Sunday 4 September 2022

A Walk in the Light Green 1: The Warlord's Holdout (Warfighter in Africa)

This Warfighter campaign uses the Warfighter Modern Australian pack as the player side and African Warlords packs 1 and 2 for the adversaries and missions. I love that there is a Save the Elephants objective, and I fully plan to replay it several times with different player forces. I was tempted to make this an early 1980s campaign and give the Australian side SLRs, but in the end I was weak and let them have ALL the toys.

 2nd Lieutenant Gray had been given a mission. Poachers in the Bwendi Republic were expanding their operations and needed stopping. He was going to be leading one of the special forces teams into the bush to deal with their operations, mop up resistance and generally make their activities untenable. Of course, he reflected, the top brass could do that better by providing opportunities and development that made poaching less lucrative for the warlords as it was, but he was going to do his bit on the ground.

His first mission was to infiltrate a local warlord's holdout and he was going in alone, unless you counted the chopper crew, who were ferrying him to his jump-off point.

Warfighter cards showing the path of the mission from Helo Drop, through Rocky Ground to the Warlord's Holdout

To do the job, he was loaded down with all the Claymores and grenades he could carry and was going to have to climb to the top of this rather large mountain and blow shit up. That was why they paid him the big bucks. He was good at blowing shit up.

Touchdown. the climb began. Just a few very relaxed guards on duty here, but, Christ on a bike, it was hot. He should have brought a Camelbak with him. Next time. His first shots suppressed the guards and then he closed and finished them off. No trouble. Pause. Catch his breath. Move on.

The holdout was not well-guarded. He reckoned they thought people would not be idiotic enough to climb up to it the hard way. More fool them. Gray was a total idiot and knew it. What is more, he did not care. The guards were more alert here. They'd heard the shots. That did not help them. He cleared the way to the main compound with a grenade and started planting the charges. As he did so, he found a note about a poaching operation that was due to start soon. Base would want to know about that.

Time to make like a banana and split. As he ducked down the slope back to the chopper, the charges blew and the holdout was destroyed. Score one for the good guys.

3 VPs in the bag.

I used the 3 Mission Points that were scored to buy Agile skill. If Gray is going to be climbing more mountains, the extra movement point will come in handy.

The Mission Adjustment dice roll for the next mission was -1 loadout for all new missions. That's one fewer grenade that Gray can carry or anything of similar size. That could hurt on later missions where the troops have to go in light anyway. We'll see.

The Environment (Hot) did not affect the game significantly, but I'm going to make sure he has a canteen or two in future games so that he does not lose actions due to being too hot. Failing the heat roll means getting Suppressed or taking a Wound, unless you have equipment to mitigate the failure. The former will slow you down, which you don't need. The latter reduces the number of cards you can draw and is really quite undesirable. Water or other means of hydration are your friend.

2 comments:

  1. I am assuming Gray is an Aussie. Yay for the home team!

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    1. Crikey, I missed crucial information out of this blog post. That's what I get for writing and posting while drinking good Viking mead! Yes, he's an Aussie. I'm running this campaign using the Aussie pack and the African Warlords adversaries packs.

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