Running the show from his bed...

Like a modern day Churchill, but more because I've been feeling achey from the covid jab, I decided against any painting or gaming this evening, but have managed to game out turn 3 in the campaign. A pretty eventful turn too. In summary: weather rolled Overcast so the Marines air support markers were limited from 5 to 3. Initially, the Marines started well- a force of armour moved in to area 4 to mop up the garrison of Infantry, anti tank guns and T55's that were preventing the port being opened. Supported by naval artillery and fast air, they took the area and the Khemed forces surrendered as they had nowhere to retreat to. The port facilities at Khemikhal were now open but the D6 roll showed that they had been badly damaged. A mix of saboteurs and Combat damage. It will be 4 turns before they can land the vital 3 units per turn.
In the landing phase, 4 American units now made it to the shore. A mix of Infantry, a battery of 105mm and 155mm guns each and some LAV-25 light armour. The Khemed forces then launched a bold counter attack in Area 2, outnumbered and facing a Marine force with combat engineers, naval and Air support, Infantry and armour against a force of Infantry with artillery, the brave soldiers of the Khemed army defeated the Marines. They rolled... poorly, to misquote The Grail Knight. The Marines were thus forced to retreat to Area 3. Some Khemed reinforcements of artillery, AT units and armour have made their way into the area and moved to reinforce forces in Areas 7, 16 and Zone D.

In turn 4, the Marines will seek to push back from Area 3 back into 2, and move north from Khemikhal into Zone D, which could win the campaign if they could hold it for the turn. 
The map shows the state of play at the end of Turn 3. The Khemed forces have advanced to the coast in Area 2 (top left), the port is open but damaged at Khemikhal (centre right), a force of Khemed Infantry has been surrounded in the top right, with the Americans Content to keep them bottled up until they become combat ineffective (this takes 4 turns) and on the far right, a small force of Marines in AAVP7's with Delta Force operators, artillery and air support are looking to take Zone D... Its all finely poised for the next move. Hopefully I'll be able to game some of this out on the table. 
Thanks for looking. 

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