B'Maso Goes Blood Diamond in Central Africa
Many years ago the Government sold the Imperial Mining Company mineral rights to the Omovodo Range, a series of small mountains in the far north. At that time there was nothing to be found there but some poor-quality iron deposits, recently extensive research by IMC has found that the area contains vast, rich fields of diamonds.
The IMC has quietly been developing the infrastructure to begin exploiting the resource but word has gotten out (it always does) and the Government has demanded a re-negotiation of the terms of the mining rights contract and has threatened nationalization. Needless to say the IMC is not happy about this development and has "taken measures" to ensure the security of their investment.
The government, always looking for a foreign "boogey-man" to rabble-rouse against, has mobilized the army nearby citing "rising unrest" in the area and the need to "secure the national endowment". Rumors abound of mercenaries and military equipment moving into the area from surrounding nations, the powder keg has been opened and only awaits a spark.
As usual, kudos to Pat for a well thought-out game with lovely terrain and all of those good-looking minis.
For folks not familiar with the game system; the green chits you see in the photos are representative of held actions; the red ones are "wounds" which represent a combination of actual injuries as well as disorganization and loss of morale; blue chits show that the unit is suppressed (with much reduced fire and movement options); the green skulls show that the unit is taking fire (troops that are not being shot at are more effective than those that need to duck).
Vehicle damage is detailed: you can be driven off by fire, have key personnel stunned/wounded/killed, parts of the vehicle can be damaged either temporarily of permanently. This sort of thing happened several times in this game: one of the T-55s spent a fair part of the game either retreating or moving back into position as the result of otherwise ineffective RPG and armoured car fire.
Movement is random, each unit is assigned a card which are then shuffled and drawn, there are also two "sundowner" cards in the deck which when the second one is drawn show that the turn has ended. It is possible to go several turns without your card getting drawn, it is also possible for the last unit to move in one turn and be the first unit moving in the next turn. Some people do not care for this but I think it nicely creates the random chaos of modern small-unit combat. Certain powerful leaders get a card of their own and they can activate nearby units to advance the plan.
Anton Ryzbak