The attack at Checkpoint Bembe

The attack at Checkpoint Bembe

Postby Yekke » 06 Oct 2008

Well heres my contribution set in modern africa but it could easly be applied to any theatre of war. Its a small skirmish and could be played with almost any modern skirmish rules. Please forgive any mispellings and grammatical errors!

The attack at Checkpoint Bembe

Background
The neighbouring small african countries of Lemumba and Zembesia was once together the british colony of Walterville. The Zembesian and Lemumbian people come from seperate tribes which have lived in the region for hundreds of years, the region is seperated by a large river named Zembula which leads out of the mountainous area in the north. The Zembesians, a travelling warrior tribe ceased the eastern part and evicted Lemumbians from that part of the region. The british colonialists established a trading harbour at the west part of the outlet Zembula in the early 1700-eds. Slaves and diamonds were the main merchandise which were shipped to America and Britain.When the region gained its independence in 1968 the inevitable civil war erupted. Zembesia declared independence after a swift coup in 3 months and the both countries are now seperated by the large river Zembula, Lemumba to the west and Zembesia in the east. Lemumba has since their independence striven towards a westfriendly democratic country with a parliament and a president, Zembesia have since their coup become a socialist country getting their influence first from the Soviets and in later years from eastern europe. The both countries have since then been at war on numerous occasions and the area around the river is a very dangerous place to be.

Checkpoint Bembe is one of numerous small checkpoints of Lemumba controlling roads near the west boarder towards Zembesia. These checkpoints are of different shapes and sizes, Bembe being a small one. On the night of 23 May 1997 the checkpoint was assualted by Zembesian commandos, the night suddenly erupted in violent gunfire and the battle for the checkpoint lasted thru the night and the coming morning.

The Forces involved:
Lemumbian border troops. (regular)
- 1 Sergeant armed with a M-16 and Colt 1911, one Handgrenade.
- 1 NCO armed with a M-16 one Handgrenade.
- 11 regular infantry armed with a AK-47 or M-16 and one Handgrenade each.
- HMG team of two (gunner, assistant gunner) armed with a M2.50 Cal and a AK-47.
- 1 Cook, Mr. Jakarai Oba armed with a machete.
- 2 M-38 jeeps parked with one having a GPMG mounted in the back.
- The guard house have a radio and spare ammunition/grenades.

Zembesian Commandos (trained, veterans)
- Commando HQ consisting off:
- Team leader armed with a AKSU-47, Makarov pistol and 1 smoke grenade.
- 1 Assistant Team leader armed with a AKSU-47 and two offensive handgrenades.
- Radio operator, armed with AK-47 and a radioset with contact to battalion headquarters.
- 1 Commando armed with a Dragunov.

- 3 Squads of Zembesian Commandos consisting of:
- 1 NCO armed with a AKSU-47, Makarov pistol and 1 offensive-handgrenade, 1 smoke grenade.
- 1 RPG gunner armed with a RPG-7 (four rockets) and a Makarov pistol.
- 1-2* LMG gunner armed with a RPD LMG each.
- 6-7 Commandos armed with AK-47 and 2 offensive-handgrenades each.

Objectives:
Lemumbian player:
Survive!
Repel the commandos for as long as possible until reinforcements arrive.
The sergeants and the NCO:s role is to keep the soldiers in check and prevent them from abandoning their posts. If both are killed or routed then roll a morale check once for all regular troops to see if they will run away, if so then they cant be rallied. So keep the officers alive!
When the turns end the Lemumbian reinforcements arrive and you have survived.

The Cook, Mr. Jakarai Oba is an old veteran who have been wounded in action numerous times. Now being fiftytwo years old he provides the Lemumbian troops with good food and war stories. His role during the battle has been unclear and has since then become a legend.
After the first turn roll a D6 to see what reaction Mr Jakarai Oba actually had during the battle:
1-2: Mr. Jakarai hides under the table with his trusty machete refusing to move.
3: Mr Jakarai gets enraged by stray bullets destroying his frying pan. He is now a enraged cook assaulting any enemy coming anyway near the kitchen area with his machete.
4-5: Mr Jakarai ducks instinctevly, crawls over to the Sergeants desk and grabs a confiscated pistol. He is now part of the defence armed with a machete, pistol and a foul mood.
6: Mr Jakarai undaunted by bullets whizzing by mutters “Lead salad coming up, you Zembesian dogs!”. Mr Jakarai unpacks his PKM machinegun and runs for the defences. He will never break a morale test and will automatically rally any nearby friendly troops with his warcries.
The legend lives on!
Mr Jakarai cannot be killed, he can be heavily wounded and therefore out of the game.

Zembesian player:
Your main objective is to take over the checkpoint as quickly as possible and contact battalion headquarters for further orders. This will be accomplished when all enemy has been either routed or killed/wounded and atleast 10 of your troops has taken over the guardhouse and sandbagged HMG position. Your commandos are well trained and armed so the task should be easy. If the assault fails and Lemumbian reinforcements arrive then quickly disengage, you are not equipped for prolonged fighting.

*Troop armament: The Zembesian squads are usually equipped with one RPD LMG but sometimes for dangerous missions this can be increased to two per squad.
Roll a D6 for each squad before the battle:
On a 4 or more the squad has two RPD:s, replace one regular commando.
We are the elite!
The commandos are well trained and will not need to roll a morale check for killed/wounded leaders. Other morale checks still apply.

Gamelength
6 turns then roll a D6 on a 5 or higher the game ends.
Extra rules
The element of suprise
The first turn always start with the Zembesian player getting the first turn to attack.
The african night
Nightfighting rules apply, all sighting checks and fire ranges are halved.

MAP
Image
The grey areas are the Zembesian deployment area.
The Lemumbian guards are deployed around in the base anyway the Lemubian player wishes, except:

1.The Guardhouse/kitchen, Mr. Jakarai Oba the cook is in there.
2.Guard booth with one guard looking bored.
3.HMG emplacement sandbagged with roof and the HMG-team.
4.Jeep armed with a GPMG one guard leaning against the motorhood sleeping.
5.The other unarmed jeep with the sergeant chatting with one trooper beside it.

The green large circles are trees. The rest of the ground has rocks, boulders and bushes dispersed. The brown circles in the base are sandbags.
Last edited by Yekke on 06 Oct 2008, edited 1 time in total.
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Re: The attack at Checkpoint Bembe

Postby Richard B. » 06 Oct 2008

Very cool Yekke - well done mate :thumbsup:
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Re: The attack at Checkpoint Bembe

Postby Gunbird » 06 Oct 2008

Nice read, looking forward to you playing this one out in the near future :)

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Re: The attack at Checkpoint Bembe

Postby Yekke » 06 Oct 2008

THX gents!
I guess I have to convert/sculpt a cook now. :cool:
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Re: The attack at Checkpoint Bembe

Postby Janick » 06 Oct 2008

Cool scenario Yekke...I'm gonna have to try this one in the future! :thumbsup:
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Re: The attack at Checkpoint Bembe

Postby Faustnik » 06 Oct 2008

Nice scenario.

Perhaps I will play it in the future :grin: :grin: :grin:

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Re: The attack at Checkpoint Bembe

Postby elhiem » 07 Oct 2008

You could always use the Zombie cook and convert him slightly:

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Re: The attack at Checkpoint Bembe

Postby LSSAH » 07 Oct 2008

Top notch stuff mate :good: Dougie
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