Post by josta59 on Apr 22, 2022 17:06:31 GMT -5
Some of you might remember that I've been slowly playing through the video game Tom Clancy's Ghost Recon Advanced Warfighter as a solo miniatures game, converting the scenarios in the video game for miniatures. I just finished my first game of the Quik Frik card/board game, and now I'm feeling like it's time to get some miniatures back on the table. It's been a while!
When we last saw the Ghosts, they had just saved the presidents of two countries, the U.S. and Mexico, from rebels conducting a coup in Mexico City. Anyone remember this big finish as the last two Ghosts who could still walk rushed the Mexican President past the rebel Humvee and off the table?
"We'll come back for you, Sarge!"
Here's the next scenario, number three. I hope to start playing this in the next...well, as soon as I say it things will go crazy, so let's just say soon. I'll be using my Fireteam Firepower rules mash that I prefer for miniatures lately. So when you see references to chits below, that's what that's about. Otherwise, this would probably suit most rule sets.
Scenario 3: VIP 2 is down
(source: ghostrecon.fandom.com/wiki/VIP_2_is_down)
Situation
Although both presidents were extracted, President Ruiz-Pena was somehow captured anyway. The Ghosts are sent to rescue him. Tensions increase as Carlos Ontiveros, leader of the group that stole the black-ops communication asset Guardrail IX, turns out to be the rebel general’s son. There appears to be a link between the guerillas and Guardrail IX.
Mission overview
The Ghosts must ambush a convoy transporting President Ruiz-Pena and extract him.
Location
Zona Rosa
Game objectives
1. Ambush enemy convoy.
a. Convoy will enter the table once the Ghosts are in place along the main road. Ghosts may only use the RPG on the front vehicle to impede the convoy. The vehicle carrying VIP 2 (randomly selected) will escape.
2. Move to rally point
a. Location will be determined randomly.
3. Regroup with VIP 2
a. Location will be determined randomly. VIP 2 will be a hostage of an enemy team. Ghosts may not fire at this team and must melee with them to defeat them. This enemy team may fire but receives +2 to hit numbers because Ghosts will pop smoke.
4. Extract with VIP 2
a. Extraction point is opposite corner from insertion point.
U.S. Army force
1 team (6 men) with SAW and RPG. Receives 3 chits per turn.
Enemy force
At game start and each time a game objective is completed, a contact marker will be placed either randomly or in a spot that makes sense for the game story. Markers will move 3" toward your team when activated. Markers will be resolved when line of sight is established. Roll 1d10 to resolve:
1: Marker is removed.
2: Marker is moved 3" in a random direction. If still in sight, roll again.
3-7: Marker resolves as an infantry team of 3 figures. Roll 1d6. With a roll of 1-4, it is a rifle team. With a 5, it includes an LMG. With a 6, it includes an RPG.
8: Marker resolves as a vehicle. Roll 1d6. With a roll of 1, it is a technical with HMG. With a 2, it is an unarmed armored car. With a 3-6, it is an AFV.
9: Marker is removed. Place 2 new markers 6" behind it, out of sight if possible.
10: Marker resolves as an infantry team of 3 figures. Roll 1d6 to resolve as above. Place a new marker 6" behind it, out of sight if possible.
Enemy force receives 2 chits per turn.
When we last saw the Ghosts, they had just saved the presidents of two countries, the U.S. and Mexico, from rebels conducting a coup in Mexico City. Anyone remember this big finish as the last two Ghosts who could still walk rushed the Mexican President past the rebel Humvee and off the table?
"We'll come back for you, Sarge!"
Here's the next scenario, number three. I hope to start playing this in the next...well, as soon as I say it things will go crazy, so let's just say soon. I'll be using my Fireteam Firepower rules mash that I prefer for miniatures lately. So when you see references to chits below, that's what that's about. Otherwise, this would probably suit most rule sets.
Scenario 3: VIP 2 is down
(source: ghostrecon.fandom.com/wiki/VIP_2_is_down)
Situation
Although both presidents were extracted, President Ruiz-Pena was somehow captured anyway. The Ghosts are sent to rescue him. Tensions increase as Carlos Ontiveros, leader of the group that stole the black-ops communication asset Guardrail IX, turns out to be the rebel general’s son. There appears to be a link between the guerillas and Guardrail IX.
Mission overview
The Ghosts must ambush a convoy transporting President Ruiz-Pena and extract him.
Location
Zona Rosa
Game objectives
1. Ambush enemy convoy.
a. Convoy will enter the table once the Ghosts are in place along the main road. Ghosts may only use the RPG on the front vehicle to impede the convoy. The vehicle carrying VIP 2 (randomly selected) will escape.
2. Move to rally point
a. Location will be determined randomly.
3. Regroup with VIP 2
a. Location will be determined randomly. VIP 2 will be a hostage of an enemy team. Ghosts may not fire at this team and must melee with them to defeat them. This enemy team may fire but receives +2 to hit numbers because Ghosts will pop smoke.
4. Extract with VIP 2
a. Extraction point is opposite corner from insertion point.
U.S. Army force
1 team (6 men) with SAW and RPG. Receives 3 chits per turn.
Enemy force
At game start and each time a game objective is completed, a contact marker will be placed either randomly or in a spot that makes sense for the game story. Markers will move 3" toward your team when activated. Markers will be resolved when line of sight is established. Roll 1d10 to resolve:
1: Marker is removed.
2: Marker is moved 3" in a random direction. If still in sight, roll again.
3-7: Marker resolves as an infantry team of 3 figures. Roll 1d6. With a roll of 1-4, it is a rifle team. With a 5, it includes an LMG. With a 6, it includes an RPG.
8: Marker resolves as a vehicle. Roll 1d6. With a roll of 1, it is a technical with HMG. With a 2, it is an unarmed armored car. With a 3-6, it is an AFV.
9: Marker is removed. Place 2 new markers 6" behind it, out of sight if possible.
10: Marker resolves as an infantry team of 3 figures. Roll 1d6 to resolve as above. Place a new marker 6" behind it, out of sight if possible.
Enemy force receives 2 chits per turn.