AMBUSH! - PMC 2670 solitaire scenario playtest


28 Apr
28Apr

Two weeks ago I played new Ambush scenario from incoming PMC 2670 rulebook and tested improved OpFor algorithm. Solitaire rules were very important part of PMC 2640 and in second edition (2670) they will be pushed forward even more. Previously you could only play as mercenaries against rebels or space bugs which were dedicated armies for this section. In new game both Rebel and Bugs became complete, playable factions which required complete revising of the rules and scenarios to make them more universal and flexible without overcomplicated exceptions.

 Introduction

In Ambush scenario player forces attacks marching OpFor column and the objective is to kill as many enemy units as possible in just a few turns. It is not typical PMC scenario as from the beginning the deadly, short-range firefight takes place and the battle can be  - and should be - solved very quickly.For this playtest I composed both armies in similar, balanced and even a little conservative way.

Rebel army, Priority I, Tier III, "Commando" composition (my forces):

  1. Insurgent leaders
  2. Organised insurgents
  3. Light autocannon team
  4. AT weapon squad
  5. Rebel tank (Captured combat vehicle)

Mercenary forces Priority I, Tier III, standard composition (OpFor):

  1. Regular infantry
  2. Regular infantry
  3. Assault Troops
  4. LMG team
  5. AT team
  6. Light tank (Light combat vehicle)


Turn I

Action phase

The beginning can be considered as succesful! Although my AT unit fails to knock-down the light tank and causes only minor damage, enemy LMG and Regular infantry are into deadly cross-fire, suffer serious losses, get morale break and rout in panic!Note: Insurgent leaders and Organized insurgents advance to positions providing cover.


OpFor phase

But the mercs also start to act really effective! Rebel AT squad breaks after deadly fire from Regular infantry squad leaving two killed men behind. Rebel leaders become suppressed by return fire and finally AT squad caused significant damage to the Rebel tank.


Turn II

Action phase

Concentrated fire from Rebel tank and Autocannon team kills one soldier from AT team and but the rest of this unit stand firm and keep fighting! Organized insurgents and Leaders shoot to Assault unit which results in one casualty and keeping unit suppressed.


OpFor phase

Merc's fire kills one rebel from Autocannon squad and forces rest of this unit to retreat. 


Turn III

Action phase

After initial success Rebel momentum gets weaker. All units concentrate fire on Assault infantry, but results are far from predicted and the unit is still only suppressed.


OpFor phase

Using height advantage the Light tank shoots to Rebel Leaders, but fortunately fire is rather ineffective and even fails to suppress unit. Rifle infantry squad assaults Rebel tank, but fails to do any damage and after short combat fall back. After OpFor phase fleeing AT unit finally stops to retreat, but Autocannon team escapes from the battlefield!


Turn IV

Action phase

Rebels concentrate fire on Assault Squad killing next soldier, but the unit is still not broken! Tought bastards!


OpFor phase

From its advantageous uphill position, the light tank opens deadly fire at a freshly regrouped Rebel AT unit with devastating results. Merc AT squad places perfect rocket hit at Rebel tank blowing it into the pieces! The battle is over and my decimated and broken Rebels suffer humiliating defeat! 


Summary

First of all - the scenario is not easy and that's great! The new algorithm works fine. Although it requires more fair-play approach from player, it minimizes chance for total nonsense actions and allows OpFor to win even without crushing advantage.From tactical point of view I think I should play more aggressively and use hit-soaking abilities of Insurgent infantry (combined with boost from Leaders), try to minimize the distance to get maximum Firepower  (by cost of a few soldiers probably...). Maybe next time...

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