Battle of mogadishu Varation! Come Help


  • Please read these rules and help me finalize and make it better. Suggestions are appreciated

    Hopefully I can get I web sight up and running dedicated to creating a hex based modern combat game

    I have read the book, I have played the PC Game, and I have watched the movie
    Now here is the board game!

    -Emperor_Taiki

    Black Hawk Down
    Axis and Allies Miniatures Modern Combat  Variation
    List of units each side will have available able to them
    Mogadishu

    Mortar Team S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 3 6   6
    Vehicles   4   4

    Inaccurate 1 - This unit gets -X on each attack die.Shrapnel 2 - Each success this unit rolls against a Soldier counts as X successes.Indirect Fire – This unit ignores line of sight restrictions when attacking.

    Technical V

    Speed 5
    Defense 2/1
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 8 7   6
    Vehicles 2 2   2

    High Gear 2 - If this unit makes its entire move along a road, it gets +X speed.Strike and Fade 2 - In your assault phase, this unit can move at speed X after attacking.Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

    RPG-7 Team S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 4    
    Vehicles 10 6 Â

    Close Assault 11 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover.Timed Fuses – When attacking the rear of helicopters roll 16 die (15 die including the –1 modifier)

    Old Soviet Machine Gun Team S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 8 7   6
    Vehicles 2 2   2

    Double Shot - This unit can make two attacks in your assault phase. When making a defensive-fire attack, this unit makes two attack rolls against the unit that provoked the attack.Overheat - If this unit rolls three or more 1s on a single attack, put a face-up Disrupted counter on it. This counter isn’t removed at the beginning of the next casualty phase.

    Habr Gidr Militia S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 10 5   
    Vehicles 2 Â

    Limited Range 2 - This unit can attack Soldiers only at ranges of X or less.Chewing Quat – This unit ignores disrupted countersRoad Blocks – If this unit stays on a road hex for one turn with out doing any actions it may build a road block in the hex that it is in.

    Armed Mob S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 9 4  
    Vehicles 2 Â

    Limited Range 2 - This unit can attack Soldiers only at ranges of X or less.Â

    Coalition Forces
    Ranger Chalk S

    Speed 1
    Defense 4/4
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 8 7  
    Vehicles 2   Â

    Close Assault 7 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover.AT-4 Rockets- One turn a game this unit may have a vehicle short attack of 9 and medium attack of 4.Be All You Can Be - This unit rolls one extra attack die while adjacent to a friendly Commander.

    Delta Force S

    Speed 1
    Defense 5/5
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 11 6  
    Vehicles 2   Â

    Close Assault 8 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover. Superior Training – This unit ignores disrupted counter

    HUMVEE V

    Speed 5
    Defense 3/2
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 9 8   7
    Vehicles 2 2  2Â

    High Gear 2 - If this unit makes its entire move along a road, it gets +X speed.Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

    SAW Gunner S

    Speed 1
    Defense 4/4
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 8 6  
    Vehicles 2 2  Â

    Covering Fire - Soldiers attacked by this unit this turn can’t make attacks this turn.

    M60 Machine Gun Team S

    Speed 1
    Defense 4/4
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 9 8 7
    Vehicles 3   3 2Â

    Double Shot - This unit can make two attacks in your assault phase. When making a defensive-fire attack, this unit makes two attack rolls against the unit that provoked the attackSuppressive Fire - This unit can make any number of defensive-fire attacks each phase.

    Delta Sniper S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 6 6   6
    Vehicles 1   1   1

    Superior Training – This unit ignores disrupted counterCrack Shot - This unit gets +1 on each attack die.Army of One - While this unit has cover, enemy units can’t attack this unit at medium or long range.

    Flat Bed Truck V

    Speed 4
    Defense 1/1
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers - -   -
    Vehicles - - -

    Transport - This unit can carry two Soldiers. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

    APC V

    Speed 4
    Defense 5/4
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 8 7   6
    Vehicles 3 3  3

    Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

    Tank V

    Speed 4
    Defense 7/6
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 9 9   7
    Vehicles 13 11 9

    Ranger Captain S

    Speed 1
    Defense 4/4
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 8 6  
    Vehicles 2   Â

    Close Assault 7 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover. Initiative 2 - (Commander Ability) Add X to your Initiative rolls.Pinpointer - (Commander Ability) Units attacked by friendly Soldiers adjacent to this unit get -1 on cover rolls.

    Ranger Lieutenant S

    Speed 1
    Defense 4/4
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 8 6  
    Vehicles 2   Â

    Close Assault 7 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover. Initiative 1 - (Commander Ability) Add X to your Initiative rolls.Rangers Lead The Way - (Commander Ability) In your movement phase, friendly Soldiers that start their move adjacent to this unit get +1 speed.

    Warrant Officers S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 5    
    Vehicles     Â

    Prisoners S

    Speed 1
    Defense 3/3
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers      
    Vehicles     Â

    AH-6 “Little Bird” V-Helo

    Speed -1
    Defense 7/6
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 9 7  
    Vehicles 3 2 Â

    Helicopter- Helicopters are placed during the flight phase and attack during the air strike phase. Units attacking Helicopters use their anti-Soldier attacks and get -1 on each attack die. Rocket Salvo - Once per game,instead of rolling this units attack against an enemy Soldier or Vehicle, you can declare you are using a rocket salvo. If you do, roll 10 attack dice against each Soldier adjacent to the target and 5 attack dice against each Vehicle adjacent to the target. (This includes the target unit and friendly units.)

    MH-6 “Little Bird” V-Helo

    Speed -1
    Defense 7/6
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 9 7  
    Vehicles 3 2 Â

    Helicopter- Helicopters are placed during the flight phase and attack during the air strike phase. Units attacking Helicopters use their anti-Soldier attacks and get -1 on each attack die.  Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

    MH-60 “Black Hawk” V-Helo

    Speed -1
    Defense 8/8
    Attacks Short0-1 Medium2-4 Long5-8
    Soldiers 9 7  
    Vehicles 3 2 Â

    Helicopter- Helicopters are placed during the flight phase and attack during the air strike phase. Units attacking Helicopters use their anti-Soldier attacks and get -1 on each attack die.  Transport - This unit can carry two Soldiers. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

    Game Board

    Basically a maze of road and building hexes with the target house in the middle and a region designated as the black sea where Habr Gidr Start.

    US Strike Force

    Objective: The US and their allies must escort all their own forces and the prisoners obtained in the Target building out of the city or in to Pakistani Stadium. Also destroy any downed black hawks.

    Habr Gidr Militia
    Habr Gidr Militia: Kill as many infidels as possible and free the prisoners.

    Notes
    Later in the game the US will be able to call upon Malaysian APC’s and Pakistani Tanks.

    New stack limit: Up to three soldiers in a hex or a vehicle and two soldiers.

    Black Hawk Crash: When black hawk helicopters are destroyed from a hit to the rear you must see ware it crashes. 1) Designate each side of the hex with a number 1-6 2) roll a die, that is the way the helicopter crashes 3) roll a second die this is how far the helicopter crashes. If the helicopter lands on a road hex the crew survives. Place a warrant officers unit at the crash sight.

    Sorry these rules are night very clear :-(
    Somthing got messed up with the columning of the attack values when i copeid and pasted
    But thats all the more reason to help me  :-D

    information on ware I can get models is cool to

    If any one whats to assign point values to some of these units that would also be cool, even though i don’t plan on having this perticular game have to do with points


  • US Strating force

    8 Black hawks
    4 AH-6 little birds
    4 MH-6 little birds
    4 Delta Snipers
    9 HUMVEEs
    3 Flat bed trucks
    1 Ranger Captain
    2 Ranger Leitenats
    4 M60s
    4 SAWs
    8 Ranger Chalks
    4 Delta Teams

    These Units Will come on from one side of the board.
    Units may already start in transports
    ex Rnager Chalk comes on to the board in a Black Hawk


  • Wil know one reply?


  • Roadblocks and Building hexes stop vehicle movement


  • that seems good :-D


  • @AAaddict:

    that seems good :-D

    So what :?
    Come on people give me some REAL info


  • I’m intregued by this variant sounds interesting and has a great list of units. How are you going to distinguish the units as for ex. Humvee or Delta Force


  • Well I just use homemade counters, but if you could point be in the direction of some miniis that are A&A size, but modern, that would be cool.
    right now I play the game on a square instead of hex board, becasue thats better for street fighting.

    The games quite diffent from A&A minis, as you can probally tell. its most fun after the rangers have assaulted and then have to deal with the logistical problem of getting out of the city as their helicopters crash all around them.


  • i tried to do  something like this but i don;t have the work with me. i just figured out the tanks. the tanks were alot stronger though. i send you it when i;m back home and have my computer documents. ( august)


  • Very cool, Lone Jack is just up the road from me. Maybe 30 minutes or so?

    Dont forget to check out the Battle of Lexington, MO if you havent done so already.

Suggested Topics

  • 2
  • 5
  • 9
  • 3
  • 5
  • 5
  • 4
  • 4
Axis & Allies Boardgaming Custom Painted Miniatures

332

Online

17.3k

Users

39.8k

Topics

1.7m

Posts