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Modern Tactics #1 - Afghanistan

Modern Tactics #1 - Afghanistan
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Price: 120.00 €

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Publisher: VUCA Simulations

Reference: VUC-MT-Afghan

Format: box

Period: Post 1945

Language:

In stock


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Modern Tactics: Afghanistan

Dust kicks off an unpaved road, echoes bounce inside walled compounds, and one radio call can change the plan. Modern Tactics: Afghanistan drops you into platoon-level firefights from 2006–2009, where coalition patrols trade impulses with a nimble insurgency across villages, vineyards, and wadis. Every activation is a hard choice—move, fire, breach, rally, call support—while civilians, contacts, and rules of engagement keep the battlefield tense.

 

What it feels like

  • Snap decisions, constant pressure: Alternating impulse play captures the push-and-pull of real operations.
  • Asymmetric warfare done right: Coalition (Canadian, U.S., ANA, SOF) faces Insurgent forces with Fanatics, Recruits, Bombers, Snipers, IEDs, and hidden contacts.
  • Terrain that tells a story: Walled and multi-hex compounds, high and low walls, irrigation ditches, grape fields, rough ground, and wadis shape LOS, cover, and movement.
  • Civilians and ROE matter: Unknown contacts, civilian presence, and collateral risk influence your tempo as much as raw firepower.
  • Combined arms, cleanly integrated: LAV III, Bison, RG-31, Leopard 2, and air support (including Apache gunship) join infantry, engineers, mortars, and AT weapons.

 

Highlights

  • Twenty scenarios spanning quick raids, relief missions, and set-piece assaults—e.g., Barton’s Holdouts, Open Market, Operation Medusa, High Value Target, Snake Pit, Outside the Wire, Strongpoint, and more.
  • Play the compounds right: Edge-hex firing arcs, interior LOS, and wall bonuses reward careful positioning and breaching.
  • Air & artillery windows: Timed off-board fire missions and gunship arrivals open corridors—or close them.
  • Risk vs. momentum: Smoke, interdiction, suppression, and morale create openings…but overreach gets punished fast.

 

What’s in the box

  • 5x countersheets
  • 81x cards
  • 1x large map (two sided) (22"x34")
  • 1x small map (two sided) (12"x16")
  • 2x Track displays
  • 2x Combat Play Aids
  • 1x Scenario display
  • 1x Rulebook
  • 1x Scenario book
  • 2x dice

 

Game info

  • Scale: ~50 m per hex; each turn ≈ a few minutes
  • System: Hex-and-counter, alternating impulses; leadership, morale, suppression, breaching, vehicles, OBA/air
  • Players: 1–2 (team play possible)
  • Playtime: 60–120 minutes per scenario (varies by scenario size)