However the sheer number of VC killed meant that on paper the game was a win for the FWF. While this was happening his medic tried to help Chris’ now much depleted squad but that selfless act got his killed.Īnother VC assault team about to overrun the remains of Chris’ squad.Īfter ten turns the US withdrew from the field of battle, without moving beyond their first area all game. Instead he consolidated his position but only found a tunnel entrance for his trouble, which he duly noted for later destruction. Brian’s squad on the quieter left flank tried and failed to call in some danger close mortars to held out his beleagured team mate. Chris’ squad on the US right flank took the worst of it with a MMG team and 2 assault teams turning up and attempting to rush the grunts.Ī VC assault team moving in for the kill.īad activation dice rolling meant for a couple of consecutive turns the US were impotent while the VC moved in. Another, bigger, firefight took place, much use was made of grenades, and Chris’ squad came out on top.ĭealing with the masses of VC that the US stumbled upon allowed the other PEFs on the table to form up and attempt to swarm the the now stalled US patrol. However the next PEF was a bit more serious…
One short firefight later with Chris’ squad half the VC are dead or out of the fight the remainder are running for it. One of which turned out to be a squad in a defnesive position. The game started off simply enough when the 2 US squads entered the table under the double canopy to investigate the 2 first PEFs… The numbers of PEFs present ended up at 7.
#Two hour wargames fng 3 free#
Free World Forces (FWF) support was set at 3. However when rolling for the Enemy Activity Level I rolled very high getting a 4. The arrival of the MFVC that was to be Brian and Chris’ was determined in part by the Poltical status of the region the game was set it: in this case level 3: Pacified.
To keep the atmosphere going I put on some Doors and Jimi Hendrix CDs too. The game took a bit of prep work and I needed a lot of stuff brought through out of the shed just in case it was needed from a dice roll. A Few buildings were dotted about but they were empty of civilians.
#Two hour wargames fng 3 Patch#
The terrain featured a patch of double canopy jungle, where all the fighting happened, surrounded by forest and scrub before going into a clear but hill corner.
Could be something from a abandoned position to a platoon to a bad case of the nerves), 9 areas seemed a bit crowded so next time I’ll drop it down to 6 2 foot squares. I divided my 6 by 4 foot able into 9 areas and diced for terrain and PEFs (PEFs are a rule mechanic that represent a possible ‘something’ out there. Both squads were detached from the platoon to conduct an evening patrol (only 5 turns of the 14 turn game took place in daylight) fortunately the weather was clear for the mission.
I’ll let Brian and Chris add in the comments section a description of their squad and how the game went.Īs for the game the dice decided it was July 1966, somewhere in the interior of III Corps area. All the actions that the VC took were randomly determined, I just kept the game going. Once the squad were generate I rolled up the mission and terrain I have to point out that I didn’t really take any part in the game. A really nice mix of an RPG and a skirmish game as you have individual attributes for each squad member that can be either an asset or a hindrance. Basically you generate a squad according to the rules and then guide them through a tour of duty. For this weeks game Brian, Chris and I decided to try out the campaign system from 2 Hour Wargames FNG ruleset.