Of course I got caught up in running the game & taking pictures took a back-seat to having fun, but we managed to get a few shots once we got well stuck-in.
The first fire team, the original group from the Intro Encounter, has been pretty much shot up by a very P.O.'d VC NCO with a PPsH. The dice for this guy just kept rolling hits and OOF's. B6's Star went down like wheat before the scythe with an Out Of the Fight result.
Reinforcements in the form of the HQ element of the squad have come in via the Eastern side of the road, quick-moving in an attempt to revive B6's Star w/ the Corpsman!
As the Lt., RTO and Corpsman moved down the road towards B6's wounded Star, the RTO moved towards the low white stone wall in front of the hooch while the Lt. jumps into the woods to rally a Hunkered Down Rifleman.The Corpsman needs to continue to Fast Move in order to get to the injured Star in time! A flash of gunfire erupts from the flimsy bamboo structure hitting the Corpsman (oh no!!) and causing the RTO to duck back.
A view down the long road. Out Of Fight and Obviously dead form a tight knot where the brief action was most devastating.
Now fire team Bold Badger has caught up with the rest of the squad and enters from the cross-road. Lucky for them they have an M79. With any luck this guy will make up for the way B6 & Gord have been throwing Marines into the meat-grinder! (At the rate these guys are going I understand why B6 likes to play with 15's. A whole lot more infantry on the table.)
Of course they might do well to wonder what danger may lurk inside this small copse of woods.
Together with the rallied rifleman, the Lt and the M60 gunner have moved up the embankment East of the rice paddies and are waiting for fire team Bold Badger to move into position.
Bold Badger comes into sight of a small hooch & triggers a Contact Roll resulting in contact with the remaining members of the VC Section. In Sight tests are rolled and one member of Bold Badger is Obviously Dead. Fortunately the M79 manages to put the VC in the hooch into Duck Back. The rest of fire team advance with no opposition and finish the job.
With the area secured this version of the Introductory Encounter has hopefully met its objectives: provide a fun opportunity to explore the potential of FNG & the core mechanic, the Reaction System, of the Two Hour Wargame family.
Thanks to B6 & to Gord for the feed-back, support and for coming out to play with me.
I wrote up some play aides and host notes based on the Introductory Infantry Encounter on page 23 of the FNG rule set. I'll use these again to when introducing FNG at local gaming shops & events here in Vancouver. Since turn out at events can be random, these are intended to work one on one or with groups of up to four plus a host.
Help yourself if you want to use them too:
http://drop.io/vjk1ttq/asset/peabody-s- ... sitrep-pdf Direct Link to Sitrep (Part One, main hand-out based on the P23 intro encounter.)
http://drop.io/jyauptw/asset/peabody-s- ... troops-pdf Direct Link to Troop List & Host tips (Part Two, Marines & VC)
A note on the terrain:
This game featured Palm Trees by B6 and other trees by Colin.
For this game I unleashed the prototype of my 'Secret Terrain Project', something that has been occupying all my spare problem-solving time for weeks, that is starting to look ok, but still has a ways to go. To that end I took advantage of the always large turn-out at Trumpeter's evenings to get feed-back and advice on some of the ideas I have for detailing (gardening?) the hexes. I'm looking forward to using Chagadiel's tutorial on wire-armature trees for double & triple canopy forest and populate my woods areas w/ those!
Thomas

