Operation: Running Deer
This was a game I ran at BLAM 09 the annual British Lead Adventure Forum get-together. To my surprise it won the Best Game/Most Enjoyable Game award despite very strong competition.
This is a game for two players and uses the Crossfire rules.
It is somewhere in Africa in the 1970s, Rebels are running riot in the main city of a small principality attacking supporters of the previous government and any Europeans they can find.
A rescue attempt is being staged by a collection of Western Embassies. They have hired a local band of mercenaries previously working for the toppled local government to escort embassy staff and officials in commandeered trucks to the airport where a rescue plane will rendezvous with the column and whisk everyone to safety.
I set this up on a 6ft x 4ft table. The airport was at one short end and the mercenary entry point was at the other. Between these two points was a section of the city. Many of the roads were blocked with rubble or wrecked cars to make them impassable to the mercenary vehicles. Only a single twisting route remained.
The route is marked in red.
The Mercenary force
Mercenary stands do not need to have LOS to a command stand for movement.
Two Platoons each of 1 Command jeep (HMG, 4 dice) and 2 troop jeeps (HMG, 4 dice)
One Ferret armoured car (HMG, 4 dice).
Three trucks of civilians.
Troops that dismount from a jeep are placed next to it as a stand of infantry (assault rifles, 3 dice) the jeep remains as a supporting heavy machine gun.
Command jeeps are replaced by a dismounted command stand (counts as a rifle stand, 3 dice, +2 for morale and close combat) and a dismounted MG stand (4 dice).
The crew of the armoured car are represented by a rifle stand (3 dice)
The civilians in the trucks may not dismount. If a truck receives a 'suppress' or 'kill' result the civilians are considered to have been killed or run off in panic and are lost.
The Rebel forces
Rebels need to have a LOS to their PC at the beginning of their move.
Four Platoons each of 4 infantry stands (3 dice) and a PC (+1)
One Company Commander stand (+2, counts as an infantry stand, 3 dice).
The rebels are armed with enough RPGs that any stand may engage and damage any of the mercenaries' vehicles.
Rebel fire will not kill a suppressed mercenary stand or vehicle with a second suppress. Only an actual 'kill' result will remove a mercenary stand from play.
As soon as the rebel player has lost enough stands to form a new platoon (4 infantry and a PC) he may bring them into play during his turn. They appear randomly; since my table is made up from three 2ft x 4ft sections I allocated a number from 1-6 to each short edge and the rebel player rolled a dice.
The mercenary player may keep his forces off table and enter any stands he wishes from anywhere along his table edge during his initiatives. Once a unit enters the table it may not retreat off again and return. If it leaves by any edge other than the airport edge it is considered lost and destroyed.
The mercenaries win if all three trucks reach the airport. Less than three is a partial victory.
The rebels win if they destroy all three trucks.