Tuesday, January 13, 2015

Cold War Commander rules... African search and destroy mission....

Last weekend we got together to play a game of Cold War Commander. 500 pts. guerrilla infiltrators vs 1000 pts of attacking force.

The attacking force was made up of conscripts, regulars and three stands of elite merc types. Both sides had recon and various support weapons.

The attackers had a large force but not a lot of commanders. Only two... the CO and the battle group commander. the made it really hard after a few turns for the attackers to get orders out! Typical 3rd world command and control!!


The defenders were doing great at first inflicting enough damage on attackers to get put in place a "major victory" ! However, the dice gods messed the up for a few turns and the attackers managed to catch them against a swamp that they had backed up to.. Not normally a problem, however, they could not get a good command roll to get away!!! Very bad for guerrilla's, good for attackers!

So after a a few rounds of gunfire the attackers scored some good hits and some much needed points...

The game ended at 12 turns as a draw!! It was really a very fun game with some interesting twists!

These rules and the system in general are great and always result in a good time and interesting game... you often do not know how it will turn out til the last turn....
The attackers start positions. The Jungle area just in front of them is where moat of the game action took place.

The initial clash of the combatants. The defenders pooped up and took out several stands of attackers. Then  faded into the jungle!

The attackers follow, and try to flank defenders...

Note the water/swamp at top of picture. That is where the defenders got stuck and shot-up a little...

Another view of "hot" action along jungle edge...



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