This is a report on my initial run of Turkey Shoot.
We've run the game subsequently with some changes after this run through, and it was a completely different game. More details on that coming soon...
Okay, so back at the game on the 16th Jan:
Turkey Shoot is a scenario where a squad of Marines must escort a sniper team to a position where they can engage targets "off table". The Marine Squad must keep the team alive for 3 turns on the roof, and then exfil off the edge they started at.
The Scenario as written has a full squad of US Marines (3 fire teams and a squad leader) protecting two snipers and accompanied by an LVTP7.
I didn't have a suitable APC available, and it seemed overkill (more on that soon) so we dropped it from the game. It should also be noted that the Marines themselves were Recon Marines. This meant that they were rolling a d10 rather than the standard d8 for trained troops.
Even without the APC we were soon to find that this scenario would be a whitewash for the Regular player.
The Regular team stepped off and engaged an Insurgent RPG team on a nearby building. The threat was neutralised, but during the shooting roll, a Fog Of War card was triggered! "The Colonel says what?!?" meant that the Regulars were pinned in place for a turn, unable to move forward.
In the mean time, the Insurgent player took the opportunity to occupy the target building....
And prepared to spring a trap on the Regulars....
However, this where the Recon Marines stepped up!
They demolished the ambush on the left hand side of the road, leaving one man standing.
In a later turn, this one mad insurgent managed to skirt around the fireteam that had engaged his group to charge another team from behind....
He was quickly dispatched.
Meanwhile, on the right hand side of the road, the Marines in position there had achieved a similar result.
As you can see, machete-wielding Insurgents are hardy indeed!
At this point the Insurgent group in the Target Building began engaging the Regulars.
Their shooting was inaccurate, and over the next couple of turns, their numbers were whittled away from 6 down to 2.
The Insurgents had received some reinforcements by this stage, but due to a lucky break on the Fog Of War, the "What's this made of....Swiss Cheese?!?" card rendered them vulnerable to the Marine Fireteam holding that arc.
It was around this point that Brad failed the rolls to bring 21 fresh insurgents onto the table!
However, luck was not completely against him, as another Fog OF War ("Contact!") provided him with another squad of Insurgents. These, however, were still unable to cause casualties on their Marine foes.
At this point, the Marines reached the building and began clearing it:
After the building was cleared, the sniper team swung into action and began to engage their "off-table" targets.
Some further reinforcements for the Insurgents was "too little, too late"....
...and the Marines exit the area with no casualties!
In the post game wash up, we believed that the Marines were too strong (and we didn't even use the APC!) and that at least one more insurgent hotspot (there were only four) was required.
In the second game played recently, we dropped the Marines to "Trained" (d8) and added an additional hotspot to bring the total to five.
But more on THAT game for another post!