TEXT: © Osprey Publishing • www.ospreypublishing.com
  
  OSPREY
  P U B L I S H I N G
  a force on force companion
  © Osprey Publishing • www.ospreypublishing.com
  
  INTRODUCTION
  5
  HISTORICAL SUMMARY
  6
  THE AFGHAN COMBAT 
  17
  ENVIRONMENT – SPECIAL 
  RULES FOR OEF
  Physical Features of the Battlespace
  17
  The Green Zone
  17
  Opium Fields and Crops
  17
  Difficult Terrain
  17
  Troop Quality and Morale Ratings
  18
  Local Taliban
  18
  Tier One or Hardcore Taliban
  18
  Foreign Fighters/al Qaeda
  18
  Afghan National Police (ANP) & Afghan 
  19
  Militia Forces (AMF)
  Coalition ‘Non Teeth’ Arms (Logistics, 
  19
  Medical Support, Non Attack Aviation 
  etc.) and Afghan National Army (ANA)
  Coalition Regulars (Infantry, Airborne, 
  20
  Cavalry, Armor, Combat Engineer, 
  Attack Aviation)
  Coalition Veterans
  20
  Special Operations Forces
  20
  Tier One Special Mission Units (SMUs)
  20
  Taliban Special Rules
  21
  Afghan Civilians
  21
  Squirters (Shrinkage)
  21
  RPGs
  21
  Out of Contact Movement
  21
  In Cover Bonus
  22
  Hot Spots (The Afghan Variant)
  22
  Ambush
  22
  Is That a Rock or a Muj?
  22
  Recoilless Rifles and Unguided Rockets
  23
  IEDs
  23
  IED Trigger Men
  24
  Dickers/Spotters
  24
  Is that a guy in a Burkha?
  24
  Coalition Special Rules
  24
  COIN CONSIDERATIONS: Limiting 
  24
  Collateral Damage and Civilian Casualties
  Claymore Mines
  27
  Breaching Compound Walls
  28
  IED Counter-measures
  29
  Military Working Dogs
  30
  EOD Teams
  30
  SCENARIOS
  31
  Suggested Victory Point Values
  31
  A Note on Table Size, Ranges & Measurements
  31
  Scenario 1: The Battle for the Arghendab Bridge
  32
  Scenario 2: Black Dust
  36
  Scenario 3: The Place of the King
  40
  Scenario 4: Takur Ghar I
  44
  Scenario 5: Takur Ghar II
  48
  Scenario 6: Operation Mutay I
  53
  Scenario 7: Operation Mutay II
  57
  Scenario 8: Siege at Musa Qala DC
  63
  Scenario 9: Operation Glacier Two
  70
  Scenario 10: Sangin Ambush
  69
  Scenario 11: Korengal Ambush
  79
  Scenario 12: OP Topside
  84
  Scenario 13: Bala Baluk Ambush
  89
  Scenario 14: Operation Shak Hawel
  95
  Scenario 15: The Battle of Danaweh I
  100
  Scenario 16: The Battle of Danaweh II
  105
  Scenario 17: Road Warriors
  111
  Scenario 18: Heavy Metal
  117
  Scenario 19: Bomber in the Bazaar
  123
  Scenario 20: JPEL
  127
  TABLE OF CONTENTS
  © Osprey Publishing • www.ospreypublishing.com
  
  SAMPLE ORGANIZATIONS
  133
  Afghan National Forces
  133
  Afghan National Army (ANA)
  133
  Australian Force
  134
  Royal Australian Regiment
  134
  Canadian Forces
  134
  Canadian Land Force Command 
  134
  (Canadian Army)
  United Kingdom Forces
  135
  British Army
  135
  British Royal Marines
  136
  United States Forces
  136
  US Marine Corps (USMC)
  136
  US Army
  137
  Danish Forces
  140
  Spejderdelinger (Scout Platoon) of a Light 
  140
  Recon Squadron, Danish Battalion
  Mechanized Infantry Company 
  144
  (Piranhas)/Armored Infantry 
  Company (M113s), Danish Battalion
  Dutch Forces
  141
  Air Mobile Platoon
  141
  Armored Infantry Platoon
  142
  France
  143
  Section de Combat (Infantry Platoon)
  143
  Germany
  143
  Gebirgsjäger or Fallschirmjäger Zug 
  144
  (Mountaineer or Paratroop Platoon)
  Panzergrenadier Zug (Platoon)
  145
  VEHICLES
  146
  Australian Defense Force (ADF)
  146
  Canadian Vehicles
  147
  Danish Vehicles
  147
  Dutch Vehicles
  147
  French Vehicles
  148
  German Vehicles
  148
  UK Vehicles
  149
  US Vehicles
  151
  UNIFORM GUIDE
  153
  USMC
  153
  US Army
  153
  British Army & Royal Marines
  155
  The Taliban & al Qaeda
  155
  PAINTING GUIDE
  156
  MINIATURES GUIDE
  158
  GLOSSARY OF TERMS 
  159
  & ACRONYMS
  BIBLIOGRAPHY
  161
  ARTWORK REFERENCES
  162
  FOG OF WAR CARDS
  163
  © Osprey Publishing • www.ospreypublishing.com
  
  5
  Enduring Freedom is the second companion book for
  Force on Force, focusing on a war-torn country which
  continues to dominate the headlines: Afghanistan.
  Developing a reasonably representative sample of
  tabletop wargaming scenarios from ten long years of
  war is a difficult task with literally too many choices and
  unfortunately not enough pages. The scenarios
  eventually selected run the gamut from small Special
  Forces actions to platoon plus engagements with armor
  and close air support. Eventually we hope to present
  more Afghan scenarios for Force on Force including
  scenarios featuring a wider range of ISAF nations. This
  supplement does focus heavily on US and British
  actions however these are relatively easily modified
  to suit most ISAF forces. The reason for the
  predominantly US/UK focus is simply one of access – to
  both veteran histories and AARs. 
  You will note that the majority of scenarios in
  Enduring Freedom are classed as kinetic or symmetric
  engagements under the Force on Force rules as recent
  history, in the form of veteran testimonies and AARs,
  have judged the Taliban to be a disciplined and
  tenacious enemy with more similarities to a
  conventional, albeit insurgency-based, force than the
  ill-trained but deadly militias and terrorists faced in
  Iraq. The Taliban themselves are sub-divided into two
  classes: Local Taliban – farmers or other civilians paid
  or coerced to lay IEDs or fire off a few rounds in the
  direction of an ISAF convoy – and Tier One or
  Hardcore Taliban who are the full-time insurgents of
  Mullah Omar’s movement. Local Taliban are classed as
  Irregulars in Force on Force terms while the Hardcore
  are Regulars who can take the initiative and have a far
  stronger esprit de corps. The Taliban also receive some
  special attributes which we believe provide a strong
  “period feel” for these forces.
  A big part of attempting to represent the war in
  Afghanistan on the tabletop is featuring ISAF and OEF
  Rules of Engagement (ROEs) and Counter-Insurgency
  (COIN) tactics in a way that is both playable and adds
  some understanding of the pressures and sometimes
  conflicting objectives of real leaders on the ground.
  Dropping 2000 pound JDAMs or calling in artillery fire
  missions at the first sign of a contact will soon lose you
  the game. Firepower must be applied with both the
  ROEs and COIN in mind; Afghanistan is truly a “war
  amongst the people” as General Sir Rupert Smith so
  aptly termed it.
  We hope this supplement gives you many hours of
  rewarding wargaming and some further insight into
  what thousands of servicemen and women from a
  variety of nations are facing every day. This book is
  dedicated to them – all gave some, some gave all.
  Ambush Alley Games 
  INTRODUCTION
  Wanat QRF, the morning after the
  battle. Photo courtesy of Erik Slater
  © Osprey Publishing • www.ospreypublishing.com
  
  6
  It is de rigueur these days to refer to Afghanistan as “the
  graveyard of empires.” Like most over-used catchphrases
  attempting to reduce a complex issue to a three or four
  word aphorism, this one obscures more than it reveals.
  While various empires have pursued interest in
  Afghanistan and often suffered bloody reversals there,
  those pursuits have only arguably contributed to the
  immediate demise of one of them: the Soviet Union.
  Alexander the Great certainly detoured into territory
  that is now labelled “Afghanistan,” but his dalliance there
  did not bring the Macedonian Empire to its knees, let
  alone to its death bed. Later, the British and Russians
  would settle upon Afghanistan as an ideal playing field
  for their Great Game, an exercise that would prove more
  or less injurious to both empires, but certainly not fatal
  to either. Finally, Afghanistan played host to a rather
  tepid Cold War contention between the US and Soviet
  Union. While the USSR didn’t survive its adventure in
  Afghanistan for long, its involvement there can hardly
  be pointed to as the key element in its demise. The
  United States emerged from the conflict unscathed,
  although the aftermath of proxy warfare in Afghanistan
  would spawn an environment conducive to the planning
  and execution of 9/11’s atrocities.
  The defining element of Afghan history is not that it
  served as the quicksand that pulled one aged empire after
  another to its doom, but rather that, as a nation,
  Afghanistan has rarely produced a viable, unifying
  government. Afghanistan has never truly buried any
  foreign empires, but it has certainly interred its own
  governments in rapid succession. Trapped within a net
  of contentious tribalism, divisive geography and crushing
  poverty, Afghanistan has been doomed through the
  ages to provide a chaotic, lawless environment ideal
  for international adventurism of all stripes. It is little
  wonder that Usama bin Laden chose Afghanistan for his
  al Qaeda headquarters.
  Afghanistan finds itself once again the stage for a
  contest between ideas intent on defining both regional
  and global reality. Yet another Afghan government finds
  itself scrabbling to establish order and stability in the
  midst of a conflict that far exceeds its nation’s craggy
  borders. This volume attempts to describe some of the
  engagements in the on-going struggle, the environment
  in which they are fought, and the structure of the
  fighting forces themselves.
  AFTERMATH OF THE SOVIET
  OCCUPATION 
  Enduring Freedom focuses on events after 9/11, but to
  understand the environment in which Coalition troops
  now contest with both local and international insurgents
  we must briefly examine the years following the Soviet
  Union’s withdrawal from Afghanistan, as it is the
  vacuum left by the Soviet departure that would
  eventually be filled by the Taliban and al Qaeda.
  Soviet forces withdrew between May 1988 and
  February 1989 and left behind a communist regime
  propped up by Soviet advisors and as little direct aid as
  possible. Led by Dr. Najibullah Ahmadzi, the former
  head of KHAD, the Afghan intelligence agency based
  heavily on the KGB, the government lacked international
  legitimacy and was anathema to the Mujahideen, who
  refused all government overtures of negotiation. Why
  negotiate with a government that would only last as long
  as the Soviets chose to sponsor it, especially when it was
  clear that the Russians would rather put the entire
  Afghan adventure behind them? As it would turn out,
  HISTORICAL SUMMARY 
  © Osprey Publishing • www.ospreypublishing.com
  
  historical summary
  7
  the Najibullah government would survive the Soviet
  Union in December of 1991 by a little over two months. 
  Between 1989 and 1993, Afghanistan found itself
  under the control of various Mujahideen factions, each
  eager to consolidate regions of the country to their
  advantage in an ongoing struggle to seize national
  dominance. The two dominant factions during the
  “Mujahideen Interregnum” were the predominately
  Pashtun Hezb-i-Islami, led by Gulbuddin Hekmatyar
  and supported mostly by north-eastern Afghans and
  expatriate Pashtun in the Pakistani refugee camps and
  the Jamiat e-Islami, comprised mostly of northern
  minorities such as the Tajiks and Uzbeks and led by
  Burnahuddin Rabanni and including in its ranks the
  charismatic General Ahmed Shah Massoud. 
  Other factions existed, some unique unto themselves
  and others spin-offs of the larger factions, but the
  Mujahideen Interregnum was dominated by the Hezb-i-
  Islami and Jamiat e-Islami.
  The Jamiat and Hezb-i-Islami came into violent
  conflict when Kabul fell to Jamiat forces comprised
  of Tajiki and Uzbeki troops under the command of
  Generals Rabanni, Massoud, and Rashid Dostum. The
  Pashtun Hezb-i-Islami could not allow a non-Pashtun
  to retain control of Afghanistan’s putative seat of power
  and quickly placed the city under siege. Hezb-i-Islami
  artillery took Kabul’s residential areas under fire,
  inflicting thousands of civilian casualties. With the
  support of Ahmed Shah Massoud, the siege was
  eventually broken. With Kabul in his hands, Rabbani
  M1114 Zeus-HLONS, Bagram Air Base
  © Osprey Publishing • www.ospreypublishing.com
  
  declared himself president of Afghanistan. Fighting
  between the various Mujahideen factions continued
  unabated, however, and the country continued its
  downward spiral into lawlessness. 
  As the Mujahideen factions continued to ravage
  Afghanistan in pursuit of their political ambitions, tribal
  and ethnic enmity, and religious strife, a new power was
  taking shape in the crowded Pashtun refugee camps
  in Pakistan.
  THE RISE OF THE TALIBAN 
  Within weeks of the Soviet intervention, over half a
  million Afghans fled to Pakistan and Iran. A survey in
  1988 revealed that 3.5 million Afghans were housed in
  Pakistani refugee camps. The diaspora of Afghans hit
  its high water mark in 1991 when an estimated 6 million
  Afghans, or nearly a quarter of the nation’s population,
  were displaced to refugee camps, primarily in Pakistan.
  Thanks to the violence of the Soviet occupation and the
  factional warfare that came afterwards, Afghanistan had
  more displaced persons than any other nation in the
  1980s and early 1990s.
  The unique blend of fundamentalist Islam taught in
  Pakistan’s Peshawar madrassas was very attractive to
  young Afghan men that crowded the refugee camps,
  having no prospects for employment. This version of
  Islam, markedly different from other fundamentalist
  Moslem sects, focused on the ideal of an Afghanistan
  restored to pre-modern innocence and populated by
  Moslems of true and simple virtue. The Taliban, or
  religious students, who graduated from these madrassas
  adhered to a particularly stringent interpretation of
  Sharia Law and believed that Afghanistan could and
  would be transformed into an ideal Moslem state
  through its application. The Taliban vision was equally
  attractive to disenfranchised young men and radicalized
  fundamentalists of other Moslem nations.
  Under the charismatic leadership of Mullah Mohamed
  Omar, the Taliban soon prospered in Afghanistan. By
  1995, they were in control of Kandahar, Uruzgan, and
  Zabol provinces. Territory under their control was put
  under Sharia law. Despite its harshness, many Afghans
  welcomed the change from the lawlessness that marked
  the rule of the Mujahideen warlords. The Taliban’s ability
  to rapidly replace their losses directly from the madrassas
  mitigated the warlords’ advantages in armor and airpower.
  When Herat fell to Mullah Omar’s troops, most of
  Afghanistan outside Kabul and the non-Pashtun north fell
  under Taliban control. 
  Bolstered by support from wealthy Saudi sympathizers,
  the Taliban launched a final push on Kabul, attacking the
  city from several directions at once. Unable to resist the
  attack, General Massoud was forced to withdraw from the
  city and regroup in the north. Kabul was handed over to
  the Taliban, who celebrated their victory by stringing up
  former president Najibullah from a light post near the
  UN compound. 
  Death sentences in absentia were sworn out against
  Massoud, Dostum, and Rabbani. Within 24 hours of the
  city’s fall, the basic rights of women were drastically
  limited. Taliban fighters roamed Kabul’s streets, meting
  out beatings to anyone they deemed in violation of their
  version of Sharia Law.
  The Taliban had come to power in Afghanistan.
  AFGHANISTAN UNDER 
  THE TALIBAN 
  By early 2001, the Taliban were firmly in control of
  Afghanistan. General Massoud, the last major hold-out
  against their rule had been pushed back into portions
  of two Northern provinces, Badakhshan and Takhar
  and neighbouring countries, even Uzbekistan, which
  had vigorously denounced the Taliban in the past, were 
  recognizing the legitimacy of the Taliban government.
  ENDURING FREEDOM
  8
  © Osprey Publishing • www.ospreypublishing.com
  
  A narrow, literalist interpretation of Sharia Law
  provided the foundation for Taliban governance of
  Afghanistan. Women’s rights were curtailed to the
  point of extinction. Men without beards were subject
  to beatings. Music, movies, TV, playing cards, even
  kite flying was abolished. The Taliban turned a
  pragmatically blind eye on the opium trade, however.
  While the use of drugs was forbidden by the Koran,
  harvesting opium was allowed because it would be
  consumed by infidels in the west. In fact, the opium
  trade financed a great part of the fighting necessary to
  the Taliban’s rise to and retention of power and was
  indispensable to their survival, no matter what Sharia
  Law might proscribe.
  The Taliban were more than a cabal of religious
  zealots, however. They also represented a Pashtun tribal
  hegemony, and as such, they were bent on redressing
  the wrongs done against their people by other tribes.
  Massacres of the past were repaid with death and
  destruction. Religious intolerance was also the rule of
  the day, as illustrated by the slaughter of up to 8,000 Shia
  in and around Mazar-e-Sharif in 1998. 
  THE STORM BREAKS 
  The atmosphere of radicalized fundamentalism that
  prevailed under Taliban rule made Afghanistan an ideal
  refuge for like-minded groups of extremists – including
  Usama bin Laden’s al Qaeda, and brought the Taliban
  government into conflict with the United States.
  Bin Laden had been linked to several terrorist attacks
  against the US, including the attack on the USS Cole and
  the bombing of the US Embassies in Kenya. He was
  indicted for the bombings in absentia and the US made
  firm demands to the Taliban government that bin Laden
  be turned over to the US. The Taliban steadfastly refused.
  On 9 September 2001, General Massoud was slain by
  bomb-wielding al Qaeda assassins posing as cameramen.
  Bin Laden, in celebration of the news, announced in a
  video that the time had come to “strike America where it
  hurts.” On 11 September, the world learned that these
  words were not an empty threat.
  historical summary
  9
  Taliban in Herat, 2001
  Usama Bin Laden poster found in
  Afghanistan, 2002
  © Osprey Publishing • www.ospreypublishing.com
  
  In the immediate aftermath of 9/11, the US and its
  closest allies began planning operations into Afghanistan.
  On 12 September, NATO invoked Article 5 of its charter
  providing for mutual protection of member states under
  attack, eventually leading to the deployment of the
  International Security Assistance Force (ISAF). First on
  the ground however, a bare 15 days after the Towers fell,
  was a CIA team known as Jawbreaker I or the Northern
  Alliance Liaison Team (NALT); a mixed seven man team
  from the paramilitary Special Activities Division (SAD)
  and the Counterterrorist Centre (CTC). This pilot team
  arrived in Afghanistan, in CIA flown Mi-17s, armed with
  millions in cash to help ensure the support of numerous
  Afghan warlords including General Rashid Dostum,
  General Mohammed Atta and Massoud’s replacement
  as leader of the Northern Alliance, Fahim Khan.
  Immediately the NALT began cementing allegiances with
  them, conducting advance force operations to identify
  and assess Taliban targets for airstrikes, and paving the
  way for the insertion of US military Special Operations
  Forces (SOF) into Afghanistan.
  Operation Crescent Wind was the codename for the
  preparatory airstrikes which began on the night of
  6 October with both US and British aircraft eliminating
  the meager Taliban air force on the ground and silencing
  antiaircraft SAM defenses and radars. Aerial targeting
  soon switched to enemy command and control nodes
  and troop concentrations in preparation for infiltrating
  SOF teams. The 160th Special Operations Aviation
  Regiment (SOAR) defied atrocious weather in the
  predawn darkness of 20 October to successfully insert
  the first two Operational Detachment Alpha (ODA)
  teams – ODAs 555 and 595 – from the 5th Special
  Forces Group under the command of the newly formed
  Task Force Dagger. Their task was multifaceted but
  included mentoring the Northern Alliance, intelligence
  preparation of the battlespace and targeting Taliban
  positions with their SOFLAM laser designators for
  Coalition airstrikes. On the same night two concurrent
  operations were conducted outside the Taliban’s
  spiritual home of Kandahar. The first was the much-
  publicized 3rd Battalion, 75th Rangers combat drop
  onto a Taliban airstrip which would eventually become
  Forward Operating Base (FOB) Rhino. The second was
  conducted well outside of the eyes of the media – 160th
  SOAR inserted a Tier One ground element from the
  Army’s 1st Special Forces Operational Detachment –
  Delta to conduct a direct action operation against one of
  Mullah Omar’s residences. The Delta operators missed
  Omar but captured valuable intelligence before being
  engaged upon extraction by a sizeable Taliban quick
  reaction force (QRF).
  Other ODAs, Joint Special Operations Command
  (JSOC) including a vehicle-mounted Delta squadron,
  UK Special Forces and CIA teams inserted across the
  country and began offensive operations both unilaterally
  and in support of the Northern Alliance and the
  fledgling Eastern Alliance (under future president
  Hamid Karzai). With the SOF calling in devastating
  airstrikes and advising their local
  ENDURING FREEDOM
  10
  US Special Forces ODA riding with
  Northern Alliance fighters,
  Afghanistan, 12 Nov 2001
  © Osprey Publishing • www.ospreypublishing.com
  
  allies, the Taliban’s grip on the country began to loosen.
  On 10 November, the city of Mazar-e-Sharif and later
  Bagram fell to the Northern Alliance swiftly followed by
  all of the major cities including Taloqan, Kabul and
  finally Kandahar on 6 December. The campaign had
  lasted barely two months – 49 days. The SOF and OGA
  (Other Government Agency – an acronym usually used
  to describe CIA assets) teams were soon reinforced by
  conventional forces with the Marines of 15th Marine
  Expeditionary Unit (MEU) and later the 10th Mountain
  and 101st Airborne Divisions. SOF continued to lead the
  prosecution of the war, reinforced by Coalition SOF
  units (including Canadian, New Zealand and German
  units), under the 5th Special Forces, and dominate Task
  Force Dagger; the SEAL, 3rd Special Forces and
  Coalition SOF based Task Force K-Bar; the Tier One
  operators of Task Force Sword; the Australian Special
  Force Task Force 64 and the “intelligence fusion cell” of
  Task Force Bowie.
  During December 2001, Task Force Dagger and
  Sword, reinforced by a small UK Special Boat Service
  (SBS) element, pursued fleeing remnants of al Qaeda
  including bin Laden and other senior leadership targets
  into the Soviet Afghan War era cave complex of Tora
  Bora along the border with Pakistan. Forced to rely upon
  their locally recruited Afghan Militia Forces (AMF) due
  to political concerns about the size of the US footprint (a
  request from both the Delta and CIA commanders for
  the Rangers to be deployed to block the escape routes
  into Pakistan was denied), the offensive faltered amongst
  allegations of turncoat Afghans taking bribes from al
  Qaeda leaders to escape across the border.
  Intelligence developed by Task Force Bowie led to
  the next major Coalition operation in March 2002 –
  Operation Anaconda. This was at the time the largest
  OEF operation and one which brought together both
  conventional forces and SOF. Intelligence indicated that 
  a large number of foreign fighters
  from al Qaeda and associated groups had taken refuge in
  the imposing Sha-i-kot Valley, close to the Afghan-
  Pakistan border. SOF led the operation with both US
  Army ODAs attached to local AMF to serve as the tip of
  the spear while other SOF maintained mountaintop
  observation posts, identifying and calling in airstrikes
  on enemy positions. Conventional forces from the 10th
  Mountain and the Rakassans of the 101st air assaulted
  directly into the valley in Chinook helicopters under air
  cover from the bare handful of Apache gunships then
  in-theater.
  The conventional forces were ambushed soon after
  landing by enemy fighters hidden in the surrounding
  mountains. Intelligence had earlier indicated that the
  enemy were living with the villagers on the valley floor
  but late breaking CIA and Delta intelligence locating them
  in caves on the valley slopes didn’t filter down from the
  leadership to commanders of conventional forces on the
  ground. The contact escalated into the largest firefight
  experienced by the US Army since Vietnam. The SOF had
  their own issues with a SEAL falling from a helicopter
  during a mountaintop insertion, the rescue team (in the
  form of a Ranger QRF Chinook) being shot down and the
  Rangers fighting a desperate battle of survival on the peak
  historical summary
  11
  A typical Tora Bora region village
  © Osprey Publishing • www.ospreypublishing.com
  
  of Takur Ghar.
  Anaconda was cursed from the very beginning with
  poor coordination, communications, de-confliction,
  and dissemination of vital intelligence. Despite these
  difficulties, Anaconda resulted in a large number of enemy
  KIA and broke the back of the foreign fighters harboring
  in the Sha-i-kot.
  THE GOLDEN HOUR
  SQUANDERED 
  Anaconda also served as somewhat of a watershed point
  for Afghanistan as Washington and the Pentagon began
  focusing their efforts on the impending invasion of Iraq.
  Post Anaconda, key resources including Tier One SOF,
  Army Special Forces, CIA intelligence gathering assets,
  Civil Affairs and Unmanned Aerial Vehicles (UAVs) were
  redeployed in preparation for Operation Iraqi Freedom
  (OIF). Many consider that this was the “golden hour”
  where long term success in Afghanistan could have been
  achieved with the support of the great majority of Afghans
  if the focus had not been redirected to Iraq. The
  opportunity was squandered and, like the draw-down of
  American influence following the withdrawal of the
  Soviets years earlier, which indirectly led to a vicious civil
  war and the eventual rise of the Taliban, it would lead to
  the re-emergence of the Taliban and an insurgency which
  continues to this day.
  The American strategy was focused on hunting down
  al Qaeda and Taliban remnants, not on reconstruction.
  They also maintained a strictly small footprint of troops
  in-theater, a mistaken holdover from fears of repeating the
  Soviet experience. The only traditional COIN activity was
  largely limited to the Special Forces. The US and Britain
  became preoccupied with Iraq whilst the Taliban and
  Al Qaeda re-grouped and re-established themselves in
  their Pakistani havens supported by elements of the
  Pakistani ISI and various Islamic charities used as front
  organizations. The Afghan people themselves were very
  supportive of the US and ISAF presence in 2002 and 2003
  with most Afghans believing that the fall of the Taliban
  gave the country an opportunity for peace and prosperity. 
  In the months following Anaconda, Coalition forces
  launched Operation Mountain Lion hunting Taliban and
  al Qaeda remnants around Khost and Gardez while a
  linked operation, Operation Ptarmigan, was conducted
  by Britain’s 45 Commando, Royal Marines. Both
  operations, and the follow-up, the 82nd Airborne’s
  Operation Mountain Sweep, led to few contacts with the
  enemy and a minimal number of prisoners. 2002 also
  saw Hamid Karzai become the leader of an Afghan
  transitional government prior to the planned general
  elections which eventually occurred in October of 2004.
  The war in Afghanistan had reverted to what some
  consider a low level counter-insurgency with conventional
  troops conducting sweep and clear missions while
  the much reduced SOF presence trained local forces,
  carried out “hearts and minds” projects with the local
  populace and hunted for Taliban and al Qaeda High Value
  Targets (HVTs).
  This pattern continued for the next few years as age-old
  rivalries between warlords and tribes began to resurface,
  causing further instability despite a largely successful
  ENDURING FREEDOM
  12
  US Special Forces operators in the
  Orgun District of Afghanistan, 2002
  © Osprey Publishing • www.ospreypublishing.com
  
  Afghan government program of disarming the militias of
  their crew-served weapons. In the background, the Taliban
  was also resurfacing, continuing to base themselves largely
  out of Pakistan and in the southern provinces of
  Afghanistan. Operations were still plagued by the division
  of most American forces falling under the command of
  OEF and Coalition nations operating under ISAF with
  sometimes wildly disparate objectives and the continuing
  restricted footprint in terms of manpower deployed. In
  2003, the UN Security Council voted for the expansion of
  the NATO-led ISAF to beyond the capital of Kabul, a move
  opposed by some in the US government. This saw the
  establishment over the 2003–2006 period of four distinct
  NATO sub-commands: Regional Command (RC) North,
  South, East and West. Two further commands – Regional
  Command Capital and Regional Command South East
  were later added. Each RC is managed by a rotating lead
  nation and is responsible for both offensive operations and
  counter-insurgency (primarily through the Provincial
  Reconstruction Teams or PRTs) within their region.
  COUNTER-INSURGENCY 
  The ISAF PRTs grew from initial OEF efforts at an ink
  blot strategy of counter-insurgency. The PRTs were
  tasked with improving local security, initiating and
  supporting reconstruction efforts and extending the
  influence of the Afghan government. By deploying PRTs,
  the aim was for pockets of stability and reconstruction to
  develop, countering the Taliban’s own hearts and minds
  efforts. They are composed of a mixed civil-military
  team (CIMIC) typically with Civil Affairs soldiers,
  Engineers and force protection elements all co-located
  with civilian reconstruction specialists.
  Several European ISAF nations operated under
  National Caveats which essentially spelled out when, how
  and where their forces could be used. Some confined their
  forces to particular areas or cities, mainly in the more
  stabilized north or west, or forbade offensive combat
  operations. The Germans were restricted from operating
  at night for instance. Some US troops derisively
  commented that ISAF stood for “I Saw Americans Fight.”
  These National Caveats continue to a certain degree to
  this day, much to the frustration of nations involved in the
  heavy fighting in the south and east of the country. 
  With NATO’s expansion into the south in 2006, a
  region that few OEF or ISAF troops had ventured into
  (apart from occasional force projection and SOF
  missions), the festering insurgency finally re-emerged with
  a vengeance. British, Danish and Canadian troops were
  soon locked in heavy, almost conventional war-fighting in
  the southern province of Helmand. The British attempted
  to develop a “Platoon House” COIN strategy of deploying
  troops to live and operate within the district centers of
  towns within Helmand. Often within days of arrival, these
  forces were in immediate contact with the enemy. In
  locations such as Sangin and Musa Qala, the platoon
  houses were in a state of virtual siege with resupply only
  available by helicopter and the defenders fighting off
  massed attacks by the Taliban. In Now Zad for example,
  the Gurkhas fought off over two dozen such attacks in four
  weeks, firing somewhere in the region of 30,000 rounds of
  5.56mm and 17,000 rounds of 7.62mm in the process,
  killing over 100 enemy combatants without a single
  friendly fatality.
  US forces were also expanding their operations in the
  south with the massive 11,000 strong Operation Mountain
  Thrust conducted with British and Canadian forces in June
  aiming to destroy Taliban safe havens in Helmand and
  Uruzgan. 2006 was a bloody year for Coalition forces with
  casualties rapidly rising due to expansion into formerly
  Taliban-held areas in the south. It also saw the British hand
  over control of Musa Qala to the town’s elders in a
  negotiated settlement meant to limit damage to the town.
  Unfortunately, the Taliban observed the agreement for
  historical summary
  13
  © Osprey Publishing • www.ospreypublishing.com
  
  only a few short months before they re-took the town.
  Along the border with Pakistan, fighting also flared with
  large numbers of Taliban, bolstered by foreign fighters,
  crossing the border. Among these fighters were the first
  suicide bombers seen in Afghanistan, a ghastly tactic based
  on jihadist successes in Iraq.
  THE NEW TALIBAN 
  2007 saw the level of insurgency-related violence continue
  to rise and the full emergence of the so-called New
  Taliban. To counter the burgeoning insurgency in the
  south, British-led forces launched several large operations.
  In January, Operation Glacier Two saw the famous Royal
  Marine assault on the Taliban stronghold of Jugroom Fort
  and the resulting daring rescue of a British serviceman’s
  body from the fort by Apache helicopters. Operation
  Achilles was launched in March with the aim of
  dominating the strategically important Kajaki region.
  Several ops were conducted under the Achilles banner
  such as 45 Commando Royal Marines clearing a major
  Taliban dominated area around Kajaki in Operation
  Volcano and the related Operation Kryptonite which
  pushed the Taliban from the Kajaki Dam, allowing it to
  be re-opened to provide power and irrigation to the
  Helmand River Valley. During Achilles, a Taliban HVT
  and their most senior military commander in the south,
  Mullah Dadullah, was killed in an SBS direct action
  operation in May (prior to 2010, UK Special Forces’
  responsibility for the Afghan theater lay primarily with
  the SBS, with 22SAS operating predominantly in Iraq).
  In June in neighboring Uruzgan, a combined Dutch,
  Australian and Afghan offensive targeted the town of
  Chora, succeeding in driving out the Taliban in four
  days of heavy contacts. Again in Uruzgan in August, a
  joint US/ANA FOB known as Firebase Anaconda was
  attacked by a massed force of insurgents in a rare direct
  assault against a Coalition outpost. ISAF forces in the
  north also stepped up operations with the German and
  Norwegian-led Operation Harekate Yolo and Harekate
  Yolo II in October and November. In December, the joint
  US/UK Operation Snakebite once again seized control
  of Musa Qala.
  The use of Improvised Explosive Devices (IEDs) also
  rose in 2007 with devices of both increasing sophistication
  and ferocity being deployed across Afghanistan. This
  upsurge in IEDs was blamed on the influence of both
  covert Iranian elements and the import of foreign jihadists
  fresh from Iraq, Chechnya and Lebanon with the first of
  the deadly Explosively Formed Penetrators (EFP) IEDs
  seen in Afghanistan. Coalition forces responded to the
  IED threat using many of the lessons learned in Iraq with
  the first of numerous types of Mine Resistant Ambush
  Protected (MRAP) vehicles being deployed along with a
  suite of anti IED electronic counter measures (ECM).
  Helmand continued to be a major focus for ISAF into
  2008, with British-led forces unable to dominate the
  province due to lack of manpower and helicopters.
  The situation changed in April when the Marines of the
  24th MEU were deployed to Helmand. The Marines and
  British almost immediately launched an offensive to
  recapture Garmsir. In June, indicative of both increased
  cross-border penetrations by Taliban and foreign fighters,
  the Vehicle Patrol Base (VPB) at Wanat was attacked
  and almost over-run in a bold assault by upwards of
  200 enemy fighters. September saw the audacious
  Operation Eagle’s Summit which delivered an additional
  220 ton turbine to Kajaki Hydroelectric Dam. Although
  led by the British, the effort also included elements from
  the ANA, Canadian, US, Danish, Australian, French and
  Dutch ISAF contributions. This operation included a
  number of deception operations designed to fool the
  Taliban on which route the convoy would take, including
  a dummy convoy of Danish vehicles. The operation was a
  success and the turbine delivered.
  ENDURING FREEDOM
  14
  © Osprey Publishing • www.ospreypublishing.com
  
  Tier One SOF continued hunting HVTs and targeting
  logistics and command nodes across Afghanistan and
  sometimes beyond. A JSOC Task Force operation saw
  operators inserted into Southern Waziristan in September
  following similar raids in March and October of 2006.
  Due to the political sensitivity of operations in Pakistani
  territory, the raids were only launched when key HVTs
  were located or al Qaeda training camps identified. 
  JSOC and the CIA continued to target foreign fighters
  along the Pakistan border with drone strikes by Hellfire-
  armed UAVs such as the Predator and Reaper.
  THE AFGHAN SURGE 
  American thinking, influenced heavily by the likes of
  Generals Petraeus and McChrystal, had now focused on
  a large scale traditional counter-insurgency campaign
  with a growing understanding that a political settlement
  with moderate Taliban was the only real road to stabilizing
  the insurgency. Petraeus and McChrystal managed to
  convince their political masters of the need for a troop
  surge in a similar fashion to Petraeus’ famous “Iraq Surge”.
  2009 saw suicide bombers target the capital, with grim
  but inaccurate media comparisons to the Tet Offensive.
  The US surge of troops started to take effect with further
  Marines, a brigade from the 2nd Infantry Division and the
  Strykers of the 5th Stryker Battalion Combat Team all
  being deployed, while the UK increased their commitment
  and redeployed a large number of Special Forces from Iraq.
  In April, German-led ISAF and ANA forces fought pitched
  battles in Kunduz Province in the north, attempting to free
  much of the province of Taliban influence.
  Finally Task Force Helmand, reinforced by the US
  Marines and an increase in British troop levels, had
  enough resources to launch a large scale campaign into
  key Taliban areas. In June and July 2009, Operation
  Panther’s Claw struck at central Helmand Taliban
  strongholds with Danish Leopard tanks supporting
  British infantry in operations around Lashkar Gar and
  Nad Ali. The US conducted the supporting Operation
  Strike of the Sword with the USMC and ANA carrying out
  the largest Marine offensive since Fallujah into
  Khanashin, Garmsir and Nawa-i – Barakzayi in south-
  eastern Helmand. Both operations were regarded as very
  successful although some critics have argued that many
  Taliban have simply moved north or west away from the
  targeted areas. The Australians also conducted supporting
  operations in Uruzgan going after Taliban base areas with
  both Combat Team Tusk (the force protection element of
  their PRT) and SASR.
  General Stanley McChrystal, fresh from his success
  in Iraq leading the covert JSOC campaign against al
  Qaeda, was appointed commander of all US and ISAF
  forces in-theater and immediately issued a new set of
  historical summary
  15
  USMC in Helmand Province. (Figures by
  Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  guideline ROEs which focused far more on COIN and
  limiting civilian casualties, a subject about which
  President Hamid Karzai had become increasingly vocal.
  With increased UAV strikes in Pakistan, al Qaeda
  infiltrated a Jordanian double agent into FOB Chapman
  near Khost – a CIA facility heavily involved in the
  targeting of UAV missions. Once inside, the double
  agent detonated a suicide bomb vest killing seven CIA
  officers and a member of Jordanian intelligence. 
  A major offensive called Operation Moshtarak in
  Helmand kicked off 2010 with a combined force of some
  15,000 US, British and ANA troops clearing the district of
  Marjah, south west of Lashkar Ghar, an area controlled by
  the Taliban and hub of the opium trade. Significantly it was
  the first major operation led by the ANA who provided
  some 60% of the manpower. Although the operation
  was largely successful, it failed to validate McChrystal’s
  “government in a box” strategy wherein an area would be
  cleared of Taliban and civil infrastructure immediately
  brought in to form a local government. 
  Later in the year, McChrystal was replaced (after a
  magazine interview was published in which he was critical
  of Washington policy) by architect of the Iraqi surge and
  key COIN authority General David Petraeus. Afghan and
  British forces carried out Operation Tor Shezada in July to
  clear the Nad Ali district while ANA and the USMC
  launched Operation New Dawn to extend the gains from
  Operation Moshtarak. 2010 also saw the first public
  acknowledgment of peace talks with the Taliban although
  such initiatives have been on-going covertly for many
  years. US and UK politicians now hint at a withdrawal of
  the majority of Coalition troops by 2014 leaving only
  trainers and some SOF in country, following a model
  similar to Iraq. Whether this occurs, and whether the ANA
  and ANP can take responsibility for the security of their
  country is still open to question.
  ENDURING FREEDOM
  16
  US Marines engage the enemy during OP
  Strike of the Sword, 2009. (Figures by
  Elhiem Figures)
  Afghan boy flying a kite, a pastime
  forbidden under Taliban rule
  © Osprey Publishing • www.ospreypublishing.com
  
  PHYSICAL FEATURES OF THE
  BATTLESPACE 
  The Green Zone 
  The Green Zone and similar wooded areas encountered
  in scenarios are classed as Average Woods. This terrain
  restricts vehicle movement to Tactical Speed only, although
  in some scenarios it may completely negate vehicle
  movement. Taliban within these areas can claim an
  additional cover die to represent their intimate knowledge
  of their surroundings. This die can be claimed in addition
  to any applicable Solid Cover, In Cover, or Armor dice.
  Opium Fields and Crops 
  Crops, including the ubiquitous opium poppy fields,
  affect lines of sight and fire dramatically. LOS can only
  be maintained by units within 2” of the edge of a crop
  field; otherwise no LOS is possible except by physically 
  entering the crops. This works both ways – any units
  using the crops as cover must move to within 2” of the
  edge of the terrain to see out and carry out actions.
  Once units enter the field, they can see and engage up
  to a maximum of 4”. 
  Units at a significantly higher elevation than a crop field
  (atop an adjacent hill or on the roof of a 2+ story building,
  for instance) have a clear line of sight to all units within it,
  assuming no other cover intervenes. A 4” blind zone exists
  behind a crop field in this instance, however.
  Only Tactical movement is allowed for infantry in crop
  fields. Vehicles cannot enter crop fields at all.
  Difficult Terrain 
  All off road movement by vehicles must be limited to
  Tactical speed due the hazardous nature of Afghan
  terrain. 
  17
  THE AFGHAN COMBAT ENVIRONMENT
  -- SPECIAL RULES FOR OEF
  US troops on patrol in Green Zone,
  2010
  US Soldier in Afghan farm field, 2010
  © Osprey Publishing • www.ospreypublishing.com
  
  TROOP QUALITY AND MORALE
  RATINGS 
  Local Taliban 
  TQ D6; Morale D8/D10; Act as Irregulars;
  Low Confidence
  Local Taliban represent the common anti-Coalition militia
  (ACM) which could be composed of farmers, villagers,
  opium gangs or common bandits. They are generally
  “employed” after harvest season is over as hired muscle for
  the Taliban, often for specific tasks or operations (laying
  IEDs is a prime example). Sometimes they are simply
  press-ganged by the insurgents. 
  The Taliban will also exploit local sentiment,
  particularly over civilian deaths caused by Coalition
  actions, to recruit villagers for localized operations. The
  variable Morale rating reflects these differing motivations.
  The low Troop Quality rating simulates the very poor
  soldiering skills of these individuals and such factors as
  endemic eyesight issues amongst the population, little to
  nil training, poor weapons maintenance and an over
  reliance on fully automatic fire. These problems which
  negate insurgent marksmanship in general also affect the
  permanent, core fighters of the Taliban and similar
  insurgent networks such as the Hezb-e-Islami Gulbuddin
  (HIG) and other ACM groups. 
  Under the Troop Ratings in Force on Force, Local
  Taliban fighters are rated as Irregulars.
  Tier One or Hardcore
  Taliban 
  TQ D6; Morale D10; Act as Regulars; Confident
  The hardcore, permanent cadre of Mullah Omar’s
  insurgency movement, these are the ideologically
  committed backbone of the Taliban. Although some may
  be considered trained, particularly those who have spent
  time under the tutelage of jihadists in Pakistan, most are
  still remarkably poor shots for all the reasons outlined
  above and generally display only a basic understanding
  of key infantry skills such as contact drills, bounding
  movement or overwatch. However they do display some
  tactical knowledge, are able to readily adapt to Coalition
  TTPs and make excellent use of the natural environment
  to conduct ambushing. In Force on Force terms, Tier One
  Taliban are considered Regulars rather than Irregulars. 
  Some Tier One Taliban may be rated as TQ D8 however
  this will be scenario-specific and will only represent a
  small percentage of trained fighters. Their Morale rating
  represents their strong commitment to the cause and their
  continual indoctrination by the movement. 
  Foreign Fighters/al Qaeda 
  TQ D8; Morale D12; Act as Regulars; High Confidence
  The Troop Rating of Foreign Fighters/al Qaeda includes a
  wide variety of non-Afghan fighters ranging from veteran
  “Afghan Arabs” to Chechens, Saudis and Uzbeks of al
  Qaeda’s Shadow Army or the remnants of 055 Brigade,
  formed by al Qaeda to fight alongside the Taliban in its
  long civil war with the Northern Alliance. 
  Typically, Foreign Fighters operating in Afghanistan are
  trained in jihadist camps in Pakistan but may have long
  ENDURING FREEDOM
  18
  An M1151 runs afoul of typical
  Afghan road conditions in Farah
  Province, 2009
  © Osprey Publishing • www.ospreypublishing.com
  
  19
  The Afghan Combat Environment – Special Rules for OEF
  experience and previous training in insurgencies in Iraq,
  Lebanon, Yemen, Somalia, or Chechnya. Many are true
  “global jihadists”, following the war against the infidel from
  country to country. Their high Morale and Confidence
  stems from their pathological devotion to the jihadist
  “cause” and willingness to become martyrs in furthering
  their global agenda.
  Afghan National Police
  (ANP) & Afghan Militia
  Forces (AMF) 
  TQ D6; Morale D6/D8; Low Confidence
  The ANP and locally recruited pro-government militias
  are both minimally trained (although in the ANP’s case
  this is improving through ISAF mentoring programs) and
  of low morale. The ANP also suffer from the Despised trait
  due to endemic corruption and drug use amongst the
  police. Some Afghan Militia Forces (AMF) hired and
  mentored by ISAF and OEF Special Forces and OGA are
  of higher morale (D8) and some of these AMF will act as
  Confident or even High Confidence troops, particularly if
  they are operating alongside their SF mentors. 
  Coalition “Non-Teeth” Arms
  (Logistics, Medical Support,
  Non Attack Aviation etc.) and
  Afghan National Army (ANA) 
  TQ D6; Morale D8; Confident
  These are the non-infantry/armor/cavalry units that
  form the backbone of any Army. They have received
  basic training in personal weapons and small unit tactics
  but may not have fired their
  ANP providing security during a Civil
  Affairs patrol near the village of
  Guyan, 2010
  Tier One Taliban prepare an ambush.
  (Figures by Elhiem Figures)
  Foreign fighters infiltrate across the Afghan
  border to pursue their jihad. (Figures by
  Elhiem Figures & Wartime Miniatures)
  © Osprey Publishing • www.ospreypublishing.com
  
  weapons since basic training. Some scenarios will dictate
  a higher TQ and/or Morale level such as some of the
  British Combat Logistics units which would rate at TQ
  D8 Morale D8. Additionally this is the default rating
  for the Afghan National Army (ANA) although the
  ANA may suffer from Low Confidence in some cases,
  specifically if not accompanied by Western troops. 
  Coalition Regulars
  (Infantry, Airborne,
  Cavalry, Armor, Combat
  Engineer, Attack Aviation) 
  TQ D8; Morale D8; Confident
  The core regular fighting units from teeth arms, Coalition
  Regulars describe the majority of ISAF and OEF combat
  troops in-theater. They are solid, dependable and
  reasonably well trained. This is the default rating for
  Coalition forces and for Afghan ANA and ANP SOF.
  Some selected ANA SOF units may also benefit from a
  High Confidence rating. 
  Coalition Veterans 
  TQ D8; Morale D10; High Confidence
  Coalition Veterans represents those units with a mixture of
  higher than average esprit de corps, some advanced
  training and/or extensive operational experience in Iraq
  and Afghanistan. Units which gain this distinction include
  the USMC infantry, recon and LAR units, US Army
  Stryker Brigades, some US Army Airborne and Air Assault
  and UK Royal Marines, Parachute Regiment and
  Australian Combat Teams. 
  Special Operations Forces 
  TQ D10; Morale D12; High Confidence; Abundant
  Supplies
  SOF covers a range of well trained, experienced and
  equipped ISAF and OEF units including US Army Special
  Forces, US Air Force
  Special Tactics Squadrons, USMC MARSOC, US Army
  Rangers, Grey Fox/Task Force Orange, UK Special Forces
  Support Group and Special Reconnaissance Regiment,
  Australian 2 Commando and Incident Response Regiment,
  US Navy SEALs, Polish GROM and Dutch Viper Teams.
  This is also the default rating for Coalition EOD teams.
  Tier One Special Mission
  Units (SMUs) 
  TQ D12; Morale D12; High Confidence; Abundant
  Supplies
  The Tier One SMUs are the tip of the SOF spear – those
  few select units who benefit from extensive combat
  experience in both Iraq and Afghanistan, are lavishly
  equipped with state of the art weapons and equipment
  and are trained to the absolute limits of elite soldiering
  and human endurance. On the US side this includes the
  Army’s 1st Special Forces Operational Detachment –
  Delta (Delta Force), often known by its cover name of
  Combat Applications Group (CAG), and the Navy’s
  Naval Special Warfare Development Group (DEVGRU).
  On the Coalition front, this includes UKSF (22SAS and
  the Special Boat Service), Australia’s Special Air Service
  Regiment (SASR) and Canada’s JTF-2. 
  ENDURING FREEDOM
  20
  British Royal Marines on patrol near
  Lashkar Ghar, 2007
  © Osprey Publishing • www.ospreypublishing.com
  
  TALIBAN SPECIAL RULES 
  Afghan Civilians 
  Unlike many civilians during the invasion of Iraq,
  Afghan civilians are tragically long seasoned to being
  caught in the middle of opposing forces. They will
  move away from the closest gunfire rather than toward
  it and attempt to escape off-board using the closest
  egress point that is at least 6” from a combatant unit of
  either side.
  Taliban and Civilians 
  Taliban leaders may attempt to influence or “turn”
  civilian mobs into armed mobs as per the standard Force
  on Force rules. Note that Taliban are treated as Regulars
  for the purpose of turning civilians. They receive an
  additional +1 die roll modifier if ANP are deployed in
  the opposing force or if Coalition forces have caused
  civilian casualties.
  Squirters (Shrinkage) 
  The Tier One Taliban and Foreign Fighters in Afghanistan
  do not suffer from the Shrinkage morale effect detailed in
  the main Force on Force rulebook. Only Local Taliban,
  classed as irregulars, suffer from Shrinkage.
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at infantry
  it will be AP). Such warheads have a rating of Med.
  AP:2/AT:2(M).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement unless specified in scenario notes. Taliban can
  also make additional Out of Contact moves after they have
  been spotted by Coalition forces. To do this, they must
  move out of line of sight of any and all Coalition units.
  They can then re-use Out of Contact Movement on the
  following turn.
  As per the core Force on Force rules, orbiting ISTAR
  assets such as UAVs and surveillance aircraft cancel Out
  of Contact movement.
  The Afghan Combat Environment – Special Rules for OEF
  21
  MARSOC Marines on patrol in the
  Bala Baluk District, 2010
  US Marines react to a Taliban ambush.
  (Figures by Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  In Cover Bonus 
  Taliban that have not moved during their activation and
  are not Exposed automatically gain the In Cover bonus to
  simulate their familiarity with and more effective use of
  local cover and concealment. 
  Hot Spots (The Afghan
  Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half of
  its figures) with a Hot Spot can, on the following turn, use
  its movement allowance to move via the Hot Spot to any
  other active Hot Spot. They cannot move on that turn as
  this counts as their movement (and must deploy within 4”
  of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  Ambush 
  All Taliban, ACM and al Qaeda units may utilize the
  Ambush special rule.
  Is That a Rock or a Muj? 
  Taliban units that successfully make their Ambush roll
  can also benefit from the surprise and concealment
  when Coalition units attempt to return fire. The Taliban
  unit raises its defense dice by one die type against any
  return of fire for that turn only. This is to represent the
  surprise of the contact, the panic and confusion of being
  caught in a successful ambush and the difficulty in
  spotting insurgents who know and utilize the natural
  advantages of the terrain. This bonus only lasts for the
  single turn in which a successful ambush roll was made
  by the Taliban. Only Tier One and Local Taliban are
  eligible to receive this bonus – not Foreign Fighters, al
  Qaeda or other ACM.
  Example: A hardcore Taliban element rated as Poorly
  Trained (D6) is concealed on a rocky slope in the Korengal
  waiting to ambush a Marine patrol. They successfully pass a
  TQ check to ambush the USMC unit and open fire. When
  the USMC patrol returns fire, the Taliban raises its defense
  dice by one die type thereby rolling D8s instead of D6s. In
  the next turn, they are again fired upon by the Marines, but
  may not count the bonus as they have been spotted and
  therefore use their standard die type – D6.
  ENDURING FREEDOM
  22
  US Navy SEALs, 2010
  Afghan civilians and a possible dicker.
  (Figures by Britannia Miniatures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Recoilless Rifles and
  Unguided Rockets 
  The Taliban use a large number of Chinese and Russian
  recoilless rifles in the direct fire role. One of the most
  commonly used is the Russian SPG-9 which rates as
  Hvy. AP:3/AT:2(L). In both the direct and indirect fire
  role, unguided 107mm Chinese rockets are also
  commonly deployed against Coalition targets. The
  unguided 107 is the Taliban equivalent to indirect fire
  artillery. It is often perched on an ad hoc mount using
  rocks or a field expedient bipod and fired electrically.
  The 107 rates as AP:6/AT:2(M) with a 6” blast radius.
  Attacks by 107mm rockets against vehicles are resolved
  against their side armor. Because of their notorious
  inaccuracy, roll 1D6 before resolving a 107 Firepower
  attack. On a roll of 6, resolve the attack normally. On any
  other roll, the missile salvo strikes somewhere beyond
  the confines of the battle space.
  IEDs 
  Since 2006, the Taliban have made increasing use of
  Improvised Explosive Devices as experienced bomb
  making cells from Pakistan and Iranian Qods Force 
  trainers along with international jihadists from Iraq,
  Chechnya and Lebanon joined with ACM in their war
  against ISAF and OEF. 
  From 2008 onward, the Coalition has also seen an
  increase in the use of the deadly Explosively Formed
  Projectile (EFP) IED which is often constructed from a
  machined copper plate embedded in conventional
  explosive material. When detonated, the explosion
  turns the copper plate into a molten shaped charge
  which can punch through even heavy armor. The
  migration of the EFP from Iraq to Afghanistan by
  jihadists and Iranian Qods Force also saw an increase
  in the sophistication of IED triggers including anti EOD
  tamper switches, remote failsafe triggers which can be
  used to detonate devices if the primary initiator fails
  and passive infrared triggers. 
  IEDs in Force on Force: OEF are abstractly rated as
  follows:
  Small IED: AP:2/AT:1(L) (3” radius)
  Medium IED: AP:4/AT:2(M) (4” radius)
  Large IED
  or daisy chained Medium IED:
  AP:6/AT:3(M) (6” radius)
  EFP IED: AP:3/AT:4(H) (3” radius)
  The Afghan Combat Environment – Special Rules for OEF
  23
  A collection of RPG launchers and
  warheads captured from insurgents in
  the Khost Province, 2009
  Taliban fighters slip around the flanks
  of a Coalition force. (Miniatures by
  Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  IED Trigger Men 
  The Taliban may deploy IED Trigger Men as assets from
  either scenario force lists or as a result of a Fog of War card.
  These IEDs can be placed on the table as either a Reaction
  to a Coalition element’s action or as an activation to replace
  a Firepower attack. The Taliban player must declare the
  unit to be attacked, place a marker to show the IED and
  finally place the Trigger Man within 6” of the bomb itself.
  The targeted unit (even if it has activated and/or has no
  FP left) can attempt to either spot the device and take a
  Reaction move to escape the blast or shoot and kill the
  Trigger Man (if he is in line of sight) however they cannot
  do both. If they choose to attempt to withdraw from the
  device, make a standard opposed Spotting Roll. If
  successful, they can make one move up to 6” for infantry
  or 10” for vehicles to find cover before the IED detonates.
  If not successful, the IED detonates with a Firepower attack
  on the targeted unit (IED ratings are given on the Fog of
  War card or in scenario force lists).
  If the Coalition unit decides to try to kill the Trigger Man
  before he detonates the device, make a standard Reaction
  Test. If the Coalition unit wins the Reaction Test, they can
  make a standard Firepower attack against the Trigger Man.
  If the Trigger Man becomes a casualty due to the attack, roll
  1D6. On a roll of 1–5, the Trigger Man is killed or seriously
  wounded and the device does not detonate (keep the
  marker in play as no Coalition unit can subsequently
  approach within 4” of the marker for fear of a secondary
  device or anti tamper mechanism). If the Trigger Man rolls
  a 6, he is able to detonate the device as intended.
  Dickers/Spotters 
  The Taliban have long used unarmed spotters nicknamed
  Dickers by UK forces (from a term first used during the
  war in Northern Ireland) to track the movements of
  Coalition forces and guide indirect fire. To simulate this,
  unarmed spotters provide a +1 Firepower dice to attacks
  by Taliban indirect fire assets (on or off-board) as the
  spotter corrects the fall of shot.
  Is that a guy in a Burkha? 
  Taliban forces have become very adept at concealing their
  true identities and escaping the battlefield. All Taliban can
  cache their weapons, webbing and/or adopt civilian dress
  (even dressing as females in Burkhas) if they spend one
  turn out of Line of Sight of any Coalition element. In the
  following turn, the Taliban element must withdraw
  disguised as civilians and are immediately taken off the
  table. If ISTAR and/or drones are deployed (per the
  scenario in play), the ruse is unsuccessful. 
  COALITION SPECIAL RULES 
  COIN CONSIDERATIONS:
  Limiting Collateral Damage
  and Civilian Casualties 
  The war in Afghanistan is focused on the
  Counterinsurgency (or COIN) campaign to win the
  hearts and minds of both the civilian population and
  moderate militia elements and “drain the swamp” of
  support for the Taliban and al Qaeda. The COIN
  ENDURING FREEDOM
  24
  EOD specialist approaches a suspected IED
  (Figure by Empress Miniatures)
  © Osprey Publishing • www.ospreypublishing.com
  
  campaign is built
  around the idea of securing key areas and expanding
  these areas, denying their use by anti-Coalition militias
  and creating local stability and prosperity through civil
  reconstruction and development.
  A key task of all ISAF leaders is to conduct the delicate
  balancing act of limiting actions that may result in
  alienating the civilian population while ensuring the safety
  of their troops in contact. 
  Positive Identification (PID)
  Checks
  Coalition units must abide by their Rules of Engagement
  (ROEs) and ensure that all targets are positively identified
  as armed hostiles before being engaged. When a Coalition
  unit (including indirect or air) activates and declares it is
  firing on an enemy unit that has not yet fired during the
  game, the Coalition unit must make a Positive
  Identification (PID) Check. This is simply a TQ roll which
  abstractly simulates the observation of suspect individuals
  to ascertain whether they are carrying weapons/IED
  materials/mobile phones, etc., to ensure that any
  engagement falls within the operating ROE and the
  process of clearing any supporting fires through the chain
  of command and attached legal team. 
  If the TQ roll is failed, the unit cannot fire at that target
  and effectively lose their ability to fire on a declared target
  that turn (reactions in Rounds of Fire notwithstanding).
  The only exception to this is with air support. On a failed
  PID roll, the attached JTAC/CCT can elect to convert an
  attack run into a non-lethal Show of Force.
  Artillery Fire Missions & Air
  Strikes 
  The use of artillery and air strikes is unnerving to the
  local populace, who fear seeing their home or loved ones
  injured or obliterated by a stray shell or bomb. Photos
  or videos of enormous explosions rising into the sky
  over a civilian village make great publicity for the
  Taliban, too. As a result, the use of such overpowering
  force must be carefully moderated. 
  To reflect the potential negative effect of overusing
  artillery and air assets, the Coalition player loses 1 Victory
  Point each time his force drops a bomb, launches a Hellfire
  or rocket pod from the air or calls in an artillery fire
  mission (above 81mm mortar). 
  The Afghan Combat Environment – Special Rules for OEF
  25
  Taliban IED trigger men discuss the best
  placement of their deadly creations.
  (Miniatures by S&S Models and Kellys
  Heroes)
  A suicide vest captured by ANA forces
  in Zabul Province, 2008]
  © Osprey Publishing • www.ospreypublishing.com
  
  Any time artillery or air strike is called in on a building,
  there is a chance of civilian casualties amongst neighbors,
  civilians hiding in the house while Taliban use it for cover
  against their will or fleeing inhabitants. To determine if
  civilians were injured by a strike against a building, roll
  Troop Quality check for the unit/figure calling the strike –
  if the check fails, the strike has caused 1D3 civilian
  casualties. The Coalition player loses an additional Victory
  Point for each civilian casualty. 
  The presence of the press only makes matters worse
  from a publicity/information operations standpoint.
  Subtract an additional Victory Point in each of the above
  instances if a media team is within LOS of the strike. 
  Close Air Support Restrictions 
  For scenarios set post 2008, ROE restrictions on the use of
  close air support came into effect under the leadership of
  General Stanley McChrystal and later General David
  Petraeus which focused on COIN and limiting civilian and
  infrastructure damage from air strikes. To request the use
  of any aerial ordnance heavier than 20mm or 30mm
  cannon, the attached JTAC/CCT/ANGLICO must make
  their TQ check for calling in air at a -2 modifier to simulate
  these restrictions 
  Show of Force 
  Close air support is often deployed in Afghanistan in a
  manner which does not deliver ordnance on target but can
  seriously undermine the morale of the enemy on the
  ground. When aircraft fly low and loud over enemy
  positions to rattle their nerves, it is known as a Show of
  Force and has become a common and effective tactic
  against the Taliban. 
  In the main Force on Force rules, a Show of Force only
  affects Irregular units however in Enduring Freedom, it has
  the potential to affect any enemy unit be they Local Taliban
  irregulars, Tier One Taliban regulars or Foreign Fighters.
  Indeed, it can also be used to disperse civilians – a
  successful Show of Force run will immediately clear all
  exposed civilians from the board.
  Show of Force flights can only be conducted with fast
  air or dedicated rotary wing gunships. The AH-64 Apache
  (and any similar gunship deployed such as the Tiger or
  AH-1W Whisky Cobra) receives a +1 against Local
  Taliban specifically (not Tier One Taliban or Foreign
  Fighters) as the local insurgents particularly fear and
  despise the capabilities of the gunship.
  Civilian Casualties 
  When the unthinkable occurs and civilians are injured due
  to proximity to a firefight, an IED, or an air/artillery strike,
  it is incumbent upon Coalition forces to see to their
  wellbeing as soon as it is tactically feasible. 
  When civilians are injured within LOS of Coalition
  units, one or more of those units must move to aid them.
  Coalition units are not bound to rush into the open and
  expose themselves to obvious firetraps however, and may
  ENDURING FREEDOM
  26
  A motorcycle mounted dicker uses a cell
  phone to call in enemy movement. (Figures
  by Britannia Miniatures)
  © Osprey Publishing • www.ospreypublishing.com
  
  wait until the situation is stabilized
  to aid the fallen civilians. Waiting too long though may
  mean the difference between a moral victory and defeat. 
  Coalition forces gain 1 Victory Point for tending to a
  civilian casualty. Casualties are “tended to” by moving into
  contact with them and accomplishing a First Aid check. If
  the civilian casualties are not in cover or out of LOS from
  the enemy, they must be moved to a covered/concealed
  position before conducting the First Aid, check as per
  Coalition casualties. Coalition units moving civilian
  casualties to cover or out of enemy LOS are considered to
  have Dependents.
  Coalition forces lose 2 Victory Points for each civilian
  casualty they fail to tend to prior to the end of the last
  game turn. 
  Once casualties are in a safe area, a First Aid check may
  be made. Use the First Aid Check appropriate to the unit
  making the check. Civilian casualties who are OK or
  Lightly Wounded may be dismissed. Tending to injured
  civilians by performing a First Aid Check earns the
  Coalition force 1 Victory Point per civilian casualty tended
  Seriously Wounded civilians must be cared for or,
  preferably, evacuated. A unit may care for a Seriously
  Wounded civilian by by spending an entire turn in a
  covered/concealed position with the casualty (or
  casualties). During this turn the unit cannot move and
  may only return fire by Reacting to fire directed at it.
  Seriously Wounded civilians transported to a CASEVAC
  station or Casualty Collection Point, MEDEVACed by air
  assets or returned to the Coalition player’s board edge to be
  handed over to off-board units are also considered “cared
  for”. A unit is considered to have Dependents while caring
  for a Seriously Wounded Civilian.
  Coalition units who care for a Seriously Wounded
  civilian gain 2 Victory Points per civilian casualty aided.
  Coalition units caring for injured civilians suffer from the
  Dependents penalty.
  Seriously Wounded civilians may also simply be
  abandoned by Coalition units. 
  Nothing can be done for dead civilians. 
  Coalition units thus gain a total 3 Victory Points for
  each Seriously Wounded casualty evacuated or cared for
  and 1 Victory Point for simply providing a civilian casualty
  with basic first aid. 
  As noted above, the Coalition force loses 2 Victory
  Points for each Civilian casualty left untended at the game’s
  end. Additionally, make a First Aid Check for casualty left
  untreated by Coalition forces and subtract one Coalition
  Victory Point for each fatality, including those determined
  before game’s end (an untreated Civilian fatality thus costs
  the Coalition force 3 VP in total).
  Claymore Mines
  Units equipped with Claymores may utilise them to
  attack an enemy force moving within line of sight. 
  A unit with Claymores may use them to attack the
  enemy either in its own turn or as a reaction to enemy
  movement. The unit may “fire” a Claymore at any enemy
  unit that comes within twice Optimum Range (this
  represents the distance at which remotely detonated
  claymores could be triggered from ambush positions).
  The Afghan Combat Environment – Special Rules for OEF
  27
  A 2000 pound JDAM strikes a Taliban
  position during fighting in Zabul
  Province, 10 June 2010
  © Osprey Publishing • www.ospreypublishing.com
  
  The firing unit must make a successful Troop Quality
  test in order to fire the Claymores. If the Troop Quality
  test is successful, the target unit takes an 8D8 Firepower
  attack. If the firing unit fails its Troop Quality test it may
  try again in subsequent turns. 
  Units may only use their Claymores once per game
  unless a scenario indicates otherwise.  
  Claymores may also be used to as part of a prepared
  defence at a firebase or other strongpoint and are used as
  described above. The quantity of Claymores available to
  the defenders is dictated by the scenario. 
  In games featuring attacks on a strongpointed
  position (such as an FOB or OP), the simplest method to
  handle defensive Claymores is to allow every defending
  unit a chance to fire one set of claymores to represent
  the mines set in a defensive pattern around the base.
  Players should note that in such games the attacking
  force should significantly outnumber the defender.
  Breaching Compound Walls
  Coalition forces must often contend with thick dried mud
  walls around target buildings – some thick enough to be
  resistant to 30mm cannon!  Negotiating these walls
  is commonly accomplished by explosive or manual
  breaching (using either a demolition charge – often a Bar
  Mine – or by pry bars/Hooligan tools to physically smash
  a loophole in the wall) or by going over the wall via an
  assault ladder – a technique jokingly referred to as “Grand
  Nationaling” by UK forces.
  Explosive and manual breaching is accomplished
  using the standard Force on Force Breaching Rules with
  units equipped with charges and MOE tools gaining the
  +1 for a Unit Has Breaching Gear bonus.  Compound
  walls attract a -1 to the Breaching roll as per fortified
  civilian structures.
  ENDURING FREEDOM
  28
  SAS team prepares to clear a compound.
  (Figures by Empress Miniatures)
  Designers’ Note: A Note on Claymore Mines
  So, a unit can only use Claymore Mines once per
  game, but if it fails its Troop Quality test it can try
  again later? Huh?
  The Troop Quality test to “fire” Claymores at an
  enemy doesn’t just represent the successful triggering of
  a mine, it also represents a unit’s foresight in placing a
  mine where it will do the most good. We didn’t want to
  resort to book-keeping or on-board counters and
  dummy counters to represent Claymores, so we
  abstracted the placement of mines using a Troop Quality
  test. If a unit passes the Troop Quality test, it recognized
  a trail or path that the enemy might use and their field
  craft has paid off. If a unit fails a Troop Quality test, the
  chances are it’s because the enemy unit has shown up at
  a place where no mines were placed. As the enemy unit
  (or other enemy units) continue to approach, they may
  blunder into the path of mines the unit did place – hence
  Troop Quality tests after the first has failed.
  © Osprey Publishing • www.ospreypublishing.com
  
  The Afghan Combat Environment – Special Rules for OEF
  29
  Assault ladders can be deployed as soon as the fireteam
  are in contact with the wall.  They must spend the
  remainder of that turn deploying the ladder and ensuring
  there are no Taliban/IEDs etc on the other side of the wall!
  On their next turn they can use their movement to scale
  the wall – no further movement is allowed that turn and
  they may not initiate shooting although they can react in
  the normal Round of Fire.  They must deploy within base
  contact of the wall on the opposite side.
  IED Counter-measures 
  As the IED threat increased in both the Iraq and Afghan
  theaters, technological solutions were developed to begin
  to counter the threat. Against any remote detonated IED’s
  that are placed within 8” of a vehicle equipped with IED
  Counter Measures, the vehicle may roll a TQ Check.
  If successful, the IED is detected and
  neutralized. IED Counter Measures
  have no effect on IEDs triggered by
  pressure plates or wire detonations.
  Man-Portable
  Anti-IED ECM
  Units equipped with backpack
  ECM systems (such as the
  UK BroadShield system) can
  electronically jam certain types
  of IEDs.  In game terms (and
  without impinging on operational
  security by describing methods or
  details of operation), these systems
  can jam all radio controlled IED
  (RCIED) initiators such as
  VHF/UHF and mobile (cell)
  phone transmissions. 
  Any unit equipped with a backpack ECM system can
  detect and jam any remotely triggered IED within 8” of
  the operator.  The ECM operator may roll a TQ Check
  when the IED is deployed or when he moves within 8" of
  a previously deployed IED.  If successful, the IED is
  detected and considered neutralized.  Note that ECM
  does not work against pressure plate IEDs (also known
  as victim operated IEDs). 
  Man-Portable Mine/IED Detectors
  Units equipped with Vallon or similar handheld detectors,
  can locate both pressure plate and RC IEDs along with
  buried mines.  The Vallon provides no capability against
  remotely triggered IEDs such as those operated by IED
  Trigger Men in the OEF rules.
  Any IEDs or mines which are deployed against the
  fireteam that the mine detector is attached to may be
  discovered and rendered safe/bypassed.  The detector
  operator may roll a TQ Check when the IED or mine is
  deployed.  If successful, the IED or mine is detected and
  considered neutralized. 
  If the operator enters a scenario specified minefield
  (as detailed in the main Force on Force rules), he gains
  a +2 to his TQ check to avoid a mine contact.
  Additionally he clears a safe lane 2" wide to allow
  others to follow safely.
  Mine Rollers, Rhino & Dozer
  Blades
  Various mechanical devices have been fitted to Coalition
  vehicles as anti IED/mine measures.  These include
  rollers, RHINO booms (which prematurely initiate
  infrared triggered IEDs) and dozer blades.  For game
  purposes, rollers and blades will be treated together as
  they physically disrupt the IED or mine.  RHINO (and
  similar systems) is easily simulated by the existing IED
  Countermeasures Vehicle Attribute.
  German SOF soldier
  © Osprey Publishing • www.ospreypublishing.com
  
  Any IEDs or mines which
  are deployed against the vehicle equipped with rollers or
  a blade may be discovered and destroyed/bypassed.  The
  vehicle crew may roll a TQ Check when the IED or mine
  is deployed.  If successful, the IED or mine is detected and
  considered neutralized.
  If the vehicle enters a scenario specified minefield (as
  detailed in the main Force on Force rules), it gains a +3 to
  the crew's TQ check to avoid a mine contact.  Additionally
  the vehicle clears a safe lane 4" wide to allow others to
  follow safely.
  Such vehicle mounted engineering equipment provides
  no capability against remotely triggered IEDs such as those
  operated by IED Trigger Men in the OEF rules. The
  Trigger Man will simply detonate the device against the
  vehicle as it reaches the hidden IED.
  Military Working Dogs 
  Coalition forces make extensive use of military working
  dogs (MWDs) in Afghanistan. Dog teams offer several
  advantages in game terms:
  � MWD teams automatically detect IEDs within 8”
  (even if an IED Fog of War Card is played by the
  Taliban player, it can be negated if a canine team is
  within 8”)
  � MWD teams automatically detect any hidden unit
  within 8” 
  � MWD teams prevent any Out of Contact movement
  within 8”
  � MWD teams negate the use of any Hot Spots within
  8” The dog does not “shut down” the Hot Spot but
  stops any insurgents using that Hot Spot while the
  canine is near. This represents the cultural dislike of
  dogs by Afghans. 
  � MWD teams add an extra FP die in close combat
  supporting their handlers (and count as casualties
  for purposes of Morale checks) MWD teams force a
  -1 Die Shift to Morale checks on units they engage in
  close combat – again this simulates the traditional
  dislike/fear of canines in Afghan culture. 
  � Finally, canines can be useful in moving on and
  dispersing civilian mobs and provide a +1 to the TQ
  roll of a Coalition unit attempting to disperse a
  civilian mob.
  EOD Teams 
  Explosive Ordnance Disposal teams must often manually
  inspect and render safe IEDs. Unless specified in the
  scenario notes, EOD assets are governed by the following
  rules – they must spend one turn static in line of sight of
  the device to simulate attempting to make the device safe
  by the use of an EOD droid, remote disruptors or by sniper
  rifle fire. This requires a successful TQ Check. If passed,
  the device has been remotely disrupted.
  If not, the EOD operators must approach on foot
  (“The Long Walk”) and attempt to manually disrupt the
  device. The EOD operator must make base contact with
  the device and spend one turn static, defusing the
  device. This requires a TQ Check. If successful, the
  device is rendered safe. If not, the device explodes. The
  EOD team gain a +2 to their Defence Dice due to their
  EOD suits and blast screens. 
  ENDURING FREEDOM
  30
  A French Army dog team at work in
  Kabul Province, 2010
  © Osprey Publishing • www.ospreypublishing.com
  
  Since Force on Force doesn’t use point balanced armies,
  the typical “let’s beat each other up and whoever has the
  most toys left standing wins” approach to matches really
  doesn’t apply. 
  As stated previously, Force on Force is a scenario-
  driven game. As such, the winner and loser of a match
  are determined by the victory conditions of the scenario
  they are playing. Towards this end, each Force on Force
  scenario includes a list of objectives or accomplishments
  that will garner one side or the other “victory points.” 
  At the end of a game, victory points are totaled for
  both sides and the difference between those totals is
  used to determine who (if anyone) won and by how wide
  a margin:
  SUGGESTED VICTORY POINT
  VALUES 
  Victory points are listed for individual scenarios, but the
  following list can be used as a general guideline for
  creating victory points for your own scenarios.
  These victory point values are only suggestions.
  Some scenarios may give the same victory conditions
  completely different point values. You may decide that
  victory point values should be adjusted up or down
  based on their relative importance in scenarios you
  write yourself.
  A NOTE ON TABLE SIZE,
  RANGES & MEASUREMENTS 
  While Force on Force scenarios indicate a suggested table
  size, players are encouraged to use whatever table size
  seems to work best for the miniatures they’re using and
  the space they have available for play. 
  We find that the suggested measurements work great
  for games using 15mm or 20mm figures. If you are using
  larger or smaller figures, you may wish to increase or
  reduce the table size. Some players increase or decrease
  the table size because they like the “feel” of the modified
  table size better or simply because it will fit in the space
  they have available.
  Remember, though, that whatever size table the game
  is played on, ranges and measurements must remain
  proportional or scenarios with a turn limit will be
  compromised. If you decide to double the size of the
  table, you must also double movement and fire ranges –
  if you halve the size of the table, you must halve
  movement and fire ranges. As long as you follow this
  31
  SCENARIOS 
  Margin of Victory Table
  Difference of 0–4 points: Indecisive
  Difference of 5–9 points: Marginal
  Difference of 10–14 points: Decisive
  Different of 15+ points: Total
  Regular Victory Points
  Major Objective Completed: 5pts
  Minor Objective Completed: 2pts
  Per Hot Spot Neutralized: 3pts
  No Friendly POWs at Game End: 5pts
  Per POW Captured: 1pt 
  Per Enemy Infantry Unit Reduced Below Half
  Strength: 1pt
  Per Enemy Vehicle Disabled/Destroyed: 2pts
  Per Enemy Tank Disabled/Destroyed: 3pts
  Per Irregular unit Broken: 1pt
  © Osprey Publishing • www.ospreypublishing.com
  
  simple guideline, you can play Force on Force on any size
  table with any size figures you choose!
  SCENARIO 1: THE BATTLE FOR
  THE ARGHENDAB BRIDGE 
  Sayd-Alim-Kalay, Uruzgan Province, 3–4 December
  2001
  After the fall of Tarin Kowt, US Army Special Forces
  ODA 574, SOCCE 52 (a Special Operations Command
  and Control Element staffed by 2nd Battalion 5th SFG
  (A) headquarters) and the future President of
  Afghanistan, Hamid Karzai, and his so-called Eastern
  Alliance of Pashtun guerillas, began the advance on the
  last remaining bastion of Taliban control. Their plan was
  to advance on the city of Kandahar from the north as
  ODA 583 with Gul Agha Sherzai’s militia advanced from
  the west. Lying ahead of Karzai and ODA 574 was the
  village of Sayd-Alim-Kalay and the strategic bridge at
  Arghendab. Karzai’s forces entered Sayd-Alim-Kalay
  without incident but soon after lead elements, along with
  three members of 574, crossed the two-lane concrete
  bridge and were contacted by enemy forces. The
  Pashtuns quickly withdrew under the Taliban fire,
  forcing the Special Forces soldiers to follow suit.
  The ODA quickly established their scratch force of
  guerillas into a defensive line for the night in case of
  Taliban attack. Their preparedness paid off when just after
  dark upwards of 100 Taliban fighters attacked across the
  dry wadi to their south. The ODA and their 30 Eastern
  Alliance guerillas repulsed the attack with the assistance
  of fires from an AC-130. The next morning, reinforced
  with more of Karzai’s fighters, they attacked the bridge,
  using 500 pound JDAMs to keep the enemy from counter
  attacking across the bridge. A captured enemy ICOM
  radio revealed that not only were there Afghan Arab
  elements on the southern bank of the bridge but that the
  Taliban were advancing up the dry river bed to the east in
  a concerted counter attack. A small element of fighters
  with SOCCE 52 personnel engaged the enemy forces in a
  fierce firefight and drove back the Taliban… 
  Note: This scenario is a compression of several contacts
  experienced by ODA 574 and SOCCE 52 over 3–4
  December. Numbers of both opposition and friendly
  fighters have been reduced for playability. 
  Scenario Information 
  Duration of Game: 6 Turns
  Initiative: Kinetic – Taliban first turn. Test for initiative
  on subsequent turns
  Special Conditions:
  � Air Defense Environment: None
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Air support available to Coalition forces
  as described under Special Rules
  Table Size: 4’ x 4’
  ENDURING FREEDOM
  32
  Historical Outcome
  Another suspected counter attack from the west
  never materialized and the men of ODA 574,
  SOCCE 52 and the Eastern Alliance held the
  approaches to the bridge until ordered to
  withdraw by Task Force Dagger command
  because of the fear that the Afghan fighters
  may desert and the American elements would
  become outnumbered and flanked – a decision
  which did not sit well with ODA 574. A day
  later tragedy struck 574 when a JDAM was
  transmitted the incorrect GPS coordinates,
  resulting in the death of three ODA members
  and the serious injury of several others. 
  © Osprey Publishing • www.ospreypublishing.com
  
  US Special Forces Mission 
  Blunt the two pronged counter attack by Taliban forces
  and hold the north side of the bridge until fast air can
  be vectored in to destroy Taliban forces massing to the
  south. 
  US Special Forces Victory Points 
  � Prevent any Taliban forces from occupying the
  Ruins by end of turn 6: 5pts 
  � Prevent any Taliban forces from advancing beyond
  the northern edge of the dry river bed by end of
  turn 6: 5pts
  � Successfully call in airstrike on off-board Taliban
  reinforcements across the south side of bridge by
  end of turn 6: 5pts 
  � No Special Forces casualties (KIA) by end of turn
  6: 5pts
  US Special Forces 
  US Special Forces Basic Attributes 
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D10/D10
  Fireteam Alpha
  1 x Team Leader w/M4
  1 x Grenadier w/M4/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x ETAC Combat Controller w/M4 and SOFLAM
  laser designator
  Fireteam Bravo
  1 x Team Leader w/M4
  1 x Grenadier w/M4/M203 (Lt. AP:1/AT:0)
  1 x Sniper w/SR-25 (Mk11)
  Eastern Alliance Forces 
  Eastern Alliance Basic Attributes 
  Initiative Level: N/A
  Confidence Level: Low
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D6/D8
  Irregulars – must use the Mixed Force rules and be
  controlled by Regular SF
  Attached to Alpha
  1 x Group Leader w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Rifleman w/AK
  Attached to Bravo
  1 x Group Leader w/AK
  Scenarios
  33
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  3 x Rifleman w/AK
  Machine Gun Team (No Weapon Team Bonus –
  may be attached to either US element)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Rifleman w/AK
  Taliban Mission 
  The traitor Karzai is amongst the American-led rabble
  across the bridge. Catch the Eastern Alliance dogs in a
  pincer movement and push Karzai and his American
  friends back from the road to Kandahar. 
  Taliban Victory Points 
  � At least one combat effective Taliban unit inside
  the Ruins by end of turn 6: 5pts
  � At least one combat effective Taliban unit on the
  northern edge of the board, past the dry river bed
  by end of turn 6 (a unit claiming these victory
  points may not claim those above): 5pts 
  � Per Special Forces soldier killed: 5pts 
  � Per Special Forces soldier seriously wounded: 3pts 
  � Per Eastern Alliance fighter killed: 1pt 
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the marked deployment boxes
  on the map. Reinforcements will arrive at Reinforcement
  Point 1 or 2 (RP1 & RP2 on the map).
  Taliban Cell One (Deployment Box 1)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  4 x Riflemen w/AK
  Taliban Cell Two (Deployment Box 1)
  1 x Leader w/AK (TQ/Morale D6/D12)
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  3 x Riflemen w/AK
  Taliban Cell Three (Deployment Box 2)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  3 x Riflemen w/AK
  Taliban Cell Four (Deployment Box 2)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Riflemen w/AK
  Taliban Cell Five (Deployment
  Box 2)
  1 x Leader w/AK
  (TQ/Morale D6/D12)
  1 x Gunner with PKM
  GPMG (Med. AP:2/AT:0)
  4 x Riflemen w/AK
  Special Rules 
  RPGs 
  Many different types of RPG
  warheads are found in-theater.
  The level of logistics support
  available for any given ACM
  group also influences what
  types of RPGs are supplied.
  ENDURING FREEDOM
  34
  US Navy SEAL
  © Osprey Publishing • www.ospreypublishing.com
  
  Whenever an RPG is fired (not before), roll 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Smoke Grenades 
  Coalition soldiers all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  Out of Contact Movement 
  Taliban can utilize Out of Contact Movement. Taliban
  can also make additional Out of Contact moves after
  they have been spotted by Coalition forces. To do this,
  they must move out of line of sight of any and all
  Coalition units. They can then re-use Out of Contact
  Movement on the following turn.
  In Cover Bonus 
  All Taliban receive a +1 In Cover Bonus regardless of
  their location in relation to actual cover to represent
  their inherent knowledge and adeptness in use of terrain
  not physically visible on the gaming table.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  No MEDEVAC/CASEVAC helicopters are permitted in
  this scenario as HLZs are considered “Cherry” or “Hot”.
  Casualties must be extracted on foot to a temporary CCP. 
  Coalition Close Air Support 
  Coalition air support can be requested by the attached
  ETAC Combat Controller from turn three onward with a
  Navy F/A-18 arriving on-station on the turn following the
  successful request. The F/A-18 carries two 500 pound
  JDAMs and its integral 20mm cannon. The Hornet must
  successfully drop one of its 500 pounders on the off-board
  Taliban grouping to overrun the bridge by the end of turn
  6 to satisfy the victory conditions. Call in strike as normal
  – the ETAC must have an unbroken line of sight to the
  bridge to do this. The ETAC receives the +1 to his TQ
  Check due to his use of the SOFLAM laser designator. 
  The Ruins, walls and village
  buildings 
  All stone walls, including the Ruins, provide a Solid
  Cover bonus (+1D). All buildings also provide Solid
  Cover bonus (+1D). Buildings are rated at 3D6 due to
  their poor construction – many are without roofs. 
  Positive Identification (PID) Checks 
  All US forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Taliban. They will deploy
  Scenarios
  35
  © Osprey Publishing • www.ospreypublishing.com
  
  randomly at one of the two marked reinforcement points
  on the map.
  SCENARIO 2: BLACK DUST 
  Tora Bora, White Mountains, Eastern Afghanistan,
  December 2001
  In December 2001, after significant intelligence indicating
  that substantial numbers of al Qaeda including key
  leadership targets had escaped Jalalabad and entered the
  imposing White Mountains bordering Pakistan, an
  operation to stop them was launched. Their redoubt was a
  place called Tora Bora or literally “Black Dust” in Pashto,
  a network of caves and fortifications constructed during
  the Soviet Afghan War. 
  Based around a force drawn from several AMF warlords’
  private armies hired by the CIA and supported by a bare
  handful of Army Special Forces and CIA Special Activities
  Division, the initial attack on the mountainous cave
  complexes at Tora Bora faltered. On 9 December, a 40-man
  contingent from Delta, along with a small team of British
  Special Boat Service operators, was deployed into Tora Bora
  and took operational control of the SAD and SF elements
  along with the Afghan hired guns. Signals intelligence
  operators working with Delta picked up intercepts of
  Usama bin Laden speaking to his fighters and pinpointed
  at least two locations where he was suspected of hiding.
  In this hypothetical scenario, Delta receives an
  intercept which strongly indicates such a location.
  Without waiting for clearance, and ditching the
  unreliable AMF, the Delta OC decides to launch a
  reconnaissance party forward to gain “eyes on” the
  potential high value target… 
  ENDURING FREEDOM
  36
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  1D6 Taliban w/AK
  2 
  1D6 Taliban w/AK
  3
  1D6 Taliban and 1 x Leader w/AK
  4
  1D6 Taliban w/AK and 1 x Leader w/AK
  5
  1 x Taliban RPG Gunner
  6
  1D6 Taliban w/AK and 1 x RPG Gunner
  7
  2D6 Taliban w/AK, 1 x Leader and 1 x
  RPG Gunner
  8
  1 x Taliban PKM Gunner, and 1 x
  Taliban Assistant Gunner w/AK
  9
  2 x Taliban RPG Gunner and 1 x Leader 
  10
  1 x Taliban Sniper with Dragunov SVD
  and Spotter w/AK
  Tora Bora
  Historical Outcome
  Delta did indeed receive a good indication of bin
  Laden’s whereabouts and sent an advance team
  forward. Unfortunately a three man Delta team
  working with Afghan militiamen was pinned
  down by al Qaeda fire and required assistance to
  extract out of the contact. The team successfully
  extracted but as dusk fell, the Afghans began to
  retreat back down the mountain. Delta was
  under explicit orders to act as the supporting
  effort for the Afghans, not as the main effort,
  and they were forced to pull back with their
  Afghan allies having advanced to within
  2,000 meters of the suspected target location.
  Bin Laden, his deputy Aymen al Zawahiri and
  large numbers of his Afghan Arab fighters
  subsequently escaped into Pakistan. 
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information 
  Duration of Game: 6 Turns
  Initiative: Kinetic – Delta first turn. Test for initiative on
  subsequent turns
  Special Conditions:
  � Air Defense Environment: None
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Air support is available to Coalition
  forces as described under Special Rules
  Table Size: 6’ x 4’
  Delta Force Mission 
  Advance to contact with al Qaeda elements, confirm
  presence of high value target and call in a successful air
  strike on identified HVT.
  Delta Force Victory Points 
  � No al Qaeda leadership escaping the table by end
  of turn 6: 5pts
  � al Qaeda leadership target killed or captured by
  end of turn 6: 10pts
  � All al Qaeda units combat ineffective (over
  50% casualties, killed, seriously wounded or
  withdrawn from table) by end of turn 6: 5pts
  Delta Force 
  Delta Basic Attributes 
  Initiative Level: D12
  Confidence Level: High
  Supply Level: Abundant (+1 Firepower dice)
  Body Armor: Standard (1D)
  Troop Quality/Morale: D12/D12
  Patrol Callsign Indigo
  1 x Team Leader w/M4
  1 x Operator w/suppressed SR25
  1 x Operator w/M4/M203 (Lt. AP:1/AT:0)
  Patrol Callsign Kilo
  1 x Team Leader w/M4
  1 x Operator w/suppressed SR25
  1 x Operator w/M4/M203 (Lt. AP:1/AT:0)
  1 x Air Force CCT (Combat Controller) w/M4 and
  SOFLAM laser target designator
  Al Qaeda Mission 
  American commandos are advancing through the
  mountains to kill the Emir. He must be protected until
  he can escape along the trails into Pakistan. You cannot
  be the one responsible for allowing the infidels to
  capture the Emir!
  Scenarios
  37
  © Osprey Publishing • www.ospreypublishing.com
  
  Al Qaeda Victory Points 
  � Per Delta operator killed: 3pts 
  � Per Delta operator seriously wounded: 2pt 
  � Al Qaeda leadership target in Cell 5 escapes the
  table by end of turn 6: 10pts
  Al Qaeda Black Guard Forces
  (Regulars) 
  Black Guard Basic Attributes 
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Abundant (+1 Firepower dice)
  Body Armor: N/A
  Troop Quality/Morale: D8/D12
  Al Qaeda count as Regular forces in this scenario. They
  are bin Laden’s Black Guard of foreign fighters trained to
  defend the Emir to the death. Each cell deploys within
  the location marked on the map. 
  Al Qaeda Cell One (Location One)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Riflemen w/AK
  Al Qaeda Cell Two (Location Two)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Riflemen w/AK
  Al Qaeda Cell Three (Location Three)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Riflemen w/AK
  Al Qaeda Cell Four (Location Four)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  Al Qaeda Cell Five (bin Laden’s personal protection
  detail) (TQ/Morale D10/D12; Location Four)
  1 x Leader w/AK/BG15 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  3 x Riflemen w/AK
  Special Rules 
  Al Qaeda Cell 5 
  Al Qaeda Cell 5 is Usama bin Laden’s personal
  protection detail. Bin Laden is a non-combatant and
  does not add to the cell’s Firepower or Defense dice total.
  Due to their ward’s poor health, the cell suffers from the
  Dependent penalty. When the cell takes casualties,
  remember to check to see if their Dependent is hit.
  Due to the swift and stealthy approach of the
  Americans, Cell 5 loses some precious time trying to
  determine the nature, strength, and direction of the
  threat against their Emir. As a result, they cannot leave
  the table until turn 4.
  Smoke Grenades 
  All Delta operators carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  ENDURING FREEDOM
  38
  © Osprey Publishing • www.ospreypublishing.com
  
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Advanced First Aid Training (ALS) 
  All members of Delta are considered ALS trained.
  Caveman CASEVAC 
  Al Qaeda is classed as using Caveman CASEVAC. Units
  with this attribute do not follow the standard Force on
  Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll
  other than a 6 results in the
  figure being taken from the
  table as a casualty.
  MEDEVAC Helo 
  No MEDEVAC/CASEVAC helicopters are permitted in
  this scenario as HLZs are considered “Cherry” or “Hot”.
  Casualties must be extracted on foot to a temporary
  CCP or off-board. 
  Coalition Close Air Support 
  Coalition air support can be requested by the attached
  Combat Controller from 24th Special Tactics Squadron
  at any time from turn 2 onward with the aircraft
  arriving on station in the following turn. The Combat
  Controller receives the +1 to his TQ Check due to his
  use of the SOFLAM laser designator along with the +1
  “TAC is an Actual Tactical Air Controller” and +1 “TAC
  has priority for air support” bonuses. The Combat
  Controller must have actual line of sight to the target to
  call in an airstrike. 
  Specific Air support is available is determined by
  rolling a D6:
  1–2: RQ-1 Predator carrying 2 x Hellfire ATGM
  (AP:6/AT:5(H)
  3–4: FA/18 Hornet or F-15E Strike Eagle carrying 2 X
  500 pound JDAMs and integral 20mm cannon
  (AP:4/AT:2(M)
  5–6: B-2 or B-52 carrying 4 x 500 pound JDAMs and
  2 x 1000 pound JDAMs (AP:8/AT:6(H)
  Walls and ruined buildings 
  All stone walls and ruined buildings provide a Solid
  Cover bonus (+1D). 
  Al Qaeda Reinforcements 
  On turn 5 and every turn thereafter, reinforcements
  automatically arrive for al Qaeda as news spreads of the
  potential capture of bin Laden. The reinforcements will
  arrive at either Reinforcement Point A or B – location is
  at the discretion of the al Qaeda player.
  Scenarios
  39
  US Navy
  SEAL in
  Afghan
  costume
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO 3: THE PLACE OF
  THE KING 
  Sha-i-kot, 2 March 2002
  The largest United States Army air assault operation
  began as a supporting effort to the locally recruited
  militia forces and their Special Forces ODA mentors in
  Task Force Hammer. Task Force Rakkasan was tasked
  with an airmobile insertion into the lower Sha-i-kot to
  establish blocking positions to engage fleeing enemy
  fighters as they retreated from Task Force Hammer’s
  attack into the entrance of the valley. 
  After a tragic friendly fire incident by an orbiting AC-
  130 and in the face of a determined enemy that did not
  withdraw as expected, the indigenous forces of Task Force
  Hammer stalled and retreated, turning Task Force
  Rakkasan into the main effort. In the early morning light
  of 2 March 2002, the first Chinook touched down in the
  Sha-i-kot and the Rakkasans immediately began receiving
  incoming fire. The enemy’s fire increased in both ferocity
  and effectiveness as al Qaeda elements engaged the
  Rakkasans from the mountainous slopes of the valley,
  using both natural and man-made caves and crudely
  constructed bunkers to shelter from American return fire.
  Supporting AH-64 Apache gunships were engaged by
  heavy machine gun and RPG fire, resulting in the early
  withdrawal of several helicopters from battle damage.
  With limited close air support, few mortars and no
  artillery, the men of 2-187th and 1-87th Infantry of the
  10th Mountain Division exploited what little cover existed
  on the valley floor and fought back against the entrenched
  defenders of the Sha-i-kot…
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – Al Qaeda first two turns. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Medium Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’
  ENDURING FREEDOM
  40
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  1D6 al Qaeda w/AK
  2 
  1D6 al Qaeda w/AK
  3
  1D6 al Qaeda and 1 x Leader w/AK
  4
  1D6+2 al Qaeda w/AK
  5
  1 x al Qaeda RPG Gunner
  6
  1D6+3 al Qaeda w/AK
  7
  2D6 al Qaeda w/AK and 1 x al Qaeda
  RPG Gunner
  8
  1 x al Qaeda PKM Gunner, and 1 x al
  Qaeda Assistant Gunner w/AK
  9
  1 x al Qaeda Sniper with Dragunov SVD
  and Spotter w/AK 
  10
  1 x al Qaeda off-table 82mm mortar
  team
  Historical Outcome
  The air assault by 10th Mountain and the
  101st resulted in the longest extended firefight
  experienced by US servicemen since the
  Vietnam War. Eventually reinforced with reserve
  forces, 81 and 120mm mortars and increased
  close air support, the battle swung in the
  Coalition’s favor and all operations were
  completed by 18 March when the valley was
  cleared of small pockets of remaining al Qaeda.
  Realistic estimates indicate 80 to 150 al Qaeda
  fighters perished although many escaped. There
  were eight American casualties and upwards of
  80 wounded. The operation was, however,
  successful in clearing enemy forces from the
  Sha-i-kot, a feat the Russians twice failed to
  accomplish during the Soviet Afghan War. 
  © Osprey Publishing • www.ospreypublishing.com
  
  Rakkasan Mission 
  Clear the al Qaeda compound of enemy forces,
  strongpoint the location and identify enemy mortar
  and heavy weapons for close air support. Alternatively,
  the Rakkasans can also attempt to destroy the enemy
  crew-served positions using their integral mortar and
  small arms. 
  Rakkasan Victory Points 
  � Clear and hold compound at end of turn 8: 5pts
  � Successfully identify all enemy crew-served
  positions: 3pts
  � Successfully call in close air support to destroy all
  crew-served positions by end of turn 8: 5pts
  � Successfully destroy all crew-served positions with
  integral infantry weapons by end of turn 8: 5pts
  Rakkasan Forces 
  Rakkasan Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Squad One
  1 x Squad Leader w/M4
  Fireteam Alpha One
  1 x Fireteam Leader w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M4
  Fireteam Alpha Two
  1 x Fireteam Leader w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M4
  Squad Two
  1 x Squad Leader w/M4
  Fireteam Bravo One
  1 x Fireteam Leader w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M4
  Fireteam Bravo Two
  1 x Fireteam Leader w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M4
  Scenarios
  41
  © Osprey Publishing • www.ospreypublishing.com
  
  Attached Machine Gun Team (Weapon Team
  Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M4
  Attached Mortar Team (Weapon Team Bonus)
  1 x Mortar Crewman w/60mm mortar (AP:3/AT:0
  (3” radius) And M4
  1 x Assistant Mortar Crewman w/M4
  Attached Sniper Team (Weapon Team Bonus)
  1 x Sniper w/M24
  1 x Spotter w/M4
  Attached TAC
  1 x Tactical Air Controller w/M4
  Al Qaeda Mission 
  The Americans have entered the valley and sprung your
  carefully planned trap. Destroy them with your crew-
  served weapons and shoot down their gunships. Make
  them pay for daring to enter the Place of the King! 
  Al Qaeda Victory Points 
  � Per Coalition soldier killed: 4pts 
  � Per Coalition soldier seriously wounded: 2pts 
  � Shoot down an Apache: 15pts 
  Al Qaeda Forces 
  Al Qaeda Attributes 
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Each cell deploys within the location marked on the
  map. 
  Al Qaeda Cell One (Mortar Position)
  1 x Leader w/AK (TQ/Morale D8/D12)
  3 x Gunners w/82mm mortar (AP:4D/AT:2D(L)
  (4”radius) and AKs
  Al Qaeda Spotter (Attached to unit of al Qaeda
  player’s choice)
  1 x Spotter w/AK
  Al Qaeda Sniper Team (Weapon Team Bonus.
  Deploy anywhere on the table, but no nearer than
  12” from the Coalition Deployment Zone)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Al Qaeda Cell Two (DShK Position, in Compound)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/DShK HMG (Hvy. AP:3/AT:1(L)
  and AKs
  ENDURING FREEDOM
  42
  SAS sniper team on the hunt! (Figures by
  Empress Miniatures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Al Qaeda Cell Three (DShK Position)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/DShK HMG (Hvy. AP:3/AT:1(L)
  and AKs
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  Al Qaeda Cell Four (Bunker)
  1 x Leader w/AK (TQ/Morale D8/D12)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  2 x Irregulars w/AK
  Al Qaeda Cell Five (Compound)
  1 x Leader w/AK (TQ/Morale D8/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  2 x Irregulars w/AK
  Al Qaeda Cell Six (Deploy outside compound
  northern wall within 6”)
  1 x Leader w/AK (TQ/Morale D8/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  2 x Irregulars w/AK
  Special Rules 
  Ambush 
  Al Qaeda forces begin play Hidden and may conduct
  an Ambush.
  RPGs 
  Many different types of RPG warheads are found in-
  theater. The level of logistics support available for any
  given ACM group also influences what types of RPGs
  are supplied. Whenever an RPG is fired (not before), roll
  a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Elusive 
  Al Qaeda units deployed on the slopes are able to
  maintain concealment in the rocks and mountainous
  terrain. A Rakkasan unit firing at them for the first time
  must pass an opposed Quality Check. If the firing unit
  loses the opposed check, it can’t locate the al Qaeda unit
  well enough to effectively engage it. However, once the
  Quality Check is passed by one Rakkasan unit, it is
  considered passed by all Americans and the target al
  Qaeda unit is no longer classed as Elusive. 
  Mortar, DShK positions and bunker 
  The al Qaeda mortar and DShK positions count as
  Improved Cover (+2D) while the bunker counts as
  Fortified Cover (+3D).
  Smoke Grenades 
  The Rakkasans all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  Advanced First Aid Training (ALS) 
  All members of the Rakkasans are Combat Lifesaver
  trained and thus considered ALS trained.
  Caveman CASEVAC 
  Al Qaeda is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard
  Force on Force rules for checking casualties and do not
  employ front-line medics in a Western sense. Instead,
  wounded and dead are spirited away very rapidly to
  satisfy burial requirements or confuse the enemy as to
  Scenarios
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  the number of casualties suffered. To represent this in
  Force on Force, units with this attribute must check
  casualties in the turn after they occur, rolling a single
  D6 for each casualty. Rolls of 6 indicate that the
  casualty was only stunned and is classed as “OK”. Any
  die roll other than a 6 results in the figure being taken
  from the table as a casualty.
  Al Qaeda Indirect Fire Support 
  The al Qaeda mortar team uses the Calling in a Fire
  Mission rules from Force on Force. It can fire on targets
  visible to the Spotter or to the team themselves who can
  self-designate targets.
  Coalition Close Air Support 
  Coalition air support is available from turn four in the
  form of an AH-64 Apache (Missiles: AP:6/AT:5(H); Strafe:
  AP:6/AT:3(M) which will stay on station until the end of
  turn eight unless shot down or turned away by enemy
  gunfire. The TAC or either of the squad leaders can call in
  and direct the Apache fire. From turn six, the TAC can
  request F-15E Strike Eagle fast air support with cannon
  and 500 pound JDAMs (Bomb: AP:8D/AT:6D(H); Strafe:
  AP:4/AT2(M). However the F-15 permanently replaces
  the Apache on station.
  PID and ROE 
  In this scenario, Coalition forces are aware that no
  civilian inhabitants are in the area, so no PID Checks are
  required before firing on enemy forces (apart from the
  normal TQ rolls required by the Elusive trait).
  SCENARIO 4: TAKUR GHAR I 
  Takur Ghar Mountain, Sha-i-kot Valley, Paktia
  Province, 4 March 2002
  As Operation Anaconda began, the leadership of Task
  Force 11 forced the deployment of a SEAL Naval
  Special Warfare Development Group (DevGru) recce
  team directly onto the peak of Takur Ghar (literally
  “Tall Mountain” in Pashto), a 10,469 foot snow covered
  mountain with commanding views of the Sha-i-kot.
  The eight man team, call sign MAKO 30, was drawn
  from Advanced Force Operations, a specialist
  reconnaissance and surveillance cell within Task Force
  11 and was comprised of six DevGru SEALs, an Air
  Force Special Tactics combat controller and a signals
  intelligence operator from Grey Fox. The leader of
  AFO, a Delta officer, desperately and ultimately
  fruitlessly, tried to contact the in-bound Chinook when
  he realized that MAKO 30 was about to insert directly
  on top of an al Qaeda position rather than at the
  ENDURING FREEDOM
  44
  The battle for Takur Ghar
  © Osprey Publishing • www.ospreypublishing.com
  
  previously agreed off-set HLZ. The Nightstalker MH-
  47E, call sign RAZOR 03, flew directly into a hail of
  RPG and DShK fire from the al Qaeda defenders on
  the peak. As the Chinook tried to escape the deadly
  fire, a SEAL fell from the open rear ramp, dropping ten
  feet to the snow covered rocks below. The SEAL
  immediately activated his infrared strobe and began
  engaging the enemy with his SAW as the MH-47E,
  with one engine destroyed, banked away into the
  pre-dawn darkness… 
  Scenarios
  45
  Anaconda was a US operation mounted in March
  2002. The purpose of the operation was to capture
  or kill several high value AQT targets and disrupt
  or destroy a large concentration of AQT forces
  concentrating in the Shah-i-Kot Valley. This
  operation saw the first use of US conventional
  forces on a major operation in Afghanistan.
  The operation was reportedly plagued by poor
  communications and coordination from the
  beginning and while a solid defeat was handed
  to the AQT forces in the Shah-i-Kot Valley,
  the high value POIs escaped the valley.
  Usama bin Laden may have been numbered
  among the escapees.
  During Anaconda two SEAL Teams were
  tasked with establishing an observation post on
  Takur Ghar, a dominant mountain overlooking
  the valley. The teams were deployed by MH47
  Chinook helicopters, one of which (RAZOR 03)
  was struck by an RPG while landing. As RAZOR
  03 evacuated the area with extensive damage,
  Petty Officer 1st Class Neil C. Roberts, a SEAL
  from Naval Special Warfare Development Group,
  the Navy’s version of Delta, fell out of the
  helicopter and was left stranded and alone on
  the mountaintop. Razor 03 attempted to return
  for him, but was driven off by ground fire and
  crash-landed. 
  The second SEAL team on Takur Ghar
  attempted to link up with Roberts, but it took
  casualties and was forced to retreat. A Ranger
  QRF was finally able to secure the peak and locate
  Roberts’ body, but not before eight US soldiers and
  airmen were killed and many more wounded.
  Australian SASR observation teams provided
  crucial support at Roberts’ Ridge by serving
  as spotters for a multitude of CAS missions that
  prevented coalition forces atop Takur Ghar from
  being overrun by AQT forces.
  It is estimated that at least 200 AQT fighters
  were slain during the engagement.
  A soldier of the 101st Airborne Division
  (Air Assault) mans a M2 .50 MG during a
  battle in Operation Anaconda, 2002]
  The Battle for Takur Ghar
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – MAKO 30 first turn. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: N/A. If Fog of War Cards generate a
  special asset for MAKO 30, discard and draw again.
  MAKO is entirely reliant on its own assets.
  Table Size: 4’ x 4’
  MAKO 30 Mission 
  Locate and ascertain status of the lost SEAL. Once the
  SEAL has been recovered or status confirmed exfiltrate
  MAKO 30 off the southern board edge. Alternately clear
  the peak of all al Qaeda fighters and maintain a cordon
  until relieved by Ranger QRF. Note that the helicopter on
  the map is only meant to indicate the landing zone and the
  actual Chinook withdraws prior to the game’s first turn.
  MAKO 30 Victory Points 
  � Locate lost SEAL and ascertain status: 5pts
  � Exfiltrate MAKO 30 and the lost SEAL off the
  board: 5pts
  � All al Qaeda units combat ineffective (below 50%
  starting strength, destroyed, pinned or withdrawn
  from table) by end of turn 8: 5pts
  � No MAKO 30 KIA by end of game: 3pts 
  MAKO 30 Forces 
  MAKO 30 Basic Attributes 
  Initiative Level: D12
  Confidence Level: High
  ENDURING FREEDOM
  46
  Historical Outcome
  RAZOR 03 limped away to crash land further
  down the valley while an AC-130 and an RQ-1
  Predator scanned the mountaintop for the
  missing SEAL. The SEALs of MAKO 30 were
  eventually picked up by a second Chinook,
  RAZOR 04 which bravely reinserted the team
  onto the peak in a desperate rescue attempt.
  Unknown to MAKO 30, the lost SEAL had
  already been executed by a Chechen al Qaeda
  fighter. The SEALs managed to insert under
  heavy fire and conducted an assault against the
  al Qaeda bunkers and trenches on Takur Ghar
  until eventually being forced to withdraw from
  the peak after their Special Tactics operator was
  killed and three SEALs were wounded in the
  contact. MAKO 30 requested the Task Force 11
  QRF be launched and in Bagram, two MH-47Es
  carrying the Ranger QRF lifted off. 
  © Osprey Publishing • www.ospreypublishing.com
  
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D10/D12
  MAKO 30 deploys as shown on the map having just de-
  bussed from RAZOR 04. 
  MAKO 30 (can be split into pairs at any time)
  1 x Patrol Leader w/M4/M203 (Lt. AP:1/AT:0)
  1 x SEAL Gunner w/M-60E4 (MK43 Mod 0) (Med.
  AP:2/AT:0)
  1 x SEAL Sniper w/SR-25
  2 x SEALs w/M4/M203 (Lt. AP:1/AT:0)
  1 x AFSOC Combat Controller w/M4 (D10/D12)
  Al Qaeda Mission 
  The American who fell from the black helicopter has
  drawn the infidels back to the peak. Kill them all and
  prevent the Americans from escaping. 
  Al Qaeda Victory Points 
  � Per Coalition soldier killed: 3pts 
  � Per Coalition soldier seriously wounded: 2pts 
  Al Qaeda Forces (Regular) 
  Al Qaeda Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Al Qaeda count as Regular forces in this scenario. Each
  cell deploys within the location marked on the map.
  Al Qaeda Cell One (DShK Position)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/1 x DShK HMG (Hvy. AP:3/AT:1(L)
  and AKs
  1 x Rifleman w/AK
  Al Qaeda Cell Two (Bunker 1)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  2 x Rifleman w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  (cannot fire RPG from within bunker due to back
  blast)
  Al Qaeda Cell Three (Bunker 2)
  1 x Leader w/AK (TQ/Morale D8/D12)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  2 x Rifleman w/AK
  Al Qaeda Cell Four (Bonsai Tree – deploy within 4”)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Rifleman w/AK
  Al Qaeda Cell Five (Command Tent – deploy
  within 4”)
  1 x Leader w/AK (TQ/Morale D8/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  2 x Rifleman w/AK
  Special Rules 
  Ambush 
  Al Qaeda forces begin play Hidden (apart from the
  DShK team of Cell One) and may conduct an Ambush
  as detailed in the main rules. As al Qaeda are classed as
  foreign fighters they do not receive the Rock or Muj
  bonus.
  Finding the lost SEAL 
  Any members of MAKO 30 in line of sight to the body
  of the fallen SEAL can attempt a Spotting Roll to locate
  Scenarios
  47
  © Osprey Publishing • www.ospreypublishing.com
  
  their comrade. Once spotted by one team member, the
  location is passed to all via MBITR. To ascertain status
  of the SEAL, a team member must spend one turn in
  base contact. If recovering the body, the team which
  recovers suffers the Casualty Penalty. 
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  Any die roll of a 1 indicates a dud round which does
  not detonate and is harmless to the target. On a 6,
  it indicates either an AT warhead or advanced AP
  type/airburst, depending on the target type (if shooting at
  a vehicle it will be AT, if shooting at infantry it will be AP).
  Such warheads have a rating of Med. AP:2/AT:2(M).
  Out of Contact Movement 
  All al Qaeda units in this scenario receive Out of Contact
  movement. They can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Caveman CASEVAC 
  Al Qaeda is classed as using Caveman CASEVAC. Units
  with this attribute do not follow the standard Force on
  Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  No MEDEVAC/CASEVAC helicopters are permitted in
  this scenario. 
  Movement in the Snow 
  Both MAKO 30 and al Qaeda are restricted to the
  Tactical Movement rate of 6” due to the heavy snow on
  the peak.
  Trenches, DShK Position and
  Bunkers 
  The al Qaeda trenches and DShK position count as
  Improved Cover (+2D) while the bunkers count as
  Fortified Cover (+3d).
  Smoke Grenades 
  MAKO 30 all carry chemical smoke hand grenades and
  40mm rounds for their M203s.
  PID and ROE 
  In this scenario, where it was known there were no
  civilian inhabitants on the peak, no PID Checks are
  required before firing on any forces.
  SCENARIO 5: TAKUR GHAR II 
  Takur Ghar Mountain, Sha-i-kot Valley, Paktia
  Province, 4 March 2002
  As confusion reigned in the Task Force 11 headquarters,
  the Ranger QRF approached Takur Ghar in a pair of MH-
  47E Chinooks piloted by elite Nightstalkers. RAZOR 01
  carrying QRF Chalk 1, led by Captain Nate Self, mistakenly
  headed directly for the peak rather than an off-set HLZ in
  a desperate rescue attempt to save the missing SEAL and
  reinforce the MAKO 30 patrol. As the helo touched down,
  ENDURING FREEDOM
  48
  © Osprey Publishing • www.ospreypublishing.com
  
  it was immediately engaged by DShK, RPG, small arms and
  recoilless rifle fire. Its electrics blown and it’s electrically
  powered miniguns useless, the Chinook became a bullet
  magnet for all al Qaeda fighters on the peak. Several
  members of the QRF and the Nightstalkers were killed or
  seriously wounded before they managed to de-bus from
  the stricken aircraft and began to stage a counter-attack. 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – Al Qaeda first two turns. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support available to
  Coalition forces as described under Special Rules
  Table Size: 4’ x 4’
  Ranger Mission 
  Secure the crash site while minimizing friendly
  casualties until reinforced by Chalk 2. Alternatively,
  engage and destroy all opposing forces on the peak,
  establish a security cordon and hold until relieved.
  Ranger Victory Points 
  � No additional friendly KIAs at end of turn 8: 5pts
  � No al Qaeda within 4” of any part of the downed
  Chinook at end of turn 8: 5pts
  � Establish a protected casualty collection post
  (CCP): 3pts
  � All al Qaeda units combat ineffective (below 50%
  starting strength, destroyed, pinned or withdrawn
  from table) by end of turn 8: 3pts
  Ranger Forces 
  Ranger Basic Attributes 
  Initiative Level: D10
  Scenarios
  49
  Historical Outcome
  The QRF fought valiantly holding out against the
  al Qaeda defenders of Takur Ghar. Supporting
  danger close airstrikes from F-15s, F-16s and an
  armed Predator assisted the QRF in holding
  their perimeter until their brother Rangers from
  Chalk 2 arrived to reinforce Self’s Rangers.
  Unfortunately, Chalk 2’s off-set HLZ required
  them to climb the steep mountain slope to reach
  the peak. Together at last, the two Chalks
  assaulted the al Qaeda bunkers and killed the
  last remnants of the opposition. Hours later,
  after nightfall, the Rangers and MAKO 30 were
  finally extracted after the seventeen hour pitched
  battle. The battle of Takur Ghar had claimed the
  lives of seven members of the Rangers, Air Force
  Special Tactics and the SEALs. 
  © Osprey Publishing • www.ospreypublishing.com
  
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D10/D12
  Ranger Chalk 1 (deploys as shown on the map having
  just de-bussed from RAZOR 01) 
  Chalk 1
  Fireteam Alpha One
  1 x Captain w/M4
  1 x Ranger w/M4
  1 x Ranger w/M4/M203 (Lt. AP:1/AT:0)
  1 x SAW Gunner w/M249 (Lt. AP:1/AT:0)
  Fireteam Alpha Two
  1 x Fireteam Leader w/M4
  1 x ETAC (Enlisted Tactical Air Controller) w/M4
  1 x Ranger w/M4/M203 (Lt. AP:1/AT:0)
  1 x SAW Gunner w/M249 (Lt. AP:1/AT:0)
  Ranger Weapon Team (Weapon Team Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M4
  Attached Special Tactics Team
  1 x Combat Controller w/M4
  2 x Para-rescue Jumpers (Medics) w/M4
  160th SOAR Air Crew (Troop Quality/Morale:
  D8/D10)
  2 x Pilots w/M4 (both seriously wounded on landing)
  1 x Air Mission Commander w/M4
  4 x Crew Chiefs w/M4 (one KIA on landing)
  1 x Flight Medic w/M4
  Al Qaeda Mission 
  The infidels have returned and your forces have shot
  down the second black helicopter! Your men have been
  reinforced and are eager to kill as many of the American
  commandos as they can.
  Al Qaeda Victory Points 
  � Per Coalition soldier killed: 3pts 
  � Per Coalition soldier seriously wounded: 2pts 
  Al Qaeda Forces (Regular) 
  Al Qaeda Basic Attributes 
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D10
  Al Qaeda count as Regular forces in this scenario. Each
  cell deploys within the location marked on the map. 
  Al Qaeda Cell One (DShK Position)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/1 x DShK HMG (Hvy. AP:3/AT:1(L)
  and AKs
  2 x Rifleman w/AK
  ENDURING FREEDOM
  50
  Crash site of Razor 01 on Takur Ghar,
  2002
  © Osprey Publishing • www.ospreypublishing.com
  
  Al Qaeda Cell Two (Bunker 1)
  1 x Leader w/AK (TQ/Morale D8/D12)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  3 x Rifleman w/AK
  Al Qaeda Cell Three (Bunker 2)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  4 x Rifleman w/AK
  Al Qaeda Cell Four (Bonsai Tree – deploy within 4”)
  1 x Gunner w/RPG (Med. AP:2/AT:1M) and AK
  4 x Rifleman w/AK
  Al Qaeda Cell Five (Hill 1 – deploy
  within 4” of crest)
  1 x Leader w/AK (TQ/Morale
  D8/D12)
  1 x Gunner w/RPG (Med.
  AP:2/AT:1M) and AK
  2 x Rifleman w/AK
  Al Qaeda Cell Six
  (Hill 2 – deploy
  within 4” of crest)
  1 x Leader w/AK
  (TQ/Morale D8/D12)
  1 x Gunner w/RPG (Med.
  AP:2/AT:1M) and AK
  Al Qaeda Cell Seven
  (Hill 3 – deploy within 4”
  of crest)
  1 x Gunner w/RPK (Lt.
  AP:1/AT:0)
  3 x Rifleman w/AK
  Special Rules 
  Ambush 
  Al Qaeda forces begin play Hidden (apart from the
  DShK team of Cell One) and may conduct an Ambush
  as detailed in the main rules. As al Qaeda are classed as
  foreign fighters they do not receive the Is That a Rock
  or a Muj bonus.
  RPGs 
  Many different types of RPG warheads are found in-
  theater. The level of logistics support available for any
  given ACM group also influences what types of RPGs
  are supplied. Whenever an RPG is fired (not before),
  roll a 1D6. Any die roll of a 1 indicates a dud round
  which does not detonate and is harmless to the target.
  On a 6, it indicates either an AT warhead or advanced
  AP type/airburst, depending on the target type (if
  shooting at a vehicle it will be AT, if shooting at infantry
  it will be AP). Such warheads have a rating of Med.
  AP:2/AT:2(M).
  Out of Contact Movement 
  All al Qaeda automatically receive Out of Contact
  movement. Al Qaeda can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Caveman CASEVAC 
  Al Qaeda is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard
  Force on Force rules for checking casualties and do not
  employ front-line medics in a Western sense. Instead,
  wounded and dead are spirited away very rapidly to
  satisfy burial requirements or confuse the enemy as to
  the number of casualties suffered. To represent this in
  Scenarios
  51
  Afghan guerrilla
  © Osprey Publishing • www.ospreypublishing.com
  
  Force on Force, units with this attribute must check
  casualties in the turn after they occur, rolling a single
  D6 for each casualty. Rolls of 6 indicate that the
  casualty was only stunned and is classed as “OK”. Any
  die roll other than a 6 results in the figure being taken
  from the table as a casualty.
  MEDEVAC Helo 
  No MEDEVAC/CASEVAC helicopters are permitted in
  this scenario. 
  Movement in the snow 
  Both the Rangers and al Qaeda are restricted to the Tactical
  Movement rate of 6” due to the heavy snow on the peak.
  Trenches, DShK position and
  bunkers 
  The al Qaeda trenches and DShK position count as
  Improved Cover (+2D) while the bunkers count as
  Fortified Cover (+3D).
  Smoke Grenades 
  The Rangers all carry chemical smoke hand grenades
  and 40mm rounds for their M203s.
  PID and ROE 
  In this scenario, where it was known there were no
  civilian inhabitants on the peak, no PID Checks are
  required before firing on any forces.
  Coalition Casualties 
  The two seriously wounded pilots must be treated. The
  SOAR Flight Medic or either of the STS PJs can treat
  these wounded. Because of the nature of the terrain,
  these wounded cannot be moved any further than a
  single Tactical Move of 6” from the rear ramp of the
  Chinook. Additionally either the SOAR Medic or a PJ
  must stay with these wounded for the duration of the
  game. The medic can fire his weapon as a Reaction but
  cannot engage in offensive actions.
  Advanced First Aid Training (ALS) 
  All members of the QRF are ALS trained.
  Medics 
  The 160th SOAR medic and the PJs all count as having
  the Medic attribute.
  Reinforcements 
  Jaguar One Two, a Combat Controller attached to an
  Australian SASR patrol, is hidden on a nearby peak and
  is calling in close air support on al Qaeda reinforcements
  streaming toward Takur Ghar. No reinforcements are
  available to the al Qaeda forces.
  Al Qaeda Indirect Fire Support 
  Unfortunately, Jaguar One Two and his SASR colleagues
  cannot spot an al Qaeda mortar crew which is firing
  82mm mortar rounds onto the peak. Every two turns
  (starting from turn two), the al Qaeda player may receive
  a random mortar strike from the off-board 82mm crew.
  The al Qaeda player must roll a successful TQ check. If
  successful, randomly determine the unit that is hit by
  the mortar rounds. The affected unit is struck with a
  Firepower attack of 6D6.
  Coalition Close Air Support 
  Coalition air support is available throughout the game
  (note that the amount of air support available has been
  reduced for playability). 
  On turn three, Twister Five One, an F-15E Strike
  Eagle carrying bombs and cannon arrives on station
  ENDURING FREEDOM
  52
  © Osprey Publishing • www.ospreypublishing.com
  
  (Bombs: 
  AP:8/AT:6(H) 
  w/6” 
  radius, 
  Strafe:
  AP:4/AT2(M) w/6” radius). It can be directed in by
  either the ETAC or the Air Force CCT using the
  standard Close Air Support rules (including Requesting
  an Airstrike but with +1 “TAC is an Actual Tactical Air
  Controller” and +1 “TAC has priority for air support”
  bonuses). The F-15 is only available for turn three. 
  On turn five, Clash Seven One, an Air Force F-16
  (Bombs: 
  AP:8/AT:6(H) 
  w/6” 
  radius, 
  Strafe:
  AP:4/AT2(M) w/6” radius) is vectored in to support
  with cannon and bombs and can be directed as detailed. 
  Finally, on turn seven, Wildfire Five Three, a CIA
  operated armed RQ-1 Predator comes on station
  carrying two Hellfire ATGMs (AP:6/AT:5(H) w/4”
  radius) and can be directed as above. Again, the UAV
  only stays in orbit for one turn. Remember most bomb
  and Hellfire strikes will be Danger Close. 
  SCENARIO 6: OPERATION MUTAY I
  Now Zad, Helmand Province, 4 June 2006
  A Company of 3 PARA deployed on Operation Mutay to
  conduct a cordon and search of a compound east of Now
  Zad which intelligence indicated was a Taliban
  leadership and logistics node. This would be the most
  major intelligence-led operation of Operation Herrick
  II. Establishment of an outer cordon was tasked to 10
  Platoon of the Royal Gurkha Rifles and the Patrols
  Platoon of 3 PARA, both mounted in WMIK Land
  Rovers. “Dicked” by Taliban spotters soon after leaving
  Now Zad DC, the Gurkhas and Patrols were both
  contacted by the enemy in snap ambushes which forced
  the Gurkhas to dismount in a dry wadi, only recovering
  their vehicles and exfiltrating back to the DC under
  Apache cover. 
  Patrols fared little better but managed to break
  contact with Apache support and strongpointed a
  nearby compound. Unable to provide fire support with
  their crew-served weapons and under increasing threat
  of losing a vehicle to Taliban RPGs, Patrols Platoon
  was ordered to withdraw out of the built up area into
  the desert which they reluctantly did. A Company
  approached the designated HLZ unaware of the
  firefights raging on the ground. As the first CH-47
  Chinook touched down and the Paras raced down the
  ramp, the waiting Taliban opened fire.
  Note: Operation Mutay has been split into two distinct
  but linked scenarios – the first detailing the perils of
  Lieutenant Hugo Farmer’s 1 Platoon as they clear the
  “Cherry” HLZ and attempt to link up with 2 Platoon while
  the second covers the attempt to capture the enemy POI
  by Lieutenant Tom Fehley’s 2 Platoon. Both scenarios have
  been compressed in terms of numbers of figures and table
  size to improve playability. 
  Scenarios
  53
  Historical Outcome
  The intelligence that led to Operation Mutay
  was incorrect in only one key regard  – enemy
  numbers. Rather than the handful of Taliban
  fighters guarding a senior leadership target that
  was predicted, 3 PARA faced upward of sixty
  well-armed and equipped Taliban. The Taliban
  were intent on giving the Paras a bloody nose on
  this, their first major operation. While the men
  of 2 Platoon were put down right on top of their
  designated HLZ, 1 Platoon ended up 350 yards
  west of their HLZ and was engaged as the ramp
  hit the ground with their first casualty suffered
  as they de-bussed the Chinook. 1 Platoon fought
  through the enemy concentration and began the
  dangerous move through irrigation ditches and
  walled compounds to link up with 2 Platoon.
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Asymmetric – British have Initiative for the
  duration of the game
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test
  rolls
  Special Assets: Dedicated air support is available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’ 
  British Mission 
  Secure immediate area of HLZ and extract to link up
  with 2 Platoon at the target compound.
  British Victory Points 
  � Secure HLZ by clearing any and all enemy in line
  of sight by end of turn 4: 5pts
  � Link up with 2 Platoon by end of turn 8 (all elements
  must reach link up point on map to gain VPs): 5pts 
  � Suffer no KIA by end of turn 8: 5pts
  British Forces 
  British Basic Attributes 
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  1 Platoon Element
  HQ Element
  1 x Platoon Leader w/SA80A2
  1 x Platoon Sergeant w/SA80A2
  1 x Signaler w/SA80A2
  1 x JTAC w/SA80A2
  1 x Medic w/SA80A2
  1 Section
  Fireteam One One Charlie
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam One One Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  ENDURING FREEDOM
  54
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  2 Section
  Fireteam One Two Charlie
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam One Two Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  GPMG Team (Weapon Team Bonus)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/SA80A2
  Taliban Mission 
  The British paratroopers are trying to capture your
  supplies and the local leader. Allah be praised they have
  landed far away from their friends. You must pin the
  paratroopers at their landing zone and give your leader
  time to escape.
  Taliban Victory Points 
  � Per British soldier captured: 5pts
  � Per British soldier killed: 3pts 
  � Per British soldier seriously wounded: 1pts 
  � Stop 1 Platoon from linking up with 2 Platoon by
  the end of turn 8: 10pts 
  Taliban Forces (Local Taliban –
  Irregulars) 
  Taliban Basic Attributes 
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the map.
  Taliban Cell One (Hot Spot 1)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Riflemen w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Riflemen w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Riflemen w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Riflemen w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  6 x Riflemen w/AK
  Sniper Team (No Weapon Team Bonus)
  1 x Sniper w/Dragunov SVD
  1 x Spotter w/AK
  Scenarios
  55
  © Osprey Publishing • www.ospreypublishing.com
  
  Special Rules 
  Hidden 
  All Taliban can begin the game Hidden in locations as
  shown on the map and may conduct an Ambush.
  Is That a Rock or a Muj? 
  Taliban units that successfully make their Ambush roll can
  also benefit from the surprise and concealment when
  Coalition units attempt to return fire. The Taliban unit
  raises its defense dice by one die type against any return of
  fire for that turn only. This is to represent the surprise of
  the contact, the panic and confusion of being caught in a
  successful ambush and the difficulty in spotting insurgents
  who know and utilize the natural advantages of the terrain.
  This bonus only lasts for the single turn in which a
  successful ambush roll was made by the Taliban. Only Tier
  One and Local Taliban are eligible to receive this bonus –
  not Foreign Fighters, al Qaeda or other ACM.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover and
  concealment.
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact movement
  unless specified in scenario notes. Taliban can also make
  additional Out of Contact moves after they have been
  spotted by Coalition forces. To do this, they must move out
  of line of sight of any and all Coalition units. They can then
  re-use Out of Contact Movement on the following turn.
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half of
  its figures) with a Hot Spot can, on the following turn, use
  its movement allowance to move via the Hot Spot to any
  other active Hot Spot. They cannot move on that turn as
  this counts as their movement (and must deploy within 4”
  of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  RPGs 
  Many different types of RPG warheads are found in-
  theater. The level of logistics support available for any given
  ACM group also influences what types of RPGs are
  supplied. Whenever an RPG is fired (not before), roll 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Squirters (Shrinkage) 
  The Tier One Taliban and Foreign Fighters in
  Afghanistan do not suffer from the Shrinkage effect
  detailed in the main Force on Force rulebook. during
  Morale Checks. Only Local Taliban, classed as irregulars,
  suffer from Shrinkage.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  ENDURING FREEDOM
  56
  © Osprey Publishing • www.ospreypublishing.com
  
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  As the HLZ is considered “Cherry” (“Hot”), no
  MEDEVAC/CASEVAC helicopters are permitted in this
  scenario. Casualties must be moved to the link up RV with
  2 Platoon. 
  Coalition Close Air Support 
  Coalition air support can be requested by the attached
  JTAC from turn three onward with an AH-64D Longbow
  Apache (Missiles: (AP:6/AT:5(H), Strafe: (AP:6/AT:3(M)
  arriving on station in the next turn. The JTAC receives a +1
  bonus for being an actual TAC however the atmospherics
  are causing difficulties with his BOWMAN (jokingly
  known as Better Off With Map And Nokia) and he
  receives a -1 for spotty radio reception. 
  Positive Identification (PID) Checks
  All UK forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as do
  building roofs. All buildings and compound walls provide
  Improved Cover (+2D). Buildings are rated at 6D8. 
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Taliban. Dice for Hot Spot
  location as per the main rules.
  SCENARIO 7: OPERATION MUTAY II
  Now Zad, Helmand Province, 4 June 2006
  This second linked scenario covers the operation to
  attempt to capture the newly identified enemy POI by
  Lieutenant Tom Fehley’s 2 Platoon. It can be played as a
  stand-alone or sequel to Operation Mutay I. 
  Note: This scenario has been compressed in terms of
  numbers of figures and table size to improve playability. 
  Scenarios
  57
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  1D6 Taliban w/AK
  2 
  1D6 Taliban w/AK
  3
  1D6 Taliban and 1 x Leader w/AK
  4
  1D6+2 Taliban w/AK
  5
  1 x Taliban RPG Gunner
  6
  1D6+3 Taliban w/AK
  7
  2D6 Taliban w/AK, 1 x Leader and 1 x
  Taliban RPG Gunner
  8
  1 x Taliban PKM Gunner, and 1 x
  Taliban Assistant Gunner w/AK
  9
  1 x Taliban RPG Gunners and 1 x
  Leader 
  10
  1 x Taliban Sniper with Dragunov SVD
  and Spotter w/AK
  British sniper team provides security for
  other teams on the ground. (Figures by
  Britannia, photo by Dougie Robinson)
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Asymmetric – British have Initiative for the
  duration of the game
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’ 
  British Army Mission 
  Move to new target compound and attempt to capture
  enemy leadership target. 
  British Army Victory Points 
  � Capture enemy POI: 10pts
  � Kill enemy POI: 5pts
  � Suffer no KIA by end of turn 8: 5pts
  British Army Forces 
  British Army Basic Attributes 
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  ENDURING FREEDOM
  58
  Historical Outcome
  While the clearance was underway, signals
  intelligence was received that another senior
  Taliban figure was hiding in the area. 2 Platoon
  were tasked with capturing him. Moving to a grid
  500 yards west of the target compound, they were
  engaged in several snap ambushes, resulting in an
  hour long series of firefights. A-10 Warthogs were
  vectored onto targets forcing the withdrawal of
  some Taliban elements, directly into the guns of 1
  Platoon. Almost seven hours after the Gurkhas
  and Patrols Platoon were contacted the battle died
  down and the Paras were successfully extracted by
  Chinook. The target compound clearance had
  yielded disappointing results with a minor cache
  of small arms and drugs recovered while 2
  Platoon’s “person of interest” was killed by
  Wildman Five One, the Apache of Warrant Officer
  First Class Ed Macy MC. 
  © Osprey Publishing • www.ospreypublishing.com
  
  2 Platoon Element
  TAC HQ Element
  1 x Platoon Leader w/SA80A2 (D8/D12)
  1 x Platoon Sergeant w/SA80A2 (D8/D12)
  1 x Signaler w/SA80A2
  1 x Mortar Man w/51mm mortar and SA80A2 (may
  be attached to any fireteam)
  1 x JTAC w/SA80A2 (may be attached to any
  fireteam)
  1 x Medic w/SA80A2 (may be attached to any
  fireteam)
  1 Section
  Fireteam Two One Charlie
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam Two One Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  2 Section
  Fireteam Two Two Charlie
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam Two Two Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  3 Section
  Fireteam Two Three Charlie
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam Two Three Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  GPMG Team One (Weapon Team Bonus)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/SA80A2
  GPMG Team Two (Weapon Team Bonus)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/SA80A2
  Sniper Team (Sniper Team Bonus)
  1 x Sniper w/L96A1
  1 x Spotter w/SA80A2
  Scenarios
  59
  British troops prepare to assault a
  compound. (Figures by Britannia,
  photo by Dougie Robinson)
  © Osprey Publishing • www.ospreypublishing.com
  
  Taliban Mission 
  The British know that your leader is attempting to
  escape – they must be listening to our radios! Lead the
  infidel enemy into ambushes and crush his advance.
  Your leader must escape at all costs.
  Taliban Victory Points 
  � Per British soldier captured: 5pts
  � Per British soldier killed: 3pts 
  � Per British soldier seriously wounded: 2pts
  (negated if casualty MEDEVACed)
  � Stop the capture/death of the POI by the end of
  turn 8: 10pts 
  Taliban Forces (Local Taliban –
  Irregulars) 
  Taliban Basic Attributes 
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the
  map. 
  Taliban Senior Leader (Person of Interest, in
  Compound)
  1 x Senior Leader w/AK (D6/D12)
  2 x Bodyguards w/AKs
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  6 x Rifleman w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  7 x Rifleman w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Rifleman w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Rifleman w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  6 x Rifleman w/AK
  DShK Team (No Weapon Team Bonus)
  1 x Leader w/AK
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Assistant Gunners w/AK
  IED Trigger Men
  2 x IED Trigger Men w/AKs and 1 x command
  detonated IED each
  Special Rules 
  IEDs 
  The Taliban have two dedicated IED Trigger Men with
  command detonated IEDs. These IEDs can be placed on
  the table as either a Reaction to a British element’s action
  or as an activation to replace a Firepower attack. The
  Taliban player must declare the unit to be attacked, place
  ENDURING FREEDOM
  60
  © Osprey Publishing • www.ospreypublishing.com
  
  a marker to show the IED and finally place the Trigger
  Man within 6” of the bomb itself.
  The targeted unit (even if it has activated and/or has
  no FP left) can attempt to either spot the device and take
  a Reaction move to escape the blast or shoot and kill the
  Trigger Man (if he is in line of sight) however they
  cannot do both. If they choose to back away from the
  device, make a standard opposed Spotting Roll. If
  successful, they can make one move up to 6” for infantry
  or 10” for vehicles to find cover before the IED
  detonates. If unsuccessful, the IED detonates with a
  Firepower attack on the targeted unit (Medium IED:
  AP:3/AT:2 (4” radius).
  If a British unit decides to try to kill the Trigger Man
  before he detonates the device, make a standard Reaction
  Test. If the Coalition unit wins the Reaction Test, they
  can make a standard Firepower attack against the Trigger
  Man. If the Trigger Man becomes a casualty due to the
  attack, roll 1D6. On a roll of 1–5, the Trigger Man is
  killed or seriously wounded and the device does not
  detonate (keep the marker in play as no Coalition unit
  can subsequently approach within 4” of the marker for
  fear of a secondary device or anti tamper mechanism). If
  the Trigger Man rolls a 6, he is able to detonate the device
  as intended.
  Taliban Person of Interest (POI) 
  The Senior Leader must stay in the compound as
  marked on the map until the end of turn four – this
  simulates the confusion of not knowing which direction
  the enemy are attacking from. At this point, he can
  attempt to escape. He can only move at a Tactical Move
  of 6” per turn and must reach the marked escape point
  on the map by the end of turn 8. If he is in base contact
  with the escape point or exits the board he is deemed as
  having escaped. 
  Hidden 
  All Taliban can begin the game Hidden in locations as
  shown on the map and may conduct an Ambush.
  Is That a Rock or a Muj? 
  Taliban units that successfully make their Ambush roll
  can also benefit from the surprise and concealment when
  Coalition units attempt to return fire. The Taliban unit
  receives a +1 Die Shift against any return of fire for that
  turn only. This is to represent the surprise of the contact,
  the panic and confusion of being caught in a successful
  ambush and the difficulty in spotting insurgents who
  know and utilize the natural advantages of the terrain.
  This bonus only lasts for the single turn in which a
  successful ambush roll was made by the Taliban. Only
  Tier One and Local Taliban are eligible to receive this
  bonus – not Foreign Fighters, al Qaeda or other ACM.
  Squirters (Shrinkage) 
  The Tier One Taliban and Foreign Fighters in Afghanistan
  do not suffer from the Shrinkage effect detailed in the
  main Force on Force rulebook. during Morale Checks. Only
  Local Taliban, classed as irregulars, suffer from Shrinkage.
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Scenarios
  61
  © Osprey Publishing • www.ospreypublishing.com
  
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation (and
  are not Exposed) automatically gain the In Cover bonus to
  simulate their naturally strong use of cover and concealment.
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half
  of its figures) with a Hot Spot can, on the following turn,
  use its movement allowance to move via the Hot Spot to
  any other active Hot Spot. They cannot move on that turn
  as this counts as their movement (and must deploy within
  4” of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  A MERT (Medical Emergency Response Team) is
  available to be called in. The wounded must be moved to
  a casualty collection point located anywhere in the UK
  Forces Deployment Box (as shown on the map) where a
  MERT helo can land once called in by the JTAC. 
  Coalition Close Air Support 
  Coalition air support can be requested by the attached
  JTAC. Roll 1D6 to ascertain type of platform available: 1-
  3 AH-64D Longbow Apache (Missile: AP:6/AT5(H) w/4”
  radius, Strafe: AP:6/AT:3(M); 4 – 6 A-10 Warthog (Bombs:
  AP:8D/AT8D(H) w/6” radius, Strafe: AP:6/AT:4(M). The
  JTAC receives a +1 bonus for being an actual TAC however
  the atmospherics are causing difficulties with his
  BOWMAN (jokingly known as Better Off With Map And
  Nokia) and he receives a -1 for spotty radio reception. 
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as do
  building roofs. All buildings and compound walls provide
  Improved Cover (+2D). Buildings are rated at 6D8. 
  Positive Identification (PID)
  Checks 
  All UK forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Taliban. Dice for Hot Spot
  location as per the main rules.
  ENDURING FREEDOM
  62
  © Osprey Publishing • www.ospreypublishing.com
  
  Optional Rules 
  Who brought Ross? 
  A two man media crew making a documentary series has
  been attached to one of your sections for the duration
  of the operation. They are strictly noncombatants and
  impose the Dependents penalty to any fireteam they are
  attached to. Having either killed or seriously wounded
  causes a -10 VP however keeping them alive and filming
  the action gains an additional +3 VP for British forces at
  the end of the game.
  SCENARIO 8: SIEGE AT MUSA
  QALA DC 
  Musa Qala, Helmand Province, 27 August 2006
  The town of Musa Qala lies to the north of Helmand
  Province and is an important gateway for both
  commercial and opium trading. Traditionally a Taliban
  stronghold, the Pathfinders of the UK’s 16 Air Assault
  Brigade was the first Coalition unit to establish a
  permanent presence in the form of a Platoon House in
  the town’s District Center in June 2006. The “Platoon
  House” concept was a Task Force Helmand initiative
  based on the “ink blot” COIN strategy – base UK forces
  in close proximity to the populations of strategically
  important locations such as Sangin and Musa Qala to
  allow interaction with the local inhabitants and deter
  Taliban presence. In Musa Qala, the enemy reacted
  violently to this intrusion. 
  First the Pathfinders, and later the Danes and the
  Royal Irish Regiment plus a small contingent of US
  forces, fought off repeated attacks on the District Center
  during the months of June and July 2006. In late August,
  the resident Danish Reconnaissance Squadron was
  finally relieved by what became known as Easy Company,
  a conglomerate of troops from 3 PARA Battlegroup
  based principally around two platoons of the Royal Irish.
  The Taliban believed that, with the withdrawal of the
  Danes, the District Center was solely occupied by ANP
  with British advisers and soon began launching probing
  attacks to test the defenses. On the evening of 26 August,
  Scenarios
  63
  REINFORCEMENT TABLE
  Die Roll
  (1D10)
  Reinforcements Received
  1
  1D6 Taliban w/AK
  2
  1D6+1 Taliban w/AK
  3
  1D6+2 Taliban w/AK
  4 
  1D6+3 Taliban w/AK
  5 
  1 x Taliban RPG Gunner
  6 
  2 x Taliban RPG Gunner
  7 
  2D6 Taliban w/AK, 1 x Leader and 1 x
  Taliban RPG Gunner
  8 
  1 x Taliban PKM Gunner, 1 x Taliban
  Assistant Gunner w/AK and 1 x Leader
  w/AK
  9 
  1 x Taliban DShK HMG w/3 x Crew
  w/AKs
  10 
  1 x IED Trigger Man w/command
  detonated IED
  Historical Outcome
  The Taliban fighters, with heavy supporting fire
  and using the cover the ruined mosque to the
  southeast, almost reached the walls of the
  Platoon House. They drew so near that on
  several occasions, hand grenades were dropped
  from Sangars directly onto the enemy closing on
  the walls below. Danger close airstrikes from
  USAF A-10s and RAF Harriers thinned out the
  attackers as snipers and 81mm and 51mm
  mortars of the Royal Irish joined with the
  GPMGs and the two .50cals to defend the base.
  After a twelve hour contact, the remaining
  enemy faded away into the increasingly ruined
  town of Musa Qala. Incredibly, considering the
  ferocity of the attack, only one member of the
  Royal Irish lost his life in the battle. 
  © Osprey Publishing • www.ospreypublishing.com
  
  the Taliban began a massed attack of over 150 fighters
  supported by 107mm rockets, 82mm mortars, recoilless
  rifles and heavy machine guns. Repulsing the attack with
  the aid of Coalition close air support, the men of Easy
  Company spent a sleepless night manning the Sangars,
  awaiting another attack. They did not have long to wait as
  during “Stand To” the Taliban launched another massive
  assault on the Platoon House. 
  Note: This scenario has been compressed in terms of
  numbers of figures and size of the Platoon House to
  improve playability. 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Asymmetric – British have Initiative for the
  duration of the game
  Special Conditions:
  � Air Defense Environment: Medium Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support available to
  Coalition as described in Special Rules
  Table Size: 6’ x 4’ 
  British Army Mission 
  Defend Musa Qala DC.
  British Army Victory Points 
  � Maintain defensive perimeter of Musa Qala DC
  (no insurgent figures within the walls by end of
  turn 8): 5pts
  � Destroy all on-table enemy crew-served weapons
  systems: 3pts
  � Suffer no KIA by end of turn 8: 2pts
  ENDURING FREEDOM
  64
  British mortar team supports an operation
  with indirect fires. (Figures/vehicle by
  Britannia Miniatures)
  © Osprey Publishing • www.ospreypublishing.com
  
  British Army Forces 
  British Army Basic Attributes 
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Platoon Element
  Sangar 1 (deploy in or within 3” of Sangar 1 –
  Weapon Team Bonus for GPMG team)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/SA80A2
  (GPMG Weapon Team fires independently to
  infantry fireteam)
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Riflemen w/SA80A2
  Sangar 2 (deploy in or within 3” of Sangar 2 –
  Weapon Team Bonus for GPMG team)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/SA80A2
  (GPMG Weapon Team fires independently to
  infantry fireteam)
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Riflemen w/SA80A2
  Sangar 3 (deploy in or within 3” of Alamo – .50
  must be deployed inside Sangar – Weapon Team
  Bonus for .50 team)
  1 x Gunner w/.50 M2HB (Hvy. Support AP:3/AT:1(L) 
  1 x Assistant Gunner w/SA80A2
  (.50 Weapon Team fires independently to infantry
  fireteam)
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Riflemen w/SA80A2
  Mortar Team (Mortar Pit – Weapon Team Bonus)
  3 x Mortar crew manning 81mm mortar 
  Light Mortar (can begin game anywhere within
  walls of DC)
  1 x Gunner w/51mm mortar and SA80A2
  Sniper Team (can begin game anywhere within
  walls of DC – Weapon Team Bonus)
  1 x Sniper w/L96A1
  1 x Spotter w/SA80A2
  JTAC (can begin game anywhere within walls of DC)
  1 x Joint Terminal Air Controller w/SA80A2
  MFC (can begin game anywhere within walls of DC)
  1 x Mortar Fire Controller w/SA80A2
  Taliban Mission 
  Your previous attacks have weakened the defenses and
  the willpower of the British defenders of Musa Qala.
  Attack the DC and overrun the base.
  Taliban Victory Points 
  � Per Coalition soldier killed: 3pts 
  � Per Coalition soldier seriously wounded: 2pts 
  � Taliban forces inside walls of the DC by the end of
  turn 8: 10pts 
  Scenarios
  65
  © Osprey Publishing • www.ospreypublishing.com
  
  ENDURING FREEDOM
  66
  Taliban Forces (Local Taliban –
  Irregulars) 
  Taliban Basic Attributes 
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the
  map. 
  Taliban HQ Element
  1 x Senior Leader w/AK (D6/D12)
  1 x Spotter (for mortars)
  2 x Bodyguards w/AKs
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK/BG15 (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  6 x Rifleman w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  8 x Rifleman w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Leader w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Rifleman w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Rifleman w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  6 x Rifleman w/AK
  AGS17 Team (No Weapon Team Bonus)
  1 x Gunner w/AGS17 (Med. AP:2/AT:1D(M) and AK
  1 x Assistant Gunner w/AK
  SPG-9 Recoilless Rifle Team (No Weapon Team
  Bonus)
  1 x Gunner w/SPG9 (Hvy. AP:3/AT:2(L) and AK
  1 x Assistant Gunner w/AK
  Sniper Team (No Weapon Team Bonus)
  1 x Sniper w/Dragunov SVD
  1 x Spotter w/AK
  Special Rules 
  Taliban Off-Board 82mm Mortar 
  The Taliban have an off-board 82mm mortar firing in
  support. This can only be controlled by either the Senior
  Leader or the dedicated Spotter.
  British 81mm Mortar 
  The British 81mm can only be controlled by either the
  MFC or the JTAC who must have eyes on the target to be
  engaged due to ROE restrictions.
  Hidden 
  The Taliban AGS17, SPG-9 and Sniper Team begin the
  game Hidden in locations as shown on the map.
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  © Osprey Publishing • www.ospreypublishing.com
  
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover
  and concealment. 
  Taliban Mortar Spotter 
  The spotter provides a +1 to all Firepower rolls by
  Taliban indirect fire by either on or off-board IDF assets
  as the spotter corrects the fall of shot.
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half
  of its figures) with a Hot Spot can, on the following turn,
  use its movement allowance to move via the Hot Spot to
  any other active Hot Spot. They cannot move on that turn
  as this counts as their movement (and must deploy within
  4” of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  Sangars 
  British fighting positions normally constructed of
  sandbags or HESCO barriers with some overhead cover
  are known as Sangars. All three Sangars are classed as
  Fortified Cover (+3D) and count as reinforced Light
  Military Fortifications (4D8) for Building Strength.
  The Platoon House 
  The Platoon House roof provides a Solid Cover bonus
  due to mud brick parapets around the edge. The Platoon
  House itself is protected by 3m tall mud brick walls
  which count as Medium Military Fortifications 6D10 for
  purposes of breaching. 
  The Taliban have no demolition or specialized
  breaching equipment and thus may only use Stand Off
  Breaching with the AGS-17, SPG-9 or RPGs as detailed in
  the main rules. If a Stand Off Breach attempt is successful,
  a breach large enough for one man at a time to enter
  through has been made in the wall. To simulate this, a
  Taliban unit must spend one turn stationary AFTER the
  turn the breach has been made to enter through the breach. 
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  Scenarios
  67
  © Osprey Publishing • www.ospreypublishing.com
  
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  Positive Identification (PID)
  Checks 
  All UK forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  MEDEVAC Helo 
  As the Musa Qala HLZs are considered “Cherry”
  (“Hot”), no MEDEVAC/CASEVAC helicopters are
  permitted in this scenario. 
  Coalition Close Air Support 
  Coalition air support can be requested from turn two
  onward with a 1D6 dice roll determining what close air
  arrives on station (1-2 AH-64D Apache (Missile:
  AP:6/AT5(H) w/4” radius, Strafe: AP:6/AT:3(M); 3-4
  GR7 Harrier (Bombs: AP:8/AT:6(H) w/6” radius, Strafe:
  AP:4/AT:2(M); 5-6 A-10 Warthog AP:8D/AT8D(H)
  w/6” radius, Strafe: AP:6/AT:4(M). The attached JTAC
  can call in Coalition air support, gaining a +1 for being
  an actual specialist TAC.
  Taliban Anti-Aircraft Defense 
  The Taliban have positioned a 12.7mm DShK HMG in
  the town in the to discourage Coalition air support. Any
  Apaches that are deployed on station can be engaged
  each turn with this DShK as per the main rules. The
  Apache can silence the gun by spending one turn making
  a TQ check and engaging the DShK with its 30mm
  cannon, but cannot engage any other targets in that turn. 
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Taliban. Dice for Hot Spot
  location as per the main rules.
  ENDURING FREEDOM
  68
  A Taliban spotter direct mortar fire.
  (Figures by Empress Miniatures)
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  1D6 Taliban w/AK
  2 
  1D6 Taliban and 1 x Leader w/AK
  3
  1D6 Taliban and 1 x Leader w/AK
  4
  1D6+2 Taliban w/AK
  5
  1 x Taliban RPG Gunner (D6/D10)
  6
  1D6+3 Taliban w/AK
  7
  2D6 Taliban w/AK, 1 x Leader and 1 x
  Taliban RPG Gunner
  8
  1 x Taliban PKM Gunner, and 1 x
  Taliban Assistant Gunner w/AK
  9
  2 x Taliban RPG Gunners and 1 x
  Leader
  10
  1 x Taliban Sniper with Dragunov SVD
  and Spotter w/AK 
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO 9: OPERATION
  GLACIER TWO 
  Jugroom Fort, North of Garmsir, Helmand Province,
  15 January 2007
  Jugroom Fort is an ancient fortification located on
  the Helmand River, south of Garmsir DC. Task Force
  Helmand ISTAR and the Brigade Reconnaissance Force
  confirmed it was both a command and control node and
  a logistics node for the Taliban. After preliminary
  artillery barrage and numerous airstrikes by both
  Apaches and fast movers, a final B1B strike breached the
  outer wall in preparation for the ground assault. As the
  British had too few troops to occupy the location, the
  objective of the operation was to conduct a raid on the
  fort to destabilize the Taliban and demonstrate they were
  vulnerable to Coalition attack at any time.
  Royal Marines from Zulu Company of 45 Commando
  set off in armored Vikings to cross the Helmand River and
  the maze of irrigation channels surrounding Jugroom. Once
  within fifty meters of the breach, the Marines would
  dismount and advance into the fort, clearing out the
  defenders and exploiting as far as possible into Jugroom.
  Once the enemy began to reorganize, the Marines were to
  extract back to the Vikings to withdraw under Apache cover. 
  Note: This scenario has been compressed in terms of
  force levels, numbers of figures and table size to improve
  playability. 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – Royal Marines first turn. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Medium Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support is available to
  Coalition forces as described under Special Rules
  Table Size: 4’ x 4’ 
  Scenarios
  69
  Historical Outcome
  As the Marines dismounted from their Vikings,
  they were struck by a massive amount of small
  arms and RPG fire. The Marines advanced
  under fire to the fort and conducted an entry
  through the breach. They engaged numerous
  Taliban inside the fort until the weight of return
  fire forced them to withdraw to their Vikings
  which retreated across the river while artillery
  and airstrikes again suppressed the defenders.
  Unknown at the time, the Taliban had hidden
  in tunnels under the fort, waiting out the
  preliminary barrage and reappearing as the
  Vikings closed on their target. Tragically, one
  Marine was killed and his body left in the rubble
  of the fort. He was later recovered by a team of
  Apaches carrying three Marines and an Army
  Engineer Captain on their wings who conducted
  a daring mission to land inside the fort, recover
  the body and fly out. 
  © Osprey Publishing • www.ospreypublishing.com
  
  Royal Marines Mission 
  Advance on the fort, dismount your infantry, enter
  through breach, clear immediate area of enemy and
  extract while minimizing friendly casualties. The
  Vikings will act as a fire support group as the infantry
  clear through the breach.
  Royal Marines Victory Points 
  � Enter at least one fireteam into the fort: 5pts
  � Extract all elements including wounded to RV
  point by the end of turn 8: 5pts 
  � Suffer no KIA by end of turn 8: 5pts
  Royal Marine Forces 
  Royal Marine Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Troop Element
  Each Viking is crewed by a complement of two Royal
  Marines of the Armored Support Group – one acting
  as forward gunner on the GPMG turret along with
  commanding the vehicle and the other acting as driver.
  The gunner on the Viking’s rear component of the
  vehicle is manned by a member of the unit being
  carried, providing top cover with a Minimi LMG. 
  Viking One Alpha
  1 Section
  Fireteam One One Charlie
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam One One Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Viking One Bravo
  2 Section
  Fireteam One Two Charlie
  1 x Troop Sergeant w/SA80A2 (TQ/Morale
  D8/D12)
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam One Two Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Viking One Charlie
  Troop TAC HQ Element
  1 x Troop Leader w/SA80A2 (TQ/Morale
  D8/D12)
  1 x Signaler w/SA80A2
  1 x JTAC w/SA80A2
  1 x Medic w/SA80A2
  1 x Sniper w/L96A1
  Fireteam One Three Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  ENDURING FREEDOM
  70
  © Osprey Publishing • www.ospreypublishing.com
  
  Taliban Mission 
  Once the bombardment ceases, man the defenses and
  repulse the British attack. 
  Taliban Victory Points 
  � Per British soldier captured: 5pts
  � Per British soldier killed: 3pts 
  � Per British soldier seriously wounded: 2pts 
  � Per Viking disabled or destroyed: 5pts 
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the
  map. 
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  4 x Riflemen w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  3 x Riflemen w/AK
  Taliban Cell Four (Hot Spot 4)
  2 x Gunner w/RPG (Med. AP:2/AT:1D(M) and AK
  5 x Riflemen w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  DShK HMG Team One (TQ/Morale D8/D10,
  Weapon Team Bonus)
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Assistant Gunners w/AK
  DShK HMG Team Two (TQ/Morale D8/D10 –
  Weapon Team Bonus)
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  1 x Assistant Gunner w/AK
  PKM Team (TQ/Morale D8/D10 – Weapon Team
  Bonus)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/AK
  Taliban Sniper Team (TQ/Morale D8/D10 –
  Weapon Team Bonus)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Special Rules 
  Taliban Reinforcements 
  On turn 4 and every turn thereafter, reinforcements
  automatically arrive for the Taliban. Dice for Hot Spot
  location as per the main rules.
  Scenarios
  71
  © Osprey Publishing • www.ospreypublishing.com
  
  Viking Stats 
  See UK Light Vehicles
  Hidden 
  All Taliban can begin the game Hidden in locations as
  shown on the map. They may also use the Ambush and
  Is that That a Rock or a Muj special rules.
  Is That a Rock or a Muj? 
  Taliban units that successfully make their Ambush roll
  can also benefit from the surprise and concealment
  when Coalition units attempt to return fire. The Taliban
  unit raises its defense dice by one die type against any
  return of fire for that turn only. This is to represent the
  surprise of the contact, the panic and confusion of being
  caught in a successful ambush and the difficulty in
  spotting insurgents who know and utilize the natural
  advantages of the terrain. This bonus only lasts for the
  single turn in which a successful ambush roll was made
  by the Taliban. Only Tier One and Local Taliban are
  eligible to receive this bonus – not Foreign Fighters, al
  Qaeda or other ACM.
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover
  and concealment. 
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half
  of its figures) with a Hot Spot can, on the following turn,
  use its movement allowance to move via the Hot Spot to
  any other active Hot Spot. They cannot move on that turn
  as this counts as their movement (and must deploy within
  4” of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  ENDURING FREEDOM
  72
  REINFORCEMENT TABLE
  Die Roll
  (1D10)
  Reinforcements Received
  1 
  1D6 Taliban w/AK
  2 
  1D6 Taliban w/AK
  3 
  1D6+1 Taliban w/AK
  4 
  1D6+2 Taliban w/AK
  5 
  1 x Taliban RPG Gunner
  6 
  2 x Taliban RPG Gunner
  7 
  2D6 Taliban w/AK, 1 x Leader and 1 x
  Taliban RPG Gunner
  8 
  1 x Taliban PKM Gunner, 1 x Taliban
  Assistant Gunner w/AK (Weapon Team)
  9 
  1 x Taliban DShK HMG w/2 x Crew
  w/AKs (Weapon Team)
  10 
  1 x off-board 82mm mortar
  © Osprey Publishing • www.ospreypublishing.com
  
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Smoke Grenades 
  The Marines all carry chemical Smoke Grenades
  including 40mm smoke for their UGL launchers.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense.
  Instead, wounded and dead are
  spirited away very rapidly to
  satisfy 
  burial
  requirements 
  or
  confuse the enemy
  as to the number
  of 
  casualties
  suffered. To
  represent this
  in Force on
  Force, units with
  this attribute must
  check casualties in
  the turn after they
  occur, rolling a single
  D6 for each casualty.
  Rolls of 6 indicate that the
  casualty was only stunned
  and is classed as “OK”. Any
  die roll other than a 6 results
  in the figure being taken
  from the table as a casualty.
  MEDEVAC Helo 
  No MEDEVAC/CASEVAC helicopters are permitted in
  this scenario due to the presence of the Taliban Dushkas
  and unavailability of a viable HLS. Casualties must be
  extracted by Viking or on foot to the marked RV where
  a CCP has been established. 
  Coalition Close Air Support 
  Coalition air support can be requested by the attached
  JTAC from turn two onward with a British AH-64D
  Longbow Apache (Missile: AP:6/AT5(H); Strafe:
  AP:6/AT:3(M) arriving on station. 
  Coalition Indirect Fire Support 
  A battery of Royal Marine 81mm mortars are available
  as dedicated support for the mission and can be called in
  by the JTAC, Troop Leader or Troop Sergeant at any time.
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as do
  building roofs. All buildings and compound walls provide
  Improved Cover (+2D). Buildings are rated at 6D8. 
  Positive Identification (PID)
  Checks 
  All UK forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  Optional Rules 
  Replace the Vikings with Mastiff MRAPs which must
  halt on the southern side of the river as they are not rated
  for amphibious operations. The men of 45 Commando
  must ford the river themselves. Conceal the advance to
  contact by the Marines with a rolling 81mm barrage of
  chemical smoke.
  Scenarios
  73
  US army
  Ranger
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO 10: SANGIN AMBUSH 
  Southern outskirts of Sangin District Center,
  Helmand Province, 17 May 2007
  “They tried to get me to go to Sangin and I said no, no, no!”
  – Amy Winehouse-inspired graffiti in Sangin DC
  7 Platoon of B (Suffolk) Company, The Royal Anglian
  Regiment, a company tactical HQ element and elements
  of their company Fire Support Group Bravo were tasked
  with patrolling into Sangin to visit three recently
  constructed Patrol Bases where British OMLTs were
  stationed and the main base in the District Center to
  conduct a reconnaissance for later company strength
  patrols into the area. At 14:00 hours on the afternoon of
  17 May 2007, the patrol left FOB Robinson for the short
  road journey to Sangin. As the column of Viking tracked
  personnel carriers and WMIK Land Rovers turned on
  to Route 611 into Sangin, a pair of Afghans pushed a
  rusting Nissan sedan into the road, forcing the column
  onto the right to pass. As they did so, the first RPG-7
  struck the third Viking in the convoy. 
  Note: This scenario has been compressed in terms of
  force levels, numbers of figures and table size to improve
  playability. 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Asymmetric – British have Initiative for the
  duration of the game
  Special Conditions:
  � Air Defense Environment: Medium Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: N/A
  Table Size: 6’ x 4’ 
  � 1–5: Hot Spots
  � DShK 1 & 2: DShk HMG Positions
  ENDURING FREEDOM
  74
  The Viking in the center of the compound was hit by
  two RPGs which set fire to the vehicle. On either side
  of the road, on compound roofs behind three meter
  walls, Taliban fighters engaged the column with small
  arms fire, RPGs and two DShK heavy machine guns.
  The top cover gunners engaged the fighters at close
  range as the wounded from the immobilized Viking
  were rescued in several acts of outstanding bravery
  under intense fire. The WMIKs of the FSG, some 50
  meters up the road, held off Taliban reinforcements
  including several RPG gunners mounted on
  motorcycles and other fighters closing in from
  roadside buildings. 
  The convoy eventually turned around, forcing the
  men to drive back through the kill zone carrying an
  urgent T1 casualty and several T2 and T3 casualties
  back to FOB Robinson. They faced the gauntlet of fire
  (including one of the Dushkas which had been re-
  crewed) with all of the top cover gunners and the
  WMIKs pouring on the return fire until they
  eventually raced through the gates of the FOB. BDA
  estimates indicated 10 to 15 enemy fighters had been
  killed in the ambush with a further eight later killed
  by an Apache escorting the MERT Chinook which
  extracted the T1 casualty, Lance Corporal Dean
  Bailey who thankfully survived his injuries. 
  Historical Outcome
  © Osprey Publishing • www.ospreypublishing.com
  
  British Army Mission 
  Win the firefight, secure the casualties and extract the
  convoy out of the ambush with minimal additional
  friendly casualties.
  British Army Victory Points 
  � Rescue the wounded from the disabled Viking and
  establish either a CCP or place them inside
  another Viking by the end of turn 8: 5pts
  � Extract all elements including wounded off table
  by the end of turn 8: 5pts 
  � Suffer no KIA by end of turn 8: 5pts
  British Army Forces 
  British Army Basic Attributes 
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  7 Platoon Element (in order of convoy formation)
  Each Viking is crewed by a complement of two Royal
  Marines of the Armored Support Group – one acting as
  forward gunner on the GPMG turret along with
  commanding the vehicle and the other acting as driver.
  The gunner on the Viking’s rear component of the
  vehicle is manned by a member of the unit being carried,
  providing top cover with a Minimi LMG. 
  The WMIK is crewed by three members of the FSG
  with the commander manning the forward GPMG and
  the gunner mans the rear gun.
  WMIK Bravo One One (GPMG and GMG AGL)
  1 x Vehicle Commander w/SA80A2
  1 x Driver w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Gunner w/SA80A2
  WMIK Bravo One Two (GPMG and .50 M2 HMG)
  1 x Vehicle Commander w/SA80A2
  1 x Driver w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Gunner w/SA80A2
  Viking One Alpha
  Platoon HQ Element
  1 x Platoon Leader w/SA80A2 (TQ/Morale D8/D12)
  1 Section
  Fireteam One One Charlie
  1 x Section Leader w/SA80A2
  Scenarios
  75
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam One One Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Viking One Bravo
  2 Section
  Fireteam One Two Charlie
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Fireteam One Two Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Viking One Charlie (this Viking has been disabled by
  RPG fire in this initial contact including its weapons
  systems – all personnel are considered potential
  casualties until a First Aid Check is conducted)
  1 x Platoon Sergeant w/SA80A2 (D8/D12)
  1 x Sniper w/L115
  Combat Engineer Element
  1 x Section Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Viking One Delta
  Company TAC HQ Element
  1 x Major w/SA80A2 (TQ/Morale D8/D12)
  1 x Signalers w/SA80A2
  1 x JTAC w/SA80A2
  1 x Medic w/SA80A2
  Fireteam One Three Delta
  1 x Fireteam Leader w/SA80A2
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Grenadier w/SA80A2/UGL (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80A2
  Taliban Mission 
  Your dickers watching the convoy were correct, the
  British have driven right into your ambush. Disable
  their vehicles and make them pay a heavy price for
  this incursion.
  Taliban Victory Points 
  � Per British soldier captured: 5pts
  � Per British soldier killed: 3pts (initial casualties
  from disabled Viking DO count towards VPs)
  ENDURING FREEDOM
  76
  Land Rover WMIKs support a dismounted
  patrol. (Figures/vehicles by Britannia)
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenarios
  77
  � Per British soldier seriously wounded: 2pts (initial
  casualties from disabled Viking DO count
  towards VPs) 
  � Per vehicle disabled or destroyed: 5pts (initial
  disabled Viking DOES NOT count toward VPs)
  Taliban Forces (Local Taliban –
  Irregulars) 
  Taliban Basic Attributes 
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the map. 
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  6 x Irregulars w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1D(M) and AK
  4 x Irregulars w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Leader w/AK
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  5 x Irregulars w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  7 x Irregulars w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Irregulars w/AK
  DShK HMG Team One (No Weapon Team Bonus)
  1 x Leader w/AK
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Assistant Gunners w/AK
  DShK HMG Team Two (No Weapon Team Bonus)
  1 x Leader w/AK
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1)
  1 x Assistant Gunner w/AK
  Special Rules 
  Viking Stats 
  See UK Light Vehicles
  Motorcycle Reinforcements 
  In turn three, along with any normal reinforcements,
  the Taliban receive two motorcycle mounted RPG
  teams (rider and pillion on each with AKs and one RPG
  per bike) who ride in from the northern edge of Route
  611. They will attempt to either reach cover to dismount
  and attack the WMIKs or stop and fire their RPGs
  immediately upon being placed on the board. 
  Hidden 
  All Taliban can begin the game Hidden in locations as
  shown on the map. They may also use the Ambush and
  Is that That a Rock or a Muj special rules.
  Is That a Rock or a Muj? 
  Taliban units that successfully make their Ambush roll
  can also benefit from the surprise and concealment when
  © Osprey Publishing • www.ospreypublishing.com
  
  Coalition units attempt to return fire. The Taliban unit
  receives a +1 Die Shift against any return of fire for that
  turn only. This is to represent the surprise of the contact,
  the panic and confusion of being caught in a successful
  ambush and the difficulty in spotting insurgents who
  know and utilize the natural advantages of the terrain.
  This bonus only lasts for the single turn in which a
  successful ambush roll was made by the Taliban. Only
  Tier One and Local Taliban are eligible to receive this
  bonus – not Foreign Fighters, al Qaeda or other ACM.
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover and
  concealment. 
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of
  ratlines, irrigation ditches and tunnels to seemingly pop
  up on the flanks or rear of Coalition units or simply melt
  away. Any ACM element that makes base contact (with
  at least half of its figures) with a Hot Spot can, on the
  following turn, use its movement allowance to move via
  the Hot Spot to any other active Hot Spot. They cannot
  move on that turn as this counts as their movement (and
  must deploy within 4” of the new Hot Spot) but can fire
  as normal. Coalition elements can declare interruptions
  against Taliban emerging from Hot Spots as per the
  main rules.
  Squirters (Shrinkage) 
  The Tier One Taliban and Foreign Fighters in
  Afghanistan do not suffer from the Shrinkage effect
  detailed in the main Force on Force rulebook. during
  Morale Checks. Only Local Taliban, classed as irregulars,
  suffer from Shrinkage.
  RPGs 
  Many different types of RPG warheads are found in-
  theater. The level of logistics support available for any
  given ACM group also influences what types of RPGs
  are supplied. Whenever an RPG is fired (not before), roll
  a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either
  an AT warhead or advanced AP
  type/airburst, depending on
  the target type (if shooting at a
  vehicle it will be AT, if
  shooting at infantry it
  will be AP). Such
  warheads have a
  rating of Med.
  AP:2/AT:2(M).
  ENDURING FREEDOM
  78
  Canadian
  para
  corporal
  © Osprey Publishing • www.ospreypublishing.com
  
  Smoke Grenades 
  Coalition soldiers all carry chemical Smoke Grenades
  including 40mm smoke for their UGL launchers.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard
  Force on Force rules for checking casualties and do not
  employ front-line medics in a Western sense. Instead,
  wounded and dead are spirited away very rapidly to
  satisfy burial requirements or confuse the enemy as to
  the number of casualties suffered. To represent this in
  Force on Force, units with this attribute must check
  casualties in the turn after they occur, rolling a single
  D6 for each casualty. Rolls of 6 indicate that the
  casualty was only stunned and is classed as “OK”. Any
  die roll other than a 6 results in the figure being taken
  from the table as a casualty.
  MEDEVAC Helo 
  No MEDEVAC/CASEVAC helicopters are permitted
  in this scenario due to the presence of the Taliban
  Dushkas and unavailability of a viable HLS.
  Casualties must be extracted by vehicle or on foot to a
  temporary CCP. 
  Coalition Close Air Support 
  Coalition air support can be requested by the attached
  JTAC from turn five onward with an AH-64D Longbow
  Apache (Missile: AP:6/AT5(H); Strafe: AP:6/AT:3(M)
  arriving on station. 
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as
  do building roofs. All buildings and compound walls
  provide Improved Cover (+2D). Buildings are rated
  at 6D8. 
  Positive Identification (PID) Checks 
  All UK forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Taliban. Dice for Hot Spot
  location as per the main rules.
  SCENARIO 11: KORENGAL AMBUSH
  Korengal Valley, Kunar Province, 25 October 2007
  1st Platoon of Battle Company took a covering position
  above the village of Landigal while 2nd Platoon
  accompanied an Afghan official to a shura there. When
  the council ended early, 1st Platoon withdrew during
  daylight hours rather than waiting until night. On the
  return march, the lead squad of the platoon was caught
  in a devastatingly efficient ambush. Only the platoon’s
  battle-hardened discipline and the individual valor of
  Spec. Sal Giunta prevented the Taliban from massacring
  the US troops and capturing an American soldier alive.
  Giunta was later nominated for the Medal of Honor.
  Scenarios
  79
  REINFORCEMENT TABLE
  Die Roll
  (1D10)
  Reinforcements Received
  1 
  1D6 Taliban w/AK
  2 
  1D6 Taliban w/AK
  3 
  1D6 Taliban and 1 x Leader w/AK
  4 
  1D6 Taliban w/AK and 1 x Leader w/AK
  5 
  1 x Taliban RPG Gunner
  6 
  2D6 Taliban w/AK
  7 
  2D6 Taliban w/AK, 1 x Leader and 1 x
  Taliban RPG Gunner
  8 
  1 x Taliban PKM Gunner, and 1 x
  Taliban Assistant Gunner w/AK
  9 
  1 x Taliban RPG Gunner and 1 x Leader
  10 
  1 x Taliban Sniper with Dragunov SVD
  and Spotter w/AK
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: Kinetic – Taliban first turn, 1st Platoon on
  second turn. Test for initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: None
  � Taliban forces begin play hidden and may conduct
  an Ambush
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 2’ x 2’ 
  1st Platoon Mission
  Survive the initial shock of the ambush and then mount
  an effective counter-attack!
  1st Platoon Victory Points 
  � Each Enemy Casualty: 1pt. 
  � Each Enemy Soldier Captured (POW): 3pts.
  � Each Captured Soldier Rescued: 5pts.
  � Inflict more than 50% casualties on enemy: 3pts.
  ENDURING FREEDOM
  80
  1st Platoon was caught in a classic L-shaped
  ambush. The ambush was expertly conducted by
  Taliban fighters and the lead element of the platoon,
  consisting of four men took 100% casualties in the
  initial barrage of fire. The Taliban then attempted
  to lay down a wall of fire so intense that it would
  prevent the rest of the American force from pulling
  their casualties out of the kill-zone.
  Specialist Sal Giunta, the trail team leader,
  rushed the blocking force alone, attacking with
  grenades and rifle fire. The ferocity of his assault
  surprised two Taliban fighters who were in the
  process of dragging a wounded American soldier
  off the field. Giunta killed one of the Taliban and
  drove the other off.
  The rest of the platoon was able to close on the
  ambush zone and lay down a volume of fire
  sufficient to drive off the Taliban fighters.
  Specialist Giunta (Staff Sergeant at the time
  of writing) was awarded the US Medal of Honor
  for his actions in disrupting the ambush and
  selflessly exposing himself to danger to come to
  the aid of his fallen comrades. He received the
  medal in November of 2010, becoming the first
  non-posthumous recipient of the United States’
  highest honor since the Vietnam War.
  Historical Outcome
  © Osprey Publishing • www.ospreypublishing.com
  
  1st Platoon Forces 
  1st Platoon Basic Force Attributes 
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  1st Squad
  Fireteam Alpha
  1 x Squad Leader w/M4
  1 x Fireteam Leader w/M4
  1 x Medic w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  2 x Gunner w/SAW (Lt. AP:1/AT:0)
  HQ Element (enters on turn 2)
  1 x Platoon Leader w/M4
  1 x Fireteam Leader w/M4
  1 x RTO w/M4
  2 x Rifleman w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  2 x Gunner w/SAW (Lt. AP:1/AT:0)
  Gun Team (enters on turn 2)
  1 x Gun Team Leader w/M4
  2 x Gunners w/M240G (Med. AP:2/AT0)
  2 x Assistant Gunners w/M4s
  Taliban Mission 
  Destroy the American force and withdraw to fight again.
  Capture of an enemy soldier would be a propaganda coup!
  Taliban Victory Points 
  � Each Enemy Soldier Severely Wounded: 1pt. 
  � Each Enemy Soldier KIA: 2pts. 
  � Each Enemy Soldier Captured (POW): 4pts.
  � Withdraw at least 50% of total force from indicated
  table edge by end of turn 6: 5pts.
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Force Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: None
  Troop Quality/Morale: D6/D10
  Blocking Force
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Riflemen w/AKs
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  Ambush Force 1
  1 x Leader w/AK47 (TQ/Morale:D6/D12)
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  2 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  Ambush Force 2
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Riflemen w/AK
  Special Rules 
  Ambush 
  Taliban forces begin play Hidden and may conduct an
  Ambush.
  Is That a Rock or a Muj? 
  Taliban units that successfully make their Ambush roll
  can also benefit from the surprise and concealment
  when Coalition units attempt to return fire. The Taliban
  Scenarios
  81
  © Osprey Publishing • www.ospreypublishing.com
  
  ENDURING FREEDOM
  82
  “The President of the United States of America,
  authorized by Act of Congress, March 3, 1863, has
  awarded, in the name of Congress, the Medal of
  Honor to Specialist Salvatore A. Giunta, United
  States Army. For conspicuous gallantry and
  intrepidity at the risk of his life above and beyond the
  call of duty: 
  Specialist Salvatore A. Giunta distinguished
  himself conspicuously by gallantry and intrepidity at
  the risk of his life above and beyond the call of duty
  in action with an armed enemy in the Korengal
  Valley, Afghanistan, on October 25, 2007. 
  While conducting a patrol as team leader with
  Company B, 2d Battalion (Airborne), 503d Infantry
  Regiment, Specialist Giunta and his team were
  navigating through harsh terrain when they were
  ambushed by a well-armed and well-coordinated
  insurgent force. While under heavy enemy fire,
  Specialist Giunta immediately sprinted towards cover
  and engaged the enemy. Seeing that his squad leader
  had fallen and believing that he had been injured,
  Specialist Giunta exposed himself to withering enemy
  fire and raced towards his squad leader, helped him
  to cover, and administered medical aid. While
  administering first aid, enemy fire struck Specialist
  Giunta’s body armor and his secondary weapon. 
  Without regard to the ongoing fire, Specialist
  Giunta engaged the enemy before prepping and
  throwing grenades, using the explosions for cover in
  order to conceal his position. Attempting to reach
  additional wounded fellow soldiers who were
  separated from the squad, Specialist Giunta and his
  team encountered a barrage of enemy fire that forced
  them to the ground. The team continued forward
  and upon reaching the wounded soldiers, Specialist
  Giunta realized that another soldier was still
  separated from the element. 
  Specialist Giunta then advanced forward on his
  own initiative. As he crested the top of a hill, he
  observed two insurgents carrying away an American
  soldier. He immediately engaged the enemy, killing
  one and wounding the other. Upon reaching the
  wounded soldier, he began to provide medical aid, as
  his squad caught up and provided security. 
  Specialist Giunta’s unwavering courage,
  selflessness, and decisive leadership while under
  extreme enemy fire were integral to his platoon’s
  ability to defeat an enemy ambush and recover a
  fellow American soldier from the enemy. Specialist
  Salvatore A. Giunta’s extraordinary heroism and
  selflessness above and beyond the call of duty are in
  keeping with the highest traditions of military service
  and reflect great credit upon himself, Company B, 2d
  Battalion (Airborne), 503rd Infantry Regiment, and
  the United States Army.”
  SSgt. Sal Giunta, Medal of Honor
  recipient, 2010
  SSgt. Giunta’s Medal of Honor Citation reads:
  © Osprey Publishing • www.ospreypublishing.com
  
  unit raises its defense dice by one die type against any
  return of fire for that turn only. This is to represent the
  surprise of the contact, the panic and confusion of being
  caught in a successful ambush and the difficulty in
  spotting insurgents who know and utilize the natural
  advantages of the terrain. This bonus only lasts for the
  single turn in which a successful ambush roll was made
  by the Taliban. Only Tier One and Local Taliban are
  eligible to receive this bonus – not Foreign Fighters, al
  Qaeda or other ACM.
  RPGs 
  Many different types of RPG warheads are found in-
  theater. The level of logistics support available for any
  given ACM group also influences what types of RPGs
  are supplied. Whenever an RPG is fired (not before), roll
  a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover
  and concealment. 
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard
  Force on Force rules for checking casualties and do not
  employ front-line medics in a Western sense. Instead,
  wounded and dead are spirited away very rapidly to
  satisfy burial requirements or confuse the enemy as to
  the number of casualties suffered. To represent this in
  Force on Force, units with this attribute must check
  casualties in the turn after they occur, rolling a single
  D6 for each casualty. Rolls of 6 indicate that the casualty
  was only stunned and is classed as “OK”. Any die roll
  other than a 6 results in the figure being taken from the
  table as a casualty.
  MEDEVAC Helo 
  As all potential HLZs are considered “Cherry” (“Hot”),
  no MEDEVAC/CASEVAC helicopters are permitted in
  this scenario. 
  Scenarios
  83
  Taliban fighters set an ambush for
  a Coalition patrol. (Figures by
  Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Positive Identification (PID)
  Checks 
  Due to the close range nature of the contact, all enemy
  are considered identified and thus no PID Checks
  are required.
  Optional Rules 
  Night Fighting 
  Play the scenario at night. All US units have night vision.
  Taliban units do not.
  SCENARIO 12: OP TOPSIDE 
  Wanat, Waygul River Valley, Kunar Province, 
  13 July 2008
  Located in the village of Wanat in North East
  Afghanistan, just across the border with Pakistan, was
  Vehicle Patrol Base (VPB) Kahler, a fledgling outpost
  which was planned to be later developed into a full
  Forward Operating Base (FOB). Established on the
  valley floor of the imposing Waygul River Valley, the
  placement of VPB Kahler was designed to disrupt the
  movements of Taliban and foreign fighters crossing the
  border from their Pakistani sanctuaries into
  Afghanistan. In hindsight, the location of the VPB left
  much to be desired. Its deficiencies were many: The
  VPB was surrounded by high slopes with ample cover
  and concealment, a nearby village allowed covert
  infiltration by enemy fighters and it suffered from a
  distinct lack of defensive engineering beyond some
  HESCO barriers, sandbags and concertina wire. 
  On the morning of 13 July 2008, approximately 200
  mixed hardcore Taliban, foreign fighters and locally
  recruited insurgents (allegedly angered by a recent
  Apache strike which resulted in a number of civilian
  deaths in the area) moved silently into position. Just
  after “stand to” by the members of 2nd Platoon, 
  ENDURING FREEDOM
  84
  The enemy targeted the VPB’s crew-served weapons
  first including their single TOW equipped
  HMMWV and their 60mm and 120mm mortars.
  The attack on both sites soon became a ferocious,
  close quarter battle with insurgents penetrating the
  perimeter of the OP and almost over-running the
  VPB. Fighting was reduced in some cases to hand
  grenades and pistols. Artillery was fired at danger
  close ranges to halt the waves of attackers. An hour
  after the first burst of fire, close air support finally
  arrived in the form of Apache gunships which,
  assisted by a Hellfire-armed Predator and later
  bombers and fast air, managed to break the back of
  the attack. 
  MEDEVAC Blackhawks courageously landed
  under fire to extract the many wounded while a
  QRF composed of 1st Platoon in HMMWVs
  arrived to reinforce their comrades. Further QRF
  elements including SF and Pathfinders from the
  101st arrived throughout the day to clear the
  surrounding area and chase down insurgent
  elements. At the end of that savage day, nine
  Americans were killed in action with 27 wounded.
  Insurgent losses are harder to quantify as the enemy
  routinely evacuates it’s wounded and dead but
  SIGINT intercepts indicate between 21 and 52
  killed and some 45 wounded. Days later, the VPB
  was evacuated by Coalition forces. 
  Historical Outcome
  © Osprey Publishing • www.ospreypublishing.com
  
  Chosen Company, 2/503 Airborne, VPB Kahler and
  the nearby observation post (OP Topside) were
  engaged by a fusillade of RPGs, recoilless rifle and
  heavy machine gun fire. 
  Scenario Information 
  Duration of Game: 6 Turns
  Initiative: Kinetic – Jihadists first turn. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  � Mixed Force Game – Jihadists are Regulars,
  Taliban are Irregulars
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated Air Support available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’ 
  � 1– 6: Hot Spots
  � TS: Taliban Sniper
  � F1–F4: Topside Fighting Positions
  US Army Mission 
  Defend OP Topside until relieved.
  US Army Victory Points 
  � Maintain defensive perimeter at OP Topside (no
  insurgent figures within the OP Topside defensive
  positions marked on the map by end of turn 6):
  10pts
  � No KIA by end of turn 6: 5pts
  US Army Forces 
  US Army Basic Attributes 
  Initiative Level: D8
  Scenarios
  85
  Taliban firing positions were sited
  advantageously high above VPG Kahler
  and OP Topside
  © Osprey Publishing • www.ospreypublishing.com
  
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Platoon Element (OP Topside)
  Fire Element One (Fighting Position 1 – Weapon
  Team Bonus)
  1 x Forward Observer w/M4
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M4 and AT-4 (Med.
  AP:2/AT:1D(M)
  Fire Element Two (Fighting Position 2 – Weapon
  Team Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M4 and LAW (Med.
  AP:2/AT:1D(M)
  Fire Element Three (Fighting Position 3)
  1 x Fireteam Leader w/M4 and AT-4 (Med.
  AP:2/AT:1D(M)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  Designated Marksman (Fighting Position 4)
  1 x DM w/M14
  Taliban Mission 
  You have gathered your forces – large numbers of RPGs
  and crew-served weapons, led by battle hardened
  jihadists and supported by local fighters who know the
  terrain and will help guide your foreign fighters who will
  lead the attack. You must overrun the American outpost
  and capture an American soldier who can be passed to
  al Qaeda and used as a propaganda tool to help force the
  withdrawal of the Americans and their allies. 
  Taliban Victory Points 
  � Per Coalition soldier captured: 5pts 
  � Per Coalition soldier killed: 3pts 
  � Per Coalition soldier seriously wounded: 2pts 
  � Taliban forces in base contact with all three
  fighting positions at the end of turn 6: 10pts 
  Taliban Forces (Local Taliban –
  Irregulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the
  map. 
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  6 x Riflemen w/AK
  ENDURING FREEDOM
  86
  Smoke rises from a Taliban fighting
  position hours after the battle’s end
  © Osprey Publishing • www.ospreypublishing.com
  
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Riflemen w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Leader w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  Jihadist Basic Attributes 
  Initiative Level: D8
  Confidence Level: Normal
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D12
  Each cell deploys within the location marked on the map. 
  Jihadist Cell One (Hot Spot 3)
  1 x Leader w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  Jihadist Cell Two (Hot Spot 5)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/RPG (Med. AP:2/AT:1D(M) and AK
  2 x Riflemen w/AK
  Jihadist Sniper Team (Weapon Team Bonus
  deployed in sniper position shown on map)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Scenarios
  87
  Taliban fighters crept close enough to use
  these ruins on the edge of VPB Kahler as a
  firing and staging position
  Taliban ambushers move swiftly and
  silently over familiar terrain. (Figures
  by Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Special Rules 
  Initiating contact by RPG 
  On the first turn, the Taliban side receives a free 3D8
  attack against each unit in the fighting positions to
  simulate the massed RPG volley which initiated the
  attack on the OP.
  QRF 
  On turn three, a QRF element of three paratroopers
  leave the VPB and race to the OP to assist. Place this
  element within 4” of Fighting Position 3. The three are
  D8/D10 and carry two M4s (one of whom is a Platoon
  Leader) and one M249 SAW.
  Hidden 
  The Jihadist Sniper Team begins the game Hidden.
  Fighting positions 
  All three American fighting positions are classed as
  Improved Cover (+2D). The sandbag wall provides an
  additional +1 Cover bonus.
  Smoke Grenades 
  All American soldiers carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  ENDURING FREEDOM
  88
  HH/MH-60G Pave Hawk
  © Osprey Publishing • www.ospreypublishing.com
  
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard
  Force on Force rules for checking casualties and do not
  employ front-line medics in a Western sense. Instead,
  wounded and dead are spirited away very rapidly to
  satisfy burial requirements or confuse the enemy as to
  the number of casualties suffered. To represent this in
  Force on Force, units with this attribute must check
  casualties in the turn after they occur, rolling a single
  D6 for each casualty. Rolls of 6 indicate that the casualty
  was only stunned and is classed as “OK”. Any die roll
  other than a 6 results in the figure being taken from the
  table as a casualty.
  MEDEVAC Helo 
  As all potential HLZs are considered “Cherry” (“Hot”),
  no MEDEVAC/CASEVAC helicopters are permitted in
  this scenario. 
  Coalition Close Air Support 
  Coalition air support finally arrives in turn five in the
  form of Hedgerow 50, an AH-64D Apache in dedicated
  support fully loaded with cannon, Hellfire ATGMs
  and 2.75 inch rocket pods AP:6/AT5(H), Strafe:
  AP:6/AT:3(M). The Apache can be guided in by the
  Forward Observer or Squad Leader. 
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Taliban.
  All reinforcements enter via a randomly rolled Hot
  Spot as per the main rules. 
  SCENARIO 13: BALA BALUK
  AMBUSH 
  Shewan Village, Farah Province, November 2008
  The Taliban, like their Mujahideen forefathers, are
  particularly adept at the age-old tactic of the ambush.
  Coalition units, despite often having a strong
  understanding of Soviet experiences in the Soviet Afghan
  War, still fall prey to often complex ambushes. The USMC
  in Farah Province was struck by such an ambush in
  November 2008 which is representative of many similar
  actions. A Marine Force Recon element mounted in up-
  armored HMMWVs contacted a Taliban force outside of
  the town of Shewan and engaged in an hour long firefight.
  Two Recon HMMWVs, which were moving to establish
  a supporting fire position against the initial enemy
  location, were struck by multiple RPGs as enemy hidden
  in a concealed trench-line fired the opening volley of an
  eight hour contact against an estimated 250 insurgents. 
  89
  Scenarios
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  1D6 Taliban (D6/D10) w/AK
  2 
  1D6 Taliban and 1 x Leader (D6/D10)
  w/AK
  3
  1D6+2 Taliban (D6/D10) w/AK
  4
  1 x Taliban RPG Gunner (D6/D10)
  5
  1D6+3 Taliban (D6/D10) w/AK
  6
  2D6 Taliban (D6/D10) w/AK and 
  1 x Taliban RPG Gunner
  7
  1 x Taliban PKM Gunner, 1 x Leader
  and 1 x Taliban Assistant Gunner w/AK
  (D6/D10)
  8
  1D6 Jihadists w/AK, 1 x RPG Gunner
  (D8/D12)
  9
  1D6 Jihadists w/AK, 1 x RPG Gunner, 
  1 x RPK Gunner (D8/D12)
  10
  1 x Jihadist PKM Gunner, and 1 x
  Jihadist Assistant Gunner w/AK
  (D8/D12)
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenario Information 
  Duration of Game: 10 Turns
  Initiative: Kinetic – Taliban first turn. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’ 
  USMC Mission 
  Extract the suppressed and wounded Marines from the
  killzone before directing airstrikes or artillery fire
  missions against the identified enemy firing points. If
  the tactical opportunity presents itself, assault and clear
  the trench-line with your infantry elements. 
  USMC Victory Points 
  � Successfully extract all trapped Marines from the
  killzone and move casualties to CCP: 3pts OR
  � Successfully extract all trapped Marines from the
  killzone and move casualties to CCP without
  taking any further casualties: 5pts
  � Clear the trench-line of all Taliban elements by end
  of turn 10: 5pts
  � Successfully direct close air support or artillery
  strikes to destroy at least three Taliban firing points
  by end of turn 10: 5pts
  ENDURING FREEDOM
  90
  Historical Outcome
  Marines from both the Force Recon element and
  attached riflemen of 2 Platoon, Golf Company
  2/7 Marines maneuvered a third HMMWV into
  the ambush area to extract the suppressed and
  wounded Marines from the immobilized
  HMMWVs. Pulling back, F-15 close air support
  was directed onto the enemy firing points before
  two dismounted squads assaulted the trench-line
  under the direct fire support of the HMMWV
  and MRAP gunners. The Marine infantry
  squads fought a tough battle against the enemy
  positions which were well placed to provide
  mutual, and over-lapping, defensive fires.
  Eventually the remaining Taliban elements fled
  the battlefield, losing some 66 KIA including
  leadership targets in a nearby compound who
  were engaged by an airstrike.
  © Osprey Publishing • www.ospreypublishing.com
  
  USMC Forces 
  Marine Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Dismounted Platoon Element
  Squad One
  1 x Squad Leader w/M4
  Fireteam One Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam One Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x DM w/Mk 12
  Fireteam One Charlie 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Squad Two
  1 x Squad Leader w/M4
  Fireteam Two Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam Two Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x DM w/Mk 12
  Fireteam Two Charlie
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Attached Machine Gun Team (Weapon Team
  Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A4
  Attached Sniper Team (Weapon Team Bonus)
  1 x Sniper w/M40
  1 x Spotter w/Mk 12 DMR
  Attached ANGLICO
  1 x Tactical Air Controller w/M4
  Attached Medic (At CCP)
  1 x Navy Corpsman w/M4
  Mounted Platoon Element
  2 x M1151 up-armored HMMWV w/mounted .50
  M2HB HMG (Hvy. AP:4/AT:1) 
  Both HMMWVs are crewed by three Marines –
  gunner, driver and commander
  Scenarios
  91
  © Osprey Publishing • www.ospreypublishing.com
  
  Forward HMMWV Crews (dismounted from
  immobilized HMMWVs and Pinned)
  Five Alpha
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0) (Seriously
  Wounded)
  1 x Rifleman w/M16A4
  Five Bravo
  1 x Fireteam Leader w/M16A4 (Seriously Wounded)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  Taliban Mission 
  The Americans have driven straight into your ambush
  and your men have disabled two of their trucks. Inflict
  as many casualties as possible on the American
  Marines before withdrawing to cover from air attack.
  You know the Americans will try to rescue their
  wounded – make the most of this opportunity to give
  the enemy a bloody nose.
  Taliban Victory Points 
  � Per Coalition soldier killed: 4pts 
  � Per Coalition soldier seriously wounded: 2pts 
  � Immobilize HMMWV (Not including those
  immobilized at the start of the scenario): 5pts 
  � Destroy HMMWV: 8pts 
  � Withdraw the Command Post element with no
  KIA and at least one other cell, again with no KIA
  by end of turn 10: 5pts 
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the
  map. 
  Taliban Cell One (Command Position)
  1 x Leader w/AK/BG15 (Lt. AP:1/AT:0)
  (TQ/Morale D6/D12)
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Rifleman w/AK
  Taliban Cell Two (DShK Position – Weapon Team
  Bonus)
  1 x Leader w/AK (TQ/Morale D6/D12)
  2 x Gunners w/1 x DShK HMG (Hvy. AP:3/AT:1(L)
  and AKs
  ENDURING FREEDOM
  92
  US Marine sniper and spotter. (Figures
  from Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Taliban Cell Three (PKM Position – Weapon Team
  Bonus)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/AK
  Taliban Cell Four (Trench 1)
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Rifleman w/AK
  Taliban Cell Five (Trench 2)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Rifleman w/AK
  Taliban Sniper Team (Weapon Team Bonus)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Special Rules 
  Rescuing the HMMWV crews 
  The two HMMWVs deployed forward are both
  considered immobilized and both weapon systems are
  out of action. The two crews are taking cover behind one
  of the HMMWVs as shown on the map. They have two
  seriously wounded personnel and are all considered
  Pinned. To unpin these elements, a Marine Squad or
  Fireteam leader must make base contact with at least one
  member of the crews. On the NEXT turn, the HMMWV
  crews are unpinned and able to move and fight normally
  albeit with the restrictions of two seriously wounded
  members who need to be CASEVACed back to one of
  the HMMWVs providing fire support which will act as
  a casualty collection point. 
  Hidden 
  Taliban forces begin play Hidden but may not conduct
  an Ambush as the Marines know roughly their
  disposition from the pinned forward elements.
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  crew-served positions and
  trench-line 
  All Taliban positions and the trench-line count as
  Improved Cover (+2D).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover and
  concealment.
  Scenarios
  93
  © Osprey Publishing • www.ospreypublishing.com
  
  Medic 
  The Navy Corpsman counts as having the Medic
  attribute for First Aid Checks.
  UAV Support 
  On turn 4, a Marine Scan Eagle UAV enters an orbit over
  the contact, cancelling all Out of Contact Movement and
  providing a spotting bonus (reducing opposed dice by
  one type for the Taliban to D6) if any Taliban units
  remain Hidden.
  Smoke Grenades 
  The Marines all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  As all potential HLZs are considered “Cherry” (“Hot”),
  no MEDEVAC/CASEVAC helicopters are permitted in
  this scenario. 
  Is that a guy in a Burkha? 
  Taliban forces have become very adept at concealing
  their true identities and escaping the battlefield. All
  Taliban can cache their weapons, webbing and/or adopt
  civilian dress (even dressing as females in Burkhas) if
  they spend one turn out of Line of Sight of any Coalition
  element. In the following turn, the Taliban element must
  withdraw disguised as civilians and are immediately
  taken off the table. If ISTAR and/or drones are deployed,
  the ruse is unsuccessful. 
  Coalition Close Air Support 
  Coalition air support is available from turn five in the
  form of an F-15E Strike Eagle with cannon and 2 x 500
  pound JDAMs (Bombs: AP:8/AT:6(H) w/6” radius,
  Strafe: AP:4/AT2(M) w/6” radius). Danger close rules
  apply and Show of Force is available. The Strike Eagle
  must be called in by the attached ANGLICO using the
  normal rules for requesting an airstrike. The TAC is an
  Actual Tactical Air Controller and receives the usual
  +1 bonus.
  Coalition Artillery Support 
  Coalition 155mm artillery is available from turn two
  onward. The ANGLICO can call in an artillery fire mission
  using the Calling for a Fire Mission rules. He suffers a -1
  penalty for calling assets other than his own, but gains a
  +1 as he is an Actual Forward Observer. 
  The 155s count as Heavy Artillery: AP:10/AT:2(H)
  (8” radius) and may be used to deliver smoke rounds to
  cover movement. 
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, Taliban
  reinforcements arrive automatically.
  All reinforcements must enter via the two
  reinforcement points marked on the map which are
  linked to a dry wadi the Taliban are using as a ratline to
  reinforce their positions. 
  ENDURING FREEDOM
  94
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO 14: OPERATION SHAK
  HAWEL 
  West Dorafshan region of Uruzgan Province, 
  12 April 2009
  On Easter Sunday, 12 April 2009, Australian forces from
  Combat Team Tusk and the Special Air Service Regiment
  (SASR) were engaged in a decisive battle with large
  numbers of Taliban in the West Dorafshan region of
  Uruzgan Province. The operation, codenamed Shak
  Hawel or “Mysterious Area”, was designed to clear the
  area of insurgents and disrupt their supply lines. 2
  Platoon Team “Rogue,” drawn from 7RAR and equipped
  with Bushmasters, was supported by two ASLAV-25s
  from 2CAV, an engineer section with a bomb-sniffing
  dog, and an integral JTAC. It was tasked with establishing
  an OP to watch the Shah Hussein School, a disused
  compound close on the banks of the Dorafshan River
  which intelligence suggested was an enemy leadership
  Scenarios
  95
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  2 x Taliban w/AK
  2 
  3 x Taliban w/AK
  3
  5 x Taliban w/AK
  4
  1 x Taliban w/RPG
  5
  1 x Taliban PKM gunner, 1 x Taliban
  w/AK
  6
  4 x Taliban w/AK, 1 x Taliban RPG
  7
  6 x M Taliban w/AK, 1 x Leader w/AK,
  1 x Taliban RPG, 1 x Taliban RPK
  8.
  Small IED: AP 2/AT 1 (has to be
  immediately used as an attack against
  the Marine unit closest to Taliban
  trench-line)
  9
  Medium IED: AP 4/AT 4 (has to be
  immediately used as an attack against
  the Marine unit closest to Taliban
  trench-line)
  10
  Off Table 82mm Medium Mortar
  Barrage
  The operation developed into a major contact with
  insurgents appearing on three sides of the 2 Platoon
  Team and firing from compounds on the western
  bank of the river. The Diggers fell back to a
  compound and secured this as a stronghold,
  fighting off the enemy with supporting fires from
  the CAV. The SASR teams engaged the enemy from
  the rear and caught the Taliban in a classic pincer
  action leaving the Taliban leadership few options
  but to stand and fight. Dutch AH-64s were
  deployed to support both SASR and the 7RAR
  team. The contact ended some three hours after the
  engagement of the IED cell with 2 Squadron
  clearing the enemy compounds on the western
  banks of the Dorafshan. 
  Shak Hawel was the first time regular Army and
  SASR had operated together in a conventional
  infantry contact since the Vietnam War. It
  succeeded beyond expectations with a significant
  impact on the IED and 107mm indirect fire
  capability of the enemy. In fact, an ordnance cache
  discovered by 2 SASR Squadron in the immediate
  aftermath of the main contact proved to be one of
  the largest finds of 107mm rockets and small arms
  to date in the province. The dent in the Taliban
  indirect fire capability caused a cessation of rocket
  attacks on the local Australian FOB for some eight
  months. Insurgent casualties were conservatively
  estimated at 20 KIA and a further 20 WIA without a
  loss to the Australians. 
  Historical Outcome
  © Osprey Publishing • www.ospreypublishing.com
  
  location. SASR were deployed to the west of the river to
  conduct disruption activities in the enemy’s rear. 
  With the half platoon OP established under
  overwatch from the ASLAV-25s, an IED emplacement
  cell was observed and engaged by the Diggers of 2
  Platoon. This action acted as a catalyst for the insurgents
  as large numbers of fighters appeared bearing down on
  the OP position using tunnels and ratlines to approach
  the infantry unseen. The ASLAVs engaged the emerging
  Taliban and battle was joined. 
  Note: This historical scenario has been modified in
  terms of force levels to enhance playability on the tabletop.
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – CT Tusk first turn. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support is available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’ 
  Combat Team Tusk Mission 
  Decisively engage the enemy and hold the compound
  strongpoint location while minimizing friendly casualties.
  Combat Team Tusk Victory Points 
  � Prevent OP position and Shah Hussein School from
  being overrun (no Taliban inside either strongpoint
  at any point during the game): 5pts for each 
  � All Taliban units combat ineffective (below 50%
  starting strength, destroyed, pinned or withdrawn
  from table) by end of turn 8: 5pts 
  � No Australian casualties (KIA) by end of turn 8: 5pts
  ENDURING FREEDOM
  96
  Australian troops take up a defensive
  position
  © Osprey Publishing • www.ospreypublishing.com
  
  Combat Team Tusk Forces 
  CT Tusk Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Combat Team Tusk Rifle Section One (Deploys in
  Shah Hussein School as marked on map)
  Fireteam One Alpha
  1 x Section Leader w/F88
  1 x Grenadier w/F88/M203 (Lt.
  AP:1/AT:0)
  1 x Gunner w/F89 (Lt.
  AP:1/AT:0)
  1 x Rifleman w/F88
  Fireteam One Bravo
  1 x Assistant Section
  Leader w/F88
  1 x Grenadier w/F88/M203
  (Lt. AP:1/AT:0)
  1 x Gunner w/F89 (Lt.
  AP:1/AT:0)
  1 x Rifleman w/F88
  Combat Team Tusk Rifle
  Section Two (Deploys near
  OP position within small
  ruin east of the Shah Hussein
  School as marked on map to
  provide overwatch for Section
  One)
  Fireteam Two Alpha
  1 x Section Leader w/F88
  1 x Grenadier w/F88/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/F89 (Lt. AP:1/AT:0)
  1 x Rifleman w/F88
  Fireteam Two Bravo
  1 x Assistant Section Leader w/F88
  1 x Grenadier w/F88/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/F89 (Lt. AP:1/AT:0)
  1 x Rifleman w/F88
  Combat Team Tusk Maneuver Support Fireteam 
  (Deploys in OP position within small ruin east of
  the Shah Hussein School as marked on map to
  provide overwatch for Section One)
  MSS Fireteam One Alpha
  1 x Section Leader w/F88
  1 x Grenadier w/F88/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/MAG-58 (Med. AP:2/AT:0)
  1 x Marksman w/SR-25
  (MAG-58 Gunner and Grenadier will act as a
  Weapon Team with bonus when deployed together)
  Combat Team Tusk Attachments;
  1 x JTAC w/F88 (deploys attached to MSS)
  1 x ASLAV-25 (deploys on Overwatch Position
  Poentjak as marked on map)
  Taliban Mission 
  Faced with ISAF forces to the front and rear, you must
  attack the enemy with your fighters to try to inflict
  casualties and force the Australians to pause their assault
  or even withdraw to extract their wounded, giving your
  leadership a chance to escape the encirclement via
  tunnel networks. 
  Scenarios
  97
  CIA Special
  Activities Division
  operative
  © Osprey Publishing • www.ospreypublishing.com
  
  Taliban Victory Points 
  � At least one Taliban unit remaining above 50%
  starting strength, unpinned and on-table at end of
  turn 8 allowing cover for leaders to escape: 5pts 
  � Enter the grounds of either the OP or Shah
  Hussein School with at least one Taliban infantry
  cell during the game: 3pts
  � Hold 
  (all 
  defenders 
  killed, 
  captured 
  or
  withdrawn) either the OP or Shah Hussein School
  with at least one Taliban infantry cell by the end of
  turn 8: 5pts
  � Per Australian soldier killed: 3pts 
  � Per Australian soldier seriously wounded: 1pt 
  � ASLAV Destroyed: 5pts 
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Abundant (due to large weapons caches
  hidden in the area: +1 FP die bonus)
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within 4” of their corresponding Hot
  Spot marked on the map. These Hot Spots simulate
  ratlines available due to dead ground, irrigation channels
  and tunnel networks. 
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK (TQ/Morale D6/D12)
  2 x Gunners w/RPG (Med. AP:2/AT:1D(M)
  4 x Riflemen w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1D(M)
  3 x Riflemen w/AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  Taliban Cell Three (Hot Spot 3)
  1 x Gunner w/RPG (Med. AP:2/AT:1D(M)
  4 x Riflemen w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK (TQ/Morale D6/D12)
  2 x Gunners w/RPG (Med. AP:2/AT:1D(M)
  4 x Riflemen w/AK
  Taliban Cell Five (Hot Spot 5)
  6 x Riflemen w/AK
  Taliban Cell Six (deploys in compound on western
  bank as marked on map)
  1 x Leader w/AK and BG15 UGL (Lt. AP:1/AT:0)
  (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1D(M)
  4 x Riflemen w/AK
  1 x Gunner with PKM GPMG (Med. AP:2/AT:0)
  Taliban Sniper Team (deploys in small ruin on
  western bank as marked on map)
  1 x Sniper w/SVD
  1 x Spotter w/AK
  Special Rules 
  ASLAV-25 
  The ASLAV is positioned to provide overwatch fire for
  the infantry. It cannot move unless specifically tasked to
  move forward to collect friendly casualties.
  This ASLAV is not fitted with Bar Armor.
  ENDURING FREEDOM
  98
  © Osprey Publishing • www.ospreypublishing.com
  
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover and
  concealment. 
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  As all potential HLZs are considered “Cherry” (“Hot”),
  no MEDEVAC/CASEVAC helicopters are permitted in
  this scenario. 
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to
  seemingly pop up on the flanks or
  rear of Coalition units or simply melt
  away. Any ACM element that makes
  base contact (with at least half
  of its figures) with a Hot Spot
  can, on the following turn,
  use 
  its 
  movement
  allowance to move via
  the Hot Spot to any
  other active Hot Spot.
  They cannot move on that
  turn as this counts as their
  movement (and must deploy
  within 4” of the new Hot Spot)
  but can fire as normal.
  Coalition elements can declare
  interruptions against Taliban
  emerging from Hot Spots as
  per the main rules.
  Scenarios
  99
  Sergeant, Operational
  Detachment Alpha
  © Osprey Publishing • www.ospreypublishing.com
  
  ENDURING FREEDOM
  COIN and PID 
  All COIN and PID Rules of Engagement restrictions and
  guidelines must be followed by ISAF forces.
  Dutch AH-64 Apache 
  A Dutch AH-64 Apache is available on-station in direct
  support from turn 6. Once called in by the JTAC (use
  standard rules with +1 for the JTAC being an actual TAC),
  use standard Force on Force air rules with a TQ roll each
  turn to keep it on the table, otherwise called away
  to another tasking or gone Winchester/Bingo in
  ordnance/fuel state. It carries 8 x Hellfire ATGMs
  (AP:6/AT:5(H), 2 x 2.75 inch rocket pods 9 (AP:6/AT:2(M)
  and the 30mm chin-gun (AP:6/AT:3(M) vs. Deck).
  Taliban Reinforcements 
  As the SASR teams have encircled the enemy’s flanks, no
  reinforcements are available.
  SCENARIO 15: THE BATTLE OF
  DANAWEH I 
  Danaweh, Now Zad, Helmand Province, 12 August 2009
  The village of Danaweh, some five kilometers from Now
  Zad DC, is a major trading route into Northern Helmand,
  serving as a gateway for the Taliban’s lucrative opium
  smuggling. Until 2009, due to a lack of available resources
  for the under-manned and over-stretched British forces of
  Task Force Helmand, no major Coalition operations had
  been launched into the village which had become a
  sanctuary and staging area for the Taliban. With the
  upcoming Afghan elections and the recently deployed
  might of the USMC to draw upon, ISAF planned an
  offensive operation to root out the Taliban, seize key terrain,
  and establish security for voting stations in the town. 
  On 12 August 2009, the USMC launched a combined
  airmobile and ground assault on the town under
  Operation Eastern Resolve II with Golf Company, 2nd
  Battalion, 3rd Marines as the tip of the spear. A
  previously inserted Marine reconnaissance platoon
  provided overwatch on the HLZ which was in the village
  itself as Golf inserted in the pre-dawn darkness by
  Marine CH-53. The boldness of landing directly on the
  objective rather than at a safer off-set HLZ paid off as
  the Marines quickly seized the local Taliban leader’s
  compound, barely 50 meters from their HLZ. In fact, the
  surprise of the initial insertion and dominance of the
  area placed the Taliban on the back foot, sabotaging
  their command and control and leading to an
  uncoordinated response to the Marine attack. 
  Fighting however continued for three days with the
  Marines showing significant “Tactical Patience” in
  restraining their use of air strikes and artillery fire
  missions although many villagers were seen fleeing the
  area on the first morning of the offensive. The town was
  cleared of enemy fighters and the population returned
  to participate in the elections, protected by a newly
  constructed joint US/ANA patrol base. 
  This scenario is based on the initial insertion of Golf
  Company Marines while the second linked scenario is
  based around IED clearance and the medical evacuation
  of a wounded Marine.
  Note: This scenario has been compressed in terms of
  numbers of figures, weapons systems and table size to
  improve playability. 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – USMC first two turns. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support is available to
  Coalition forces as described under Special Rules
  100
  © Osprey Publishing • www.ospreypublishing.com
  
  Scenarios
  101
  Special Conditions: Insurgency Level 5
  Table Size: 5’ x 4’ 
  USMC Mission 
  Secure HLZ before immediately attacking and seizing
  the Taliban leadership compound. Once the compound
  is cleared, transport any prisoners back to the HLZ for
  evacuation and press forward to establish a cordon for
  follow-on forces to exploit into the town. 
  USMC Victory Points 
  � Capture enemy leader: 5pts
  � Kill enemy leader: 2pts
  � Reach and man all three blocking positions by end
  of turn 8: 5pts 
  � Deploy no air support or artillery for duration of
  game: 3pts
  � Suffer no KIA by end of turn 8: 5pts
  USMC Forces 
  Marine Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Marine Platoon
  Platoon TAC HQ Element
  1 x Platoon Leader w/M4 (TQ/Morale D8/D12)
  1 x Platoon Sergeant w/M4 (TQ/Morale D8/D12)
  1 x RTO w/M16A4
  1 x ANGLICO FO/FAC w/M4 (can be attached to
  any fireteam)
  1 x Navy Corpsman w/M4 (can be attached to
  any fireteam)
  Squad One
  1 x Squad Leader w/M4
  Fireteam One Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam One Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Designated Marksman w/Mk12/Mk14
  © Osprey Publishing • www.ospreypublishing.com
  
  Fireteam One Charlie 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Squad Two
  1 x Squad Leader w/M4
  Fireteam Two Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam Two Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Designated Marksman w/Mk12/Mk14
  Fireteam Two Charlie
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Attached Machine Gun Team One (Weapon Team
  Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A4
  Attached Assault Engineer Team (Weapon Team
  Bonus)
  1 x Engineer w/Mk153 SMAW-D
  1 x Rifleman w/M16A4
  Attached Scout/Sniper Team (Weapon Team Bonus)
  1 x Sniper w/M40
  1 x Spotter w/Mk12/Mk14 DMR
  Taliban Mission 
  The American Marines have landed right in your village.
  Your men are unprepared for the surprise attack.
  Organize a hasty defense of the village and move your
  leader to safety in the surrounding mountains. Stop the
  ENDURING FREEDOM
  102
  USMC in house to house fighting. (Figures
  by Elhiem Figures)
  US Marines move cautiously through
  Danaweh. (Figures by Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Americans before they deny you the sanctuary of your
  base in the village. 
  Taliban Victory Points 
  � Per Marine captured: 5pts
  � Per Marine killed: 3pts 
  � Per Marine seriously wounded: 2pts (negated if
  casualty MEDEVACed)
  � Prevent the Americans from securing their
  blocking positions: 2pts per blocking position 
  � Stop the capture/death of your leader by the end
  of turn 8: 10pts 
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the map. 
  Taliban Local Leader 
  1 x Local Leader w/AK (TQ/Morale D6/D12)
  3 x Bodyguards w/AKs
  Taliban Cell One (Hot Spot 1)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Rifleman w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Rifleman w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  5 x Rifleman w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  2 x Rifleman w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK
  6 x Rifleman w/AK
  DShK Team (Weapon Team Bonus)
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  1 x Assistant Gunners w/AK
  Mortar Team (Weapon Team Bonus)
  1 x Mortar Crewman w/82mm mortar
  (AP:4D/AT:2D(L) (4” radius) and AK
  1 x Assistant Mortar Crewman w/AK
  Scenarios
  103
  Taliban fighters prepare to defend a sturdy
  Afghan compound. (Figures by S&S Models
  and Wartime Miniatures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Special Rules 
  Taliban Leader 
  The Local Leader must stay in the compound as marked
  on the map until the end of turn one – this simulates the
  confusion of not knowing from which direction the
  enemy are attacking. At this point, he can attempt to
  escape. He can only move at a Tactical Move of 6” per turn
  and must reach the marked escape point on the map by
  the end of turn 8. If he is in base contact with the escape
  point or exits the board he is deemed as having escaped. 
  Civilians 
  Place three civilian bases
  (mobs) as dictated by the map.
  They move as per the main
  rules at 3” per turn. If no
  firing has occurred
  they 
  will 
  remain
  stationary. They can
  be dispersed by
  USMC forces
  as long
  as US
  forces
  are within
  6” of a civilian base.
  Attempts to disperse
  the civilians suffer from
  a -1 as the locals
  are
  considered 
  not
  positively 
  disposed
  toward 
  the 
  Afghan
  government and/or fear
  Taliban retribution. 
  RPGs 
  Many different types of RPG warheads are found
  in-theater. The level of logistics support available for any
  given ACM group also influences what types of RPGs
  are supplied. Whenever an RPG is fired (not before), roll
  a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover and
  concealment. 
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half
  of its figures) with a Hot Spot can, on the following turn,
  use its movement allowance to move via the Hot Spot to
  any other active Hot Spot. They cannot move on that turn
  ENDURING FREEDOM
  104
  Sergeant, SBS
  © Osprey Publishing • www.ospreypublishing.com
  
  as this counts as their movement (and must deploy within
  4” of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  Smoke Grenades 
  The Marines all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard
  Force on Force rules for checking casualties and do not
  employ front-line medics in a Western sense. Instead,
  wounded and dead are spirited away very rapidly to
  satisfy burial requirements or confuse the enemy as to
  the number of casualties suffered. To represent this in
  Force on Force, units with this attribute must check
  casualties in the turn after they occur, rolling a single
  D6 for each casualty. Rolls of 6 indicate that the casualty
  was only stunned and is classed as “OK”. Any die roll
  other than a 6 results in the figure being taken from the
  table as a casualty.
  MEDEVAC Helo 
  A Pedro HH-60 Dustoff is available to be called in. The
  wounded must be moved to a casualty collection point
  located anywhere on the HLZ (as shown on the map)
  where the helo can land once called in by the ANGLICO. 
  Coalition Close Air Support 
  Due to the COIN doctrine of ‘tactical patience’ followed
  by the Marines during this operation, all requests for air
  support are made at a -2 for calls for air strikes due to
  the restrictive ROEs imposed. Additionally, no bombs
  can be dropped and helos and fast air are restricted
  to cannon and Show of Force runs. The ANGLICO
  receives the +1 modifier for being an actual TAC
  however the buildings and anti IED ECM are causing
  difficulties with his radios and he receives a -1 for spotty
  radio reception. Along with the -2 ROE modifier, any
  call for air support is at a -2 cumulative.
  Roll for type of platform with a 1-4 resulting in an
  AH-1W Whisky Cobra (Cannon: AP:5/AT:2(M) or a
  5-6 resulting in an AV-8 Harrier (Strafe: AP:4/AT:2(M)
  – both may only fire their cannon. 
  Coalition Indirect Fire Support 
  A battery of Marine 81mm mortars are available as
  dedicated support for the mission although firing
  anything other than chemical smoke or specific counter
  battery against enemy indirect fire results in a -2
  modifier due to effects detailed above.
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as do
  building roofs. All buildings and compound walls provide
  Improved Cover (+2D). Buildings are rated at 6D8. 
  Positive Identification (PID)
  Checks 
  All USMC forces must make a successful PID Check
  before engaging on an enemy unit that has not yet fired
  during the game.
  Taliban Reinforcements 
  There are no Taliban reinforcements in this scenario.
  SCENARIO 16: THE BATTLE OF
  DANAWEH II 
  Danaweh, Now Zad, Helmand Province, 
  12 August 2009
  As the Golf Company Marines pushed out into the
  village, they encountered heavy house to house (and
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  compound to compound) fighting. The Taliban had
  begun to conduct hasty ambushes in the alleyways
  between compounds and deploy IEDs just ahead of the
  Marine advance. Attached Navy and Marine EOD teams
  disabled numerous IEDs while the Marine infantry were
  in contact with the determined Taliban resistance. The
  fighting resulted in numerous wounded Marines and
  one was tragically killed by an RPG. A large number of
  the enemy were killed before they were finally driven
  from the village. 
  This scenario is based around an IED clearance by
  Marines of the 1st EOD Company, 1st Marine Logistics
  Group (Forward) and the concurrent medical
  evacuation of a Marine wounded by enemy fire.
  Note: this scenario has been compressed in terms of
  numbers of figures, weapons systems and table size to
  improve playability. 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – USMC first turn. Test for initiative
  on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  � Insurgency Level 5
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support is available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’ 
  USMC Mission 
  The mission comprises three objectives – render safe
  the IED discovered by the EOD team; secure an
  emergency HLZ for a MEDEVAC helo; and extract the
  wounded Marine to the HLZ. All should be
  accomplished with minimal collateral damage to
  buildings or the civilian population. 
  ENDURING FREEDOM
  106
  Street fighting in Danaweh. (Figures by
  Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  USMC Victory Points 
  � Render the IED safe: 5pts
  � Secure the HLZ (no Taliban in LOS): 3pts
  � Extract wounded Marine to HLZ: 5pts 
  � Deploy no air support or artillery for duration of
  game: 3pts
  � Suffer no KIA by end of turn 8: 2pts
  � For each structure struck by an aircraft strafing
  run: 1pt
  � Penalties for civilian casualties as normal
  USMC Forces 
  Marine Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Marine Platoon Element
  Squad One
  1 x Squad Leader w/M4
  1 x ANGLICO FO/FAC w/M4
  Fireteam One Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam One Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Designated Marksman w/Mk12/Mk14
  Fireteam One Charlie 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Squad Two
  1 x Squad Leader w/M4
  1 x Navy Corpsman w/M4
  Fireteam Two Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam Two Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Designated Marksman w/Mk12/Mk14
  Fireteam Two Charlie
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Attached Machine Gun Team One (Weapon Team
  Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A4
  Attached Scout/Sniper Team (Weapon Team
  Bonus)
  1 x Sniper w/M40
  1 x Spotter w/Mk12/Mk14 DMR
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  Attached EOD Team
  1 x Team Leader w/M4
  1 x EOD Tech w/M4/M203 (Lt. AP:1/AT:0)
  2 x EOD Tech w/M4
  Taliban Mission 
  The Americans are trying to disarm one of your bombs
  – make it too hot for them to do so. They are also trying
  to evacuate one of their wounded – ambush them as they
  try to move him to the helicopters. 
  Taliban Victory Points 
  � Per Marine captured: 5pts
  � Per Marine killed: 3pts 
  � Per Marine seriously wounded: 2pts (negated if
  casualty MEDEVACed)
  � Stop the Marines moving the wounded to the
  HLZ: 3pts
  � Stop the EOD team from disrupting the IED by the
  end of turn 8: 3pts 
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the map. 
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Riflemen w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Riflemen w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  5 x Riflemen w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK (TQ/Morale
  D6/D12)
  1 x Gunner w/RPG (Med.
  AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  Taliban Cell
  Five (Hot
  Spot 5)
  1 x Leader
  w/AK
  1 x Gunner
  w/RPD (Lt.
  AP:1/AT:0)
  4 x Rifleman
  w/AK
  PKM Team
  One (Weapon
  Team Bonus)
  1 x Gunner
  w/PKM GPMG
  (Med.
  AP:2/AT:0)
  2 x Assistant
  Gunners w/AK
  ENDURING FREEDOM
  108
  Trooper,
  Australian
  SAS
  © Osprey Publishing • www.ospreypublishing.com
  
  PKM Team Two (Weapon Team Bonus)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  2 x Assistant Gunners w/AK
  Taliban Sniper Team One (TQ/Morale D8/D10 –
  Weapon Team Bonus)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Taliban Sniper Team Two (TQ/Morale D8/D10 –
  Weapon Team Bonus)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Special Rules 
  EOD 
  The game starts with the EOD examining the IED with
  their bomb disposal droid. They must spend one whole
  turn observing the device before approaching. On
  approach (The Long Walk), one EOD operator will walk
  to the device wearing the bomb suit. The operator can
  only move 6” per turn due to the weight of the suit.
  Once within base contact, the EOD operator must
  make a TQ Check to disarm the device manually.
  If successful, the device is rendered safe. If not it
  detonates as a Medium IED: AP:4D/AT:4D (M). The
  EOD team gain a +2 to their Defence Dice due to their
  EOD suits and blast screens. Bear in mind that EOD or
  UK ATO ‘Felix’ teams should always have an infantry
  cordon to protect them. 
  The Wounded Jarhead 
  The location of the wounded Marine is marked on the
  map. While EOD are “doing their thing,” the Marine must
  be evacuated to the HLZ. A fireteam must be tasked to
  move the wounded grunt, the Casualty Penalty applies.
  Civilians 
  Place two civilian bases (mobs) as dictated by the map.
  They move as per the main rules at 3” per turn. If no
  firing has occurred they will remain stationary. They can
  be dispersed by USMC forces as long as US forces are
  within 6” of a civilian base. Attempts to disperse the
  civilians suffer from a -1 as the locals are considered not
  positively disposed toward the Afghan government
  and/or fear Taliban retribution. 
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover
  and concealment. 
  Scenarios
  109
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  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of
  ratlines, irrigation ditches and tunnels to seemingly pop
  up on the flanks or rear of Coalition units or simply melt
  away. Any ACM element that makes base contact (with
  at least half of its figures) with a Hot Spot can, on the
  following turn, use its movement allowance to move via
  the Hot Spot to any other active Hot Spot. They cannot
  move on that turn as this counts as their movement (and
  must deploy within 4” of the new Hot Spot) but can fire
  as normal. Coalition elements can declare interruptions
  against Taliban emerging from Hot Spots as per the
  main rules.
  Smoke Grenades 
  The Marines all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  A CH-46 is available to be called in for dustoff. The
  wounded Marine (and any other subsequent wounded)
  must be moved to a casualty collection point located
  anywhere on the HLZ (as shown on the map) where
  the helo can land once called in by the ANGLICO. An
  extra VP is earned if the Marine player manages to call
  in the helo and dustoff any wounded before the end of
  the game. 
  Coalition Close Air Support 
  Due to the COIN doctrine of “tactical patience”
  followed by the Marines during this operation, all
  requests for air support are made at a -2 for calls for
  air strikes due to the restrictive ROEs imposed.
  Additionally, no bombs can be dropped and helos and
  fast air are restricted to cannon and Show of Force runs.
  The ANGLICO’s +1 modifier for being an actual TAC is
  nullified by a -1modifier for spotty radio reception.
  Since there is a -2 ROE modifier, any air support
  requests will be at a -2.
  Roll for type of platform with a 1-4 resulting in an
  AH-1W Whisky Cobra (Chin Gun: AP:5/AT:2(M) or a
  5-6 resulting in an AV-8 Harrier (Strafe: AP:4/AT:2(M)
  – both may only fire their cannon. Missile and bomb
  attacks are not permitted. 
  Coalition Indirect Fire Support 
  A battery of Marine 81mm mortars are available as
  dedicated support for the mission although firing
  anything other than chemical smoke or specific counter
  battery against enemy indirect fire results in a -2
  modifier due to effects detailed above.
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as
  do building roofs. All buildings and compound walls
  provide Improved Cover (+2D). Buildings are rated
  at 6D8. 
  ENDURING FREEDOM
  110
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  Positive Identification (PID)
  Checks 
  All USMC forces must make a successful PID Check
  before engaging on an enemy unit that has not yet fired
  during the game.
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Taliban (roll under the
  Insurgency level of 5 on a D6 for reinforcements
  to appear). Dice for Hot Spot location as per the
  main rules.
  SCENARIO 17: ROAD WARRIORS 
  Somewhere along Highway 1 between Kabul and
  Kandahar, 2009
  Task Force Thor of the US Army 4th Engineer Battalion
  conduct the dangerous task of route clearance, searching
  for Taliban laid IEDs to secure routes for both military
  and civilian travel. Using several types of specialist
  MRAP, attached bomb sniffer dogs, EOD droids and
  manual mine detectors, Task Force Thor battle against
  a constantly evolving threat as the techniques and
  sophistication of Taliban IEDs change to meet and defeat
  Coalition anti IED measures.
  In this hypothetical scenario based on numerous
  historical incidents, a Route Clearance Patrol of Task
  Force Thor are attempting to secure a sector of Highway
  One, often known as the Highway of Death due to the
  number of IED strikes and ambushes against both
  Coalition and civilian logistics convoys. Task Force Thor
  must travel along the highway, identifying and disarming
  any IEDs or suspect devices they locate. While the RCP
  clears IEDs, Taliban spotters watch their progress,
  reporting their movements to a small, local Taliban group
  who are preparing a snap ambush… 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Asymmetric – US Army has Initiative for
  the duration of the game
  Special Conditions:
  � Air Defense Environment: None
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Air support as detailed under Special
  Rules
  Table Size: 6’ x 4’ 
  Scenarios
  111
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  1D6 Taliban w/AK
  2 
  1D6 Taliban w/AK
  3
  1D6+1 Taliban w/AK
  4
  1D6+2 Taliban w/AK
  5
  1 x Taliban RPG Gunner
  6
  2 x Taliban RPG Gunner
  7
  2D6 Taliban w/AK, 1 x Leader and 1 x
  Taliban RPG Gunner
  8
  1 x Taliban PKM Gunner, 1 x Taliban
  Assistant Gunner w/AK (Weapon Team)
  9
  1 x Taliban DShK HMG w/2 x Crew
  w/AKs (Weapon Team)
  10
  1 x off-board 107mm unguided rocket
  US soldiers engaged in a firefight with
  Taliban.
  © Osprey Publishing • www.ospreypublishing.com
  
  US Army Mission 
  Identify and render safe any IEDs located on the
  Highway. If contacted by enemy forces, win the firefight
  (with air support if necessary) and continue to clear
  IEDs until exiting from the northern edge of the board.
  If any serious friendly casualties are taken, extract all
  wounded off-board to the south.
  US Army Victory Points 
  � Each IED located and rendered safe: 3pts
  � Clear entire route and extract all elements off table
  by northern edge by the end of turn 8: 5pts 
  � If serious wounded or KIAs inflicted by enemy
  action, extract all elements including wounded off
  table by the southern edge by the end of turn 8: 5pts 
  � IF no serious wounds or KIAs at game’s end: 5pts
  � Suffer no KIA by end of turn 8: 3pts
  US Army Forces 
  US Army Basic Attributes 
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Task Force Thor Element (in order of convoy
  formation)
  1 x Buffalo Category 3 MRAP with IED
  Countermeasures
  2 x Cougar JERRV MRAP with IED
  Countermeasures
  2 x M1151 ECV HMMWV with FRAG 6 Up-
  Armor Kit
  One Cougar is equipped with a .50 M2 in a CROWS
  remote weapon station while the other mounts an M240
  in an Objective Gunner Protection Kit (OGPK) turret.
  The Buffalo is unarmed.
  The M1151 HMMWVs both mount M2 .50s in
  Objective Gunner Protection Kit (OGPK) turrets.
  Echo One (Buffalo)
  1 x Vehicle Commander w/M4
  1 x Driver w/M4/M203 (Lt. AP:1/AT:0)
  1 x Fireteam Leader w/M4
  1 x Gunner w/M249 SAW
  1 x Grenadier w/M4/M203 (Lt. AP:1/AT:0)
  1 x Rifleman w/M4
  Echo Two (Cougar w/.50 M2 HMG in RWS mount)
  1 x Vehicle Commander w/M4
  1 x Driver w/M4/M203 (Lt. AP:1/AT:0)
  ENDURING FREEDOM
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  1 x EOD Team Leader w/M4
  1 x EOD Operator w/M4
  1 x EOD Operator w/M4
  1 x EOD Operator w/Mk12 DMR
  Echo Three (Cougar w/M240)
  1 x Vehicle Commander w/M4
  1 x Driver w/M4/M203 (Lt. AP:1/AT:0)
  1 x Platoon Leader w/M4
  1 x Gunner w/M249 SAW
  1 x Medic w/M4
  1 x RTO w/M4
  Echo Four (M1151 HMMWV w/M2 HMG)
  1 x Vehicle Commander w/M4
  1 x Driver w/M4/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 SAW (manning M2 HMG)
  1 x Grenadier w/M4/M203 (Lt. AP:1/AT:0)
  1 x ETAC Combat Controller w/M4
  Echo Five (M1151 HMMWV w/.50 M2 HMG)
  1 x Vehicle Commander w/M4
  1 x Driver w/M4/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 SAW (manning M2 HMG)
  1 x Grenadier w/M4/M203 (Lt. AP:1/AT:0)
  1 x Designated Marksman w/Mk14
  Taliban Mission 
  As your spotters report back on the infidels clearing your
  IEDs, you must move your fighters into position and
  catch the Americans unawares in a deadly ambush
  (Taliban forces only deploy and activate on table on turn
  4). Inflict maximum casualties before withdrawing your
  forces before the American gunships or jets arrive.
  Taliban Victory Points 
  � Per US soldier captured: 5pts
  � Per US soldier killed: 3pts 
  � Per US soldier seriously wounded: 2pts 
  � Per vehicle disabled or destroyed: 5pts
  � Stop the RCP from clearing the whole route by end
  of turn 8: 3pts
  � Extract at least one cell of fighters off table before
  end of turn 8: 3pts 
  Taliban Forces (Local Taliban –
  Irregulars) 
  Taliban Basic Attributes 
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the map
  on turn 4. 
  Taliban Cell One (Deployment Box 1)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Irregulars w/AK
  Taliban Cell Two (Deployment Box 2)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  5 x Irregulars w/AK
  Taliban Cell Three (Deployment Box 3)
  1 x Leader w/AK
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  6 x Irregulars w/AK
  DShK HMG Team One (No Weapon Team Bonus –
  As Marked on Map)
  Scenarios
  113
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  1 x Leader w/AK
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Assistant Gunner w/AK
  107mm Rocket Team (No Weapon Team Bonus –
  As Marked on Map)
  1 x Leader w/AK
  2 x Crew w/AKs manning two 107mm unguided
  rockets (AP:6D/AT:2D(M) 6” blast radius)
  Special Rules 
  IED Clearance 
  Each turn, the RCP must sweep visually and electronically
  for IEDs. From turn 1 and every turn thereafter, the US
  player must roll 1D6. If a 1-4, nothing is spotted. If a 5, a
  suspect object is identified and must be dealt with. Roll a
  TQ Check as per the IED Countermeasures Special
  Attribute. Only the Buffalo can remotely render safe
  suspect devices. If successful, the suspect device is
  neutralized remotely or identified as a non-threat. 
  If unsuccessful, the EOD team must dismount and
  spend one turn static 6” in front of the Buffalo to
  simulate making the device safe by EOD droid or
  manual intervention.
  On a roll of a 6, a verified IED is identified. Roll a further
  1D6: on a roll of 1–4 the device can be disrupted remotely
  by the Buffalo on completion of a successful TQ Check. If
  unsuccessful, the EOD team must dismount as previously
  described. The EOD team must then make another TQ
  Check to disarm the device manually. If successful, the
  device is rendered safe. If not it detonates as a Medium IED:
  AP:4/AT:4 (M). The EOD team gain a +2 to their Defence
  Dice due to their EOD suits and blast screens. 
  MRAP Characteristics 
  The Buffalo and Cougar both feature the following
  Special Attributes;
  Advanced Optics/Sensors
  Vehicles with advanced Optics/Sensors may attempt to
  spot Hidden units at twice the Optimum Range
  associated with their Troop Quality (i.e. a TQ D8 crew
  with advanced optics/sensors could attempt to spot
  Hidden units within 16”).
  IED Countermeasures
  Against any remote detonated IED’s that are placed
  within 8” of a vehicle equipped with IED Counter
  Measures, the vehicle may roll a TQ Check. If successful,
  the IED is detected and neutralized. IED Counter
  Measures have no effect on IEDs triggered by pressure
  plates or wire detonations.
  Mine Resistant
  This vehicle has been designed from the ground up to
  survive mine/IED attacks. The vehicle receives an
  additional die of Defence when struck by a mine or IED.
  Lifesaver
  Their crews receive a +1 Die Shift when making crew
  survival rolls.
  M1151 HMMWV Characteristics 
  IED Countermeasures 
  Against any remote detonated IED’s that are placed
  within 8” of a vehicle equipped with IED Counter
  Measures, the vehicle may roll a TQ Check. If successful,
  the IED is detected and neutralized. IED Counter
  Measures have no effect on IEDs triggered by pressure
  plates or wire detonations.
  Up-Armored Soft Skin 
  An up-armored soft skin vehicle has a Defence of 2D6,
  rather than just 1D6. In addition, the vehicle is
  considered “armored” against small arms fire. Small
  arms fire may still inflict some damage – although the
  Firepower is halved. Round down factions and if the
  number of dice is reduced below 1 then the attack
  is ineffective.
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  Hidden 
  All Taliban can begin the game Hidden in locations as
  shown on the map. They may also use the Ambush and
  Is That a Rock or a Muj special rules.
  Is That a Rock or a Muj? 
  Taliban units that successfully make their Ambush roll
  can also benefit from the surprise and concealment
  when Coalition units attempt to return fire. The Taliban
  unit receives a +1 Die Shift against any return of fire for
  that turn only. This is to represent the surprise of the
  contact, the panic and confusion of being caught in a
  successful ambush and the difficulty in spotting
  insurgents who know and utilize the natural advantages
  of the terrain. This bonus only lasts for the single turn
  in which a successful ambush roll was made by the
  Taliban. Only Tier One and Local Taliban are eligible
  to receive this bonus – not Foreign Fighters, al Qaeda or
  other ACM.
  Is that a guy in a Burkha? 
  Taliban forces have become very adept at concealing
  their true identities and escaping the battlefield. All
  Taliban can cache their weapons, webbing and/or adopt
  civilian dress (even dressing as females in Burkhas) if
  they spend one turn out of Line of Sight of any Coalition
  element. In the following turn, the Taliban element must
  withdraw disguised as civilians and are immediately
  taken off the table. If ISTAR and/or drones are deployed,
  the ruse is unsuccessful. 
  107mm Rockets 
  In both the direct and indirect fire role, unguided
  107mm Chinese rockets are also commonly deployed
  against Coalition targets. The unguided 107 is the
  Taliban equivalent to indirect fire artillery. It is often
  perched on an ad hoc mount using rocks or a field
  expedient bipod and fired electrically. The 107 rates as
  AP:6/AT:2(M) with a 6” blast radius. Attacks by 107mm
  rockets against vehicles are resolved against their side
  armor. Because of their notorious inaccuracy, roll 1D6
  before resolving a 107 Firepower attack. On a roll of 6,
  resolve the attack normally. On any other roll, the missile
  salvo strikes somewhere beyond the confines of the
  battle space.
  Squirters (Shrinkage) 
  The Tier One Taliban and Foreign
  Fighters in Afghanistan do not
  suffer from the Shrinkage
  effect detailed in the main
  Force on Force rulebook.
  during Morale Checks.
  Only Local Taliban,
  classed as irregulars,
  suffer 
  from
  Shrinkage.
  Scenarios
  115
  NCO, German
  KSK
  © Osprey Publishing • www.ospreypublishing.com
  
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover and
  concealment. 
  RPGs 
  Many different types of RPG warheads are found in-theater.
  The level of logistics support available for any given ACM
  group also influences what types of RPGs are supplied.
  Whenever an RPG is fired (not before), roll a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Smoke Grenades 
  Coalition soldiers all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers. All
  vehicles mount Smoke Grenade launchers.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  MEDEVAC Helo 
  No MEDEVAC/CASEVAC helicopters are permitted in
  this scenario due to the presence of the Taliban Dushkas
  and unavailability of a viable HLS. Casualties must be
  extracted by vehicle or on foot to a temporary CCP. 
  Coalition Close Air Support 
  Coalition air support can be requested by the attached
  ETAC from turn five onward. Roll a 1D6 for platform type:
  a 1–4 indicates an armed OH-58 Kiowa with 2.75 inch
  rocket pods (AP:5/AT:2(M) and .50 HMG (AP:4/AT:1(L),
  and a 5–6 is an AH-64D Longbow Apache with 8 x Hellfire
  ATGM (AP:6/AT:5(H), 2 x 2.75 inch rocket pods
  (AP:5/AT:2(M) and 30mm cannon (AP:6/AT:3(M)
  arriving on station. The ETAC receives both a +1 for being
  a trained TAC and a -2 for spotty radio reception caused
  by the anti IED ECM equipment used by the RCP. 
  Positive Identification (PID)
  Checks 
  All US forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as do
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  building roofs. All buildings provide Improved Cover
  (+2D). Buildings are rated at 6D8. 
  Taliban Reinforcements 
  There are no Taliban reinforcements in this scenario. 
  SCENARIO 18: HEAVY METAL 
  Sangin District, Sometime in 2011
  In this future hypothetical scenario, the Taliban have re-
  emerged around Sangin and are surging forces from
  across Helmand and neighboring provinces to attempt
  to seize the town once more. ISTAR assets and
  HUMINT sources have confirmed a large gathering of
  Tier One Taliban in the village of Joshyalay using pre-
  positioned arms caches to equip themselves before the
  planned attack. Additionally Taliban supporters have
  built numerous prepared defensive positions around the
  village. Their concerns were well founded. A USMC
  combined arms team has been deployed north of
  Joshyalay from FOB Robinson to assault the village and
  clear out the insurgents. 
  Newly arrived M1A1 Abrams main battle tanks
  moved into overwatch positions to cover the advance of
  the Marine infantry as a RQ-11 Raven B UAV circles
  above, beaming back real-time imagery of the insurgents
  scurrying into defensive positions. As the Marines
  moved to their phase line, civilians were seen flowing
  from the compounds. Tragically, during the pre-assault
  fires, a stray mortar round has landed amongst a small
  group of the fleeing civilians. The Marines must rescue
  the wounded civilians while prosecuting the attack on
  the Taliban in Joshyalay. 
  Note: This is a hypothetical scenario based around
  potential actions carried out post the December 2010
  USMC deployment of a company of M1A1 Abrams main
  battle tanks in-theater.
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – USMC first turn. Test for initiative
  on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated air support available to
  Coalition forces as described under Special Rules
  Table Size: 6’ x 4’ 
  Scenarios
  117
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  USMC Mission 
  Engage and destroy enemy elements in and around the
  village of Joshyalay while minimizing civilian and
  Coalition casualties. ROE restrictions inhibit the use
  of air delivered ordnance beyond cannon and
  unguided rockets. Additionally, rescue the wounded
  civilians and escort them to the marked CCP for
  MEDEVAC.
  USMC Victory Points 
  � Clear the village of all Taliban elements by end
  of turn 8 (casualties, captured or withdrawn):
  5pts
  � Contact the wounded civilians and escort them to
  the Casualty Collection Point: 5pts
  � Zero additional civilian casualties: 3pts
  � Zero USMC KIA: 2pts
  USMC Forces 
  USMC Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Marine Platoon
  Platoon TAC HQ Element
  1 x Platoon Leader w/M4 (TQ/Morale D8/D12)
  1 x Platoon Sergeant w/M4 (TQ/Morale D8/D12)
  1 x RTO w/M16A4
  1 x ANGLICO FO/FAC w/M4 (can be attached to
  any fireteam)
  1 x Navy Corpsman w/M4 (can be attached to any
  fireteam)
  Squad One
  1 x Squad Leader w/M4
  Fireteam One Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam One Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x DMR w/Mk12/Mk14
  Fireteam One Charlie 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Squad Two
  1 x Squad Leader w/M4
  Fireteam Two Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam Two Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x DMR w/Mk12/Mk14
  ENDURING FREEDOM
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  Fireteam Two Charlie
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Squad Three
  1 x Squad Leader w/M4
  Fireteam Two Alpha 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Fireteam Two Bravo 
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x DMR w/Mk12/Mk14
  Fireteam Two Charlie
  1 x Fireteam Leader w/M16A4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A4
  Attached Machine Gun Team One (Weapon
  Team Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A4
  Attached Machine Gun Team Two (Weapon
  Team Bonus)
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A4
  Attached Assault Engineer Team (Weapon
  Team Bonus)
  1 x Engineer w/Mk153 SMAW-D
  1 x Rifleman w/M16A4
  Attached Scout/Sniper Team (Weapon Team Bonus)
  1 x Sniper w/M40
  1 x Spotter w/Mk12/Mk14 DMR
  Attached Armored Element
  2 x M1A1 (HA) Abrams MBTs 
  Taliban Mission 
  The American Marines have learned of your intentions
  to attack Sangin. The traitor who sold his soul will be
  found and executed later. Now you must organize your
  defenses to repulse the American attack on your staging
  area. You know they will flee like dogs if they start to
  sustain too many casualties – make sure they do. 
  Taliban Victory Points 
  � Per Marine killed: 3pts 
  � Per Marine seriously wounded: 2pts 
  � Immobilize M1A1: 5pts 
  � Destroy M1A1: 10pts 
  Taliban Forces (Tier One Taliban –
  Regulars) 
  Taliban Basic Attributes 
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on the map. 
  Scenarios
  119
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  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK/BG15 (Lt. AP:1/AT:0)
  (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Riflemen w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Riflemen w/AK
  Taliban Cell Three (Hot Spot 3 – Weapon Team
  Bonus)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Assistant Gunner w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  2 x Gunners w/RPG (Med. AP:2/AT:1D(M) and AK
  3 x Riflemen w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK (TQ/Morale D6/D12)
  2 x Gunners w/RPG (Med. AP:2/AT:1D(M)
  and AK
  4 x Riflemen w/AK
  Taliban HMG Team (DShK Position – Weapon
  Team Bonus)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/1 x DShK HMG (Hvy. AP:3/AT:1(L)
  and AKs
  Taliban Recoilless Rifle Team (RR Position –
  Weapon Team Bonus)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/1 x SPG-9 RR (Hvy. AP:3/AT:2(L)
  and AKs
  Taliban AGL Team (AGL Position – Weapon Team
  Bonus)
  1 x Leader w/AK (TQ/Morale D8/D12)
  2 x Gunners w/1 x AGS17 (Med. AP:2/AT:1(M)
  and AK
  Taliban Sniper Team One (TQ/Morale D8/D10 –
  Weapon Team Bonus)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Taliban Sniper Team Two (TQ/Morale D8/D10 –
  Weapon Team Bonus)
  1 x Sniper w/SVD Dragunov
  1 x Spotter w/AK
  Taliban IED Trigger Men (TQ/Morale D8/D10)
  2 x IED Trigger Men w/AKs and EFP IEDs
  (AP:2/AT:4 (3” radius)
  ENDURING FREEDOM
  120
  US Marines use SMAW to blast Taliban
  out of a fortified position. (Figures by
  Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  Special Rules 
  Rescuing the wounded civilians 
  Four wounded civilians are marked on the map and
  have become a priority. Besides humanitarian/COIN
  considerations, their location precludes the use of
  additional supporting indirect fires. An able-bodied
  fireteam can carry/escort out the wounded but must
  make base contact with at least one civilian before they
  can do so. The fireteam is classed as having a
  Dependent until such time as the wounded civilians are
  handed off to the CCP.
  IED Trigger Men 
  These EFP IEDs can be placed on the table as either a
  Reaction to a USMC element’s action or as an activation
  to replace a Firepower attack. The Taliban player must
  declare the unit to be attacked, place a marker to show
  the IED and finally place the Trigger Man within 6” of
  the bomb itself.
  The targeted unit (even if it has activated and/or has
  no FP left) can attempt to either spot the device and take
  a Reaction move to escape the blast or shoot and kill the
  Trigger Man (if he is in line of sight) however they
  cannot do both. If they choose to try and withdraw away
  from the device, make a standard opposed Spotting Roll.
  If successful, they can make one move up to 6” for
  infantry or 10” for vehicles to find cover before the IED
  detonates. If not successful, the IED detonates with a
  Firepower attack on the targeted unit (EFP IED: AP
  2/AT 4 (3” radius)
  If the USMC unit decides to try and kill the Trigger
  Man before he detonates the device, make a standard
  Reaction Test. If the USMC unit win the Reaction Test,
  they can make a standard Firepower attack against the
  Trigger Man. If the Trigger Man becomes a casualty
  due to the attack, roll 1D6. On a roll of 1–5, the Trigger
  Man is killed or seriously wounded and the device does
  not detonate (keep the marker in play as no USMC unit
  can subsequently approach within 4” of the marker for
  fear of a secondary device or anti tamper mechanism).
  If the Trigger Man rolls a 6, he is able to detonate the
  device as intended.
  Hidden 
  Taliban forces begin play Hidden but may not conduct
  an Ambush as the Marines know roughly their
  disposition thanks to ISTAR surveillance and live feeds
  from a Raven UAV.
  Out of Contact Movement 
  Due to orbiting UAV and ISTAR assets, no Out of
  Contact Movement is allowed for the Taliban.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover
  and concealment. 
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half
  of its figures) with a Hot Spot can, on the following turn,
  use its movement allowance to move via the Hot Spot to
  any other active Hot Spot. They cannot move on that turn
  as this counts as their movement (and must deploy within
  4” of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  Scenarios
  121
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  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as
  do building roofs. All buildings and compound walls
  provide Improved Cover (+2D). Buildings are rated
  at 6D8. 
  RPGs 
  Many different types of RPG warheads are found in-
  theater. The level of logistics support available for any
  given ACM group also influences what types of RPGs
  are supplied. Whenever an RPG is fired (not before), roll
  a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Taliban crew-served positions 
  All Taliban positions count as Improved Cover (+2D).
  Smoke Grenades 
  The Marines all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  Coalition Close Air Support 
  Coalition air support is available from turn one in the
  form of an AH-1W Whiskey Cobra with 2.75inch
  rockets and cannon (Rockets: AP:5/AT:2(M) w/6”
  radius, Cannon: AP:5/AT:2(M). This is a dedicated asset
  but uses standard rules for calling in air by the attached
  ANGLICO who receives the +1 for being an actual TAC. 
  Positive
  Identification (PID)
  Checks 
  All USMC forces must make
  a successful PID Check
  before engaging on an
  enemy unit that has not
  yet fired during the
  game.
  Taliban
  Reinforcements 
  As the Taliban race to man
  their positions, reinforcements
  are only available on turns 2, 3
  and 4. After this there is no
  opportunity for reinforcement
  as all able bodied fighters are
  considered in the fight. All
  reinforcements are automatic
  and appear at randomly rolled
  Hot Spots.
  ENDURING FREEDOM
  122
  Commando, Dutch Korps
  Commandotroepen
  © Osprey Publishing • www.ospreypublishing.com
  
  SCENARIO 19: BOMBER IN 
  THE BAZAAR: 
  Shah Joy District Center Bazaar, Zabul Province,
  August 2009
  The soldiers of 4-23 Infantry Regiment, 5-2 Stryker
  Brigade Combat Team were conducting COIN presence
  patrols in the district capital of Zabul, Shah Joy, to counter
  the strong Taliban support in the area. Their aim was to
  reassure the local populace that the Afghan central
  government was concerned about their security.
  Additionally, 5-2 Stryker used the opportunity to interact
  with the civilian inhabitants to build relationships and
  attempt to develop human intelligence sources. The
  Taliban were not going to take this intrusion into their
  territory lying down. As a dismounted Stryker patrol with
  their attached interpreter and Human Terrain Team from
  brigade moved through the bazaar speaking with the
  locals, ICOM chatter picked up evidence of an impending
  contact with that most feared of weapons in the Taliban
  armory – a suicide bomber…
  This is a hypothetical scenario based on several
  similar contacts including several SBIED attacks in Shah
  Joy during 2009 and other SBIED/VBIED initiated
  ambushes and swarm attacks across Afghanistan.
  Scenario Information 
  Duration of Game: 6 Turns
  Initiative: Asymmetric – Stryker Brigade has Initiative
  for the duration of the game
  Special Conditions:
  � Air Defense Environment: None
  � Insurgency Level 5
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: No dedicated air support
  Table Size: 4’ x 4’ 
  Stryker Brigade Mission 
  Disperse the civilians from the marketplace to ensure
  their safety. Identify and engage the SBIED before he can
  detonate his device and cause casualties amongst the
  civilian population and friendly forces. Extract from the
  bazaar with minimal civilian and friendly casualties
  while engaging and suppressing Taliban elements. 
  Scenarios
  123
  REINFORCEMENT TABLE
  Die Roll
  (1D10)
  Reinforcements Received
  1 
  1D6 Taliban w/AK
  2 
  1D6+1 Taliban w/AK
  3 
  1D6+2 Taliban w/AK
  4 
  1D6+3 Taliban w/AK
  5 
  1 x Taliban RPG Gunner
  6 
  2 x Taliban RPG Gunner
  7 
  2D6 Taliban w/AK, 1 x Leader and 1 x
  Taliban RPG Gunner
  8 
  1 x Taliban PKM Gunner, 1 x Taliban
  Assistant Gunner w/AK and 1 x Leader
  w/AK
  9 
  1 x Taliban DShK HMG w/3 x Crew
  w/AKs
  10 
  1 x IED Trigger Man w/command
  detonated IED
  © Osprey Publishing • www.ospreypublishing.com
  
  Stryker Brigade Victory Points 
  � Successfully disperse all three civilian bases from
  the bazaar: 5pts
  � Successfully engage suicide bomber before he can
  detonate his device: 5pts
  � Successfully 
  extract 
  all 
  friendly 
  elements
  (including wounded and dead) from the bazaar by
  end of turn 6: 5pts
  � Each civilian casualty caused by (US) friendly fire:
  -2pts
  Stryker Brigade Forces 
  Stryker Brigade Basic Attributes 
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Dismounted Platoon Element
  Squad One
  1 x Squad Leader w/M4
  Fireteam One Alpha 
  1 x Fireteam Leader w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M4
  Fireteam One Bravo 
  1 x Fireteam Leader w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Designated Marksman w/Mk12/Mk14
  Attached Elements
  1 x Interpreter (unarmed D6/D8)
  Human Terrain Team
  1 x Team Leader w/sidearm
  2 x Team Members w/sidearms
  Attached Overwatch Sniper Team (Weapon Team
  Bonus)
  1 x Sniper w/M24
  1 x Spotter w/Mk12/Mk14 DMR
  Taliban Mission 
  Ambush the infidels with your Shahid (martyr) and
  envelop the survivors from all directions with your
  fighters in a swarm attack. Kill enough of the dogs to
  send a message to their masters to stay away from
  Shah Joy… 
  Taliban Victory Points 
  � Per US soldier killed: 3pts 
  � Per US soldier seriously wounded: 2pts 
  � Successfully detonating SBIED and causing US
  casualties (or both US and civilians): 10pts 
  � Successfully detonating SBIED and causing
  civilian casualties: 5pts
  ENDURING FREEDOM
  124
  Afghan men picking peas from a crate
  in a typical bazaar – Jaghato,
  Afghanistan. 2010
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  Taliban Forces (Local Taliban –
  Irregular) 
  Taliban Basic Attributes 
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Each cell deploys within the location marked on
  the map. 
  Taliban SBIED (TQ/Morale D8/D12)
  1 x Suicide Bomber, unarmed except for vest
  (AP:6/AT:3(M), w/6” radius)
  Taliban Cell One (Hot Spot 1)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Irregulars w/AK
  Taliban Cell Two (Hot Spot 2)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  3 x Irregulars w/AK
  Taliban Cell Three (Hot Spot 3)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Irregulars w/AK
  Taliban Cell Four (Hot Spot 4)
  1 x Leader w/AK (TQ/Morale D6/D12)
  6 x Irregulars w/AK
  Taliban Cell Five (Hot Spot 5)
  1 x Leader w/AK (TQ/Morale D6/D12)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Irregulars w/AK
  Special Rules 
  The Suicide Bomber 
  The suicide bomber begins play as Hidden to simulate him
  “hiding in plain sight” amongst the civilians in the bazaar.
  He can be placed as a sole unarmed figure anywhere
  within the SBIED Deployment Box marked on the map.
  When he activates he must make a Morale Check to
  guarantee he has the religious fervor to carry out the attack.
  As per the main rules, he rolls at one die level below his
  stated Morale grade as this is a suicide attack – in this case
  he rolls a D10 rather than D12. He must close to within 6”
  of a US unit before he can attempt to detonate his vest. He
  then must make a successful TQ roll (D8 to account for
  intensive training and fail safe device built into vest) to
  trigger the explosion. Any civilian mobs within 6” of the
  blast will suffer 1D6-1 casualties.
  US Reactions to the Suicide
  Bomber 
  The US player must firstly successfully pass an opposed
  Spot Check to identify the potential SBIED (“a suspect
  individual”). Due to the overwatch sniper team and the
  use of a mix of ACOG and Aimpoint optical gunsights by
  the Stryker patrol, the Spot Check can be carried out at any
  range (not just within Optimal Range as per main rules).
  Once the Spot Check is successful, the US must make a
  Positive ID check before engaging to ensure he is a threat
  before he is targeted. The PID check is a simple TQ check.
  Once successful, the bomber can be engaged (bearing in
  mind the 2” from civilian bases friendly fire rule). 
  Scenarios
  125
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  Civilians 
  Place three civilian bases (mobs) as dictated by the map.
  They move as per the main rules at 3” per turn. If no
  firing has occurred they will remain stationary. If the
  SBIED detonates they will instantly scatter and are
  removed from the table after any casualties are
  determined. They can be dispersed by US forces as long
  as US forces are within 6” of a civilian base. Attempts to
  disperse the civilians suffer from a -1 as the locals are
  considered not positively disposed toward the Afghan
  government and consequently the ISAF. This negative
  attitude is balanced by the presence of the Human
  Terrain Team and local interpreter which provide a +1
  modifier. The Stryker soldiers must roll a D8 against the
  Insurgency Level of 5 and roll higher than a 5 to disperse
  a civilian base. 
  Squirters (Shrinkage) 
  The Tier One Taliban and Foreign Fighters in
  Afghanistan do not suffer from the Shrinkage effect
  detailed in the main Force on Force rulebook. during
  Morale Checks. Only Local Taliban, classed as irregulars,
  suffer from Shrinkage.
  RPGs 
  Many different types of RPG warheads are found in-
  theater. The level of logistics support available for any
  given ACM group also influences what types of RPGs
  are supplied. Whenever an RPG is fired (not before), roll
  a 1D6. 
  For Local Taliban, any die roll of a 1 indicates a dud
  round which does not detonate and is harmless to the
  target. On a 6, it indicates either an AT warhead or
  advanced AP type/airburst, depending on the target type
  (if shooting at a vehicle it will be AT, if shooting at
  infantry it will be AP). Such warheads have a rating of
  Med. AP:2/AT:2(M).
  Out of Contact Movement 
  All Taliban automatically receive Out of Contact
  movement. Taliban can also make additional Out of
  Contact moves after they have been spotted by Coalition
  forces. To do this, they must move out of line of sight of
  any and all Coalition units. They can then re-use Out of
  Contact Movement on the following turn.
  Taliban In-Cover Bonus 
  All Taliban that have not moved during their activation
  (and are not Exposed) automatically gain the In Cover
  bonus to simulate their naturally strong use of cover and
  concealment. 
  Hot Spots (The Afghan Variant) 
  Taliban and other ACM forces can re-use Hot Spots to
  move around the table. This simulates their use of ratlines,
  irrigation ditches and tunnels to seemingly pop up on the
  flanks or rear of Coalition units or simply melt away. Any
  ACM element that makes base contact (with at least half
  of its figures) with a Hot Spot can, on the following turn,
  use its movement allowance to move via the Hot Spot to
  any other active Hot Spot. They cannot move on that turn
  as this counts as their movement (and must deploy within
  4” of the new Hot Spot) but can fire as normal. Coalition
  elements can declare interruptions against Taliban
  emerging from Hot Spots as per the main rules.
  MEDEVAC Helo 
  As all potential HLZs around the town are considered
  “Cherry” (“Hot”), no MEDEVAC/CASEVAC helicopters
  are permitted in this scenario. Casualties must be
  extracted on foot to the off-board Strykers. 
  Smoke Grenades 
  Coalition soldiers all carry chemical Smoke Grenades
  including 40mm smoke for their M203 launchers.
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  Caveman CASEVAC 
  The Taliban is classed as using Caveman CASEVAC.
  Units with this attribute do not follow the standard Force
  on Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  Coalition Close Air Support 
  Coalition air support is only available through calling
  for non-dedicated assets. If successfully called, roll a
  1D6; a 1-3 OH-58 Kiowa (2.75 inch rocket pods and
  .50 HMG (Missile: AP:5/AT:2(M, HMG AP:4/AT:1(L)
  or a 4-5 a AH-64D Longbow Apache (8 x Hellfire
  ATGM, 2 x 2.75 inch rocket pods and 30mm cannon
  AP:6/AT5(H), Strafe: AP:6/AT:3(M) while a 6 indicates
  a fast mover – an F-16 which can only carry out Show
  of Force attacks due to the proximity of civilians in the
  area. The air support can only be called in by the squad
  leader with a -1 for not being an actual TAC.
  Additionally he suffers another -1 from poor radio
  reception caused by the buildings in the area. 
  Positive Identification (PID)
  Checks 
  All US forces must make a successful PID Check before
  engaging on an enemy unit that has not yet fired during
  the game.
  Taliban Reinforcements 
  On turn 2 and every turn thereafter, reinforcements are
  rolled for against the Insurgency Level of 5. If successful,
  reinforcements arrive for the Taliban.
  All reinforcements must enter via randomly rolled
  Hot Spot locations. 
  SCENARIO 20: JPEL 
  Southern Waziristan, Federally Administered Tribal
  Areas (FATA), North West Pakistan, 2010
  JPEL stands for the Joint Priority Effects List, a database
  of key insurgent leaders, bomb makers and logisticians.
  Prosecuting the targeting of these insurgent High Value
  Targets (HVTs) are various components of the Joint
  Special Operations Task Force, known by various, ever-
  changing code names such as Task Force 1099 but often
  referred to colloquially as the Task Force or OCF (Other
  Coalition Forces). The Task Force is comprised of
  elements from Tier One Special Operations Forces,
  including Delta and DEVGRU conducting the raiding
  and special reconnaissance taskings with the Rangers
  providing outer cordons during takedowns and attached
  Grey Fox and CIA personnel developing the actionable
  intelligence for targeting. 
  Scenarios
  127
  REINFORCEMENT TABLE
  Die Roll
  (1D10) 
  Reinforcements Received
  1 
  2 x Taliban w/AK
  2 
  3 x Taliban w/AK
  3
  4 x Taliban w/AK, 1 x Leader w/AK
  4
  1 x RPG
  5
  1 x PKM gunner, 1 x Taliban w/AK
  6
  4 x Taliban w/AK, 1 x Leader w/AK, 1 x
  RPG
  7
  4 x Taliban w/AK, 1 x Leader w/AK, 1 x
  RPG, 1 x RPK
  8.
  Small IED: AP 2/AT 1 (has to be
  immediately used as an attack)
  9
  Medium IED: AP 4/AT 4 (has to be
  immediately used as an attack)
  10
  SBIED (AP:6/AT:3(M), w/6” radius)  –
  follows all rules as per base scenario
  © Osprey Publishing • www.ospreypublishing.com
  
  Other Task Forces such as Task Force 42 are based
  around UKSF with 22SAS and the SBS, the Special
  Reconnaissance Regiment (SRR) and the Special Forces
  Support Group (SFSG). “White SOF” has also been
  involved in the high value target hunt in Afghanistan
  including Task Force 373 structured around US Army
  Special Forces. The majority of these “Capture/Kill”
  operations take place in the south and east of the
  country although with the Taliban and other anti-
  Coalition militias using Pakistan as a sanctuary, the hunt
  sometimes crosses the border…
  This scenario is purely hypothetical however it is
  based on known JSOTF operations both within and
  outside Afghanistan’s borders. Terminal strikes on HVTs
  in Pakistan are generally conducted from the air by
  Hellfire missile and JDAM armed drones such as the
  Predator or Reaper. Drones by their nature however
  cannot capture targeted JPEL individuals. For this, boots
  on the ground are required. 
  Scenario Information 
  Duration of Game: 8 Turns
  Initiative: Kinetic – Task Force first turn. Test for
  initiative on subsequent turns
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets: Dedicated, attached air support
  available to Coalition forces as described under Special
  Rules
  Table Size: 4’ x 4’ 
  Task Force Mission 
  Insert by 160th SOAR helo directly onto target location.
  Clear compound and kill/capture HVT before
  exfiltrating with minimum friendly casualties. The
  Rangers will land at an off-set HLZ and provide a secure
  cordon for the assault force to engage any enemy
  reinforcements or squirters from target locations. 
  Task Force Victory Points 
  � Capture HVT: 10pts
  � Kill HVT: 5pts
  � Capture al Qaeda fighter: 2pts
  � Exfiltrate (on helos ready to lift if not airborne) by
  end of turn 8: 2pts
  � Suffer no KIA by end of turn 8: 5pts
  Task Force Forces 
  Task Force Basic Attributes 
  Initiative Level: D12
  Confidence Level: High
  Supply Level: Abundant (+1FP)
  Body Armor: Standard (1D)
  Troop Quality/Morale: Varies. Noted for each unit.
  Assault Element Alpha (TQ/Morale D12/D12)
  1 x Team Leader w/HK416
  1 x Gunner w/Mk46 SAW (Lt. AP:1/AT:0)
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  1 x Grenadier w/HK416/M320 (Lt. AP:1/AT:0)
  1 x Riflemen w/HK416
  Assault Element Bravo (TQ/Morale D12/D12)
  1 x Team Leader w/HK416
  1 x Gunner w/Mk46 SAW (Lt. AP:1/AT:0)
  1 x Grenadier w/HK416/M320 (Lt. AP:1/AT:0)
  1 x Riflemen w/HK416
  Aerial Sniper (TQ/Morale D12/D12 – on bench seat
  of orbiting MH-6)
  1 x Sniper w/HK417
  CSAR/QRF Element (TQ/Morale D12/D12 – in
  orbiting MH-60K)
  1 x Team Leader w/HK416 
  1 x Sniper w/HK417 
  CSAR Element (TQ/Morale D10/D12)
  2 x Para Rescue Jumpers w/M4A1 
  1 x Combat Controller w/M4A1 
  QRF Element (TQ/Morale D10/D10)
  1 x Ranger Team Leader w/Mk16 SCAR or M4A1 
  1 x Ranger Grenadier w/Mk16 SCAR or
  M4A1/M320 (Lt. AP:1/AT:0) 
  1 x Ranger Gunner w/Mk46 (Lt. AP:1/AT:0) 
  1 x Ranger Rifleman w/Mk16 SCAR or M4A1 
  Al Qaeda Mission 
  The American Special Forces are here to kill the Emir!
  Protect him at all costs – including your own lives – and
  kill the Americans.
  Al Qaeda Victory Points 
  � Per US soldier captured: 10pts
  � Per US soldier killed: 5pts 
  � Per US soldier seriously wounded: 2pts (negated if
  casualty MEDEVACed)
  � Shoot down helo: 10pts
  � Stop the capture/death of the Emir by the end of
  turn 8: 10pts 
  Al Qaeda Shadow Army Forces
  (Regulars) 
  Shadow Army Basic Attributes 
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale:
  D8/D10
  Each cell deploys
  within the location
  marked on the map.
  Al Qaeda Emir
  (HVT) 
  (all 
  wear
  suicide IED vests)
  1 x Senior Leader
  w/AK (D8/D12)
  3 x Bodyguards
  w/AKs
  Al Qaeda Cell One
  (Location 1)
  1 x Leader w/AK
  4 x Riflemen w/AK
  Scenarios
  129
  NCO, 1er RPIMA, 
  French Army COS
  © Osprey Publishing • www.ospreypublishing.com
  
  Al Qaeda Cell Two (Location 2)
  1 x Leader w/AK/BG15 (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  Al Qaeda Cell Three (Location 3)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  4 x Riflemen w/AK
  Al Qaeda Cell Four (Location 4)
  1 x Leader w/AK/BG15 (Lt. AP:1/AT:0)
  1 x Gunner w/PKM GPMG (Med. AP:2/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M) and AK
  3 x Riflemen w/AK
  Al Qaeda Cell Five (Location 5)
  1 x Leader w/AK
  5 x Riflemen w/AK
  Al Qaeda Cell Six (Location 6)
  1 x Leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1D(M) and AK
  2 x Riflemen w/AK
  DShK Team One (Weapon Team Bonus)
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Assistant Gunners w/AK
  DShK Team Two (Weapon Team Bonus)
  1 x Gunner w/12.7mm DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Assistant Gunners w/AK
  Al Qaeda SAM Gunner (Location 3)
  1 x Gunner w/SA-7 Strela/Grail MANPADS 
  Special Rules 
  Rotary air support 
  The Task Force lands directly outside the target
  compound in turn one with the game beginning as the
  operators de-bus from the helos in the HLZ 1 Box.
  Alpha and Bravo both land on the bench seats (known
  as “pods” within 160th SOAR) of two unarmed MH-6
  Little Birds. These Little Birds are considered stationary
  for turn one as the shooters debus but can lift off again
  in turn two as per the main rules.
  Orbiting overhead in reverse racetrack patterns are
  three further helos – another MH-6 carrying a Task
  Force sniper on a pod armed with a H&K 417
  (D12/D12); an armed AH-6 Little Bird with miniguns
  and 2.75 inch rockets (D10/D12); and an MH-60
  carrying the QRF/CSAR element. Both the MH-6 and
  CSAR sniper can provide point aerial sniper support
  as per the main rules with one sniper activating per
  turn from the respective helo, while the AH-6 gunship
  can conduct gun runs. The AH-6 can be called in by
  any member of the ground assault elements using their
  MBITR radios. 
  Additionally, an unarmed RQ-4 Global Hawk is on
  station and transmitting live feeds to the Task Force
  JOC, cancelling out any Out of Contact Movement.
  Exfiltration 
  Extra VPs are gained if the assault teams and any
  prisoners are exfiltrated by the end of turn 8. To
  represent this, two MH-6s or one MH-6 and the
  MH-60 must touchdown in either of the marked HLZs
  and have at least one member of each assault team in
  base contact (within 2”) of the helo to count as
  embarking and to gain the VPs. No helo will land until
  both DShKs and the SA-7 are destroyed.
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  Breaching 
  The operators must explosively breach through the
  compound doors. They can attempt to do this on round
  one if they move to be in contact with the doors. They
  gain the advantage of Unit Has Breaching Gear: +1 and
  Unit Specializes in Breach Entry): +1. 
  Ranger Cordon 
  The Ranger cordon is not featured in the game as it is
  considered off-board. 
  Suicide Bomb Vests 
  All of the Emir’s security detail, including the Emir
  himself, wear suicide IED bomb vests. Suicide vests
  produce a 6D8 attack in a 6” radius of the wearer (who
  is obviously slain by the detonation). They can be
  triggered as per the main rules but the bomber must be
  within Optimum Range of US forces and expect
  imminent death or capture before he can do so.
  Al Qaeda DShKs 
  Both DShKs can engage the orbiting helos from turn two
  onward. The DShK positions are classed as Improved
  Cover (+2D). 
  Out of Contact Movement 
  All al Qaeda are considered seen thanks to an RQ-4
  Global Hawk tasked overhead, cancelling Out of Contact
  movement. 
  Caveman CASEVAC 
  Al Qaeda is classed as using Caveman CASEVAC. Units
  with this attribute do not follow the standard Force on
  Force rules for checking casualties and do not employ
  front-line medics in a Western sense. Instead, wounded
  and dead are spirited away very rapidly to satisfy burial
  requirements or confuse the enemy as to the number of
  casualties suffered. To represent this in Force on Force,
  units with this attribute must check casualties in the turn
  after they occur, rolling a single D6 for each casualty.
  Rolls of 6 indicate that the casualty was only stunned and
  is classed as “OK”. Any die roll other than a 6 results in
  the figure being taken from the table as a casualty.
  QRF/CSAR Helo 
  The CSAR helo is available to be called in to extract any
  US Serious WIA, early prisoner extraction or to provide
  a ground QRF to reinforce the assault teams. It will not
  land until both DShK teams and the SA-7 are destroyed
  and must use either of the HLZs marked on the map.
  Walls and Buildings 
  All stone walls provide a Solid Cover bonus (+1D) as do
  building roofs. All buildings and compound walls
  provide Improved Cover (+2D). Buildings are rated at
  6D8. 
  Positive Identification (PID)
  Checks 
  As the Task Force operates under their own ROE and
  have intelligence indicating a lack of civilian inhabitants,
  there is no requirement to make a PID Check before
  engaging targets in this scenario.
  Al Qaeda Reinforcements 
  There are no al Qaeda reinforcements.
  Optional Rules 
  Night Fighting 
  To add to replay value, this scenario can be played at
  night. Use the Night Fighting rules – units fighting at
  night and lacking night vision devices have their
  Optimum Range reduced by half to 4” in this scenario.
  Treat all US elements beyond their reduced Optimum
  Scenarios
  131
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  Range as if they are Elusive (a unit firing at an elusive
  unit must pass an opposed Quality Check. If the firing
  unit loses the opposed check, it can’t locate the sneaky
  unit well enough to effectively engage it.). Additionally,
  al Qaeda Firepower against US units beyond the reduced
  Optimum Range is also halved.
  Love from above 
  Additionally for the night scenario variant, replace the
  AH-6 gunship and MH-6 sniper team with an orbiting
  AC-130 Spectre gunship in orbiting support. All US
  elements, including pilots, are using NVGs and wearing
  IR strobes and glint patches to mark themselves as
  friendly to the AC-130. The RQ-4 is still considered
  airborne and using its thermal cameras.
  ENDURING FREEDOM
  132
  AH-64D
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  The organizations presented below are rough guidelines
  for the forces they represent, not inviolable “army lists”
  handed down from on high. It is not uncommon for
  commanders to beef up a fireteam with extra men or assets
  or reduce a squad or fireteam by a third or more if lacking
  in manpower. Commanders may strip the machine-
  gunners from their squads to use as an ad hoc “weapons
  squad,” or rifle/grenade launchers may be replaced with
  regular rifles due to restrictive ROEs in an area. 
  In short, unit organizations are as fluid as the
  battlefields they fight on. Don’t get too caught up canonical
  adherence to TO&Es. If you don’t have an organization
  chart for the Third Royal Etruscan Grenadiers, exercise a
  little common sense – chances are they’re organized along
  the lines of the Cold War Soviet WARPAC forces or similar
  to modern western forces.
  The following organization descriptions represent
  common units found on the battlefields represented in
  Enduring Freedom.
  This force list and the organization descriptions it
  includes are not exhaustive. They are tailored to reflect the
  assets and manpower that would be applied to a typical
  Force on Force mission, so they cut off at the Platoon (or
  equivalent) level.
  Organizations are described from the bottom up,
  starting with the Fireteam and working up to the Platoon.
  AFGHAN NATIONAL FORCES 
  Afghan National Army (ANA) 
  Initiative Level: D6 to D10
  Confidence Level: Confident to High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6 to D10/D6 to D12
  ANA Fireteam 1
  1 x FTL w/AK
  2 x Riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  ANA Fireteam 2
  1 x FTL w/AK
  1 x Rifleman w/AK
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:2(M)
  ANA Squad
  1 x Squad Leader w/AK
  1 x ANA Fireteam 1
  1 x ANA Fireteam 2
  ANA Platoon
  1 x Platoon Leader w/AK
  1 x Platoon Sgt. w/AK
  1 x RTO w/AK
  3 x ANA Squads
  133
  SAMPLE ORGANIZATIONS
  ANA soldiers take a break while on
  patrol, 2010
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  AUSTRALIAN FORCES 
  Royal Australian Regiment 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D12
  The basic building block of the Royal Australian
  Regiment (RAR) is the Brick. Two Bricks form a Section.
  Three Sections form a Platoon. 
  Additionally, Maneuver Support Teams (MSTs) are
  available to support regular Rifle Bricks. MSTs are bricks
  armed with AT weapons or heavier infantry suppression
  weapons than the standard infantry brick. MSTs may be
  attached as half a section, as their own section at the
  platoon level or as a company asset.
  The following organization table is for a regular RAR
  Infantry Platoon.
  RAR Rifle Brick
  1 x Brick Leader w/F88*
  1 x Grenadier w/F88/M203 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/F89 SAW (Lt. AP:1/AT:0)
  1 x Rifleman w/F88
  *Note that one Brick Leader is the Section Leader and
  the other is the Assistant Section Leader.
  RAR Section
  2 x RAR Rifle Bricks
  Or
  1 x RAR Rifle Brick
  1 x RAR MST Brick
  RAR Platoon
  3 x RAR Rifle Sections
  Or 
  2 x RAR Rifle Sections
  1 x RAR MST Section
  RAR MST Brick
  1 x Brick Leader* w/F88
  1 x Grenadier w/F88/M203 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/FN MAG58 GPMG (Med. AP:2/AT:0)
  1 x Sniper w/SR-25 or SR-98 rifle
  Note that MST Bricks can be equipped with a mix
  of weapons as required by the mission, including
  any combination of the following: FN MAG, SR25,
  Barrett, Carl Gustav, additional F89s, or FGM-148
  Javelins.
  CANADIAN FORCES 
  Canadian Land Force
  Command (Canadian Army)
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D12
  Fireteam
  1 x Team Leader w/C7 or C8
  1 x Grenadier w/M203A1 (Lt. AP:1/AT:0)
  1 x Gunner w/C9 LMG (Lt. AP:1/AT:0)
  1 x Rifleman w/C7 or C8
  Section
  2 x Fireteams
  Heavy Weapon Detachment 
  1 x Team Leader w/C7 or C8
  1 x Gunner w/C6 GPMG (Med. AP:2/AT0)*
  1 x Assistant Gunner w/C7 or C8
  1 x Rifleman w/C7 or C8
  ENDURING FREEDOM
  134
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  Platoon
  1 x Platoon Leader w/C7 or C8
  1 x Platoon Sgt. w/C7 or C8
  1 x Radio Operator w/C7 or C8
  3 x Sections
  1 x Heavy Weapon Detachment
  UNITED KINGDOM FORCES 
  British Army 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D12
  The basic building block of the British Army is the
  Fireteam. Two Fireteams form a Section. Three Sections
  form a Platoon. 
  The structure of these Sections has varied over the
  course of OEF, as described below:
  British Army Section, 2006–2008
  Fireteam 1
  1 x Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0) 
  1 x Gunner w/L108A1 SAW (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80
  Fireteam 2
  1 x Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0) 
  1 x Gunner w/L108A1 SAW (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80
  British Army Section, 2009+
  Fireteam 1
  1 x Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0) and
  Benelli Shotgun
  1 x Gunner w/L108A1 SAW (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80 or L86A2 LSW
  Fireteam 2
  1 x Asst. Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/L108A1 SAW (Lt. AP:1/AT:0)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  British Army Section, 2010+
  Fireteam 1
  1 x Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0) and
  Benelli Shotgun
  1 x Gunner w/L108A1 SAW (Lt. AP:1/AT:0)
  1 x Designated Marksman (DMR) w/L129A1
  DMR
  Fireteam 2
  1 x Asst. Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0)
  sample organizations
  135
  Soldiers of the Irish Guards perform
  a security patrol in Nahr-e Saraj,
  November, 2010
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x Gunner w/L108A1 Gunner w/L108A1 SAW
  (Lt. AP:1/AT:0)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  British Army Rifle Platoon
  1 x Platoon Commander w/SA-80
  1 x Platoon Sgt. w/SA-80
  1 x Signaler w/SA-80
  1 x Medic w/SA-80
  1 x JTAC w/SA-80 
  1 x Mortarman w/51mm Mortar (60mm post-2008)
  3 x British Army Rifle Sections
  British Royal Marines 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D10 to D12
  The basic building block of the British Royal Marines is
  the Fireteam. Two Fireteams form a Section. Three
  Sections plus a Maneuver Section form a Troop. 
  British Royal Marine Section
  Fireteam 1
  1 x Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/L108A1 SAW (Lt. AP:1/AT:0)
  1 x Rifleman w/SA80 or L86A2 LSW
  Fireteam 2
  1 x Asst. Squad Leader w/SA80
  1 x Grenadier w/SA80 UGL (Lt. Support)
  1 x Gunner w/L108A1 SAW (Lt. AP:1/AT:0)
  1 x Gunner w/GPMG (Med. AP:2/AT:0)
  British Royal Marine Maneuver Support Section
  1 x Section Leader w/SA-80
  1 x Sniper w/Sniper Rifle
  1 x Gunner w/60mm Mortar (Light Mortar)*
  1 x Rifleman w/SA-80
  *One 60mm mortar per Troop
  British Royal Marine Troop
  1 x Platoon Commander w/SA-80
  1 x Platoon Sgt. w/SA-80
  3 x British Royal Marine Sections
  1 x British Royal Marine Maneuver Support Section
  UNITED STATES FORCES 
  US Marine Corps (USMC) 
  US Marine Corps Basic Force Attributes
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D10 to D12
  The basic building block of the United States Marine
  Corps is the Fireteam. Three fireteams under a Squad
  ENDURING FREEDOM
  136
  British Royal Marine Commandos
  take part in Operation Sond Chara,
  the clearance of Nad-e Ali District
  of Helmand Province in southern
  Afghanistan, July 2007
  © Osprey Publishing • www.ospreypublishing.com
  
  Leader form a Squad. Three Squads under a Platoon
  Leader form a Platoon.
  USMC Fireteam
  1 x Fireteam Leader w/M16A4 (ACOG equipped) 
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Assistant Gunner w/M16A4 (ACOG equipped)
  USMC Squad*
  1 x Squad Leader w/M16A4 (ACOG equipped)
  3 x USMC Fireteams
  *One rifleman per squad is a Designated Marksman
  (DMR) equipped with a SAM-R rifle (pre-2008),
  M39 EMR or KAC M110 DMR (post-2010)
  USMC Platoon
  1 x Platoon Leader w/M16A4 (ACOG equipped)
  1 x Platoon Sgt. w/M16A4 (ACOG equipped)
  1 x Navy Corpsman w/M16A4 (ACOG equipped)
  3 x USMC Squads
  Transport is in the form of Humvees, MRAPs, or AAVs.
  US Army 
  Initiative Level: D8 to D12
  Confidence Level: Confident to High
  Supply Level: Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D12
  The basic building block of the US Army is the Fireteam.
  Two Fireteams under a Squad Leader make up a Squad.
  Four Squads make up a Platoon.
  US Army Stryker Brigade Combat
  Team Rifle Platoon
  Rifle Fireteam, Stryker Brigade Combat Team
  1 x Fireteam Leader w/M4 (ACOG equipped)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 SAW (Lt. AP:1/AT:0)
  1 x Assistant Gunner w/M4 (ACOG equipped)
  M320A1 Grenade Launcher (Lt. AP:1/AT:0) available
  from 2009 forward. May substitute Mk 48 Mod 0 machine
  gun (Med. AP:2/AT:0) for M249 SAW from 2010. 
  Rifle Squad, Stryker Brigade Combat Team*
  1 x Squad Leader w/M4 (ACOG equipped)
  2 x Rifle Fireteams
  sample organizations
  137
  US Special Forces operators in the
  Orgun District of Afghanistan, 2002.
  US Marines, Afghanistan, 2009. (Figures by
  Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  *One or two riflemen per squad are designated as
  Designated Marksman (DM).  They are equipped with
  either an M14 or M21 (2005–2008), M14 EBR-RI (2008
  to the present), or M110 (expected to replace the M14
  EBR-RI at a point between 2011 and 2012).
  Weapons Squad, Stryker Brigade Combat Team*
  1 x Squad Leader w/M4 (ACOG equipped)
  2 x Gunners w/M240s (Med. AP:2/AT:0)
  4 x Assistant Gunners w/M4 (ACOG equipped)
  *Note that the Squad can split into two MG teams, each
  of which is treated as a Weapons Team.
  Rifle Platoon HQ, Stryker Brigade Combat Team
  1 x Platoon Leader w/M4 (ACOG equipped)
  1 x Platoon Sgt. w/M4 (ACOG equipped)
  1 x Radio Operator w/M4 (ACOG equipped)
  1 x Forward Observer w/M4 (ACOG equipped)
  1 x Trauma Expert (Medic) w/M4 (ACOG
  equipped)*
  *Medic is attached to the platoon and is not an organic
  asset
  Rifle Platoon Mounted Element, Stryker Brigade
  Combat Team**
  4 x M1126 Stryker ICVs
  3 x Vehicle Commanders*
  4 x Drivers
  *The vacant Vehicle Commander position can be filled
  by one of the platoon’s leaders.
  **It should be noted that the four Strykers have a carrying
  capacity of 44 personnel, but the organization above lists
  45 organic personnel and an attached medic for a total of
  46 personnel. It is unusual for all personnel to be used in
  a given operation as some are tactical cross-loaded to
  other units in the company, are not necessary to the
  operation, or are otherwise unavailable. 
  Rifle Platoon, Stryker Brigade Combat Team
  1 x Rifle Platoon HQ Squad
  3 x Rifle Squads
  1 x Weapon Squad
  US Army Rifle Platoon, Infantry
  Brigade Combat Team
  Rifle Fireteam, Infantry Brigade Combat Team
  1 x Fireteam Leader w/M4 (ACOG equipped)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 SAW (Lt. AP:1/AT0)
  1 x Assistant Gunner w/M4 (ACOG equipped)
  M320A1 Grenade Launcher (Lt. AP:1/AT:0) available
  from 2009 forward.  May substitute Mk 48 Mod 0
  machine gun (Med. AP:2/AT:0) for M249 SAW from
  2010 onward.
  Rifle Squad, Infantry Brigade Combat Team*
  1 x Squad Leader w/M4 (ACOG equipped)
  2 x Rifle Fireteams
  ENDURING FREEDOM
  138
  Soldiers from the 75th Ranger
  Regiment descend in an MH-6 Little
  Bird helicopter flown by pilots
  from the 160th Special Operations
  Aviation Regiment
  © Osprey Publishing • www.ospreypublishing.com
  
  *One or two riflemen per squad are designated as
  Designated Marksman (DM). They are equipped with
  either an M14 or M21 (2005–2008), M14 EBR-RI (2008
  to the present), or M110 (expected to replace the M14
  EBR-RI at a point between 2011 and 2012).
  Weapon Squad, Infantry Brigade Combat Team
  1 x Squad Leader w/M4 (ACOG equipped)
  2 x Anti-Armor Specialists w/M4 (ACOG equipped)
  and Javelin ATGM (AT:4/AP:4(H)
  2 x Gunners w/M240B MGs (Med. AP:2/AT:0)
  2 x Ammo Handlers w/M4 (ACOG equipped)
  2 x A-Gunners w/M4 (ACOG equipped)
  May substitute M240B machine gun for Mk 48 Mod 0
  machine gun from 2010 or M240L from 2011.
  Rifle Platoon HQ, Infantry Brigade Combat Team
  1 x Platoon Leader w/M4 (ACOG equipped)
  1 x Platoon Sgt. w/M4 (ACOG equipped) 
  1 x Radio Operator w/M4 (ACOG equipped) 
  Platoon, Infantry Brigade Combat Team
  1 x Platoon HQ Squad
  3 x Rifle Squad
  1 x Weapons Squad
  The Rifle Platoon in the US Army’s Infantry Brigade
  Combat Teams has no organic transportation.  However,
  in Afghanistan, patrols have been augmented with various
  up-armored HMMWV and MRAP type vehicles.
  US Army Special Forces (“Green
  Berets”) 
  Operational Detachment Alpha (ODA)
  ODA’s are 12 man teams organized to permit a “six man
  split” into two teams as needed. While each member of an
  ODA has a specialized MOS (Military Occupational
  Specialty), team members are extensively cross-trained in
  each other’s specialties to ensure redundancy of critical skill
  sets. Each ODA may have a particular team specialization,
  such as HALO, urban warfare, mountain warfare, etc.
  There are typically 6 ODAs in a Special Forces Company.
  ODAs are usually supported by attached USAF Combat
  Controllers (CCTs) and ODAs involved in Direct Action
  operations (DA) may have an attached USAF Pararescue
  Jumper (PJ). PJs are highly trained and remarkably well-
  conditioned combat medics.
  A typical ODA split into two teams is presented below.
  In this example, the ODA is supported by two pairs of
  CCTs and PJs. Note that it is not unusual for Special Forces
  operators to split into smaller teams of four, three, or two
  in order to accomplish specific mission tasks.
  ODA Teams are often equipped with a SOFLAM
  (Special Operations Forces Laser Acquisition Marker)
  which provides CAS attempt bonus for using a laser
  designator. ODAs routinely have access to Barretts, M24s,
  and M240s as required. 
  ODA Team One
  1 x ODA Detachment Commander w/Suppressed
  M4A1 w/ACOG
  1 x ODA Team Sgt. w/Suppressed M4A1 w/ACOG
  & UGL (Lt. AP:1/AT:0)
  1 x Weapons Sgt. w/SAW (Lt. AP:1/AT:0)
  1 x Medical Sgt.
  1 x Engineering Sgt. w/EBR (Designated Marksman
  – can be split from unit with another member as a
  spotter to act as a Sniper Team)
  1 x Communications Sgt. w/Suppressed M4A1
  w/ACOG
  1 x USAF CCT w/Suppressed M4A1 w/ACOG
  1 x USAF PJ w/Suppressed M4A1 w/ACOG
  sample organizations
  139
  © Osprey Publishing • www.ospreypublishing.com
  
  ODA Team Two
  1 x ODA Asst. Detachment Commander
  w/Suppressed M4A1 w/ACOG
  1 x ODA Intel. Sgt. w/Suppressed M4A1 w/ACOG
  & UGL (Lt. AP:1/AT:0)
  1 x Weapons Sgt. w/SAW (Lt. AP:1/AT:0)
  1 x Medical Sgt. w/Suppressed M4A1 w/ACOG
  1 x Engineering Sgt. w/EBR (Designated Marksman
  – can be split from unit with another member as a
  spotter to act as a Sniper Team) 
  1 x Communications Sgt. w/Suppressed M4A1
  w/ACOG
  1 x USAF CCT w/Suppressed M4A1 w/ACOG
  1 x USAF PJ w/Suppressed M4A1 w/ACOG
  US Army Rangers 
  US Army Ranger Rifle Fireteam
  1 x Fireteam Leader w/M4A1 (ACOG equipped)
  1 x Grenadier w/M203(Lt. AP:1/AT:0)
  1 x Gunner w/M249 SAW (Lt. AP:1/AT:0)
  1 x Assistant Gunner w/M4A1 (ACOG equipped)
  M320 Grenade Launcher (Lt. AP:1/AT:0) available
  from 2009 forward. MK46 Mod 0 MG available
  from 2002.
  US Army Ranger Rifle Squad*
  1 x Squad Leader w/M4A1 (ACOG equipped)
  2 x Rifle Fireteam
  *One rifleman per squad is a Designated Marksman
  (DMR) equipped with a Mk11 DMR, KAC M110 or
  Mk14 EBR rifle.
  US Army Ranger Weapons Squad
  1 x Squad Leader w/M4A1 (ACOG equipped)
  3 x Gunners w/Mk46 or Mk48 (Med. AP:2/AT:0)
  3 x Assistant Gunners w/M4A1 (ACOG equipped)
  3 x Ammo Bearers w/M4A1 (ACOG equipped)
  Members of the squad may also be equipped with
  sniper rifles or Carl Gustavs based on mission
  requirements. Each platoon also has a two-man sniper
  team that may be equipped with sniper and DM rifles
  (Mk11s, Mk12 or M110s; M24s, Mk13s or Barrett
  M107) based on mission requirements.
  US Army Ranger Platoon
  1 x Platoon Leader w/M4A1 (ACOG equipped)
  1 x Platoon Sgt. w/M4A1 (ACOG equipped)
  1 x Radio Operator w/M4A1 (ACOG equipped)
  3 x Ranger Rifle Squads
  1 x Ranger Weapons Squad
  Note that Rangers were equipped with Mk 16 SCARs in
  late 2009–2010. At the time of this writing the future of
  the SCAR is unclear.
  DANISH FORCES 
  Spejderdelinger (Scout
  Platoon) of a Light Recon
  Squadron, Danish Battalion 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D10 to D12
  Spejdergrupper Team (Scout Team)
  1 x Team Leader w/C7A2 or C8A2
  1 x Grenadier w/M203A1 (Lt. AP:1/AT:0)
  1 x Gunner w/LSW or Minimi (Lt. AP:1/AT:0)
  1 x Rifleman w/C7A2 or C8A2
  Spejdergrupper Squad (Scout Squad)
  2 x Spejdergrupper Fireteams
  2 x HMMWV FAVs (may be replaced with
  Jackals/Supacats in the future)
  ENDURING FREEDOM
  140
  © Osprey Publishing • www.ospreypublishing.com
  
  Deltroppen Team (Support Team)
  1 x Team Leader w/C7A2 or C8A2
  1 x Grenadier w/M203A1 (Lt. AP:1/AT:0)
  1 x Gunner w/LSW or Minimi (Lt. AP:1/AT:0)
  Deltroppen Squad (Support Squad)
  4 x Deltroppen Fireteams
  4 x Mowag Eagle IVs
  Spejderdelinger (Scout Platoon)
  1 x Deltroppen (Squad)
  3 x Spejdergrupper (Scout Squads)
  Light Recon Squadrons also have an attached
  Finskyttesektion (Marksman Section) of three
  marksmen/snipers armed with Sako TRG-42 rifles.
  Mechanized Infantry Company
  (Piranhas)/Armored Infantry
  Company (M113G3DKs),
  Danish Battalion 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D10 to D12
  Squad 1
  1 x Section Commander w/C7A2 or C8A2
  1 x Gunner w/LSW (Lt. AP:1/AT:0)
  1 x Rifleman w/C7A2 or C8A2
  Squad 2
  1 x Asst. Section Commander w/C7A2 or C8A2
  1 x Gunner w/LSW (Lt. AP:1/AT:0)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  Section
  1 x Squad 1
  1 x Squad 2
  HQ Squad
  1 x Plt. Commander w/C7A2 or C8A2
  1 x Plt. Sgt. w/C7A2 or C8A2
  1 x Medic w/C7A2 or C8A2
  1 x Signaler w/C7A2 or C8A2
  1 x Gunner w/MG3 (Med. AP:2/AT:0) or Carl
  Gustav (AP:4/AT:2(H)
  1 x Asst. Gunner w/C7A2 or C8A2
  Platoon
  1 x HQ Squad
  3 x Sections
  A Mechanized Infantry Platoon is mounted in three
  MOWAG Piranha IFVs. An Armored Infantry
  Platoon is mounted in 3 M113G3DKs. In 2010 the
  M113G3DKs were replaced with the CV9035DK,
  the Danish variant of the CV90.
  DUTCH FORCES 
  Air Mobile Platoon
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D10
  Section 1
  1 x Group Leader w/C7A1
  1 x Gunner w/Para Minimi (Lt. AP:1/AT:0)
  1 x Rifleman w/40mm GL (Lt. AP:1/AT:0)
  sample organizations
  141
  © Osprey Publishing • www.ospreypublishing.com
  
  1 x Rifleman w/SRAT Panzerfaust 3
  (AP:4/AT4(H w/tandem warhead  – ignores ERA)
  or VRAT AT4 (AP:3/AT:3(H)
  Section 2
  1 x Asst. Group Leader w/C7A1
  1 x Gunner w/Para Minimi (Lt. AP:1/AT:0)
  1 x Rifleman w/40mm GL (Lt. AP:1/AT:0)
  1 x Combat Lifesaver (medic) w/C7A1
  Squad
  1 x Section 1
  1 x Section 2
  Platoon
  1 x Platoon Leader w/C7A1
  1 x Assistant Platoon Leader w/C7A1
  1 x Medic w/C7A1
  3 x Squads
  Armored Infantry Platoon 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D10
  Alpha & Bravo Squads
  3 x YPR vehicle crew (Driver/Gunner/Commander)
  2 x Riflemen w/C7A1
  2 x Gunners w/Para Minimi (Lt. AP:1/AT:0)
  2 x Grenadiers w/C7A1 UGL (Lt. AP:1/AT:0)
  Each squad carries the following gear in their vehicle
  for use as needed:
  1 x SRAT Panzerfaust 3 (AP:4/AT4(H w/tandem
  warhead – ignores ERA)
  1 x VRAT AT4 (AP:3/AT:3(H)
  1 x Shotgun
  1 x FN MAG (Med. AP:2/AT:0)
  Romeo & Echo Squads
  3 x YPR vehicle crew
  (Driver/Gunner/Commander)
  3 x Riflemen w/C7A1
  2 x Gunners w/Para Minimi (Lt. AP:1/AT:0)
  2 x Grenadiers w/C7A1 UGL (Lt. AP:1/AT:0)
  Each squad carries the following gear in their vehicle
  for use as needed:
  1 x SRAT Panzerfaust 3 (AP:4/AT4(H w/tandem
  warhead – ignores ERA)
  1 x VRAT AT4 (AP:3/AT:3(H)
  1 x Shotgun
  1 x Accuracy International Arctic Warfare .338
  Lapua (sniper rifle)
  ENDURING FREEDOM
  142
  A Dutch sniper team fires a warning
  shot at a potential Dicker, Uruzgan
  Province, 2008
  © Osprey Publishing • www.ospreypublishing.com
  
  FRANCE 
  Section de Combat
  (Infantry Platoon) 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D10
  300m Fireteam
  1 x Caporal w/FAMAS
  2 x Soldiers w/FAMAS and Anti Blinde Leger
  Launcher* (AP:3/AT:3(H)
  *French designation for AT-4 Launcher
  600m Fireteam
  1 x Caporal w/FAMAS
  1 x Gunner w/Minimi (Lt. AP:1/AT:0)
  1 x Soldier w/LGI* (Lt. AP:1/AT:0) and FAMAS
  *Lance Grenade Individuel – a light grenade discharger
  Groupe de Combat (Squad)
  1 x Sergent w/FAMAS
  1 x 300m Fireteam
  1 x 600m Fireteam
  Groupe Commandement (HQ Squad)
  1 x Lieutenant w/FAMAS
  1 x Sergent w/FAMAS
  1 x Radio Operator w/FAMAS
  2 x Marksmen w/FR-F2 (Sniper Rifles – may be
  fielded as a Sniper Team)
  Groupe Appui Anti Char (Anti-Tank Squad)
  1 x Caporal w/FAMAS
  2 x Gunners w/Eryx Launchers (SACLOS
  ATGM, Heavy Gun, AP:4/AT:4-Tandem Warhead
  ignores ERA)
  2 x Ammo Bearers w/FAMAS
  Section de Combat (Platoon)
  1 x Groupe Commandement (HQ Squad)
  1 x Groupe Appui Anti Char (Anti-Tank Squad)
  3 x Groupes de Combat (Squads)
  Transport
  4 x AMX-10s or VABs
  4 x Gunners
  4 x Drivers
  GERMANY 
  Initiative Level: D8 to D10
  Confidence Level: Confident to High
  Supply Level: Normal to Abundant
  Body Armor: 1D
  Troop Quality/Morale: D8 to D10/D8 to D10
  sample organizations
  143
  A French Operational Mentor and
  Liaison Team soldier provides security
  during a foot patrol with the Afghan
  national army, Nov. 4, 2008
  © Osprey Publishing • www.ospreypublishing.com
  
  Jäger units (comparable to the US Army Rangers) are
  the basic form of light infantry fielded by the modern
  German Bundeswehr. They specialize in assault and
  defense operations in rough terrain, confined spaces
  and modern urban warfare. They are provided with
  additional training to be Mountaineers (with emphasis
  on winter warfare) or Paratroopers. Jäger units are vital
  to the Bundeswehr due to their versatility and the
  nature of modern-day peacekeeping missions abroad.
  Panzergrenadier units benefit from the mobility and
  protection offered by their armored fighting vehicles.
  They are especially well-suited for swift changes between
  mounted and dismounted combat to maintain the
  momentum of an armored assault. Their versatility and
  quick reaction capability enables them to gain and
  maintain the initiative and determine the outcome of an
  engagement. They wield enough heavy firepower to
  outflank and overcome any armored threats the enemy
  might field. Panzergrenadier units of the modern
  Bundeswehr work closely with the formations of
  Leopard 2 MBTs, securing and supporting their
  missions where necessary.
  It should be noted that most German units in
  Afghanistan, even the Panzergrenadier units, have
  adopted the Jäger organization to optimize mobility and
  flexibility for patrolling units.
  Marders tend to be used as direct fire support vehicles
  rather than transports and are occasionally manned by
  Jäger teams who have been trained to operate them.
  It should also be noted that a recent reorganization of the
  Bundeswehr provides most Panzer and Panzergrenadier
  Divisions with a Jäger Battalion.
  It is becoming a common practice to provide squads
  with at least one G3 (7.62mm) rifle with scope for use
  by a Designated Marksman. Additionally, one MG4
  SAW is in each squad is commonly replaced with a MG3
  GPMG (Med. AP:2/AT:0) to provide better penetration
  of Afghanistan’s sun-baked mud walls.
  The use of sniper teams is widespread and they are often
  armed with G82 (Barrett .50 Sniper Rifle) and G22 rifles.
  Gebirgsjäger or
  Fallschirmjäger Zug
  (Mountaineer or Paratroop
  Platoon) 
  Jäger Trupp (Fireteam)
  1 x Truppführer (Fireteam Leader) or
  Gruppenführer (Squad Leader) w/G36 
  1 x Soldat w/G36/AG36 UGL (Lt. AP:1/AT:0)
  1 x Soldat w/MG4 (Lt. AP:1/AT:0)
  1 x Soldat w/G36 
  1 x Soldat w/G36 
  Jäger Gruppe (Squad)
  2 x Jäger Trupp (Fireteams), one replaces the
  Truppführer (Fireteam Leader) with a
  Gruppenführer (Squad Leader) w/G36
  Jäger Zugführergruppe (Platoon HQ)
  1 x Zugführer (Platoon Leader) w/G36
  1 x Soldat w/G36/AG36 UGL (Lt. AP:1/AT:0)
  1 x Soldat w/MG4 (Lt. AP:1/AT:0)
  1 x Soldat w/G36 
  1 x Funker (radio operator) w/G36 and radio
  1 x Jäger Trupp (Fireteam) 
  Jäger Zug (Platoon)
  1 x Jäger Zugführergruppe (Platoon HQ)
  3 x Jäger Gruppe (Squads)
  Transport
  4 x Tpz Fuchs
  ENDURING FREEDOM
  144
  © Osprey Publishing • www.ospreypublishing.com
  
  145
  Note: The German Jäger infantry draws vehicle
  commanders, gunners and drivers directly from the
  squads. Dismounting all infantry from their transport
  leaves the vehicles idle without crew.
  The recent deployments of the German Bundeswehr
  to Afghanistan have shown the need to utilize lighter
  transport vehicles like the ATF Dingo or the Swiss-made
  MOWAG Eagle IV, to reduce the damage to the Afghan
  infrastructure and (first and foremost) increase
  protection of the soldiers against IED or mine attacks.
  Due to the lower passenger capacity of the lighter
  vehicles, simply consider a Jäger platoon always having
  enough of the listed transports to carry everybody. A
  mix of transport vehicles is common practice within the
  German contingent in Afghanistan.
  Panzergrenadier Zug
  (Platoon) 
  Panzergrenadier Gruppe (Squad)
  1 x Gruppenführer (Squad Leader) w/G36 
  1 x Soldat w/Panzerfaust 3 (Med. AP:2/AT:2(M),
  ignores ERA) and G36 
  1 x Soldat w/G36 and HK69A1 Grenade Launcher
  40mm (Lt. AP:1/AT:0)
  1 x Soldat w/MG3 GPMG (Med. AP:2/AT:0) 
  1 x Soldat w/G36 
  1 x Soldat w/G36 
  Panzergrenadier Zugführergruppe (Platoon HQ)
  1 x Zugführer (Platoon Leader)w/G36 
  1 x Soldat w/Panzerfaust 3 (Med. AP:2/AT:2(M),
  ignores ERA) and G36 
  1 x Soldat w/G36 and HK69A1 Grenade Launcher
  40mm (Lt. AP:1/AT:0)
  1 x Soldat w/MG3 GPMG (Med. AP:2/AT:0) 
  1 x Soldat w/G36 
  1 x Funker (radio operator) w/G36 and radio 
  Plus
  1 x MILAN ATGM (AP: 5D/AT: 4D, ignores ERA)
  that may be fired from the HQ’s Spz Marder if the
  commander is unbuttoned OR can be carried by the
  dismounted Zugführergruppe.
  Panzer Grenadier Zug (Platoon)
  1 x Panzergrenadier Zugführergruppe (Platoon HQ)
  3 x Panzergrenadier Gruppen (Squads)
  Transport
  4 x Spz Marder
  4 x Vehicle Commanders w/PDW (SMG, either UZI
  or MP-7)
  4 x Drivers w/PDW (SMG, either UZI or MP-7)
  4 x Gunners w/PDW (SMG, either UZI or MP-7)
  Note: The German Panzergrenadier infantry draws
  vehicle commanders, gunners and drivers directly from
  the squads, but they differ from Jäger units in that the
  Grenadier squad’s designated drivers, gunners and
  vehicle commanders will not dismount with the
  Panzergrenadier Gruppe. They will always man their
  IFV to support the dismounts and vice versa. The crew
  and their weapons are listed for instances where the crew
  would have to dismount due to vehicle damage.
  sample organizations
  © Osprey Publishing • www.ospreypublishing.com
  
  146
  AUSTRALIAN DEFENSE FORCE (ADF) 
  VEHICLES
  ADF SOFT SKIN VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/
  Attributes
  Bushmaster
  S
  W
  FN MAG (Med.
  AP:3/AT:0)
  M2HB HMG (Hvy.
  AP:5/AT:1)
  N/A
  Light
  3D
  (Rear
  facing)
  2D6
  2D6
  2D6
  1D6
  1+9
  Up-Armored
  Improved MG for M2HB –
  Remote Weapon System
  (RWS)
  Smoke Dischargers
  Vehicle must be manned
  with one soldier per weapon
  if FN MAG and rear facing
  MG is to be fired.
  Mine Resistant
  Lifesaver
  Land Rover
  Surveillance
  Reconnaissance
  Vehicle (SRV)
  S
  W
  FN MAG (Med.
  AP:3/AT:0)
  M2HB HMG (Hvy.
  AP:4/AT:1)
  MK19 AGL (Med.
  AP:3/AT:0)
  N/A
  Light
  N/A
  3D 
  1D6
  1D6
  1D6
  1D6
  3
  Smoke Dischargers
  Vehicle must be manned
  with one soldier per weapon
  to be fired.
  Mine Resistant
  Land Rover
  Perentie Long
  Range Patrol
  Vehicle (LRPV)
  S
  W
  FN MAG (Med.
  AP:3/AT:0)
  M2HB HMG (Hvy.
  AP:4/AT:1)
  MK19 AGL (Med.
  AP:3/AT:0)
  N/A
  Light
  N/A
  3D 
  1D6
  1D6
  1D6
  1D6
  3
  Smoke Dischargers
  Vehicle must be manned
  with one soldier per weapon
  to be fired.
  Mine Resistant
  ADF LIGHT VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  ASLAV PC
  L
  W
  FN MAG (Med.
  AP:3/AT:0)
  M2HB HMG (Hvy.
  AP:4/AT:1)
  MK19 AGL (Med.
  AP:3/AT:0)
  N/A
  Light
  N/A
  3D
  3D8
  2D8
  2D6
  1D6
  2+9
  Improved MGs (RWS) for
  the M2HB
  Amphibious
  Can be equipped with Bar
  Armor
  ASLAV 25
  L
  W
  25mm Chain Gun
  (AP:5/AT:3)
  Medium
  3D
  3D8
  2D8
  2D6
  1D6
  3+6
  Amphibious
  Can be equipped with Bar
  Armor
  Bushmasters
  Australian ASLAV-25
  © Osprey Publishing • www.ospreypublishing.com
  
  Vehicles
  147
  CANADIAN VEHICLES 
  CANADIAN LIGHT VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  LAV III
  L
  W
  Turret Mounted
  25mm Chain Gun
  (AP:5/AT:3)
  Medium
  3D6
  3D8
  2D8
  2D6
  1D6
  2+7
  Enhanced Fire Control
  Lifesaver
  May be fitted with Bar
  Armor
  DANISH SOFT SKIN VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  M1045A2
  HMMWV FAV
  S
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  Light
  N/A
  1D6
  1D6
  1D6
  1D6
  1+4
  Smoke Dischargers
  DUTCH LIGHT VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  YPR-765
  L
  T
  25mm Chain Gun
  (AP:5/AT:3)
  Medium
  3D
  3D8
  2D8
  2D6
  1D6
  3+7
  Amphibious
  DANISH LIGHT VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  CV9035DK
  M
  T
  Bushmaster III 35/50
  (AP:5/AT:3(M)
  7.62mmCommander’s
  MG (AP:3/AT:0)
  Medium
  3D
  3D10
  2D10
  2D8
  1D
  2+7
  Can be fitted with Bar Armor
  Smoke Projectors
  Must be unbuttoned to utilize
  Commander’s MG
  M113G3DK
  L
  T
  12.6mm HMG (Hvy.
  AP:4/AT:1)
  Light
  N/A
  3D8
  2D8
  2D6
  1D6
  2+11
  Up-Armored
  Obsolete
  MOWAG Eagle
  IV
  L
  W
  Bofors Lemur OH
  WS 12.7mm
  (AP:5/AT:1)
  Light
  N/A
  3D8
  2D8
  2D6
  1D6
  1+4
  Mine Resistant
  Enhanced Fire Control
  (RWS)
  MOWAG
  Piranha III
  L
  W
  12.7mm HMG (Hvy.
  AP:4/AT:1)
  Light
  N/A
  3D8
  2D8
  2D6
  1D6
  2+9
  Enhanced Fire Control
  Lifesaver
  May be fitted with Bar
  Armor
  Dutch YPR
  DUTCH VEHICLES 
  DANISH VEHICLES 
  © Osprey Publishing • www.ospreypublishing.com
  
  ENDURING FREEDOM
  148
  FRENCH VEHICLES 
  GERMAN VEHICLES 
  FRENCH SOFT SKIN VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  VBL
  S
  W
  AA-52 GPMG (Med.
  AP:3/AT:0)
  N/A
  N/A
  2D6
  2D6
  2D6
  1D6
  2+1
  Up-Armored
  VBL RECO 12.7
  S
  W
  12.7mm HMG (Hvy.
  AP:4/AT:1)
  Light
  N/A
  2D6
  2D6
  2D6
  1D6
  2+1
  Up-Armored
  VBL RECO 12.7
  Marder IFV
  GERMAN LIGHT VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  Tpz Fuchs APC
  L
  W
  Front Mounted
  GPMG (Med.
  AP:3/AT:0)
  Rear Mounted
  GPMG (Med.
  AP:3/AT:0)
  N/A
  N/A
  N/A
  3D8
  2D8
  2D6
  1D6
  2+10
  Amphibious
  Lifesaver
  GERMAN MEDIUM VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  Marder 1A5
  IFV
  M
  T
  20mm Autocannon
  (AP:3/AT:2)
  Milan ATGM
  (AP:4/AT:4*)
  *Ignores ERA
  Light
  Heavy
  3D
  3D10
  2D10
  2D8
  1D6
  3+6
  Hardened
  Lifesaver
  Cannot fire main gun and
  ATGM in the same
  Activation/Reaction
  © Osprey Publishing • www.ospreypublishing.com
  
  Vehicles
  149
  UK VEHICLES 
  UK SOFT SKIN VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  Land Rover
  Snatch
  S
  W
  7.62mm GPMG
  (Med. AP:3/AT:0)
  N/A
  N/A
  1D6
  1D6
  1D6
  1D6
  1+7
  Hardened
  Land Rover
  WMIK
  S
  W
  7.62mm GPMG
  (Med. AP:3/AT:0)
  or
  M2HB HMG (Hvy.
  AP:4/AT:1)
  N/A
  Light
  3D 
  2D6
  2D6
  1D6
  1D6
  2+8
  Hardened
  Open Top
  Pinzgauer 4 x4
  S
  W
  7.62mm GPMG
  (Med. AP:3/AT:0)
  N/A
  N/A
  1D6
  1D6
  1D6
  1D6
  2+8
  Pinzgauer 6x6
  S
  W
  7.62mm GPMG
  (Med. AP:3/AT:0)
  N/A
  N/A
  1D6
  1D6
  1D6
  1D6
  2+10
  Iveco Panther
  CLV
  S
  W
  7.62mm GPMG
  (Med. AP:4/AT:0)
  N/A
  N/A
  2D6
  2D6
  1D6
  1D6
  1+3
  Hardened
  Advanced Fire Control
  (RWS)
  Vector PPV
  S
  W
  7.62mm GPMG
  (Med. AP:4/AT:0)
  or
  Minimi (Lt.
  AP:2/AT:0)
  N/A
  N/A
  N/A 
  2D6
  2D6
  1D6
  1D6
  2+6
  Hardened
  M-WMIK
  (Jackal)
  S
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  HK GMG (Med.
  AP:3/AT:0)
  Light
  Light
  3D (Pintel
  Mounted
  GPMG)
  2D6
  2D6
  1D6
  1D6
  3
  Up-Armored
  Open Top
  Mine Resistant
  Lifesaver
  Menacity
  S
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  HK GMG (Med.
  AP:3/AT:0)
  Light
  Light
  3D (Pintel
  Mounted
  GPMG)
  2D6
  2D6
  1D6
  1D6
  3
  Up-Armored
  Open Top
  Mine Resistant
  Lifesaver
  Land Rover Snatch
  Land Rover WMIK
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  ENDURING FREEDOM
  150
  UK LIGHT VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  BvS10 Viking
  L
  T
  7.62mm GPMG
  (Med. AP:3/AT:0)
  N/A
  N/A
  3D8
  2D8
  2D6
  1D6
  2+8
  Amphibious
  May be fitted with Bar
  Armor
  Main gunner protected
  by gun shield, rear
  gunner with Minimi
  manned by infantry
  passengers (no gun
  shield)
  FV103 Spartan
  L
  T
  7.62mm GPMG
  (Med. AP:3/AT:0)
  N/A
  N/A
  3D8
  2D8
  2D6
  1D6
  2+5
  Amphibious
  May be fitted with Bar
  Armor
  FV510 Warrior
  L
  T
  30mm Autocannon
  (AP:4/AT:3)
  7.62mm GPMG
  (Med. AP:3/AT:0)
  Medium
  N/A
  3D
  3D8
  2D8
  2D6
  1D6
  3+2
  Can be Up-Armored
  BvS10 Viking
  FV510 Warrior (Photo taken in Bosnia,
  1997
  FV103 Spartan
  Buffalo MVP 6x6
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  Vehicles
  151
  US VEHICLES 
  US SOFT SKIN VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  M1151A1
  w/B1 Kit
  S
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  Mk19 AGL (Med.
  AP:3/AT:0)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A
  N/A
  2D6
  2D6
  2D6
  1D6
  1+4
  Up-Armored
  May be fitted with
  Improved MGs (CROWS)
  for +1 FP die for MGs
  MP version mounts CS
  grenade launchers
  M966 TOW
  Carrier
  S
  W
  TOW II ATGM
  (AP:3/AT:4)
  M240G GPMG
  (Med. AP:3/AT:0)
  Heavy
  N/A
  N/A
  2D6
  2D6
  2D6
  1D6
  1+4
  Up-Armored
  May fire and move at
  Tactical Speed
  Cougar 4 x4 MRAP
  MaxxPro 4 x4 MRAP
  M1126 Strykers
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  152
  US HEAVY VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  M1A2 Abrams
  MBT
  H
  T
  120mm (AP:5/AT6)
  M2HB HMG (Hvy.
  AP:4/AT:1)
  Heavy
  Light
  4D
  5D12
  4D12
  3D12
  2D8
  4
  Up-Armored
  Heavy Hitter
  Improved MGs
  Safe Haven
  Lifesaver
  M1040 Canister Round:
  6D vs Troops in open/Lt.
  Cover. TQ Test for
  availability
  M2HB can only be fired
  when TC is unbuttoned
  US LIGHT VEHICLES
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Notes/Attributes
  Buffalo MVP
  6x6
  L
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A
  3D8
  2D8
  2D6
  1D6
  2+4
  Lifesaver
  Mine Resistant
  Hardened
  Equipped with remote
  operator arm. Used in
  mine clearing ops
  Caiman MRAP
  6x6
  L
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A 
  3D8
  2D8
  2D6
  1D6
  2+10
  Lifesaver
  Mine Resistant
  Hardened
  Cougar MRAP
  4 x4
  L
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A 
  3D8
  2D8
  2D6
  1D6
  2+6
  Lifesaver
  Mine Resistant
  Hardened
  May be fitted with Bar
  Armor
  Cougar-A2
  MRAP 4 x4
  L
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A 
  4D8
  3D8
  3D6
  1D6
  2+6
  Lifesaver
  Mine Resistant
  Hardened
  Up-Armored
  May be fitted with Bar
  Armor
  MaxxPro
  MRAP 4 x4
  L
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A 
  3D8
  2D8
  2D6
  1D6
  2+6
  Lifesaver
  Mine Resistant
  Hardened
  MaxxPro
  MRAP 6x6
  L
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A 
  3D8
  2D8
  2D6
  1D6
  2+10
  Lifesaver
  Mine Resistant
  Hardened
  RG-31 Mk 5
  MRAP 4 x4
  L
  W
  M2HB HMG (Hvy.
  AP:4/AT:1)
  or
  M240G GPMG
  (Med. AP:3/AT:0)
  Light
  N/A
  N/A 
  3D8
  2D8
  2D6
  1D6
  2+6
  Enhanced Fire Control
  Lifesaver
  Mine Resistant
  Hardened
  M1126 Stryker
  ICV
  L
  W
  RWS M2HB HMG
  (Hvy. AP:5/AT:1)
  or
  RWS Mk 19 AGL
  (Med. AP:4/AT:0)
  Light
  N/A
  N/A
  3D8
  2D8
  2D6
  1D6
  2+9
  Enhanced Fire Control
  Lifesaver
  May be fitted with Bar
  Armor
  ENDURING FREEDOM
  © Osprey Publishing • www.ospreypublishing.com
  
  UNIFORM GUIDE 
  USMC 
  Marines in Afghanistan currently wear the arid desert
  digital pattern known as MARPAT (Marine Pattern)
  with Coyote Brown covers for their MTV (Modular
  Tactical Vest) body armor. Prior to its full adoption by
  2004, Marines wore three color desert pattern DCUs
  (Desert Camouflage Utilities) with a mix of Coyote
  Brown and woodland pattern covers for their
  Interceptor combat body armor (some units received
  DCU covers but these were relatively rare). Most
  webbing items including chest rigs and magazine
  pouches are now issued in Coyote Brown. Their helmet
  is the Marine only issue Lightweight Helmet with
  MARPAT pattern covers (which ironically was available
  to many units before the MARPAT uniform itself).
  In terms of small arms, the M16A4 equipped with
  ACOG optical sight remains the issue rifle for the Corps,
  including three per squad with M203 launchers (one per
  fireteam). M4A1s are issued in small quantities mainly
  to MARSOC operators, LAR crews and dismounts and
  infantry RTOs and leaders. The standard fireteam
  support weapon is the M249 SAW in the Para variant
  with collapsible stock. Some of these mount the ACOG
  magnified gun sight. One rifleman in each squad is
  identified as a Designated Marksman (DM). Marine
  DMs may use M14s or SAM-R DMRs pre-2008, though
  these were both largely replaced by the M39 Enhanced
  Marksman Rifle (a USMC version of the M14 Enhanced
  Battle Rifle used by the Army). The M39 itself is being
  replaced by the KAC M110 DMR or Mk11 Mod2. 
  The company’s Weapons Platoon has the M240G light
  machine gun available along with the Mk183 SMAW in
  Assault Engineer teams and the M32 multi-shot grenade
  launcher, M136/AT-4. M72 LAW rockets are often issued
  at squad level for use against strongpoints. FGM-148
  Javelins are also available at the Weapons Platoon level.
  Sniper rifles are allocated at the Company or Battalion
  level. Scout Sniper Platoons receive the bolt action M40A3
  as their primary rifle, supported by DMRs and the Barrett
  .50 M82A3.
  US ARMY 
  The Army wore three color desert DCUs with a mix of
  woodland and three color pattern body armor covers up
  until 2005 when the ACU (Army Combat Uniform),
  also known as ACUPAT or UCP (Universal Camouflage
  Pattern), was adopted with a matching cover for the
  Interceptor vest. As per the Marines, matching webbing
  and pouches are now issued in ACU. The Army wears
  the MICH helmet known as the ACH (Advanced
  Combat Helmet) with ACU pattern. Post 2010, the US
  Army has adopted the commercial Crye Multicam
  pattern for all units operating outside the wire
  in Afghanistan.
  The M4A1 carbine has increasingly become the
  standard in Army combat units, nearly always mounted
  with a mixture of ACOG and Aimpoint sights. As per the
  Marines, two per squad are issued with under-slung
  grenade launchers, either the older M203 or the newly
  issued M320. The M249 SAW is deployed in both its
  standard fixed stock and Para versions again often with
  ACOG or Aimpoint sights. M240Bs are issued at Weapons
  Platoon level but may be attached at squad level. The Army
  also uses DMRs – normally equipped with the M14 EBR-
  RI. The M110 (version of the Mk11 or SR-25) is slated to
  replace the EBR in the near future. Snipers, again normally
  allocated at battalion level (company level for Stryker
  BCTs), carry the M24 but also have the M110 and M107
  Uniform Guide
  153
  © Osprey Publishing • www.ospreypublishing.com
  
  ENDURING FREEDOM
  154
  82nd Airborne on patrol
  © Osprey Publishing • www.ospreypublishing.com
  
  Barrett available. Both M136/AT-4 and LAW rockets are
  issued at section level as required.
  Ranger fireteams may have Mk46 Mod 0 SAW post-
  2002 or M249 Para SAWs from 2001. Weapons Platoons
  may have Mk48s to replace M240s post-2002. DMs in
  Army and Rangers may use scoped M14s – mainly pre-
  2003, but also available later in the war. Predominantly the
  Mk11 DMR is favoured with some Mk14 EBRs in use.
  Rangers and regular Army grenadiers may use the
  M320 40mm launcher from 2009.
  BRITISH ARMY & ROYAL
  MARINES 
  The British Army and Royal Marines currently are issued
  a propriety uniform based on Multicam and known as
  MTP (Multi Terrain Pattern). Osprey armor covers and
  webbing are becoming available in MTP as are helmet
  covers. They are also still issued one set of desert DPMs
  (Disruptive Pattern Material) for use in the high desert as
  this pattern proved superior to MTP in this environment.
  Prior to 2010, all units were issued desert DPM however
  temperate DPM items were also often worn, particularly in
  the Green Zones.
  The Brits carry the SA80A2, or more properly the
  L85A2, as their standard rifle. The SA80A2 is equipped
  with either the older SUSAT, interim issue ACOG or the
  recently adopted Elcan Spectre. Two per section mount
  the L17A2 Underslung Grenade Launcher (UGL). The
  structure of British fireteams and exact rate of weapons
  issue has been modified several times both doctrinally and
  in theater since 2006. Originally, the section had a L110A2
  Minimi and an L86A2 LSW per fireteam. Due to the lack
  of a sustained fire capability from the LSW (it uses a
  standard SA80 30 round magazine), the LSW was dropped
  and a second Minimi replaced it.
  Some units, particularly the Paras, had unofficially been
  pushing down the issue of L7A2 GPMGs to section level
  for some time before this became doctrine in 2010. The
  “on paper” organization of a British section in 2010
  included the Charlie fireteam employing an SA80, an SA80
  UGL, a Minimi and an LSW with the Delta fireteam
  carrying an SA80, an SA80 UGL, a Minimi and a GPMG.
  In theater, the LSW has been replaced by the newly issued
  Designated Marksman Rifle, the L129A1, in at least one
  section of the platoon with the LSW often being replaced
  by another Minimi or SA80 in the other sections. British
  infantry platoons also have a 60mm light mortar available
  attached to the platoon headquarters group (replacing the
  previously issued 51mm) and a combat shotgun, the
  L128A1, is issued as a secondary entry weapon to one
  member of each section. 
  THE TALIBAN & AL QAEDA 
  The Taliban dress as per the Afghan civilian population,
  typically in the two piece shalwar kameez (baggy
  trousers and long over shirt) which is always one
  matching color. They often wear a waistcoat in any
  number of colors over the shalwar kameez or sometimes
  a combat jacket, generally in US woodland pattern. The
  Taliban were known for their distinctive black silk
  turbans although this is less so today with many wearing
  white turbans or other headgear. 
  Al Qaeda and other foreign fighters wear a mix of
  Afghan shalwar kameez and western dress. AQ tend to
  wear their trousers six inches too short, a Salafist religious
  requirement. They also often dye their beards red or
  yellow. Footwear is another distinguishing feature with AQ
  often wearing tennis shoes or western hiking boots. Indeed
  they have been seen wearing high-end civilian outdoors
  clothing such as North Face or camouflage clothing
  including US and NATO patterns, particularly among the
  mountains along the Pakistani border. These fighters also
  commonly wear balaclavas to aid in concealing their
  identity from ISI informers and American drones. 
  155
  Uniform Guide
  © Osprey Publishing • www.ospreypublishing.com
  
  156
  PAINTING GUIDE
  USMC
  For this supplement the AAG studio did up a new
  USMC force using Elhiem Figures to represent a 2009
  USMC unit as operating in Helmand Province.
  Although at first glance the camo pattern uniforms
  may seem hard to do, once you look at a few pictures of
  the men in combat you will see the uniform fades out to
  an almost single color tone at a distance. We therefore
  decided to “suggest” the look of the uniforms on the
  studio army rather than actually paint the camo in!
  First, undercoat your models. We use a black spray
  primer to give depth to the colors that go on over it. The
  next thing we do is give the models an entire covering of
  Vallejo German Camo Black Brown (822). This provides
  a nice base for the next stage.
  Now we apply the basic uniform color. For this we
  used Vallejo Iraqi Sand (810) and gave the figures a good
  overall coating. We then added Vallejo Deck Tan (986)
  to the Iraqi Sand at a 1:1 mix and drybrushed this onto
  the figures. Drybrushing involves using a large brush
  and wiping off most of the paint. You then run the brush
  over the figure and it leaves the lighter color on the
  raised areas, instantly highlighting the model quickly
  and easily. After this we drybrushed on the Deck Tan
  and for a final light drybrush added Vallejo Ivory (918)
  to the Deck Tan, again at a 1:1 ratio. 
  Now we had the basic uniform color we needed to
  define all the detail and add the suggestion of a camo
  pattern. For this we used a little trick of the trade. We
  took some Games Workshop Devlan Mud and mixed it
  with some artists liquid matt varnish at a 1:1 ratio. We
  then applied this all over the figures. The use of the
  varnish instead of water allows the wash to flow and sit
  into cracks, but it also blends together all the stages of
  the dry-brush and as the mix sits and dries it adds a
  subtle pattern to the figure that suggests the look we are
  after. It’s a quick and easy way to get the uniform looking
  good on the tabletop.
  The next stage was to do all the webbing and boots
  on the figures in Vallejo English Uniform (921) and this
  was then washed with Devlan Mud wash. Once this was
  dry we went back over the webbing in English Uniform
  leaving the wash in the cracks. As a final highlight to the
  webbing we used Vallejo US Drab Earth. We also did
  some of the goggle covers in this color and then a few in
  Iraqi Sand as well to break it up a little and add some
  variation as seen in pictures of the real troops.
  Next we did all the weapons. These were done in
  Vallejo German Grey (995), then given a black ink wash,
  re-highlighted with German Grey and then a final
  highlight was done using Vallejo Dark Grey (994). This
  was just applied over raised areas and around scopes and
  along barrels to pick out the detail. We then used Vallejo
  Example of SMAW highlighted as described.
  (Figures by Elhiem Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  PAINTING GUIDE
  157
  Oily Steel (865) to pick out magazines. For other support
  weapons we basecoated them in Vallejo Camo Olive
  Green (894) and added a little of Vallejo Buff (976) for
  the highlight. We used this on the SMAW and on ammo
  boxes, though these can also be done in the same way as
  the weapons.
  Finally we did the flesh with a basecoat of Vallejo Red
  Leather (818) followed by highlights of Vallejo Medium
  Skintone (860) and then Vallejo Flat Flesh (955). We
  tend to mix the colors with each other to make the
  highlights more subtle but this does take a bit more time.
  We think it’s worth it though! 
  Finally, we painted in the goggle lenses in Dark Grey
  and painted a few of the guys as if they are wearing gloves,
  using either Dark Grey or Russian Green. To both colors
  we added a dab of Buff for the highlight color. 
  We painted the bases in Vallejo Desert Yellow (977)
  and drybrushed them with Iraqi Sand. We then added
  some static grass and Siflor tufts to finish them off. 
  BRITISH ARMY & MARINES 
  As well as painting up USMC for the book, the AAG
  Studio also did up an army using Britannia Miniatures’
  range of Afghanistan British. We developed a fast, but
  effective, way of turning out British troops wearing the
  distinctive DPM clothing.
  First of all we undercoated the figures black and
  then applied an overall coat of Vallejo Iraqi Sand to the
  figure. We then used Vallejo English Uniform to add
  camo “splotches” to the figure in a random manner,
  covering around 50% of the figures’ clothing and
  webbing in this manner. We also painted the boots in
  this color. Next we applied an overall wash of GW
  Devlan Mud to the entire model.
  Once this had thoroughly dried, we went back over
  the figure with Iraqi Sand, using short streaks and flicks
  of paint to highlight the areas of the original Iraqi Sand
  basecoat showing through. This acted both as a highlight
  and to make the camo pattern stand out more. We did a
  few streaks of Iraqi Sand over the English Uniform
  “splotches” to make the pattern seem more realistic. We
  also went over the webbing and the water bladder, as well
  as the goggle strap and helmet to make all these items
  stand out and accentuate the details. We also used
  English Uniform to highlight the boots.
  Next we painted in the gun with Vallejo German
  Dark Grey and Vallejo Russian Green for ammo boxes.
  We added a bit of Vallejo Buff to the German Dark Grey
  to add a few highlights to the guns.
  For the flesh and goggles, we used the same methods
  as in the USMC guide. We also based them in the same
  way to keep all the basing consistent. This system is a
  quick way of producing Modern British, but it works
  well and allows you to get your guys on the table quick!
  I hope the above helps you to try and paint up your
  own USMC or British force for Operation Enduring
  Freedom, it’s a lot easier than it sounds and practice
  makes perfect! Don’t forget to check out the Ambush
  Alley forum for more tutorials and to check out the latest
  stuff the AAG Studio is cranking out! 
  Piers Brand  – AAG Studio
  © Osprey Publishing • www.ospreypublishing.com
  
  158
  A large number of miniatures are currently available in
  the three dominant Ambush Alley scales – 15mm,
  20mm and 28mm – with more being added frequently.
  In 15mm, Rebel Miniatures (www.rebelminis.com) and
  QRF (www.quickreactionforce.co.uk) both produce
  suitable miniatures for US and UK forces along with
  opposition (QRF produce Afghan irregulars and Afghan
  National Police). QRF has created a huge range of
  modern vehicles for ISAF and OEF forces including
  such theater-specific vehicles as the British Mastiff
  MRAP, the Panther CLV and an RQ-1 Predator. Peter
  Pig (www.peterpig.co.uk) also produces a range of
  15mm miniatures in their AK47 Republic Range with
  some useful US infantry and vehicles. 
  In 20mm, the options for the Afghanistan gamer
  open up considerably and this scale is perhaps best
  served of all. For miniatures, Elhiem Figures
  (www.elhiemfigures.com) manufactures an ever-
  increasing range of quality 20mm figures including
  Afghan specific 2009 US Marines, IOTV-clad US
  Army, 2008 Brits in Osprey body armor, Special Forces
  and Taliban. 
  Britannia Miniatures (www.Britanniainkerman.com)
  also cast an Afghanistan-specific 20mm range of
  Taliban, British and US Army along with civilians,
  wounded, media (including a great not Ross Kemp) and
  specialist figures such as an EOD operator and mine
  clearer, Taliban on motorcycles, private military
  contractors, helicopter crews and a military working dog
  team. Britannia offers an accompanying range of vehicles
  including the WMIK, M-WMIK Jackal, Mastiff, Viking
  and even a civilian Jingle Truck. 
  Wartime Miniatures (www.wartimeminiatures.com)
  of Australia also produces an Afghan range focusing on
  the ADF’s contribution and featuring both regular army
  and Special Forces along with an expanding range of
  Taliban insurgents. Wartime also manufacture the
  Bushmaster IMV. 
  A relatively new company, Under Fire Miniatures
  (www.underfireminiatures.com), have several ranges
  available including 2006 Brits in Helmand, 2010 Brits in
  the new Osprey Assault Armor and Mk7 helmet, and a
  small range of Taliban. Under Fire produce SFMG
  mount GPMG and .50 HMG teams perfect for scenarios
  featuring the defence of patrol bases or FOBs. 
  S&S Models (www.sandsmodels.com) have perhaps
  the largest range of vehicles for the modern period with
  many useful for Afghanistan such as UK and US
  MRAPs, Strykers and numerous vehicles suitable for
  European ISAF nations. S&S also produce a growing
  range of figures (including Taliban and Afghan civilians)
  and accessories such as Afghan rugs, local Afghan
  produce and even Hot Spot markers! 20mm gamers have
  the advantage of the huge range of 1/72 plastic kits and
  pre-assembled and pre painted diecast models from the
  likes of Dragon, Easy Model and Forces of Valor.
  For 28mm gamers, the selection of excellent figures
  and vehicles continues to expand. Leading the pack is
  Empress Miniatures (www.empressminiatures.com)
  with a wonderful range of US regulars and SOF along
  with Taliban. Helmand British are also rumoured.
  Eureka Miniatures (www.eurekamin.com) of Australia
  also make a lovely range of compatible Taliban and
  USMC 
  Force 
  Recon. 
  The 
  Assault 
  Group
  (www.theassaultgroup.com) produces small ranges of
  Afghan, US and British while S&S Models and Imprint
  Models (www.imprintmodels.co.uk) manufacture
  vehicles suitable for Afghanistan. 
  MINIATURES GUIDE
  © Osprey Publishing • www.ospreypublishing.com
  
  159
  ACM
  Anti-Coalition Militia
  ACOG: 
  Advanced Combat Optical Gunsight
  AGL: 
  Automatic Grenade Launcher
  AK: 
  Avtomat Kalashnikova; Kalashnikov
  automatic rifle
  ALS: 
  Advanced Life Saving
  ANA: 
  Afghan National Army
  ANP: 
  Afghan National Police
  AP: 
  Anti-Personnel
  AQ: 
  Al Qaeda
  AQT: 
  Al Qaeda/Taliban
  AT: 
  Anti-Tank
  ATGM: 
  Anti-Tank Guided Missile
  BDA: 
  Battle Damage Assessment
  CASEVAC: 
  Casualty Evactuation
  CCP: 
  Casualty Collection Point
  CCT: 
  Combat Control Team
  COIN: 
  Counter-Insurgency
  CSAR: 
  Combat Search and Rescue
  DEVGRU: 
  Naval Special Warfare Development
  Group 
  Dicker:
  Taliban spotters equipped with radios,
  cellular, or satellite phones. Term
  coined by the SAS in Northern Ireland.
  DShK:
  Degtyarov-Shpagin Krupnokalibernyj;
  Degtyarov-Shpagin Large Caliber;
  Russian heavy machine gun
  EOD:
  Explosive Ordinance Demolition  – the
  “bomb squad”
  ETAC:
  Enlisted Terminal Attack Controller
  FO:
  Forward Observer. A spotter for
  artillery fires
  FOB:
  Forward Operating Base
  FSG:
  Fire Support Group
  FTL:
  Fireteam Leader
  GMG:
  Grenade Machine Gun (See AGL)
  GPMG:
  General Purpose Machine Gun
  GWOT:
  Global War on Terror; Became
  Overseas Contingency Operations in
  March 2009, but still in common usage
  HLS:
  Helicopter Landing Site
  HLZ:
  Helicopter Landing Zone
  HMG:
  Heavy Machine Gun
  HMMWV:
  High Mobility Multipurpose Wheeled
  Vehicle. The ubiquitous “Hummer” or
  “Humvee”
  HUMINT:
  Human Intelligence
  HVT:
  High Value Target
  ICOM Chatter:Intelligence Communications Chatter
  – enemy chatter over unsecured radio
  frequencies
  IED:
  Improvised Explosive Device
  ISAF:
  International Security & Assistance
  Force
  JDAM:
  Joint Direct Attack Munition
  JPEL:
  Joint Priority Effects List. A database of
  key insurgent leaders, bomb makers
  and logisticians
  JSOTF:
  Joint Special Operations Task Force
  JTAC:
  Joint Terminal Air Controller
  KIA:
  Killed in Action
  GLOSSARY OF TERMS & ACRONYMS 
  © Osprey Publishing • www.ospreypublishing.com
  
  160
  LMG:
  Light Machine Gun
  M2HB:
  M2 Heavy Barreled Machine Gun (.50
  Caliber Browning MG)
  MBITR:
  Multiband inter/intra team radio 
  MEDEVAC:
  Medical evacuation
  MFC:
  Mortar Fire Controller
  MG:
  Machine Gun
  MRAP:
  Mine Resistant Ambush Protected
  OCF:
  Other Coalition Forces  – euphemism
  for JSOTF (Joint Special Operations
  task Force)
  ODA:
  Operational Detachment Alpha. SF 
  “A-Team”
  OEF:
  Operation Enduring Freedom
  OP:
  Observation Post
  OP:
  Operation
  PJ:
  US Para-Jumper. Elite USAF rescue
  and combat medicine experts
  PKM:
  Pulyemyet Kalashnikova
  Modernezerovanoi: Kalashnikov
  Modernized Machine Gun; a Russian
  GPMG
  POI:
  Person of Interest
  QRF:
  Quick Reaction Force
  RCP:
  Routine Clearance Patrol  – a patrol of
  combat engineers aimed at clearing
  IEDs from a route
  RGL:
  Rifle Grenade Launcher
  RPG:
  Rocket Propelled Grenade 
  RWS:
  Remote Weapon System – usually a top
  mounted weapon system that can be
  controlled within the vehicle without
  exposing the gunner
  Sangar:
  Strengthened and elevated fighting
  position
  SAW:
  Squad Automatic Weapon
  SBIED:
  Suicide Bomber IED
  SEAL:
  Sea, Air, and Land. Naval special
  operations forces
  SF:
  Army Special Forces. “Green Berets”
  Shura:
  Afghan traditional council of elders
  SIGINT:
  Signal Intelligence
  SMU:
  Special Mission Unit
  SOAR:
  Special Operations Aviation Regiment
  SOF:
  Special Operations Forces
  SQL:
  Squad Leader
  TAC:
  Terminal Air Controller
  TACP:
  Tactical Air Control Party
  TF:
  Task Force
  TLC:
  Terminal Lance Corporal
  TQ:
  Troop Quality
  UAV:
  Unmanned Aerial Vehicle
  UGL:
  Under-slung Grenade Launcher (See
  RGL)
  VBIED:
  Vehicle Borne IED
  VPB:
  Vehicle Patrol Base
  WIA:
  Wounded in Action
  ENDURING FREEDOM
  © Osprey Publishing • www.ospreypublishing.com
  
  161
  Bishop, Patrick, 3 Para. London: Harper Press, 2007
  Blehm, Eric, The Only Thing Worth Dying For: How
  Eleven Green Berets Forged a New Afghanistan.
  New York: HarperCollins, 2005
  Briscoe, Kiper, Schroder, Sepp, Weapon of Choice:
  ARSOF in Afghanistan. Leavenworth:
  CSI Press, 2003
  Darack, Ed, Victory Point. New York: Penguin Group,
  2009
  Junger, Sebastien, War. New York: 12/Hachette Book
  Group, 2010
  Kemp (Col.), Richard and Hughes, Chris, Attack State
  Red. London: Penguin Group, 2009
  Koons, Christopher N. Enduring Voices: Oral Histories
  of the US Army Experience in Afganstan.
  Leavenworth: CMH 2008 
  LeBleu, Joe, Long Rifle: A Sniper’s Story in Iraq and
  Afghanistan. Guilford: Lyons Press, 2009
  Luttrell, Marcus, Lone Survivor. New York: Back Bay
  Books/Little, Brown and Company, 2008
  Macy (Sgt.), Ed, Apache: Inside the Cockpit of the
  World’s Most Deadly Fighting Machine. London,
  HarperPress, 2008
  Naylor, Sean, Not a Good Day to Die: The Untold
  Story of Operation Anaconda. New York: Berkley
  Caliber, 2005
  Neville, Leigh, Special Operations Forces in
  Afghanistan. Oxford: Osprey Publishing, 2008
  Robinson, Linda, Masters of Chaos: The Secret History
  of the Special Forces. New York: PublicAffairs, 2004
  Stanton, Doug, Horse Soldiers. New York: Scribner,
  2009
  Wright, Dr. Donald P. A Different Kind of War:
  The US Army in Operation Enduring Freedom,
  October 2001, September 2005. Leavenworth:
  Books Express, 2005
  BIBLIOGRAPHY
  © Osprey Publishing • www.ospreypublishing.com
  
  162
  Pg.7
  M1114 Zeus-HLONS, Bagram Air Base, by
  Ian Palmer © Osprey Publishing Ltd. Taken
  from New Vanguard 122: HMMWV Humvee
  1980–2005.
  Pg.29
  German SOF Soldier, by Michael Welply ©
  Osprey Publishing Ltd. Taken from Elite 113:
  US Navy SEALs.
  Pg.34
  US Navy SEAL, by Michael Welply © Osprey
  Publishing Ltd. Taken from Elite 113:
  US Navy SEALs.
  Pg.39
  US Navy SEAL in Afghan costume, by Michael
  Welply © Osprey Publishing Ltd. Taken from
  Elite 113: US Navy SEALs.
  Pg.44
  The battle for Takur Ghar, by Michael Welply
  © Osprey Publishing Ltd. Taken from Elite
  113: US Navy SEALs.
  Pg.51
  Afghan guerrilla, by Ronald Volstad ©
  Osprey Publishing Ltd. Taken from 
  Men-at-Arms 178: Russia’s War
  in Afghanistan.
  Pg.73
  US Army Ranger, by Michael Welply ©
  Osprey Publishing Ltd. Taken from Warrior
  65: US Army Ranger 1983–2002.
  Pg.78
  Canadian Para Corporal, by Carlos Chagas ©
  Osprey Publishing Ltd. Taken from Elite 143:
  Canadian Airborne Forces since 1942.
  Pg.88
  HH/MH-60G Pave Hawk, by Ian Palmer
  © Osprey Publishing Ltd. Taken from
  New Vanguard 116: Sikorsky UH-60
  Black Hawk.
  Pg.97
  CIA Special Activities Division operative,
  by Ramiro Bujeiro © Osprey Publishing Ltd.
  Taken from Elite 163: Special Operations
  Forces in Afghanistan.
  Pg.99
  Sergeant, Operational Detachment Alpha,
  by Ramiro Bujeiro © Osprey Publishing Ltd.
  Taken from Elite 163: Special Operations
  Forces in Afghanistan.
  Pg.104 Sergeant, SBS, by Ramiro Bujeiro © Osprey
  Publishing Ltd. Taken from Elite 163: Special
  Operations Forces in Afghanistan.
  Pg.108 Trooper, Australian SAS, by Ramiro Bujeiro ©
  Osprey Publishing Ltd. Taken from Elite 163:
  Special Operations Forces in Afghanistan.
  Pg.115 NCO, German KSK, by Ramiro Bujeiro ©
  Osprey Publishing Ltd. Taken from Elite 163:
  Special Operations Forces in Afghanistan.
  Pg.122 Commando, Dutch Korps Commandotroepen,
  by Ramiro Bujeiro © Osprey Publishing Ltd.
  Taken from Elite 163: Special Operations
  Forces in Afghanistan.
  Pg.129 NCO, 1er RPIMA, French Army COS, 
  by Ramiro Bujeiro © Osprey Publishing Ltd.
  Taken from Elite 163: Special Operations
  Forces in Afghanistan.
  Pg.132 AH-64D, by Jim Laurier © Osprey Publishing
  Ltd. Taken from New Vanguard 111: Apache
  AH-64 Boeing (McDonnell Douglas) 1976–2005.
  Pg.154 82nd Airborne on patrol, by Johnny Shumate
  © Osprey Publishing Ltd.
  ARTWORK REFERENCES
  © Osprey Publishing • www.ospreypublishing.com
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  © Osprey Publishing • www.ospreypublishing.com
  
  AN EXCELLENT POSITION 
  One of your units has found an
  excellent position that affords them
  unexpected protection from enemy fire!
  You may designate which of your units
  has located this “excellent position.” As
  long as the unit stays in its current
  position it receives an additional
  Defense die over and above any Cover
  or Armor dice. If the unit moves, it
  loses this advantage. Other units
  moving into the same position will not
  receive the additional Defense die.
  This card may not be played on a
  fortified position.
  This card is played immediately.
  AN EXCELLENT POSITION
  One of your units has found an
  excellent position that affords them
  unexpected protection from enemy fire!
  You may designate which of your units
  has located this “excellent position.” As
  long as the unit stays in its current
  position it receives an additional
  Defense die over and above any Cover
  or Armor dice. If the unit moves, it
  loses this advantage. Other units
  moving into the same position will not
  receive the additional Defense die.
  This card may not be played on a
  fortified position.
  This card is played immediately.
  IED TRIGGERMEN 
  The Taliban player gains an IED Trigger
  Man. The Trigger Man’s IED can be
  placed on the table as either a Reaction
  to a Coalition element’s action or as an
  Activation. The Taliban player must
  declare the unit to be attacked, place a
  marker to show the IED and finally
  place the Trigger Man within 6” of 
  the bomb itself.
  If the IED is detonated, it attacks 
  all units within 4” with a Firepower 
  of AP:6/AT:4(M).
  See Operation Enduring Freedom for
  the rules governing IED Triggermen.
  AMMO CONDITION BLACK
  A supply snafu has left your units low
  on ammo. Your force is now considered
  to be Poorly Supplied.
  This card is played immediately.
  AMMO CONDITION BLACK
  A supply snafu has left your units low
  on ammo. Your force is now considered
  to be Poorly Supplied.
  This card is played immediately.
  IED CONTACT!
  A pressure plate (victim operated) IED
  has detonated near one 
  of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:2/AT:2(M) (3” radius)
  attack to which it may not React. 
  The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  Note IED/mine detectors, MWDs and
  vehicle rollers/flails may negate the IED
  contact.
  IED TRIGGERMEN 
  The Taliban player gains an IED Trigger
  Man. The Trigger Man’s IED can be
  placed on the table as either a Reaction
  to a Coalition element’s action or as an
  Activation. The Taliban player must
  declare the unit to be attacked, place a
  marker to show the IED and finally
  place the Trigger Man within 6” of 
  the bomb itself.
  If the IED is detonated, it attacks 
  all units within 4” with a Firepower 
  of AP:6/AT:4(M).
  See Operation Enduring Freedom for
  the rules governing IED Triggermen.
  ZERO ALPHA REPEAT LAST?
  The company net informs you that
  soldiers from your company have been
  injured or killed in another
  engagement. Roll 1D6 to determine
  how the news affects them:
  1-3: Your force becomes despondent
  and demoralized. Lower your force’s
  Morale die by one type (i.e., D8 Morale
  is reduced to D6). Morale cannot be
  lowered beyond D6.
  4-6: Your force is fired up and hungry
  for some pay-back! Raise the Morale of
  every unit in your force by one die type
  (i.e., D8 Morale is raised to D10).
  Morale cannot be raised above D12.
  This card is played immediately.
  YOU’RE GROUNDED!
  A ferocious dust or sandstorm 
  blows up, grounding all air assets
  (including UAVs).
  All units have their Optimum Range
  reduced to 6”.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  IED CONTACT!
  A pressure plate (victim operated) IED
  has detonated near one 
  of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:2/AT:2(M) (3” radius)
  attack to which it may not React. 
  The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  Note IED/mine detectors, MWDs and
  vehicle rollers/flails may negate the IED
  contact
  MINE STRIKE!
  A Soviet anti-personnel legacy mine has
  been detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3/AT:0 attack to which it
  may not React. The stricken unit’s
  Defense is determined as usual.
  This card is played immediately.
  Note IED/mine detectors, MWDs and
  vehicle rollers/flails may negate the
  mine contact.
  MINE STRIKE!
  A Soviet anti-personnel legacy mine has
  been detonated by one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:3/AT:0 attack to which it
  may not React. The stricken unit’s
  Defense is determined as usual.
  This card is played immediately.
  Note IED/mine detectors, MWDs and
  vehicle rollers/flails may negate the
  mine contact.
  BETTER OFF WITH MAP 
  AND NOKIA
  Primary radios have the wrong
  encryption fills and your force has been
  forced to go static until the correct fills
  are loaded. 
  If the scenario allows Initiative to change
  hands, your opponent automatically
  gains Initiative on the next turn.
  If the scenario doesn’t allow Initiative to
  change hands, your units must remain in
  place until the end of the next turn while
  the comms are sorted out. Your units
  may move into cover if they are not
  already there but no other movement is
  allowed. Your units may fire as normal.
  This card is played immediately.
  BLUE ON BLUE!
  One of your units has been struck by
  friendly fire, either from an errant
  aircraft or off target indirect fire.
  Randomly determine which unit has
  been struck. If it is an infantry unit,
  each figure in the unit must roll a 4+ to
  avoid becoming a casualty. If a vehicle is
  struck, roll 1D10 on the Heavy Gun
  column of the Vehicle Damage Results
  chart.
  If you had air assets, other than a UAV,
  they are grounded as a result of the
  attack and lost for the rest of the game.
  This card is played immediately.
  JIHAD!
  The Taliban player gains a Suicide Bomber
  IED (SBIED). He must be deployed
  immediately on the table out of Line of Sight
  of any Coalition forces and a minimum of
  12” from the closest Coalition element. On
  the following turn, he must attack the closest
  Coalition unit. To do so he must make a
  D10 Morale Check. If successful he can
  move toward Coalition forces. Once he is
  within 6”, he can attempt to detonate the
  bomb vest with a TQ Check. If successful, he
  makes an AP:6/AT:3(M), w/6” radius
  Firepower attack. Coalition forces can React
  by attempting to kill him before he
  detonates  – roll a normal Firepower Attack
  and if successful, the bomber has been killed
  before he self-detonates. 
  EFP!
  An Explosively Formed Projectile IED
  has struck one of your units!
  Randomly determine which unit has
  been struck by the attack. The unit
  takes an AP:2/AT:4(H) (3” radius)
  attack to which it may not React. 
  The stricken unit’s Defense is
  determined as usual.
  This card is played immediately.
  Note as EFPs are commonly infrared or
  electronically triggered, backpack or
  vehicular ECM and vehicle rollers/flails
  may negate the EFP contact.
  SUSPECT DEVICE!
  A possible IED has been spotted in the
  path of one of your units. There is no
  time to summon EOD, so the device
  must be bypassed!
  Randomly determine the unit that has
  spotted the explosive. Your opponent
  may place a marker at least 6” from that
  unit and at least 4” from nearby units.
  None of your units may approach
  within 4” of the marker.
  This card is played immediately.
  SUSPECT DEVICE!
  A possible IED has been spotted in the
  path of one of your units. There is no
  time to summon EOD, so the device
  must be bypassed!
  Randomly determine the unit that has
  spotted the explosive. Your opponent
  may place a marker at least 6” from that
  unit and at least 4” from nearby units.
  None of your units may approach
  within 4” of the marker.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  EYE IN THE SKY
  You gain the use of an unarmed UAV 
  if your force is from a Coalition nation.
  If not, well, you don’t.
  If your force already has a UAV, you can
  disregard the next Fog of War card or
  other result that would result in its loss.
  This card is played immediately.
  EYE IN THE SKY
  You gain the use of an unarmed UAV 
  if your force is from a Coalition nation.
  If not, well, you don’t.
  If your force already has a UAV, you can
  disregard the next Fog of War card or
  other result that would result in its loss.
  This card is played immediately.
  ECM
  If your force is from a Coalition nation,
  you have managed to mount a
  successful ECM attack against the
  enemy, temporarily shutting down their
  ICOM radio communication. 
  The opposing player loses one Initiative
  die on the next Initiative check.
  This card may be held and played later.
  WHERE ARE YOU GOING?
  One of your assets (your opponent’s
  choice) is recalled by higher command
  or are required to support a sister unit
  in contact. 
  Roll 1D6: 
  1-2: Leaves immediately, even if
  activated this turn. 
  3-4: Leaves next time it activates. 
  5-6: Agrees to stick around 1 more turn.
  Roll again at the end of your next turn.
  This card is played immediately.
  THE 10,000-MILE
  SCREWDRIVER...
  An officer in the lofty realms of the chain of
  command takes a personal interest in your
  operation and decides he knows better than
  any “strategic corporal” on the ground. His
  confusing and poorly considered commands,
  passed down through the company net, have
  robbed your force of its tactical initiative.
  Your force loses Initiative (if you had it)
  and you cannot regain Initiative until
  General Confusion loses interest in your
  operation. Roll a D6 at the end of each
  turn. On a 5 or 6 the General has lost
  interest and you can test for Initiative on
  the following turn. Otherwise, your
  opponent automatically gains Initiative.
  This card is played immediately.
  CRACK ON!
  A unit of your choice is in the zone!
  They’re clicking along like a well-oiled
  machine and nothing can stand 
  in their way!
  The selected unit’s TQ and Morale are
  raised by one die type and they are
  treated as if they have High Confidence
  for the duration of the turn (at the end
  of the turn, all values return to normal).
  This card is played immediately.
  ISTAR
  If your force is from a Coalition nation,
  you have received support from an
  airborne ISTAR platform such as
  Nimrod or P3, which relays Taliban
  troop locations to your ground
  callsigns. The Taliban lose Out of
  Contact Movement for the 
  remainder of the game. 
  THEY DON’T CALL IT A
  PREDATOR FOR NOTHING!
  If your force is from a Coalition nation,
  you have a Hellfire armed Predator or
  Reaper on line. If not, then you don’t.
  The armed drone acts like any other
  UAV and prevents the use of Out of
  Contact Movement by your opponent.
  You may also choose to fire the drone’s
  Hellfire missile at a target if you choose.
  The attack is resolved with a Firepower
  of AP:6/AT5(H). 
  The UAV is removed from play if it fires
  its Hellfire missile.
  This card is played immediately.
  GUYS, YOU NEED AN ASSIST
  DOWN THERE?
  If your force is from a Coalition nation, 
  an AH-64 Apache has arrived over your
  battlespace on its way back to its base to
  refuel and rearm. If not, then you don’t.
  The Apache stays on station for one turn
  and may use its 30mm nose gun to provide
  one attack in support of ground units. This
  attack strikes the enemy unit with the
  Firepower of the gunship’s chin gun. Due 
  to the angle and accuracy of the attack,
  infantry targets lose one die of Defense.
  Vehicular targets are always struck on their
  deck. The 30mm is rated at AP:6/AT:3(M).
  The gunship is removed from play at the
  end of the turn it arrives.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  MAN DOWN!
  A randomly selected unit in your force
  has suffered a non-combat casualty.
  Immediately treat the unit as if it has
  taken a casualty. Roll on the First Aid
  table appropriate to the unit to determine
  the severity of the casualty’s injuries.
  This card is played immediately.
  THE COST OF THE LOWEST
  BIDDER
  A randomly determined vehicle in your
  force suffers a breakdown of some sort.
  Roll a D6:
  1 – Electrical system failure. Vehicle
  completely disabled
  2 – 3: Mobility failure – vehicle is
  immobilized
  4 – 5: MGs or AGLs are so jam prone
  that they cannot lay down effective fire
  6 – Main gun disabled
  This card is played immediately.
  THE COST OF THE LOWEST
  BIDDER
  A randomly determined vehicle in your
  force suffers a breakdown of some sort. 
  Roll a D6:
  1 – Electrical system failure. Vehicle
  completely disabled
  2 – 3: Mobility failure – vehicle is
  immobilized
  4 – 5: MGs or AGLs are so jam prone
  that they cannot lay down effective fire
  6 – Main gun disabled
  This card is played immediately.
  AMPED UP!
  Your force’s squad and platoon level
  leaders are doing a fine job of focusing
  your men’s attention on the job at hand
  – their situational awareness is so
  amped up that it’s highly unlikely
  anyone will get the jump on them!
  Your units receive a +1 to all Reaction
  tests for the duration of the game.
  This card is played immediately.
  THE GOLDEN BB
  This card may be played by any AT
  capable weapon at the time that it
  engages a vehicular target. The vehicle
  engaged is automatically destroyed,
  brewing up in such a dramatic fashion
  that it raises the morale of the AT
  weapon’s force by one die type and
  lowers the morale of the opposing force
  one die type for the duration of the
  current turn.
  This card may be held by the drawing
  player until their next AT fire at a
  vehicle, then it must be played. 
  I JUST GAVE IT A GOOD SMACK!
  An enterprising crew member is able 
  to put his mechanical skills to good 
  use and restore one of your broken-
  down vehicles to action!
  If your Force has suffered any Fog of
  War induced vehicle breakdowns (not
  combat damage), this card will restore
  one of them to action. Randomly
  determine which vehicle is repaired.
  This card may be held and played later.
  ROLL OVER!
  A randomly determined vehicle in your
  force suffers a rollover on harsh ground.
  The vehicle is immobilized and must be
  either righted and towed by a similar
  size vehicle (which takes three turns of
  base contact with the immobilized
  vehicle) or denied to the enemy either
  with grenades or from the air. 
  All crew and passengers must make roll
  a 4+ to avoid becoming a casualty
  This card is played immediately.
  SHUFFLING THE STACK
  New fast-air assets are arriving while
  those that are bingo on fuel withdraw.
  JTACs/FACs need some time to orient
  the new pilots to troop positions on the
  ground to avoid de-confliction and a
  possible friendly fire incident. 
  Your force may not call for any further
  air strikes from the time this card is
  drawn until the end of the next turn.
  This card is played immediately.
  AMPED UP!
  Your force’s squad and platoon level
  leaders are doing a fine job of focusing
  your men’s attention on the job at hand
  – their situational awareness is so
  amped up that it’s highly unlikely
  anyone will get the jump on them!
  Your units receive a +1 to all Reaction
  tests for the duration of the game.
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  I JUST GAVE IT A GOOD SMACK!
  An enterprising crew member is able 
  to put his mechanical skills to good 
  use and restore one of your broken-
  down vehicles to action!
  If your Force has suffered any Fog of
  War induced vehicle breakdowns (not
  combat damage), this card will restore
  one of them to action. Randomly
  determine which vehicle is repaired.
  This card may be held and played later.
  WHO GOES THERE?
  A dust or sandstorm descends upon 
  the battlefield, obscuring vision and
  muting sound.
  All fire is treated as if it is outside
  Optimum Range and units more than
  18” away may not be engaged at all. 
  All units on both sides may only 
  make Tactical moves for fear 
  of drawing friendly fire.
  Vehicles with advanced thermal optics
  function normally.
  This effect remains in play for the
  duration of the game unless a Fog of
  War card negates it is drawn.
  This card is played immediately.
  A BREAK IN THE CLOUDS
  The sun breaks through the clouds and
  momentarily drives away the dust,
  sandstorm or any other negative
  weather effect currently in play. 
  This card negates any weather related
  Fog of War or scenario effects for the
  duration of the game or until a new
  weather Fog of War card is drawn.
  This card is played immediately.
  IT’S A BAD DAY TO DIE
  One of your units is seized by a sense of
  impending doom that fills them with
  dread and melancholy. 
  A randomly determined unit in your
  force suffers a -1 Die Shift to their
  Morale (cannot be reduced below D6 by
  this card) and loses one level of
  Confidence (cannot be reduced below
  Poor Confidence with this card) for the
  duration of the game or until countered
  by another Fog of War card.
  This card is played immediately.
  IT’S A GOOD DAY TO DIE
  One of your units is filled with a gallant
  disregard for their own safety and
  intense desire to “get the job done.”
  A randomly determined unit in your
  force receives a +1 Die Shift to their
  Morale (cannot be raised above D12 by
  this card) and gains one level of
  Confidence (cannot be raised above
  High Confidence with this card) for the
  duration of the game or until countered
  by another Fog of War card.
  This card is played immediately.
  HYDRATION CHECK!
  The exertion of combat and the heavy
  loads carried by the troops has taken its
  toll on an infantry unit belonging to the
  initiative player. A randomly
  determined infantry unit which has not
  yet been activated must spend the
  duration of the turn re-hydrating. It
  may react to enemy fire, but with a -1
  die roll modifier to its Reaction test die-
  roll. The unit’s firepower is halved. 
  This card is played immediately.
  SORRY GUYS, 
  EVERYTHING’S TASKED...
  Sometimes, close air support is
  stretched thin and even urgent TIC
  requests cannot be met immediately. 
  If you are the Taliban player, play this
  card to automatically block one of 
  your opponent’s CAS strike requests. 
  If Coalition, discard.
  This card may be held and played later.
  SORRY GUYS, 
  EVERYTHING’S TASKED...
  Sometimes, close air support is
  stretched thin and even urgent TIC
  requests cannot be met immediately. 
  If you are the Taliban player, play this
  card to automatically block one of 
  your opponent’s CAS strike requests. 
  If Coalition, discard.
  This card may be held and played later.
  ABORT! ABORT!
  Sometimes JTACs or FOs make such
  egregious errors in the heat of combat
  that no amount of fail-safes can save
  them. This is one of those times.
  Someone’s managed to mix up the GPS
  grids to potentially tragic results… 
  Play this card when one of your
  opponent’s JTACs or FOs calls in an 
  air strike or artillery/mortar/MLRS
  salvo. Instead of its intended target, 
  the strike will land squarely on the
  unit that requested it.
  This card may be held and played later.
  © Osprey Publishing • www.ospreypublishing.com
  
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  © Osprey Publishing • www.ospreypublishing.com
  
  CAUGHT NAPPING!
  Lack of sleep, heat and constant stress
  or a case of D&V has taken its toll on 
  an infantry unit belonging to the 
  non-initiative player. A randomly
  determined infantry unit which has not
  yet failed a Reaction test (i.e., is still
  eligible to React) loses its ability to
  React to enemy units. The unit may
  react to enemy fire directed at it, but
  with a -1 die roll modifier to its
  Reaction test die-roll. The unit’s
  firepower is halved.
  This card is played immediately.
  WHERE’D THEY COME FROM?
  A base of civilians, a goat herder or
  donkey cart appears in the middle of
  the battlespace. Randomly determine
  direction by rolling for table edge. The
  civilians will then continue across the
  board in a straight line at 3” movement
  per turn until they exit the board or are
  dispersed by Coalition forces. 
  This card is played immediately.
  WHERE’D THEY COME FROM?
  A base of civilians, a goat herder or
  donkey cart appears in the middle of
  the battlespace. Randomly determine
  direction by rolling for table edge. The
  civilians will then continue across the
  board in a straight line at 3” movement
  per turn until they exit the board or are
  dispersed by Coalition forces. 
  This card is played immediately.
  WHO ARE YOU? ROSS KEMP?
  A pair of civilian media types has been
  attached to your unit. Immediately
  place with the headquarters element or
  most senior man on the ground. They
  must be protected at all costs and loss of
  either will garner a -5 Victory Points.
  The pair will act as noncombatant
  Dependents. If they survive the mission,
  their footage of your troops in action
  adds 3 Victory Points to your total. For
  Taliban forces, this is either an al
  Jazeera film crew or a Taliban
  propaganda team. 
  This card is played immediately.
  PATROL LINK UP
  A nearby Coalition patrol has monitored
  your TIC call and has arrived to assist. Roll
  1D8 to see who has arrived:
  1-4: Two fireteams of Coalition infantry with
  a section/squad leader (nine personnel) 
  5-6: A light vehicle mounted patrol of 2
  unarmored HMMWVs, WMIKs, MWMIKs
  or similar
  7-8: A medium vehicle mounted patrol of 2
  armored HMMWVs, Mastiffs, Cougars or
  similar light to medium MRAPs 
  Choose any suitable model from your
  collection. They may be deployed on any
  table edge no further than 12” from another
  Coalition element. The vehicle crew or
  infantry have a Troop Quality/Morale of
  D8/D10 Confident.
  This card is played immediately.
  SF’S COMING IN
  A patrol of four special operators on a
  special reconnaissance tasking in the
  area links up with your force. They
  attach themselves to a unit you
  designate. They are Stealthy and have
  Night Vision. They are armed with
  assault rifles with UGLs and one SAW
  and 1D body armor. They are all
  Advanced First Aid trained and can 
  call in air support with the SF bonus.
  They have a Troop Quality/Morale of
  D10/D12. They may be separated from
  the unit to act on their own if desired.
  This card is played immediately.
  IS THAT A CIVIE?
  A base of civilians appears in the
  middle of the battlespace in a randomly
  determined structure or building. They
  will attempt to flee the contact as per
  Afghan civilian rules or until they are
  dispersed by Coalition forces. 
  This card is played immediately.
  IS THAT A CIVIE?
  A base of civilians appears in the
  middle of the battlespace in a randomly
  determined structure or building. They
  will attempt to flee the contact as per
  Afghan civilian rules or until they are
  dispersed by Coalition forces. 
  This card is played immediately.
  RENDER AID
  A base of civilians carrying a wounded
  child who has been caught in the
  crossfire appears within 6” of a
  randomly determined Coalition unit.
  The Coalition unit must provide basic
  medical care or call forward their
  medic/Corpsman to do so for one full
  turn before sending the civilians 
  toward a nearby ANA patrol base  –
  they will walk at 3” per turn toward the
  safest, logical table edge. 
  This card is played immediately.
  © Osprey Publishing • www.ospreypublishing.com
  
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  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  © Osprey Publishing • www.ospreypublishing.com
  
  GUN TRUCKS
  A gun truck (HMMWV, WMIK or
  MWMIK), light MRAP (Cougar,
  Bushmaster or Ridgeback), or armed
  technical if Taliban (mounting 12.7mm
  DShK) roars up to join your force 
  (use an appropriate model from your
  collection). It enters from the most
  logical friendly table edge. The vehicle
  crew has a Troop Quality/Morale 
  of D8/D10. If you do not have an
  appropriate model or it would be
  illogical for your force to have this
  support, draw again.
  This card is played immediately.
  HOGS ARE WATCHING...
  An off-board SOF sniper team on an unrelated SR
  tasking (or imported al Qaeda Chechen or Uzbek
  sniper team if Taliban player) chimes onto your net
  and announces they have eyes on your operation.
  These “Hunters of Gunmen” will add a little punch
  to your force! On each turn, you may pick one
  enemy unit for the off-board sniper teams to engage.
  Roll 1D6 to determine if the sniper team is in
  position to effectively engage the target unit:
  1: Sniper team can’t engage the target unit.
  2-3: Sniper team engages target w/5D10 
  Firepower. Cannot designate leaders/support
  weapons as casualties.
  4-5: Sniper team engages target w/5D10 Firepower.
  Can designate leaders/support weapons as casualties.
  6: Sniper team has been recalled. No fire this turn.
  Discard this card immediately.
  Off-board teams may not be fired upon.
  This card is played immediately.
  THAT’S A VC (OR MOH) 
  RIGHT THERE...
  A member of one of your units
  performs an act of self-sacrificing valor
  to save the lives of his comrades. This
  card can be played when an infantry
  unit receives multiple casualties in a
  single round of fire. The number of
  casualties taken, however many there
  were, is reduced to 1 (randomly roll
  which one remains a casualty). This
  card may be held and played later.
  STOPPAGE!
  A randomly determined support
  weapon in a randomly determined unit
  in your force seizes up and cannot be
  restored to action for the duration of
  the game (unless the “I Just Gave it a
  Good Smack” card is played).
  This card is played immediately.
  STOPPAGE!
  A randomly determined support
  weapon in a randomly determined unit
  in your force seizes up and cannot be
  restored to action for the duration of
  the game (unless the “I Just Gave it a
  Good Smack” card is played).
  This card is played immediately.
  PERSON OF INTEREST
  A suspected High Value Target has 
  been picked up by ISTAR assets in your
  AO. Randomly determine which enemy
  unit contains this POI and add a figure
  to the table. Coalition forces now 
  have a secondary FRAGO objective 
  of capturing/killing this suspect
  individual. If captured and alive at end
  of game, add 3 Victory Points. If killed
  at any point, add 1 Victory Point. 
  © Osprey Publishing • www.ospreypublishing.com
  
  First published in Great Britain in 2011 by Osprey Publishing Ltd.
  © 2011 Osprey Publishing Ltd. and Ambush Alley Games
  Osprey Publishing
  Midland House, West Way, Botley, Oxford, OX2 0PH, UK
  44–02 23rd St, Suite 219, Long Island City, NY 11101, USA
  E-mail: info@ospreypublishing.com
  Ambush Alley Games LLC
  1792 Denim Lane, Enid, OK 73703, USA
  E-mail: info@ambushalleygames.com
  All rights reserved. Apart from any fair dealing for the purpose of private study, research, criticism or review, as
  permitted under the Copyright, Designs and Patents Act, 1988, no part of this publication may be reproduced,
  stored in a retrieval system, or transmitted in any form or by any means, electronic, electrical, chemical,
  mechanical, optical, photocopying, recording or otherwise, without the prior written permission of the
  copyright owner. Inquiries should be addressed to the Publishers.
  A CIP catalog record for this book is available from the British Library
  Print ISBN: 978 1 84908 532 8
  PDF e-book ISBN: 978 1 84908 533 5
  Authors: Leigh Neville, Shawn Carpenter
  AAG Editor: Shawn Carpenter
  Additional Editing: Peggy Carpenter, Kathy Murphy, Tom Konczal
  Play-Testers: Andy Rix, Chris Mihlan, Christopher Maes, Christopher Maes, Cyril Vallin, Donogh McCarthy,
  Eric Emerson, Jake Rose, Jason Mastros, Jay Arnold, Jim Roots, Jim Wonacott, Joe Trevithick, Ken Gordhamer,
  Leigh Neville, Les & Alex Shorey, Mark Taylor, Michael Moore, Piers Brand, Rene Raap, Rich Chambers, Robby
  Carpenter, Robert Connor, Roy Adams, Rutger van Marissing, Shaun Matthews, Stephen Crawford, Steve
  Morris, Tim Spakowski, Tom Konczal, Dougie Robinson and Mid-America Wargames. To anyone we’ve
  omitted – our heartfelt thanks and apologies for the oversight!
  Miniatures photos by Piers Brand unless otherwise noted. Models and scenery from the collections of Piers
  Brand and Dougie Robinson.
  Wanat photos Courtesy of Erik Slater
  Other photos by US Dept. of Defense
  Maps by Shawn Carpenter
  Cover concept and page layout by Myriam Bell Design, France
  Cover artwork by Ramiro Bujeiro
  Typeset in Bank Gothic and Minion Pro
  Originated by PDQ Media, Bungay, UK
  Printed in China through Worldprint
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  10 9 8 7 6 5 4 3 2 1
  Osprey Publishing is supporting the Woodland Trust, the UK’s leading woodland conservation charity, by
  funding the dedication of trees.
  www.ospreypublishing.com
  For more information on Force On Force and other products, please visit www.ambushalleygames.com
  © Osprey Publishing. Access to this book is not digitally restricted. In return, we ask you that you use it for
  personal, non-commercial purposes only. Please don’t upload this pdf to a peer-to-peer site, email it to
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  In Memoriam: Dave Howitt – Nulli Secundus.
  © Osprey Publishing • www.ospreypublishing.com
  
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