|Americans advance on Al Bathra|
We allowed the insurgent troops to break down into whatever sized teams he wanted. If you wanted a mob of 12 fighters or just 2 so be it.
|Figures are a mix of Rebel miniatures and Khurasan|
The insurgents also had some tricks up their sleeve with an IED strike anywhere on the board (FP 4) as well as a suicide bomber with a satchel full of grenades. This was cool because it really forced you to make sure your American teams were placed on "On Guard" orders or suffer the consequences (as I was to find out as the US player in the second go).
|Mike's GIs "slice the pie" scanning their sectors. THey are 2 buildings from the SEALs!|
|US fireteam passes a downed insurgent group in the alley.|
|SEALs on the move! Mike's movement was great and he used cover and concealment perfectly, not allowing me as the insurgent player any opportunities to score an easy casualty.|
|This team of "hardcore" IS fighters had the best chance of doing any real damage as they had one of Mike's fireteams with their heads down almost the whole game. Mike's javelin, after 1 "misfire", eventually shut them down.|
|As if the IED strike wasn't enough, Mike activates his "suicide bomber" special rule. Since my fireteam was in a movement, the terrorist sprints into the middle of them and detonates, KOing 3 GIs.|
|I finally reach the SEALs but it's not a clean victory this time around. I had to dedicate an entire team to CASEVAC...|
|Mike fiendishly converts some of his teams into RPG "hunter-killer" teams and starts to cause trouble during my exfil. He still hasn't moved his technical yet which has me nervous.|
Mike's technical makes it to the exfil (his activation rolling was great here - rolling "5s" right when he needed to). He ends up hosing my overwatch section, who become suppressed. One of my teams on overwatch turns the technical into swiss cheese and Mike thankfully fails the vehicle save! we called the game and called in the dustoff to take out the wounded!
Mike made great use of cover during his advance and was methodical about using fires to suppress my groups. He also was not shy about the extra support assets he had available. Make sure you're using everything you can, and if you're not running, try to at least be shooting each turn.
Use "On Guard" orders as you can disrupt enemy movement.
Security is important. No one gets in the cordon, no one gets out. This comes in handy when those maniac suicide bombers come into play.
Don't bunch up. This is a universal military principle that was casually disregarded by me today and a painful lesson I won't forget next time. That Platoon Leader, and Javelin gunner so close the the 3rd squad's A team must have been a tempting target for Mike.
On the whole, I've always liked FUBAR as a rules set and will continue to play it. Mike had some great ideas about stuff to add into future games and I think I need some more buildings and vehicles! Fallujah anyone? The remaining US guys I could easily paint up as USMC I think...
PS I also want to try this game with "Disposable Heroes" and see how it goes that way.
Coming up soon - Battlegroup: 'NAM, Battlegroup: Sinai, and a practice run for my big Authie/Cussy/Buron game in June!