Welcome, this blog has been set up to provide support and scenario ideas for the Parkfield Miniatures modern skirmish rules, Keep Low, Move Fast.

In the pages that follow we will be adding scenarios and additional information to help you play the rules.Each scenario will provide information to play the games with all players on one side, with an umpire controlling the enemy or solo.

Scenarios will provide a basic map of the game as played, player forces, normally a platoon but sometimes only a few fireteams and a brief outline of the game.






Tuesday 15 March 2011

LRDG airfield raid




In order to try the rules over a number of periods we decided to play a LRDG raid on a German airfield somewhere in the Western Desert during WWII.

The forces we had available were as follows, of course all were Veteran Special Forces and all figures were carrying 1 explosive device to set on the aircraft.


Platton HQ
1 x Lieutenant


1 x Platoon Sergeant
1 x radio operator

 radio
Ballistic              4
Leadership         8
Ability                 5
Rifle squad 1
1 x Squad Leader

1 x 2 ic
4 x Riflemen
1x LMG
1x no.2

Ballistic              4
Leadership         8
Ability                 5
Rifle squad 2
1 x Squad Leader

1 x 2 ic
4 x Riflemen
1x LMG
1x no.2

Ballistic              4
Leadership         8
Ability                 5
Weapons squad
(may be re allocated to rifle squads)
1 x Squad leader

1x light mortar +crew

Ballistic              4
Leadership         8
Ability                 4

Transports consisted of Rolls Royce A/C, 2x Chevrolet trucks and another truck for transport.  The transports were not activated until the first shots were fired.

The scenario was set at night thus visibility was reduced to 8 inches and the figures were to move cautiously and use ‘Silent Strike’ where necessary.

Once the figures are adjacent to the aircraft they will place the explosives, using their ability on a D6 roll, then roll 1XD6 for each bomb placed to indicate the number of turns before the pencil fuses burn down and detonate the explosives.

The basic map for the scenario is below, with the LRDG troops arriving on turn 1, the vehicles will appear once the first shots are fired or the explosives detonate.

As this is a WWII game there will be some differences to any enemy appearing, thus we will use the following table to determine enemy activity, still keeping to the red cards only indicating possible activity, using the buildings as entry points.

2
Enemy fire team from an entry point
3
Enemy patrol, place anywhere within 10” of enemy table edge
4
Loss of radio transmissions for 1XD6 turns
5
Enemy fire team
6
The lead British figure triggers a mine, determine injuries as for mortar blast.  If it goes off, a flare is fired from the German positions
7
Enemy patrol, place anywhere within 10” of enemy table edge
8
A group of 1XD6 civilians will appear, roll 3XD6 and a direction die to determine the exact location from enemy entry point
9
Enemy fire team
10
Enemy fire team and one support weapon
Jack
The lead British figure triggers a mine, determine injuries as for mortar blast.  If it goes off, a flare is fired from the German positions
Queen
Loss of radio transmissions for 1XD6 turns
King
5 enemy appear in an emplacement 10” from the nearest British  fireteam to the entry point
Ace
Sniper, in position, place anywhere within 10” of entry point
Joker
Roll a D6
1
Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point
2
One of the British negligently fires a round alerting any enemy to a presence, a flare is fired from the German positions
3
Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point
4
Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point
5
Enemy Bunker roll 3XD6 and a direction die for location from enemy entry point
6
Enemy AFV or similar

Any flare fired will light up an area 24” square and will last for 1XD6 turns, effectively making that area daylight.  Roll 1Xdirection die and 3XD6 to determine the direction and distance it is fired.

The map of the game is shown below and although the area is clear it would be best if  rocky outcrops or even an oasis is included in the terrain to provide a little cover to both sides.


Friday 11 March 2011

Vietnam security sweep

The air was still as the Captain called his Platoon leaders into his tent.  They all knew the area was crawling with Charlie and that he would come into the area each night to lay booby traps and set ambushes for the US infantry stationed at forward command base Utah.

Each morning the Platoons were assigned an area to sweep and secure so that the supply trucks could get through and bring the much needed contact with home.

This morning was no different as the Captain yet again briefed the Platoon Commanders on their tasks and allocated areas to sweep.  One lucky Platoon each day had a day of light duties, which included cleaning out the thunderboxes and ensuring the mg posts had sufficient ammunition.

Half an hour later the Platoon Commanders emerged into the open and gathered their men informing them they had 30 minutes to get their gear together and get to the transports, they were going out again to clear their designated area of any VC activity over the last 24 hours.

Phuc Yeu is a small cluster of hooches on the main supply route, which is really no more than a mud track which becomes impassable in places after rain, to the next outpost, Quebec.  The area either side of the track is light jungle with open areas of elephant grass with a river on the West flank, and is swept each morning as the VC come in at night and set booby traps or mine the main track in an effort to disrupt the main line of supply.

You have been ordered to take your platoon, sweep the area and clear it of any enemy activity.  

Your platoon consists of

Platton HQ
1 x Lieutenant


1 x Platoon Sergeant
1 x radio operator

AN PRC/25 radio
Ballistic                 4
Leadership          8
Ability                     4
Rifle squad 1
1 x Squad Leader

1 x 2 ic
1 x Grenadier with M79
5 x Riflemen

AN PRC/6 radio
Ballistic                 4
Leadership          8
Ability                     4
Rifle squad 2
1 x Squad Leader

1 x 2 ic
1 x Grenadier with M79
5 x Riflemen

AN PRC/6 radio
Ballistic                4
Leadership         8
Ability                    4
Rifle squad 3
1 x Squad Leader

1 x 2 ic
1 x Grenadier with M79
5 x Riflemen

AN PRC/6 radio
Ballistic                4
Leadership         8
Ability                    4
Weapons squad
(may be re allocated to rifle squads)
1 x Squad leader

2 x M60 gunners
2 x M60 no.2
2 x ammo bearers
AN PRC/6 radio
Ballistic                 4
Leadership          8
Ability                     4

You also have three vehicles to transport you to the area where you will sweep down the track and the immediate area either side to meet up with 2 Platoon just past the village.

We have allocated the Mortars from the firebase to assist you should you require them and also a Huey Hog but bear in mind we have three other platoons out this morning doing the same as you so any support may not be immediately forthcoming Medevac will be available should you need it.

UMPIRE’S NOTES

The local VC have been into the area overnight and have managed to lay a mine in the track, determine where this is located by rolling 3XD6 and measuring from the American entry point along the road.

At the start of the game, roll 1XD6 and place a number of cards in position equivalent to the score on the die.  These are placed as normal by drawing cards as indicated in section 3.3.  These are not revealed until spotted by Free World forces or they wish to undertake any combat actions.

For each marker/card place, roll 1XD6, should the roll be evens, place a booby trap or mine or spider hole, marked on a map and remove the card/marker.

Any Joker turned over as enemy activity, roll 1XD6

1
Enemy spider hole, direction die +2XD6 to determine location from lead Free World unit
2
Lead Free World unit triggers booby trap
3
Enemy spider hole, direction die +2XD6 to determine location from lead Free World unit
4
Enemy Bunker
5
Enemy Bunker
6
Enemy AFV or similar

The sketch map below is the playing area with each grid square representing 1’ on the table.

This is essentially the game we have played at some of the shows we have been at as well as at my club with all players playing as the US force and we have had some interesting games with minimal enemy activity.  The use of markers really worries the players as they see these all over the table and makes them think about what they are going to do next.  I like games where the players do not know what is going to happen.