Three "Red" insurgent jump-off markers in play. Two are placed rooftop within a building complex, The third dangerously in an irrigation ditch below the ANZAC ISAF (International Security Assistance Force) building area (see below, top right):
ISAF with their three "Green" [poker-chips underneath the vignettes] jump-off markers; two in the main built-up area (see below, top middle and top right) and a third in the "bushes" to the left of the compound (see below top left):
The "area of contention" (aka the game board) is an "L" shaped insurgent area and a stubby "I" of ISAF, plus an area north (above the top of the photograph below) that nobody seems to care about (see below, the areas of close proximity):
So far you have seen a lot of scenery and 'markers' but not a lot of action. Time to roll the ISAF first Command Dice (see below,"1+2=3" which means a Squad plus NCO is deployed):
Some nicely painted ANZAC ISAF forces deploy (one section up and one section back in rear support), "eyes front"hugging the terrain wall for cover and security. Please note the 'unimpressed' locals in the background (underneath the archway) attending to their daily business. This seems to be a game with 'Blue' (ISAF), 'Red' (Insurgents) and 'Green' (Indigenous) playing pieces. Perhaps we could write in a 'White' (Non-Governmental Organisation(NGO)) also in the game to complete the colour palette (see below):
Meanwhile the insurgents roll their Command Dice (see below, "4" implies a Senior Leader, "3" implies a 'fighting cell' and '1' implies a "specialist"):
Consequently in cover hidden from ISAF eyes [which is hard to play without an umpire - but as this was a game played amongst 'honour system' friend sit worked] the 'fighting cell' occupied a building. By start contrast the Senior Commander (see below, a single figure with a inconspicuous 'Dice with a 1 on it' next to him) as bold as brass starts talking to some locals in attempt to "influence" their world outlook. More insidiously the ISAF player was told there was a specialist amongst the assumed indigenous peoples on table [Note: Actually ISAF guesses correctly it is a mobile phone "dikka" within their line of sight (LOS)]. With ISAF troops bound by strict "rules of engagement" (not to fire first without clear indication of threat) this is a frustratingly effective tactic. Suspects can in effect just be watched 'until they do something', by which time it may be too late (see below):
The overall effect of this seemed to be that time played into the insurgents who played a waiting game, collecting Chain of Command points patiently, with an eye to using a Chain of Command Dice to trigger an "Ambush" or create some other nuisance. Already this is not playing like my previous WW2 Chain of Command games. The tension for the ISAF player is palatable and painful to watch.
Next: This "Waiting Game" is Killing Me!