Showing posts with label Bad Spelling. Show all posts
Showing posts with label Bad Spelling. Show all posts

Thursday, August 22, 2024

Bad Spelling Mission 4 - The road to Paderborn

23/11/1983 Sov 3rd army forces BAOR fighting retreat into Ruhr cities. Bad Spelling is isolated behind the front line

The team has just returned with a sealed container from the supply dump where Major Lawrence expected it to be, which they suspect to be a battlefield-level nuclear device.  The major refers to it as the "beastie".  On return to base, the team meets two more stragglers to join them, one of whom immediately manages to injure himself and is sent straight to sickbay.

Also waiting to meet them is the mayor of Bad Spelling.  He has a request for the army, which is to find out whether the road is clear and safe for him to travel to Paderborn.  Major Lawrence decides to leave at once, taking advantage of darkness, pausing only to grab something to eat and to lock the "beastie" in a store cupboard.  His plan is to travel until we find an enemy checkpoint, then snatch one of the enemy on duty and bring him home for interrogation.

The Brits leave the Land Rover and proceed on foot

Stealth rules will apply, modified for OHSW.  The team will drive as far as they dare, but then leave the Land Rover and arrive on foot.

The enemy has a defensive position set up in the outskirts of Paderborn.  There is a PK MG (emplaced, on a tripod), with 2 additional crew (carrying AK-74s, but one acting as crewman/loader to the PK) and a sniper. The second squaddie (patrolling) and the sniper will be up to 12" from the MG position.

The soviet checkpoint

Stealth: until the attacking player is detected, only the patrol figures may move (1d6-2" in a random direction) and no shooting is permitted.

Any attacker within 6" and in LoS is detected automatically unless moving into contact and defeating the defender in HTH (assumed silently).

For attackers within 4" but not in LoS, or in LoS but >6" away, check for detection: defender draws 1 card, attacker 2.  If defender has the highest card, check the colour of defender's card: black=alert (move defender 2" closer and check again), red=detected (alarm is raised, no more stealth).

The edge of town

As mentioned last time, this is (I hope) the lowest point for scenery in this series, with cardboard boxes standing in for buildings.

Most of the table didn't get used, so you can ignore the medical centre at bottom left, the chapel and the park.  The action is concentrated around the checkpoint (top right corner of the square).

To the right of the checkpoint, the Brits are moving around a large, brown building (council offices), with Newton to the left.  Beyond them, a minibus of some kind is parked outside an office building at the back (the "back office" mentioned later).  At top centre, behind the MG position, another building faces the "back office", with the soviet transport parked between the two.

At this moment, the Soviet sniper is just behind the MG emplacement, while the patrolling soldier is at the left of the square, having walked across to check on the park.


The Brits begin to approach. The Russian patrol walks back to check on the sniper behind the truck (guarding the rear), then up to the MG position. The Brits take up positions behind the council office, waiting to see what the patrol will do next

The patrol walks around in the square.  Newton contemplates a dash straight across the MG's fire-lane to cover behind the white-roofed building.  The patrol's back is turned and the MG crew won't step forward on an alert.  He decides to go for it and ... turns up a joker.  A noise in the distance makes everyone turn, including Newton, who quickly ducks back into cover.  The turn ends.


The patrol turns and starts back toward the MG position.  The Brits hold their breath.  Passing the MG, the patrol checks on the truck.  Fraser gets in position to dash past the side of the MG

The patrol checks on the sniper.  Fraser backs off, so he won't be seen if the patrol turns back.

Fraser takes cover at the corner

The patrol turns!

Fraser slips back into position.  The patrol moves to check on the truck & Fraser takes his chance.  He rushes across the street and down the side of the back office.

The back office, Fraser and the patrol

The patrol walks around the corner behind the back office, up to 5" from Fraser, but immediately turns back to rejoin the sniper.  So close!

The patrol turns around and takes another look behind the back office.  Fraser rushes him! The patrol wins the fight - Fraser is down!

Although the Brits have 8 more action points, initiative switches immediately to the Russians.


Ten seconds of violence

The patrol and sniper move forward to engage the Brits - the MG team holds position.  The patrol shoots at the Major, but misses.

The Major throws a grenade.  The sniper is down, but the patrol is saved by the wall

Dangerous runs forward behind a car and starts firing on the patrol. The patrol fires back.

The Major steps out of cover and throws the other grenade into the MG position.  Both the crew go down.  Davies shoots the patrol and puts him down.

Newton moves toward the rest of the team.  Lawrence & Davies secure all 4 Russians. Game over.  The team secure all 4 men from the checkpoint and hurry away, stealing the truck as well as taking their own Land Rover (because you can't fit 4 prisoners in a Landie).

Scenario design: this was stealthy and stressful.  Fraser's bungled grab at the patrolling sentry felt like the objective was lost, but the use of both grenades saved the day.

After the fight

  • The Brits have achieved their objective.
  • Fraser is lightly wounded and will be out of action for 6 days
  • 4 prisoners taken.

Reinforcements: One figure with L1A1 SLR, one with pistol - Pvt Oliver & Capt Preson have found their way to the base at Bad Spelling.

Specialist gear: medical kit (Re-draw one card to recover from a knock-down)

Skill gain: Newton gains Charisma

Group morale: 5 - rolled 7 good and 1 bad dice, scoring 2 increase

Campaign events

  • Pvt Oliver reveals that he is actually on his way to take leave, and will be gone for 9 days.  Like Paddy O'Loughlin in sickbay, he has no sooner joined us than leaving us again. Maybe we'll see him on the 2nd of December, unless he joins some other unit.
  • No break - no time passes in the campaign before the next mission is assigned.  Hopefully there will be time for breakfast, but that may depend on what action comes next.

Player action: add another man to the group - Pvt Richards

The team is now strangely top-heavy, Major Lawrence & Captain Preston leading privates Davies, Newton & Richards.

Meanwhile Edwards, Fraser, Harris, Mitchell & O'Loughlin are recovering from injuries and Oliver is on leave.

People the team knows:

  • Lotte Meierling, a refugee from Hannover
  • Dieter Pletternberg, mayor of Bad Spelling

Until next time, health & happiness to you all.

Thursday, July 4, 2024

Bad Spelling chapter 3 - Grab the nuke

23/11/1983 Sov 3rd army forces BAOR fighting retreat into Ruhr cities. Bad Spelling is isolated behind the front line.

Maj Lawrence needs the team to pick up the item that he was being interrogated about. It's in a supply depot, he doesn't know which building precisely, or it may still be loaded on a lorry.  Not a stealth job, just get in and grab it.  (I couldn't have made it up.  The team rolled a follow-up mission at an intact building to Retrieve something).

The enemy has two sentries with Skorpion SMGs on duty (rather an odd choice by the dice), ready to call out a guard detail of an officer (pistol), a sniper (rifle), two guards with AK-74 and one with an AK-74 plus grenade launcher.

Motivation: 2 (chosen on the basis of campaign history) these are secondary units in an accidental meeting, not here for a fight

OHSW rules

For OHSW I re-wrote the sentry rules from 5MIN.  Each turn that the sentries have seen the enemy, after checking army morale, the WP draws a resolution card and adds the value to a cumulative total.  When the total is at least 15 the rest of the patrol arrives at a random board edge.

Searching the buildings for the objective is just like searching for the holy cross on p33 of OHSW, but succeeds on any face card draw (because it's not small or easy to conceal).

The team probably needs to steal a truck to transport it away.

I'd like to implement a proper solo system for this campaign, to make decisions for the opposition (which I only need because I'm using OHSW on table).

Each enemy figure has a "role" like sentry / patrol, shooter, brawler, officer etc. and a set of waypoint markers to follow.

Then a prioritised list of situations + actions drives how the enemy uses its activations, e.g. Shooter/Artillery with opponent within 6" should move away from the opponent. Conflict of Heroes has this approach, using a deck of cards that with a prioritised list of conditions & actions, drawing a fresh card so that the priorities are not the same every turn.

I could also use the troop classes in Hordes of the Things to suggest some behaviour types: Special Forces (Heroes), Tanks (Knights), APC (Riders), Brawlers (Blades), Shooters & Artillery.  I'll use this game to generate some possible action-rules.

Anyone of a nervous disposition when it comes to unpainted models or scenery should probably skip the rest of this report.  I'm working on some pieces in this area, but the aesthetics of the table top are liable to get worse before they get better.  Mea maxima culpa.

The supply depot

The supply depot is next to a main road (top of the photo).  The guard house is next to the main gate, with various storage sheds to the right and a line of shipping containers to the left.  A few vehicles are scattered around the central paved area.  A back gate at the bottom right of the picture gives access to a footpath. The Brits arrive on the road in the top-right corner.

The WP draw a joker for initiative - end of turn 1.

The Brits get initiative again, but this time they draw a Joker for actions in the phase - end of another turn and nothing has happened yet.

still guarding the front gate

The WP acts at last.  One sentry sets off to patrol the perimeter anti-clockwise, while the other one would like to go overwatch, but that's not available in these rules, so he just waits. Given no other use for actions, the patrolling sentry moves 3 times.

The Brits advance along the perimeter fence, remaining hidden for as long as possible.

By the time the Brits jump out and start shooting up the gate guard, his companion is patrolling on the far side of the compound.

"Eddie" & Fraser step out across the road and open fire.  Both miss.

The gate guard hits Eddie, while his mate starts running back across the compound. The Clock card is 10, so it will probably only need one more card for the rest of the WP force to be called in.

Fraser hits the gate guard.  Mitch runs up to finish him off.

front gate clear

Dangerous & the Major move up.  The patrolling sentry runs across the yard and fires a 2-shot burst at Mitch.  The first one misses, but the second gets him. The Clock advances to 12.

Fraser & Dangerous both miss & the patrol guy misses Dangerous.  The Clock card is a Joker, so the turn ends with the clock stuck on 12.  Both Eddie & Mitch are out of this fight and won't be getting up by themselves.

The patrol sentry moves in closer and shoots at Dangerous - another man down!

Fraser fires back but misses. Major Lawrence rushes in and tackles the guard, taking him out.  The Brits can now spend the rest of the turn searching freely...


The Major checks two trucks (no luck) and has moved on to the 3rd when Fraser calls out a find in one of the shipping containers.  Maj Lawrence gets in the truck & drives it to the container.  Fraser loads the case onto the truck.

Lawrence drives out of the gate, waiting next to the downed Davies.  Fraser gets out to cover him and drags Eddie on board.  Fraser drags Mitch into the lorry (another 4 AP) & also Davies.  With all the casualties on board, Lawrence drives away - their fate can be resolved when we get them back to Bad Spelling.  Dangerous recovers in the back of the lorry.

Scenario design: during Turn 3 the clock was advancing at the end of each phase.  That's excessive with a target of only 15.  However, when I noticed and reverted to my proposed rule (advance the clock at the end of a Turn), the game was over before another turn ended.  The other guards never arrived.

Also, it would make sense to have 2 men carry the device, but how should the Actions work in OHSW?  Should Each man spend 1 action to pick up an end of the case, and then they jointly spend 1 Action to move (like a crewed weapon)?

The Brits had plenty of spare actions available for the Major to jump out of the truck and help Fraser to load the device on board, so it didn't affect the outcome.


General rule system: I allowed Fraser to carry the device and his downed mates with no noticeable movement penalty (although a 3" move would have made no difference), and did not require an Action to pick them up or put them down.  Given the number of actions available to the Brits in Turn 4, this made no difference, but it should probably take an action to pick things up (dropping them is free).

The ability to load Down or Out men onto transport is something I just improvised, but it makes sense if one side is able to leave the field without needing to eliminate all of the other side.

Overall balance was adequate, giving a tense scenario and 3 men down in the final turn.  Lawrence forgot to be inspiring, e.g. to re-draw the downed men going out of action.

There were no obvious moments when I had to think about action-rules to decide what the WP would do, but I guess these applied:

  • Sentry sees enemy: converts to Brawler or Shooter (depending on weapon carried)
  • Shooter with target in range and Line of Sight: shoot
  • Shooter with no enemy in range: close range to nearest enemy
  • Brawler: close range to nearest enemy
  • Sentry: move toward next patrol waypoint

After the fight

  • The Brits have achieved their objective.
  • Edwards is lightly wounded (and will be out for 6 days
  • Mitchell is also lightly wounded and will be out for 10 days
  • The fate of the 2 sentries is not known.
  • No prisoners were taken.
  • Harris is already wounded and out of action until 6/12/83

Reinforcements: Two figures with L1A1 SLR, one with pistol - privates Newton & O'Loughlin arrive, perhaps stragglers from some unit nearer the front.

Specialist gear: temporary replacement weapon - O'Loughlin has a Minimi for the next mission

Skill gain: Fraser gains Scout(1)

Campaign events

  • Paddy O'Loughlin has an accident within minutes of arriving on the base & is out of action for 3 days (until 26/11/83). Maybe Lotte will visit him in sick bay?
  • Intense fighting - we are straight back in action.  No impact on morale (already rolled).
  • The minimi is broken; the burst that hit Green also put a round into the firing mechanism.

Player action: meet a new character (rolled a political figure) - the local mayor, Dieter Pletternberg

Group morale: 3 - rolled 3 good and 2 bad dice, scoring 1 increase

People the team knows:

  • Lotte Meierling, a refugee from Hannover
  • Dieter Pletternberg, mayor of Bad Spelling

 

Saturday, June 29, 2024

Bad Spelling chapter 2 - rescue the logistics officer

18/11/1983 The Russians focus on advances to the North (into Holland).  5th & 3rd DDR armies occupy Hannover.  Refugees flood West.

Lt Beresford has received orders, and they're not to join the rest of his unit.  He is to gather what force he can and rescue a Major Lawrence who is being held in a section of 3-5 intact buildings near Hannover.  He'll need to take one of the vehicles off the base to reach the area.

This major is some kind of logistics officer with a briefcase, which must also be retrieved.

If the enemy are going to this much trouble, he must know about something more important than tins of corned beef, like the movement of battlefield nukes.

The enemy has 6 East German sentries, 3 guarding the target, 3 patrolling the town, all carrying AK-74s.

Motivation: 2 - these are secondary troops from DDR follow-up units, just holding an area, not here for a fight.

I deploy the sentries first, then the group arrives, vacating the vehicle up to 4" from the table edge. 

Searching the buildings for the Major is just like searching for the holy cross on p33 of OHSW, but succeds on any face card draw.

The layout of town

Please excuse what passes for terrain here.  I've not done any Cold War action before, so don't have modern buildings, lamp posts etc..  There may be even worse to come in the next mission until I get hold of some relevant models.

Around the square is a group of historic buildings, including a small church.  The major should be in one of these.  Behind the church looks to be a small IBM office, and one side of the square opens onto some kind of parkland.

The Brits arrive in a corner away from the park and office block


A sentry on duty

The East German sentry at the T-junction spots them, and snaps off a quick shot at Davies, but comes nowhere near hitting him.

Davies & the Ostie trade a couple of shots.  The sound of gunfire attracts two more guards.

Green gets into position to cover the T-junction with the MG and puts down the sentry. One of the guards hits Green in return.  Harris shoots the guard and Davies runs up to finish him off.

Davies remains calm under fire

The last 2 sentries run into action and open fire, missing Davies in plain sight.

Lt Beresford rushes up to finish the other downed sentry, but then goes down himself under fire from the guards.

Davies gets back up, but Green & the Lieutenant stay down.


Harris moves in to start spraying with the SMG and puts one Ostie down. Davies & Harris go down under fire - the Brits are now heavily outnumbered

Harris is taken prisoner.

Davies gets up again, but the Ostie doesn't.  2 Brits now face 3 Germans.

Davies with Edwards just a blur in the foreground face three East Germans


There is a long pause for breath as the two sides eye each other up.  (A whole turn went by with no actions for either side).

Davies remains cool under fire from all 3 Germans, but goes down on the last shot.

Morale check - unbelievable, the defenders break!  (I pulled an Ace with 3 casualties against the DDR)

Davies gets back up again!


As the East Germans fall back, Davies & Edwards check on the rest of the squad and recover Major Lawrence from one of the buildings around the central square.

Assessment: top action yet again, and the Brits were phenomenally lucky not to all end up as prisoners.

After the fight:

  • The Brits have achieved their objective.
  • Of the 6 East Germans, the last one Edwards shot will be fine later, with a dramatic scar, and was carried away by his comrades. 2 were definitely killed by Davies & Beresford.
  • No prisoners were taken by the Brits.
  • Green is permanently injured and will be invalided home.
  • Lt Beresford is mentally scarred by the memory of finishing off the sentry at the T-junction.
  • Harris is seriously wounded and out of action for 18 days (back on 6/12/83)

I rolled for reinforcements and received one man with a pistol - that will be Major Lawrence joining the group.

2 more grenades have been found and will be carried somewhere among the group.

Major Lawrence turns out to be Inspiring.

Campaign events

  • Lt Beresford is reassigned & gets his orders for some "proper" duty.
  • The minimi is broken; the burst that hit Green also put one round into the firing mechanism.
  • Maj Lawrence decides to add another member to the team and finds Pvt Mitchell.

Group morale: still 2 - rolled 3 good and 4 bad dice, with 1 hit on each side.

People:

  • Lotte Meierling, a refugee from Hannover


Until next time, health & happiness to you all.


Tuesday, June 25, 2024

Bad Spelling chapter 1 - the training grounds

14/11/1983 - The Russians have invaded, 20 Armoured Brigade has moved off.  Our group of signals and base guards should be somewhere else but hasn't yet been ordered to go.

They are on a perimeter patrol when they bump into a short-handed squad of Soviets (I rolled up a military mission, in a section of prepared positions in walking distance of the base, because no transport is needed).

The enemy as rolled up has six AK-74s and one pistol.  At a guess, the RPG and PK are back at the APC and the lieutenant is taking half the squad to investigate.

Motivation: 3 (chosen on the basis of campaign history) these are recce units, scouting the flanks not here for a fight, from an elite force (3rd Shock army) in the middle of a successful offensive


The terrain setup has the Soviets arrive through the woods beyond the training ground, the British patrol just inside the fence, with two prepared trenches in easy reach.  This could turn into a long-range shooting match.

The trenches and the woods

At this stage I don't have a programmed opponent, I'm just playing both sides and doing whatever seems most useful with the turn.

The Brits get first move and rush for the prepared positions. 


For OHSW terrain effects: 

  • The trenches count as cover +2 cards and can be defended for 3" around a man (like the redoubt in the Zulu scenario).
  • The woods are cover +1 card, and block Line of Sight unless the firer or target is within 1" of the edge of the wooded area.
  • The site fences take 1 move to cross.
  • The bushes block LoS, take 1 move to cross, but are not cover.


The first three Russians make it to the edge of the trees. Fraser & Adams open fire and two of them go down.

Three Russians target Adams but all miss.  At the end of the turn, one of the Russians gets back up, but the other is a casualty.


On turn two the Russians get the initiative and all fire. Adams goes down, but the turn ends quickly and he gets up again

Next turn the Brits take initiative, Adams puts one man down, but then the turn ends & he gets back up again unhurt.


Turn four, the Russians blaze away and Adams goes down and stays down.

Then follows lots of ineffective shooting in both directions.

Green puts down a Russian, Fraser & Edwards go down, but they all get back up.


Turn 7 doesn't happen (I turned a Joker for initiative) - this should trigger a special event of some kind (e.g. 5MIN p55/56), but I was caught out and didn't roll one.


The next turn Fraser & Edwards are hit; Edwards recovers, Fraser stays down.  This is looking a bit grim for the Brits.

There follows another turn of ineffective shooting.


Turn 10 the Brits have the initiative and plenty of actions.  Harris charges forward all the way to the site fence.  Davies & Huey provide covering fire, putting 2 Russians down.

Harris crosses the fence.  He moves up through the trees and finishes off one Russian.

Davies puts down another Russian.

Harris despatches 2 more Russians and opens up on the officer with his SMG. Turn over!

Harris rushing the Soviets in the woods

Davies & Green fire and the two remaining Russian riflemen go down.  The Russian officer shoots Harris, who goes down!  Edwards starts to cross the field and advance on the Russian position.

The Russian officer has to decide whether to step forward and take Harris prisoner, but expose himself to being shot at by the rest of the Brits...  He bottles out and moves to the rest of his men.

Edwards crosses the fence and is right in danger.  The Russian officer steps forward to shoot at Edwards - and misses!

Edwards finishes off a downed Russian.  The officer and Edwards shoot at each other and miss.

Davies hits the Russian officer.  Edwards runs up and captures him. Turn over!

Russian morale breaks!


It is not clear whether I should carry on and test for casualties for the two downed figures.  I do it anyway, even though I don't want Harris to become a casualty after his bold move.

Harris is fine, and so is the Russian.  Ivan surrenders (he could have run to the APC at the risk of being shot in the back, but he's not that committed).

Assessment: top action, very exciting, and only one rule broken by mistake (Harris entered melee twice in a phase).

If the Russian officer had stepped forward to grab Harris, he would probably have gone down anyway.

There were too few men for the OHSW squad break condition to arrive - a 7-man squad could take half losses (4) and still carry on 85% of turns, given this leadership.  To increase the number of men on a side, I will allow reinforcments if down below 8 men and give the enemy 5 rolls on the force table instead of 3. Each roll is effectively 1.33 men, so this should balance the two sides.

After the fight:

The Brits have achieved their objective, completely defeating the Russian squad.

Of the 7 Russians, the officer & 1 other surrendered, 4 were definitely killed by Harris & Edwards.  The remaining one is seriously wounded, but will live. 3 prisoners in all.

Fraser has a light wound is out of action for 4 days (back on 19/11/83)

Adams is seriously wounded and will be reassigned.  He's not coming back to Bad Spelling.

No reinforcements are available, because we still have 5 men in the group.  In future, I will change this to be 8, becausee OHSW really expects more than 7 men one a side.

Campaign events: Sgt Knight has died in action elsewhere around the town.

Cpt Johns has had his movement orders and is packing to leave as the patrol gets back to barracks.  He'll take the prisoners with him.  Beresford recommends Harris for another medal, if Johns will write it up.

Player action: assign Green to take a Minimi for the squad - succeeds.

Group morale: still 2 - I rolled 6 good and 2 bad dice, but was unlucky

People:

  • Lotte Meierling, a refugee from Hannover


Until next time, health & happiness to you all.

Wednesday, June 19, 2024

Bad Spelling - Introduction

I've played quite a number of solo skirmish campaigns: 5 Leagues (the amazons), 5 Parsecs, Rangers of Shadowdeep & also this one: Bad Spelling, a Cold War gone hot campaign.

The rules

A campaign comes in two parts: the tabletop game and the campaign game.  In most of the examples I've mentioned, the two are in the same book.  However, I've played campaigns that need two separate sets of rules to be combined into the campaign, for example Joe Lengan's fine Platoon Forward campaign and scenario generator with FUBAR one-page rules on the tabletop.

I love the campaign and RPG elements of Five Men in Normandy (5MIN), but the battle on the table felt too random.  Turn after turn of dice to be rolled, with no effect.  Much of the shooting caused flinch or bail results, so the recipients fall back, then recover and move up again.  Maybe my die rolls were unlucky, but it didn't feel much like gunfire.  So I've tried several experiments to mix 5MIN's campaigns with some other tabletop rules.

Bad Spelling is one of those experiments, using 5MIN's campaign rules with One Hour Skirmish Wargames (OHSW) on the table.

Many of the campaign tables in 5MIN need to be reworked for this.  The force tables for Soviets and British are new.  Many of the specialist gear and character skills provide effects in the 5MIN combar rules that do not have equivalents in OHSW, for example special abilities that apply to 5MIN's "scurry" turns.  I've done a lazy update, changing any results that were used in the campaign while ignoring any that haven't happened.  Eventually it may become a full rewrite.

The weapons at this date are close enough to the OHSW rules for Cold War.  I've done some rough work on stats and point values for modern AFVs based on the ones that appear in OHSW and the stats they get in WRG rules, but they are not likely to appear in the campaign for a while (if ever).

The campaign

Bad Spelling itself is a fictional town, 5km from Paderborn where the British 20 Armoured Brigade was based.  The name comes from the spa waters (Bad means bath) at the source of the river Spelle, with a grand spa hotel at the site.  There is a BAOR signals training establishment in the town, along with a firing range and a British army golf club.

There is a fascinating discussion of how WW3 might have gone if it started in 1983 after NATO's joint exercise "Able Archer", including a full timeline, by Giobastia here [click].  I'm using it as the background to the campaign.

As big events unfold, a few signals personnel and base guards are left behind in Bad Spelling.  They should be fighting, but are still waiting for orders to rejoin their units.

The initial group of Brits left behind consists of:

  • Lt Beresford (with his dog, Charlie) - Leader(1) - white collar professional just here with the TA, but seen battle before (Aden & North Yemen 64-70 before demob)
  • Pvt "Dangerous" Davies with L1A1 SLR - Guts, from a mining family. Inexperienced
  • Pvt "Eddie the eagle" Edwards with L1A1 SLR. Inexperienced
  • Pvt "Doomed" Fraser with L1A1 SLR - Guts, grew up on a farm. Inexperienced
  • Pvt "Huey" Green with L1A1 SLR. Been in battle before (Falklands)
  • L.Cpl Adams with L7A2 GPMG. Inexperienced
  • Cpl "Bomber" Harris (loader) with a Sterling SMG. Been to hell & back in Ulster & Falklands (1982). Choice of skill: Lucky

L to R: Beresford, Dangerous, Eddie, Fraser, Huey, Adams, Bomber

Group morale: 2

3 people that the group have met:

  • Cpt Johns, the Company commander
  • Sgt Knight, REME
  • Lotte Meierling, a refugee from Hannover

Until next time, health & happiness to you all.

Two crimes in one

 A grim tale for Christmas. My daughter wanted an Amazon gift card for Christmas, so we bought her one at a supermarket. Just before this, s...