Fistful of Lead goes to Africa..The hunt for the Red Brigades...Part 1.

 


Another Fistful of Lead game this Sunday at Darwin Tabletop Gamers. 

A brutal 1970s era confrontation between a Red Brigade Terrorist cell and some African militia, led by Israeli Commandos.

The scenario pitched a small RB cell hiding out in an disused farmstead. Hiding in plain sight, their fortunes have turned, and now a once sympathetic African Warlord has decided to sell them out to foreign interests. In this situation, those foreigners will be Israelis, cuz, you know, those commandos did some badass stuff in Africa during the 70s.

They'll also get some help from some mysterious mercenaries...

The red team consisted of the the RBs. Myself and M. took up their plight. We had the job of scooting back to our farm, grabbing all of our intel and punching down the only road to enable our escape.


The hairpin turn around the rocky outcrop was going to be a dangerous pass, but it was going to be the RBs only way to escape....



The general points of entry on the table. The African Militia - led by S. and D. are the blue lines.




M decided to head straight into camp and gather our precious belongings. I speared off to the East with a sniper and another rifleman to try to hold off the entry of the militia.


S & D. took and up the guts approach, parcelling out a little tentatively at first but soon moving in the open. His main Officer - Moshe - headed for the rocky outcrop in blue, while my sniper headed for the my obvious perch to cover the approach.


My sniper and rifleman had excellent fields of fire but as it turned out, were lousy, lousy shots at max distance.


A great field of fire, but no cover. A critical error on my behalf...


D sheparded his militia units into position with bounding fire & movement, keeping my sniper and rifleman busy. All the while Moshe - with his radio - climbed up into the rocky outcrop overlooking the main entrance to the farmstead. His position was excellent, with cover from several intervening woods ensuring that he couldn't be picked off by my sniper.


Everyone was jostling for positions and searching for intel at this stage. M. scouted through the cargo containers and manage to find half of what we need...intel and truck keys.


You can see out view to the east...if the RBs could get their intel and people to the truck, they could punch out of there. With a battle rating of 3 (3 wounds), the truck was our toughest and best chance of slogging down that dodgy rain soaked track....if we had convoy, even better.

A slim chance but a chance nonetheless.

Of course, Captain 'Moshe' had a direct line of site, almost right into the cabin of the that truck...



This is where Capt. Moshe's radio came into effect, as he called in some favours from on high. Rolling well over a steady 5, he called in a gun run on his radio, and a circling Alouette III, piloted by sympathetic mercenaries, swooped into line and cut loose with heavy calibre MG fire.... 

The strike was devastating. That single run (4d8s) scored 4 cinematic hits. Wiping out the truck under M.s nose as he was just about to move into it.


Hearing the chaos, the militia gather momentum.


The men started consolidating their hold around 'the hair pin'.


By this stage my sniper had been picked off, and his mate had received a wound some shock. Still he tried vainly to hold that corner. Ducking in and out of cover was *not* a good idea..even in a 'hollywood' game like FFoL it's going to end badly....


Eventually it became too much and he was captured as he tried to flee to the 'medic' behind the farmstead wall...


S. had also managed to move his militia well into the compound by this stage, threatening to capture the two other 'getaway' vehicles...an old battered station wagon and a trusty old Land Cruiser.


M. thankfully had managed to kick over the Cruiser, loading it up with some valuable cargo and a few peeps as well. 

Could we hit the road?






 











 

 





















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