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Old 07-02-2023, 04:09 PM
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Default Strategy Meeting, Evening of August 2

The Gameboy is a real morale booster. Deacon commandeers it for 'therapeutic medical reasons', handing it off to PR so that the convalescing RTO can work on his fine motor skills. PR doesn’t mind the rotating cast of visitors, there as much to take a turn on the Gameboy as to visit with their injured squad-mate.

That evening, the Diamonds convene for a full team meeting, the main purpose of which is to determine a long-term course of action. Captain Walker starts things off.

“This village now has eight more mouths to feed. We can’t stay here much longer without putting our hosts in a bad spot. Once PR is back on his feet, literally, we’re leaving. Question is, where are we going? We need a long term goal. Otherwise, we just keep running in circles.”

Walker spreads out a large travel map of Poland on the table. It's poorly lit by candlelight. Her finger marks a spot, not even a dot on the map, about 6 or 7 kilometers south of Kalisz.

“We're right about here. Since Kalisz, we’ve been trying to keep moving east and south, keeping away from the FEBA, where the enemy has their frontline troops.”

“Worked out real great, so far,” Honeybear quips with a mischievous grin. Sarge half-heartedly shoots him a cross look; Walker can’t help but smile at the chorus of chuckles that follows.

“So just imagine what we’d run up against if we’d headed west instead,” Bird says, coming to Walker’s defense (not that she really needed it).

“Thank you, Corporal. In the last couple of days, we’ve heard some pretty interesting rumors. One: there’s a big evacuation of US forces from Europe leaving from Bremerhaven, Germany, end of this month. That’s about 690 klicks from here, as the crow flies."

Walker's finger traces a straight line between Skarydzew, Poland, and Bremerhaven, Germany.

“Second, Krakow, about 200 klicks southeast of here, has declared itself a Free City and is hiring mercs to beef up its defense force.”

“Just to clarify, what’s a ‘Free City’?” Sandy asks.

“Independent- neutral, not taking sides,” Walker explains.

“Like Casablanca in WWII,” PR adds to quizzical or blank looks. “Seriously? Bogart, Bacall? 'Play it again, Sam'? It’s an American classic!”

“Like Casablanca,” Sarge confirms (aside from PR, he's the only one present who's seen it).

Walker continues, “Now these are rumors, but they're all we have to go on. So, as I see it, our two options are start heading northwest, make for Bremerhaven, or at least friendly lines, or, head southeast, to Krakow. Option one is farther, and takes us back towards the front lines, but it does get us all closer to home. For Krakow, the reverse of all that is true. Questions, suggestions, concerns?”

“If we make it to Bremerhaven, and the rumor is false, we’re still back in friendly territory. If we get to Krakow and the rumor was false, then we’re 200 klicks further away from friendly territory than we are now," Sarge points out.

After a bit more discussion, a vote is taken. Bremerhaven wins.

-
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 07-02-2023 at 04:27 PM.
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Old 07-03-2023, 12:52 PM
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Default August 3-4

Thursday, August 3, 2000 (roll +3 on SET)

At about noon, Grease, on sentry duty in the copse on the west end of town, radios in a sighting. Two vehicles - a Humvee mounting a Dishka HMG, and a military van of some sort- are approaching Skarydzew from the west. Both sporting Soviet Army tactical symbols (a “Z” perhaps?).

The Diamonds and the hamlet’s tiny militia have discussed what to do in this sort of situation. The Diamonds lay low (but ready to fight or run at a pinch), while the locals do the talking, sticking to a “this is just a sleepy little village; there’s nothing to see here” narrative. The vehicle-mounted Soviet patrol is met by one of the hamlet militia on the edge of the settlement. After a brief conversation (hidden Diamonds watch the exchange, but can’t hear what’s said), the two vehicles pass through town at a leisurely pace and continue on their way, heading east. Once the patrol is well out of sight, the militiaman reports that it was operating out of Grabow nad Prosna / Palaty, searching for NATO raiders believed to be running amok in the area (most likely, this refers to the Diamonds or the escaped American POWs). The Russians apparently bought the militiaman’s claim that no one in the hamlet has seen or heard of any Americans in the area.


NOTES:
To decide which Diamond was on sentry duty at the western OP, I rolled a D8- Grease got the job. I rolled opposed Recon and he won, so the patrol didn’t see him lurking in the trees. I treated the conversation between the militia and the Soviet patrol as a Social Conflict and rolled for Persuasion (opposed), with both parties rolling a single D8 (EMP C). The militiaman won, so he successfully bluffed the patrol, which went on its way, none-the-wiser, without searching the ville.



Friday, August 4, 2000

Arm around Deacon’s shoulders, PR is up on his feet and walking (shambling, more like it). His legs are weak and wobbly, but he’s regained a lot of strength in his upper body, and his fine motor skills are improving rapidly (probably thanks to Street Fighter II).

Later that afternoon, the militia “captures” a Soviet soldier on the northern approaches of the village. He’s in bad shape- bloody and delirious, barely able to walk or speak, and when he does talk, he doesn’t make much sense. His uniform is torn and dirty; his only weapon is a crude shop-built hand grenade of some sort.

Deacon fixes up the Soviet soldier as best he can, using supplies provided by the village. The Diamonds suggest that the villagers take the injured Soldier to the nearest Soviet garrison (Grabow) in order to earn some good will. The Americans offer to take the bandit EPW with them when they leave, dropping him off several kilometers away.

The Diamonds spend the rest of the day preparing to leave Skarydzew early the next morning. The villagers load the Americans up with as much alcohol fuel as they can carry, as well as a couple of days’ worth of food and fresh water- all that they can spare. It’s going to be tight until the next harvesters, but the villagers don’t begrudge upholding their end of the arrangement. They know it would have been much worse had their guests not eliminated the rapacious ex-Red Army marauders.


NOTES:
During the Diamonds’ stay in Skarydzew, I’d rolled all but one of the encounters on the Stationary Encounters table. The remaining encounter is Large Force, but I couldn’t think of a way to wedge that into the story, given that the village militia successfully bluffed the small patrol (the Scouts encounter) on Day +3. I don’t want to burn through the random encounter deck either so, for day five, instead of rolling for a fourth time on the SEC (adding +4 to the roll), I decided to see what kind of encounter I could create by drawing cards on the Further Elements Table. The results were 4 (Tired Soldier), 6 (Decayed), King (Bleeding), and 5 (IED). I was going to interpret Decayed as a case of gangrene, but since the next result was Bleeding, I decided that Decayed refers to the tired soldier’s state of mind.


-
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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Old 07-03-2023, 06:34 PM
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During the Diamonds discussion, it felt like there were two options.
1) free city of krakow, or
2) something like Pirates of the Vistala/Going home.

I thought you'd end up going South, too Krakow. Only because i know you ran the Pirates game years ago.

Q how did you make the decision about which way to travel?
Q how do you feel heading in the same geographic direction as your Pirates game (is it more of the same?)?


I know i've said it before, but i only roll once per day on the stationary encounters table. Your explaining how you rolled and then turned the results into a story i think is valuable for new (even expereinced) solo players to see how this is done in practice, stringing random results into a cohesive story line. What you describe is very similar to my own games.
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Old 07-04-2023, 12:15 PM
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Default Behind the Ref Screen

Quote:
Originally Posted by kcdusk View Post
During the Diamonds discussion, it felt like there were two options.
1) free city of krakow, or
2) something like Pirates of the Vistala/Going home.
A third option I considered was building a local base. This is the game concept that I find most appealing personally, but, ATM, the characters haven't found a place that they feel invested enough in to consider staying there long-term. This could change, however, as they continue their travels.

Quote:
Originally Posted by kcdusk View Post
Q how did you make the decision about which way to travel?
Q how do you feel heading in the same geographic direction as your Pirates game (is it more of the same?)?
I thought about rolling the dice or pulling a card for this decision, but I didn't want the choice of the PCs' ultimate destination be quite that arbitrary. "Consulting the Oracle" works for a lot of things in this game, but for a major plot point such as the party's long-term goal, I feel like solid reasoning is more of a necessity. To make the decision re destination, I debated the pros and cons of Krakow v. Bremerhaven in my head. I basically did a quick and dirty cost-benefit analysis, and then played it out IC. Ultimately, Sarge's point was the most convincing to me. I couldn't imagine any of the Diamonds voting for, "Let's drive 200km further behind enemy lines to join a Polish city militia that may or may not be recruiting American troops, or even exist at all, for that matter." It's too much of a gamble, and there's not a strong enough pull for any of them.

Again, random rolls or draws, or the consequences of future encounters could change the Diamonds' course/goals/destination. I just needed a general direction to get things rolling again. Who knows? They may still end up in Krakow.

So, yeah, the main reason the PCs decided to head north is that I think that goal makes the most sense, logically, and in terms of realism, at this point in the story. I have another, supporting reason for pointing the game north, but I don't want to spoil what might be coming up, so I'll let you in on it later, if and when the story has arrived at another significant IC decision point.

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https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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Old 07-05-2023, 01:54 PM
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Default August 5th, Morning-Night

The Diamonds leave Skarydszew just after sunrise. They work their way slowly but steadily north and east, sticking, as much as possible to back roads. By noon, they’ve driven roughly 25km and are approaching the town of Blaszki, which sits astride a major east-west roadway linking Lodz and Kalisz- very likely an MSR for the Warsaw Pact forces operating in the region. Bird spots an apparent ambush near a roadside petrol station; Grease successfully detours around it.

The Diamonds’ map shows a small forest on their current route, about 4.5 kilometers southwest of Blaszki. They plan to stop in the woods, pull off the road, conceal Pole Position under some foliage, and reconnoiter the way ahead on foot before sundown.

That afternoon, Bird and Sarge move north through the woods to get eyes on the town. Hearing voices in the trees up ahead, they stealthily sneak up on what appears to be a small campsite. Unaware that they are being observed, the civilians (who look to be hunters) sit around a small campfire dressing a freshly killed feral hog. The American scouts slink off back to the hide site. After a brief all-hands meeting, it’s decided to try to make contact with the group, see what they know about Blaszki and its environs . Bird and Sarge head back to the civilian campsite with PR and Sandy in tow; this time, however, the Americans are detected by the campers. After a brief but tense faceoff, PR persuades the Polish civies that he and his fellow soldiers mean them no harm. A deal is struck- an AKM and one full mag for information. The civilians report that Blaszki now lies in ruins, a casualty of the latest round of fighting (i.e. the Battle of Kalisz). No one lives there full-time anymore. The only inhabitants at the moment are a squad of Polish soldiers that run a checkpoint at the crossroads in the town. Allegedly, the Polish soldiers solicit bribes from civilian traffic. The civilians are not sure if the checkpoint is manned overnight, but they’ve seen no traffic on the highway after dark. When asked if there are alternate routes that cross the highway, the civilians explain that the fields and other roads in the area are still littered with all kinds of mines.

Bird and Sarge proceed to the northern edge of the forest. Blaszki is barely visible as a jagged silhouette on the northern skyline. Burned-out military vehicles, both NATO and Warsaw Pact, squat on the shoulders of the main road into town, tragic mileposts. Additional wrecks dot the surrounding fields. There was a mighty duel. A lot of soldiers- from both sides- died here just over two weeks ago.

Since the other north-south routes crossing the highway are apparently mined, the Diamonds decide to make a run through Blaszki after sundown. It’s probably too much to hope for, but maybe the squad manning the reported checkpoint will be asleep at their posts. If not, Americans might be able to bluff their way through the checkpoint- Pole Position is a standard-issue Polish military AFV, and PR’s Polish is good enough that he can often pass as a native speaker. Worst case scenario, the Diamonds might have to shoot their way through. According to the civies, the Polish troops don’t have any heavy weapons so, if it comes down to a fight, the Diamonds should have a firepower advantage.

After sundown, the Diamonds hit the road again. There’s not much of a moon up tonight, so visibility is limited, but Grease enjoys the benefit of OT-64’s driver’s IR equipment. The town, or rather what’s left of it, isn’t visible until the Diamonds are nearly upon it. Very little appears to remain intact. The main roads have been cleared, but rubble clogs the side streets.

The Diamonds spot the checkpoint first. Grease turns on the SKOT’s blackout headlights in an attempt to allay suspicions. The lone visible sentry doesn’t seem too alarmed at the sudden appearance of the approaching vehicle. Perhaps he recognizes its silhouette. As Pole Position edges closer, Honeybear waves a friendly, silent 'hello' from the gun tub; PR shouts from the air-guard hatch, “Zabieraj swoj tylek z drogi, glupek!” (Get out of the road, dumbass!) The sentry steps aside, salutes the passing APC with his middle finger, shouts, “Zwolnij, czubek!” (Slow down, nutcase!). Pole Position passes through the intersection unmolested, the ruse seemingly successful.

Wary of mines, the party stays on the main north-south road for another 4km before slowly taking a right turn and laying up for the rest of the night at an abandoned farmhouse.


NOTES:
This encounter includes a few random encounters from the deck that I’d pulled during previous sessions, but skipped as they didn’t fit prior situations. They are Empty Tank (the ambush at the petrol station that the party spotted and detoured around), My Kill, My Meat (the hunters in the woods south of Blaszki), and Cash is King (the Polish Army checkpoint in the town). To determine if the Polish soldiers manning the checkpoint were awake or asleep, I consulted the Oracle. The result was 9 (dangerous), so a watch was posted. Driving, Recon, and Persuasion rolls (most opposed) were successful, so the Diamonds were able to avoid combat. When I was younger, I probably would have sought it out, but seeing how dangerous combat can be the PCs that I’ve grown attached to, now I tend to try to avoid a fight whenever I can.


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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 07-06-2023 at 09:55 AM.
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Old 07-08-2023, 11:00 AM
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Default August 6, 2000

The Diamonds rise just before the sun, get back on the road. After a quick jog east, they turn north again, pick up the pace. It’s easier to see the road in daylight, so Grease gives Pole Position a little more methanol. The Diamonds continue to pass burned out military vehicles. Two out of every three are American models. Some of the blackened wrecks are still sitting in the road, indicating that this particular route hasn’t seen much heavy vehicle traffic recently. Pole Position rolls through an abandoned hamlet. The houses on the east side of the road are more badly damaged than the ones on other side. Among the char-stained exoskeletons of burned houses, rests a destroyed Soviet self-propelled gun, its blown-out barrel still elevated like some dried flower from an industrial nightmare.

As is his wont, PR periodically scans the channels on the SKOT’s integral radio. He picks up a fair bit of Russian and Polish transmissions. He can’t understand the former, but the latter are mostly brief and innocuous- the routine comms of an early 21st century military force at war. He slowly turns the dial…

“This is Diamond Regular One to northbound vehicle, come in. Over,” requests an English-speaking voice through a susurration of static. It carries hints of Louisiana bayou and desperation. “Diamond Regular One to northbound vehicle, please respond. Over.”

PR looks around, asks, “He talking to us?”

“Pick up,” instructs Captain Walker.

The caller says he’s a lone survivor from 1st platoon, Bravo Company, 4-6 infantry. He’s wounded and hiding out in a wooded area just west of an abandoned hamlet called Chlewo. 5th ID hadn’t established distress or confirmation codes prior to its dissolution, so PR goes old school with some American sports trivia.

“Diamond Regular One, who won the 1997 World Series? Over.”

“The [Kansas City] Royals,” the voice answers.

“How about the ’98 series?”

“There wasn’t one. The whole season got canceled.”

“I think we just passed it,” Sarge reports, consulting the map.

“Let’s go get him,” Walker says, decisively.


NOTES:
This is a combination of entry #6 on the Radio Chatter table and two draws on the Encounter Categories table. To be continued...


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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 07-08-2023 at 11:46 AM.
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Old 07-08-2023, 02:06 PM
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Default Combat!

Grease doubles back, parks Pole Position on the road, nose facing the woods where the alleged 5th ID survivor is hiding out. With Honeybear providing over-watch, Sarge, Bird, Sandy, and Deacon dismount and advance cautiously towards the tree-line. They find the lone survivor- he's unarmed, save for a pistol (M9), and he lost his K-Pot somewhere along the way. “I had to choose- radio or rifle,” he explains.

“Vehicles inbound from the north!” PR shouts from the starboard front air-guard hatch. The Diamond dismounts are 230m away from the SKOT.

A military convoy is approaching at a pretty fast clip. The lead vehicle appears to be a BRDM scout car. It’s trailed by a jeep-like vehicle mounting a tube-like crew-served weapon of some sort (probably a recoilless rifle), followed by a van and a 6x6 cargo truck.

Grease deftly re-orients Pole Position to face the oncoming threat- this makes the APC a smaller target, as well as facilitating re-boarding for the dismounts. Honeybear opens fire first, at just over 300m range. The burst produces a bright flash and brief shower of sparks from the BRDM’s small turret. The scout AFV slows and makes a sharp left turn, disappearing into the rubbled village.

The Diamond dismounts leave the main body of the woods and run towards a line of tattered trees oriented on a diagonal about 120m from the road (and Pole Position). Luckily, there’s already a slit trench dug there- a remnant of the battle that enveloped this area a little over two weeks ago.

The second vehicle in the convoy is now on point. The Tarpan Honker (a jeep-like Polish military vehicle) stops in the middle of the road 260m from Pole Position; its crew lowers the windshield and takes aim at the APC with an SPG-9 recoilless rifle…

PR and Honeybear are quicker on the draw. 12.7mm rounds chew through the Tarpan’s grille, while small arms rounds pelt the exposed crew cab, wounding the gunner.

Behind the Tarpan, the van takes a right and disappears into the rubbled hamlet. The 6x6 cargo truck stops in the road, dismounts a squad of infantry. The Polish riflemen (identified by their speckled, olive green uniforms) hit the ground running, following the BRDM and van into the ruins east of the road.

“They’re tryin’ to outflank us! Right side!” Walker shouts. This is supposition, as none of the Polish infantry are visible to any of the Diamonds at present.

The Diamond dismounts continue running towards the trench, Bird and Sandy outpace the others, but pay for their exertion with a twisted ankle and a pulled hammy, respectively. Eager to contribute, Bird takes a knee a few meters short of the trench; aims at the recoilless rifle gunner. When he pulls the trigger, nothing happens. The round is a dud.

PR and Honeybear both engage the Tarpan. PR’s M16A2 jams. Honeybear’s Soviet-made HMG proves more reliable. He hits the enemy jeep with another burst of 12.7mm rounds, killing the gunner and vehicle commander, and damaging the suspension. The Tarpan’s driver and loader are splashed with gore; traumatized but uninjured, both crouch down and try to make themselves as small as possible.

The cargo trucks- a STAR 266- turns right, stopping a few meters off road (now facing west). This unmasks a ZU-23-2 anti-aircraft gun mounted in the bed. The twin-barreled 23mm auto-cannon thunders out a long burst, directed at Pole Position. Fortunately for the Diamonds, the enemy gunner’s aim is off. The ZU crew begins to reload the auto-cannon.

Sandy reaches the trench, takes aim at the biggest threat (the STAR gun-truck) with her M203. The bulbous 40mm HE round traces a shallow arc through the air, exploding just above the STAR’s gas tank which, miraculously, fails to ignite. The gun crew, however, momentarily drops out of sight in the truck bed.

Assuming that the recoilless rifle in the Tarpan is no longer a threat, Honeybear rotates the SKOTs armored cupola a few degrees to the left, takes aim at the STAR gun truck. Roaring and spitting fire, the Dishka blasts apart the gun truck’s front left wheel and sends a 12.7mm round through its unarmored cab.

“Lets go get our people! Take us off road,” Walker shouts over the SKOT’s intercom. Grease complies immediately, accelerating smoothly into a tight left turn. Honeybear struggles to rotate the gun cupola fast enough to keep the HMG’s muzzle on target. Pole Position rumbles forward, off road, heading towards the scraggly tree-line from which the dismounts are still firing on the two visible enemy vehicles.

Just as it completes its turn, the enemy ZU-23-2 crew opens fire on the OT-64 SKOT. 23mm HE rounds explode against the right side of the SKOT’s troop compartment but fail to penetrate the Polish-made APC’s steel hide. A second or two later, the SPG-9 loader, now acting as gunner, fires the recoilless rifle at the moving SKOT. The rocket-assisted 73mm HEAT round leaps forth and fireballs against the ACP’s flank, burning a hole into its engine compartment. Somehow, the HEAT round doesn’t do enough damage to the SKOT’s engine to disable it. Pole Position continues to bounce across the field towards the friendly dismounts.

Honeybear was zeroing in on the STAR when Pole Position was hit (in fact, he assumes all of the hits were from the ZU). He squeezes the Dishka’s butterfly triggers and watches with satisfaction as green tracers streak into the ZU-23-2, producing several sprays of sparks. The STAR’s entire crew bails out, starts running east towards the ruined ville.

At this point, the Polish infantry squad and the BRDM-2 still haven’t reappeared. It’s not entirely clear what they’re up to, but they’re most likely still moving through the ruins on the east side of the road in an attempt to flank Pole Position’s last known position. The bulk of the surviving enemy force is now east of the road, rubble interposed between it and the Diamonds. Walker hatches a tactical plan to take advantage of the current situation.

Trailing a cloud of dust, Pole Position jerks to a stop behind the tree-line trench; Walker opens the rear hatches from the inside shouts, “Mount up! Let’s go!” Sarge echoes the order.

With the APC crew providing cover fire, the dismounts climb out of the trench and re-board the APC, Walker doing a head count. Sarge grabs the bound and blindfolded ex-Red Army by the LBE and tosses him out the back door. As soon as everyone is back aboard, Walker orders Grease to go. The driver steps on the gas and Pole Position lunges forward, heading west until he finds a gap in the trees, then hitting a sharp right turn to head north.

While the Americans were briefly out of sight behind foliage and a couple of farm outbuildings west of the road, the surviving SPG-9 crew dismounted their recoilless rifle, set it up pointing at the spot they expect the OT-64 to reappear.

As Pole Position leaves concealment and bounces across a fallow field, the opposing forces resume exchanging fire. Incoming rounds from small arms ping harmlessly off the Skot’s side armor and raised air-guard hatches. Sandy, standing in the right-rear air-guard hatch, spots the SPG-9 set up in the road. Before the enemy loader-turned-gunner can take another shot, he’s cut down by her rifle fire. Sandy’s rifle misfires just as her primary target falls, mortally wounded.

Having cut approximately 700m across the field, Pole Position reaches a dirt road branching off to the northwest from the main north-south [paved] road. As Grease maneuvers onto this branching road, the BRDM-2 announces its return to the fight by loosing off burst of 14.5mm fire at the retreating OT-64. The incoming tracers miss the SKOT gunner’s cupola by a few inches, but it’s so close that Honeybear instinctively duck’s down inside the troop compartment.

Now on a relatively firm, even surface, Grease puts the pedal to the metal, leaving the enemy in his dust (literally). The engine doesn't sound quite right, but it continues to do its job for the time being.


NOTES:
As mentioned in the last installment of notes, I prepped for this encounter by drawing cards and looking at the results on the Encounter Categories table. The first result didn’t of Crater didn’t make sense, given the AO; the second result was Military Convoy. Looking at my map, I couldn’t think of a compelling reason for a convoy to be travelling the stretch of road the Diamonds were using at the time, so I pulled a third card. The result was Military Patrol. I tried to make a story out of the latter two results but something was missing. I rolled on the Radio Chatter table and the result was a badly wounded American calling for help. That was the missing piece. I decided that there was a Polish 10th TD outpost in a large village up the road. This outpost hosts a mounted patrol tasked with hunting down American stragglers detected by an RDF team (the Ural van). This RDF team triangulated the wounded American’s position when he made contact with the passing Diamonds and dispatched the outpost's hunter-killer team consisting of a BRDM, Tarpan Honker with SPG-9, UAZ-452 RDF van, and STAR 266 gun truck carrying a squad of veteran infantry. This was the “military convoy” in the cards. I worried that this force was too strong, but I wanted this encounter to be both realistic and a serious challenge for the party.

This was my first shot at vehicle combat. Luckily, Honeybear drew an earlier initiative card than the BRDM-2 gunner, so the good guys got to shoot first. He made it count, hitting the BRDM’s turret and wounding the enemy gunner (who failed a CUF roll). I ruled that the commander ordered the vehicle into cover since it couldn’t return fire at that time.

For the SPG-9, which isn’t stat’ed in the rulebook, I used the numbers for 73mm AP (i.e. HEAT) ammo. I was really worried when the enemy gunner rolled a hit on Pole Position. When Engine came up on the damage table, I thought it might be the end for the Diamonds. Fortunately, the OT-64’s side armor held up, and the net damage wasn’t enough to destroy/disable the engine. For the ZU-23-2 hit on the SKOT, the result, luckily, was Ricochet.

Sandy hit the STAR with a 40mm grenade. The result on the appropriate table was Fuel Tank. I was hoping the fuel would ignite, but neither of the D6 blast dice showed six. The hit still made the gun crew go prone, though, effectively stealing their turn. Honeybear's second hit on the STAR resulted in a damage roll of Cargo. Was the ZU-23-2 cargo? It was the only object in the truck's cargo bed, so I ruled yes, and the burst (6+ damage) hit the ZU. That brought its reliability rating below zero, destroying it.

I rolled a lot of jams in this firefight- I risked pushing rolls to hit the enemy heavy weapons, trying to neutralize them before they scored punishing hits on Pole Position (which would have stranded the Diamonds). Bird, who’s usually a crit machine with his M21 (I haven’t kept track, but he’s racked up the most kills of anyone else in the unit so far, by a wide margin) experienced one of said jams, and didn’t score a single hit during the entire firefight.

Grease came up big on his Driving rolls. He always succeeded, usually earning extra distance, and only once needing to push (on the last roll of the firefight).

Bird and Sandy both injured themselves pushing Mobility rolls. Luckily, neither were hit during the firefight, so the -1s from the failed pushes didn’t really hurt.

I’m getting a lot faster Ref’ing firefights. I don’t have to look as much stuff up in the rules. The Ref screen and weapons cards helped with this, since I didn’t have to flip through the Rule Book half as much, and my ad-hoc combat tracker is proving indispensable.

This map shows the various unit locations at the time the engagement ends:
https://www.google.com/maps/d/u/0/ed...933013394&z=15

-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
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Last edited by Raellus; 07-08-2023 at 05:01 PM.
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