The US Offensive on the PRA rebel held town of Churchill continues. CIA Agents trying to obtain solid intel on the positions of PRA forces in the town came under fire from militiamen loyal to the PRA, the operative and her driver were both wounded in the attack. UAV drones indicated that the agents were alive but were surrounded by militia and in a neighbourhood expected to be hostile to the American troops. A patrol of US Marines was near by and battalion HQ redirected them to extract the agents as expeditiously as possible. The marines were forced to abandon their AFV due to roadblocks- leaving one fire team to guard their extraction point (off board) the team leader proceeded on foot with two fire teams,
This mission is simple, but requires good luck and a lot of speed. There is only six turns, which means the Marines will have to hoof it if they want to compete the mission. They can't afford to get bogged down in a protracted fire-fight with the militia, as that will draw in the whole neighbourhood and it's going to end up like Mogadishu all over again. The luck element comes in because the militia forces are reinforced at random each turn, and from a random location on the board. If the rolls goes badly for the US they can find they have a whole bunch of militiamen cutting off their exit. If they are lucky then the militia will arrive piecemeal and not present too much of a challenge.
The marines (Regulars with D8/d10, with body armour) are much better than the militiamen (Irregulars, D6/D12, No body armour) but the constant reinforcing of the militia each turn can mean that the militia forces can eventually overwhelm the US marines with shear weight of numbers.
James took the roll of the Marines, and because Vlad couldn't make it I played the Africans. It was James' first game of FoF.
|USMC entering the neighbourhood on foot|
|Militiamen threatening the US agents|
|US Agents sheltering by their wrecked car|
|Second fire-team making their way to the agents|
The team leaders fire-team went on over-watch, effectively countering the militias attempts to prevent the marines advancing. The second fire-team closed on the militia in the house closest to the US agents, and succeed in neutralising the opposition during a close quarters exchange of fire. They then rescued the injured agents and proceed to exact them down the same route the had arrived by. The militiamen in the surrounding buildings attempted to stop them but the fire-team on over-watch responded with effective fire and the team managed to move back into cover with the injured agents.
|Second fire-team extracting the injured agents|
More militiamen started poring in, attracted to the sounds of gun fire. One of the militia groups had a leader, and he finally got them organised. The Marine squad leader's fire-team, on over-watch, found they had a lot of work to do, but they performed well, laying down a storm of fire that kept the militiamen away from the fire-team with the agents. More militia arrived and threatened to cut off their exit point but they were leaderless again and failed to do much other than acting tough. One guy with an RPG, who was well positioned to attack the second marine fre-team, realised he had forgotten to bring the ammo and was effectively holding a piece of piping (the result of a fog of war card).
|A hornets nest of angry militiamen|
Finally the second fire-team extracted their targets safely, and then the squad leader lead his fire-team back to the extraction point, before heading back to base.
|The second fire team extract the injured agents safely|
|The squad leader leads his men back to their AFV for exaction|