Showing posts with label Skirmish. Show all posts
Showing posts with label Skirmish. Show all posts

Tuesday, February 10, 2026

"Big Boy Rules" 2 Plays



With several playtests in a small setting, it was time to take BBR to the ultimate test - a large group of gamers with various levels of experience. No problem! This is what the game is designed for.

The first group playtest was on a weekday, and was well received. There were veteran gamers, including a designer who has published several games, and some who had never played a tabletop miniatures game, only board games - a great playtest group.  It went well and I got some great feedback, resulting in one change to the Overwatch mechanic.  However, I was caught a bit off-guard by 8 players showing up, and just barely managed to accommodate them all by using every Fig I'd brought, including some that weren't completely painted.

More figures needed to get some more paint, so the below team is an additional HBR contractor Fire Team.  Their camo is an urban variation on UCP [Useless Camo Pattern, a heavily used U.S. pattern during the last wars - I have a complete set of field uniforms and TA-50 in it].  The web gear is a modern Russian pattern.

Below, one part of the table. HBR moves through some scatter terrain, ready for action, but one Fig gets pinned. Mission: retrieve scattered drops from a small complex - problem is they don't know exactly where they are.

Below, the firefight in full swing. HBR has a commanding position on the table, having successfully advanced into the center with plenty of Fire support.

Rangers advance to counter and contain them.

In the other half of the board, Blue Sky Contracting advances. 
Mission: rescue a local contact who has been kidnapped - unknown if there will be a ransom involved, or he will be killed in retaliation for aiding the Western forces.
Above, BSC contractor goes down, ambushed.

HBR is looking pretty strong on this part of the table. Their TL is clearly confident of victory, giving the "V for Victory" sign to international press photographing the fight.

Below, BSC is stalked by an HBR Alpha Team amidst the connexes. They pop some smoke and CS gas to suppress the A-Team. To right, a Fire Team continues to work around the corner of a building.

A-Team have gas masks, so advance to the building roof edge and hose a BSC contractor.

Below, the culminating firefight, up close and personal!
BSC brings on their QRF straight into the fight.  The HBR TL drops a frag grenade in their midst, however, as they are bunched up [never send the Air to do a ground job?]. Three go down, two Critically Wounded!
Another frag is dropped, but this one is fumbled and HBR loses a man critical!  Thanks for nothing, buddy!  Still, Alpha is coming around the other corner, and there's no hope for BSC today. They can't even retrieve their casualties!

This playtest saw the choices and dice of the Western Contractors resulting in an embarrassing fiasco. As a playtest, however, it went very well!  The results were caused by player choices and some luck. The game played well both up close at Point Blank Range and as a firefight.

No changes needed - just more figures painted, at this point.

Thursday, November 6, 2025

Playing "Big Boy Rules"

It's time to play with "Big Boy Rules"!

"Dude, what's the name of this place again...?"

It's time to unveil the latest 6d6 Games game, "Big Boy Rules", a skirmish set for modern combat. After two years of development, they have progressed nicely to meet the design objectives:
  1. Engaging, fast-play action,
  2. Realistic challenges and decisions,
  3. Intuitive, common mechanics,
  4. mission-driven,
  5. easy to learn and teach others,
  6. minimal cost in time and money. 
The hardest part has been figuring out what to leave out...but it has been done.

These rules suit any historical situation where firepower is the most important aspect of combat. Firepower is mostly suppressing, cover and concealment are key to survival - and maneuver - in the battlespace. Think bolt action rifles and maxim machine guns, and subsequent technical advances. 
Note that as firepower technology is unevenly available and it takes time to change doctrine and then train it, "historical situation" is a better way to think about it than a fixed time period.

In today's permutation of BBR, the scope of the game is defined as "that space in which "close combat" occurs" due to mission requirements - most likely just a few squads. It should not be confused with that higher level combat where a long distance firefight resulting in the retreat of the enemy is considered a win - most likely a company level fight.  While the intensity and commitment of the forces varies, "Big Boy Rules" portrays an up close and personal scrap - and all the actors / players know this going into the fight.

This being said, today's battlespace is 2x2' [could easily be 3x3']. That is 50-75m a side in game scale. So everyone is within "Range" and committed to the cut'n thrust of a situation driven by high-priority mission objectives. It is dense in Cover and Concealment - no one's mission is to run around getting slaughtered in a kill zone.

Below, the Battlespace. A cluster of buildings, a few CONEXes, and scatter terrain in an anonymous, third or fourth world sandy hellhole [take your pick... plenty out there].  All the buildings offer Cover, all scatter terrain offers Concealment.  The main difference is that Cover makes you both harder to hit and improves "Armor" while Concealment just makes you harder to hit.

The terrain up close.  A bunch of shanties in a battered slum.  Broken furniture, makeshift barricades, dumpsters and debris.  Who would bother to fight in this??
Cardboard terrain by Battle Systems, UK [click] I got mine on sale at Noble Knight 

The Ranger Regiment and some Deniable Eastern European Contractors, that's who! 

Top, contractors of Hanna Barbara-Rus with their distinct red caps and knock-off East German camo. Bottom, the 75th Ranger Regiment.
HBR Contractors. Mission:  retrieve four hidden drops of contraband left by their contacts around the center building. Two are worth more Victory Points than the other two.
Ranger Regiment foot patrol. Mission: to clear buildings in the village and Gather Intelligence on insurgent actors, both criminal and contractors.

Important note: in a typical BBR game, either or both Sides may be unaware what the other Sides victory conditions are...just like real life!

A BBR Game Turn consists of a series of Action impulses alternating by Side. An Initiative roll determines which Side first rolls for then uses 1-3 Actions. Then the other Side does the same. This continues until both Sides have Activated all their Figures [Figs]. Actions can be used to Activate individual or Groups of Figs. This provides some flexibility with left / right limits, forcing players to prioritize how best to use the Actions available to accomplish their mission.

Game Turn 1. Rangers win INitiative and rolls high for Actions.  The Team Leader sends in his SAW and its Assistant Gunner, putting them on Overwatch atop a building...
He then advances the Team Leader [TL] and his battle buddy to a building on the left, both going on Overwatch.

The HBR roll two Actions, and bring on the Team Leader and a SAW - this is Pinned by Overwatch Fire from the RR SAW. The HBR SAW operator Hides behind a dumpster and the building corner.

The Rangers have activated all four of their Figs, so the HBR continue to bring on theirs. Their second SAW Maneuvers into the battlespace and takes up position at a building corner.  The RR SAW again Overwatch Fires, but misses this time.
Fire is resolved using opposed dice rolls. A few significant factors change the number of dice for Firer and Target. The single highest dice value rolled wins, determining if the Firer Hit or missed. Most Fire is sequential [I Fire, U Fire] but occasionally it is resolved simultaneously, gun-slinger style, if both are on Overwatch.

HBR continues to bring on Figs from their Team.  Their counter Fire at the RR SAW is ineffective, and the Ranger manages to Pin two Figs total. At top, a SAW and an Assault Rifle [AR]. Center is the Team Leader [TL].  Bottom is a SAW, an AR, and the Drone pilot, who is armed with a Sub-Machine Gun [SMG].
Both Sides having Activated all their Figs, Game Turn 1 ends.

RR keep IN on Game Turn 2. They Fire the SAW stacked with an AR and Pin the AR Fig but miss the - more important - kneeling SAW Fig.

The TL enters and Clears the building for a Victory Point.
The green chip marks Hidden; yellow is Pinned; blue is Fig Activated. The adjacent Fig Runs around the building and re-positions himself with better Fire lanes.
On the right, a Ranger Maneuvers to a corner, the SAW Fires and misses.

The HBR GT2 goal is to Pin enough Rangers that they can Maneuver into the center and pick up their drops in Turn 2 or 3. They try to achieve fire superiority and Rally the Pinned SAW, but fail. 

Game Turn 3, the HBR win IN. Figs Fire and manage to Wound the RR SAW, which - obviously - takes it off Overwatch status.  A great start to GT2!

In the RR Activation, the SAW operator successfully performs Self-Aid and removes his wound - he is still Pinned, however.
Rangers Maneuver a man forward into a position with a good field of fire and put him on Overwatch.

HBR Activation, their Fire Pins the Ranger, then the HBR TL Maneuvers to and retrieves a drop from the hardbox at the center building corner - it is worth 2VP. 
The Rangers respond by Running their TL forward.

GT3 continues with HBR Running an AR forwards to a drop point - the dumpster - covered by a SAW.
The Rangers clear a building and Fire the SAW.
HBR drone pilot drops a grenade onto the Ranger SAW, but it is ineffective.

GT 4, RR win INitiative. They exchange Fire with an HBR SAW operator, and he goes down, Critical.
The RR TL then Wounds the AR behind the SAW, giving the RR a significant advantage in this part of the Battlespace.

In response, HBR starts their first GT4 Activation with the TL successfully tossing a grenade at the RR TL and Pinned AR Figs. The Pinned Fig ends up Pinned [so no change] but the TL is Wounded!  
At the other corner, the AR man retrieves a drop from the dumpster worth 2 VPs.

In the next RR action impulse, their SAW Fires on with the HBR AR man, Wounding him.

HBR finishes up with a lot of Fire on the two Rangers that are Active.

Game Turn 5, the Rangers win IN. The Pinned Fig Rallies, the Wounded TL successfully performs Self-Aid and is now only Pinned.

HBR responds by their TL tossing another grenade, again successfully, and this time both the RR AR and TL go down Wounded!
The Critical HBR SAW operator Dies, while his Assistant ends up Pinned.

Game Turn 6. HBR win IN, the TL Maneuvers forwards and hoses the Wounded Rangers at Point Blank Range. He also rolls well, Kills the TL and Critically Wounds the other!

With half their Team down, and outnumbered 5-2, the remaining two Rangers will have to withdraw.  The HBR are going to be able to control the center while exchanging Fire with them, and the Rangers won't be able to Maneuver successfully to accomplish their Mission Objectives.

This was a tense game!  After the Rangers successfully advanced their TL and an AR to the center and beat down the HBR Fire team by the dumpster, I thought they would overwhelm the HBR TL and control the center building, which would prevent HBR from achieving their objectives. Unfortunately, the HBR TL rolled *very* well with his grenades, and was able to subsequently take them both out.

This was the first time the Rangers had met with a decisive loss - all the other playtests have had them narrowly win.  

Interestingly, in the next playtest I played the HBR against that Grognard of Gaming, Reg W, and was decisively crushed, losing both the fire fight by Overwatch Figs, and the close-in fight with my Maneuvering Figs.
Above, the game is starting well for HBR. The drone pilot and two Overwatching Figs are providing support to the maneuvering HBR Figs in the center. But the RR continuously won most of the Fire actions, and the HBR suffered significant casualties, with three Dead and two Wounded.
 
And I had no complaints with how the game played out!

If it involves dice, any game can turn on you.  BBR uses mechanics that allow for a wide variety of outcomes, aka "Chaos", which is suitable for this type of low-level skirmish.  Yes, usually the Side that plays better achieves a win, a narrow win if the opponent plays about as skillfully as the other. But occasionally, a couple of bad decisions and the Enemy Vote can leave you fighting for a draw or even trying to figure out how to recover your casualties and leave the table.

More to come - post any questions about the game and its mechanics below!

Monday, March 17, 2025

Striker 1e Playtest #6

Battered copy, but the review is still spot-on! 



So, after a lot of work to find a good balance of Firepower, Morale, and Damage [casualties] in the rules [playtests 1-5, check older posts], I took my modifications to the tabletop again.

My Changes:
  1. The rules had some detailed mechanics regarding individuals that emphasized the RPG aspects, like firing and taking casualties as individual figures.  In other areas, it streamlined things by teams or made a mechanic automatic [like Leaders rallying Routing teams].  I divided all the mechanics between two types: RPG style, and Wargame Style - the latter are more streamlined and use the Team as the basic "Unit" for quality, capabilities, etc.
  2. I reversed Morale Check values so that rolling high is always good, and rolling low is always bad [I hated that it switched around].
  3. I divided the Command and Panic Phases; now each Side has a Player Turn that is identical to the other.
  4. I added a Friendly Fire Phase 1 before the Friendly Move Phase.  Now you can blast things with preparatory fire and then Move. It doesn't increase the amount of Fire Units get - that's still once per player Turn, max - but it increases options for "when" you can Fire.
  5. I clarified the Leader rules for Rallying.
  6. I modified the Personnel Wound Table to make low-value results a morale check instead of it wounding a figure on a 3+ [nearly always], and clarified both the top [11+] and bottom [2-] ends. I added an "Obviously Dead" on a natural '12' [cuz...it happens...sometimes].
  7. Morale Check results were a bit confusing - I cleaned them up a bit into two categories, Suppressed [Fall Back], and [Forced Back] Rout, and made it clearer how far a failing Team moves.
  8. I cleaned up a few of the move rules, including Dis/Mounting vics.
  9. I made a '1' mod to Spot Low IN teams more easily, and harder to spot High IN Teams [recruits are notorious for not taking hiding seriously].
  10. I added a couple of mods for Hits in DF, including -1 for "Suppressed Target" and +1 for Target Ran. I also switched Burst Size to Diameter instead of a "box centered on the team", so one can radius [1/2 Burst Diameter] which is easier to measure.
  11. My main complaint - the Armor Combination Table makes no sense according to Newtonian Physics as I understand it.  So now I simply take 1/2 the smaller AV and add it to the Larger AV.  If you have a Combat Environment Suit AV6, and you're behind a Wall AV4, your total is therefore AV 8.  In the Raw, it would be...13!  I am open to a smarter person explaining why it makes sense as-is, but until then...!
Overall, I made combat results more Morale-driven, and less Wound-driven.  That is on the basis of my reading of modern war, especially from the last 20 years, where most small arms fire is suppressing, and not even attempting to aim and hit you.  This worked nicely because the forces on the table for this batrep are...TL9!  So just a few years in the future, but they are mostly using weapons from 20 years ago our timeline.

Given this changes, I was excited to see how they played out.

***   Scenario Intro   ***  

For the two sides, I had 30 Conscript Zhodani figures, local militia, trying to interdict the advance guard of a Long-Service Mercenary Striker force of 20.

The Z's have 5.5mm Assault Rifles [M16s] and 4cm RAM Grenade Launchers [GL, 1 per Team]. They are Armor Value [AV] 4 with a combo cloth armor / helmet. The Platoon Leader PL has Image-Enhancing Goggles.

The Striker's have 7mm Assault Rifles [AK47], 7mm Auto Rifles [BAR, BREN, 1 per Team], and 4cm RAM Rifle Grenades [RG].  AV is 5 and they have the same Image-Enhancing Goggles for their PL.

The prices came out to 600K in personnel, and 55K in gear apiece, with only 55 pts difference.

The main difference in tactics is that the Strikers can volley RG's by Team, while the Z's have 1 per Team, 6 for the force [these could have been consolidated, but they would then have been more vulnerable].  Both sides have the same ammo limit, 6 mags [12 Fire phases, 6 Fire Phases using full Auto].

In terms of Scenario Design, the Strikers have a +1 advantage in Direct Fire [DF] due to higher quality. Their Auto Rifles also have a '+1' advantage to Hit and to Penetrate. Both sides have Cover from the hill crests they are on, and Concealment from the brush that covers the entire area. Also, both sides have carefully taken up positions with camouflage, the attacking Strikers setting up in the cover of the dark just before the dawn.

I'm using scenario #7 Flank Attack from "One-Hour Wargames", which is a straight forward flanking effort. Were this a Traveller 1e session, it would have gone down like this: "The Strikers [the PCs] won the roll for Surprise in Foothills, chose an engagement range of 200m for their flanking force [which puts them in effective Rifle Grenade range] and the defenders did not choose to attempt an Escape."

With all this in mind, let's see what happened!

***   Scenario with Story   ***

   It's the sort of ticket you love; a TL9 world that has border incursions often enough to keep the locals on their toes, and a fanana republic with enough money to buy a little insurance - your company of Mercenary Strikers. The shooting war is under way, and you are taking the fight to the neighboring Zhodani colony. 
   While anything could get you killed, you're confident in your people and their skills. You jumped on this because you were short on cash and long on experience; besides, the money was too good to pass up! So now you find yourself leading the tip of the spear, a Section of long-serving professionals, clearing the main road ahead of the advance. While your other section is off to the left on a parallel trail, you doubt you'll need them. Besides, they won't be able to show up in time with all this heavy bush, anyway.
   There are 20 men in your section, including yourself and your Section Sergeant. All of them have been in several firefights, and the two squad leaders are also solid. Intel has reported a Zhodani blocking force on a hill overlooking the road, and tasked you to maneuver in the early hours to drive them off. Your Section Sergeant [SSG] leads one squad to engage them frontally in a firefight. While they pin them down, you'll lead 2nd Squad against their left flank - they carelessly left a small wood unguarded, and it will be your initial attack position. After achieving Fire Superiority, you plan to smash the defense with a classic hammer and anvil!
   "Tiger 2, Tiger 1 - we are in position. One Z-Team spotted on hill corner. Ready to kick off when you are."
   "Tiger 1, ACK. Spotted a Team near that corner. I'm sure there's more near it. Opening Fire."  They start laying down long bursts at full Auto to shock and awe the defense.  You give the closest Team Leader a 3-2-1 finger count, and they open up as well - the firefight is on! 

In Game Terms, S spotted two Teams [green squares], the corner one with the PL's Image-Enhancing Goggles. This Team is a priority to Spot as it can be fired upon by both squads. The two Zhodani Teams on the left flank are a priority to drive off, so that the PL's Squad can begin flanking the hill. 

Zs *almost* spotted a Team, so now believe there is enemy out there, and *could* use "Recon By Fire if they wanted - but the chances aren't good for a Hit.

Strikers start the firefight in the Enemy Fire Phase. 1Sq hammers the corner Team with rifle grenades, causing two casualties and a light wound - the Team Falls Back, Suppressed [red circle] away from the crest of the plateau. The other Spotted Team takes Hits then [barely] fails a -3 Morale Check, and are also Suppressed.
The Z Section Sergeant then fails Morale upon seeing his Team's casualties; now he is also Suppressed!

The hill's corner erupts in explosions, and bits of brush fly everywhere as bursts of automatic Fire and Rifle Grenades are accurately placed. No Z are in sight, now!
   "That's it, men, pour it on!" you shout into the Section Push. And just a bit farther back, barely visible but right where you expected them...another Team is Firing back at you.

In their Fire Phase, the Z open up with the one Flanking Team, which really needs to get some retaliatory Hits, but they roll bad and miss despite the fact that the Striker's are in Effective Range. At the end of the EFP, the PL *just* manages to Spot the other flank team with his IEGs, which bodes well for the Friendly Fire Phase.
However, the Z are also able to spot a three Striker Teams, and they will be able to lay down some effective Fire soon - right after the next Striker Fire Phase.

   "Tiger 1 to all Tigers. Enemy Teams Suppressed. There's more farther back on the hill. Keep on 'em, I want Fire dominance!"  You keep looking for more enemy - they must be along the hill line...or are they hiding in defilade?

The Flanking Squad hammers the newly-Spotted Team with another volley of Rifle Grenades, completely wiping it out. The squad's survivors Panic then Rout!

You keep pounding the hill, spreading Fire around, just in case there are more Zs near the spotted teams.  Suddenly, the entire hill line opens up - all the fire is focused on 2nd Squad, your base of fire. You hear the 2Sq TL:
   "Raikul's hit, bad!  We're pulling back behind the crest!" Out of the corner of your eye you see the SSG rise to a crouch, gesturing sharply.

The Z  spotted the Second Squad's Teams, and Severely Wound one Soldier. The rest of the Team unexpectedly head to the rear! [They rolled a '3' and are Forced Back].
Turn 2, more Fire is exchanged in the Enemy Fire Phase, but not much results. 

   You consider saying something, but the SSG knows his job. 1 Squad has already stopped firing, as there is no sign of the enemy teams.
   "1 Tigers, execute 'Hammer', repeat, execute 'Hammer'!" You take one last look at 2nd squad, then begin leading 1st Squad to their right, which will outflank the Z position. While you walk, you switch to 2nd Squad's push, to check on that situation. SSG Korleits is letting them have it.
   "...takes another step back will be shot, then I'll walk over and kick his *** from here to hell and back!  You get me!? Pull yourselves together and get back on the line, NOW!  Follow me!"

After some hot dice, the Z return Fire goes cold. Turn 3 the fleeing Team is rallied by the SSG while his other Teams lay down some Smoke Grenades. 1st Squad commences their flanking maneuver.  2nd Squad still has two Teams Firing, so they Fire Incendiary Smoke Grenades, building a Dense screen that blocks Line of Sight for the Z on the hill front.

Turn 3, there's some more Firing and Spotting all around. Nothing decisive happens, so C-Team advances towards the hill behind the Smoke screen.

   "1st Squad, let's go, angle in there!" You shout into the push. They continue advancing through the brush at the hill's edge. You can see some movement, but nothing clearly. You know the Z are there, but...where?

Turn 4 passes quickly, as both sides re-position. The Strikers are pushing against the flank and front. The Z order their reserve Team forward, and make a new line facing their left flank. All the leaders are busy Leading.

   As the smoke starts to thin, C-Team opens up and lays some heavy Fire on a Z-Team that was moving up into position, Suppressing it. 1st Squad advances and the hill is quiet, but it's not a good quiet - they're still out there!

The smoke screen thins a bit, so C-Team pops off Rifle Grenades - they are easily within range after their dash forwards. A series of explosions erupt, tight together, and at least one Z flies through the air and lays still at the crest. Another dashes to the rear.

Running forwards, the Striker Team crosses a range band for their RG, get three of four Hits, and takes out 3 of 4 in the Z Team which Routs [red pipe cleaner]. Another Team on the hill's front is Suppressed but takes no casualties.
Z return fire causes a -2 Morale Check on C-Team, but they easily pass. 
The SSG consolidate the two Teams. "All of you - on me!" he says forcefully. C-Team takes a bunch of Fire, but they clearly are giving better than they get. 
   You can all see 2nd Squad advancing to the hill. "Tiger 2, we're on the hill, but can't see any Z yet."
   "Tiger 1, we're still Suppressing the Z on our side - they gotta be feeling the heat at this point!" he says enthusiastically.

As the smoke screen dissipates, C-Team lays another volley of RGs on the last Z-Team facing them on the hill, causing a wound and Suppressing them.

   Right on front of you, 1st Squad creeps forward. You are looking thru the IEGs, and are *certain* the Z are just ahead, some slight movement, shadows... 
   "All First Tigers, volley some RGs just ahead of us, they're out there!" Dull thrumps are heard, followed by explosions. Some cries and red movement, you know you've caught some of the defense! More are ahead, so you quickly ready and fire off an RG, and a red body is flung through the air.
   "Gotcha." You say to yourself, with satisfaction.

In game terms, I split the -4 for Recon By Fire into a -2 for "suspected" enemy and left the -4 only for true RBF, when there's no reason to *believe* in game terms anyone is there. The below exchange has Teams so close that they can sense and catch little glimpses, and so are able to Fire with only a -2 instead of the -4 penalty [Book1 16.D]. In a real game, the Z would be Dummy Markers against the Striker players. Still, with the Z PL in the Team, they easily pass the Morale Check despite a -5 penalty [they have a +4 bonus!].

Anyway, altho the squad caused a light wound and a Morale Check, the High IN PL fired and caused a Serious Wound, removing a member of the Z command Team. Nice shootin' there, Tex!
I prefer how this evolved into a Spotting and Quality contest that takes a couple of Player Turns to "peel the onion", instead of the simple "move'em up and shoot" of most wargames.

SSG Korleits runs forward, with both Teams right with him. Grenades explode on the hill top, and a red body is goes down. But there's movement at the hill crest, and then Fire erupts - a merc to the right suddenly halts and flops on the ground. There's no time to stop, no time at all..."

After a Turn spent gathering them up, the 5 mercs advance with the SSG. Surprisingly, a lucky shot from a Z Team that moved up takes out a merc - nothing you can do about hot dice!

   "Give them another volley!" you shout into the 1st Squad push. A few seconds later, grenades explode all over the crest of the hill. Then you launch your own more on instinct than aim. A flash of red in the bush. Gotcha again, ya red bastard."

As Turn 5 continues, the Strikers got their say. The Team missed, but the PL again got a good Hit and a Serious Wound that was rolled onto the Z Platoon Leader! There's an ugly Morale Check, but the sole survivor rolls high, and only gets Forced Back instead of a Rout!

Counting up the casualties, the Zhodani are over 50%. Time for them to gather their wounded and retreat from the field!
And in their Move Phase, they do, with all their Teams Running except for one that is Suppressed.

   "Tiger 1, I'm seeing movement to my front - how about you?"
   "Nothing here, but we'll press forward" you say. Catching the eye of the two TLs, you point forwards and to the right. The Squad begins to cautiously advance. After a few meters, the IEGs show some forms crouching in the brush...
The remaining Z Team with a Section Sergeant [Veteran] are recovering from being Suppressed and can't move or fire. 1st Squad is closing in on them.

   Suddenly, the red figures dash away, into the brush!
   The Z Team fails its Proximity check, and Runs for the rear with the rest of the defenders. By Turn 7, the hill will be uncontested, plenty of time to call it a win.

As you press onwards, uncertain if this is a ruse or not, a break in the foliage gives you a good few beyond the hill. Dashing in and out of the brush are at least a dozen Z, with some slower moving groups behind, moving their wounded.
   "All Tigers, proceed with caution, but it looks like they bugged out."  You pull off your helmet, keeping the push near your ear, and feel the cool breeze of morning run over your nearly shaved head.  You glance at your chronometer - it's only been about three minutes since the attack began, and it's already over.  Another little hill, in another little war. You're elated!

Overall, I was very satisfied with how this played out. The balance of the key mechanics including the shooting and wound table seemed good. The Z force had four figures Run from the field, and 16 Wounds. About 8 of them were Serious Wounds, and 8 were Light Wounds.  Most of the Serious Wounds were from Contact Hits by Rifle Grenades.

The Strikers had 2 Serious Wounds. Three would have Run from the field if the PL hadn't dashed over and Rallied them.

In terms of Ammo, the Strikers used 2/3 of their Rifle Grenades, and the 2nd Squad - Base of Fire - used half their ammo.  The Z who stood and fought used up half their ammo and grenades.  

***   Alternative Outcomes   ***

If the Z had stronger Morale, I believe the fight would have ended differently, with both sides low on ammo and the Z holding a corner of the hill, which would have been a loss for the Strikers.

Had the scenario been different, say, in T1e terms, the Strikers had not achieved surprise, the engagement would have begun at longer range and the initial attack would have been less effective. The forward deployment on the hill for the Zs would have been more effective, as they could have fired upon the Strikers who would be on the move, without the benefit of a prepared, camouflaged attack position. This would likely have resulted in the Z driving off the Strikers, as they have more people to pull more triggers.

Another option for Team Z who are sitting on a win - the hill - would be to start and stay in defilade, and not dispute the advance of the Strikers. While I plan to try this tactic, I think that the use of grenades - including smoke - and better morale will see the Strikers closing in quickly and winning the close fight after carefully developing it.

***   Reality Assessment   ***
In terms of modern warfare, I think the game played 'realistically' with the options and modifications I chose as a Referee. Forget the space suits, change the figures out for 15mm 'Nam or any Cold War insurgency, and it would have played almost identically. With slightly updated gear, it would feel like modern US / ISAF in Afghanistan.

You have a mission with parameters, a situation you have to develop using Spotting and choosing when to open Fire and what type of Fire.  So... altho I've mostly been a gamer wargamer, now I'm leaning in to gaming the spotting and ammo - two things that a lot of gamers flat out refuse to do. 

Striker is granular enough that you have to be familiar with each phase of the fight, when you will Fire, when you will Maneuver, when you will lay your smoke screen, etc.  Once you've made decisions [A LOT of decisions!] about how to create, arm, armor etc a Force, you need to learn how they work together with their gear in game terms.  The good news is that you can largely re-use what you learn, especially in a campaign setting which is my ultimate goal.

I hope this inspires you S1e and T1e fans out there to dust off your stuff, get it on a table, and post some bat reps of your own - your ticket is waiting!