Monday, July 4, 2016

Oscar-Sierra-Charlie - First Look

Recently I had placed an order with Evil Bear Wargames for a couple of their 15mm Panther vehicles.  In an effort to bulk up my order to a point where paying for shipping from the United Kingdom wasn't as much as one of the vehicles, I decided to also order their Oscar-Sierra-Charlie modern to near future skirmish rules, along with the card tin (click HERE for this combo deal).  The scale of these rules are basically fire-team to squad level, so while fairly comparable to Ambush Alley/Force on Force/Tomorrow's War in that respect, each figure in OSC actually has a bit more going on than in AA/FoF/TW.  To that end I decided to do a small play test using a DEVGRU fire-team and an equivalent points number of insurgents.  

A bit about the rules makeup - They are printed softbound in A5 booklet format, in color, and consist of fifty pages (not counting the cover).  The font is on the smaller side which means there is plenty of meat within.  There are a couple of short stories for flavor.  The rules are broken into several sections, covering turn sequence to missions to game rules to weapons to army building and more more as well.  There are a few diagrams of game play, but I did not find them to be overly helpful.  Weapons are listed by generic type (rifle, assault rifle, sniper rifle, etc.).  Weapons and armor are given a type rating, which helps with hitting/defensive power as well as ranges for weapons.  There are seemingly a lot of nuances within the rules, which will be covered during the play test.

First let's review unit generation.  Each level of figure (from civilians up to special forces) has a point value.  To that one adds weapons and armor, which also has a point value depending on type of weapon and type of armor selected.  Also, because commanders have an extra action each turn (more on actions below), commander figures cost twice their basic level.  So, let's take a swing at building a DEVGRU fire-team.

As these are the best of the best, they are rated as special forces (seven points per figure).  For this fire-team I wanted to include one figure with a underslung grenade launcher on his HK-416, one figure with an Mk. 46, and two figures carrying HK-416s, sans grenade launcher.  They will also have some sort of ballistic armor.  Assigning points to each figure, this is what the team comes out looking like:

Type Level Armor Weapon Points
Commander 7 B Assault Rifle/UGL 30
Rifleman 7 B Assault Rifle 15
Rifleman 7 B Assault Rifle 15
Mk. 46 7 B LMG 23
TOTAL 83

Four figures at 83 points.  The rules suggest that basic level games should be around the 75 point mark, so we are close enough for a basic level game.

Now, let's take a gander at the bad guys.  Their opponents are going to be a mix of militia with a smattering of seasoned soldiers in the mix.

Type Level Armor Weapon Points
Leader 4 Assault Rifle 13
Insurgent 4 Assault Rifle 9
Insurgent 4 LMG 17
Insurgent 4 RPG 12
Insurgent 3 Assault Rifle 8
Insurgent 3 Assault Rifle 8
Insurgent 3 Assault Rifle 8
Insurgent 3 Assault Rifle 8
TOTAL 83

Not sure how I did that, but I was able to match the point totals exactly on the first try.  It does look like it would be easy to tinker with forces by moving a figure up or down a level, so really matching points every game should not be a stretch to accomplish.  Also, notice the lack of extras such as grenades, etc., which are in the game but would increase the points greatly.  For my first walk through I wanted to keep it as simple as possible.

Now that I have my forces organized, next time we will push figures around the tabletop and talk about mechanics of the rules.

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