The Journal
Cards values and track/path creation:
Card / Path Length / Meaning / % Encounter2-10 / Card value in Inchs / Even number:
straight/linear path / Card value -6 equal or less roll on D6
Table #1
Odd number:
up to 45º turn / Red=right
Black=left
Ace / n/a / Crossroads / None
Figure / D6” length / Junction / Red=right / None
Black=left / None
Joker / n/a / Special event / Table #2
In terms of encounters, it all depends on the scenario, rules and so on, but here is an example, as I use for the Portuguese Colonial War conditions – remember, most of the missions, ended without any contact with the insurgents, just traces of them - but being a wargame, we tend to make encounters highly possible….
(Note: these are just guidelines, please adapt to your own rule set or mindset)
Table #1 (2D6)2 / Nothing
3 / Special events (Table #2)
4 / Nothing
5 / Special events (Table #2)
6 / Nothing
7 / Special events (Table #2)
8 / Stragglers (Table #3)
9 / Special events (Table #2)
10 / Camp: d2+1 huts (check also Table #3)
11 / Camp: d3+1 huts (check also Table #3)
12 / Insurgents (Table #3 – check Ambush)
Table #2
Special Events (2D6)
2 / Abandoned Hut
3 / Dummy Booby Trap
4 / Women & children
5 / Booby trap
6 / Small animals (wild?) or cattle
7 / Land mine/booby trap
8 / A cold fireplace
9 / Food storage
10 / Weapons storage
11 / Ammo storage
12 / Fuel storage
Table #3 (2D6)
Insurgents [IrregularsTQD6; MD8]
roll TQ to attempt Ambush
2 / D3 Rifles & roll again
3 / D3+1 SMG/AK
4 / D3+2 Rifles, 1 Leader (SMG)
5 / D3 Rifles, 1 LMG
6 / D3+2 Rifles
7 / D3+1 Rifles
8 / D3+2 Rifles, 1 LMG
9 / D3+3 Rifles & D3 AK
10 / 1 Leader (SMG), 1 MMG (3 crew)
11 / D3+3 Rifles, 1 Leader(SMG)
12 / D3 Rifles, 1 LMG & roll again
For ease of use, I printed all tables, but not the cards, as these are easy to memorize, and have them is fast to use, on the table top, as that will speed up gaming. For my part most of game are around 15 to 45min, depending on the number of cards drawn before encounters occur.
One can streamline the cards pack, simply by selecting just the Heart’s and Clubs cards plus the Jokers as an example.
Some examples:
#1 made a small clearing, with 3” diameter, put my figures in column
#2 draw first card: 3 of diamonds, small 3” Right turn, no encounter; just moved forward in column
#3 2nd card: 10 of clubs, straight 10” long path, declare that I will move first figure (a tracker) 3” (cautiously movement), roll D6 for a 1 to 4 chance of encounter, rolled a 3, check table one, rolled a 2, nothing, next actions….
#4 3rd card: 5 of spades, a 5” left turn, tracker activated, no encounters (rolled a 5, need a 1)
#5 4th card: queen of hearts, a right side junction 4” (rolled a 4 on D6) long, follow the junction
#6 5th card: ten of clubs, long 10” straight path, activate tracker; 1 to 4 of an encounter - rolled a 2, so an encounter, and a 7 on the D8 – Insurgents! Check Table #3 rolled 2D6, got a 7, got 4 Rifles and a Leader, they attempt to ambush rolled a 4 on their TQD6 (cool) but my tracker also get an opposed TQ roll, managing a 7 on their D8, so no ambush, now….. [and keep repeating the process until a death end, some catch/camp/Insurgents were found,]
Now how one knows if it won? I basically use Force on Force victory guidelines, as per page 182 of the rules, so:
- If a weapons or food catch detected: 5pts
- If a fuel or ammo catch detected: 2pts
- Per Mine/Booby Trap detected and disarmed: 3pts
- No Friendly POWs at Game End: 5pts
- Per POW Captured: 5pt
- Per Enemy Unit reduced below 1/2 Strength: 1pts
If the Flechas (or active player for that matter) manages a clear 10pts advantage, it’s a Win.
Basically, while simple this system can be used for most scout or search and destroy scenarios in post WW2 situations – one of my players use it for LRRP in Vietnam, I have also used for Selous Scouts actions on Bush Wars and 62th Bat during the Border Wars, in late ’70 till 1987.
Just have fun.
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