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File: hate this fucking guy.jpg (902 KB, 1216x1632)
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The year is 2002 and the month is January.
The place, is the border between two extremely poor and run down countries in West Africa.
Sierra Leone and Liberia

Who are you?

You're some bloke from the area with a hint of ambition, some heart, and just enough charisma to get you where you need to go.

The Situation
Sierra Leone and Liberia are some of the most broke as hell nations in the entire world. We're talking "the national export is rough cut diamonds and lumber" levels of poverty. For a very long time in both nations, one group of people got to have all the wealth, and then another group people got mad about it and did a revolution, but then that second group was totally psycho with cutting off limbs and having child soldiers, ect ect.

One of the nations has mostly ended it's civil-war finally, but the dictator of the other one is selling lumber and rubber to The West to fund an army of child soldiers and mass murdering fuckheads. His name is Charles Taylor and he's basically this guy here. https://www.youtube.com/watch?v=sHn5nfW3pNw

Villages are burned to the ground, refugees are starving in camps, and the local UN or African Union Forces are incompetent and corrupt.

TLDR: The situation is shit.

What does this mean for me?

You are a local "big man" and you're here to do something about the crisis. You're not a saint. You're maybe something of a warrior, like all the other warriors, including the warriors that fought for Rome and who sacked Rome, so forth (Not that you know about Goths or European History).

You want glory. You're eager to see a little more violence and fighting. You want ribbons and maybe a medal or two. You want a crisp uniform and a beret, and maybe a Jeep to be driven around in.

We're talking mules, we're talking a big house, we're talking a wife or girlfriends.

We're talking grandmas and grandpas clapping you on the back, saying you're the village hero.

Priests saying you are blessed by god, white western reporters wanting to hear your story.

If you're lucky.
>>
File: the homies and you.jpg (388 KB, 1168x784)
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(I'm going to write this with a very causal, youth-speak / hiphop kind of syntax, but just pretend like everything that is said in in local languages and metaphors and expressions or whatever. If someone is from another group, maybe I'll use like UK slang to give the feeling of that, like them saying "wanker" or what not)
-
-
Late one night

Late one night you and some of your homies are roasting up some game you managed to shoot or trap, along with some rice and oil. You got a pan and you got a fire going, you got some of the boys keeping watch, and so far, it's all good.

One of your homies lights up a cigarette and says something. "I'm thinking of taking my bands and joining up with this new unit" He lets out a puff of a rollie and looks at you see what you think.

You narrow your eyes. New unit? Huh? "What kind of new unit we talking?" you say.

He looks off in the distance and paces a little, thinking, before he shrugs. "All I know is that you and me," he gestures to you. "We got some half decent fighters, and we're part of this whole anti-Taylor thing with LURD (Liberians United for Reconciliation and Democracy)...." He seems worried and tired. "But sometimes we go without food and Taylor has big overseas white people connections, he's got like tank and shit.... I'm honestly a bit worried for our lives."

"Are you gonna tuck and run?" one of your friends asks, teasing.

"Fuck no, and fuck you," your close friend says, doing the local version of flipping that other homie off. "I'm just saying we might need to get closer to the rest of the LURD forces or try to avoid big ass battles."

"I don't know about the other LURD people," another one of your homies says. "They burn shit and drink and fight. Sometimes they're as bad as the Taylor boys."

"That's exactly it," your close friend say. "That's why I think we should go talk to like... This new org that is the area and work with them... I hear they go new shit, lots of old shit, and they can like teach us to do sniper shots."

"Sniper shots?" you ask.

"Yeah, like shooting someone in the head from a distance."

"Damn," you say. "Okay then, I might want to check this group out, see if I want to rock with them."
>>
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You will have the option to ask some questions when you meet up with this faction, but I think you want to focus on building your army right away.

Combat is exciting, yes?
>>
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You have 225 points to spend and you are making two groups. Your army and the groups need to fit all the above rules.

25 of your points is on you and your body guards.
>>
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Okay so here is what you need to know.

1. Militia have the worst morale and fighting ability.
2. Regulars are in the middle
3. Professionals are amazing
4. Clan Militia are as brave as Regulars, but shoot as badly as Militia
5. Armored vehicles are -1 to damage when shot at / HMGs are +1 when shooting
6. Tank guns and anything like that has more damage. [You're not allowed any tanks]

Militia

These troops are the backbone of the African armies. They are bareheaded and carry a limited amount of ammo and supplies. They expect to be supplied on a daily basis. They expect to fight in built up areas where they can seek cover and loot. Militia will usually withdraw when faced with regular soldiers. They will evaporate if faced with professional soldiers. Militia will often wear bright or inappropriate clothing.
>>
Holy shit, what peak. Question, what is the capacity on the APCs?
>>
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>>6456779
>>
>>6456775
I meant to say two units. A unit is like a company or whatever. You got two units or companies.

Each group you take is like a squad, so 8-12 guys. Each vehicle you take is really two vehicles.
>>
Assault Coy. HQ
-Bossman Gugu
-Clan Militia Truck w/ Mounted AA (25)

1st Assault Plt. "Kommandus"
Armored Car (With Newer Tank Gun) (45)
APC + HMG (Regular) (35)
-Regular RPG Inf (10)
-Regular RPG Inf (10)

2nd Assault Plt. "Jambos"
Armored Car (With Newer Tank Gun) (45)
APC + HMG (Regular) (35)
-Regular RPG Inf (10)
-Regular RPG Inf (10)

(ID changed because posting on desktop now)
>>
Attention
Anyone else is free to vote for or against any of the names or either unit, or the whole army in general.

Nothing is locked in, until we have three votes or 24 hours pass.
>>
>>6456775
40 2 regular infantry with HMGs
20 2 regular infantry with RPG
32 1 AA mounted on truck
10 1 Regular infantry
102

30 1 regular infantry with mortar
35 1 regular APC with HMG
30 3 Regular infantry
95

Command unit
HMG mounted on jeep for 25 points

3 points left over.

My idea is to abuse the HMGs and RPGs with a mortar to support our infantry and mobility. With regulars and all the backup should keep them in the fight and allow them to hit way harder than they're expected to. The downside is no real meat shields except for our regular infantry but the good news is they're professional enough not to piss off the locals, unlike militia troops. Which should make it much easier for us to rally support and gain foreign sponsors. Also keep our commander mobile to stay alive. Tempted to do another APC instead tho. Also the AA is key for screening air and mobile enough to rapidly reposition as needed. Which is vital against air mobility.

We don't have snipers or tanks but in theory we have enough reliable troops and high explosives to not instantly get rolled over by tanks or APCs and aren't fucked if they send a chopper after us thanks to AA. Those machine guns are gonna be vital for mowing down hostile african militia troops and RPGs/mortars for blowing up enemy defenses too. We should get a shit ton of value out of HMGs alone.
>>
>>6456840
>>6456793
Oh forgot to name them units...um...

United Pan African People's Revolutionary Army aka UPAPRA, inspired by our Jamaican homeboy Marcus Garvey. We fight for all Africans to free them from international interference and unite them for shared prosperity.

First Unit Hotshots

Second Unit Breaka Boyz

Provisional Peoples' Voluntary Mobile HQ
>>
>>6456840
use the remaining 3pts on unarmed militia?
>>
Well considering both options are staffed by Regulars, which are former army soldiers, I guess I need someone to roll 1d6.

I also guess that this changes who we are and I need to load up some lore for you.
>>
Rolled 5 (1d6)

>>6457035
We can be mostly the same kind of guy, but just say we watched a couple YouTube videos on a satellite phone one time and think Garvey sounds super cool. White people money is the reason our boys are scared, after all. Rich foreign whites are terrorists to us, and the vague notion of being liberated from the long arm of their oppression must be nice.
>>
Regulars
"These are full time soldiers. They supplement their erratic pay by setting up road blocks. These troops will fight well if circumstances are favourable. They will obey their officers and will use proper tactics. regulars might well have coloured hats or armbands for identification. Camouflage combat uniforms are common."

Your Backstory

You were once a soldier, an officer even, in the Armed Forces of Liberia. You and your men were dressed and equipped like Americans stuck 30 or 40 years into the past. You served a corrupt elite, against the forces of Charles Taylor.

Sometime in the 90s, the United Liberation Movement of Liberia for Democracy (ULMLD), was formed. It was made up of refugees from your country and some of your fellow soldiers. They fought in Sierra Leonea against the vicious rebels of that country, and eventually came home, home to push back and strike a blow against the forces of Taylor.

They held important diamond areas and committed their crimes, but they were better than Taylor. Plenty of people deserted to them and you thought about it yourself.

But then they split along ethnic lines and that allowed Taylor to use his brutality to take the capitol. He was elected by the people out of the belief it would calm him, prevent more fighting, and allow him to possibly, just maybe, be better than the elite on some level or way.

He wasn't, he's fucking crazy. A madman, a prophet of the devil.
>>
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>>6457052
Backstory Pt 2

But then Charles fucked up, he fucked up royally badly. He's a fucking idiot, so it was only a matter of time.

Charles wanted to be a "big man" and had been supporting rebels as brutal as he was, in the nations of his neighbors. The neighbors pushed out those rebels or, in the case of Sierra Leonea, got their shit together and formed an alliance to push out those rebels.

And then they were mad. People like yourself had been sheltering in these nations with your families, and some of you had been fighting in their civil-wars too. That was when Liberians United for Reconciliation and Democracy (LURD) was formed, from the broken ULMLD, with backing and money from Guinea.

And then it got worse, for Taylor, because the local Economic Community of West African States Monitoring Group (ECOMOG), with all the money and military power of Nigeria, the second dominant military power in black Africa, brokered a deal between various tribal factions.

The Kamajors, a mystical group of Sierra Leonean hunters, the blood and soul of the forces that defeated Taylors puppets in Sierra Leonea, they met up with LURD.

Of course, Charles still had his allies and his western backers. He still had a lot of diamonds, rubber, and resources.
>>
>>6457039
Bossman Gugu is the first bigman, who is the second?

Only one of you can be CO, but the other has plenty of forces to bring and glory to win.
>>
>>6457057
Stephen Freeman, half Americo-Liberian and very moderately educated?
>>
The best friend and homie of the CO will be one of these men, he will be the logistics officer. Plz vote.

Musa “Pipeline” Kamara
Sekou “Shadow” Konneh
Prince “Bush Dog” Wylie
Mohammed “Nasty Duke” Dukuly
Seeya “Cobra” Sheriff
>>
Bossman Gugu and Stephen Freeman plan to break up to lead their bands carefully to where they are told this new faction is. The plan they have, is to present themselves as leaders in LURD and former officers of the AFL. Based on their maps and best guesses, they will be meeting up around a handful of villages that are in the rear of the front lines, but not near the heart of LURD's command structure.

It takes a few days to gather up some papers and try to find some women, civilians, and old friends to serve as some kind of character witness. Maybe some people who are or used to be big shots.

They will have to stress that their forces need to stick together as they share a logistics officer.
>>
>>6456846
I was thinking maybe downgrading something else and replace them with clan militia. I'm open to suggestions but it seems like both votes want a good spread of regular troops with proper heavy weapons and vehicles to support them. There really isn't too big of a difference between both votes besides vehicles, whose options are contested.

>>6457064
I like that idea.

>>6457068
Musa “Pipeline” Kamara
Pipeline sounds like he knows how to get stuff. Which makes sense given our our gear is in remarkably good condition for a place like Africa. The quartermaster knows his shit.

>>6457073
Well sounds like our unit has been active for quite some time but in much more professional conduct and ability. I wouldn't be surprised if we had multigenerational soldiers fighting in the same troop. Sounds like our officer cadre and many troops are disillusioned soldiers who despise corruption, infighting, and foreign interference. All legitimate concerns and problems. A lot of them are no doubt wanted for desertion and treason but oh well. It's not like they are a bunch of militia lunatics burning, raping, and killing at will.

Our reputation should be stellar compared to what people are used to dealing with. Sounds like pay is a problem but the men don't want to resort pillaging and looting. Really quite the honorable and upright bunch, all things considered. Running roadblocks at worst? Practically saints, especially if they do actually provide protection and guidance.
>>
>>6457068
>Seeya “Cobra” Sheriff
With a name like that, bro doesn't even need a nickname. Seeya, Sheriff! I'm outtie!
>>
>>6457068
Mohammed “Nasty Duke” Dukuly
>>
>>6457081
Changing my vote to "Pipeline," good argument has been made
>>
File: Something is happening.png (2.32 MB, 1472x1344)
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It is late and you, along with your men are weary. You arrive under the moonlight at a village, knowing you will have to stop and rest.

There is a man with a bulb lantern and a strange, new uniform. It's seen some use, and you don't know how or when he cleans it, but it's new. It has this camo pattern that is three colors, which goes side to side. He's got this belt on over his clothing, with suspenders, and he's got pouches on it.

You've seen soldiers with American uniforms, American belts, and American pouches; all used or leftover from America. This is something different. His cap is kinda different, his backpack is like a sack with backpack straps. He's got a canteen cup and a mess kit.

"I am a messengah," he says, his English accent different from yours. "I come as the voice of Maior Moses, commanding off-isah of te Men Who Keep Their Word. At last count, we are 231 men, all dressed like myself."

Between the men of Bossman Gugu and Stephen Freeman, you are less than that. You certainly don't have nice uniforms and equipment for each soldier to carry all he needs into battle. This man is wearing rubber boots, and some of your men wear sandals or old sneakers.

"Moses," the messanger says. "Has 3 questions for you." He holds up his fingers one at at time.

"1. How many men and rifles do you actually have?"
2. Where is this logistics officer? Is he a real person?
3. Are these women and unarmed men with you hostages, or can they leave if they wish?"

Musa “Pipeline” Kamara comes out and greets the man. He shows some records and notes, along with pointing in the direction of some mules, some mules with wagons, and even an old pickup truck.

He says that he has some dollars for you and some soap. He says you can maybe get what you need to say put a few days or less, while he delivers the message and brings the others.
>>
Rolled 9, 6, 11, 20 = 46 (4d20)

Bossman Gugu is the first bigman, who is the second?

Stephen Freeman, half Americo-Liberian and very moderately educated?

Maior Кaпiтaн
Kapitan


An older man in glasses steps out, wearing the same strange uniform, escorted by some strange men. These bodyguards have skulls painted into their faces, entirely black uniforms, and very new rifles. They speak to each other in a language you've never heard, one spoken from the back of the throat, heavy, and full of consonant.

"I am Moses," he says, shaking hands. "I heard you want to meet us and maybe join up."

One of the escorts whispers to Moses and he whispers back. Moses then says this. "Our backers don't want to deal with the dirty hands of most of the LURD. They also don't want drug users and idiots."

"I got character witnesses," one of you says. "And so does my pal."

"Bring them," Moses says.

Moses speaks to a lot of people and is very very skeptical looking the whole time.
>>
>>6457131
Moses says he will need to speak to your logistics officer alone with a Bockarie, who seems to be in charge. He clearly doesn't trust you and wants to question the witnesses again in the morning, along with counting your men on his own.

One of the strange bodyguards says something out loud. "The men and their platoons are to receive hardtack, along with salt, spices, clean water, and heated rice. In the morning, regardless of what happens, mud will need to be fired to make bricks. Bricks to make ovens. Ovens to make bread and charcoal."

The strange bodyguard clears his voice and speaks again. "If everything is clean enough in the morning, then my people are willing to back you as well. I don't think Moses and Bockarie want to take responsibility, if you're fuck ups. But, perhaps you can take the right and this force." He gestures to the men behind him. "Can take the left...." He gestures to himself.
>>
Are we supposed to say something?
>>
>>6457190
I'm waiting for 24 hours or someone to get 2 votes for how our army goes. You can say stuff if you want.
>>
>>6457205
Very good, biggest bossman.
>>
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Rolled 5 (1d20)

Moses, Bockarie, and the white man who keeps giving advice come to some kind of agreement in the morning. The interviews hopefully went well, and the process where your men were counted, inspected, and asked to fire some rounds at a target... It seemed to go well?
Later,one of the bodyguards does the talking, for now at least. He reads off a list from a clipboard.
"Each of your men will be presented, under the watchful eye of myself and both supply officers...7 foot wraps, 7 undershirts, 7 pairs of adjustable underwear shorts, a pair of boots, an old pair of tropical pants, an old tropical overshirt, an old leather, suspenders, pouches, canteen, mess kit, canteen cup, medicine, army crackers, tinned meat, vitamins, condoms, hard-tack, powdered instant black tea, water cleaning pills, second canteen, old knapsack, 240 rounds of AK ammunition in 10 round stripper clips, AK cleaning equipment, and anything else I included."
Naturally, someone, maybe it was you, asks about the new uniforms.
The benefactor man speaks. "One, those uniforms aren't done in large enough numbers. Two, we don't want you walking around in our markings just yet.
>>
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>>6457279
(my word processor sits on a throne of lies)

Bossman Gugu was promoted senior Kapitan over Kapitan Stephen Freeman.

The first day and there is a process where the forces are consolidated and they practice, they eat some, rest some, drill some, and do some practice fire. You are provided new RPG rockets, multiple RPG-7s and parts, multiple Heavy Machine Guns and parts, ammunition for all the machineguns, fuel, maintenance, and some other things.

After some talking, both Bossman Gugu and Stephen Freeman prove that they both have men in their employ who used to drive armored cars, with Bossman Guru having men who used to man anti-tank guns, and even a few tankers.

The man grumbles and over the next two days, both "Kapitans" are provided a BTR-60 each, with Gugu getting to 2S14 Zhalo-Ss, whatever that is. You have large armored vehicles that can carry men on 8 massive mud tires.

In short, half of both requests is going to happen. First Unit Hotshots will have 3 HMGs, 2 RPGs, an 80mm mortar team, an 82mm mortar team, and a BTR-70.

1st Assault Plt. "Kommandus"... Will get a pair of S14 Zhalo-Ss, a pair of BTR-70s, and two squads of infantry with RPG-7s.
>>
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>>6457280
Before the week is up messengers and spies return, and then a map is drawn up. You are in the tent with the white man and Moses.

The white man points at the map. "Here is the situation, your men have better training and can man the armored vehicle, so this is falling onto you. Here there is a clearing." He points at the open space north of the river. "This is an area where equipment and heavy weapons can be setup. It's likely going to have some tents or items of the enemy here, along with maybe some security."

The man with the rough accent points at the bridge. "This is a concrete bridge and one of the largest in Liberia, it connects to large dirt roads which could be suitable for covering in gravel and using to move in large numbers of supplies. This is an important bridge worth taking and it's going to be dogshit if it gets destroyed."

He then points at the settlements. "This is something of a town. It has some buildings made of fired mud bricks, some metal sheeting, some dug trenches, and some buildings or fortifications made of toppled trees. Our current understanding is this is a good location to liberate, and also a very defensive situation to hold... But the problem is we need to drive out the enemy without blowing it up or starting too many fires."
>>
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Okay so let me make sure you don't get overwhelmed.

1. All inches will be rounded to the nearest 6", and that will count as a square. Infantry have to roll a 1d6 and get a 4,5, or 6 to move diagonally.

2. Mortars and HMGs can't move the same turn they shoot, unless they're vehicles.

2A. Militia and Clan militia have to be 2" apart, so collateral damage will totally hit more than one base (Squad / Vehicle).
-
Movement example
Three bases or squads of militia could take up a square, moving in a horizonal line. They could be in an arrow, and so the wings are 3" back and thus possibly harder to hit. It might also mean that if someone attacks the corners, multiple squads can return fire.
-
Mounting and Debussing
This costs 3 " to get into a vehicle, and a vehicle loses 3" if people are getting out. People getting out can't shoot or move. If a vehicle gets hit badly, it's 50/50 the people inside live.

Shooting and turns
Technically we take turns activating some portion of our forces, but also all shooting is technically happening at once. We roll for who is alive and who is dead after everyone has moved.

You move and then shoot, not shoot than move.
>>
>>6457280
Based rare vehicle reference.
>>6457281
love a good mappost, excited to see how we interact with it
>>6457064
Mista' Freeman.... Looking forward to working with you
>>
>>6457281
Voting! Democracy
Okay, so you two or three need to vote on which of the two units is more important. Than someone needs to roll 2d6. If the first is a 2 or better, the better unit gets deployed firsts and if the second is 2 or better, that gets deployed first.

And if neither is, you roll again.

And then you two or three need to agree how to place the unit. You have to be inside one of the squares touching the top. Infantry are either in vehicles or not.

After all the bases are placed, then you need to agree how you will move your forces. Who will you move first? Who will you move second? Ect, ect

The enemy will be activating everytime you do and you might run into each other. Shooting will happen and you might have to pick targets or not. Do you change your move order or who you move? Ect ect

First to 3 or most in 24 hours decides the first turn of the battle.

Good luck.
>>
>>6457287
>>6457284
We can set up the mortars across the river with the infantry providing coordinates, and have a push with APCs in the lead, followed by infantry or other armored vehicles as cover. We are gonna wanna blitz them fast to prevent them from blowing the bridge. RPGs to target hardpoints or high priority targets. If the APCs can make it to the other side, they can provide cover for incoming infantry before they capture new defensive positions. Let the machine gun teams set up in a good spot. RPGs hang back since we aren't suppose to blow everything up. With mortars targeting high priority targets like machine gun nests or RPG threats that can take out our vehicles. Otherwise we should avoid using mortars if possible. Have the infantry push in only AFTER the machine guns are set up. Encourage and accept surrenders to avoid wasting ammo and have prisoners for exchange and labor reform.

The biggest danger is if they set up secret nests that cover the bridge, turning it into a killzone but that is what the mortars and machine guns are for. If we lose the armoured vehicles, we are fucked. We don't have cannon fodder militia to soak up bullets. Once our men are on the other side we can have the vehicles inch around and encircle the town. We cannot catch those who flee through F4 and F5 but by then we already won.

I think we send in the APCs and infantry as the first wave with some RPGs mixed in just in case. Followed by other armoured vehicles and other infantry behind. Save our machine gun squads for last on the other side of the river in case the enemy does have defenses watching the bridge. They can provide suppressive fire while the mortars take them out. After the APCs set up on the other side with their machine guns we can have the machine gun squads follow up. RPG squads are to focus on priority targets. Machine guns for suppressive fire until our infantry get into position. We should try to avoid blowing up the town too much.
>>
Rolled 1, 3 = 4 (2d6)

>>6457291
I can get behind this, thunder run across the bridge to establish positions on the opposing side.

This is the first mission, so I'm kinda' hoping we won't immediately get our dicks flattened, but you never know.

I will stage my unit behind yours, therefore
>Mr. Freeman's unit is more important.

You'll make the initial assault, to gauge their immediate reaction, then we'll roll by in our vehicles to try punching through. My infantry will mainly serve as spotters for my APCs + Armored Car, and we may be able to conduct fire back into the city once we're through.

The Kommandus will deploy in
>D1
>>
>>6457283
can we get some information on spotting limitations please?
>>
>>6457295
Neither side can see through Jungle and bridge needs to be it's own square.

You can move the wheeled armor vehicles forward, but you two need to agree if you're going to wait for the other unit or not.

You have six turns and this is turn one. Each turn both sides can accidently get reinforcements or said forces can get lost.

Be aware of the range on your wheeled tank guns.
>>
Wheeled vehicles, you roll 2d6 and round to the nearest 6" for how many squares it moves. This is not though jungle or buildings.

Oh and I almost forgot, plz don't fire your mortars from jungle.

I'm simplifying a wargame and in it, mortars only shoot what they can see.

Explains why you need to take the clearing right?
>>
>>6457294
I expect them to have some RPGs and machine guns at the very least. Question is where is it? We can have a really bad time if they are in a position to use them while we try to cross. That is our biggest problem. So the NEED for SPEED is a must. At least until we get to the other side. Thus, I want us to use our armoured vehicles as moving shields to get our infantry across with mobile cover. You have more armoured vehicles than I do. Together we have 3 APCs to rush with followed by the armoured vehicles. We have 2 AA vehicles that won't help much but can still be used to encircle them. Same with your armoured cars since we are supposed to avoid destroying the town but they can still serve as mobile cover for the next wave after the APCs. My Breaka Boys will join in the first push with some RPGs. The rest of the Hotshots will follow behind your armored cars. By the time the APCs are there with their HMGs, the rest of the Hotshots can follow your armored cars across. When the machine gun squads get across and set up. The APCs can also join the encirclement column along the road.

Being surrounded by vehicles should easily cow them and force them to divide their forces. While our infantry move in to push back into the jungle or they surrender/die. Since we are supposed to capture the town, our big guns shouldn't see much use. Hopefully.

>>6457296
Have the APCs and our first wave of infantry set up C5. With the infantry pushing into D5. Let the other armoured vehicles go further into D6 and E6. In the second wave. Machine gun squads will initially set up around C4 before crossing with the next wave to provide covering fire if required. Not sure where to put the mortars exactly; problem somewhere in sight Alpha so they can see and hear the coordinates and fire if required. Once the infantry have moved into town and new defensive positions, the APCs can redeploy along with the other armoured vehicles after the machine guns entrench themselves. Adopt a leapfrog approach with our infantry into town. Nobody advances without cover fire from behind. Just keep pushing through town towards E5. Where we want the stubborn holdouts to either break and run or eat our big guns once they are no longer in town without risk of collateral damage.

Our command vehicles will likely being hanging back but I want one AA to stay in Alpha while the other joins the other side just in case. That will ensure each side of the river has a commander present. We can also keep back some infantry if there isn't enough mobile cover until the opposite side is fully secured. Let them cross later if we have to but I would like at least some forces hanging back guarding our mortars and more fragile vehicles. Freeman will be the commander deployed to the other side with his AA. Ensuring we can react no matter what happens to each side.
>>
Rolled 6, 1 = 7 (2d6)

>>6457300
So the mortars cannot indirect fire? That really limits how useful they can be. The whole point of artillery is that but I understand needing a artillery unit on the field rather than off the map, given what their actual range is vs a wargame.

Anyway I think we are both having our APCs advance first. Our vehicles won't move as quickly but at least our infantry won't be left completely exposed while crossing. Followed by the second wave of armoured vehicles and remaining infantry.

Wait, do they have hostile troops on our side of the river? If so, that greatly changes things.
>>
>>6457299
I think we agreed on jointly moving our waves together. All 3 APCs+infantry for the first wave. The second wave is the other armoured vehicles and more infantry.

Although, if we have to also capture this side of the river too...I don't really have any good ideas about that right now. Two main clearings and a lot of jungle. We somehow have to move all the vehicles through the jungle without roads. I've got ideas for capturing the bridge and other side of the river but not this side.

Where are our troops deploying from?
>>
>>6457305
I agree with everything you've presented thus far. We need to deploy on the northern edge, so I'm thinking D1. That lets us straight shot to the bridge.
>>
>>6457302
You don't have any AA vehicles actually.

I didn't mention them as being what you were given or had. There is no Breaka Boyz and there is no Jambos
>>
>>6457305
All the groups or squads in a unit have to be close to each other, so you can't group your vehicles and have them all rush the bridge.

1st Assault Plt. "Kommandus" is all that has arrived yet.
>>
Rolled 1, 2, 6, 6, 4 = 19 (5d6)

>>
"Another major emergence has been that of so-called 'warlords' such as Charles Taylor of Liberia, who basically exist to run protection rackets on a regional scale, 'grey' economic activities such as drug and arms running and 'facilitation' of multinational companies without the inconvenience of laws such as environmental regulations. Taylor, as an example, is a US ex-con who crossed the border into Liberia with around 50 men. Eventually, he controlled around 75% of Liberia and large areas of Sierra Leone (until Executive Outcomes cleared him out), an area which he called 'Taylorland'. He has no professional troops, but he is well equipped (satellite telephones, etc.) and has the means to buy up to date weapons (he has lucrative contracts with Firestone amongst others). His men are 'economic militia'. Taylor does not pay them; he simply grants them the right to plunder a particular area after they have taken it."
Quoting the rules.

Due to circumstances I must tell you that only freelance military, also known as militia militia are on the map. However there is two units of them, so you are out numbered.

Each unit has to be kinda bunched up and they can only be hidden in jungle or built up areas.
>>
Rolled 6 (1d6)

>>
Rolled 15, 9, 17, 18, 9 = 68 (5d20)

>>
Static, then the commander’s voice, clipped, AFL-regular cadence, no shouting.

“Kommandus Actual to Command. Kommandus Actual to Keepers net. We are at North road, we got here first.

We cannot see them and they cannot see us.

Clearing opens ahead, concrete

Advise: do we hold North road and wait? Does Kommandus go onto the bridge first? Or do you want us to get into the clearing and start recon with shooting? Over.”

He keys off. The two Zhalo-S sit quiet in the last cover before the open ground. The BTR-70s idle. No one has dismounted.
>>
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What Kommandus Actual was able to see during training
>>
Rolled 5 (1d6)

If you have half your. Movement on roads or bridges, you get this much movement extra with wheeled vehicles.
>>
>>6457398

"Kommand to Kommandus. Proceed to bridge. If the enemy is too thick, decide for yourselves whether it is safe to cross or not. Get a position on either side of it, lock down traffic, and commence battle on enemy solja's."

Bossman Gugu directs his men to attempt to cross the bridge, but not press on if they think crossing it poses greater risk than staying put. Either way, thunder run to our side of the bridge, unload men, and engage hostiles.
>>
This is still a /qst/ with the ability to vote, btw.

I split the difference for the two armies and had a roll for who would be in charge in the story.
>>
>>6457291
yeah, establishing total control of both sides of the bridge is paramount.

+1 to >>6457478
>>
I need someone to roll 2d6 and then someone else to roll 1d6
>>
Rolled 3, 6 = 9 (2d6)

>>6457549
>>
Rolled 4 (1d6)

>>
Rolled 2, 3 = 5 (2d6)

>>
Rolled 3 (1d6)

>>
Kommandus rushed across the open clearing, gunning all the engines, switching up gear after gear, before downshifting and coming to a stop. Four different vehicles all looking out multiple viewports and perescopes.

When they came to a stop, they realized that, across the bridge was a lot of people. A lot of people with bricks, matchets, and handguns. A lot of people running away. And then there was a squad of infantry RPG-7s, trying to fire their rockets. They failed to fire one, fired one but missed, and one team rushed out across the bridge to get a clearer shot but dropped the launcher.

The whole group of infantry got stunned, they wouldn't be able to move during the next 1/6th of the battle.

Nothing was seen to move in to reinforce them, not yet at least.

The two BTR-70s are busy unloading and shooting with their machine guns at the various tents and militia members that were in the clearing. Groups of people scattering, half naked, unable to get their weapons.
>>
The next turn needs to happen, all the moving and then all the shooting.

Reinforcements still haven't arrived.
>>
>>6457639
Time for Mista Freeman to make his move?
>>
>>6457642
They can't show up at all till turn 4.

Africa man...
>>
>>6457653
Ay-yay-yai, it seems the Kommandus will need to continue on.

"Kommand to Kommandus. Secure position on our side of the bridge. Cut down anyone armed not wearing friendly colors."

Bossman Gugu orders his Kommandus to continue unloading, and to scatter the four infantry groups in a defensive manner nearby to prevent anyone getting close to the vehicles, and to provide extra eyes for them. The vehicles will continue to tear into everything in sight in the clearing or opposing side of the bridge, while the infantry supports where able.
>>
Going to be a bit premature here and presume that others won't vote for something else.
>>6457654
The former AFL soldiers unload from their BTR-70s, both of them. Seven men dismount from each, seven men, two RPG-7s, two Machine-Guns, and the rest are FALs, M16, and AKs. They will engage the remaining closest enemies and random enemy militia members.

The BTR-70s are a bit behind and to the side of the Zhalo-Ss, but they are adjusting their aim and preparing to fire at the tents or across the bridge with their 14.5mm HMGs. Each bullet twice as powerful as a 12.7mm machine gun.

The Zhalo-Ss have two man turrets. They have aimed, shoved in an 85mm shell, fired, aimed, loaded, fired, aimed, loaded fired, each. The rounds were very accurate and precise, for what they were. The enemy across the bridge is helpless. Now they are preparing to aim and fire again, with the commander and gunner looking for new targets if needed.

Poking out from the jungle off to the side of the bridge, a truck with a big cannon comes out. It slides to a stop and is about to fire.

The periscopes of the BTRs can see past, the bridge that is hundreds of meters long, hundreds of yards, past the suppressed infantry, past more and more road, there are mortar teams preparing to fire. They will need to see them clearly to hit them, without all these bodies in the way. If only the mortars were here.

"Kommandus Actual to Command, engaging big cannon from jungle with Zed guns. 70s open fire upon the bridge infantry!"

Command has the chance to correct their angle of fire an targets.
>>
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Somewhere else,
The same year


For many newspapers and the sort of people they employ, who are more like writers than journalists, the 1990s was the “End of History”. In 1992, a book was published that suggested:

“Liberal democracy/market economy pair, having triumphed over its two most important competitors, fascism and communism, have been defeated, there should no longer be any serious competition for liberal democracy and the market economy.”

Such a world often was referred to as “Unipolarity”. However, not only was a specific political and economic pair dominant in the world, but one nation was the richest and most powerful of them all, the United States of America.

But someone wanted to challenge them. Maybe not today, but eventually, and they were already making their moves. Making their moves in Afghanistan, making their moves in Liberia.

A man in a blued law enforcement uniform, overlaid with a large wool coat, steps up to the podium. He begins in English, with a thick accent.

“At the long table of geopolitics is seated the politician and the warlord…But I have the mindset of a general, and my eyes are set upon the objective. The completion of which, for me, is victory. By these I am motivated none: greed, personal interest, or gain.

When you look into my eyes, you see either a fanatic, an idealist, or a pragmatic realist. You do not know which of these I am. And you do not know if my perception of myself actually matches the reality. You are left unaware and uncertain about which principles and which ideas and which aspects I am willing to sacrifice for others.

After all, that is what leadership and the use of power amount to. That is what happens when a person seeking perfection or moral clarity runs into the complex and conflicting nature of human life.

In short, you do not know what is my ultimate desire, and you do not know if I truly know, and you do not know if you can believe me.

What you do know is that my desire is beyond myself. What you do know is that I look at the board and I see it as chess. What you do know is that I look upon the king; I see it as another piece to move. That is what I see.

And if it is not obvious, I am the King.”
>>
I would suggest the QM use some starter suggestions for actions the players to choose from. As open ended stuff is a lot harder to get into. Also I thought we were limited to just the two units?
>>
File: Here you go.png (5.32 MB, 2528x1963)
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Rolled 1, 3 = 4 (2d6)

Clarifying Situation

1. Kommandus consists of two Zhalo-Ss, two BTR-70s, and two squads of Infantry with RPGs that are unloaded. It is marked with a K

2. There is a suppressed RPG team across the bridge, a truck poking out of the trees with a large gun, and a mortar team far behind the RPG team.

This is because both sides took their turns moving. This is because the point where voting on unit placement was skipped, because players previously agreed to put their forces here and do this.
-
Question: Why are we controlling more than two units

We aren't. Both of our units aren't here yet due to some bad luck (dice rolls). Our opponent is also kinda fucked and only their worse units are present.

Neither side can be reinforced till turn 4.

If you are confused, it might be, because two units of Clan Militia (loyal to Moses) could reinforce us if they get lost in our area or we really need the help.

What exactly am I or the rest of us going to do? What is the agency here?

Well, you could vote on what the weapon systems would target? You could suggest that on the next turn, where the vehicles and infantry are positioned. (Like do we move BTRs and infantry across the road? Who is in front of who? Ect ect.

[Be aware that our troops will get confused if they are more than 2/3rds a square apart from each other in some kind of square or line or L shape.]

The map is fucked up due to an error by our intel (IC) and also OOC typos

The bridge is 1 tile / "6" long. The entire grid needs to be moved to account for this, so that there is a row of squares north and south of the bridge, nice and clean.

Is there anything you are forgetting to tell us?

Yes, for dramatic reasons I didn't tell you till now that one of the two enemy units that has been shot at, has to roll for morale each turn. Also, if you kill or suppress any groups, that whole unit needs to roll for morale.

Should I be rolling anything?
If you agree with another players or the NPCs ideas on shooting, you can roll 2d6 for that vehicle or group or whatever.

----
----
Rolling for enemy morale now.
>>
Okay so let's do some totalling.... The unit is pinned, check. The unit is militia Check... They're being shot at by tanks... Check.... And did they roll more than three? Nope.... So um......

The 17th Company of the National Patriotic Front of Liberia (NPFL) is starting to become alarmed. Strange wheeled tanks have showed up and are firing at them, they've lost control of all their tents and supplies on the other side, and dozens of poorly armed militia members are running in random directions.
>>
>>6457959

"Operations normal, Kommandus. From Kommand - Continue killing them if they dare to show their faces."

"If the bridge looks safe, take the otha' side with a combined arms attak. Roll the vehicles forward as moving cover for the infantry, firing and suppressing the whole time. Avoid civilian casualties and destruction of property if possible, but prioritize the assault. Guud luck, solja's."

Now, while their pants are down, let the vehicles assault as far as they can towards the direct other side of the bridge, while making sure the infantry can keep up and continue the gunfight.
>>
>>6457969

-Specifically, the Zhalo-S's should put fire on the truck with the big dakka.
-The HMG APCs should begin to suppress the mortar team if possible, otherwise continue suppressing the RPG team.
-Infantry should prioritize mopping up the RPG team, and drifting fire to the enemy truck.
>>
Rolled 3, 4 = 7 (2d6)

>>6457969
>>6457972
I'll back this.
>>
Rolled 2, 6 = 8 (2d6)

>>6457980
I suppose I should roll too
>>
Rolled 4, 3 = 7 (2d6)

These are for separate defenses.
>>
You need to roll 2d6 again if you can.
>>
Also a 1d6
>>
Rolled 5, 6 = 11 (2d6)

>>6458057
>>
Rolled 2 (1d6)

>>6458058
>>
Rolled 3, 6 = 9 (2d6)

Another 1d6
>>
Rolled 3, 6, 1 = 10 (3d6)

The infantry moves up to the bridge and then crosses halfway across it, and so the BTR-70s do that with them, providing cover, moving slightly faster than them.

The Zhalo-S stays put. 8 vs 4, +2 because tank gun, no penalty to range, no penalty for movement.

"Kommandus Actual to Command, big gun has big explosion. Will be keeping eyes pealed, but seems dead."

11 vs 3, math doesn't matter at that point.

"Kommandus Actual to Command, RPG team gored and dead. I repeat gored and dead.
>>
Rolled 1, 2, 1 = 4 (3d6)

>>6458068
>>6458059
9 vs 2, math doesn't matter.

Rolling Morale saves.
>>
Rolled 4, 2 = 6 (2d6)

Rolling for you, for some reason.
>>
Bossman Gugu or Stephen Freeman will be the command unit on the board, likely Stephen Freeman as Guru is on the radio and looking at maps.

Stephen Freeman shows up, but the rest of his formation isn't there yet. He's riding in his truck with a lot of radios in it, when he starts to hear radio traffic, friendly traffic.

Mr. Freeman can see smoke in the distance, good. Smoking enemy wrecks, but wait... Why is that smoke too close?

"Command.... Command... This is Zhalo..... Kommandus Actual and BTR-2 are dead. I repeat, dead....The infantry are going to start questioning themselves if they don't come back. Command, do you have a jumper or middle man radio?"

Zhalo One Actual grumbles. "Gunner, we can see the mortars, get them unless Command gets back on the radio and says otherwise."
>>
It is turn 3
>>
>>6458072
"Kommand to Zhalo Actual... Identify the threats. Support our infantry and vehicles on the opposing side of the bridge."

If we can support them successfully, let them dig in on the opposing side of the bridge. If they are at risk of getting torn apart further, let them retreat with the remaining BTR.

Regardless, the Zhalos are going to put fire on the mortars, and manuever as they see fit to engage enemy targets.
>>
Rolled 4, 3 = 7 (2d6)

>>6458196
I'll support.
>>
You can move then to the north or south side of the bridge, but be aware they need to be 2/3rds of a square from friendlies or the whole unit needs to roll for morale.

We have two morale hearts left.
>>
>>6458232
The infantry and their vehicles moved to the south side, yes?
>>
>>6458069
"The infantry moves up to the bridge and then crosses halfway across it, and so the BTR-70s do that with them, providing cover, moving slightly faster than them."
>>
Okay, the infantry should come back to the North side of the bridge then, we can just hold this position while waiting for Mr. Freeman's men to take the attack across the bridge.

The Zhalos and HMG APC can continue shooting at any combatants in view. The RPG infantry should help defend from personnel threats to the vehicles.
>>
>>6458232
I thought they were moving together? I don't think we even have scout units.

>>6458264
Freeman doesn't have his own units. Gugu is hanging back on the Radio. Freeman is in front leading the men. Getting hit by mortars doesn't change much just advance faster and hope their in range for the RPGs, our own mortars, or heavy vehicles to blow them up before they take out more vehicles. Gotta stay mobile against artillery.
>>
Looks like it's a tie between pulling the infantry back and moving the Zhas forward. Be aware that vehicles are less accurate moving and technically not any harder to hit in this wargame system (Let me check again.)

The enemy mortars are in line of sight and under half range currently.
-
-
On the other hand we could maybe take the village while part of their army is fleeing and the other is moving in position.

We could also end up in a bad position if we do that
>>
Rolled 1, 2 = 3 (2d6)

>>6458264
>>6458296
I'll switch to backing this.
>>
Rolled 5 (1d6)

I need someone to roll 2d6
>>
Rolled 3, 2 = 5 (2d6)

>>
Rolled 3, 5 = 8 (2d6)

>>
Rolled 5 (1d6)

>>
Rolled 3, 6, 1, 2 = 12 (4d6)

Going to need to roll this
>>
Bossman Gugu remained on the radio, Kapitan Stephen Freeman was on the field. If Mr. Freeman wanted to move closer to join up with Kommandus, he could. He could also sit where he was and try to link up with any forces who showed up, perhaps lost ones.

As the first half of the battle ended, and as the sun was beginning to get closer to setting, the infantry teams of the Kommandus got back to Zha 1 and Zha 2. They were shaken, but their morale held for now. Zha 1 and 2 loaded and fired three shots at the distant mortars, but they had guessed the range wrong and splashed nowhere near where the enemy was.

Thankfully, and they didn't know this, the first mortar team they saw had run away and the second one they were shooting at, was still setting itself up.

Turn 4
A bunch of dust didn't appear sound of the bridge, so maybe enemy reinforcements didn't arrive yet. (They didn't). Kapitan Stephen Freeman's landrover and vehicle radio were intercepting and bouncing communication between what remained of Kommandus and Senior Kapitan Bossman Gugu.

But then something appeared behind him. He got out his Binoculars and looked out. It was a trail of dust approaching rom the same way he came. It must be his men, First Unit Hotshots!

But wait.... They were mostly on foot and they had a BTR-70... He was looking at what looked like a landrover, a pickup, with machine guns, another pickup, and a large cargo truck.... Was this friendly LURD forces or the enemy come to kill him?

Before he had any chance to lose his cool, he was able to see who these people were more clearly, including a figure in all black standing up carefully and waving a flag, a dark red one, the color of "Those Who Keep Their Word."

He told his radio guy to help him start flipping through the channel.

"Protectahs One, arriving to reinforce ye, We got ya our brothas. We got two HMG technical trucks, a mortar team, an RPG-7 team, and plenty of infantry all in trucks."

"This is Protectah's One senior advisor," a voice said over the radio, "We will be moving up to your position to reinforce you. Do you need our mortar team to be in position to provide covering fire? We can't break this unit up much and... Shit... Who did we lose? Gun the engines!"

"Protechah's One is coming! Drive Faster!" the first voice says.
>>
Rolled 6, 3, 2 = 11 (3d6)

This rounded to the nearest 6 and divided by 6 is the number of squares they can move.

If you want them to drive to the north end of the bridge and unload the mortars, give a thumbs up or say nothing.
>>
Rolled 6, 4, 3 = 13 (3d6)

Oh shit, hold on. This plus 37 would be your score if the battle ended now and you had taken the bridge. This plus 17 is if you don't.
>>
Rolled 4, 3, 3, 4, 6 = 20 (5d6)

This plus 5 is if you don't take the village and plus 10 if you don't take the bridge.
>>
Okay this is kinda funny. If you don't take the bridge, this is literally a tie, exactly.

If you do take the bridge and don't lose any units, before the end of turn 6 or whatever, you have a clear victory.
>>
>>6458435
let them unload the mortars north of the bridge

Continue firing at visible enemy units, let all units stage, then thrust across the bridge.
>>
Rolled 5, 2 = 7 (2d6)

>>6458461
I'll back this.
Somehow I knew this bridge mission was gonna be a problem. Capturing the bridge from an enemy will easily become a big problem if we couldn't blitz them in time which is exactly what happened. At least Freeman got some units of some kind. I doubt we'll even make it to town at this rate.

Also I'm surprised the bridge hasn't been blown, considering how many artillery shells it's eaten by now.
>>
Rolled 3 (1d6)

>>6458635
>>
Rolled 4, 5 = 9 (2d6)

Someone needs to roll 1d6
>>
Rolled 2 (1d6)

>>6458694
>>
Rolled 5, 3, 6, 1, 2 = 17 (5d6)

"You heard him, Zha 1 and 2, keep firing at the mortars!"

The enemy mortars looked at the them and opened fire upon them.
>>
Rolled 5, 4 = 9 (2d6)

Mortar shells rained down upon the friendly troops of Kommandus, as they moved back in a hurry, trying to not drop their equipment and weapons. As they hustled back, they managed to stay out of the range of the incoming fire, but as soon as they got close to the Zhas and were hiding near them... They were forced to hit the dirt. Some of them were thrown to the ground and others given headaches from the noise.

Meanwhile, Protechah's One came to a stop and were unloading their own mortars, along with deciding if they wanted to race across the bridge later or race across part of it, or unload now.

The two infantry teams of Kommandus, along with the friendly mortar team.

Luckily, the enemy mortar seemed pinned as well, having had to separate from their mortars after firing their most recent shell.
-
-
Turn 4 Ending, Rolling for enemy Morale.
>>
Enemy player has suppressed part of both friendly units, and they are nominating Kommandus to make an extra morale roll.

Before you do this, you need to decide if you moved the Command Staff Unit (Freeman) forward with the Protectah's or kept him back at the spawn edge.

Roll 3d6 for morale, since decided. You need either better than a 1 or better than a 0.
>>
Rolled 3, 1, 2, 5 = 11 (4d6)

When the total adds up to 33, the game ends and 1d6 is rolled at the end of each turn.
>>
It turns out we have more time than we thought. How about this. If you can take all of the bridge and hold it for a whole round after you take it, I will count the battle as over.

If you lose a whole unit or it surrenders or runs away, same thing. If the enemy loses another unit, same thing.
>>
Keep pushing except for the troops on the other side of the bridge including Freeman to help rally the men. Try to suppress or preferably destroy their mortars for those who can reach on the opposite side otherwise try to capture the bridge.

>>6458713
Welp there went all our starter forces.
>>
I don't understand that last post. Everyone friendly is north of the bridge now.
>>
>>6458735
...well shit that is worse than expected. I didn't realize all our troops on the bridge died. Fuck. No point in advancing until we finally blow up all their mortars. Anyone who can take cover. Anyone who can't fallback further out of range. Those who are able, take out those goddamned mortars.
>>
Two BTR-70s died and you ordered your foot infantry back.
>>
Rolled 3 (1d6)

Roll 2d6 for the Zhas and tell me where the Mister is when you're ready.
>>
Rolled 3, 3 = 6 (2d6)

>>6458848
>>
Rolled 6, 4, 1 = 11 (3d6)

Rolling for both to speed things up.
>>
Rolled 1, 6, 2 = 9 (3d6)

6 - 3 = A difference of three, +2 from tank gun, -1 because past half range. No result.

10 - 1 = Difference of 9, - 1 because long range and -1 because militia.

Oh shit, need to roll the long distance save, 1 or 2s will mean dead but anything else means pinned. I will also be rolling for collateral.
-
-
Oh and you have friendly mortars. So roll 2d6 for them!
>>
Rolled 1, 4 = 5 (2d6)

>>6459060
>>
Rolled 3 (1d6)

>>
Rolled 2 (1d6)

Rolling for enemy morale. Roll for your own morale, 2d6
>>
>>6459004
>>
Before you roll, say where Mr. Freeman is plz.
-
-
Two BTR-70s were burning with their crews having burned alive. The Zha's had gotten their revenge and taken out an enemy squad with RPGs, and hell, they had scared a whole unit enough to flee from the battle.

But they were failing to kill or suppress these enemy mortars. Rounds rained down around the Zhas..... A shell landed right on top one of the loyal RPG squads, killing them instantly. Another squad was thrown to the ground and filled with horror.

The friendly mortars opened fire themselves, but they had ranged in the enemy incorrectly.

The mortar shells, blood, and other factors caused the Zha's to break down. Some of the tires were damage and so was part of the engines. They still had enough power to aim and fire their guns.

What they didn't know was the enemy, despite not being pinned or suppressed a second time, was beginning to grow scared.
-
-
Those who could hear what was happening and see it, gave their silent prayers.
>>
Rolled 5, 2 = 7 (2d6)

>>
I am wary of this battle too. It didn't go too well due to bad luck and the Juju of Africa.

However, Mr. Freeman can risk himself and be closer to the fighting, and boost the morale of the regulars being shelled

Otherwise, they are going to take another morale hit.
-
-
I can automate the last few turns, if needed, nd the worst we can get is a draw.
>>
I think the best thing we can do now is saturate the area with cannon, mortar, and HMG fire and hope we kill something else.
>>
>>6459836
Eh if we weren't able to blitz the bridge in time, it was gonna turn into a clusterfuck no matter what. That is exactly what happened we got caught in a chokepoint. Gonna be a bitch to replace all these losses. So not worth it. We don't use crappy militia that are easy to replace.

>>6459847
Agreed send Freeman up to try to maintain morale.
>>
Each of you roll 2d6 and then roll a single 1d6.
>>
Rolled 5, 5, 5 = 15 (3d6)

so... 3d6?
>>
Rolled 3, 3 = 6 (2d6)

>>6459870
>>
Rolled 4 (1d6)

>>6459986
>>
>>6459983
>>6459986
>>6459987
Aw man just one 3 off to maintain a triple 5s and triple 4s. So close.
>>
>>
Rolled 1, 1, 1, 2 = 5 (4d6)

>>
Rolled 3, 5 = 8 (2d6)

The enemy mortars open fire, they begin to rain down their shells, which... land nowhere near the friendly position. The shells land in the river and they land in the dirt, and some land on some tents, but none land anywhere near you.

10 vs 1 =

The enemy mortars have ammunition problems throughout their unit, because some of your stray mortar rounds landed on an ammunition stockpile, but also.... A 85mm tank shell hits their ammunition supply, turning the mortar teams and their equipment into paste. They die in a cloud of smoke and fire, kaboom.

Rolling for their morale.
>>
The enemy takes a moral hit from the explosion to their ammuntion supplies and also the death of their mortar unit. Most of them can't see the kills their mortar made before dying, they only see gore and nose and smoke.

On their next turn, they will have big penalties to shooting. This perhaps is the luck of Africa, the hand of God, or fate itself.

Roll 2d6 for your vehicle breakdowns and 1d6 for your morale.

If you can hold yourself together, maybe you can move some of your forces forward and take the bridge, and thus win the battle!

Or you can play it safe and stay. If you want to attack, you need to get two votes for it or wait 24 hours.
>>
Lurker here. I say Yolo!
>>
Rolled 4, 3 = 7 (2d6)

>>6460148
Keep pushing to take the bridge. Only thing we can do to win...
>>
Rolled 5, 5 = 10 (2d6)

>>6460381
>>
>>6460381
woops didn't mean to double roll but it doesn't matter since they're both 5.
>>
Rolled 1, 2 = 3 (2d6)

>>6460381
here's the last two dice, then
>>
Wow, I'm going to use your extra dice for our movement and wow, that is so slow for any of those dice.

Okay you either have enough movement to mount into the trucks, drive one square and that's it.

OR

Enough infantry movement and vehicle movement to move them both together a square, and that's a better idea for so little movement, so let's say that.

Your forces are in the middle of the bridge and you can't see the enemy on this very important turn where they suck at shooting.
-
-
No more vehicles have broken down and no more losses to morale have been made.
>>
Rolled 3 (1d6)

You need to roll 1d6 for morale again, no wait to auto pass because of Freeman.

Rolling for enemy morale.
>>
Rolled 3 (1d6)

>>6460540
rolling.

>>6460341
That is the african way.
>>
If you're still going to move forward on your next turn, you need two votes. If you go in, you will have your whole unit and they will have all of theirs.

So it's going to be a shooting fest, and they won't have the inaccuracy of having moved.
>>
>>6460716
if we can't get any kills from where we are currently, we have to push across.
>>
>>6460716
We are still trapped on the bridge. We really don't have much of a choice. The moment the air clears and they can see again we'll be caught in the open exposed in a kill zone, or we retreat and fail the mission.

>>6460735
too bad the blitz failed and naturally turned into a shitfest.
>>
>>6460744
May the warrior Juju be on our side. I vote to get to the other side of the bridge with the full force.
>>
Rolled 3 (1d6)

>>6460735
>>6460744
>>6461085
Rolling for your movement to speed things up.

Clan Militia, two HMG technical trucks, a mortar team, an RPG-7 team, and plenty of infantry (4 more infantry) all in trucks."
>>
Rolled 4, 1, 6 = 11 (3d6)

Clan Militia, two HMG technical trucks, a mortar team, an RPG-7 team, and plenty of infantry (4 more infantry) all in trucks."

The Kommandos have a broken down vehicles and a badly shooken RPG-7 squad. They can't go forward.

But Mr. Freeman can go forward and possibly die! Yay!

vs
4 infantry groups with small arms
3 infantry groups with RPG
2 trucks/jeeps with HMG
-
-
I will be rolling for you to speed things up. Let's see if we live or we die! Will we win or will we lose?!!?!

Firing the mortars!
>>
Rolled 6, 1, 2 = 9 (3d6)

Rolling for all the RPG teams, yours then theirs. We need a 3 or better to fire the RPGs
>>
Rolled 4, 5, 5 = 14 (3d6)

Firing your RPG-7 at an enemy truck!
>>
Rolled 5, 2, 2, 4, 1, 6, 3, 6, 5, 3, 4, 5 = 46 (12d6)

>>6461159
Rolling for all your infantry to attack their RPG teams or their Technical.
>>
Rolled 3, 6, 1, 1, 6, 5, 4, 4, 1, 1, 3, 6 = 41 (12d6)

>>6461161
Nothing happened, fuck. Rolling for enemy infantry to retaliate.
>>
Rolled 6, 2, 4, 6, 6, 5 = 29 (6d6)

3, 6, 1, 1, 6, 5, 4, 4,
1, 1, 3, 6

9 (-1 because milita, -1 because range) vs 1
11 (-1 because milita, -1 because range) vs 3

Rolling for your 2 HMG trucks to attack their own.
>>
Rolled 6, 2, 2, 1, 5, 4 = 20 (6d6)

WTF is this shit? You either roll really low or they roll really high.

Rolling for their Technicals to retaliate.
>>
Rolled 5, 1, 5 = 11 (3d6)

Rolling for your morale and then theirs.
>>
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Both sides liter each other with AK47 fire and whatever weapons they have. Neither side can get off that many RPG-7 warheads and only you fire a single one, which goes nowhere near anything except a tree it blows in two.

Both sides fire away with their HMGs from their trucks, not hitting each other, not even suppressing each other.

The mortar blows up some trees with no one near them. The shells don't even hit an innocent baby or a goat.

However, a third of the friendly "Protectah" infantry are dead and they take a morale hit.
-
-
Mr Freeman and Bossman Gugu have a choice. They can pull back to the bridge and technically take it, but it comes out to a *Does math* a limited defeat.

Or they can hope that next turn, their advantage of a mortar and higher morale will carry the day. Or that their mortar or HMGs will pin or kill one of the enemy groups, and result in more getting pinned.
>>
>>6461170
Keep pushing. About time we give them a taste of their own medicine with mortars.
>>
POUR THE FIRE ON. NO RETREAT.
>>
Woke up today, and every time I turn right, I become extremely dizzy, so I'm going to have to update tomorrow after I get fixed.

Straight up, I am not typing this. I am dictating this.
>>
>>6461570
I am summoning my shamans and witches to conduct rituals to bless you with good health. Get better soon QM.
>>
Rolled 2, 3, 1 = 6 (3d6)

Rolling for your mortars
>>
Rolled 3, 4, 4, 6, 5, 5, 1, 1, 3, 2, 4, 1 = 39 (12d6)

>>6461163
Pair of 1s motherfuckers that means more ammo problems!!!!

Rolling for your HMGs and remaining infantry.
>>
3, 4, 4, 6, 5, 5,
3, 2, 4,

10 vs 4 (-1 because militia, I assumed your forces got closer.)

10 v 2 (Just flat out dead)
>>
Rolled 6, 6, 6, 1, 1, 1 = 21 (6d6)

Rolling for their technicals with ammunition problems.
>>
Rolled 4, 1, 3, 3, 1, 5, 4, 5, 4, 5, 2, 2 = 39 (12d6)

>>6461756
12 vs 1 (-2 ammo problems, - 2 militia at bad range) = full

Rolling for their infantry with ammo problems
>>
9 vs 2 (-2 ammo, -1 militia) = close call
>>
Rolled 3, 6, 5, 5 = 19 (4d6)

Rolling for your morale and theirs
>>
>>6461756
dis ish bad
>>
Rolled 3, 4 = 7 (2d6)

>>6461754
>>6461752
Rolling for their collateral.
>>
>>6461761
Mr. Freeman needs to give a series of short and loud speeches to motivate the men during all the loud firing, so they don't break! Use that bullhorn Mr. Freeman!
>>
.50 caliber tracer fire lights up the darkness, going both ways, green and red based on what kinds of HMGs from what nations are being fired. Friendly shells land closer to the enemy, but not by much, blowing up trees and bushes.

The enemy has putting out less automatic fire because of their ammunition problems, but they have two squads more of infantry. Neither side bothers to fire their RPG-7s as they can't get them fired quick enough, or they're indoors, or the range isn't good enough.

A house is shredded in the explosions and chaos, allowing the parked HMG trucks of both sides to see each other more clearly. Both sides completely let loose, with no fear of their barrels burning or their belts running empty. One of our HMG trucks is torn into two, the men manning it turned into paste.

But then... Oh fuck... A mule filled up with ammunition explodes, alongside the extra ammunition wagon being pulled by the HMG truck that just got shot up.

As the dust clears, one of the Protecha squads realizes the bundle of grenades they threw blew up one of the enemy HMG technical. In fact, there is two trails of smoking coming from the village.

The muzzle flashes and explosions have thrown up a lot of dust, which makes the enemy think we lost more than we did. They cheer, they began to hoop and holler.

THEY ARE FIXING BAYONETS TO KILL US

May be they know and maybe they don't, but without their HMG trucks, they can't accidently kill or pin their own men who charge forward. We meanwhile, can't stop their charge with our remaining truck. In fact our truck is vulnerable if they charge.

But we get extra sneak movement because of all the dust and them getting so excited before they charge. Do we go back to the bridge or move everyone into the jungle off to the side?

Or do we try and have them chase us across the bridge?
>>
Rolled 4, 5, 4, 6, 3, 1, 4, 4, 4 = 35 (9d6)

Rolling for late arrivals for the last two turns, plus maybe movement.
>>
>>6461766
"Mista Freeman... choose our words, we must change this moment!"
>>
>>6461775
>Or do we try and have them chase us across the bridge?
This seems like the fun option, especially if we can catch them in a cross fire on our side of the bridge. I wonder if we have to take a morale test, though.
>>
>>6461775
Wait they want to die on the bridge instead? Lure them across the bridge and finish them off.

>>6461907
I've been flying blind since the blitz failed...
>>
>>6461979
Right I should elaborate. Let the forces on the bridge retreat and lure them into the killzone. Those who aren't on the bridge are to fire at will at the enemy. Time to give them a taste of their own medicine.
>>
I guess it's up to if the Zha's get proper hits, AFTER Mister Freeman gives us some zingers or two sentence speeches!
>>
>>6462006
"We retreat to fight another day! Also payback is a bitch; enjoy the taste of your own goddamn killboxes."
>>
Rolled 6, 2, 6 = 14 (3d6)

Firing the Zhas
>>
Rolled 5 (1d6)

>>
Rolled 6 (1d6)

Now your movement
>>
Rolled 4, 4, 5 = 13 (3d6)

Now rolling for something special. Friend or foe.
>>
The S14 Zhalo-S was parked just before the bridge, watching to see what was happening. They could only see smoke and previously they had peered out through their magnification tools to see all the explosions and tracer fire.

Suddenly, emerging from all the fire and smoke, a ton of friendly trucks were heading toward them. Pickups, landrovers, more pick ups. They were gunning their engines, moving down the damage bridge, trying to steer left, then right past the burning wrecks of the BTR-70s.

As the vehicles rushed past them, the smoke cleared and they saw the enemy infantry running across the road ahead, charging very fast but without vehicles. Far behind them more trucks appeared from the enemy.

They fired their guns, but the Zha's didn't hit a damn thing.

Mr. Freeman turns to see another company of Protechah's has arrived.
>>
Okay, so this battle has gone on far too long and it's getting into this ugly slugfest the way it's going.

So um... I guess we are going to do GURPS 4e Mass Combat since you don't want to surrender and I don't want to simply things down a little, I want to simplify them down a lot.

You want to take the bridge and do more than tie, I guess we must do a pitched battle!
-
-
-
>Attack Strategies

All-Out Attack: Charge! A commander who chooses this option adds a +2 battle strategy modifier. If he wins the round, his forces also inflict +5% casualties on the enemy. But there’s a cost: Unless he wins by sufficient margin to take 0% losses, any casualties his force takes are doubled.

Attack: This is an order to advance – or, if the forces are already in contact, to press hard against the enemy. The commander is assumed to be using all appropriate battlefield tactics for the period and troops involved. There are no special modifiers, making this a safe “default” option for any commander.

Deliberate Attack: This is a slow but carefully planned attack, aimed at reducing any advantage the defender has. It’s an option only in a pitched battle or a siege, and never available to a side that starts the battle confused. Any benefits that the defender would receive from Defense Bonus (but not Position Bonus) are halved, rounding up. This makes a Deliberate Attack extremely useful against well-prepared defenders. The attacker also receives a +1 battle strategy modifier – and if he has Artillery Superiority, he gets an extra +1. However, a Deliberate Attack is slow to develop, and thus allows the other side to change its strategy; see Special Cases (pp. 35-36).

Indirect Attack: This represents the commander detaching part of his force on a wide outflanking maneuver, faking a retreat, or performing some other risky-but-cunning move. He gets a -3 battle strategy modifier (only -2 if he enjoys C3I Superiority). If he wins, double his margin of victory; e.g., if the attacker succeeds by 5 and the defender succeeds by 1, the margin of victory is 4, which would then be doubled to 8. This allows a good or lucky general to achieve a truly spectacular result! Repeated Indirect Attacks offer diminishing returns, however, as the foe will be wary of further tricks. On the second and subsequent Indirect Attacks, multiply the margin of victory by only 1.5 (round up); in addition, a force suffers an extra -2 battle strategy modifier if it follows one Indirect Attack with another on the very next round.
>>
>>6462278
>Deliberate Attack:

Glad you are feeling better, QM. If you haven't seen, we're in the new QTG image!
>>
>>6462278
>Deliberate Attack:
>>
>>6462286
>>6462280
One of you roll 2d10
>>
Rolled 4, 2 = 6 (2d10)

>>6462476
>>
Rolled 8, 8 = 16 (2d10)

>>
>>6462280
>QTG image!
???
>>
Rolled 5, 6 = 11 (2d10)

Rolling for MISFORTUNES OF WAR, you need a greater than 8
>>
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>>6462524
>>6462556
>>6462557
>>6462571
Fate and luck had been unkind, but against all odds, their radio communication seemed to be working. Bossman Gugu was staring at the maps and surrounded by radios, while Mr. Freeman was among the troops. The presence of the moderately educated and brave Mr. Freeman was what was holding the army together, what portion of the army as present for the battle.

They were taking losses. They hadn't taken the bridge yet. Men burned to death in their vehicles and the enemy always seemed to have more men to replace their losses.

But Mr. Freeman, he was still there in his jeep. Still there quipping one liners and rallying the men. If he was still there and he hadn't run away, perhaps the men thought, they should stay in the fight.

The two Kapitans were a bit of a motley crew, both having had aspirations to be in charge. But so far they hadn't been in dispute and they hadn't been arguing. So naturally, when Mr. Freeman asked over the radio that they needed to coordinate a plan to continue the attack... They both had the same idea.

A slow and coordinated attack, that could preserve their manpower as best as possible.
>>
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>>6462591
If the Zha's could move, they would give a considerable advantage, what with their fast movement and deployable firepower. However, all of their armored vehicles were burning or broken down.

So that meant that they would have to lean on two mortar teams, and the ability of their Zha's to fight the enemy off. The Zha's wouldn't be much use on the attack but... On a slow attack like they were doing... The mortars would have plenty of time to rain down fire and be coordinated.

But with a slow and methodical attack, it would use up valuable time. Not only that, but the enemy could prepare any kind of defense they wanted, or even flee.

As the attack went on however, across the bridge, it didn't seem to be going well. They were pushing the enemy off the bridge, but they couldn't quite get down to the end of it. They were constantly forced to be using burnt wrecks as cover or lying down half away along the bridge.

The enemy couldn't really move their technical towards the bridge, or they'd be blasted. At the same time, if Mr. Freeman led his forces to the edge of the bridge and he did a few times, enemy militia sheltered in the village would fire upon them with HMGs and other comparable weapons.
>>
Rolled 1, 1, 2 = 4 (3d6)

>>6462594
It was frightening to driven back over the bridge to the halfway point. It was frightening to do a fighting retreat as the enemy did a counter offensive, trying to jog away and turn back to shoot.

But then their mortars opened up and their Zha's would fire. Vehicles would burn and enemy militiamen would be pinned down.

And against all odds, Mr. Freeman hadn't gotten hit.

The problem was that one in every five men of their own had run away, been seriously wounded, killed, or gone insane.

But the enemy had faced the same losses, because they had used human wave attacks to try and reclaim any loss of ground.

Would their morale break? [Rolling for both enemy units]
>>
Rolled 2, 2, 1, 4, 3, 2, 5, 3 = 22 (8d6)

Rolling for you to speed things up. Also rolling like 6 other dice for various things.
>>
Mr. Freeman coughed and ducked down behind an enemy wreck, trying to not get set on fire by it's burning fuel. Eventually he was able to get his bearings and he looked out to see that a whole unit, about a company, was falling back to defend from the jungle around the village. No wait... They had left behind their weapons and items... They were fleeing from the battle.

What a great bit of news! What celebration! He would tell the others over the radio and lead the offense into the village and... Where was half of the Kamajors?

Mr. Freeman realized that part of his forces had routed off the battlefield too. Well no, some had dragged their wounded and partially wounded into the shells of tents on their side of the bridge, and they were refusing to move from there, but yes, plenty had just flat out gone missing.

So if they had ten men before, about two of them were dead or no longer able to fight, and another 4 had disappeared or fled.

What a fucking stalemate this battle was... and as if to be a cruel mistress, the luck of battle continued to play it's hand.

"This is Moses," the radio squawked. "Our backers have prepared a bombardment of 120mm mortars. They aren't accurate enough at this distance to target specifically the road next to the village and they refuse to fire at the village. This should be enough to bombard the enemy road leading to the village, which means during bombardment the enemy can't reinforce them."

There was a silence. Mr. Freeman said something over the radio. (You can correct me if this isn't how he would act.)

Stephen Freeman said. "Is it still a tie if we just hold our side of the river and still a clear victory if we take the bridge."

Moses did some math on a napkin and did some thing. He talked to a man with him. "It's a victory to the world press if you take the bridge."

Freeman looked around him and noticed that it was starting to dip into sunset. The world was awash in orange.

He didn't know if it would be possible to camp or fortify about 4/5ths down the bridge. Maybe they could use vehicles to push the wrecks into protection?

But what if the enemy shelled them overnight?

Mr. Freeman grumbled. Most of both sides weapons couldn't really hit each other from where he was.
>>
Rolled 5, 1, 3, 6 = 15 (4d6)

I'm rolling for your reinforcements and how much time you have, and theirs.
>>
Rolled 4, 3, 1, 5, 4, 6 = 23 (6d6)

There had been about an hour of not fighting, an hour of trying to push the wrecks into position.

But then, the sunset seemed to be slow to end and it had only started maybe 10 minutes ago.

There was a lot of dust being kicked up on both sides of the bridge, the battle was still a stalemate, both sides seemed to always be equal in firepower.

"First Unit Hotshots present," the radio squawked.

Mr. Freemen cleaned his binoculars and looked back, and there they were.

Two BTR-70s, a mortar team with mules, two Dska teams with mules, and two squads of men with small arms and RPG-7s.

They still had more command strength, better radios, better coordination. Better...

Mr. Freeman calls in the mortar strikes.
>>
Rolled 4, 5, 3, 3 = 15 (4d6)

>>6462615
Rolling for collateral with the last dice being civilians.
>>
About half a unit of the enemy is pinned down and confused, unable to move. That's about a quarter of their groups.

You have what you have, but be aware that none of your HMGs only one of your mortars (militia mortar) can fire for this quick attack.

So it's a clan HMG truck, two squads of clan RPG-7 infantry, two squads of regular RPG-7 infantry, and two regular BTR-70s

Because enough of them are pinned, you will still be able to match them, even with your inaccuracy from moving and your less firepower from your man-portable HMGs not being able to fire.
-
-
Time to vote

Decide if you will attack or if you will try to call this battle a draw. After the second person votes or agrees, if they decide it's an attack, you need to roll 1d6. You need a 3 or better to have everyone in position. After that, roll 3d6 for your mortars.
>>
>>6462619
>Attack
>>
>>6462619
>Attack
>>
After you roll to move, be sure to roll to fire your mortars.
>>
Rolled 1 (1d6)

>>
Rolled 5, 6 = 11 (2d6)

we clearly are in need of some proper voodoo...
>>
Rolled 2, 2, 5, 6 = 15 (4d6)

Cowabunga it is, boys.
>>
>>6462661
Yikes. Fire the mortars?
>>
Technically it was supposed to be 3d6 for the mortars so you could roll for yourself and roll for me, but I guess I will count the first dice after this
>>6462662
So even after long range and militia, and stuff like that, that's a kill.

And the dice after could be considered collateral damage, so that's two pins.
-
-
-
You couldn't really get your forces into position to fight properly so... let me check some stuff...

I need you to roll 4d6 for your BTR-70s.
>>
Rolled 5, 6, 5, 2 = 18 (4d6)

>>6462673
>>
Rolled 4, 3, 1, 3, 5 = 16 (5d6)

Two of those was your saves. Brace for impact. I will be rolling the bad guy saves (1d6) and then their attacks.
>>
Rolled 3, 6, 5 = 14 (3d6)

Rolling for collateral
>>
Rolled 6, 2 = 8 (2d6)

Rolling for them
>>
Mr. Freeman tried to coordinate the attack and the offense. He directed men and pointed, and led from the front. Only the BTR-70s were in range and position.

The mortars had been bombarding the enemy this whole time and to no, he heard a loud pop and saw a trail of black smoke.

Suddenly two HMG trucks and two trucks with big guns drove out of their hiding places. The air filled up with tracer fire as the night sky began to darken, rounds ripping apart trees and houses, as both sides engaged each other.

One of the enemy trucks crashed into a house. Another burst into flames. A third had its crew bail out as the HMG started cooking off rounds of ammo.

And in the chaos the enemy was heavily suppressed and scared. All of their foot infantry in the village weren't in range to retaliate and all of them were stunned by smoke rounds or the noise.
>>
You both have a tough decision.

The forces that remain in the village are stunned and they took a morale hit. The reinforcements are about to stop being stunned. The reinforcements don't have as many HMGs and all that, and they only carry what they have on trucks.

But they have a lot of infantry.
-
-
So you have three options.

1. Try to lock down the bridge and call it dusk. You'll stay put and try to kill any long range weapons they have and any infantry they attack with.

2. Charge your 4 units of infantry into the village. Even if they charge their reinforcements in, they will only out number you by 50 percent and you have some better infantry. Also, Mr. Freeman can preserve your morale.

Neither side will be able to use their heavy weapons

If you can do two more morale hits on the stunned unit in the village, they will rout and the battle is over.

3. Fire your long range weapons at whatever you can hit and try to use cover to allow your infantry to approach or stay put.

You will have more HMGs than them, more mortars, and all your HMGs are regulars. All of their troops are just braver milita.
>>
>>6462694
What if we move the machine guns into position? Once they set up we should be able to counter their numbers. Especially with the RPGs blowing up any defensive positions they try to establish. Not to mention our mortar support. I think our best bet is allowing the men to entrench themselves and let the enemy throw themselves at us. Now that we finally got to the other side. Let them charge into machine guns and explosions.
>>
Oh and you need to roll 2d6 for your morale. Don't roll any 1s.

Actually roll 3d6, the last d6 is civilians and we want low numbers for that. Collateral.
>>
>>6462695
To clarify, our HMGs that are loved by mule were moved down the bridge last turn and couldn't fire as they were being moved.

They can target the closets parts of the village but we can't see the enemy reinforcements or vice versa.

If we move the HMGs again, they can fire again. Also they can't fight in CQB.
>>
>>6462697
What about the machine gun squads or any surviving vehicles?
>>
>>6462695
Is this a vote for 1 or 3? The latter is more aggressive and we run the risk of fucking up again or bad luck, and getting more losses.

But also it means we can win and not settle for a partial win.
>>
>>6462698
Our last turn was entirely attacking with our vehicles and a team of mortars.

If we move our vehicles, we get -1 for moving, but we also remove a -1 for being closer, but also they might be able to fire rockets at us or use grenades.

Moving them is A, not moving them is B.

I need a consensus on either.
>>
>>6462699
...i think 3? Have the infantry hold position or entrench themselves while machine guns reposition. Use mortars to keep the enemy suppressed.
>>
>>6462701
If the vehicles can reach let them stay put. Not worth losing any more vehicles if our infantry cannot cover them. I do want the machine guns to reposition while our infantry help defend. With machine guns back in position we should be able to push them.
>>
>>6462702
>>6462703
+1
>>
Someone roll 3d6 for your morale and then someone else roll 8d6 for all your HMGs then.
>>
Rolled 1, 5, 6 = 12 (3d6)

>>6462950
>>
Rolled 6, 4, 3, 2, 4, 5, 1, 2 = 27 (8d6)

>>6462950
>>
Rolled 1, 6, 4, 3 = 14 (4d6)

>>6462958
>>
Rolled 2, 2, 2, 4 = 10 (4d6)

Rolled 6, 4,
1

4, 5,
4,)

Rolling collateral.
>>
Rolled 3, 5, 6, 1 = 15 (4d6)

>>
Rolled 4, 4 = 8 (2d6)

>>
Rolled 6, 3, 4, 2, 6, 1, 1, 3 = 26 (8d6)

First Unit Hotshots have taken a morale hit. Why? No one knows (You rolled a 1).

The mortars and the HMGs rained down all their fire, and they unleashed all their collateral damage at the enemy vehicles which were trying to attack you. Some of the enemy was pinned and some of them were killed. As the dust settled the enemy didn't charge with any infantry, but had their retaliation of HMG fire hit your vehicles?
>>
File: uhRDr.gif (1.39 MB, 640x430)
1.39 MB GIF
One of the BTR-70s was pinned down and suppressed, and had taken down some damage, but it would be easy to repair.

The battle ended. The sunset. The enemy had lost more vehicles and more lives, but the bridge held and they wouldn't be able to take it.

Reinforcements would come later and take the village. The bridge could be used for hit and run attacks, or sporadic mortaring.

The Men Who Keep Their Word were down to two half units and a whole, with whoever had been wounded or had run away, being possible to rejoin the "army".

The enemy National Patriotic Front of Liberia forces, about four companies worth.... Had taken far more losses. Only about 70 men had remained, with the rest dead or having left behind their equipment.
>>
>>6463026
LETS FUCKING GOOOO
>>
>>6463026
Let it not be said that we do not get results or fail to keep our word...for real tho next time, don't send us on such a bullshit mission. One hell of a loyalty test, you fucks. Our men are not so easy to replace. Hopefully Pipeline can get us new vehicles...
>>
Some civilians had been killed and the village ended up taking a lot of damage, even with how fortified it had been and how most of the fighting was in one half and not the other.

But most of the civilians had left before or left over the course of the fighting, and those civilians were able to be helped before anything too bad happened to too many of them.

Brave men would have to be buried and yet, from their backers there was money to do that. There was money for the wounded to heal and those who were maimed to be comfortable enough or some time. In a region where most fighters were paid by robbing people at gunpoint or stealing cars from capitol cities, there was actual money and pensions.

As the two Kapitans, about a week later, stopped to have some tea and beer in a fortified house. Moses arrived with a few of the Russians, that's who the white men had been, Russians.

"What happened," Moses said. "Was nowhere close to what was supposed to happen."

"Absolutely," the Russian said. "When attacking you want to have so much force to overcome their defenses and to allow yourself to take as few losses as possible. But fate and bad luck and inexperience had played their hands... And almost equal forces were fighting each other."

"There was so many of them and they had lots of RPG-7s," Moses said. "And such weapons should be rare and so should the ammo for them."
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-
Someone needs to roll 1d6
>>
Rolled 4 (1d6)

>>6463032
>>
(We sorta did AK47 Republic and that does have vis a vis battles which turn ugly like ours did. I've almost never seen an attacker win.)
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LURD (Liberians United for Reconciliation and Democracy) and the enemy had both engaged in sporadic skirmishing warfare for a reason. The losses from this current battle had been pretty serious and heavy.

However, of the former AFL men, about five crewmen and an officer were dead, along with a single squad. The rest of the heavy losses were taken by Kamajors from a whole different nation.

A very important bridge had been taken, with important roads on both side. Reinforcements could easily flow in, and the current position was defensible.
>>6463037
Four more S14 Zhalo-Ss were added to the forces, along with crewmen plucked from the former armed forces of Guinea, Liberia, and Sierra Leone.

The squad of regulars that died were replaced and the clan militia that perished were also replaced.

Despite the increased strength, the backers, who seemed to be very much calling the shots, didn't want another battle so soon. At least, not yet.
>>
Every single one of them was supplied with a new uniform colored and made of Russian "Jungle Flora" camo, manufactured in Nigeria to specific specifications and with everyone at every level given incentives to do good or even great work.

Moses hadn't been present for the battle, but he was present to clean up afterward and it turned out he had been the reason why reinforcements had showed up at all. As soon as the shooting started he was trying to find both of his units of Kamajor Protechas and send them over.

Bockarie was the real one in charge however. He was an honest logistics man and a talented speaker. He was able to smooth over problems and find fresh recruits, along with keeping down corruption and intimidation from other LURD units. In fact, he was so honest and good at speaking, that some of the other LURD commanders felt threatened by him.
>>
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>>6463043
Mr. Freeman and Bossman Guru were with Musa “Pipeline” Kamara. Toasting perhaps, drinking to the fallen just as likely. Local palm wine and some of the vodka brought by the advisors. There as also plenty of juice and powdered lemonade.

They were a superpower backed client force. The rest of LURD was backed by Guinea more often then not, so perhaps they were another client force.

Even the peacekeepers, from ECOMOG (Economic Community of West African States Monitoring Group, a multi-national military force set up in 1990 by the Economic Community of West African States (ECOWAS)).....They seemed corrupt, trying to influence and profit off the area, while having LURD do more of the fighting and being a source of money.

At least, that is what they thought until the Russians revealed written documents and intel indicating that the forces sent by ECOWAS were partially sent as a punishment and that even good-hearted attempts to properly fund the peacekeepers were failing.

(Please have IC banter and discussion with each other about what is happening.)

What did they think about their backers and the situation?

Later on in the night, Bockarie came by with some guards, who stood outside. He had a seat.

"A lot of the men fighting can't find any work anywhere else," he said. "There isn't a lot of body armor or medicine, and so most of the fighters are afraid to fight too aggressively. All the money is in diamonds, timber, or rubber... I think after that last battle, a lot of the enemy will switch sides out of fear and wanting to be able to loot capitol."

Bockarie shook his head. "Even the LURD recruiters don't pretend they don't know this."

He was reassuring though, a hand on each of their shoulders. "My brothers," he said. "Do not be too chest fallen... Even as bad as things are, you and I both know how much Charles likes to cut off the hands of people, to stop them from voting. He funded rebel groups in my nation and took over the diamond mines to rob my people. They used that money to take over the government and terrorize the people. Even when most armed groups are basically bandits, they were bandits that would kill and pillage without reason."

He stood up and did so straight. "Regardless of happens, we are all walking away from this with a goat, each."

He stopped right before he was about to leave the room and he turned around. "The Russians are planning something and I don't know what it is, but when I met their president... The way he was talking in English... It sounds like our nation is just the beginning. He said we were the future....I don't know what that means. I don't know if he means we are going to end the fighting here and for our neighbors, or we will be the new army or the new states... Or if we are to do this in other nations in Africa... I don't know.... I hope to God it will work out."

He left.

(More IC banter and discussion please.)
>>
Is Mr. Freeman westernized? Where is Bossman Guru from? The villages, slums, or Monroe?

Would either of you focus on being educated and smart, being able to speak and lie, or a mixture?
>>
>>6463054
>Is Mr. Freeman westernized?
Originally, thoguh he's become a bit more of a tribal traditionalist to fit in with his friend.

>Would either of you focus on being educated and smart, being able to speak and lie, or a mixture?
Educated, smooth, but not great at actually lying, especially under pressure.
>>
>>6463054
Freeman is educated and lived in the USA with his African American Father and African mother in his youth before returning to his motherland in Africa. He has military experience and sees himself as a politico. Originally fell in with his friend Gugu, given how his tendencies set him against the authorities.

Gugu was a tribal who later enlisted in the military before going AWOL with his men. The two became friends despite their wild differences due to how principled they both are, which is a real rarity in Africa, especially among the rebellious elements. Freeman earned Gugu's respect for both his balls and his brains despite being a 'foreigner'. Gugu for his part earned Freeman's respect for his down to earth nature and wisdom, along with his ability to keep Freeman from pissing off the locals too much.

In terms of diplomacy, Gugu prefers handling the rabble and tribes whereas Freeman shines with dealing with foreigners and the upper classes. Which is how they managed to achieve such a surprising degree of cohesive command. Gugu is very much a grassroots commander vs Freeman's educated stratagems and ballsy maneuvers. It was mostly the balls part that earned him the respect of Africans but foreigners and elites appreciate his eloquence and strategy.

Gugu is quite good at bullshitting and noticing lies. It's how he originally met Freeman when the clueless foreigner was about to get himself killed. Freeman himself is much more eloquent and is a great speaker. He is better at deciphering diplomatic and business related BS.

Spending years in Africa has mellowed out Freeman quite a bit. Whereas Gugu has gradually realized the importance of foreign relations and influence. Gugu isn't completely uneducated; he DID rise up to become a Commander after all. Both stand out due to the principles that their men share. Making them rather obnoxious elements for both rebels and authorities.
>>
Borrowing mechanics from Hearts of Darkness
By: Notepad Anon

>>6463224
Westernized
The Character is African in spirit and ideals, but they were raised in the suburbs or cities of Europe or America. Having access to plentiful education and social experiences, these men and women have seen what could be for their homeland, now seek to improve it.
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Urban Villager
The Character was born into the slum and it shows, fighting tooth and nail among the ragged masses. The ties that bind the Character to their home is less one of loyalty, but of necessity, living among family, friends, and neighbors in close proximity make it hard to not grow fond of them.
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Tribal
The Character was born into a tribe, others may call it a small town living, others may call it living in the boondocks, but everyone knew each other, you were all family. But being part of a large family often means that when disaster strikes everyone gets involved.
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City Slicker
The Character was born into one of the many bustling metro cities of Africa. Big, tight, art, culture, claustrophobia, isolation, gangs, clans, friends, enemies, are all part of the urban experience. Being part of the big city means that the Character has to act big or act smart.
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You will both soon have the chance to engage in politics, try to coordinate or dominate the rest of LURD, seek promotion, and things like that.

If you both try to skip that, then I guess we can do raids, which are faster and lighter.
>>
>>6463050
"Russians. At least they aren't Chinese and they definitely have enough cash from oil and industrial capacity to keep us supplied, thanks to the Cold War. Too bad LURD proving themselves to be much the same. Moses seems decent enough, at least. He didn't hang us out to dry. As is though I don't see much difference between the squabbling factions. The best thing LURD has done for us is introduce us to the Russians. Foreigners prefer people they can trust and that requires having principles. We shall soon earn their appreciate I think and with apprecation if we capture any resources or towns we will have the means of rebuilding industry and offer safety. With both we gain the support of the people and legitimacy."

"In my opinion, our biggest problem is keeping the rabble that is our 'allies' from dragging us down with them with their looting, pillaging, and murdering. We need people to trust us, both native and foreign, if we wish to accomplish anything. We have no funds until we capture someplace valuable. Goodwill and support can only go so far. Frankly, I don't want to get treated as cannon fodder again. Taking that fucking bridge was a bitch and half. I say we use our 'allies' as a screen and distraction. While we prioritize community and resources. Holding a bridge is good but then we'll be back to collecting road tolls all over again."
>>
>>6463237
True. If resources are what the foreigners want, we need to be in control of the resources, to assert legitimacy. And we can't be seen as tyrants, even wrongly, if we want to be seen as more legitimate than Taylor. We should see how discipline is maintained, and then see what we can do to help maintain it. Promises of a share of prosperity may be a good start, contingent upon holding a resource-rich territory and not being crazy.
>>
>>6463253
The issue is they are squabbling over the same resources. I think we should reconsider what they foolishly overlook. The farms and other minerals. The industry and processing of raw materials. If we control the food and keep people fed the people will love us and foreigners won't be able to use food 'aid' against us. If we can process the materials here we cut out the middleman and need to transport the raw materials great distances to be processed. It doesn't take too much to hold and preserve the food. Processing lumber of minerals requires holding a community that trusts us and whom we can protect. Let them fight over getting the resources while we protect the means of processing those resources. Let them starve during famines and entrench ourselves.
>>
>>6463230
I'm going to wait on ykk IP to lock in details about Guru
>>
>>6463237
In the Hearts of Darkness system for reputation and legitimacy, which we will be using, generally, legitimacy comes from:
- controlling major cities and cultural locations
- assisting ECOWAS and the UN in fulfilling their objectives and fulfilling requests by these organizations

Economic Community of West African States (ECOWAS).

Charles Taylor currently controls a good portion of the economic resources in Monroe, which is the major city, and a good number of the cultural locations. However, his faction commits so many war crimes that his reputation is basically as bad as it can possibly be, and so is his legitimacy. The only reason why the other factions haven't gained a crazy amount of legitimacy in the outside report is:
1. Nobody really cares about this conflict.
2. Lurd uses too many child soldiers and does too many minor war crimes.

However, they're kind of in the back pocket and/or working with Egcwous and Egomog, so there is a high likelihood that they will be allowed to become the government.
>>
>>6463237
I also forgot to mention that controlling about half of the locations will also provide some degree of legitimacy.

The clearing before the bridge is going to be used to set up a logistics hub and a field hospital, and the roads will be used for transportation and moving forces in and out.

The Russians are considering using it as a landing space, but if they do that, then they can't really put a bunch of tents in it and use it to set up what they want to set up. They're still trying to figure that out.
>>
>>6463272
If they clear out more of the trees it will be doable. They have enough horsepower to pull out the stumps.

>>6463269
Hm cultural locations shouldn't be treated as a high priority if they don't provide enough wealth. Sounds like we have a shot there. Gonna need to further differentiate ourselves from LURD but with Russian connections, that shouldn't be too difficult. They can vouch for us in the UN. Especially since they have proof on the ground with their own personal reports.

ECOWAS will be more troublesome to handle. They are more greedy and don't mind backing the looters.
>>
Another thing that I think you need to understand is that in the Heart of Darkness system,

There are village areas, which mostly provide recruits and can sometimes be fortified more easily. There are resource points, where there are different depending on the location, like what continent you're on or what year it is, but generally, they, in this case, provide logistics. Then you have wealth points, which are mostly:
- diamond
- oil
- consumer goods
- rare earth elements
- iron mines

You get the idea.
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What you captured is what's considered a tactical point. It makes it much easier for logistics and forces to come in from Guinea and Sierra Leone.

The road also makes it really easy to quickly rush out and take villages or resource points which are along the road further out. Also, if you're able to move forces across the river or carefully through the jungle, there may be locations along the river that you can take.
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Long story short, if you can do some guerrilla warfare, raids, reconnaissance, or patrols and things like that, you should be able to see a village-like area, like a much larger population area, and/or logistic areas.
>>
I just did the map. For country size, there are:
- two major wealth areas
- five major village areas
- six major resource areas


One is up against the capital. There should not be any more important tactical points nearly as important as the one you just took.
>>
>>6463260
Hm, good plan. Supporting. Plus, if we control food production centers we can starve Taylor out.

>>6463276
Controlling and protecting cultural areas could overlap well with that.
>>
I looked into it, and there are only so many cultural sites. Only one of them is actually important, and all the major ones that are, for some reason, really close to the capital are in it.
>>
>>6463402
So start capturing whatever is along the road? We can wait on the river route until we get some boats.
>>
>>6463231
>>6463054
These still need answered if you want to do in stuff like your guys talking to people or walking around.
>>6463404
Mr. Freeman and Musa “Pipeline” Kamara are very interested in doing as fast as a raid as possible on the surrounding areas, or down the major road.

The problem is that, First Unit Hotshots, doesn't have organic vehicles. They get around on foot.

Moses says he will lead one of the units of Kamajor and carefully, possibly spread out or only part of the unit.
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Rolling for the Russian Intelligence operative. Roll 2d10+1 yourself. The average will be you and your opponent will use an average of an average, plus penalties and bonuses, which is a 11.
>>
Rolled 5, 8 + 3 = 16 (2d10 + 3)

>>6463431
>>
>>6463265
Hi, sorry for the absence. Gugu, like Mista Freeman has said, is a former soldier. However, I disagree with the end of his service.

He served honorably, before moving back to his home village, which would make him a Tribal. He was a great local leader, the "Bossman" of his village.

Like Mista Freeman says, Gugu is the down to earth one, the man to rally the troops, while Freeman handles the bigger picture.

Incoming troops that are loyal to him have either served under his command, or in commands adjacent to his own, creating a cult of personality when it comes to recruiting and leading.
>>
>>6463054
Yes, as said, Freeman is westernized, while Gugu is the man of the people, able to orate and see beyond the bullshit. As such...

>>6463054
>"I hope to God it will work out."
Bossman Gugu muddles over his own cup of palm wine.

"Pipeline.. be wary... We must accept their help, but make our intentions clear. We fight for our cause, no one else!"

Gugu pats Freeman on the back. "Ah, and as for you! It was a tough battle, I am surprised we did as well as did. Excellent leadership!"
>>
>>6463260
>>6463276
>>6463319

+1

Let's control the food. Control the food, and you control the people. Also, let's make sure we don't fall too deeply into Russian influence.

Bossman Gugu votes to raid the surrounding areas, and consolidate our power.

However, QM, if you could provide a map, that would be greatly appreciated. Additionally, Could we get an Order of Battle for our current units organizations? I saw we got even more Armored Cars. It would be good if we could perhaps reorganize.
>>
Rolled 8, 2 + 1 = 11 (2d10 + 1)

Rolling to speed things up
>>
Raid and Skirmish Strategies

Raid: Hit the enemy hard, aiming to inflict losses or dis-lodge the foe rather than to seize new ground. Add an extra +1 battle strategy modifier for each of Air Superiority, Cavalry Superiority, Naval Superiority, and Recon Superiority. A win-ning Raid can reduce enemy PB but not gain PB for the raid-ing force. In addition, if the winner inflicts any casualties, he may opt to apply these to the enemy’s logistic force instead of to the opposing fighting force.

Skirmish: Exchange harassing fire at long range, falling back if attacked. The commander receives a +2 battle strategy modi-fier – and if he has Air Superiority, Artillery Superiority, and/or Fire Superiority, he gets another +1 (not +1 each!). Winning with a Skirmish strategy doesn’t gain PB, and the margin of vic-tory is halved (round down). Win or lose, however, the skir-mishing side takes 5% fewer casualties; e.g., if the outcome would normally be 15% casualties, they’d suffer only 10%.
>>
Rolled 15 (1d20)

The Winning Side
The winning side’s casualties are automatically halved after the battle, rounding down to the nearest 5%. This represents recovery and repair of damaged vehicles, healing of the walk-ing wounded, and rallying of scattered elements.

Losses came down to about 10 percent wounded or dead after a recovery period of 1 to 3 months.

Rolling for Pipeline to sell the weapons we liberated but can't use.
>>
>>6463624
Vote on this plz.
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Through the intelligence of Pipeline and Mr. Freeman, the weapons are inspected, sorted, mildly or moderately repaired, and scavenged from each other for parts. They are sold by Pipeline to what the group considers reasonable buyers, which could be Lurd, or other people.

The value of the weapons comes out to about 2 chipkins per weapon, with some worth more and some worth less. With about 2 units' worth of weapons that could be recovered, this means every single man who serves gets a chicken. The chickens will be monitored and kept under control by the faction leader and pipeline, and they will be given as a pension to the soldier after they leave.

Until that happens, the Russians have seen fit to take all the eggs laid by the chickens, scramble them, add additional powdered eggs as necessary, and provide one portion of the mixture to each soldier every single day.
>>
Okay, I thought in the spirit of Africa, we would look over the Hearts of Darkness system, which was created by Notepad Anon. What I'm seeing is that because you're both from West Africa, you're both smarter or more charismatic.

However, Mr. Freeman is smarter or charismatic because he's westernized, while Bossman Guru is tougher or has a quicker reaction time and better capability to shoot.

Creates a weird setup because Bhaskar Guru is the leader of the two of you and has more troops loyal to him, but he is actually better in combat and worse at strategy.
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>>6463624
>Skirmish

>>6463631
Freeman has balls but prefers playing second fiddle, aid, advisor, and interlocutor to someone more forceful. Like L'Rell before she become chancellor.
>>
>>6463624
>Skirmish
>>6463629
"Ah, a fine meal and pension for us!"
>>6463790
What's her lore?
>>
Rolled 10, 6 + 3 = 19 (2d10 + 3)

>>6463790
>>6463882
Pick who will lead the raid. If you send Bossman, he can take bigger personal risks and boost the power of the group, but be less at threat of being killed.

If you use Mr. Freeman, his greater education can mean better strategy and better intel!

Roll 2d10+1 if Guru and 2d10+2 if Mr. Freeman.
>>
>>6463582
Command Element
Big HQ tent somewherre

>>Former AFL Element (higher training and morale)

1st Unit “Hotshots” (fire-support / holding unit)

2 × regular infantry squads with HMG
2 × regular infantry squads with RPG
1 × regular infantry squad with mortar
2 × BTR-70

1st Assault Platoon “Kommandus”

2 × 2S14 Zhalo-S
2 × BTR-70
2 × infantry squads with RPG-7

>>Kamajor Militia Element (“Protechas”)

1st Protechas (clan militia)

2 × pickup / Land Rover with HMG
2 × pickup with RPG-7 squad
1 × Ural truck carrying 4 infantry squads

2nd Protechas (identical)

2 × pickup / Land Rover with HMG
2 × pickup with RPG-7 squad
1 × Ural truck carrying 4 infantry squads
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There are a 2S14 Zhalo-S that can go to either of the AFL units and there is a command truck with a big radio that drives either Mr. Freeman or Bossman Guru
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I am going to post some maps and try to make sense of this all. Some of these were merged with other maps or carefully upscaled.
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I'm going to say you crossed that single/double river north of Bong. That's like a major village spot and around you is basically a resource point. To the east is Nimba, which is another major village spot, and if you cut off that peninsula area, that's more food.

Nimba seems to have a lot of economic activty and well guarded. The rubber plantations are in the far south, which otherwise is very poor, or the rubber plantations are around the capitol.

South of Bong is two resource points, taking up the north and south part of that orange agricultural area.
>>
>>6463901
"Mista Freeman... I can lead them, but I offer you the chance if you want it."

>>6463905
If we gained four S14 Zhalos, and we didn't lose the original two, we can perhaps spread these out.

I vote to give 1 2S14 each to both Protechas companies. Give the remaining two to the Kommandus. Perhaps we can start to form something of an armored Platoon, assisted by the infantry scouts.
>>
>>6463913
"All yours, Bossman!"

>>6463901
Let's go Gugu.
>>
Rolled 2, 1 + 1 = 4 (2d10 + 1)

>>6463901
"Very well!"
>>
>>6464304
Ooooo shieeeeet
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Rolled 10, 2, 3, 6 = 21 (4d10)

>>6464304
>>6464304
>>6464306
I almost panicked, but then I double and tripled checked. That was the roll for the recon and intelligence phase. Because of that, the incredibly high and lucky roll of your Russian intelligence helper (Intelligence officer, Spetsnaz) has allowed you to basically tie. If he didn't do so well, you would've risked being ambushed.

Rolling for your success in skirmish, to speed things up. Rolling for enemy too.
>>
Rolled 3, 6, 5 = 14 (3d6)

>>6464334
15 vs 9, margin of victory halved, skirmisher takes 5% less losses.

The result is we would lose 5% of the attacking force and they would lose 15% of their force. However, if we round 5% down, because we won, we get 0%.

I'm going to roll against their morale because I feel like it.
>>
Rolled 1, 1, 3 = 5 (3d6)

No wait, my bad, I forgot that I bad rolled for how logical the enemy was and I had rolled that they were making bad decisions.

So that means they lost 30% of their forces, and the commander is now dead in the fighting or was executed for being stupid or bad at fighting.
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The enemy force is softened up enough that we can't take the area around Bong, but they can't do proper patrols. They might bring in reinforcements if we cause too much damage and their is always the chance you are unlucky, so you get ambushed.

But otherwise, all of their most flimsy troops have been scared away, died, lost their weapons, or something like that.

A good number of enemy fighters have switched sides and joined LURD.
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You need to roll 1d52 to see what card you get to make up for your misfortune. Clubs, Diamonds, Hearts, and Spades in that order.

I am rolling 2d52 in secret for the personality of the new enemy.
>>
Rolled 32 (1d52)

>>6464338
>>
Rolled 20 (1d52)

>>6464338
RAHHHHHH
>>
>>6464339
32 is a 6 of Spades, which is Brains in Hearts of Darkness.

However, all Cards that are played are given to the Game Master, who can use the cards for their own nefarious ends. The GM can throw the cards back in the discard pile to give a Character a penalty to a roll.

I rolled generous for the enemy, so I made the local LURD commander generous instead and rolled again for the enemy. He will run logistics for you and guard your logistics, along with your flanks. His forces aren't very good, but most of the forces in this conflict are shit. Also, his forces will do moderately less minor war crimes and robbing.

Because of this and your recent victories,

Roll 1d6
>>
Rolled 4 (1d6)

>>6464342
>>
>>6464345
In your next battle you will be a lot faster and have a lot more aggression due to a supply of share vehicles, vehicle fuel, horse wagons, and other resources.

I will also count you as being noticeably more mobile for the purposes of recon.
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-
International organizations and agencies say that if you continue to win, behave yourselves, and keep losses low, they will will provide you with more support. There is even talk of special forces giving you training or allowing for the hiring of PMCs to train you up more.
>>
Okay you two. You need to each decide something together and decide something apart.

Together, you need to decide your next move.

Do you want to do recon, do more skirmishing or raiding? Do an attack?

If you focus entirely on recon, you can learn where the enemy is and what he's doing, and possibly know his strategy.
-
-
Separately, the two of you each have one of three options you can lean into for your characters.

Lean into Africa and power
Lean into Westernization and science
Lean into something in between
>>
>>6464351
Do you want to do recon, do more skirmishing or raiding? Do an attack?
>Recon
Separately, the two of you each have one of three options you can lean into for your characters.
>Lean into Africa and power
>>
>>6464351
>recon
>Lean into something in between
>>
Rolled 4, 2 + 3 = 9 (2d10 + 3)

Someone roll 2d10+1, but add another plus 1 if it's Mr. Freeman
>>
Bossman Guru as part of Hearts of Darkness rules
>>6464364
The Warlord
Sample Archetypes: Insane Killer, The People's Savior, or True President of the Monarchy
Starting Juju: 3

Perks (Pick 1 favorite and one second favorite)
Absolute Loyalty - The Warlord’s soldiers refuse to break when they lose half their wounds.
Chieftain - The Warlord’s Faction gains +1 Legitimacy every Season.
Feed the People - The Warlord receives two resources at the start of each Season.
Gun Runners - The Warlord’s army has +1 Damage from his gun-running connections.
Leader of the Cause - The Warlord's faction maintains control of Village Points of Interest with no troops present until they are conquered by a rival faction.
Rallying Point - The Warlord can forcefully recruit another Squad from a Village
Tactical Genius - The Warlord receives a +2 to Leadership, this can break the limit of the Skill.
Warrior King - The Warlord increases the Training Die of a unit he is an Officer for and doubles the number of Wounds he has in man to man combat to all limbs.
>>
Rolled 10, 7 + 1 = 18 (2d10 + 1)

>>6464454
Favorite:
>Leader of the Cause
Second Favorite:
>Chieftan
>>
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>>6463882
>What's her lore?
She supported a Klingon unification movement and was arguably one its most powerful figures, but until every other options was dead or compromised she kept propping up other Klingons as figureheads and trying to steer from beside the "real leader."

>>6464454
Do we still need a roll or are we good?
>>
Busy day and then got drunk, will update tomorrow
>>
>>6465013
>>6464783
Using the speedy kamajor units and careful mixture of communication and coordination, you managed to gain some insight into the movements and actions of the enemy commander.

The countryside is relatively empty of supplies and resources are mostly lacking. A lot of the civilian population has been moved as well.

Based upon a mixture of rumors, informants, and analysis, our leading theory is that the opponent commander, has seized any easily available supplies we could use and press ganged a consideration portion of the male population.

It could be months before we can get much of anything from the farmland and close to a year before the villages can spare recruits for us.

The Russian intelligence officer says we should expect them to be able to hold put and to have replenished their losses of freelance milita. We are unlikely to get any supplies out of the area for months and the villages will be depleted of men for close to a year.
>>
Is this enough information to make a decision?
>>
>>6465661
So it sounds like we should prioritize capturing more villages to help stopgap any manpower issues. An agricultural center/village would be my next attack point, then.
>>
Rolled 4, 2, 4, 1 = 11 (4d6)

QMing is a mixture of not wanting to rush people, but knowing when to move things along because people are busy and/or are losing interest.
>>6465712
Rolling for your recon against an average.
>>
>>6466881
AMBUSH!!!
Confusion: The commander of a “confused” force must
choose either Rally or Full Retreat on the first round. If he
chooses Rally, then he gets a Leadership roll at the end of each
round; success means he rallies his force and is free to choose
a strategy other than Rally or Retreat on later rounds.

We are being ambushed?!!?! Our recon was so bad, we stumbled into the enemy!?!!?

Do we rally or do we retreat?

Fighting Retreat:
This is an attempt to fall back while launching spoiling attacks to keep the enemy at bay. It gives
the commander a +3 battle strategy modifier. If he wins or ties the round, his force escapes. Otherwise, it’s still fighting, the enemy gains an extra +1 PB, and any casualties the retreating
force sustains this round also apply to its logistic force! Win or lose, any casualties the enemy suffers are halved (round down).

Full Retreat:
This is an attempt to withdraw as quickly as possible without the retreat degenerating into a rout. It gives the commander a +8 battle strategy modifier and his force takes 10% fewer casualties than usual, but any casualties sustained apply to both his fighting force and his logistic force.
Regardless of who “wins” the round, the retreating force loses the battle, any survivors escape, and it inflicts no casualties at all on the enemy! The retreating force commander takes an
extra -2 battle strategy modifier when performing a Full Retreat as a result of confusion. In any situation where retreat would be difficult – e.g., a land force must retreat over a narrow bridge – the GM may apply an additional -2 or worse.

Rally:
This strategy is used only when a force is confused – for whatever reason, often an ambush. A force in this situation has either lost or never achieved proper combat formation, but the commander is trying to remedy that. He suffers a -2 battle strategy modifier, but if his force survives the round, he may attempt a Leadership roll at -2 at the end of the round. Success indicates that his force rallied and is no longer confused
>>
>>6466907
>Rally

Mama Gugu didnt raise a coward. The Bossman, holding his AKM, calls to his men.

"Come, come! We are in the thick of it, steel yourselves!"
>>
>>6467000
If the strategy chosen is rally and Boss Man is in charge of formation, then, because he is hardier and more durable, he can take maximum risk, which increases the odds that he will get, instead of a +1 modifier to his battle strategy, a +2 modifier to his battle strategy. However, that increases the chances he might get injured or killed in the fighting from a +2 to a +3.
>>
>>6467068
>>6467000
In one hour decide if you will take risks and then roll 2d10
>>
>>6467000
I'll back this.
>>
>>6467068
I'm also not Gugu's main player, but I think a maximum risk may be necessary here.
>>
>>6467289
I agree, take the max risk!



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