FNG OPS Campaign – 4th Sept

4th Sept

I’m going to play this out long hand so as to give people reading an idea of how OPS works. The turn sequence is as follows:

  1. Check Weather. I roll a 5 which for this time of year means Heavy Rain
  2. Determine Supply Points. (SP) Because the FSB is still under a week old I get 6 d6 SP with which to pay for my activities.
  3. Determine Air Asset Points. (AAP) Heavy Rain means no AAP so no need to roll
  4. Roll for intel I gain minor intel telling me that theres a possible enemy supply crossroads in sector 2764, and the Enemy Influence (EI) goes up by 6
  5. Roll for Special Events. I found that special events happen too often so I roll only once a day, and this time nothing happens!
  6. Plan and Run the AM Operations. Since the Co. is in the field following “Highers” directive for now, I decide we’ll run a Co. Sweep in the sector. This is an all day OP generating a contact roll AM & PM. This contact roll results in a Medium contact, a booby trap is found and fortunately due to rolling a 6, it causes no casualties.
  7. Check if there’s a change in Weather. Nope, not that lucky!
  8. Plan and Run PM Operations. At the FSB my TDY plts complete the Basic Perimeter Defences. The rest of the Company are still continuing with the sweep. The contact roll results in another medium contact, this time an enemy squad has found us. At this point, we break to the table top for the game.
  9. With the rain lashing down, 3rd Platoon struggled through the jungle along a trail, their Rep 4 pointman from 2nd Squad leading them towards the area they’d been allotted to clear. Ahead of them, although unseen through the rain were two huts with paddy fields and spots of uncleared jungle leading to the impassible river. Moving cautiously through a number of turns without spotting any movement and always being aware of the risk of booby traps, 2nd Squad takes the lead and moves from Jungle into Elephant grass.

    In turn 16 the Pointman sprints across the gap to the first hut, prompting an insight check from the VC posted in the corner of the paddy who fires his SKS at the grunt. A volley of M16 rounds fly back and the VC ducks back into the rain. The US win the next activation and the pointman charges the enemy behind the dike, his movement putting off the enemy shot and as the two grapple, the VC goes down wounded and out of the fight.

    As the pointman regathers his composure and stands up on the dike, another VC spots him and shoots, his reaction is to duck back into the jungle away from the shooter rather than shoot back. As the rest of 2nd Squad try to rush across to the hut to where they can hear shots firing, 2 fail their fast move test and are left in the open. The VC take a couple of insight checks as they’re just within the visibility range, and 2 AK47’s ring out targetting one of the men. He goes down in a heap, multiple wounds appearing as the rain dilutes his blood even as it seeps from his body.

    Next turn the US win the activation again, and the pointman tries to pop up and shoot the charlie in the paddy dike. As he comes up, the SKS is trained on his position and another shot rings out, closer this time and he hunkers down. The M60 in the open shoots at the AK47 toting charlie in the pig pen, causing him to Duck back.

    The US again win the activation, and a grunt poking round the hut shoots at the VC in the paddy, causing him to duck back, but in his activation he pops up to fling a grenade drawing two M16’s fire and getting knocked down. The grenade thuds into the paddy half way to the enemy, and goes off throwing mud but little shrapnel around.

    The next couple of turns sees small localised repositioning, trying to stay out of each others sight, until the Americans stumble upon a tunnel entrance hidden under some pots outside the hut. They throw a grenade down which explodes, and begin to pull back. The RTO tries to make contact with the FSB to call in the 105mm Howitzers, but the crew are busy and tell him to call back later. It will take another two turns to finally get a spotting round in, during which the enemy completely out of sight for the rain, collect their wounded colleague and start to melt away.

    When the spotting round lands, it’s smack on target, the hut collapsing but the tunnel is not affected, the round doesn’t pack enough of a punch to bring it down. The US pull back, leaving their dead soldier behind however.

    Result of the game? 1 US KIA (Body not recovered), 1 VC WIA (Estimated Dead). Neither Hut was searched, although a tunnel entrance (1 of 2) was found. This translates to +1 EI for the US KIA, +2 EI for the BNR (Both lucky rolls, could have been +13!), -4 EI for the VC Est KIA. Total result -7 EI for the sector, and +1 FP for all units, +1 FP for 3rd Plt for BNR. I have not awarded any reduction in EI for the days operation, since nothing of real value was achieved.

  10. Check if there’s a change in Weather. The rain lifts, staying dry but cloudy for the night.
  11. Plan and Run Night Operations. I decide to try and lick my wounds, keeping all the units in defensive positions. Works out well, no enemy contact (Double 6!) means -1FP for all units.
  12. Book Keeping. Make sure all the records are updated to reflect the days EA, EI and EP changes as well as the SP and AAP

And that’s it, a day in the life of Firebase Stamford and the boys from Bravo Co. Hope you enjoyed reading, and look out for further updates of their progress, tomorrow they have to do it all again!

FNG OPS Campaign – Recap

Last year I started an OPS Campaign. OPS is a framework developed by Darby in support of Two Hour Wargames FNG vietnam wargame ruleset. They’re intended to provide a GM or individual players a narrative campaign experience and a context with which to generate tabletop games. The games can be played out or if you wanted they can be automated through the clever systems within the game.

AS I said, I started the OPS campaign last year but only managed to play through three days worth of it before I got sidetracked with other things. However, I saved all the progress made so far. This post is a recap and I hope to be continuing the game as a diversion from the other projects that I’m working on.

I suggest that you open the following link to the map of the AO in a separate window and I hope you’re familiar with both 4 and 8 figure grid references. MAP!!

(If you’re not, the first 2 figures locate the horizontal grid, the second 2 the vertical giving a kilometer square area for 4 fig. For 8 fig the first 2 are the horizontal, the 5th and 6th the vertical. The 3rd & 4th and 7th & 8th further refine the horizontal and vertical positioning by breaking the box into 10 divisions and another 10 within that)


The campaign started on the 1st September ’67 and my command is Bravo Co. None of my platoons are at full strength, each has a 3man plt command, 1st platoon has 24 other men, 2nd 21 and 3rd plt has only 18 men.

For supporting units I rolled only 1, a battery of 105’s.

Enemy presence in the AO is high, with 10 Local VC units, and 7 NVA/MFVC (Main Force Viet Cong) units.

1st Sept

Weather – Fog.

1st and 2nd Platoons Air Assault into planned FSB location at grid 29756170 (spot height 124). They have a brief firefight with enemy who break contact, leaving 1 US WIA (light). They then conduct a sweep of the sector, which garners no further enemy action or contact.

At this point, the weather changes, the fog turns to monsoon rain, scuppering my intentions to air land the 105’s and the remaining platoon.

The troops on the ground begin breaking ground for the Basic Perimeter Defences.

2nd Sept

Weather AM – RAIN.

Intel – Possible Cache in sector 2760

Special Event – Major OP required. 5 days in Sector 2863.

Well, with a limited stock of AAP’s, there wasn’t much I could do. The FSB definitely needed its guns moving there, and if I didn’t do it now, the monsoons could set in. Therefore, I have airlifted the Battery into position, and since the choppers were there, I appropriated 1 to take my WIA back to see the pretty nurses. He’ll be back in 6 days.

In the meantime, I figured my 2 loaned plt’s for babysitting the FSB would be transported to me, so ignored any SP or AAP cost for those. They can crack straight on with the Basic Perimeter Defences.

1st and 2nd platoons will sweep North and then East up the valley on foot, allowing me to use my remaining AAP’s to deliver 3rd Plt and Co. Command to the required grid for the OP. Seems that the enemy saw us coming and were ready. Poor old 2nd Squad took 1 WIA and 1 KIA. The enemy slipped away and we were left with nothing.

To their south east, 1st & 2nd Platoons have been shot at by a sniper to no effect.

Its still raining.
1st & 2nd have patrolled another sector further North coming into contact with a local VC 5 man group. 1 US WIA (serious) and 1 confirmed kill, but several bloodtrails. They’ll have to Remain Over Night in sector 2963.

Back at the FSB the battery have begun erecting the Basic Fire Direction Centre which should be up by tomorrow night.

Another day in the field for Bravo. HIGHER’s big push offensive is turning into a right meatgrinder. Not a good day overall.

3rd Sept

Weather – Cloudy.
Before the units move out, a medevac swoops in and collects the 2 WIA, and KIA from yesterdays contacts. WIA will be back on the line in 3 & 4 days respectively.

3rd Plt and Company Co. are going to play the anvil, to a hammer sweep conducted by 1st & Second Plts. Unfortunately, they are hit by a command detonated mine as they move through the sector, losing 6 men (3 KIA, 3 WIA).

Still cloudy.
A medevac again pulls out the dead and injured, the WIA returning in 1,1 & 4 days.

The sweep continues, contacting a squad from the Main Force VC HQ. In the ensuing Firefight, 1 enemy is KIA, and 1 estimated WIA for no friendly loss.

Clouds give way to rain.

Fatigue levels are rising from such sustained activity, so I decide to take a risk. 2nd Plt, the freshest, will conduct a night ambush in concert with a flareship and spooky mission (gotta use those AAP’s sometime!). The rest of the unit will RON, and hope there is no contact.

Sometime in the early hours, an enemy unit stumbles through the ambushing units arcs of fire. They fire, the enemy react and slip away into the jungle firing as they go. 1 US soldier is WIA while the plt suggest they have wounded at least 2 enemy. Not a good result.

2 firefly missions are also flown over night, 1 managing to locate a suspected camp in the operation sector reducing EI a little.

The units RON however pass 2 d6, but achieve a “cache found” result. It’s undefended, so I determine no contact has occurred and they can lose a FP.

A bad day for the US, I now have 1 squad with only 2 members, another with only 4 and scattered casualties throughout the company. Enemy Influence is still over 20, coupled with the EA and EP of 4 & 1 respectively, meaning that major contacts are still likely and there’s still 3 days left of the required OP!

The good news is that the Basic fire Direction Centre is now built, so the artillerymen are working on the Basic Artillery positions, and soon I’ll be able to send out some HE lovin’ to Charlie.

Malta Times 2

OVER 16 Enemy planes Shot Down!
In the past few weeks, our brave RAF pilots have achieved success after
success in facing the fascist aggressors in the air. Over 16 enemy
aircraft have fallen from the skies from the heaviest raids of the war so
far. Although these losses are costly for the enemy, they are easily
replaced and there seems to be no end to the air armada Hitler and
Mussolini are prepared to throw at our little island. Having said that
though, Luftwaffe planes have not been seen for some days now, with
rumours suggesting they have been sent to the Russian front to counter
increased Soviet activity.
Our successes have come at a cost, with several RAF pilots killed, and
many more planes damaged and destroyed. Once again we are looking to
the sea for replenishment of stores, aircraft and manpower. The next
convoy through will have to battle against the odds for much of the
way. Amongst the reinforcement aircraft are cannon armed Hurricanes,
something that our dwindling band of pilots will be looking forward to
flying, packing more than adequate punch to knock down the Macchi s and
Italian bombers!

Reconnaissance Raid Defeated!

In the early morning haze, 6 weary Hurricanes scrambled to gain height
and intercept an incoming Savoia Reconnaissance plane presumably after
pictures of the harbour. Against a heavy fighter escort, our planes
battled, with onlookers near the docks and Fort St. Elmo watching the
spectacle grow closer and closer to our shores. One Macchi was seen to
disintegrate after a close burst of cannon from one of the newly arrived
aircraft, the pilot’s body being recovered by the ASR launch shortly
after lunch. Despite being swarmed by the smaller and more nimble enemy
fighters, our pilots bored in on the bomber and set it alight before
finally shooting it down into the sea off Dingli as it turned for home.
Several Macchi’s were seen limping home trailing smoke and glycol. All
our hurricanes returned to Takali, although one had to land with no
engine, while the other had serious damage to it’s airframe, an impressive
feat of flying especially considering enemy fighters flying top cover
bounced our aircraft in the middle of the battle.

Malta Night Fighter Unit Formed!

A number of hurricanes have been detailed to form a new unit,
specifically to combat the increased enemy night activity. Pilots for this
new unit will be volunteers only. Any pilot wishing to apply should
speak to his Flight Leader.

Malta Times 1

In the first of today’s raids five brave Hurricanes battled skywards to see off the impertinent Italians. Our pilots, newly arrived on the island took to the air when radar plotted incoming aircraft which as they drew nearer revealed themselves to be a single bomber and two escorting aircraft.

Unfortunately the inexperienced pilots failed to intercept in time and the enemy aircraft, possibly a photo reconnaissance flight, managed to escape by diving over the island. Only a few of the Hurricanes even fired their guns and the anti aircraft barrage was completely ineffective.

The second sortie saw another SM79 bomber identified on the radar, this time escorted by six enemy fighters. Once again the defending aircraft were slow off the ground, the flight leader opting to fly in formation rather than allowing individuals to climb as they saw fit. This time however our boys certainly got in amongst the enemy although not without cost.

As soon as the Hurricanes had climbed to intercept, the enemy fighters immediately pounced and a general melee occurred. One of the Hurricanes had a lucky escape having collided with a Macchi and crash landed at Luqa with heavy damage, the pilot fortunately avoiding injury although the aircraft is written off. Several of the enemy were seen to fall from the combat and one Italian pilot was rescued from the sea. Eventually though, the bomber who was almost on top of Hal Far aerodrome was damaged and almost immediately shot down, a number of our planes being seen to fire upon it.

In an unfortunate turn of events it seems there was a case of mistaken identity with one of the Hurricanes returning with damage seemingly caused by .303 bullets. At least that plane made it back, one of our planes was hit hard by a Macchi moments after the pilot contributed to the demise of the bomber. Fortunately the pilot managed to bail out and came down just short of the airfield which would seem to have been the target of the raid. In total, the enemy lost two fighters and the bomber for the loss of a Hurricane and two damaged.

(This report was originally posted to the players after the first 2 games of the campaign.)

Malta Campaign Rules

Malta 1940-42 : A Check Your 6! Campaign

The aim of the campaign is for players to recreate the battles in the skies above Malta between the RAF, Regia Aeronautica and Luftwaffe during the height of the “Siege of Malta“. All players will take the role of RAF pilots. Games will be played using 1/300th scale aircraft and Check Your 6! Rules with appropriate house rules where necessary.

Pilot Generation.

At the beginning of the campaign, and at any time a player requires a replacement pilot, a roll will be made as follows. 1xD10, 1xD8 & 1xD6. The scores of these three dice will be added together to determine the starting experience of the pilot.

Pilot Skill.

CY6! Requires each pilot to be graded from Green-Ace. Player pilots will each have an experience rating which will change from mission to mission.

  • 0-15 Green
  • 16-60 Skilled
  • 61-120 Veteran
  • 121+ Ace


Pilot Experience.

Pilots will have the potential to gain and lose experience throughout the campaign. Successful completion of missions, as well as air combat victories will add experience, while poor performance or getting shot down will lose experience for the pilot.

  • Surviving the mission (Green 4xp, Skilled 3xp, Veteran 2xp, Ace 1xp)
  • Mission Success 3xp
  • Claiming a damaged Enemy A/C 2xp
  • Claiming a destroyed Enemy A/C 5xp
  • Being Damaged -2xp
  • Being Shot Down -4xp
  • Friendly Fire Incident -10xp


Surviving the Mission.

Pilots shot down during a mission are not automatically killed, regardless of the situation described by the rules. Pilots will need to score over 7 successfully using the following dice combinations and modifiers:

  • Green Pilot 2D6
  • Skilled Pilot 1D4 & 2D6
  • Veteran & Ace Pilots 3D6


  • Pilot Killed Result on Special Damage Chart -3
  • Aircraft at height 1 (Surface missions only) -2
  • Aircraft exploded result on Special Damage Chart -2
  • Aircraft was already damaged from previous turn -1
  • Pilot voluntarily bailed out +2
  • Pilot “in the drink“ -1
  • Aircraft exited unfriendly table edge -1


Failing the roll by 1 or 2 means your pilot is wounded and must sit out the next sortie. Failing by 3 or more means your pilot is either dead or so seriously wounded as to remove him from the campaign. You may roll for a replacement if you want to continue.