Monday, April 6, 2026

Contact Front play test

 

I ran the first scenario for the Legacy Series, rescue Doc.

Blue team

Jill and Mark (veterans) with a pick up truck. Jason and Doug(wrong name) (trained&leader) in a 5 ton. No crew served weapons. All armed with M4s, pistols body armor and NV. I forgot half way thru about it being night time. Starting on the board edge.

Red

2 Robbers (militia) armed with pistols. Start down the street from doc’s house.

4 Drunks (civilians) armed with 2 pistols, bats and knives. Start down the street behind doc’s house.

2 Thieves (militia) armed with shotgun and pistol. Start in doc’s house

 

All tokens numbered and blind draw.

 

T1

Blue Jason

              Truck doubles

              Leader – jill’s truck moves

Red thieves

double thru back yards

Red drunks

              Double down the street.

Blue

Jill’s truck doubles. Drunk witness truck passing

Red Robbers

              Remain in house

T2

Red Thieves

              Remain in house

Red Robbers

              Double one yard away from doc’s house

Blue Jill

              Advance and disembark. Trees block LOS to the Robbers

Blue Jason

              Disembark, move to corner building.

              Leader- overwatch

Red Drunks

              Double in LOS of Jason

 

T3

Blue Jason

              Shoots, 1 hit, no sav, +2 sup/rounds 8, 8

              Leader Jill advance into docs backyard.

Blue Jill

              Advance to doc’s back door

              Breach, open door

Red Drunks

              Advance to cars

Shoot miss

Red Robbers

              Move to wall

              Shoot 1 hit, no sav, Body armor vs pen save, +2sup/roll 10,3 - 1 supp

Red Thieves

              Move to 1st floor

Cover

 

T4

Red drunks

              Charge jason

              Overwatch 1 hit, no sav, +2 supp/roll 2&3

              Drunks 1 hit, Jason 2

                             *confusion here. There are no saves in CQB. You get hit, auto KIA. CQB is extra risky unless you have numbers and lucky dice.

Red Thieves

              Exit front door

              Advance around doc’s towards jill’s truck

Blue Jill

              Aim

              Shoot Robbers 4 hits, 3 saves, +4 supp/roll 10,6,2,9

Blue Jason

              Pick up KIA

              Move to truck

              Leader- Jill enter doc’s

Red Robbers

Runaway

 

T5

Blue Jill

              Search no doc

              Exit backdoor for truck

Red Thieves

              Shoot Jill 1 hit, no save, Body armor vs Pen, +2supp/roll 7,2

Blue Jason

              Load kia

              Get in truck

              Leader – Jill shoot thieves 4 hits, 3 saves, +4 supp/rolled 10.10.10.10

 

T6

Blue Jill

              Get in truck

              Break contact

 







Die rolls at this point went way to crazy, 4 10s rolled, every shot hit. I replayed from the point the dice started to ruin the game.






    I felt suppression does nothing with the threshold at 5. Never got to 5. The nerve test strictly prevented ever getting to the threshold of 5. 

    Maybe these two should be combined into just nerve. Then nerve acts as a threshold for pinned.

    The civilians taking M4 fire should pin them. They were drunks, so drunk courage. The robbers militia took M4 fire and a KIA.

              Did we play suppression and nerve correctly?

    Pistols within 6 inches stopped by body armor should remove one action within an activation.


No comments:

Post a Comment