off the board along Paratrooper Richards is kneeling. The paratrooper has their starting edge as that’s the nearest friendly edge to fired his weapon, which gives +10% bonus. So Atash’s the Richards. chance to see Richards is 60%.

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Player 1 Player 1 rolls 18% and sees Abdul. Watterson spends Now activates Sgt Fearon (BDY 16) he spends 1AP 1AP to stop and 1AP to shoot. His rifle skill is 52% -40% running 6” to Richards, he spends 2 APs dragging for Abduls cover and -30% that is -70% in total so he Richards off the board (Richards was still within 6” can’t hit him unless he rolls a 01% Watterson rolls a 57% of the edge of the board). Player 1 now has 50 victory and misses but Player 2 has to place a morale test marker points but only two paratroopers on the board. next to Abdul.

Combat Phase 5 The next characters active is Abdul who has to pass his BDY 20 is first to activate but as Masem is dead, morale test. His morale is 55%, but he has been under Paratrooper McGarry is the only active combatant. He fire from a grenade -30% so has 25%. Abdul rolls 39% needs to make a morale check as he is pinned from and fails, he rolls a 10 so he has to retire. Moving him the previous phase. He morale is 55%, player 1 rolls a back 12” removes him from the board. At this point with 63% he fails again. This means McGarry automatically both players only having one figure on the board and retires so is moved 12” (see table on page 81) towards they call the game. his starting edge and placed in cover. He can no longer take any actions for the rest of the combat round. Which effectively removes him from the game.

The next BODY to active is Watterson on 14. He tries to spot Abdul (1AP) on the roof. His skill is 100%, -10% because Abdul is elevated by 1 storey, he is also in cover -40% and Watterson is still running -20% that’s 30%. IMAGE: COURTESY OF WWW.DEFENCEIMAGERY.MOD.UK UNDER THE OPEN GOVERNMENT LICENSE FOR PUBLIC SECTOR

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SCENARIOS SCENARIOS

“Hey Smitty! Get over here” “Sergeant why have we stopped?” a Being new on the ground is always voice full of public school vowels asks. dangerous, being new on the ground with half the platoon of noobies, and a “Just sorting out point Sir, Smitty is new lieutenant who thinks he’s John on it and he’s my best man” Max stares Wayne, just makes Max’s job a lot hard at Smitty to get the point across harder. “and he’s now going to lead us off.”

“Sergeant?” A bleary eyed Smitty is “Very well, carry on Sergeant, quickly visibly wilting in the 40 degree heat of now” the morning. At the gates to the Sangar the men slip “Smitty you’re on point, that means out of the FOB and quickly move along stop yawning, get your eyes open and the street. All the briefings, all the hand point that weapon out there like you over notes, are nothing like getting feet mean it. This place could be crawling on the ground, now its time to earn with T’s.” their pay.

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RECON PATROL RECON PATROL

Fire-team 2 Overview Paratroopers Brief Taliban Brief Veteran Assistant Squad Leader (NCO) A few minutes ago you ambushed the British soldiers At the beginning of any new deployment the military After three hours of patrolling the streets and fields BODY Armour Morale AP Weapon Cbt Phases and where surprised how quickly they fell back. You unit has a hand over period where the out going unit surrounding the village, Bravo Section begins its return 12(14) 1d10+4 100% 3 L85A2 2,4,6,8 have now outflanked them and sealed both ends of the shows the incoming unit the ‘ropes’. The new unit can to base. It’s at this point that the Taliban springs their street. You must be quick their reinforcements will arrive learn a lot from the soldiers that have been in situ for trap and Bravo Section is involved in a short but intense SKILLS: Pistol (BDY x 4) 56% | Rifle(BDY x 4 +10%) 66%| Spot 100% | soon and this is your opportunity to destroy them as a the last six months but until they get their eyes ‘on the fire-fight from which its withdraws. First Aid (40%) | Heavy Weapon (BDY x 3) 42% | Throw (BDY x 4) 56% warning to the others. ground’ and get out and recon the area their knowledge | Forward Observer (BDY x 3) 42%| will always be second hand. This scenario represents 1 The section retreats towards the rest of the platoon but Veteran Grenadier The Taliban force is split, either end of the street, the platoon of the 16 Air Assault Brigade, 3rd battalion initial as they are working their way through the streets get BODY Armour Morale AP Weapon Cbt Phases exact breakdown is left up to the player. recon of “Dodge City”. Dodge city is the the ISAF name confused and take a wrong turn. The platoon finds itself 10(12) 1d10+4 75% 3 L85A2 3,5,7,9 for our imaginary town, deep in the Helmand province. outflanked, spread along one street with Taliban forces at + UGL, Taliban (Northern Group) both ends and its here the game begins. The paratroopers shotgun Novice Taliban The platoon splits into their sections and each section start the game spread along the street in the best cover SKILLS: BODY Morale AP Weapon Cbt Pistol (BDY x 4) 48% | Rifle(BDY x 4 +10%) 58%| Spot 100% | Phases takes sector to patrol. Each section is in constant contact possible. First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% 12 35% 3 AK47 3,5,7,9 with the others as well as the “headshed” via their bow- | Forward Observer (BDY x 3) 36%| Fire-team 1 man communication system. Each section has a call sign. SKILLS: Elite Squad Leader (NCO) Average Rifleman Pistol (BDY x 2) 24% | Rifle(BDY x 2 +10%) 34%| Spot 100% | 1 platoons section call signs are Alpha, Bravo and Charlie First Aid (40%) | Heavy Weapon (BDY x 1) 12% | Throw (BDY x 2) 24% BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases respectively. A corporal commands each section and that | Forward Observer (BDY x 1) 12%| 15(17) 1d10+4 100% 3 L85A2 2,4,6,8 18(20) 1d10+4 55% 3 LSW 2,4,6,8 corporal is known as Alpha 1, Bravo 1 and Charlie 1. In Average Taliban SKILLS: this scenario the men of Bravo section are lead by Bravo SKILLS: Pistol (BDY x 3) 60% | Rifle(BDY x 3 +10%) 70%| Spot 100% | BODY Morale AP Weapon Cbt Pistol (BDY x 5) 85% | Rifle(BDY x 5 +10%) 105%| Spot 100% | 1 Mike “Gimp” Lace. First Aid (40%) | Heavy Weapon (BDY x 2) 40% | Throw (BDY x 3) 60% First Aid (40%) | Heavy Weapon (BDY x 4) 68% | Throw (BDY x 5) 64% Phases | Forward Observer (BDY x 2) 40%| | Forward Observer (BDY x 4) 78%| 19 55% 3 AK47 1, 3,5,7

Veteran Grenadier Average Rifleman SKILLS: BODY Armour Morale AP Weapon Cbt Phases Pistol (BDY x 3) 57% | Rifle(BDY x 3 +10%) 67%| Spot 100% | BODY Armour Morale AP Weapon Cbt Phases First Aid (40%) | Heavy Weapon (BDY x 2) 38% | Throw (BDY x 3) 57% 13(15) 1d10+4 75% 3 L85A2 3,5,7,9 14(16) 1d10+4 55% 3 Minimi 4,6,8,10 | Forward Observer (BDY x 2) 38%| + UGL, (5.56mm) shotgun Average Taliban SKILLS: BODY Morale AP Weapon Cbt SKILLS: Pistol (BDY x 3) 48% | Rifle(BDY x 3 +10%) 58%| Spot 100% | Phases Pistol (BDY x 4) 60% | Rifle(BDY x 4 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 32% | Throw (BDY x 3) 48% First Aid (40%) | Heavy Weapon (BDY x 3) 45% | Throw (BDY x 4) 60% | Forward Observer (BDY x 2) 32%| 11 55% 3 AK47 4,6,8,10 | Forward Observer (BDY x 3) 45%| SKILLS: Average Rifleman Pistol (BDY x 3) 33% | Rifle(BDY x 3 +10%) 43%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 22% | Throw (BDY x 3) 33% BODY Armour Morale AP Weapon Cbt Phases | Forward Observer (BDY x 2) 22%| 12(14) 1d10+4 55% 3 LSW 2,4,6,8 Veteran Taliban SKILLS: BODY Morale AP Weapon Cbt Pistol (BDY x 3) 42% | Rifle(BDY x 3 +10%) 52%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 28% | Throw (BDY x 3) 64% Phases | Forward Observer (BDY x 2) 28%| 12 75% 3 PSHK 3,5,7,9

Average Rifleman SKILLS: Pistol (BDY x 4) 48% | Rifle(BDY x 4 +10%) 58%| Spot 100% | BODY Armour Morale AP Weapon Cbt Phases First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% 10(12) 1d10+4 55% 3 Minimi 4,6,8,10 | Forward Observer (BDY x 3) 36%| (5.56mm) SKILLS: Pistol (BDY x 3) 36% | Rifle(BDY x 3 +10%) 46%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 24% | Throw (BDY x 3) 36% | Forward Observer (BDY x 2) 24%|

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RECON PATROL COMPOUND 17

Taliban (Southern Group) Overview: SKILLS: Pistol (BDY x 5) 60% | Rifle(BDY x 5 +10%) 70%| Spot 100% | Novice Taliban Average Taliban Compound 17 has been identified as a Taliban First Aid (40%) | Heavy Weapon (BDY x 4) 48% | Throw (BDY x 5) 60% BODY Morale AP Weapon Cbt BODY Morale AP Weapon Cbt stronghold. It is believed that a senior Taliban leader will | Forward Observer (BDY x 4) 48%| Phases Phases arrive there for a Shura with a representative’s of a local SAS - Elite Rifleman 12 35% 3 AK47 3,5,7,9 11 55% 3 AK47 4,6,8,10 warlord who is considering switching his allegiance to BODY Armour Morale AP Weapon Cbt Phases the Taliban. It is estimated that there is between 10-20 SKILLS: SKILLS: 15(17) 1d10+4 100% 3 M4 2,4,6,8 Pistol (BDY x 2) 24% | Rifle(BDY x 2 +10%) 34%| Spot 100% | Pistol (BDY x 3) 33% | Rifle(BDY x 3 +10%) 43%| Spot 100% | combatants at the compound as well as a number of First Aid (40%) | Heavy Weapon (BDY x 1) 12% | Throw (BDY x 2) 24% First Aid (40%) | Heavy Weapon (BDY x 2) 22% | Throw (BDY x 3) 33% SKILLS: civilians. This game has four different units and is ideal | Forward Observer (BDY x 1) 12%| | Forward Observer (BDY x 2) 22%| Pistol (BDY x 5) 85% | Rifle(BDY x 5 +10%) 95%| Spot 100% | for a multiplayer game. These forces consist of the SAS First Aid (40%) | Heavy Weapon (BDY x 4) 68% | Throw (BDY x 5) 85% Average Taliban Veteran Taliban who have been in situ and observing the compound | Forward Observer (BDY x 4) 68%| BODY Morale AP Weapon Cbt BODY Morale AP Weapon Cbt for a number of days, the attacking force of British Phases Phases Papa Charlie Three - British Paratroopers paratroopers and the Taliban visitors and the local 19 55% 3 AK47 1, 3,5,7 12 75% 3 PSHK 3,5,7,9 INTEL is on the ground near the village of Sabisheh warlord’s men. SKILLS: SKILLS: and has located a significant force of Taliban. INTEL has Pistol (BDY x 3) 57% | Rifle(BDY x 3 +10%) 67%| Spot 100% | Pistol (BDY x 4) 48% | Rifle(BDY x 4 +10%) 58%| Spot 100% | targeted your unit as the raid group due to your location. First Aid (40%) | Heavy Weapon (BDY x 2) 38% | Throw (BDY x 3) 57% First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% Bravo Mike One - SAS MISSON ISAF Kandahar is providing Blackhawk transport to the | Forward Observer (BDY x 2) 38%| | Forward Observer (BDY x 3) 36%| Three days ago Bravo Mike One infiltrated into position target. There will be three Blackhawks each will take a Terrain to observe Compound 17. Last night the warlord single squad. Each Blackhawk will take a sector around and his men arrived. Within hours the local Taliban the village. Each HELO will landing in a different commander and his retinue from the green zone and location, one to the north, one to the south and the last entered Compound 17. You estimate that the current one to the east of the village. Your HELO, the southern p number of insurgents is between 15 to 25 men. Relaying Taliban 2 Paratrooper HELO, is the strike team, call signal Papa Charlie Three Start Start your INTEL to HQ, you are told to sit tight and await and you should be aware that there are blue units of 21 Position Position reinforcements. ISAF Kandahar organises a quick raiding SAS in the area, who will move to support you. Their call q force made up from forces in the local area, this consists Taliban p Taliban sign is Bravo Mike One. Start Position Paratrooper Start Position of a Platoon of British Paratroopers. This will arrive in by start zone helicopter. Fire-team 1 q Elite Squad Leader (NCO) SAS - Elite Squad Leader (NCO) BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 15(17) 1d10+4 100% 3 L85A2 2,4,6,8 13(15) 1d10+4 100% 3 M4+UGL 3,5,7,9 SKILLS: SKILLS: Pistol (BDY x 5) 85% | Rifle(BDY x 5 +10%) 105%| Spot 100% | Pistol (BDY x 5) 75% | Rifle(BDY x 5 +10%) 95%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 4) 68% | Throw (BDY x 5) 64% First Aid (40%) | Heavy Weapon (BDY x 4) 60% | Throw (BDY x 5) 75% | Forward Observer (BDY x 4) 78%| | Forward Observer (BDY x 4) 70%| Veteran Grenadier - Elite Rifleman SAS BODY Armour Morale AP Weapon Cbt Phases BODY Armour Morale AP Weapon Cbt Phases 13(15) 1d10+4 75% 3 L85A2 3,5,7,9 15(17) 1d10+4 100% 3 M4 2,4,6,8 + UGL, shotgun SKILLS: Pistol (BDY x 5) 85% | Rifle(BDY x 5 +10%) 95%| Spot 100% | SKILLS: First Aid (40%) | Heavy Weapon (BDY x 4) 68% | Throw (BDY x 5) 85% Pistol (BDY x 4) 60% | Rifle(BDY x 4 +10%) 70%| Spot 100% | Victory Conditions | Forward Observer (BDY x 4) 68%| First Aid (40%) | Heavy Weapon (BDY x 3) 45% | Throw (BDY x 4) 60% | Forward Observer (BDY x 3) 45%| ISAF TALIBAN SAS - Elite Rifleman BODY Armour Morale AP Weapon Cbt Average Rifleman For each Taliban killed or wounded 10pts For each ISAF soldier killed or wounded 50pts Phases BODY Armour Morale AP Weapon Cbt Phases 10(12) 1d10+4 100% 3 Minimi 2,4,6,8 12(14) 1d10+4 55% 3 LSW 2,4,6,8 For each soldier alive at the end of combat 20pts (5.56mm)

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COMPOUND 17 COMPoUND 17

SKILLS: Afghan Warlord Forces Compound 17 Pistol (BDY x 3) 42% | Rifle(BDY x 3 +10%) 52%| Spot 100% | Today you are hosting a Shura with The local Taliban Warlord & Taliban First Aid (40%) | Heavy Weapon (BDY x 2) 28% | Throw (BDY x 3) 64% | Forward Observer (BDY x 2) 28%| commander who wishes you to fight against the Ameri- Start Position Average Rifleman cans and their allies. They have told you how the infidels are planning to allow women to renounce the veil and BODY Armour Morale AP Weapon Cbt Phases 10(12) 1d10+4 55% 3 Minimi 4,6,8,10 leave the house, to go school and out to work. This is (5.56mm) of course against god. Who will look after the children SKILLS: and work the fields if women are allowed to do what Pistol (BDY x 3) 36% | Rifle(BDY x 3 +10%) 46%| Spot 100% | they wish. Who will harvest the fields? Who will cook First Aid (40%) | Heavy Weapon (BDY x 2) 24% | Throw (BDY x 3) 36% | Forward Observer (BDY x 2) 24%| the meals and raise the children? More importantly they have guaranteed a market in Pakistan for your heroin. Fire-team 2 The Americans have paid you a ridiculously small sum Veteran Assistant Squad Leader (NCO) to not grow poppies, it appears better to work with the BODY Armour Morale AP Weapon Cbt Phases Taliban and make more money than be impoverished 12(14) 1d10+4 100% 3 L85A2 2,4,6,8 by the Americans. So it is settled, you will fight. The SKILLS: Taliban have promised to show your men how to make Pistol (BDY x 4) 56% | Rifle(BDY x 4 +10%) 66%| Spot 100% | IED’s so you can take the battle to the infidels. They are First Aid (40%) | Heavy Weapon (BDY x 3) 42% | Throw (BDY x 4) 56% | Forward Observer (BDY x 3) 42%| also promising more weapons, so you can be strong and respected again. Veteran Grenadier BODY Armour Morale AP Weapon Cbt Phases Warlord Force 10(12) 1d10+4 75% 3 L85A2 3,5,7,9 Veteran Warlord + UGL, BODY Morale AP Weapon Cbt shotgun Phases SKILLS: 19 105% 3 AK47 1,3,5,7 Pistol (BDY x 4) 48% | Rifle(BDY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% SKILLS: | Forward Observer (BDY x 3) 36%| Pistol (BDY x 4) 76% | Rifle(BDY x 4 +10%) 86%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 57% | Throw (BDY x 4) 76% Average Rifleman | Forward Observer (BDY x 3) 57%| BODY Armour Morale AP Weapon Cbt Phases Average Afghan 18(20) 1d10+4 55% 3 LSW 2,4,6,8 BODY Morale AP Weapon Cbt SKILLS: Phases Pistol (BDY x 3) 60% | Rifle(BDY x 3 +10%) 70%| Spot 100% | 19 55% 3 AK47 1, 3,5,7 First Aid (40%) | Heavy Weapon (BDY x 2) 40% | Throw (BDY x 3) 60% | Forward Observer (BDY x 2) 40%| SKILLS: Pistol (BDY x 3) 57% | Rifle(BDY x 3 +10%) 67%| Spot 100% | Average Rifleman First Aid (40%) | Heavy Weapon (BDY x 2) 38% | Throw (BDY x 3) 57% | Forward Observer (BDY x 2) 38%| BODY Armour Morale AP Weapon Cbt Phases BRAVO MIKE 14(16) 1d10+4 55% 3 Minimi 4,6,8,10 Average Afghan ONE SAS (5.56mm) BODY Morale AP Weapon Cbt Start Position Phases SKILLS: 11 55% 3 AK47 4,6,8,10 Pistol (BDY x 3) 48% | Rifle(BDY x 3 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 32% | Throw (BDY x 3) 48% SKILLS: | Forward Observer (BDY x 2) 32%| Pistol (BDY x 3) 33% | Rifle(BDY x 3 +10%) 43%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 22% | Throw (BDY x 3) 33% | Forward Observer (BDY x 2) 22%| Paratrooper Helicopter Landing zone

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COMPOUND 17 QUICK REFERENCE SHEETS (QRs)

Veteran Afghan Taliban BODY Morale AP Weapon Cbt Veteran Taliban Leader Phases BODY Morale AP Weapon Cbt 12 75% 3 PSHK 3,5,7,9 Phases SKILLS: 14 75% 3 AK47 3,5,7,9 Pistol (BDY x 4) 48% | Rifle(BDY x 4 +10%) 58%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% SKILLS: | Forward Observer (BDY x 3) 36%| Pistol (BDY x 4) 56% | Rifle(BDY x 4 +10%) 66%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 42% | Throw (BDY x 4) 56% Novice Afghan | Forward Observer (BDY x 1) 42%| BODY Morale AP Weapon Cbt Veteran Taliban Phases BODY Morale AP Weapon Cbt 12 35% 3 AK47 3,5,7,9 Phases SKILLS: 19 75% 3 AK47 1, 3,5,7 Pistol (BDY x 2) 24% | Rifle(BDY x 2 +10%) 34%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 1) 12% | Throw (BDY x 2) 24% SKILLS: | Forward Observer (BDY x 1) 12%| Pistol (BDY x 4) 76% | Rifle(BDY x 4 +10%) 86%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 57% | Throw (BDY x 4) 76% Average Afghan | Forward Observer (BDY x 3) 57%|

BODY Morale AP Weapon Cbt Veteran Taliban Phases BODY Morale AP Weapon Cbt 19 55% 3 AK47 1, 3,5,7 Phases SKILLS: 15 75% 3 AK47 4,6,8,10 Pistol (BDY x 3) 57% | Rifle(BDY x 3 +10%) 67%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 2) 38% | Throw (BDY x 3) 57% SKILLS: | Forward Observer (BDY x 2) 38%| Pistol (BDY x 4) 60% | Rifle(BDY x 4 +10%) 70%| Spot 100% | First Aid (40%) | Heavy Weapon (BDY x 3) 45% | Throw (BDY x 4) 60% Taliban | Forward Observer (BDY x 3) 45%| After a long evening of talking you have been successful Veteran Taliban in bringing the local warlord over to the side of the right- BODY Morale AP Weapon Cbt eous. This is yet another strike against the Americans Phases and their European allies. The Americans know nothing 12 75% 3 RPG 3,5,7,9 of your numbers or that the pipeline from Pakistan is SKILLS: Pistol (BDY x 4) 48% | Rifle(BDY x 4 +10%) 58%| Spot 100% | allowing vast quantities of weapons across the nearby First Aid (40%) | Heavy Weapon (BDY x 3) 36% | Throw (BDY x 4) 48% border. Tomorrow you will return to the safety of the | Forward Observer (BDY x 3) 36%| green zone but tonight you are safe and can enjoy the hospitality of the local warlord.

Insurgent special rules Three Booby Traps’s – The Taliban can place the booby Victory Conditions traps anywhere on the board and should be noted on a ISAF TALIBAN sketch map of the battlefield before the game starts. For each Taliban killed For ach ISAF soldeir killed or or wounded 10pts wounded 50pts Description Kill Zone Damage Damage For each Insurgent For each ISAF soldier wound- Zone Leader/Warlord leader ed 25pts Hand grenade 5m (2.5”) 15m (7.5”) KZ4d10/ 5” diameter 15” diameter DZ1d10 killed or captured 100pts

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CHARACTER DECISIONS All characters have 3 APs that can be spent on any of the five Actions below, they may spend SPOTTING & SHOoTING MODIFIERS APs in any order they wish and can spend multiple APs on one action or just a single AP per action. They can repeat most action as many times as they have AP’s or they can do as many SPOTTING MODIFIERS Modifier SHOOTING MODIFIERS Modifier actions as they have AP for, but may only shoot or attack once once per activation phase. Target Target Target crawling/climbing/swimming +10% Per 1 AP of aim (max 2 AP / +20% mod- +10% Target walking +20% ifier) Target is running -20% SHOOT HAND-TO-HAND MOVE SPOT INCREASE SKILL Target running +30% Target prone -30% Target is walking/crawling/climbing/swim- -10% ming DO YOU NEED COMPARE ATTACKERS FOR EACH AP MOVE IS TARGET IN OPEN FOR EACH AP SPENT Target kneeling -20% TO SPOT? EXP. TO DEFENDERS Target is kneeling -20% Under barrage -50% EXP. TO FIND Turn 180 degrees YES +10% To skill Target is prone (not counted if target is -30%

YES ATTACK % Walk 3” Go to SHOOT To a max +20% Each additional target within 2” +10% within 4”) Go to SPOT Run 6” Target firing bolt action rifle +10% ADD/SUBTRACT ADD/SUBTRACT Target in soft cover -20% Crawl/dive 1” ADD/SUBTRACT MODIFIERS AND MODIFIERS Target firing automatic weapon +20% Target in medium cover -30% MODIFIERS SPECIAL Kneel Target firing heavy weapon +40% Target in hard cover -40% MANOEUVRES Prone ROLL 1d100 ROLL 1d100 Stop Target in soft cover -30% Target in prepared defences -50% ROLL 1d100 Climb over low obstacle SUCCESSFUL Target in medium cover -40% Target is higher (per storey / 3m) -10% SUCCESS (Less 1m) Spot target Roll damage and place a SUCCESS Target in hard cover -50% Target is within 4” +30% morale marker Defender makes UNSUCCESSFUL Target in prepared defences -60% Parry Roll Don’t See Target Target is hidden -75% IS IT A CRIT? (Attack skill -10%) Attacker Maximum damage and Target has Ghillie camouflage suit -50% Attacker running -20% place a morale marker DEFENDER PARRIES Under fire (morale test marker placed) -10% Attacker walking/climbing/crawling/swim- -10% No damage ming UNSUCCESSFUL Dusk/Dawn -25% place a morale marker DEFENDER FAILS Night -50% Attacker is kneeling or weapon braced +10% Attack does damage Sniper scope +20% Attacker is prone +20% IS IT A FUMBLE? If the target is above -10% per storey to Attacking from above (per storey / 3m) +10% Roll on Fumble table maximum of 30% Sniper scope +25% place a morale marker If the target is below +10% per storey to Attacker riding animal -20% maximum of 30% Snap Fire (Optional Rule) -30% Combat Phase Table Movement AP Table Spotter Combat BDY BDY BDY BDY Actions AP Vehicles Within 12” of a grenade or IED -30% Phase 0-11 12-14 15-17 18-20 Walking (3”) 1 Target vehicle is moving -20% Thermal sights +30% (can be used to Turning greater than 90 degrees 1 see through smoke) Target vehicle in hard cover -30% 1 X Spotting 1 Night vision devices +30% at night only Target vehicle in softcover -20% 2 X Running (6”) 1 Spotter walking/climbing/swimming -10% Attacker vehicle moving -20% Dive (1”) 2 Spotter running -20% 3 X X Crawling (1”) 1 To kneel (counts as stationary) 1 4 X X Vehicles To go prone (counts as stationary) 1 Target vehicle is moving +50% THROWN GRENADE MODIFIERS Modifier To stop (counts as stationary) 1 Target vehicle is firing +30% 5 X X Target To stand up from prone 1 secondary weapons Target is running -20% 6 X X Climbing low obstacle (less 1m) 1 Target vehicle is firing +50% primary weapons Target is higher(per storey / 3m) -10% Climbing high obstacle 3 7 X X ( per 3m / one storey) Target vehicle is side on +50% Target vehicle in hard cover -20% Attacker 8 X X Climbing through a window 3 Target vehicle in soft cover -10% Attacker running -20% 9 X Target vehicle hull down -20% Attacker walking/climbing/crawling/ -10% Spotter is buttoned up -30% Attacking from above (per storey / 3m) +10% 10 X Spotter using night vision device +30% Attacker in moving vehicle -20% Spotter vehicle is moving -30% Target vehicle is moving -20%

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WEAPON DAMAGE COMBAT SEQUENCE

Weapon Damage Range Area Effect Hand to hand combat Activation and morale tests: Unarmed Combat 1d6 Touch - j a. The combat phase dictates which characters are designated as the ATTACKER. Knife/Entrenching tool 1d10 Touch - b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process. Firearms Pistol 1d10 25” (50m) - Spotting: Assault rifle 2d10 250” (500m) - a. The ATTACKER draws a clear line of site (LoS) to the TARGET. SMG 2d10 100” (200m) - k TARGET Combat shotgun 3d10/2d10 10”/20” (20m/40m) 2” b. The Attacker automatically spots any in the open if they have line of sight (LoS). Otherwise the ATTACKER makes a spot roll, and by spending APs the ATTACKER Sniper rifle 4d10 250” (500m) - can increase their chance to spot (+10% to spot skill for each AP, to a maximum of +20%). LMG/Minimi/204/LS (5.56mm) 4d10 (3d10) 500” (1000m) 2” burst .50 Barret 5d10 500” (1000m) - Grenade Launcher/RPG7/AT4 See grenade type See grenade type See grenade type Attacking: l a. If the ATTACKER has successfully spotted their TARGET, the ATTACKER makes an attack Heavy weapons roll if they have enough APs remaining. The outcome of this roll will be determined by the GPMG/MG KZ4d10 500” (1000m) 3” character’s skill with the weapon used (cost 1 AP). HMG KZ4d10 500” (1000m) 6” i. If successful go to section 4. ii. If unsuccessful go to section 5. Description Range Minimum Kill Zone Damage Zone Damage PEN range (KZ) (DZ) b. The ATTACKER may spend APs to improve aim (+10% to weapon skill for each AP).

Smoke grenade 40m - - 10” (lasts 1d6 rounds) - - (20”) Success: Failure: Hand grenade 40m - 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 3 m a. The ATTACKER rolls the damage n a. If the ATTACKER is unsuccessful, (20”) 5” diameter 15” diameter they have inflicted on the TARGET. the TARGET completes an morale b. The TARGET reduces the damage test at the beginning of their next GMG/40mm Grenade 150m 20m 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 5 (GMG fires 1d6/2 per they receive as determined by any activation phase (Taking into account (75”) (10”) 5” diameter 15” diameter activation phase) armour they are wearing. morale modifiers and any existing RPG 500m 10m 5m 15m (7.5”) KZ6d10/DZ1d10 10 c. All damage that penetrates wounds). (5”) 5” diameter 15” diameter armour is taken as character damage b. If the TARGET is successful they AT4 2500m 20m 10m (5”) 15m (7.5”) KZ6d10/DZ2d10 10 and the wound chart is consulted. may act as they wish. (10”) 10” diameter 15” diameter i. If the character is not killed c. If the TARGET is unsuccessful, outright, complete a consciousness roll on the Failed Morale Table and Javelin/ATGM/ASM 2500m 75m 10m (5”) 20m (10”) KZ6d10/DZ2d10 20 test to see if they remain follow the instructions. (35”) 10” diameter 40” diameter conscious. Max 6d10 - There is no need to roll more damage dice as the average roll indicates that all characters are killed ii. At the beginning of the next activation phase, a wounded Body Armour Armour value BODY Cost Weapon Combat phases to set up TARGET must make a morale test (optional) Modifier MG/GPMG 1 based on the morale modifiers. Helmet + body 1d10+4 (8) -2 10 Javelin or similar ATGM 2 iii. If the TARGET fails the morale armour HMG/Mortar 3 role, they roll on the Combat Helmet + 1d6+4 (6) -1 5 light body armour Failed Morale Table.

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WOUND TABLE Grenades & MORALE

Damage Description Morale Consciousness Mission Thrown grenade modifiers Description Modifier 1-3 Light wound -20% 100% No effect. Target • -20% from all combat abilities • Compulsory morale test in first available Target is running -20% combat phase Target is higher(per storey / 3m) -10% • Character drops prone • Causes morale test for all witnesses within 12” Attacker Attacker running -20% Attacker walking/climbing/crawling/ -10% Attacking from above (per storey / 3m) +10% 4–6 Medium wound -40% 60% OPTIONAL: Attacker in moving vehicle -20% • Half all combat skills If the character remains Mission change for all non-in- Vehicles • Compulsory morale test in first conscious, their cries for surgent units: This casualty available combat phase help/screams causes a -20% must be treated with first aid by Target vehicle is moving -20% • Character drops prone to character morale rolls the nearest friendly character, • Causes morale test for all witnesses within 12”, if they have LoS providing it is safe to do so. If a within 12” with the injured character. successful first aid roll is achieved, Grenade Deviation earn 10 victory points. Weapon Novice & Average Veteran & Elite Deviation Deviation Grenade 1d6 inches 1d6/2 inches UGL/Rifle grenade 1d10 inches 1d6 inches

7–9 Serious wound -60% 40% OPTIONAL: • All combat skills are 10% If the character remains Mission change for all non-in- Morale Modifiers Table Failed Morale Table • Compulsory morale test in first conscious, their cries for surgent units: This casualty available combat phase help/screams causes a -20% must be successfully evacuated Description Modifier 1d10 Description • Character drops prone to character morale rolls from the board on a friendly edge, Inflicted wounds on enemy character in last +10% 1-5 Drops prone • Causes morale test for all witnesses within 12”, if they have LoS providing it is safe to do so. This combat phase The soldier drops prone, taking no further within 12” with the injured character. will earn 50 victory points. For each conscious squad member within 6” (max +10% action this combat phase. At the beginning of their +30%) next combat phase they can act as normal. For each enemy squad member after the second -10% within 6” or closer (max -30%) 6-8 Pinned down A pinned down result means that the Show of force (relevant to insurgents only) -30% character is prone until the next combat phase, taking Under sniper fire, or fire by LMG, GPMG, or HMG -20% no action. At the beginning of their next combat phase 10–12 Critical wound N/A 20% OPTIONAL: Under fire by Mortars, RPGs. -30% they must make a morale test, with success indicating • Incapacitated If the character remains Mission change for all non-in- that the character can act as normal, while failure • Character drops prone conscious, their cries for surgent units: This casualty Under fire by ATGMs ,MBT cannon, chainguns and -50% means that they are treated as a ‘retire’ result. • Causes morale test for all witnesses help/screams causes a -20% must be successfully evacuated auto-cannons within 12” to character morale rolls from the board on a friendly edge, For each subsequent morale test marker placed -10% If the enemy combatant is within 2”, and the character within 12”, if they have LoS provided it is safe to do so. This is alone the character will surrender and its figure is with the injured character. will earn 50 victory points. In soft cover +10% removed from the board and counts towards victory In medium cover +20% conditions. In hard cover +30% Inside a vehicle +30% 9-10 Retire Move to the nearest cover within 12” from the cause Friendly soldier(s) within 12” LoS wounded or -30% of the test, even if the character is already in cover, killed then take no action for the rest of the combat phase. 13+ Dead N/A N/A OPTIONAL: In the next active combat phase the character must Causes morale test for all witnesses Mission change for all non-in- make a successful morale test or be removed from with 12” surgent units: This casualty must be successfully evacuated the board and be counted as a casualty in any points- from the board on a friendly edge. based game. This will earn 50 victory pts. If the enemy combatant is within 4”, and the character is alone the character will surrender and is treated as a prisoner.

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HAND-TO-HAND COMBAT SEQUENCE HAND-TO-HAND

Activation and morale tests: Hand-to-Hand Combat Table j a. The combat phase dictates which characters are designated as the ATTACKER. DEFENDER b. Any morale tests from previous phases are resolved. Novice Average Veteran Elite c. Players can spend AP to move or change position at anytime throughout this process. Novice 60% 50% 40% 30% ATTACKER Average 70% 60% 50% 40% Veteran 80% 70% 60% 50% Attacking Elite 90% 80% 70% 60% k a. An ATTACKER makes an attack roll (cost 1 AP). b. They may spend additional APs for a special manoeuvre. Special Manoeuvres Chart (Optional) c. The TARGET makes a parry roll (parrying costs no APs). Action AP cost, and skill adjustment Damage/effects Feint and attack 2 AP, and reduces your hit skill by 20% Adds 8 points to damage, reduces enemy parry skill by 50% Success Failure Charge forward and attack 2 AP Add 20% to hit Circle attack 2 AP, and reduces your hit skill by 20% Adds 8 points to damage, reduces parry skill by 50% l a. If the TARGET parry is m If the TARGET parry is successful, the Breakaway 3 AP, and reduces your hit skill by 20% Enemy is pushed back 5”, and attacker moves 1d10” ATTACKER unsuccessful, the sequence begins again. away from combat rolls damage. Trip 2 AP, and reduces your hit skill by 20% Target falls to the floor and receives -50% to their attack i. TARGET reduces wounds and parry skills, needs to spend 2 APs to get to their feet by any armour they are All-out-attack 3 AP, and increases your hit skill by 10% Add 1d10 to damage, attacker cannot parry in the next combat phase wearing. ii. All damage that penetrates Hand-to-Hand Failed Morale Table Hand-To-Hand Fumble Table armour is taken as damage. 1d10 Description 1d10 Description iii. If the character is not killed, 1-8 Tatical Retreat 1–2 Kit comes loose – the character becomes consult the Wound Table. The character immediately moves 6” away from the entangled in loose clothing or webbing, resulting in -25% nearest combatant, and at the beginning of the next to all attack and parries this combat round. iv. At the beginning of the combat phase can make another 3–4 Misstep and twist ankle – the character falls prone, next activation phase, a morale test. Success means that he can rally and giving a +25% to attacker’s weapon skills until this charac- fight again, while failure means that he is broken (see wounded defender must ter gets to their feet. below). make a morale test 5–6 Drops weapon – the character will need to spend 3 APs to retrieve their dropped weapon, and cannot parry based on the morale 9-10 Broken or attack during that combat round. modifiers. The character runs 12” directly away from their attacker and cannot be rallied this combat phase. The 7–8 Panic – move up to 3 APs’ worth of movement towards v. If the TARGET fails their attacker gets a free attack at +20%. the nearest friendly character who is in cover. If there are morale test, they roll on the At the beginning of their next combat phase, the none available, move away from combat the full distance character can make a morale test. If successful, they possible in 3 APs. hand-to-hand combat have rallied and can fight again. If they fail, they are 9–10 Wide open – the next enemy attack, if Failed Morale Table. removed from the table and counted as a casualty. successful, is treated as a critical attack doing maximum damage.

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HEAVY WEAPONS HEAVY WEAPONS

Description Range Minimum Kill Zone Damage Damage Penetration Rank BODY Heavy Weapon Cost range (KZ) Zone Value Skill Bonus Novice 11 +0% 25 points per person + (DZ) 50 points for the weapon GPMG/MG 1000 10m 3” - KZ4d10 1 Average 13 +20% 50 points per person + (500”) (5”) 50 points for the weapon Veteran 15 +30% 75 points per person HMG 1000 10m 6” - KZ4d10 2 + 50 points for the weapon (500”) (5”) Elite 17 +40% 100 points per person + 50 points for the weapon 60mm Mortar 1km 20” 5m 25m (12.5”) KZ4d10/DZ1d10 4 5” diameter 25” diameter Mortar Table Description Range Min. Range Kill Zone (KZ) Damage Zone (DZ) Damage Small (60mm) 1km 20” 5m 25m (12.5”) KZ4d10/DZ1d10 GMG 150m 20m 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 5 5” diameter 25” diameter (75”) (10”) 5” diameter 15” diameter

Medium (81/82mm) 1km 20” 10m 40m (20”) KZ4d10/DZ1d10 80mm Mortar 1km 20” 10m 40m (20”) KZ4d10/DZ1d10 6 10” diameter 40” diameter 10” diameter 40” diameter Large (120mm) 1km 20” 15m 60m (30”) KZ4d10/DZ1d10 15” diameter 60” diameter AutoCannon 4000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 7 (2000”) (5”) 5” diameter 15” diameter Weapon Deviation Table

Chaingun 3000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 8 Weapon Novice & Average Veteran & (1500”) (5”) 5” diameter 15” diameter deviation Elite deviation Mortar 3d10 inches 3d6 inches

120mm Mortar 1km 20” 15m 60m (30”) KZ4d10/DZ1d10 10 ATGM 1d10 metres 1d6 metres Round 1 Round 2 Round 3 15” diameter 60” diameter GMG 2d10 metres 2d6 metres MBT Cannon 2d10 metres 2d6 metres

RPG 500m 10m 5m 15m (7.5”) KZ6d10/DZ1d10 10 (250”) (5”) 5” diameter 15” diameter Heavy Weapons Damage Chart AT4 2500m 20m 10m (5”) 15m (7.5”) KZ6d10/DZ2d10 10 Description Range Minimum Kill Zone Damage Zone Damage (1250”) (10”) 10” diameter 15” diameter range (KZ) (DZ) GMG 150m 20m 5m (2.5”) 15m (7.5”) KZ4d10/DZ1d10 Javelin/ATGM/ASM 2500m 75m 10m (5”) 20m (10”) KZ6d10/DZ2d10 20 (75”) (10”) 5” diameter 15” diameter (1d6/2 rounds per (1250”) (35”) 10” diameter 40” diameter phase) RPG 500m 10m 5m 15m (7.5”) KZ6d10/DZ1d10 MBT Cannon 4000m 75m 10m (5”) 20m (10”) KZ6d10/DZ3d10 20 (5”) 5” diameter 15” diameter (2000”) (35”) 10” diameter 20” diameter Javelin/ATGM/ASM 2500m 75m 10m (5”) 20m (10”) KZ6d10/DZ2d10 (35”) 10” diameter 40” diameter AutoCannon 4000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 Max 6d10 - no need to increase damage as most characters will be killed by this (5”) 5” diameter 15” diameter Chaingun 3000m 10m 5m (2.5”) 15m (7.5”) KZ6d10/DZ1d10 (5”) 5” diameter 15” diameter MBT Cannon 4000m 10m 10m (5”) 20m (10”) KZ6d10/DZ2d10 (5”) 10” diameter 40” diameter

Max 6d10 - no need to increase damage as most characters will be killed by this

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HEAVY WEAPON COMBAT SEQUENCE VEHICLE DETAILS

Vehicle Armour IED protection Weapons Activation and morale tests: Civilian j a. The combat phase dictates which characters are designated as the ATTACKER. Technical 0 0 - b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process.

AFV Spotting: Humvee 2 1 GMG/.50 Cal k a. The ATTACKER draws a clear line of site (LoS) to the TARGET. Humvee + additional armour 3 2 GMG/.50 Cal b. The ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase M1117 4 4 40mm Mk 19 grenade launcher, .50 calibre their chance to spot (+10% to spot skill for each AP, to a maximum of +20%). Cougar/ Bulldog/Mastiff 4 5 40mm Mk 19 grenade launcher, .50 calibre

TPz Fuchs 2 3 3 x HMG or GMG grenade Launcher Attacking: Viking 2 1 .50 Cal, smoke launchers l a. If the ATTACKER has successful spotted their TARGET, the ATTACKER makes an Attack roll. This will be based on their skill with the weapon used (cost 1 AP), and they may spend APs to APC/IFV improve aim (+10% to weapon skill for each AP spent). VAB 4x4/6x6 3 4 7.62mm machine gun b. i. If successful, go to section 4. ii. If unsuccessful, the attacker has missed – go to section 5. LAV/Stryker/M113/Boxer/Puma 6 6 25mm chaingun/40mm Mk 19 grenade launcher, .50 calibre

Jackal/Coyote 3 4 40mm Mk 19 grenade launcher, .50 calibre Success: Failure Snatch Landrover 2 1 .50 calibre, GPMG m The ATTACKER checks for targets in n Roll deviation if weapon appropriate blast radius rolls their rolls their weapon Check for targets in blast radius and MICV damage and place morale marker if resolve damage and place any morale Bradley 10 10 25mm chaingun required markers Warrior 9 9 30mm Rarden cannon

Main Battle Tank (MBT)

MBT 1 12 12 Vehicle type dependent

MBT 2 14 14 Vehicle type dependent

MBT 3 16 16 Vehicle type dependent

Helicopters

Chinook 4 -

Blackhawk 6 - Vehicle type dependent

Apache/Apache(UK)/Tigre 8 - 30mm chain gun/Hellfire/Hydra missiles

PAGE 160 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 161 SKIRMISH SANGIN SKIRMISH SANGIN 20 95% 90% 85% 80% 75% 70% 60% 55% 50% 65%

100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% VEHICLE to vehicle combat sequence 19 95% 90% 85% 80% 75% 70% 65% 55% 50% 25% 60% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% VEHIActivationCLE TO and VEHI moraleCLE tests: COMBAT SEQUENCE a. The combat phase dictates which characters are designated as the ATTACKER.

18 95% 90% 85% 80% 75% 70% 65% 60% 50% 25% 12% 55%

100% 100% 100% 100% 100% 100% 100% 100% 100% j b. Any morale tests from previous phases are resolved. c. Players can spend AP to move or change position at anytime throughout this process. 17 5% 95% 90% 85% 80% 75% 70% 65% 60% 55% 25% 12% 50% 100% 100% 100% 100% 100% 100% 100% 100% 16 5% 0% Spotting: 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 12% 25% 100% 100% 100% 100% 100% 100% 100% k a. The ATTACKER draws a clear line of site (LoS) to the TARGET. b. The ATTACKER makes a spot roll, and by spending APs the ATTACKER can increase 15 5% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% 100% 100% 100% 100% 100% their chance to spot (+10% to spot skill for each AP, with a maximum of +20%). 14 0% 0% 0% 5% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% 100% 100% 100% 100% Attacking: a. If the ATTACKER has successful spotted their TARGET, the ATTACKER makes an Attack roll. 13 5% 0% 0% 0% 0%

95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% l 100% 100% 100% 100% This will be based on their skill with the weapon used (cost 1 AP), and they may spend APs to improve aim (+10% to weapon skill for each AP spent to a maximum of +20%). 12 5% 0% 0% 0% 0% 0% b. i. If successful, go to section 4. 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% 100% 100% ii. If unsuccessful, roll deviation if weapon appropriate, check for targets in blast radius and resolve damage and place any morale markers (see page 110). 11 5% 0% 0% 0% 0% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% 100% Success: Failure: 10 5% 0% 0% 0% 0% 0% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% 100% Weapon Value Weapon m The ATTACKER checks for penetration, n Roll deviation if weapon appropriate comparing the vehicle armour rating against Check for infantry targets in blast radius and 9 5% 0% 0% 0% 0% 0% 0% 0% 0% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% the weapon damage rating on the penetration resolve damage to characters not in vehicles chart, and roll 1d100 and score less than the and place any morale markers necessary. 8 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 90% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% percentage listed. (Note: only weapons with a % chance of penetration can roll on the 7 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 85% 80% 75% 70% 65% 60% 55% 50% 25% 12% non-penetration chart, weapons that cannot penetrate the thickness of armour are ignored) 6 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 80% 75% 70% 65% 60% 55% 50% 25% 12% i. If weapon penetrates, the ATTACKER rolls on the penetration chart. T 5 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%

75% 70% 65% 60% 55% 50% 25% 12% ii. If unsuccessful, the ATTACKER rolls on the non-penetration chart. 4 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 70% 65% 60% 55% 50% 25% 12% Vehicle Penetration Damage Table Vehicle Non-Penetration Damage Table

3 1d10 Description 1d10 Description 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 65% 60% 55% 50% 25% 12% 1-6 Immobilised and out of action 1-9 Crew stunned Vehicle can’t move or fire for the rest of the game. Vehicle can’t move or fire weapons for the rest of the 2

5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% Crew abandon the vehicle and join the nearest friend-

60% 55% 50% 25% 12% combat phase. T I ON C HAR ly unit but are treated as pinned. Infantry (Passengers) must make a morale test if they All infantry (passengers) automatically disembark and wish to disembark.

1 are treated as pinned 5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 55% 50% 25% 12% 10 Immobilised and out of action 7-10 Destroyed Vehicle can’t move or fire for the rest of the game. 0

5% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% Vehicle is left in place and becomes a wreck. ignored) are of armour thickness the penetrate cannot that weapons chart, non-penetration on the roll can of penetration with a % chance weapons only ( Note:

50% 25% 12% Crew abandon the vehicle and join the nearest All crew and passengers are killed. friendly unit but are treated as pinned.

PE N E T RA All infantry (passengers) automatically disembark and

1 2 3 4 5 6 7 8 9 0

10 11 12 13 14 15 16 17 18 19 20 are treated as pinned Armour Value Armour

PAGE 162 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 163 SKIRMISH SANGIN SKIRMISH SANGIN NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% SECTION: SECTION:

NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

NAME: N A V E NAME: N A V E BODY ARMOUR MORALE AP WEAPON COMBAT PHASES BODY ARMOUR MORALE AP WEAPON COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 DAMAGE: LIGHT MEDIUM PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% PISTOL ___% | RIFLE ___% | HEAVY WEAPON ___% | SPOT 100% SERIOUS CRITICAL DEAD SERIOUS CRITICAL DEAD FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___% FIRST AID 40% | THROW ___% | FORWARD OBSERVER ___%

PAGE 164 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 165 SKIRMISH SANGIN SKIRMISH SANGIN CALL SIGN: N A V E CALL SIGN: N A V E BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: ______PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______

CALL SIGN: N A V E CALL SIGN: N A V E BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: ______PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______

CALL SIGN: N A V E CALL SIGN: N A V E BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: ______PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______SECTION: ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

SECTION: ______

CALL SIGN: N A V E CALL SIGN: N A V E BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: ______PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______

CALL SIGN: N A V E CALL SIGN: N A V E BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: ______PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______

CALL SIGN: N A V E CALL SIGN: N A V E BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES BODY ARMOUR/IED MORALE AP VEHICLE TYPE COMBAT PHASES

NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______NOVICE x2 / AVERAGE x3 / VETERAN x4 / ELITE x5 Weapons: Damage: ______PRIMARY WPN (BDY x EXP+ 10%)____% | OTHER WPN ____% (BDY x EXP) ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____% ______SECTION: ______| SPOT 100% | DRIVE (BDY x EXP +20%) _____%

SECTION: ______

PAGE 166 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 167 SKIRMISH SANGIN SKIRMISH SANGIN KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 5 SNAP 6 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE TEST TEST TEST TEST TEST TEST TEST TEST TEST

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 7 SNAP 8 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE TEST TEST TEST TEST TEST TEST TEST TEST TEST

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 9 SNAP 10 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE TEST TEST TEST TEST TEST TEST TEST TEST TEST

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 1 SNAP 2 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE TEST TEST TEST TEST TEST TEST TEST TEST TEST

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 3 SNAP 4 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE TEST TEST TEST TEST TEST TEST TEST

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 5 SNAP 6 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT TEST TEST TEST TEST TEST TEST TEST TEST TEST T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 7 SNAP 8 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE TEST TEST TEST

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 9 SNAP 10 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE TEST TEST TEST TEST TEST TEST TEST

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 1 SNAP 2 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT TEST TEST TEST TEST TEST TEST TEST TEST TEST T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 3 SNAP 4 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT TEST TEST TEST TEST TEST TEST TEST TEST TEST T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE

KNEEL RUN WALK PRONE CRAWL HIDDEN PINNED SNAP 5 SNAP 6 MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING SPOTTING CHARACTER SNAP FIRE (-30%) SNAP FIRE (-30%) MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) T(+30%) T(+20%) T(-30%) T(+20%) T(-75%) PRONE UNTIL -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING SHOOTING NEXT COMBAT TEST TEST TEST TEST TEST TEST TEST TEST TEST T(-20%) A(+10%) T(-20%) A(-20%) T(-10%) A(-10%) T(-30%) A(+20%) T(-10%) A(-10%) T(0%) A(0%) PHASE

KNEEL RUN MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE SPOTTING MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST T(+20%) -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SHOOTING TEST TEST TEST TEST TEST TEST TEST TEST TEST T(-20%) A(+10%)

PAGE 168 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 169 SKIRMISH SANGIN SKIRMISH SANGIN

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST MORALE TEST -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH -10% FOR EACH SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT SUBSEQUENT TEST TEST TEST TEST TEST TEST TEST TEST TEST

PAGE 170 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN PAGE 171 SKIRMISH SANGIN

SKIRMISH SANGIN is a tabletop skirmish game where players control opposing forces, either modern Western military forces (ISAF) or insurgent militias that do battle everyday in the modern war for Afghanistan.

Inside this book you will find: • Simple, fast combat rules that enable furious tabletop skirmish battles • Information and rules for creation of professional and insurgent forces • A full array of modern weapons and armour for both sides • Rules for off table support ranging from snipers to heavy weapon platoons, fast air and helicopters • A game that plays as easily with two people as it does for multi-player games. • A set of rules that provides an intense and compelling tabletop game regardless of whether you field four figures per side or forty.

PAGE 172 SKIRMISH WARGAMES RULES FOR MODERN AFGHANISTAN