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 
  
  3
  INTRODUCTION
  4
  THE ROAD TO BAGHDAD: AN
  5
  UNPRECEDENTED JOURNEY
  MARCHING UP-COUNTRY WITH
  16
  THE USMC
  Scenario 1: The Crown Jewel
  16
  Scenario 2: Umm Qasr
  20
  Scenario 3: CAAT Fight Near An Nasiriya
  24
  Scenario 4: The Railroad Bridge
  29
  Scenario 5: Ambush Alley
  33
  Scenario 6: The Alamo
  38
  Scenario 7: The Afak Drill
  43
  Scenario 8: JAG Ambush!
  49
  Scenario 9: Al Kut
  52
  Scenario 10: The Footbridge
  57
  THE ARMORED SPEARHEAD:
  63
  WITH THE US ARMY IN IRAQ
  Scenario 11: The Hornet’s Nest
  63
  Scenario 12: That Ain’t No Hill for a Stepper
  65
  Scenario 13: Medal of Honor
  69
  Scenario 14: Thunder Run on Highway 8
  72
  Scenario 15: Cojone Eh
  77
  Scenario 16: The Defense of Objective Curly
  81
  THE QUIET MEN: SPECIAL
  86
  OPERATIONS ENGAGEMENTS
  Scenario 17: Sprint
  86
  Scenario 18: Objective Badger
  90
  Scenario 19: Debecka Crossroads
  94
  SAMPLE ORGANIZATIONS
  99
  United Kingdom
  99
  British Army
  99
  British Royal Marines
  100
  United States of America
  100
  United States Marine Corps (USMC)
  100
  US Army
  101
  The Iraqi Military and Paramilitary
  102
  Iraqi Regular Army
  103
  Iraqi Republican Guard
  103
  Iraqi Paramilitary Organizations
  103
  BIBLIOGRAPHY
  103
  INDEX
  104
  TABLE OF CONTENTS
  © Osprey Publishing • www.ospreypublishing.com 
  
  Road to Baghdad, the first companion book for Force on
  Force, is somewhat of a “coming home” project. Our
  original rule set, Ambush Alley was written specifically to
  evoke
  the
  frantic
  clashes
  between
  well
  trained,
  technologically superior troops and highly motivated,
  poorly trained and equipped insurgents that characterized
  most of the engagements during the “march up-country”
  to Baghdad. As a result, you’ll find more “asymmetric”
  scenarios in this book than you’ll see in many others.
  It is our intent in this book to provide wargamers
  with a glimpse into the Coalition operations that struck
  Saddam Hussein’s regime like a thunderbolt and whet
  your appetites for further research into this brief but
  fascinating chapter in military history. Within these
  pages you’ll find a selection of scenarios representative
  of the actions that characterized Operation Cobra II up
  until the fall of Baghdad, along with organization
  guidelines for the forces involved in the conflict and
  write-ups for the vehicles they operated – basically
  everything you need to bring this theater to your
  tabletop!
  This book owes its existence to the talent and
  diligence of several authors, whom we’d like to recognize
  for their specific contributions.
  � Chris Sebolt and Jerry Lanigan compiled the
  original drafts of eight of the scenarios presented
  in Marching Up-Country with the USMC. We’re
  extremely grateful to Chris and Jerry for providing
  the solid foundation upon which we built our
  versions of these excellent scenarios.
  � Leigh Neville and Jim Wonacott revised the
  Sebolt/Lanigan scenarios and contributed their
  own scenarios as well. Leigh and Jim have left their
  stamp of military knowledge and scenario design
  excellence all over this project.
  � Jim Roots (The Other Jim) contributed a concise
  and incisive historical treatment of the events
  leading to the fall of Baghdad which can be
  found in The Road to Baghdad: An Unprecedented
  Journey.
  � Thanks also to Matt from Elheim Miniatures,
  Shaun from S&S Models, Eric Hotz of Hotz
  ArtWorks, and Brian from TheHobbyDen for
  their assistance in making the miniatures photos
  in this book possible!
  We hope you enjoy Road to Baghdad as much as we’ve
  enjoyed bringing it to you!
  Ambush Alley Games
  INTRODUCTION
  4
  © Osprey Publishing • www.ospreypublishing.com 
  
  THE ROAD TO BAGHDAD: AN
  UNPRECEDENTED JOURNEY
  The road to Baghdad traversed twenty-one days of
  unprecedented military accomplishments. Arguably, the
  road represents the most rapid advance in the history of
  warfare. Littered along that road are many tales of
  courage, some of which are recreated in this book; but
  just as many tales of indecision, unexpected occurrences
  and tragedy. It was a war of maneuver punctuated with
  sharp, fierce fights that ended as quickly as they began.
  It was a war of brutal city fighting and sieges unplanned
  for by the US-led coalition. It was a war of imbalance,
  with the defenders greatly outnumbering the attackers,
  who also had to contend with an accelerated timetable
  for their ground action.
  For many Americans, the Iraq War was a war in their
  living rooms. It was a war of words and speculation. It
  was not the casualty lists or canned footage of Vietnam,
  but live images courtesy of embedded news crews
  featuring tanks and APCs rolling across the desert,
  interrupted by the constant commentary of pundits
  ranging from retired generals to largely uninformed
  media celebrities.
  Finally, the
  war
  along
  the road to
  Baghdad
  ended
  Saddam
  Hussein’s regime, but was largely
  ignored by most Iraqis. The best
  summary
  may
  be
  John
  Keegan’s
  decision to call the war “mysterious in
  almost every aspect.”1
  A PRELUDE TO WAR
  There were many pretexts for the United States to invade
  Iraq with the goal of taking Baghdad and bringing down
  the government of Saddam Hussein. Unfinished
  business from the Gulf War, alleged weapons of mass
  destruction (WMDs), oppression of the Iraqi people,
  defiance of UN and US ultimatums...the list goes on.
  Many of these casus belli are still hotly debated. The fact
  of the matter is that a predominantly US force, assisted
  by the British and other NATO nations, invaded Iraq on
  March 19, 2003.
  The US Congress authorized President Bush to use
  military force against Iraq in October 2002. The military
  buildup had already begun prior to that date, however.
  US and British aircraft began systematically bombing air
  defense sites in the no-fly zones established after the
  Gulf War earlier in the year. CIA Special Activities
  Division (SAD) teams
  were operating in
  the northern
  part
  of
  5
  HH-60L Medevac
  Helicopter, Iraq, 2003
  1
  John Keegan, The Iraq War, p.2. Vintage Books, ©2005
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraq as early as July 2002 with assistance from the Army’s
  10th Special Forces Group (10th SFG).
  General Tommy Franks was chosen to command
  the invasion. A Vietnam veteran, a key strategist of the
  Gulf War and fresh from success in Afghanistan where
  he used special operations forces to topple the Taliban,
  he seemed the perfect choice. His objectives were the
  capture of the Iraqi oil infrastructure intact; discovery
  and neutralization of WMDs; and the capture
  of Baghdad.
  Franks was not in favor of a massive buildup as seen
  in the previous Gulf War. He intended to achieve
  operational surprise against the Iraqi military by
  striking more quickly than General Schwarzkopf. His
  experience in commanding integrated air and special
  forces assets in Afghanistan led him to believe that
  economy of force and integration between the different
  combat arms, supplemented by special forces, could
  best achieve his objectives.
  US CENTCOM felt that the current geopolitical
  situation eliminated Saudi Arabia as a staging area, a
  luxury they’d enjoyed in the first Gulf War. This
  meant that Iraqi
  forces could be concentrated against a few likely invasion
  routes. Franks’ initial plan called for a two-pronged
  attack featuring the 4th Infantry Division staging in
  Turkey and attacking Baghdad from the north with
  the coup de main starting from Kuwait and attacking
  from the south. This had the advantage of tying down
  significant Iraqi forces away from the main thrust. The
  plan had to be abandoned when Turkey announced its
  unwillingness to be used as a staging area for either air
  or ground assets, despite its membership in NATO.
  Franks needed another plan to tie down the Iraqis.
  FRANKS’ PLAN: COBRA II
  Franks and CENTCOM’s final operational plan,
  codenamed Cobra II, kept the main southern thrust
  intact. Wanting to avoid the obvious assault route into
  Iraq, the area between the Tigris and Euphrates Rivers,
  Franks elected for his main force, the US Fifth Corps,
  spearheaded by the 3rd Infantry Division, to swing around
  the main occupied areas and attack Baghdad from west of
  the Euphrates. The 1st Marine Expeditionary Force (1st
  MEF) was to feint to the east, then drive alongside Fifth
  Corps to the east of the Euphrates, protecting the flank
  of the invasion. 1st MEF was to keep pace with the Army
  units and to avoid urban engagements in the inhabited
  regions between the Tigris and Euphrates. Paralleling the
  ROAD TO BAGHDAD
  6
  USMC AH-1 gunships orbit in
  overwatch as a British column
  prepares to pass through the berm –
  Photo by Michael Moore
  “Let me begin by saying that this will be a
  campaign unlike any other in history, a campaign
  characterized by shock, by surprise, by the
  employment of precise munitions on a scale never
  seen, and by the application of overwhelming force.”
  - Gen. Tommy Franks, 22 March 2003,
  CentCom daily briefing
  © Osprey Publishing • www.ospreypublishing.com 
  
  advance of 1st MEF was another Marine unit, Task Force
  Tarawa, which was given the mission of protecting
  the eastern flank of the Marines. A secondary thrust by
  the 1st MEF was planned toward the ports of Umm Qasr
  and Basra, featuring the US 15th Marine Expeditionary
  Unit, the British 1st UK Armored Division and other
  coalition forces. This action was designed to secure the
  vital oil and harbor facilities in the area.
  The second part of Franks’ plans involved special
  operations forces in the north and west of Iraq. In the
  north, CIA Special Activities Division (SAD) teams and
  SOF worked with Kurdish irregulars to tie down Iraqi
  forces. In the west, SOF teams went “scud hunting” to
  prohibit Iraqi retaliatory strikes toward Coalition-
  friendly nations.
  The plan made the best use of available forces
  and hinged upon combined arms, not only of
  air/artillery/ground/armor assets within services, but
  inter-service and inter-nation coordinated planning
  and execution.
  HIGH LEVEL ORDERS OF
  BATTLE
  Unlike the Gulf War, the Coalition this time around was
  predominantly comprised of US forces. Many nations,
  including NATO members, did not support the invasion
  and refused to provide military support. Participating
  nations included Australia, Denmark, Poland, Portugal,
  Spain and the United Kingdom.
  Coalition Forces
  US Fifth Corps
  � 3rd Infantry Division (mechanized)
  � 101st Airborne
  � 2nd Brigade, 82nd Airborne
  � 4th Infantry Division
  � 173rd Airborne Brigade
  1st Marine Expeditionary Force
  � 1st Marine Division
  � Task Force Tarawa (elements from 1st and 2nd
  Marine Division)
  � 1stUK Armored Division
  � Royal Marine Commando Brigade
  � British 16th Air Assault Brigade
  Special Operations Forces
  � 5th Special Forces Group (southern and western Iraq)
  � 10th Special Forces Group (northern Iraq)
  � 3rd Special Forces Group (northern Iraq)
  � Joint Special Operations Command (Task Force 20)
  (western Iraq)
  � British, Australian, Polish contingents (western
  and southern Iraq)
  Iraqi Forces
  Information about the Iraqi forces is less available and
  less reliable. Many of their units disintegrated at first
  contact with Coalition forces. The following is their
  Order of Battle just before the war.
  The Road to Baghdad: an Unprecedented Journey
  7
  British convoy entering Iraq – photo
  by Eric Emerson
  © Osprey Publishing • www.ospreypublishing.com 
  
  Republican Guard
  Northern Corps
  � 2nd Al Medina Armored Division
  � 5th Baghdad Mechanized Division
  � 7th Adnan Infantry Division
  Southern Corps
  � Al Naida Infantry Division
  � 6th Nebuchadnezzer Mechanized Division
  � 1st Hammurabi Infantry Division
  Miscellaneous
  � As Saiqa Special Forces Division (3+ brigades)
  � Special Republican Guard (4 brigades)
  Regular Army
  1st Corps (centered near Kirkuk)
  � 5th Mechanized Division
  � 2nd Infantry Division
  � 8th Infantry Division
  � 38th Infantry Division
  2nd Corps (near Diyala)
  � 3rd Armored Division
  � 15th Infantry Division
  � 34th Infantry Division
  3rd Corps (An Nasiriya)
  � 6th Armored Division
  � 51st Mechanized Division
  � 11th Infantry Division
  4th Corps (Amara)
  � 10th Armored Division
  � 14th Infantry Division
  � 18th Infantry Division
  5th Corps (near Mosul)
  � 1st Mechanized Division
  � 4th Infantry Division
  � 7th Infantry Division
  � 16th Infantry Division
  Western Desert Force
  � Miscellaneous mixed armored and infantry units
  operating in Western Iraq
  Fedayeen
  � Largely Sunni and Ba’ath party irregular forces
  from Iraq, supplemented by Syrian and Egyptian
  sympathizers
  AN ACCELERATED TIMETABLE
  Forces were still in route to Iraq, particularly the
  4th Infantry Division once Turkey denied it a base of
  operations, when the timetable for invasion was moved
  up. It had always been a part of Franks’ strategy to move
  with fewer forces and more speed than the past Gulf
  War. Prior campaigns were preceded by long periods of
  aerial bombardment. Franks wanted a short, intensive
  air campaign followed by a lightning ground campaign
  to achieve tactical, even operational surprise. Even
  ROAD TO BAGHDAD
  8
  British Challengers “bombing up”
  before entering Iraq. – photo by
  Michael Moore
  © Osprey Publishing • www.ospreypublishing.com 
  
  Franks’ definition of “short” was challenged by the
  marching orders that came from Washington following
  the March 19 “decapitation strike” that went awry.
  CIA sources inside Iraq supposedly determined the
  location of high-level Iraqi officials, including Saddam
  Hussein, and President Bush seized the opportunity to
  launch a crippling blow against the Iraqi leadership.
  Two F-117s delivered four precision-guidance bombs
  and six ships launched more than forty cruise missiles
  against an underground bunker in Baghdad where
  Saddam and his leadership were allegedly meeting. The
  information proved incorrect, and the Iraqis quickly
  used the failed strike as an opportunity to heat up the
  propaganda war and to launch a retaliatory SCUD
  strike against Coalition forces in Kuwait (to no effect).
  In the aftermath of the failed attack, Franks got word to
  set the invasion in motion.
  THE INITIAL CLASHES:
  MARCH 20–21
  Fifth Corps, with the 3rd Infantry Division in the van,
  crossed the border and began its western sweep toward
  Baghdad. Resistance was light, with many Iraqi
  formations simply disintegrating or surrendering en
  masse to the advancing Americans. The main elements of
  the 1st MEF also advanced into Iraq, while amphibious
  operations featuring the 15th Marine Expeditionary Unit
  and British Royal Marine Commandos began against the
  Al Faw peninsula to secure oil fields and ultimately
  capture Umm Qasr and Basra.
  Umm Qasr was the first determined resistance of the
  campaign. US Marines initially captured the port
  facilities on March 21 (see Scenario 2: Umm Qasr), but
  it would take several more days of intensive action by
  allied troops to secure the town from Iraqi troops.
  A special job was
  given
  to
  the
  1st
  Battalion, 7th Marine
  Regiment, 1st Marine Division; the
  capture of the pumping station at
  the Rumaila oil fields (see Scenario 1:
  The Road to Baghdad: an Unprecedented Journey
  9
  Dora Farms
  The “Decapitation Strike” against “Rocket One”
  (as Hussein was dubbed by the USAF) was
  meant to end the war before it had begun.
  Instead, the combined F-117 and Tomahawk
  strike struck an empty field at Dora Farms, a
  retreat which Iraqi insiders stated that Hussein
  had not visited in eight years.
  The end result of the attack shouldn’t detract
  from the herculean efforts required to bring the
  strike to bear, however. Despite communications
  failures and overwhelming logistics hurdles,
  the USAF and USN was able to coordinate
  a combined attack with a startlingly short
  lead-time. The craters at Dora Farms prove that,
  with accurate intelligence, devastatingly effective
  strikes can be orchestrated within a tactically
  meaningful time-frame.
  Challenger 2 MBT, Basra, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  The Crown Jewel). This assault
  was designed to preserve the critical oil infrastructure of
  Iraq, since more than 50% of the country’s oil flowed
  through this facility.
  The 1st UK Armored Division reached the outskirts of
  Basra and cordoned off the city, but allowed civilians to
  leave. The British met stiff resistance from Iraqi regulars
  and the Fedayeen under the command of Ali Hassan Al
  Majid, one of Saddam’s chief lieutenants and better known
  as “Chemical Ali.” The British pace of operations led to
  criticism from US commanders, since the Coalition plan
  of attack was based on speed to keep the enemy off
  balance. The British, however, were determined to
  minimize casualties for a war that was unpopular at home.
  Basra would become a major battleground over the next
  two weeks.
  A RAPID ADVANCE AND A
  WRONG TURN: MARCH 22–23
  The thrust by US Fifth Corps was far more rapid than
  anyone anticipated. Many Iraqi units stationed in
  its path simply disappeared, either through covert
  negotiations with the Iraqi commanders prior to
  hostilities, through fear or through lack of support.
  Many soldiers simply threw away their uniforms and
  equipment, exchanging them for civilian garb. The
  1st MEF experienced the same mass surrenders during
  its initial advance. By the end of the day on March 22,
  lead elements of Fifth Corps were 150 miles inside Iraq,
  almost exactly halfway to Baghdad (see Scenario 11:
  The Hornet’s Nest).
  Keeping the troops supplied in the field was no small
  feat, and one of the greatest achievements of the war
  was the performance of US logistics. US columns on the
  march would halt at predetermined checkpoints and
  suddenly be swarmed by resupply vehicles and in a matter
  of an hour or two, be on their way again. Huge credit goes
  to US planning and GPS navigation. But sometimes
  things don’t go as intended. The unfortunate fate of the
  507th Maintenance Battalion is a prime example.
  During the advance to Baghdad, the three columns
  of Fifth Corps, 1st MEF and Task Force Tarawa
  converged near Nasiriya. This city was a major crossing
  over the Euphrates and home to the Iraqi 11th Infantry
  Division. Pre-war planning called for the Marines of
  Task Force Tarawa to seize only eastern portions of the
  city and its bridges in order to secure convoy routes.
  In hindsight, the plan seems implausible, since any
  convoys attempting to pass through An Nasiriya would
  be subject to harassing fire. In fact, the route through
  the city was already nicknamed “Ambush Alley” by
  Marine planners. But the mood in US CENTCOM
  was optimistic; intelligence indicated that the Iraqi
  11th Division had withdrawn and only light resistance
  was expected. Orders to Task Force Tarawa were to move
  on their objective quickly.
  On the morning of March 23, a convoy of the
  507th Maintenance Battalion, moving to resupply the US
  3rd Infantry Division, took a wrong turn and headed for
  the eastern bridge in An Nasiriya. The column was shot
  up badly, with nine killed and six captured, including
  Jessica Lynch. Task Force Tarawa, already planning to
  ROAD TO BAGHDAD
  10
  US Marines from the 15th MEUSOC
  during the fighting at Umm Qasr
  © Osprey Publishing • www.ospreypublishing.com 
  
  assault the eastern bridge, quickly sent its 1st Battalion,
  2nd Marines to the rescue of the 507th’s ambushed column
  (see Scenario 3: CAAT Fight Near Nasiriya).
  What the Marines discovered in An Nasiriya was
  that the city was anything but unoccupied. Buses, cars,
  taxis and motorcycles full of Fedayeen fighters,
  comprised of Iraqis, Syrians, Egyptians, Palestinians and
  even Chechens, desiring to test their mettle against the
  Americans, arrived in An Nasiriya in droves. Task Force
  Tarawa’s lead elements found themselves in a battle they
  hadn’t planned (see Scenario 4: The Railroad Bridge).
  AMBUSH ALLEY: MARCH 23
  Compounding matters, Task Force Tarawa went
  into action piecemeal and with poor coordination.
  A Company of 1/2 Marines seized the eastern bridge.
  But B Company passed through them, then took a
  wrong side road and found itself first in a firefight,
  then stuck in place as several of its vehicles became
  bogged in mud and refuse. C, or “Charlie” Company
  took up the advance to the Saddam Canal bridge
  through Ambush Alley.
  In perhaps the most famous ground action of the
  war, Charlie Company advanced over the bridge, but an
  RPG hit one of its AAVP personnel carriers (“Tuna
  Boats” in Marine slang). The vehicle managed to cross
  the bridge, but its exterior gear was on fire and its
  loading ramp was jammed. Marines were jumping out
  of the escape hatches. There were still wounded Marines
  inside. Charlie Company now found itself straddling
  the canal, with seven AAVPs on the north side of the
  canal and four on the other, taking fire from Fedayeen
  and Iraqi mortars.
  Yet more tragedy was to come, largely caused by
  malfunctioning radios, poor inter-unit communications
  and bad radio discipline in the battalion net. A Marine
  forward air controller, believing there to be no Marines
  north of the canal,
  mistakenly directed A-10s to strafe Charlie
  Company’s vehicles north of the canal. Several passes later,
  multiple AAVPs were damaged and one destroyed, with
  six Marines killed due to friendly fire (see Scenario 5:
  Ambush Alley).
  With casualties mounting and no MEDEVAC
  possible due to the Iraqi/Fedayeen fire, Charlie
  Company decided to send six of its AAVPs back down
  Ambush Alley to help. On the way, it staggered into
  another Fedayeen ambush, losing two AAVPs destroyed
  and two more severely damaged. Many of the Marines
  were killed or wounded. South of the bridge, some of
  these beleaguered Charlie Company survivors holed
  up in a building dubbed “The Alamo” (see Scenario 6:
  The Alamo). Described by many survivors as another
  Mogadishu, the Marines held off numerous assaults until
  finally relieved by an Abrams and two Humvees after
  several hours of isolation.
  Other actions were conducted by Task Force Tarawa
  to get forces moving toward Al Kut, and An Nasiriya was
  eventually surrounded by the task force to cut off outside
  reinforcements, but it would be April before the town
  was fully pacified.
  The Road to Baghdad: an Unprecedented Journey
  11
  Iraqi Hospital from which Jessica
  Lynch was rescued – photo by Eric
  Emerson
  © Osprey Publishing • www.ospreypublishing.com 
  
  BUMPS ON THE ROAD TO
  BAGHDAD: MARCH 23–27
  While Task Force Tarawa was heavily engaged at An
  Nasiriya, the Coalition was experiencing other difficulties.
  The British had laid siege to Basra, but during this period
  in time, refused to engage the Iraqi forces in the city
  other than small raids by the SAS and Royal Marines.
  The British instead waited out the Iraqis and laid the
  intelligence groundwork for later action. Some elements
  of the media chose to point to this as a stalemate and
  lumped it together with An Nasiriya as evidence that the
  war was not going as well as planned.
  Meanwhile the US 3rd Infantry Division was on the
  outskirts of Najaf. It was here that the 11th Helicopter
  Regiment, operating in support of the 3rd ID attempted
  to engage the Al Medina Armored Division of the
  Republican Guard with a massed attack by 32 Apache
  helicopters. A combination of bad weather, poor
  communications and surprisingly intense ground fire
  resulted in the loss of one Apache and significant
  damage to many others.
  The weather, too, decided to add impediments to the
  Iraqi battlefield. On March 25 an intense sandstorm arose,
  followed by torrential rains. Some observers said
  it was the worst
  storm of its kind in over 100 years, with 50-mile-an-hour
  winds. It slowed down the advancing troops and imposed
  an operational pause on the Coalition.
  By this time, it was also becoming apparent that the
  regular Iraqi army was not willing to fight. While the
  majority of the Republican Guard still lay ahead of
  the paths of Fifth Corps and 1st MEF, and was still a major
  operational consideration, the real enemies were the
  groups of Fedayeen. In a foreshadowing of the insurgency
  to come, small units of fanatical irregulars were attacking
  both Coalition front line troops and logistics columns.
  In the interest of security, more urban actions were
  necessary along convoy routes than initially planned.
  GETTING READY: MARCH 26–30
  A crucial meeting took place on March 26 at 1st MEF’s
  headquarters. The American top commanders flew in for
  a conference to determine the next steps on the road to
  Baghdad. The Coalition forces were facing several major
  issues. First, supply was getting critical for 3rd Infantry
  Division and supply routes were still uncertain given the
  situation at An Nasiriya. Second, too much combat
  power of 3rd Infantry Division, 1st MEF and Task Force
  Tarawa was getting tied up in secondary actions at places
  like An Nasiriya, Samawa and Najaf. The decision was
  made to employ 82nd and 101st Airborne troops to secure
  the route between An Nasiriya and Najaf, allowing
  3rd Infantry Division to gather its strength and push
  forward to the Karbala Gap, its final objective before the
  assault on Baghdad proper.
  Following the main actions at An Nasiriya, the
  Marines raced to get into position astride Fifth Corps for
  the final push to Baghdad. Eager to press on, 1st MEF and
  Task Force Tarawa seize objective after objective, pausing
  neither for the sandstorm, traditional resupply (on one
  occasion the Marines arrange to have C-130s land on
  Route 1 with 5,000 gallon containers of fuel) nor Iraqi
  ROAD TO BAGHDAD
  12
  A “Shamal” dust-storm sweeps across
  the Iraqi landscape
  © Osprey Publishing • www.ospreypublishing.com 
  
  settlements. Commencing with the town of Afak on
  March 29, the Marines invented “the Afak drill,” whereby
  they approach a town with overwhelming firepower to
  its front and pinned defenders in place, while tanks and
  infantry envelop the flanks (see Scenario 7: The Afak
  Drill). The tactic worked so well it became standard
  procedure for the rest of the march to Baghdad.
  Meanwhile in northern Iraq, the 173rd Airborne
  Brigade and the 10th Special Forces Group were causing
  havoc for the Iraqis. Working with Kurdish Peshmerga
  (‘those who face death’), these units managed to tie
  down the Iraqi 5th Corps and keep it from moving
  against the Coalition advance toward Baghdad.
  The inexorable advance of the 1st MEFs regimental
  combat teams (RCTs) convinced Iraqi commanders that
  the main assault against Baghdad was to come from the
  south, the traditional route of attack (see Scenario 9: Al
  Kut). The Marines had other plans. They feinted north,
  then swung due east, crossed the Euphrates and
  approached Baghdad from the southeast.
  Fifth Corps also staged a number of deceptions which
  kept Iraqi leadership unsure about the direction of its
  main effort. Two Brigade Combat Teams (BCTs) of 3rd
  Infantry Division, with 7th Cavalry in the lead, attacked
  through to the Karbala Gap. The remainder of the
  division, along with the 101st, made demonstration
  attacks to keep the Iraqis guessing about what was going
  to happen next.
  MEANWHILE, IN BASRA
  While the Fifth Corps and 1st MEF moved against
  Baghdad, the British were not idle in the south. The
  British Royal Marine Commando Brigade remained to
  hold Umm Qasr and the Al Faw peninsula, giving the
  job of isolating and clearing the city of Basra to the 1st
  UK Armored Division. Seizing control of all routes
  into the city, the British methodically shut down the
  Iraqis ability to resist, although not
  without meeting stiff resistance from the Iraqi regulars
  and irregulars under siege. One notable action took
  place on March 27, when 14 Challenger II tanks of the
  Royal Scots Guard Dragoons, part of the 7th Armored
  Brigade (the famed Desert Rats) met and destroyed
  14 Iraqi tanks in the largest British tank battle since
  World War II.
  On April 6 the British stormed the remainder of the
  city, ending the battle for Basra.
  OPERATIONS IN THE WESTERN
  DESERT
  Just as in the Gulf War, Special Forces teams from the
  US, Britain and Australia operated in Iraq’s western
  desert to interdict the flow of foreign aid and
  manpower to Iraq as well as locate launch sites and
  potential sites of WMDs. These included elements of
  the 5th Special Forces Group, JSOC’s Task Force 20,
  Australian SASR and UK 22SAS and SBS. Iraq still had
  a large number of SCUD launchers capable of hitting
  Coalition forces and friendly nations. Thanks to the
  successes of these teams, the SCUD threat was
  practically non-existent.
  The Road to Baghdad: an Unprecedented Journey
  13
  Abrams tanks advance across the
  desert. – photo by Michael Moore
  © Osprey Publishing • www.ospreypublishing.com 
  
  SADDAM – MAKE THAT BAGHDAD
  – INTERNATIONAL AIRPORT
  With the attention of the Iraqi leadership focused on
  1st MEF and 5th Corps diversions, the main body of
  3rd Infantry Division fought through the Karbala Gap
  on April 1 and April 2. Helped by Special Forces and
  close air support, the leading elements crossed the
  Euphrates north of Karbala and assaulted the remnants
  of the Republican Guard Medina Division. A major hole
  was now open in the Iraqi lines. Desperate to repulse
  the Americans, the Iraqi leadership hurled repeated
  assaults at the bridgehead by Fedayeen to no avail.
  On April 4, 3rd Infantry’s 1st Brigade engaged defenders
  at the Saddam International Airport during several
  hours of fierce fighting (see Scenario 13: Medal of
  Honor) in perhaps the heaviest
  action of the war. Following the end of the war, the
  airport was renamed Baghdad International Airport.
  ROAD TO BAGHDAD
  14
  Challenger Armoured Repair and Recovery Vehicle, Al Faw Peninsula, 2003
  The Rat is Back! – photo by Michael
  Moore
  © Osprey Publishing • www.ospreypublishing.com 
  
  THUNDER RUNS: APRIL 5 AND 7
  Many Iraqi commanders later admitted that the fall of
  the airport was the last truly organized resistance prior
  to the fall of Baghdad. However, that did not mean there
  were not significant forces and skirmishes to come. With
  the airport in Coalition hands, 3rd Infantry Division
  decided to test the remaining Baghdad defenses with a
  reconnaissance in force by a task force of its 2nd Brigade.
  The term “Thunder Run” was coined to describe the
  activity. Advancing from the south on April 5, the task
  force met with little organized resistance, although there
  were a few intense firefights along the way. Based on the
  success of the first Thunder Run, a second one set out
  on April 7 comprised of the entirety of 2nd Brigade.
  It succeeded in reaching the government district of
  the capital and capturing what is today called the
  Green Zone.
  That same day Marines crossed the Diyala River into
  the southern part of the capital (see Scenario 10:
  The Footbridge) and elements of 3rd Infantry Division
  captured one of Saddam’s palaces and the Coalition
  called upon the Iraqis to surrender.
  THE FALL OF BAGHDAD AND
  THE END OF THE ROAD
  Coalition forces formally occupied Baghdad on April 9,
  concluding an amazing 21 days of combat operations.
  The road to Baghdad ended in a Coalition military
  victory. But the path to peace was just beginning. Almost
  from the start of the occupation, signs that things weren’t
  going to be easy began to appear. Looting was rampant
  throughout Baghdad, not just of Saddam’s palaces
  and possessions, but of Iraqi cultural treasures. The
  infrastructure of the city, not well maintained by Saddam
  during his reign, crumbled under the additional stresses
  of war and occupation. More significantly, many
  political leaders, including Saddam himself, fled the city
  to either go into hiding or become members of the
  nascent insurgency.
  The Coalition’s quick victory would be rewarded with
  seven years of counter-insurgency efforts and nation
  building before a new Iraq was deemed ready to take
  responsibility for its own governance and security. Only
  time will tell how much longer Coalition involvement
  will be required to see Iraq transition from despotic
  dictatorship to a fully functioning democracy.
  The Road to Baghdad: an Unprecedented Journey
  15
  A CSAR flight over occupied Baghdad
  © Osprey Publishing • www.ospreypublishing.com 
  
  MARCHING UP-COUNTRY
  WITH THE USMC
  SCENARIO 1: THE CROWN JEWEL
  Az Zubayr, March 21
  The 1st Battalion 7th Marines was handed a critical mission
  early in Operation Iraqi Freedom. The pumping station at
  Az Zubayr receives oil from throughout the Rumaila oil
  fields for storage or transport to the al Faw Peninsula. The
  destruction of this station, responsible for over $40 million
  inoilperday,wouldcripplerecoveryeffortsandpotentially
  lead to an environmental disaster of massive proportions.
  Rather than hand the operation to SOF, the Marine
  battalion was tasked with securing it and surrounding
  storageunits.TwosquadsofcarefullytrainedMarineswere
  to secure the station itself by coup de main. Unfortunately,
  the number and quality of defenders were unknown.
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: USMC has Initiative for duration of game
  Special Conditions:
  � Fedayeen are Irregulars
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets:
  USMC: 1 x AH-1W Whisky Cobra available on-station
  in direct support from Turn 2. Use standard FOF 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.
  16
  Historical Outcome
  The reality of the battle for the Crown Jewel was
  much less dramatic than the scenario presented
  here. The Marines encountered no resistance
  at Az Zubayr, finding the facility guarded by a
  lone elderly watchman and a number of civilian
  workers who surrendered immediately. The only
  other “inhabitant” of the Crown Jewel was an
  unfortunate technician who had been beheaded
  by Ba’ath officials before they fled the site to
  discourage cooperation with Coalition forces.
  The Marines then called in both British Army
  reservists who were oil technology experts in
  their civilian life and the CIA recruited Iraqis
  to assess the limited damage the Ba’ath Party
  members had inflicted. The Crown Jewel had
  been captured intact with no Coalition losses.
  © Osprey Publishing • www.ospreypublishing.com 
  
  17
  Marching Up-Country with the USMC
  Table Size: 2’ x 2’
  � Note that the pump houses are 6” behind the main
  building.
  USMC Mission
  Marine Corporal Ferkovich is Force Commander for
  this mission. Your squad is charged with breaching the
  security fence surrounding the facility and neutralizing
  all threats to your Marines and to the facility’s function.
  Maps of the area have been provided by intelligence, but
  little concrete information is available regarding enemy
  strength and disposition. Intel reports do cite recent
  movement of Fedayeen Saddam and Ba’athist elements
  near the facility. Their activities, numbers and weapons
  are unknown at this time. The Crown Jewel must be
  seized intact to allow Coalition experts to assess any
  damage caused to the pumping station.
  USMC Victory Points
  � Seize the pumping turbines at Az Zubayr before
  they can be destroyed by Iraqi forces: 5pts
  � No KIA or POW Marines at end of Turn 6: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Rifle Squad One (Equipped with Breaching Kit)
  1 x Squad Leader w/M16A2 (Cpl. Ferkovich)
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  Iraqi Mission
  Saddam Hussein knew he could not ultimately foil the
  Coalition’s campaign to topple his regime so he laid
  plans to create difficult post-war conditions in the
  country. This included scuttling as much infrastructure
  as possible, including crippling the oil industry and
  US Marines advance with Amtrac
  (AAVTP-7)
  © Osprey Publishing • www.ospreypublishing.com 
  
  forcing upon the Coalition a huge, and lengthy, repair.
  Coupled with fledgling plans for an insurgency, it might
  make the Coalition’s efforts in Iraq too costly in terms
  of both blood and treasure, forcing their withdrawal and
  Saddam’s eventual restoration to power. At Az Zubayr
  oil is stored in holding tanks or transferred through
  a pumping station to the Al Faw Peninsula. Damage
  or destruction of the pumping station would cripple
  recovery efforts.
  Use the random forces that are available to damage
  the facility and bloody the Marine attackers.
  Iraqi Victory Points
  � Damage one pumping facility with explosives: 5pts
  (two damaged: 10pts)
  � Per Marine killed: 3pts
  � Per Marine seriously wounded: 1pt
  � Per Enemy Vehicle Immobilized: 2pts
  � Per Enemy Vehicle Destroyed: 3pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Ba’ath Party Death Squad
  1 x Ba’ath Party Official w/AK
  5x Saddam Fedayeen w/AK
  1 x Saddam Fedayeen w/RPG (Med. AP:2/AT:1(M)
  1 x Transport – an SUV parked near the
  administrative building
  The Iraqi commander suffers from a lack of combat
  assets. Roll 1D6 and consult the chart below. Your roll
  determines the LONE asset available. Unless noted
  below, forces must set up inside the admin building.
  1–3 One armed civilian guard (TQ D6, Morale D6)
  w/AK; 5 x Fedayeen w/AK (enter anywhere along
  north edge on Turn 1 in SUV – de-bus as per APC);
  1 x SPG-9 recoilless rifle (Hvy. AP:3/AT:1(M);
  w/3 x Fedayeen crew (located in the Palm Grove)
  4
  Iraqi Army Infantry Conscript Rifle Section (TQ
  D6, Morale D6 with Ba’ath Party Official re-roll) –
  1 x Leader w/AK, 7 x AK, 1 x RPK (Lt. AP:1/AT:0),
  1 x RPG (Med. AP:2/AT:1(M) deployed on table in
  the Admin building
  5
  Saddam Fedayeen Cell (TQ D6, Morale D10) – 1 x
  Leader, 5 x AK, 1 x RPK (Lt. AP:1/AT:0), 1 x RPG
  (Med. AP:2/AT:1(M) (enter anywhere along north
  edge on Turn 1 on foot)
  6
  Iraqi Army Infantry Regular Rifle Section (TQ D6,
  Morale D8 plus Ba’ath Party re-roll) – 1 x Leader
  w/AK, 7 x AK, 1 x RPK (Lt. AP:1/AT:0), 1 x RPG
  (Med. AP:2/AT:1(M) deployed on table in the
  Admin building
  Special Rules
  Sabotaging the Turbines
  Any Iraqi figure (except the civilian guard)
  may attempt
  ROAD TO BAGHDAD
  18
  US Marines take cover behind a
  AAVTP-7 track
  © Osprey Publishing • www.ospreypublishing.com 
  
  to set a crude explosive charge in one of the pumping
  stations. Each turn that a figure or unit remains in one
  of the two pump houses, stationary and not engaging in
  any offensive or defensive actions (including reactions
  in Rounds of Fire), and unaffected by an adverse morale
  result (non-Shaken), the Iraqi player may make a TQ
  check. If passed, the explosives are set to detonate in
  three turns unless disarmed by any Marine remaining
  stationary in the pumping station for one turn by
  passing a TQ check.
  Breaching
  Marines must breach the external fence or the locked
  gate to gain entry. The AAV can be used to mechanically
  breach an entry point or the riflemen may set a small
  breaching charge (C4 or simply det-cord) by spending a
  turn within 1” of the wire or gate. On the next turn, the
  Marine player must roll a successful TQ roll to ensure
  the charge detonates and the breach is accomplished.
  If successful, the Marines can move and fire through the
  breach on that turn as desired. If the TQ roll is failed,
  the Marines may re-try each turn until accomplished
  (Marines may react to Rounds of Fire but not initiate
  offensive fires while laying the charge).
  Ba’ath Party Re-roll
  While the Ba’ath Party leader is alive and on table, the
  conscript or regular Iraqi troops may re-roll any failed
  morale rolls once per turn due to the institutional fear of
  the Ba’ath death squads. The Fedayeen do not receive
  this re-roll.
  Cobras!
  On Turn 3 onward, the Marine commander may attempt
  to call in the orbiting AH-1W “Whisky” Cobra to
  provide close air support. Use standard TAC rules to
  resolve. The Cobra cannot fire upon targets in either
  pump house due to fear of destroying them.
  Marching Up-Country with the USMC
  19
  A USMC Cobra engaging ground
  targets
  USMC AH-1W Super Cobra in Iraq, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Optional Rules
  Optional Forces
  The following optional forces are provided to add to
  replay value of this scenario- these forces are completely
  hypothetical however could have plausibly deployed in
  defense of the pumping station. If the T-55 and BMPs are
  rolled add a Weapons Team of two Marines with M16A2s
  and a Javelin ATGM to the Marine starting forces.
  Roll 1D6
  1–4
  1 x T-55 Tank (stats as Iraqi regulars above)
  enters from anywhere along north edge on Turn 2
  5–6
  1 x T-55 AND 2 x BMP-1s each mounting six
  Iraqi regular infantry (stats as Iraqi regulars above) enter
  anywhere along north edge on Turn 3
  SCENARIO 2: UMM QASR
  Umm Qasr, March 22
  Elements of the 15th Marine Expeditionary Unit (Special
  Operations Capable) entered the port city of Umm Qasr
  after British Royal Marine Commando units passed
  through at the start of combat operations. The Marines
  were to secure the port facilities for the arrival of
  humanitarian aid. Iraqi resistance was initially light, but
  stiffened considerably on the second day of operations.
  March 22 dawned with Marine patrols working to locate
  Fedayeen forces in the city. At an administration building
  near the harbor, a patrol got into a small firefight that
  quickly became an intense gun battle as Marines sought to
  surround and eliminate the enemy threat.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: USMC has Initiative for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 2’ x 2’
  USMC Mission
  Fanatical Saddam Fedayeen militias have been bottled up
  near the port facility. A sizeable force of these irregulars
  has taken up positions in and around a key administrative
  building. They must be eliminated quickly to allow the
  port facility to be secured. It is vital that logistics materials
  begin flowing into Umm Qasr as quickly as possible, but
  ROAD TO BAGHDAD
  20
  Historical Outcome
  Iraqi resistance was so heavy that Javelin anti-
  tank teams and M1A1 Abrams main battle tanks
  eventually joined the fight to support the Marine
  grunts. The Javelins contributed significantly but
  the tanks drew such a heavy barrage of RPG fire
  that they were forced to pull back. Ultimately,
  Coalition strike aircraft appeared overhead and
  the Marine riflemen eased back to watch the
  effect of the airstrikes. After two JDAMs were
  dropped, resistance crumbled and the Marines
  were able to police up a number of prisoners.
  In the intense fighting, one Marine was killed.
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC casualties and damage to the harbor facilities must
  be kept to an absolute minimum. Armored support is
  inbound however most of the coming battle will be fought
  by the Marine rifleman.
  USMC forces deploy from the western table edge on
  first turn.
  USMC Victory Points
  � Per Fedayeen Cell rendered combat ineffective
  (all KIA or WIA): 2pts
  � No Fedayeen left on board at end of Turn 8: 3pts
  � No infrastructure damage caused: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Rifle Squad One
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Marching Up-Country with the USMC
  21
  US Marines close with Fedayeen at
  Umm Qasr
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Rifle Squad Two
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  USMC M240G Weapons Team
  1 x Gunner w/M240G (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M16A2
  USMC Tank Element (Arrives on Turn 4)
  1 x M1A1 HA MBT (starts game un-buttoned)
  Iraqi Mission
  Iraqi forces in Umm Qasr were initially surprised by the
  British Royal Marine Commandos passing through the
  city, but became better organized and were able to put
  up some stiffer resistance when Marines of 15th MEU
  (SOC) later entered the city to secure the harbor
  facilities. The Iraqi leadership was fully aware of the
  value in giving the Coalition a bloody nose in one of the
  first cities entered and deployed a significant number of
  Uday Hussein’s paramilitary irregulars, the Saddam
  Fedayeen, in Umm Qasr.
  One such force operated out of an administration
  building close to the port facilities, directly threatening
  the security of a port vital to flow of logistics to Coalition
  forces. Fedayeen fighters were prepared to sell their lives
  in a tough battle with Marines and proved it in the fight
  that followed. The administration building must be held
  at all costs. A Fedayeen presence there prevents the
  invaders from using the harbor to their full advantage.
  ROAD TO BAGHDAD
  22
  US Marines using cargo container for
  cover and concealment. (Photo by Piers
  Brand, figures by Elheim Miniatures)
  USMC M1-A1 MBT
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi forces may deploy anywhere within the area
  circled on the map and are considered Hidden until they
  fire or are Spotted by USMC elements. They must deploy
  at least one cell in the administration building.
  Iraqi Victory Points
  � Per Marine killed: 3pts
  � Per Marine seriously wounded: 1pt
  � Per Enemy Vehicle Immobilized: 2pts
  � Per Enemy Vehicle Destroyed: 3pts
  � Any Fedayeen left on board at end of Turn 8: 3pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: N/A
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Fedayeen Cell 1
  2 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  Fedayeen Cell 2
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  3 x Irregulars w/AK
  Fedayeen Cell 3
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Irregulars w/AK
  Fedayeen Cell 4
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med.
  AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell 5
  1 x Fedayeen leader
  w/AK
  1 x Gunner w/RPG
  (Med.
  AP:2/AT:1(M)
  1 x Gunner w/PKM
  (Med. AP:2/AT:0)
  5 x Irregulars w/AK
  Fedayeen DShK HMG
  (Dushka)
  3 x Crew w/AK
  1 x DShK HMG
  (Hvy. AP:3/AT:1(L)
  Marching Up-Country with the USMC
  23
  USMC Fireteam, Umm Qasr, Iraq. (Photo by
  Piers Brand, figures by Elheim Miniatures)
  US Marine, Iraq, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  Check Your Fire!
  Any fire from any US weapon system heavier than a
  40mm grenade (weapons such as the M203, Abrams .50
  or COAX MG) towards the harbor edge of the table has
  a chance to damage or destroy harbor infrastructure.
  Each time such a weapon is fired towards the harbor
  edge the firing unit must make a Troop Quality check to
  avoid causing such collateral damage to infrastructure.
  If the check is failed, the harbor has been damaged
  and the Iraqi force receives 3 Victory Points each time
  this occurs.
  Berms and In Cover
  Both the berm at the edge of the raised road running
  north to south (6” in from table edge on a 4x4) and the
  opposite raised railroad provide an In Cover bonus
  (+1d) for any deployed forces on the side facing the
  respective board edge.
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  SCENARIO 3: CAAT FIGHT NEAR
  AN NASIRIYA
  Near An Nasiriya, March 23
  The 1st Battalion of the 2nd Marine Regiment (1/2) was
  tasked to secure the Euphrates River and Saddam Canal
  bridges on An Nasiriya’s east side. Seizure of these bridges
  would provide the 1st Marine Regiment Combat Team
  (RCT-1) with a more direct drive to Baghdad rather than
  following RCT-5 and RCT-7’s route to the south west.
  With Combined Anti-Armor Teams (CAAT) screening
  their advance, 1/2 Marines drove on towards the bridges
  with the M1A1s of Team Tank in support. As the CAAT
  entered the outskirts of An Nasiriya, the HMMWVs
  came under fire from machine gun and mortar positions
  and numerous black-clad Fedayeen fighters.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: USMC for first two turns
  Special Conditions:
  � Fedayeen are Irregulars
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 3’ x 6’
  ROAD TO BAGHDAD
  24
  Historical Outcome
  The firepower of the CAATs and Team Tank
  were simply too much for the defenders who put
  up a brief but heavy fight. The departure of
  Team Tank to rescue survivors of the ill-fated
  Army 507th Maintenance Company gave the
  Iraqis heart, but Marine riflemen of Bravo
  Company dismounted from their Amtracs and
  overran them, allowing the CAATs to continue
  their advance toward the bridges.
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Mission
  Advance towards An Nasiriya and neutralize any
  significant enemy forces that might hinder the drive for
  the critical bridges there. The Marines deploy with the
  CAAT in the lead followed by the armor of Team Tank
  and finally the riflemen in their AAVs.
  USMC Victory Points
  � Each M1A1 tank that exits north table edge: 3pts
  � Each CAAT HMMWV or AAV that exits north
  table edge: 2pts
  � No USMC KIA or POW at end of Turn 8: 5pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Rifle Platoon
  Platoon HQ (mounted in AAV with Squad One)
  1 x Lieutenant w/M16A2 (Platoon leader)
  1 x “Gunny” Sergeant w/M16A2 (Platoon Sergeant)
  1 x RTO w/M16A2
  1 x Navy Corpsman w/M16A2
  Marching Up-Country with the USMC
  25
  Nasiriya as seen from the Saddam
  Canal Bridge – photo by Eric Emerson
  A typical USMC CAAT Humvee
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Rifle Squad One
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC Rifle Squad Two (mounted in second AAV)
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  ROAD TO BAGHDAD
  26
  USMC AAVTP-7 kicking up dust outside
  An Nasiriya
  A CAAT Team Humvee puts paid to an Iraqi T-
  55 MBT. (Photo by Piers Brand, T-55 by
  Britannia Models, Humvee by Dragon Models)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Marching Up-Country with the USMC
  27
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC CAAT Team
  1 x HMMWV w/TOW Launcher (SACLOS
  launcher, Hvy. Support, AP:4/AT:4(H), negates
  ERA)
  1 x HMMWV w/M2HB .50 (Hvy. AP:4/AT:1(L)
  USMC ‘Team Tank’ Element
  2 x M1A1 MBT
  Iraqi Mission
  An Nasiriya was a focal point of Saddam’s early planning
  for the defense of Iraq. He knew that Coalition forces
  would have to accomplish toppling his regime as rapidly
  as possible before either a UN resolution or increasing
  casualties forced the Coalition to cease their offensive.
  However if he were to use natural obstacles to his
  benefit, he could lengthen the war and work at
  undermining Coalition or UN resolve.
  In order to lengthen the conflict, he placed large
  numbers of Saddam Fedayeen and foreign fighters near
  An Nasiriya to bolster the defenses of the Iraqi
  USMC, An Nasiriyah, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  11th Division. Their defense was centered around two
  bridges spanning the Euphrates River and the Saddam
  Canal on the east side of An Nasiriya. The bridges
  served as a natural choke point and the soft ground
  around them might provide a natural defense.
  Therefore, a stiff defense near and at the bridges could
  produce a major Coalition setback.
  Iraqi forces must defend the approaches to the
  bridges at An Nasiriya. Attack the Marines as they
  advance down the highway and prevent them from
  getting to the bridges.
  Iraqi Victory Points
  � No M1A1 tanks exit north board edge: 3pts
  � Per Marine killed: 3pts
  � Per Marine seriously wounded: 1pt
  � Per Enemy Vehicle Immobilized: 2pts
  � Per Enemy Vehicle Destroyed: 3pts
  � At least one Iraqi unit remains on board
  unpinned/un-pulled back at end of Turn 8: 5pts
  Iraqi Force
  Iraqi Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies by Unit – See below.
  Under Strength Iraqi Regular Army Platoon
  (TQ/Morale: D6/D8) (may deploy in any of the
  buildings or trench lines marked on the map)
  1 x Iraqi Army 11th Infantry Regular Officer w/AK
  Infantry Section One
  6 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  Infantry Section Two
  4 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  Infantry Section Three
  4 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  ROAD TO BAGHDAD
  28
  A destroyed M1A1 MBT
  Iraqi Republican Guard pass a disabled
  “Shilka” ADA vehicle. (Photo by Piers Brand,
  figures by Elheim Miniatures, Shilka by
  S&S Models)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi Regular Army PKM GPMG Team
  (TQ/Morale: D6/D8 – no Weapons Team bonus)
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Assistant gunner w/AK
  Iraqi Regular Army Medium Mortar Team
  (TQ/Morale D6/D8 – no Weapons Team bonus)
  (may deploy in any of the palm groves marked on the
  map)
  1 x 82mm Medium Mortar
  3 x Mortar Crew w/AKs
  Saddam Fedayeen (may deploy in any of the palm
  groves marked on the map)
  Fedayeen Cell One (TQ/Morale D6/D10)
  1 x Fedayeen Leader w/AK (TQ/Morale D6/D12)
  6 x Irregulars w/AKs
  2 x Gunners w/RPGs (Med. AP:2/AT:1(M)
  Fedayeen Cell Two (TQ/Morale D6/D10)
  1 x Fedayeen Leader w/AK (TQ/Morale D6/D12)
  5 x Irregulars w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  Fedayeen Cell Three (TQ/Morale D6/D10)
  1 x Fedayeen Leader w/AK (TQ/Morale D6/D12)
  5 x Irregulars w/AKs
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  2 x Gunners w/RPGs (Med. AP:2/AT:1(M)
  Special Rules
  Trenches and palm groves
  The Iraqi trenches count as Improved Cover (+2d) and
  the palm groves provide a Solid Cover (+1d) cover
  bonus as long as fighters are within 2” of a palm.
  Rescue the 507th
  The two M1A1 tanks from Team Tank depart on Turn 4
  to attempt to rescue the survivors from the ambushed
  Army logistics convoy. The tanks advance at maximum
  speed toward the north edge of the table engaging any
  targets as they leave but not slowing down- their priority
  is to reach the 507th, not getting into protracted contacts
  with Iraqi defenders.
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4-6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5-6
  indicates an AT RPG.
  Optional Rules
  Optional Forces
  The following optional forces are provided to add to
  replay value of this scenario.
  Roll 1D6
  1–3: 2 x T-55 tanks enter north edge of board on
  Turn 2 (TQ/Morale D8/D8)
  4–6: 2 x Fedayeen units (equipped as per Cell One
  above) enter from anywhere along the western board
  edge on Turn 3.
  SCENARIO 4: THE RAILROAD
  BRIDGE
  Outside An Nasiriya, March 23
  Despite some resistance on the southeastern outskirts of
  the city, SSgt Schielein’s CAAT, followed by the lead
  elements of 1st Battalion, 2nd Marine Regiment continued
  Marching Up-Country with the USMC
  29
  © Osprey Publishing • www.ospreypublishing.com 
  
  to close in on the Euphrates River Bridge. Pushing up the
  highway, CAAT came upon a railroad line with a bridge
  allowing the highway to cross over it. Everything seemed
  pretty quiet as CAAT prepared to pass over the bridge…
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: USMC retains initiative until a vehicle is
  destroyed or immobilized. Begin testing on the next turn.
  Special Conditions:
  � Fedayeen are Irregulars
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 3’ x 4’
  USMC Mission
  Continue pushing towards the bridges at An Nasiriya and
  silence any threats to the safety of the column. Cobra
  gunships are in support and have reported engaging
  enemy armor. Coalition forces deploy in column on the
  highway with only the CAAT deploying within 6” of the
  southern board edge in Turn 1. The AAVs follow and
  deploy in Turn 2 with their infantry cargo.
  USMC Victory Points
  � Each Coalition vehicle that exits north table edge:
  5pts
  � Each T-55 destroyed: 3pts
  � No USMC KIA/POW at end of Turn 8: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  ROAD TO BAGHDAD
  30
  Historical Outcome
  SSgt Schielein halted the CAAT on top of the
  railroad bridge to scan the area. This proved
  a fortuitous pause as they immediately spotted
  and engaged a number of Iraqi T-55’s in
  prepared positions. The CAAT TOW gunners
  successfully destroyed all the Iraqi armor in
  minutes. Marine infantry dismounted and
  cleared out the Iraqi infantry emplaced in the
  palm groves and scattered buildings on the
  northern side of the railroad line.
  © Osprey Publishing • www.ospreypublishing.com 
  
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Rifle Platoon
  Platoon HQ (mounted in AAV with Squad One)
  1 x Lieutenant w/M16A2 (Platoon leader)
  1 x Staff Sergeant w/M16A2 (Platoon Sergeant)
  1 x RTO w/M16A2
  1 x Navy Corpsman w/M16A2
  USMC Rifle Squad One
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC Rifle Squad Two (mounted in second
  AAV)
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC CAAT Team
  2 x HMMWV w/TOW Launcher (SACLOS
  launcher, Hvy. Support, AP:4/AT:4(H), negates
  ERA)
  2 x HMMWV w/M2HB .50 (Hvy. AP:4/AT:1(L)
  Both M2-armed HMMWVs carry a Javelin ATGM
  team along with the driver and gunner:
  1 x Gunner w/Javelin ATGM (Fire & Forget
  Launcher, Hvy. AP:4/AT:4, always hits deck armor)
  1 x Rifleman w/M16A2
  Iraqi Mission
  Marine units are known to be somewhere to the south of
  the city, but no word has come from outer defenses
  about any enemy activity. It is thought that some fire was
  Marching Up-Country with the USMC
  31
  © Osprey Publishing • www.ospreypublishing.com 
  
  heard further south earlier in
  the day. Regardless, a series of ambush positions have
  been prepared to greet the invaders with a hail of lead.
  Iraqi armor, infantry and irregular Fedayeen units are
  dug in and ready to deliver a staggering blow to the
  Marines as they close in on the bridges spanning the
  Euphrates River and Saddam Canal and halt their
  advance on An Nasiriya.
  Iraqi Victory Points
  � Each T-55 not destroyed at the end of Turn 8: 3pts
  � At least two Iraqi units remain on board
  unpinned/un-pulled back at end of Turn 8: 3pts
  � Per Marine killed: 3pts
  � Per Marine seriously wounded: 1pt
  � Per Enemy Vehicle Immobilized: 2pts
  � Per Enemy Vehicle Destroyed: 3pts
  Iraqi Force
  Iraqi Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies by Unit – see below and
  use Asymmetric Command rules for the Fedayeen.
  Iraqi Regular Army Platoon
  (TQ/Morale: D6/D8 – may deploy in any of the palm
  groves north of the railroad or revetments unoccupied
  by tanks marked on the map)
  1 x Iraqi Army 11th Infantry Regular Officer w/AK
  Infantry Section One
  6 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  Infantry Section Two
  6 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  ROAD TO BAGHDAD
  32
  An “up-armored” CAAT HMMWV
  Iraqi Republican Guard T-55 MBTs on the
  move. (Photo by Piers Brand, figures by
  Britannia Models)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Infantry Section Three
  6 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  Iraqi Regular Army PKM Teams
  (TQ/Morale: D6/D8- no Weapons Team bonus – may
  deploy in any of the palm groves north of the
  railroad or revetments unoccupied by tanks marked
  on the map)
  PKM Team One
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Assistant gunner w/AK
  PKM Team Two
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Assistant gunner w/AK
  Fedayeen
  (TQ/Morale D6/D10 – may deploy Hidden in any of
  the buildings)
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  2 x Gunner w/RPG (Med. AP:2/AT:1(M)
  3 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  2 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Irregulars w/AK
  Fedayeen Recoilless Rifle
  (must deploy Hidden in the palm grove west of the
  buildings)
  1 x Fedayeen leader w/AK
  2 x Crew w/AK
  1 x SPG-9 73mm Recoilless Rifle (Hvy. AP:3/AT:2(L)
  Tank Platoon (TQ/Morale D6/D8)
  Two tanks may start the game under the north side of
  the railroad bridge or in the armor revetments marked
  on the map. The remainder of the tanks must begin
  the game placed in the revetments.
  4 x T-55 Tanks
  Special Rules
  Revetments, buildings and palm
  groves
  The Iraqi revetments count as Improved Cover (+2D) and
  the palm groves provide a Solid Cover (+1D) cover bonus
  as long as fighters are within 2” of a palm.
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4-6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5-6
  indicates an AT RPG.
  SCENARIO 5: AMBUSH ALLEY
  An Nasiriya, March 23
  After crossing the Southern Euphrates Bridge, Charlie
  Company, 1st Battalion, 2nd Marines advanced toward their
  next objective, the Northern Saddam Canal Bridge. Their
  Marching Up-Country with the USMC
  33
  © Osprey Publishing • www.ospreypublishing.com 
  
  tank support reluctantly were
  forced to stop at the Euphrates as they feared the bridge
  would not support the seventy ton M1A1s and they
  wanted to ensure Charlie Company in their Amtracs
  crossed safely before attempting the crossing. Charlie
  Company passed through Alpha Company’s bridgehead
  position on the northern bank and advanced toward the
  Northern Saddam Canal, straight down the infamous
  4.6km main supply route which would become known as
  Ambush Alley.
  This scenario has been reduced in size for game-play
  and simulates the lead elements of Charlie Company
  entering Ambush Alley.
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: USMC has Initiative for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 2’ x 3’
  ROAD TO BAGHDAD
  34
  Iraqi T-55 tank in hastily dug
  revetment
  Historical Outcome
  As Charlie Company left the dismounted Alpha,
  they were engaged immediately by heavy small
  arms and RPG fire from Saddam Fedayeen
  hidden in buildings on either side of the four-
  lane Ambush Alley. The company managed to
  punch through, losing an AAV in the process
  and finally crossing the Northern Saddam Canal
  Bridge where they stopped and awaited their
  tank support. Tragically, they were mistakenly
  engaged by a pair of Air National Guard A-10
  Warthogs, killing a number of Marines and
  destroying several AAVs.
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Mission
  Charlie Company must advance through Ambush Alley
  and reach the Northern Saddam Canal Bridge. You must
  attempt to reach the Bridge with minimal casualties and
  loss of Marine vehicles while avoiding getting caught in
  Ambush Alley.
  All Marine vehicles enter the board directly into
  Ambush Alley in Turn 1.
  USMC Victory Points
  � Each Coalition vehicle that exits north table edge:
  5pts
  � No USMC KIA/POW at end of Turn 6: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Rifle Squad One (mounted in first AAV)
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC Rifle Squad Two (mounted in second AAV)
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Marching Up-Country with the USMC
  35
  US Marines clear an alley in Nasiriya.
  (Photo by Justin Powles, figures by
  Peter Pig)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC Rifle Squad Three (mounted in third AAV)
  1 x Squad Leader w/M16A2
  Fire Team Three Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Three Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Three Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  Iraqi Mission
  The Saddam Fedayeen must attempt to stop the
  Americans reaching the Northern Saddam Canal Bridge
  which will allow them a straight run north toward the
  capital. Disable their vehicles and force them to call off
  their advance.
  Iraqi Victory Points
  Per Marine killed: 3pts
  Per Marine seriously wounded: 1pt
  Per Enemy Vehicle Immobilized: 2pts
  Per Enemy Vehicle Destroyed: 3pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Initial Fedayeen Force
  (TQ/Morale D6/D10 – all deploy initially Hidden in
  any building)
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunners w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Irregulars w/AK
  Fedayeen Cell Four
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  ROAD TO BAGHDAD
  36
  © Osprey Publishing • www.ospreypublishing.com 
  
  Fedayeen Cell Five
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Reinforcements
  On Turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Saddam Fedayeen and may
  be placed up to 6” from a random board edge (roll 1D6,
  1–3 West, 4–6 East).
  Special Rules
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Blue on blue!
  On Turns 4 and 5, there is a chance of a blue on blue
  engagement of the Marines by a pair of orbiting A-10
  Warthog ground attack aircraft. At the end of each turn,
  roll a D8 TQ check. If failed, an A-10 will strafe a random
  AAV with its 30mm cannon (AP:6/AT:4(M) vs. Deck).
  If the TQ check is failed on both turns, one of the A-10s
  will launch a Maverick ATGM (AP:4/AT:5(H) vs. Deck)
  against a random AAV at the beginning of Turn 6.
  If all US units are off-board by the beginning of
  Turns 4, 5, or 6, then no Blue on Blue attack is resolved
  for that turn.
  Marching Up-Country with the USMC
  37
  Iraqi Fedayeen in infamous “Vader” helmets.
  (Photo by Piers Brand, figures by Elheim
  Miniatures)
  An Iraqi regular army sniper team scrambles
  to find a good shooting position. (Photo by
  Piers Brand, figures by Elheim Miniatures)
  REINFORCEMENT TABLE
  Roll 1D10:
  (all stats TQ/Morale D6/D10)
  1.
  4 x Irregulars w/AK, 1 x Leader w/AK
  2.
  4 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support
  3.
  1 x Gunner w/Med. Support, 1 x Irregular
  w/AK
  4.
  1 x SVD Dragunov sniper, 1 x Irregular w/AK
  5.
  1 x Gunner w/PKM (Med. AP:2/AT:0), 1 x
  Irregular w/AK
  6.
  1 x 60mm light mortar with 1 x crew and 1 x
  spotter with AK
  7.
  6 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support
  8.
  6 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support, 1 x RPK gunner
  9.
  1 x DShK HMG (Hvy. AP:3/AT:1(L) with
  3 x crew
  10.
  Off Table 82mm Medium Mortar Barrage
  Medium Support – Roll 1D6 for type:
  Medium Support – Roll 1D6 for type:
  1:
  AT RPG (Hvy. AP:3/AT:2(M)
  2-4:
  RPG (Med. AP:2/AT:1(M)
  5-6:
  PKM MG (Med. AP:2/AT:0)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Mortars
  On Turns 5 and 6, a battery of off-board 60mm mortars
  may be used in support of Charlie Company. Use
  standard
  mortar
  rules
  (AP:3/AT:0
  (3”
  radius).
  Remember to account for Danger Close fires.
  Marine Counter Battery
  The Marines have access to off-table counter battery
  radar and supporting artillery. Apply the Counter
  Battery rules as described in Force on Force.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  Optional Rules
  Ambient Fire
  As per the Ambient Fire rules against helicopters, you may
  introduce Ambient Fire against each element in the
  Charlie Company advance to simulate the relentless fire
  encountered in Ambush Alley. Each turn, the Iraqi player
  may roll a 3D8 attack against each vehicle and dismounted
  infantry element on the board – this simulates both small
  arms and RPG fire – in addition to all normal firing. This
  can prove to be quite lethal and is only recommended once
  you have played the basic scenario at least once.
  SCENARIO 6: THE ALAMO
  An Nasiriya, March 23
  Charlie Company, 1st Battalion, 2nd Marines attack on the
  Saddam Canal Bridge met stiff resistance. Mounting
  casualties required urgent medical evacuation however the
  HLZs for the medevac helicopters were under heavy Iraqi
  fire. A ground evacuation with five Amtracs was organized
  to move the Marine casualties back through the city. This
  meant a run back through Ambush Alley. Before the
  column reached Alpha Company lines, Iraqi RPGs hit
  several Amtracs, disabling one. The Marines bailed out
  and sheltered in a 2-story house while the remainder of
  the column managed to withdraw relatively unscathed. For
  the next three hours, these 25 Marines conducted a
  modern day “Rorke’s Drift”, reminiscent of the plight of
  Task Force Ranger in Mogadishu in 1993.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: US for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 2’ x 2’
  � 1–4: Fedayeen Cells
  � Alamo: Location of US Marines
  ROAD TO BAGHDAD
  38
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Mission
  Your unit is cut off and must await rescue in a house near
  the disabled Amtrac. The Amtrac hit by hostile fire rests in
  the street outside the house. You must keep from being
  overrun and prevent Iraqi forces from looting the Amtrac
  while working to keep any seriously wounded personnel
  alive. Additionally, you must recover ammunition from
  the vehicle as you are exhausting the basic load carried by
  the Marine riflemen.
  USMC Victory Points
  � Prevent AAV being looted: 2pts
  � Prevent Alamo from being overrun (no
  Iraqis inside the strongpoint at any
  point during the game): 3pts
  � USMC successfully exfiltrate with
  relief force by end of Turn 8:
  5pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal till Turn 5,
  then Poor
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Survivors
  USMC Rifle Squad One
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  USMC Rifle Squad Two
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Marching Up-Country with the USMC
  39
  Marines take to the rooftops to secure
  their strongpoint. (Photo by Justin Powles,
  figures by Peter Pig)
  US Infantryman, Baghdad, 2004
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi Mission
  IraqiforcesmustoverruntheMarines,loottheAmtracand
  prevent the Marines’ escape. Each objective accomplished
  is more propaganda for the network news and Al Jazeera.
  Fresh fighters will join the attack continuously. It is only a
  matter of time until the Marines are overrun!
  Iraqi Victory Points
  � Overrun the Marine position by having at least one
  Iraqi unit enter the building while it is occupied: 3pts
  � Kill, wound or capture all Marines in the Alamo:
  5pts
  � Kill or capture a Marine: 1pt
  � Loot the AAV: 2pts
  � Each vehicle disabled/destroyed: 2pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Initial Fedayeen Force
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Irregulars w/AK
  Fedayeen Cell Four
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  Reinforcements
  On Turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Saddam Fedayeen and may
  be placed up to 6” from a random board edge (roll 1D6,
  1–2 North, 3–4 East, 5–6 West). The southern table edge
  is assumed to be held by nearby Marines.
  ROAD TO BAGHDAD
  40
  REINFORCEMENT TABLE
  Roll 1D10:
  (all stats TQ/Morale D6/D10)
  1.
  4 x Irregulars w/AK, 1 x Leader w/AK
  2.
  4 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support
  3.
  1 x Gunner w/Med. Support, 1 x Irregular
  w/AK
  4.
  1 x SVD Dragunov sniper, 1 x Irregular
  w/AK
  5.
  1 x Gunner w/PKM (Med. AP:2/AT:0), 1 x
  Irregular w/AK
  6.
  1 x 60mm light mortar with 1 x crew and
  1 x spotter with AK
  7.
  6 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support
  8.
  6 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support, 1 x RPK gunner
  9.
  1 x DShK HMG (Hvy. AP:3/AT:1(L) with 3
  x crew
  10.
  Off Table 82mm Medium Mortar Barrage
  Medium Support – Roll 1D6 for type:
  1:
  AT RPG (Hvy. AP:3/AT:2(M)
  2-4:
  RPG (Med. AP:2/AT:1(M)
  5-6:
  PKM MG (Med. AP:2/AT:0)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  The Alamo
  Deploy the Marines in the Alamo building or within 6
  inches of its walls. The Alamo is a walled compound
  style house with a ground and upper floor with flat roofs
  and parapets for cover. The Alamo building is
  considered Improved Cover (+2D) for purposes of
  cover, and 8D8 for building destruction tests. All other
  buildings are rated at 6D8 and provide Solid Cover. They
  have not been reinforced.
  USMC Reinforcements:
  On Turn 2, a lone, and very lost, AAVTP-7 drives across
  the east/west road, engaging all targets that fire upon it
  or are obviously armed. It does not see the Marines in
  the Alamo, nor will it stop for any reason, and continues
  at full speed until it exits the board.
  On Turn 4 one M1A1 Abrams, nicknamed ‘The Black
  Knight’, drives on from the southern edge at full speed,
  engaging any targets that fire upon it (Reaction Fire) or
  any obviously armed targets, before stopping directly
  outside the gates to the Alamo. The crew volunteers to
  remove up to four seriously wounded and any KIA.
  It takes one fire team, or four Marines made up from
  different teams, one full turn to load up to four WIA
  and any KIA- this is abstracted to enhance game-play.
  The Abrams cannot fire its main gun while it is being
  loaded but can engage with coax and TC MGs. If it
  is not utilized for casualty evacuation, the M1A1
  will retreat off board in the same manner it
  entered on Turn 5, firing as it
  goes at full speed.
  Marching Up-Country with the USMC
  US Fireteam, Baghdad, 2004
  41
  © Osprey Publishing • www.ospreypublishing.com 
  
  On Turn 6, four standard HMMWVs, each with two
  crew (driver and gunner), led by Gunnery Sgt Doran
  (Positive Leader), appear from the south edge of the
  table at speed to rescue the defenders. The HMMWVs
  mount 2 x M2 .50, 1 x Mk19 and 1 x M240 GPMG – all
  are standard un-up-armored HMMWVs.
  Fat Loot
  An Iraqi unit can loot the AAV by spending an entire
  turn in contact with the vehicle. At the end of the turn,
  make a Troop Quality check for the unit. Add a -1
  modifier to the die roll if the unit was fired on or
  assaulted at any point during the turn. If the Troop
  Check is successful, the unit has found useful loot and
  gained +2 VP for the Iraqi player. If the Troop Check is
  unsuccessful, the unit found nothing. It can either move
  away on its next activation or spend another turn
  ransacking the AAV.
  We Have Casualties!
  At the beginning of the first turn, randomly select by
  die roll five Marines and mark them as lightly wounded.
  The fireteams the wounded men belong to suffer the
  Casualties penalty.
  Ammo Anxiety!
  Ammunition becomes low on Turn 5. Unless the AAV is
  raided for more ammunition, all fire teams become
  Poorly Supplied and lose a FP die until the end of the
  game.
  Extra ammunition is stored in the disabled AAV. A
  Marine fire team that spends one turn in base contact
  can return with enough ammunition for the rest of the
  Marine force for the remainder of the battle (they may
  React but not initiate fires while collecting the
  ammunition). They also collect an operable Javelin CLU
  launcher with two missiles.
  Tank or Taxi?
  Once US forces make base contact with the M1A1, the
  tank cannot engage targets with its main gun due to the
  close proximity of infantry and the risk from the
  concussion effects of the 120mm. Once casualties are
  loaded on to the tank, it cannot fire either its main gun
  or coax, leaving only the TC and Loader turret MGs to
  fire (with non-buttoned-up crew rules to apply).
  There is a one turn delay for a fire team in base
  contact with a HMMWV or the M1A1 to load the
  casualties on to the vehicle.
  Scowl for the Camera!
  An al Jazeera camera man is recording the action. Place
  with a random Iraqi unit. Any KIAs, WIAs or prisoners
  taken with the camera man in LOS adds an extra VP. If
  he is killed by USMC fire, the Marines take a -3 to their
  VPs to account for the negative media coverage. Roll a
  TQ check when the unit he is attached to is engaged with
  a failure indicating he has been hit.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  ROAD TO BAGHDAD
  42
  A Marine Javelin team prepares to engage
  the enemy from a rooftop position. (Photo by
  Piers Brand, figures by Elheim Miniatures)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  SCENARIO 7: THE AFAK DRILL
  Afak, March 23
  Marine Commanding General Mattis emphasized speed
  and maneuver for the advance on Baghdad. The standard
  drill practiced by the Marines taking a series of towns and
  cities on the road to Baghdad, was to screen the point of
  advance, saturate the area with aimed fire from available
  assets and envelope from the open flanks. This method
  became known as “The Afak Drill” (or the “Oh F*ck
  Drill” in the laconic humor of the Marine infantryman)
  for its initial trial run at the city of Afak and was pioneered
  by Lieutenant Colonel McCoy, battalion commander of
  RCT-7’s 3rd Battalion, 4th Marines.
  RCT-7’s march north to Baghdad passed through
  Afak located on Route 17. The RCT-7 column, led by
  McCoy’s 3rd Battalion, 4th Marines, was tasked with
  breaking through Iraqi resistance in the town and
  moving on to Al Budayr. Deploying armor in the lead,
  highly mobile CAAT teams screening the flanks and
  infantry mounted in AAVs following the M1A1s,
  McCoy’s Marines advanced on the defenders of Afak.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: US for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 4’ x 6’
  Marching Up-Country with the USMC
  43
  Historical Outcome
  The Afak Drill demonstrated the inability of
  Iraqi forces to stand against the well-trained and
  coordinated Coalition forces. McCoy established
  a base of fire with his Bravo company and tasked
  Kilo, and its attached tanks, to roll in from the
  western flank. The Fedayeen defenders were
  caught completely by surprise and were engaged
  and broken by the advancing armor.
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Mission
  The city of Afak must be taken. Per doctrine, part of the
  USMC force is to bring effective suppressive fires from
  the front while a maneuver element Abrams tanks with
  supporting infantry flanks the position. The town itself
  has one and two story buildings made of stone and brick.
  Dragon Eye drone intelligence confirms few people in
  the streets, but a lot of Fedayeen activity is noted near
  the Ba’ath Party headquarters.
  Bravo Company elements, as the base of fire, can
  deploy anywhere along a line 6” from and parallel to the
  southern edge of the North-South berm outside of Afak.
  Kilo Company, with its armor in the lead followed by the
  dismounted infantry, can enter on either the North or
  South flanks of the berm within 6” in from the table edge
  and within 6” of the eastern edge of the berm. Kilo
  deploys on table in Turn 3.
  USMC Victory Points
  � Exit at least one rifle squad (three fire teams) off
  the east board edge by end of Turn eight: 5pts
  � Keep Marine casualties (KIA or Serious WIA) to
  less than 10% of the committed force: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Bravo Company elements
  Battalion HQ
  (Mounted in HMMWV mounting M2 .50)
  1 x Driver w/M16A2
  1 x Battalion Commander w/M16A2
  1 x Sergeant-Major w/M16A2
  1 x RTO w/M16A2
  USMC Rifle Squad One (mounted in first AAV)
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC Rifle Squad Two (mounted in second AAV)
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  ROAD TO BAGHDAD
  44
  © Osprey Publishing • www.ospreypublishing.com 
  
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  Attached Weapons Squad (mounted in second AAV)
  1 x Squad Leader w/M16A2
  M240G GPMG Weapon Team
  1 x Gunner w/M240G (Med. AP:2/AT:0)
  2 x Riflemen w/M16A2
  SMAW Team
  1 x Gunner w/SMAW (Med. AP:4/AT:2(H) with +1
  Positive Die shift to FP when attempting to destroy
  a building)
  1 x Rifleman w/M16A2
  Marching Up-Country with the USMC
  45
  US Infantry raid a bombmaking facility, Baghdad, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  Kilo Company elements
  Attached Tank Section
  2 x M1A1 Abrams
  USMC Platoon Elements (Dismounted)
  USMC Rifle Squad One
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  USMC Rifle Squad Two
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Iraqi Mission
  US Marines are approaching the weakly held town of
  Afak. It is unclear why they have diverted to the east
  along Highway 17 but they are approaching the
  defenses around the town. Our forces are scrambling
  to form a tougher defense to this unexpected avenue of
  advance. Moreover, the Iraqi leadership is desperate to
  garner a propaganda victory to air on the network
  news and are ordering desperate defense to the death
  everywhere.
  Defend Afak to the death, making it as costly for the
  Marines as possible. If a victory cannot be won for the
  ROAD TO BAGHDAD
  46
  US Marines dismounting from an AAV.
  (Photo by Piers Brand, figures by Elheim
  Miniatures, vehicle by Dragon Models)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi leadership, at least give them some fodder for the
  Information Minister in Baghdad. Fedayeen forces may
  be deployed anywhere on the board at least 6” from the
  eastern edge of the North-South Berm.
  Iraqi Victory Points
  � No Marine units exit from East edge of board: 5pts
  � Each M1A1 disabled or destroyed: 3pts
  � Each AAV disabled or destroyed: 2pts
  � Each Marine KIA/Serious WIA or POW: 1pt
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Fedayeen/Ba’ath Party Command (TQ/Morale: D6/D12)
  1 x Fedayeen leader w/AK
  1x bodyguard w/AK
  Fedayeen Technicals
  1 x Technical mounting a 12.7mm DShK (Hvy.
  AP:4/AT:1(L) and crewed by driver, passenger,
  gunner and assistant gunner (all with personal AKs)
  1 x Technical mounting a 7.62mm PKM (Med.
  AP:3/AT:0) and crewed by driver, passenger, gunner
  and assistant gunner (all with personal AKs)
  Initial Fedayeen Force
  (all deploy initially Hidden in any building)
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  6 x Irregulars w/AK
  Fedayeen Cell Four
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  Fedayeen RPG Team One (no weapons team bonus)
  1 x Gunner w/RPG with AT warheads (Hvy.
  AP:3/AT:2(M)
  1 x Irregular w/AK
  Marching Up-Country with the USMC
  47
  Fedayeen technicals. (Photo by Piers
  Brand, figures by Elheim Miniatures,
  vehicles by S&S Models)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Fedayeen RPG Team Two (no weapons team bonus)
  1 x Gunner w/RPG with AT warheads (Hvy.
  AP:3/AT:2(M)
  1 x Irregular w/AK
  Reinforcements
  On Turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Saddam Fedayeen and may
  be placed up to 6” from the eastern board edge.
  Special Rules
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Berms and In Cover
  The berm across the center of the board running north to
  south provides an In Cover bonus (+1d) for any deployed
  forces on the southern side facing away from Afak.
  Marine Counter Battery
  The Marines have access to off-table counter battery
  radar and supporting artillery. On the turn immediately
  following an off board Iraqi indirect fire mission, the
  Marine player may roll a TQ opposed test against the
  TQ of his Iraqi counterpart with a successful roll
  indicating that counter battery fire has neutralized the
  Iraqi fire support for the remainder of a game.
  Cobras!
  On Turn 3 onward, the Marine commander may attempt
  to call in an orbiting AH-1W Cobra to provide close air
  support. Use standard TAC rules to resolve.
  ROAD TO BAGHDAD
  48
  A USMC Super Cobra keeps watch over
  advancing Marines on the ground
  REINFORCEMENT TABLE
  Roll 1D10:
  (all stats TQ/Morale D6/D10)
  1.
  4 x Irregulars w/AK, 1 x Leader w/AK
  2.
  4 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  3.
  1 x Gunner w/Med. Support, 1 x Irregular
  w/AK
  4.
  1 x SVD Dragunov sniper, 1 x Irregular
  w/AK
  5.
  1 x Gunner w/PKM (Med. AP:2/AT:0),
  1 x Irregular w/AK
  6.
  1 x 60mm light mortar with 1 x crew and
  1 x spotter with AK
  7.
  6 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  8.
  6 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support, 1 x RPK gunner
  9.
  1 x DShK HMG (Hvy. AP:3/AT:1(L) with
  3 x crew
  10.
  Off Table 82mm Medium Mortar Barrage
  Medium Support – Roll 1D6 for type:
  1:
  AT RPG (Hvy. AP:3/AT:2(M)
  2-4:
  RPG (Med. AP:2/AT:1(M)
  5-6:
  PKM MG (Med. AP:2/AT:0)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4-6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5-6
  indicates an AT RPG.
  SCENARIO 8: JAG AMBUSH!
  Az Zubayr, March 23
  The tragic deaths of three un-embedded reporters
  caught in the crossfire between Fedayeen and tankers
  of the 1st Tank Battalion near the town of Az Zubayr
  led to a little known but intense firefight between Iraqi
  irregulars and the most unlikely of Marines- a team of
  legal and public affairs soldiers and their protection
  team. Tasked with investigating the shooting of the
  reporters by General Mattis, the staff judge advocate
  and divisional public affairs officer drove toward Az
  Zubayr in a convoy of two unarmed HMMWVs. As
  they entered the town, a black clad Fedayeen launched
  the first RPG toward the approaching vehicles…
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: US for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 2’ x 3’
  Marching Up-Country with the USMC
  49
  Combat at Karbala, 2004
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Mission
  The small convoy of HMMWVs must extricate
  themselves from the ambush and escape back the way
  they came. Speed and suppressive fire will be the key to
  their success. The two HMMWVs begin the game on
  the main road into Az Zubayr.
  USMC Victory Points
  � Escape
  off-board
  with
  both
  HMMWVs
  operational at end of Turn 6: 10pts
  � Exfiltrate all Marines, including wounded, off-
  board at end of Turn 6: 5pts
  � No USMC KIA/POW at end of Turn
  6: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Element
  Alpha One Zero
  (Mounted in lead unarmed HMMWV)
  1 x Marine Staff Officer w/9mm M9
  1 x Driver w/M16A2
  1 x Rifleman w/M16A2
  1 x Marine Staff Officer w/M16A2
  ROAD TO BAGHDAD
  50
  Historical Outcome
  The Iraqi militia was surprised by the arrival of
  two unarmed HMMWVs apparently unaware
  that the town still held Fedayeen defenders. Both
  HMMWVs were engaged by multiple RPGs and
  small arms fire as they raced through the town.
  The Marines returned effective fire but not
  before several were wounded. Turning around
  in Az Zubayr, the Marines managed to bypass
  hastily erected Fedayeen roadblocks and sped
  safely back to a nearby British VCP.
  A typical unarmed Humvee troop carrier
  © Osprey Publishing • www.ospreypublishing.com 
  
  Alpha One One
  (Mounted in trail unarmed HMMWV)
  1 x Marine Officer w/Mossberg shotgun
  1 x NCO w/M16A2
  Iraqi Mission
  The local Fedayeen of Az Zubayr cannot believe the luck
  when look outs reported the two HMMWVs racing
  toward their town. Suspecting a trap and wary of
  American helicopter gunships, the Fedayeen stay
  concealed until the HMMWVs are about to enter the
  built up area before springing their ambush.
  Iraqi Victory Points
  � Destroy a HMMWV: 10pts
  � Immobilize a HMMWV: 5pts
  � Each Marine KIA/Serious WIA or captured
  Marine: 1pt
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D12
  Fedayeen
  1 x Fedayeen Leader w/AK
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  3 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  3 x Irregulars w/AK
  Fedayeen Cell Four
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Special Rules
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Contact, wait out!
  Instead of firing or driving, any one Marine in a
  HMMWV may attempt to raise British forces operating
  nearby. Due to the different communications nets in
  operation and the need for a message to be relayed, roll
  a TQ check to see if the contact report and request for
  assistance is successful. If so, two British WMIK Land
  Rovers and two Snatch Land Rovers from the British
  QRF will arrive on the main road, at the same entry
  point as the Marines, two turns later. They will engage
  any opposition forces in line of sight however will not
  enter the town until they can establish the location of
  the Marines. This is accomplished when a USMC leader
  figure uses his activation to “pop smoke” or launch a
  star-cluster – the figure may not add his Firepower to
  any attacks or perform any other actions during the
  activation it pops smoke.
  Marching Up-Country with the USMC
  51
  © Osprey Publishing • www.ospreypublishing.com 
  
  If the Marines are in line of sight, the WMIKs will
  provide fire support while two infantry bricks dismount
  from the Snatches and advance to support the trapped
  Marines. The British are rated at TQ/Morale D8/D10.
  The WMIKs each mount a MAG58 GPMG and an M2
  while the Snatches are unarmed.
  Side-arms and Shotguns
  Use the rules as detailed in the main rulebook. Shotguns
  throw an extra die in Close Combat (as do handguns) or
  within Optimum Range. Beyond Optimum, the FP of the
  shotgun is reduced to D6. Side-arms, like the 9mm M9,
  fire at a die shift down within Optimum Range (in this
  case D6) while are completely ineffective beyond
  Optimum Range.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  SCENARIO 9: AL KUT
  Al Kut, April 3
  Marine General Mattis wanted to give the Iraqis the
  impression that the Marines were going to focus on the
  city of Al Kut and fight through the city toward
  Baghdad. In fact his plan called for RCT-1 to conduct a
  classic pincer movement on Al Kut and effectively fix
  Iraqi forces there while elements of RCT-5 and RCT-7
  used the deception, and the shield created by RCT-1, to
  assault nearby An Nu’maniyah and seize the bridge
  across the Tigris which would give the Marines a straight
  run on the capital. If the Iraqi forces could be forced into
  the open by the ground assaults, amassed Coalition air
  power could destroy them. If they instead chose to fight
  to the death, Marine infantry and armor would eliminate
  them as a threat.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: US begins game with Initiative, test on
  following turns.
  Special Conditions:
  � Fedayeen are Irregulars
  � Air Defense Environment: Medium Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Table Size: 3’ x 3’
  USMC Mission
  The USMC force is charged with assaulting and seizing
  the buildings surrounding the intersection so that
  Marine units can pass through and clear other parts of
  ROAD TO BAGHDAD
  52
  US Navy SEALs, Persian Gulf, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  the city. Once the intersection is secured, attempt to
  clear out any other strong-points identified in the area.
  The USMC force deploys on up to a 24” frontage (12”
  in either direction from table corner) of the SW corner
  of the table. Infantry may begin the game mounted in
  their AAV transport or dismounted.
  USMC Victory Points
  � Clear the buildings overlooking the intersection of
  enemy forces and hold these at end of Turn 8: 3pts
  per building held
  � Clear out all other enemy strong-points in the area:
  3pts
  � Keep Marine casualties (KIA/Seriously WIA)
  under 10%: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Marching Up-Country with the USMC
  53
  Historical Outcome
  The advance towards Baghdad was marked by
  few significant battles and none were larger than
  battalion size. In fact, small bloody firefights were
  more common with the Iraqis, not surprisingly,
  taking the lion’s share of the damage. Although
  the Iraqi army was a shell of the one which had
  challenged the Coalition of Desert Storm, there
  was an element in Iraqi Freedom missing from
  Desert Storm that made it deadlier.
  Coalition forces were now confronted by an often
  suicidal enemy. They would sell their lives cheaply
  in a series of hit and run skirmishes that sometimes
  built into pitched battles as Coalition forces sought
  to locate, close with and destroy them. Civilians
  were often used as shields and a disturbingly large
  number of civilian cars filled with explosives and
  driven by foreign fighters attracted by the promise
  of martyrdom were sent hurtling towards Coalition
  forces. The action portrayed in this scenario should
  serve to demonstrate the fanaticism of some of the
  opposition Coalition forces faced on the road to
  Baghdad. While training and proper application
  of firepower often overcame fanaticism, it still led
  to some hair-raising engagements.
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Platoon
  Platoon HQ
  (Mounted in third AAV with Weapons Squad)
  1 x Platoon Commander w/M16A2
  1 x Platoon (‘Gunny’) Sergeant w/M16A2
  1 x RTO w/M16A2
  1 x ANGLICO FAC w/M16A2
  USMC Rifle Squad One (mounted in first AAV)
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC Rifle Squad Two (mounted in second AAV)
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  Attached Weapons Squad (mounted in third AAV)
  1 x Squad Leader w/M16A2
  M240G GPMG Weapon Team
  1 x Gunner w/M240G (Med. AP:2/AT:0)
  2 x Riflemen w/M16A2
  ROAD TO BAGHDAD
  54
  US Marines assaulting past a USMC M1A1
  into Al Kut. (Photo by Piers Brand, figures
  by Elheim Miniatures, M1 by Dragon Models)
  © Osprey Publishing • www.ospreypublishing.com 
  
  SMAW Team
  1 x Gunner w/SMAW (Med. AP:4/AT:2(H) with +1
  Positive Die shift to FP when attempting to destroy
  a building)
  1 x Rifleman w/M16A2
  Scout Sniper Team
  1 x Sniper w/M40A3
  1 x Spotter w/M16A2
  1 x AAVTP-7 Amtrac
  Attached Tank Section
  2 x M1A1 Abrams
  Iraqi Mission
  An Nu’maniyah and Al Kut are refuge to the remnants
  of the Republican Guard “Baghdad” Division which is
  positioned to cause harm to the Coalition’s soft under
  belly, its supply lines. It appeared that the Marines
  planned to bypass the towns, but now word has been
  received that Marines are attacking into Al Kut.
  It appears that after the lessons of An Nasiriya the
  Coalition will not leave a major force intact behind its
  lines of advance. If Iraqi forces can hold out in these
  towns, the Coalition will be forced to divert forces to
  root them out. This could prove costly in men,
  equipment and most importantly, time.
  The Iraqi force is charged with taking up a blocking
  position at a crossroads in Al Kut. Members of the
  Saddam Fedayeen have been assigned to “inspire” the
  force, which is battle weary and disheartened. The
  crossroad must be held at all costs! All Republican
  Guard infantry units must deploy in the buildings
  directly adjacent to the intersection. The heavy
  weapons, Fedayeen and armor can deploy anywhere
  on the board.
  Iraqi Victory Points
  � Hold the crossroads and deny it to the Marines by
  having forces still in at least one building at end of
  Turn 8: 10pts
  � Hold any other building in the city in order to
  deny Marines a sector clear of enemy at end of
  Turn 8: 3pts
  � KIA, Serious WIA or captured Marines: 1pt
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies. See below.
  Marching Up-Country with the USMC
  US Navy SEAL,
  Operation Iraqi
  Freedom, 2003
  55
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi Republican Guard (TQ/Morale D6/D8)
  Platoon Command
  1 x Iraqi Army RG Officer w/AK (TQ/Morale
  D6/D10)
  1 x RTO w/AK
  1 x NCO w/AK
  Attached Armor
  2 x T-55 MBTs
  2 x BMP-1 APCs
  SPG-9 73mm Recoilless Rifle Team
  1 x Gunner w/SPG-9 Recoilless Rifle (Hvy.
  AP:3/AT:2(L)
  2 x Crew w/AKs
  Rifle Squad One
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Rifle Squad Two
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Rifle Squad 3
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Fedayeen (TQ/Morale D6/D12)
  1 x Fedayeen Leader w/AK
  ROAD TO BAGHDAD
  56
  A Republican Guard T-55 MBT. (Photo by
  Piers Brand, figure by Elheim, vehicle by
  Britannia)
  Republican Guards meet the invaders on
  the outskirts of Al Kut. (Photo by Piers
  Brand, figures by Elheim)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Irregulars w/AK
  Fedayeen RPG Team (no weapons team bonus)
  1 x Gunner w/RPG with AT warheads (Hvy.
  AP:3/AT:2(M)
  1 x Irregular w/AK
  Suicide Vehicle Borne Improvised Explosive Device
  (SVBIED – AP:8/AT:8(H), 8” radius)
  2 x Soft skin cars or SUVs packed with explosives
  and driven by foreign volunteers.
  Special Rules
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Huey!
  On Turn 4 onward, the attached Marine ANGLICO
  may attempt to call in an orbiting UH-1N Huey with
  mounted .50
  door guns to provide close air support.
  Use standard TAC rules to resolve.
  SCENARIO 10: THE FOOTBRIDGE
  Diyala River, April 7
  With many battles behind them, the Marines of RCT-7
  faced one final obstacle at the gates to Baghdad: the
  Tigris River. Kilo Company of 3/7 was assigned to
  conduct an opposed assault across a small pedestrian
  bridge adjacent to a destroyed road bridge spanning
  the Diyala River, a tributary of the Tigris. The
  footbridge itself had also been damaged by artillery,
  leaving a large hole in the middle of the span. The
  Marines would have to close the gap prior to storming
  the far side. After crossing, the Marines of Kilo
  Company would have to spread out and hold the
  bridgehead to allow the rest of the 3rd battalion to pass.
  The Marine mission was one for which they had not
  traditionally trained– conducting an opposed bridge
  seizure in a major urban center. The action at the foot
  bridge would become one of those events that earn a
  place in Marine Corps history.
  Marching Up-Country with the USMC
  57
  A US Marine mans the .50 caliber machine
  gun aboard a USMC UH-1N “Huey”
  helicopter
  © Osprey Publishing • www.ospreypublishing.com 
  
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: US begins game with Initiative, test on
  following turns.
  Special Conditions:
  � Fedayeen are Irregulars
  � Air Defense Environment: Medium Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets:
  USMC: AH-1W Cobra Gunship
  Iraqi Republican Guard: Light Artillery with
  Artillery Officer FO
  Table Size: 2’ x 3’
  USMC Mission
  The USMC must force a crossing of the footbridge
  spanning the Diyala River, clear the buildings opposite
  and establish a protective perimeter so reinforcements
  can cross.
  USMC Victory Points
  � Establish bridgehead with at least one fire team on
  the northern bank of the Diyala the end of Turn 8:
  10pts
  � Each civilian casualty caused by USMC fire: 1pt
  � Keep Marine casualties (KIA or Serious WIA) to
  less than 10% of the committed force: 3pts
  USMC Force
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  USMC Platoon
  Platoon HQ
  (Mounted in third AAV with Weapons Squad)
  ROAD TO BAGHDAD
  58
  Historical Outcome
  The Iraqi defense was not up to the task of
  holding the Diyala River line. Although the
  Marines of Kilo Company had to repair the
  bridge under fire and were funneled into what
  should have been a killing ground, they suffered
  minimal casualties. Several crew served weapons
  sited to target anyone crossing the bridge,
  including a heavy machine gun and recoilless
  rifle were discovered abandoned. The
  destruction of a Marine Amtrac by skillful
  artillery guidance from an Iraqi officer on a cell
  phone shows the price the Marines might have
  had to pay if the defense had been tougher.
  © Osprey Publishing • www.ospreypublishing.com 
  
  1 x Platoon Commander w/M16A2
  1 x Platoon (‘Gunny’) Sergeant w/M16A2
  1 x RTO w/M16A2
  1 x ANGLICO FAC w/M16A2
  USMC Rifle Squad One (mounted in first AAV)
  1 x Squad Leader w/M16A2
  Fire Team One Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team One Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  USMC Rifle Squad Two (mounted in second AAV)
  1 x Squad Leader w/M16A2
  Fire Team Two Alpha
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Bravo
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Fire Team Two Charlie
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x AAVTP-7 Amtrac
  Attached Weapons Squad (mounted in third AAV)
  1 x Squad Leader w/M16A2
  M240G GPMG Weapon Team
  1 x Gunner w/M240G (Med. AP:2/AT:0)
  2 x Riflemen w/M16A2
  Javelin Team
  1 x Gunner w/Javelin ATGM (AP:4/AT:4(H), Deck
  Attack)
  1 x Rifleman w/M16A2
  Marching Up-Country with the USMC
  59
  US Marine with SMAW launcher. His
  M16A2 is at his side
  © Osprey Publishing • www.ospreypublishing.com 
  
  SMAW Team
  1 x Gunner w/SMAW (Med. AP:4/AT:2(H) with +1
  Positive Die shift to FP when attempting to destroy
  a building)
  1 x Rifleman w/M16A2
  Scout Sniper Team
  1 x Sniper w/M40A3
  1 x Spotter w/M16A2
  1 x AAVTP-7 Amtrac
  Iraqi Mission
  The forward defenses of the city have been breached and
  the response to the call for a popular uprising against the
  Coalition forces has fallen below expectations. Our loyal
  forces have manned the defenses prepared in advance
  of this final encounter. The Republican Guard along
  with elements of the Saddam Fedayeen, the Ba’athist
  paramilitary forces, foreign Jihadists and the regular
  army has taken up the scimitar.
  The enemy cannot prevail as long as the defensive line
  along the river holds. Fortunately, the enemy’s options
  are limited to a dangerous bridging operation or crossing
  a narrow footbridge under fire. Artillery and mortars
  are pre-registered onto the approaches to both bridges.
  The Republican Guard has hidden armor which may be
  available to repel the assault when it comes. In addition,
  we have great confidence that citizens loyal to the
  country and to Holy Islam will strike, willing to trade
  their lives for the defeat of the infidel.
  Prevent the Marines from gaining a foothold on the
  Baghdad side of the river. Fight the enemy on the banks
  of the river and slaughter them as they attempt to cross.
  Iraqi Victory Points
  � No Marines north of river at end of game: 10pts
  � Each civilian casualty caused by Marine fires: 1pt
  � Each Marine KIA/Serious WIA or captured
  Marine: 1pt
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies. See below:
  Iraqi Republican Guard (TQ/Morale D6/D8)
  Attached Armor
  2 x T-72 MBTs (enter anywhere along northern
  table edge on Turn 3)
  ROAD TO BAGHDAD
  60
  US Navy SEAL,
  Operation Iraqi
  Freedom, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  Platoon Command
  1 x Iraqi Army RG Officer (Troop Quality/Morale
  D6/D10) w/AK
  1 x RTO w/AK
  1 x NCO w/AK
  Forward Observer
  1 x Iraqi Army RG Officer Forward Observer
  (Troop Quality/Morale D6/D10) w/AK
  SPG-9 73mm Recoilless Rifle Team
  1 x Gunner w/SPG-9 Recoilless Rifle (Hvy.
  AP:3/AT:2(L)
  2 x Crew w/AKs
  SA-7 MANPADS Team (Targets aircraft only)
  1 x Gunner w/SA-7 MANPADS (AA Weapon,
  AT:4(H)
  1 x Assistant w/AK
  DShK HMG Team
  1 x Gunner w/DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Crew w/AKs
  Rifle Squad One
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Rifle Squad Two
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Rifle Squad 3
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Fedayeen (TQ/Morale D6/D12)
  1 x Fedayeen Leader w/AK
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  4 x Irregulars w/AK
  Fedayeen RPG Team (no weapons team bonus)
  1 x Gunner w/RPG with AT warheads (Hvy.
  AP:3/AT:2(M)
  1 x Irregular w/AK
  Marching Up-Country with the USMC
  61
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  Road Work
  One Marine fire team may “fix” the hole in the bridge
  by remaining stationary to it for one turn and using
  planks to drop over the gap. It may only react to fire
  directed at it that turn and cannot take offensive action.
  Civilians on the Battlefield
  Place 3 civilian mobs in-between the two central
  buildings on the northern side of the bridge. They will
  move randomly as per the main rules. The Iraqi leaders
  may attempt to convert them into armed hostile mobs
  per the rules, but only if Marines fire on any building
  with weapons heavier than 7.62mm small arms
  (M203/Mk19 40mm and heavier).
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Marine Counter Battery
  The Marines have access to off-table counter battery
  radar and supporting artillery. On the turn immediately
  following an off board Iraqi indirect fire mission, the
  Marine player may roll a TQ opposed test against the
  TQ of his Iraqi counterpart with a successful roll
  indicating that counter battery fire has neutralized the
  Iraqi fire support for the remainder of a game.
  Iraqi Light Artillery
  The Iraqi FO can call on fire support from a battery of
  off-board light artillery. Use standard artillery rules
  including Danger Close.
  Cobras!
  From the first turn onward, the Marine commander
  and/or his ANGLICO, may attempt to call in an orbiting
  AH-1W “Whisky” Cobra to provide close air support.
  Use standard TAC rules to resolve.
  Scowl for the Camera!
  An al Jazeera camera man is recording the action. Place
  with a random Iraqi unit. Any KIAs, WIAs or prisoners
  taken with the camera man in LOS adds an extra VP. If
  he is killed by USMC fire, the Marines take a -3 to their
  VPs to account for the negative media coverage. Roll a
  TQ check when the unit he is attached to is engaged with
  a failure indicating he has been hit.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  ROAD TO BAGHDAD
  62
  The so-called “empty battlefield”
  isn’t as empty as one might think.
  Civilians were a constant concern for
  Coalition forces
  © Osprey Publishing • www.ospreypublishing.com 
  
  SCENARIO 11: THE HORNET’S
  NEST
  Objective Pistol, Outside As Samawah, March 22
  On March 22, 2003, a Hunter Killer Team (HKT) from
  C3-7 Cav “Crazy Horse” approached a canal bridge at
  Objective Pistol. Based on reports from an SOF unit in
  the area, the team expected to be greeted by Iraqi
  regulars eager to surrender. Instead, they became
  embroiled in a fierce firefight with irregular Saddam
  Fedayeen troops. This would be the Cav’s first encounter
  with fanatical irregular troops in civilian garb, but it
  would be far from their last.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: US for duration of game
  Special Conditions:
  � Fedayeen and Ba’athist Police are Irregulars – this
  is an Asymmetric Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Special Assets:
  US Force: Counter Battery (Off Board)
  Iraqi Force: Medium Mortars (Off Board)
  Table Size: 3’ x 4’
  � A: Position of SSgt. Johnson’s Bradley Fighting
  Vehicle
  � B: Starting position of M1 Abrams Tank
  � 1:Truck pursued by SSgt. Johnson (Fedayeen Unit 1)
  � 2–4: Fedayeen Units
  � H: Reinforcement Entry Point
  US Army Mission
  Staff Sergeant Johnson pursued a truck full of armed
  combatants into the courtyard of a large building complex
  with the intent of destroying the vehicle and its occupants.
  Unbeknownst to SSgt. Johnson, the complex housed a
  Fedayeen barracks and Ba’athist police headquarters.
  Johnson’s Bradley weathered multiple waves of assault
  before he and the Abrams MBT accompanying him
  withdrew to await reinforcements to finish the job they’d
  started. They left hundreds of enemy dead behind.
  US Army Victory Points
  � Bradley remains within courtyard for 4 turns:
  10pts
  63
  THE ARMORED SPEARHEAD:
  WITH THE US ARMY IN IRAQ
  © Osprey Publishing • www.ospreypublishing.com 
  
  � Bradley and M1 withdraw from table via marked
  exit point on map: 5pts.
  US Army Force
  US Army Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Element of Crazy Horse Hunter Killer Team
  1 x Bradley Infantry Fighting Vehicle (with 2 x
  Dismounts w/M4s)
  1 x M1A1 MBT
  Iraqi Force Mission
  US armored vehicles are assaulting us in our own
  headquarters! Make the invaders pay!
  Iraqi Victory Points
  � Per Enemy Soldier Seriously Wounded/KIA: 3pts
  � Per Enemy Soldier POW: 5pts
  � Bradley IFV Immobilized or Destroyed: 5pts
  � Abrams MBT Immobilized or Destroyed: 10pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D12
  Fedayeen
  Fedayeen Unit 1
  (Loaded in truck at beginning of Turn 1)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  2D6 Riflemen w/AK
  Fedayeen Unit 2
  1 x Fedayeen leader w/AK
  1 x Gunners w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt.AP:1/AT:0)
  3 x Riflemen w/AK
  Fedayeen Unit 3
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  5 x Riflemen w/AK
  Fedayeen Unit 4
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  5 x Riflemen w/AK
  ROAD TO BAGHDAD
  64
  Historical Outcome
  SSgt. Dillard Johnson’s HKT team pursued a
  fleeing Iraqi army truck into a Fedayeen
  barracks and Ba’athist police compound. A point
  blank battle unfolded which pitted his Bradley
  IFVs and Abrams tank against hundreds of
  Fedayeen armed with small arms and RPGs.
  This battle introduced the US Army to the
  enemy’s practice of utilizing taxis and
  ambulances as military personnel carriers and
  using civilian residences as fighting positions.
  It also erased any illusions that the mass
  surrenders that characterized the First Gulf War
  would apply to the new conflict.
  SSgt. Dillard was wounded repeatedly in the
  engagement but continued to fight until its end.
  © Osprey Publishing • www.ospreypublishing.com 
  
  Reinforcements
  All other Iraqi forces take the form of reinforcements
  that arrive at the beginning of each turn after the first.
  Roll 2D6 on the Reinforcement Table to determine who
  arrives. All reinforcements appear at the point marked
  “H” on the map
  Special Rules
  RPG Duds
  The RPGs used in this engagement were apparently old
  and/or poorly manufactured. Dozens of duds bounced
  harmlessly off the Bradley. To represent this, apply a -1
  die roll modifier to RPG Firepower dice rolls (i.e, a roll
  of 4 would be treated as a 3).
  Buildings
  All buildings are rated at 6D8 and provide Solid Cover.
  They have not been reinforced.
  SCENARIO 12: THAT AIN’T NO
  HILL FOR A STEPPER
  The Najaf Escarpement, March 23
  On 23 March, 1st BCT passed through 2nd BCT at
  Objective Rams and began its run on Objective Raiders.
  To reach Raiders, 1st BCT had to first assault over the Najaf
  Escarpment, a steep, 250 foot tall natural shelf running
  east and west between Rams and Raiders. The narrow
  road leading to the top of the escarpment had a nearly
  12% grade in places. Waiting at the top of the escarpment
  were a major munitions storage area, emplaced anti-
  aircraft positions, and a Fedayeen Saddam training
  facility. Iraqi artillery and infantry fighting positions were
  dug into the escarpment’s ridge to sweep its approaches,
  particularly the road. The equivalent of two battalions of
  Iraqi regulars and Fedayeen troops stood
  ready to block any thrust over the
  escarpment towards Baghdad.
  Breaching this natural fortress
  fell to TF 3-69 AR. Supported
  by artillery, air, and a 1000
  meter smoke-screen, TF
  3-69 reached the top of the
  escarpment under a steady
  barrage
  of
  mortar
  and
  artillery fire. At the top of the
  escarpment, US forces split up to
  neutralize various enemy threats.
  US forces poured through the
  breach en route to other objectives,
  often fighting their way through
  impromptu enemy ambushes.
  Once again, the Iraqis proved
  they were willing to stand and
  fight.
  The Armored Spearhead: with the US Army in Iraq
  US Navy SEAL, Operation
  Iraqi Freedom, 2003
  REINFORCEMENT TABLE
  Die Roll
  Insurgent Unit
  2
  1D6 w/Small Arms + 1 w/Lt. Support
  3
  1 w/Med. Support
  4
  1D6 w/Small Arms & ROLL AGAIN
  5
  1 w/Med. Support
  6
  1D6+2 w/Small Arms
  7
  1D6 w/Small Arms + Leader +1 Lt. Support
  8
  1D6+2 w/Small Arms
  9
  1D6 w/Small Arms + ROLL AGAIN
  10
  1w/Med. Support
  11
  1D6 w/Small Arms + Leader + Med.
  Support
  12
  2D6 w/Small Arms
  Medium Support – Roll 1D6 for type:
  1: AT RPG (Hvy. AP:3/AT:2(M)
  2-4: RPG (Med. AP:2/AT:1(M)
  5-6: PKM MG (Med. AP:2/AT:0)
  For groups without leaders, roll 1D6. A roll of 1 adds 1
  leader to the group.
  65
  © Osprey Publishing • www.ospreypublishing.com 
  
  Scenario Information
  Duration of Game: 8 Turns or less
  Initiative: US for duration of game
  Special Conditions:
  � Fedayeen and Ba’athist Police are Irregulars – this
  is an Asymmetric Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 2’ x 2’
  � C1–C5: Fedayeen Cells
  � 1–5: Hot spots
  US Army Mission
  A US Army HEMTT hauling fuel has become bogged
  down in deep sand in the
  middle of an ongoing ambush at the top of the
  escarpment. The vehicle’s crew has abandoned it and it
  is only a matter of time before the Fedayeen Saddam get
  lucky and blow it to kingdom come. Every ounce of fuel
  is vital to the success of the invasion, so a cool headed
  senior NCO quickly gathers an ad hoc assault team to
  drive off the Fedayeen and, more importantly, drive the
  HEMTT to safety!
  US Army Victory Points
  � Each Insurgent casualty: 1pt
  � No friendlies captured by insurgents: 5pts
  � HEMTT driven off table: Victory!
  US Army Force
  US Army Basic Attributes
  Initiative Level: D8
  ROAD TO BAGHDAD
  66
  Historical Outcome
  In the end, the Escarpment fell without the loss
  of American life thanks to the efficient
  application of combined arms and daring close
  air support. With Najaf isolated and the
  escarpment more or less secured, the Army’s
  road to Baghdad was open.
  US Troops posing for photos during
  a lull in the action. (Photo by Eric
  Emmerson)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Team 1
  1 x Platoon Sgt. w/M4
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  4 x Riflemen w/M4
  Team 2
  1 x Team Leader w/M4
  2 x Gunners w/M249 (Lt. AP:1/AT:0)
  2 x Riflemen w/M4
  Team 3
  1 x Team Leader w/M4
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Gunner w/M203 (Lt. AP:1/AT:0)
  2 x Riflemen w/M4
  Iraqi Force Mission
  Destroy the American invaders! Destroy the fuel truck
  and leave their tanks gasping for fuel!
  Iraqi Victory Points
  � Per enemy soldier wounded: 1pt
  � Per enemy soldier KIA: 2pts
  � Per enemy soldier POW: 3
  � HEMTT destroyed: Victory!
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: N/A (Irregulars)
  Confidence Level: Normal
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Fedayeen
  Fedayeen Cell 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)
  2 x Insurgents w/AKs
  Fedayeen Cell 2
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  4 x Insurgents w/AKs
  Fedayeen Cell 3
  1 x Leader w/AK
  6 x Insurgents w/AKs
  Fedayeen Cell 4
  1 x Leader w/AK
  1 x PKM MG (Med.)
  1 x Insurgent w/AKs
  Fedayeen Cell 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)
  2 x Insurgents w/AKs
  Reinforcements
  At the end of each turn, roll 2D6 on the Reinforcement
  table to determine what reinforcements arrive for the
  insurgents. Roll to see which Hot Spot they arrive from.
  If a roll on the table results in the arrival of multiple
  units, roll Hot Spots for each unit.
  The Armored Spearhead: with the US Army in Iraq
  67
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  End Game
  The game ends when the HEMTT is driven off the table or
  destroyed or at the end of Turn 8, whichever comes first.
  The HEMTT
  The Heavy Expanded Mobility Tactical Truck (HEMTT)
  is a sturdy, eight-wheeled truck used to haul fuel, supplies,
  and even other vehicles. The HMTT was designed to
  keep up with rapid moving M1 tank companies, a task at
  which it proved successful. While a soft-skin, the HMTT
  is large and durable – as a result, it can take a decent
  amount of pounding and “keep on trucking.”
  Use the following vehicle description for the HEMTT
  in this scenario:
  If the HEMTT is brewed up or immobilized, it is
  considered “destroyed” for the purposes of Insurgent
  Victory conditions.
  To drive the HEMTT off the table, a US unit must
  spend a complete turn with the vehicle. At least two of the
  unit’s members must be actively starting and unsticking
  ROAD TO BAGHDAD
  68
  An HEMTT on a rapid refueling
  operation in Iraq, 2003
  US Special
  Forces, Iraq,
  2003
  REINFORCEMENT TABLE
  Die Roll
  Insurgent Unit
  2
  1D6 w/Small Arms + 1 w/Lt Support.
  3
  1 w/Med. Support
  4
  1D6 w/Small Arms & ROLL AGAIN
  5
  1 w/Med. Support
  6
  1D6+2 w/Small Arms
  7
  1D6 w/Small Arms + Leader +1 Lt. Support
  8
  1D6+2 w/Small Arms
  9
  1D6 w/Small Arms + ROLL AGAIN
  10
  1 w/Medium Support
  11
  1D6 w/Small Arms + Leader + Med.
  Support
  12
  2D6 w/Small Arms
  Medium Support – Roll 1D6 for type:
  1: AT RPG (Hvy. AP:3/AT:2(M)
  2-4: RPG (Med. AP:2/AT:1(M)
  5-6: PKM MG (Med. AP:2/AT:0)
  For groups without leaders, roll 1D6. A roll of 1 adds
  1 leader to the group.
  © Osprey Publishing • www.ospreypublishing.com 
  
  the big vehicle, so reduce the unit’s Firepower accordingly.
  At the beginning of the next turn, the unit may drive the
  HEMTT (the unit may be Split if desired). In the soft
  sand, the HEMTT can only move at Tactical speed.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  SCENARIO 13: MEDAL OF HONOR
  Near the Baghdad International Airport, April 4
  Lead elements of the US 3rd Infantry Division have taken
  Baghdad International Airport, and have established
  blocking positions on the main highway linking it with
  the Iraqi capital. 2nd Platoon, B Company, 11th Engineers
  have been tasked with creating a holding area for the large
  number of detainees expected in the next few days. A
  suitable location has been found, and preparations are
  under way when a large enemy force is spotted attempting
  to
  outflank
  the
  American
  position.
  Calling
  for
  reinforcements, the Engineers prepare to make a stand.
  Scenario Information
  Duration of Game: See Special Rules
  Initiative: US Army for duration of game
  Special Conditions:
  � Iraqi forces are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 2’ x 2’
  � I1–I5: Insurgent Cells
  � A, B: US Fireteams
  � CE: Casualty Evacuation point
  � 1–5: Hot spots
  US Army Mission
  The US force must make the area secure by eliminating
  all insurgents from the area. US casualties must be kept
  to a minimum.
  US Army Victory Points
  � Each Insurgent casualty: 1pt
  � No friendlies captured by insurgents: 5pts
  US Army Force
  US Army Basic Attributes
  Initiative Level: D8
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D8 unless otherwise noted
  The Armored Spearhead: with the US Army in Iraq
  69
  Name
  Class
  Type
  Firepower
  Gun
  Rating
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/
  Notes
  HEMTT
  S
  W
  Unarmed
  N/A
  N/A
  3D6
  3D6
  3D6
  1D6
  2+4
  Very Large
  © Osprey Publishing • www.ospreypublishing.com 
  
  The US player has the following forces, which should be
  deployed as indicated on the map.
  Position A (Deployed in a skirmish line facing west)
  1 x Platoon Sergeant w/M4 (TQ/Morale: D8/D12,
  +2 to Morale Rolls)
  1 x Squad Leader w/M4 and AT4 (Hvy. AP:3/AT:3(H)
  (TQ/Morale: D8/D12)
  Fireteam One
  1 x Fireteam leader w/M16A2
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  Fireteam Two (w/Concertina Wire)
  1 x Fireteam leader w/M16A2
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  Casualty Evacuation Point:
  1 x Company First Sergeant w/M4 (TQ/Morale:
  D10/D10)
  1 x Medic w/M16A2
  Vehicles
  1 x M2A2 BFV
  3 x Crew, no dismounts. Vehicle is critically low on
  ammo. Any time a 1 is rolled on attack dice reduce the
  firepower of all the tank’s weapons by one die. When
  the number is reduced to a single die, the vehicle must
  attempt to withdraw (by exiting the SE corner of the
  board) to replenish ammunition. Likewise, if the vehicle
  ROAD TO BAGHDAD
  70
  Historical Outcome
  This scenario is based on the actions of SFC Paul R.
  Smith and 2nd Platoon, Bravo Company, 11th Engineer
  Battalion, 3rd Infantry Division.
  On April 4, 2003, a 100-man force was assigned to
  block the highway between Baghdad and the airport,
  about one mile east of the airport. A brief battle was
  fought, and several Iraqi prisoners were captured. SFC
  Smith spotted a walled enclosure nearby with a tower
  overlooking it. He and his squad set about building an
  impromptu enemy prisoner of war (EPW) holding area
  for prisoners in the enclosure. Smith and sixteen other
  men used an Armored Combat Earthmover (similar to a
  bulldozer) to knock a hole in the south wall of the
  courtyard. On the north side, there was a metal gate that
  Smith assigned several men to guard. These men noticed
  fifty to 100 Iraqi troops who had taken positions in
  trenches just past the gate.
  Smith summoned a Bradley fighting vehicle to attack
  their position. Three nearby M113 Armored Personnel
  Carriers came to support the attack. An M113 was hit,
  possibly by a mortar, and all three crewmen were injured.
  The Bradley, running low on ammunition and
  damaged, withdrew during a lull in the battle. Smith
  organized the evacuation of the injured M113 crewmen.
  However, behind the courtyard was a military aid station
  crowded with 100 combat casualties. To protect it from
  being overrun, Smith chose to fight on rather than
  withdraw with the wounded.
  Meanwhile, some Iraqis had taken position in the tower
  overlooking the courtyard, just over the west wall. The
  Iraqis now had the Americans in the courtyard under an
  intense crossfire. Smith took command of the M113 and
  ordered a driver to position it so that he could attack both
  the tower and the trenches. He manned the M113’s
  machine gun, going through three boxes of ammunition.
  A separate team, led by First Sergeant Tim Campbell
  attacked the tower from the rear, killing the Iraqis.
  As the battle ended, Smith’s machine gun fell silent.
  His comrades found him slumped in the turret hatch.
  His armored vest was peppered with thirteen bullet
  holes, the vest’s ceramic armor inserts, both front and
  back, cracked in numerous places. But the fatal shot, one
  of the last from the tower, had entered his neck and
  passed through the brain, killing SFC Smith.
  For his actions during the battle, Sergeant First Class
  Smith was posthumously awarded the Medal of Honor.
  © Osprey Publishing • www.ospreypublishing.com 
  
  suffers any type of vehicle breakdown due to enemy
  action, it will attempt to withdraw as above.
  2 x M113A2 APC
  3 x Crew each, no dismounts. Each vehicle is also
  carrying 2 x AT4 (Hvy. AP:3/AT:3(H) that may be
  issued as required.
  Reinforcements
  2x Fire Teams, each:
  2 x Riflemen w/M16A2
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Gunner w/M203 (Lt. AP:1/AT:0)
  The first team is available the turn after the U.S. player
  suffers his first casualty. The second team is available the
  turn after any Insurgent forces are spotted south of the
  highway retaining wall. All reinforcements may enter
  anywhere along the south board edge.
  Iraqi Force Mission
  Overrun the enemy roadblock from behind. Cause as
  much damage and inflict as many casualties as possible!
  Iraqi Victory Points
  � Per Regular wounded: 1pt
  � Per Regular KIA: 2pts
  � Per Vehicle Damaged: 2pts
  � Per Vehicle Destroyed: 5pts
  � Per Captive held at end of game: 5pts
  � Per Insurgent that exits south east corner: 5pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: N/A (Irregulars)
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  The Insurgent forces begin deployed in prepared
  positions (+1 Defense Die) as indicated on the map.
  Each Insurgent group (A, B & C) consists of the
  following: 1 x Leader and 9 x Insurgents (1 w/RPG,
  1 w/MG, 1 x 60mm Mortar, 6x AK).
  All other insurgent forces are randomly determined
  reinforcements.
  Reinforcements
  The Insurgency Level of the game is 4. At the end of each
  turn, the Insurgent player will roll 1D6. On a roll 4 or
  less, new Insurgent fighters will arrive from a random
  Hot Spot. Roll to see which Hot Spot they arrive from.
  If a roll on the table results in the arrival of multiple
  units, roll Hot Spots for each unit.
  To determine what “reinforcements” arrive, roll 2D6
  on the following table:
  The Armored Spearhead: with the US Army in Iraq
  71
  REINFORCEMENT TABLE
  Die Roll
  Insurgent Unit
  2
  1D6 w/Small Arms + 1 w/Lt. Support
  3
  1 w/Med. Support
  4
  1D6 w/Small Arms & ROLL AGAIN
  5
  1 w/Med. Support
  6
  1D6+2 w/Small Arms
  7
  1D6 w/Small Arms + Leader +1 Lt. Support
  8
  1D6+2 w/Small Arms
  9
  1D6 w/Small Arms +ROLL AGAIN
  10
  1w/Med. Support
  11
  1D6 w/Small Arms +Leader +Med. Support
  12
  2D6 w/Small Arms
  Medium Support – Roll 1D6 for type:
  1: AT RPG (Hvy. AP:3/AT:2(M)
  2-4: RPG (Med. AP:2/AT:1(M)
  5-6: PKM MG (Med. AP:2/AT:0)
  For groups without leaders, roll 1D6. A roll of 1 adds
  1 leader to the group.
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  End Game
  The game ends when there are no (non-casualty)
  Regular forces remaining, or Insurgent casualty total
  (including those who quit the field) exceeds 100.
  Concertina Wire
  Concertina wire takes 1 activation to cross. Units
  crossing concertina wire may perform no other action
  while doing so. Units firing at them receive a +1 Troop
  Quality die shift. Concertina wire may be deployed or
  recovered in one action by Engineers with proper
  equipment (gloves, etc.).
  Maximum Insurgent Force Size
  At no time will the Insurgent player have more than
  50 figures on the board at a time. Number and types of
  support weapons are limited by the figures available.
  Neutralizing Hot Spots
  Hot Spots can only be neutralized (temporarily) by
  physically
  occupying
  them;
  they
  may
  not
  be
  permanently eliminated.
  Buildings
  All
  buildings
  apart
  from
  the
  marked
  casualty
  evacuation point are rated at 6D8 and provide Solid
  Cover. They have not been reinforced. The CEP has
  been fortified with dirt, sand bags, etc., for a building
  strength of 6D10.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  SCENARIO 14: THUNDER RUN ON
  HIGHWAY 8
  Highway 8, April 5
  The OIF concept of operations called for the Marines
  and Army to envelope the capital, establishing a multi-
  layered cordon before airborne and airmobile units
  would assault the city in sectors. While attempting to
  avoid the much feared Stalingrad scenario of block by
  bloody block street fighting in Baghdad, the Army’s
  Task Force 1-64 of the 2nd ‘Spartan’ Brigade of the
  3rd Infantry Division was tasked with what was officially
  an armored reconnaissance into Baghdad to test the
  defenses. Unofficially it was known as the Thunder
  Run. On April 5, the men of Task Force 1-64, the ‘Desert
  Rogues’ advanced north onto Highway 8 and headed
  for Baghdad…
  ROAD TO BAGHDAD
  72
  Historical Outcome
  The first Thunder Run by 3ID lasted for some
  three hours before the armored convoy eventually
  linked up with Task Force 2-7 Infantry holding
  Baghdad International Airport (BIAP). The Desert
  Rogues met stiff but poorly organized resistance
  from a mixture of Republican Guard, Iraqi Regular
  Army, Saddam Fedayeen and foreign jihadists
  including a number of suspected suicide car
  bombers. Task Force 1-64 arrived at BIAP with
  one dead, several wounded and missing one
  M1A1 which had suffered a mobility kill. Every
  vehicle however was pock-marked with small
  arms, RPG and recoilless rifle strikes. Iraqi losses
  were, perhaps not surprisingly, much heavier with
  something in the region of 800 to 2000 KIA, one
  T-72, one BMP-1, thirty odd trucks and numerous
  ZPU anti-aircraft platforms destroyed.
  © Osprey Publishing • www.ospreypublishing.com 
  
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: US Army for duration of game
  Special Conditions:
  � Fedayeen are Irregulars
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 4’ x 6’
  � B1–B3: Bunkers
  � 1: SPG-9 Revetment
  � 2, 3: BMP
  � 4: T-55 MBT
  US Army Mission
  The objective of the Task Force 1-64 element is to
  advance across the board, suppressing or destroying
  Iraqi defenses and exit the northern end of the table
  while minimizing friendly and civilian casualties.
  US Army Victory Points
  � Exit with all vehicles operational from the
  Northern table edge at end of Turn 8: 10pts
  � No friendly casualties (Serious WIA, KIA or
  captures): 5pts
  � No civilian casualties at end of Turn 6: 3pts
  US ARMY Force
  US Army Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Task Force 1-64 Lead Element
  2 x M1A1 (deploy unbuttoned)
  2 x M2A2 ODS (deploy unbuttoned)
  Each carrying 6 dismounted infantry scouts:
  1 x Fire Team Leader w/M4
  2 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  2 x Riflemen w/M4
  The Armored Spearhead: with the US Army in Iraq
  73
  Typical roadside bunkers erected by
  the Fedayeen
  © Osprey Publishing • www.ospreypublishing.com 
  
  1 x M113A3 with ACAV kit mounting M2 .50 (Hvy.
  AP:4/AT:1(L), deploy unbuttoned)
  Carrying an engineer fire team:
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x M113A3 Band Aid mounting M2 .50 (Hvy.
  AP:4/AT:1(L), deploy unbuttoned)
  Carrying a field medical team:
  1 x Medic w/M16A2
  2 x Combat Life Savers w/M16A2
  2 x Riflemen w/M16A2
  Iraqi Mission
  Contrary to everything proclaimed by the Iraqi leadership,
  the Americans have broken through your lines and are
  driving into the capital! You must defend Baghdad! A
  mixture of Republican Guard and Saddam Fedayeen are
  racing to man bunkers and trenches along Highway 8. Stop
  or at least slow the advance of the Americans to allow
  promisedreinforcementstoarriveandrepulsetheinvaders.
  Iraqi Victory Points
  � Destroy a vehicle: 10pts
  � Immobilize a vehicle: 5pts
  � Each Marine KIA/Serious WIA or captured
  Marine: 1pt
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Normal
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies. See below.
  Iraqi forces can be set up anywhere on the table other
  than the US deployment zone. They may be deployed
  hidden at the beginning of the game.
  Iraqi Republican Guard (TQ/Morale D6/D8)
  Attached Armor
  1 x T-55 MBT
  2 x BMP-1
  Platoon Command
  1 x Iraqi Army RG Officer w/AK (TQ/Morale:
  D6/D10)
  1 x RTO w/AK
  1 x NCO w/AK
  Forward Observer
  1 x Iraqi Army RG Officer Forward Observer w/AK
  (TQ/Morale D6/D10)
  SPG-9 73mm Recoilless Rifle Team
  1 x Gunner w/SPG-9 Recoilless Rifle (Hvy.
  AP:3/AT:2(L)
  2 x Crew w/AKs
  ROAD TO BAGHDAD
  74
  US Soldier secures Iraqi bunker
  © Osprey Publishing • www.ospreypublishing.com 
  
  The Armored Spearhead: with the US Army in Iraq
  75
  DShK HMG Team One
  1 x Gunner w/DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Crew w/AKs
  DShK HMG Team Two
  1 x Gunner w/DShK HMG (Hvy. AP:3/AT:1(L)
  2 x Crew w/AKs
  Rifle Squad One
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Rifle Squad Two
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG
  (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt.
  AP:1/AT:0)
  Rifle Squad Three
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Rifle Squad Four
  Fire Team One
  6 x Riflemen w/AK
  Fire Team Two
  2 x Riflemen w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  Fedayeen (Irregulars, TQ/Morale D6/D12)
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med.
  AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG
  (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK
  (Lt. AP:1/AT:0)
  Fedayeen RPG Team One (no weapons
  team bonus)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG with AT warheads
  (Hvy. AP:3/AT:2(M)
  1 x Irregular w/AK
  British Special Forces
  Support Group Operator,
  Iraq, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  Fedayeen RPG Team Two (no weapons team
  bonus)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG with AT warheads
  (Hvy. AP:3/AT:2(M)
  1 x Irregular w/AK
  Special Rules
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Army Counter Battery
  3ID have access to off-table counter battery radar and
  supporting artillery. On the turn immediately following
  an off board Iraqi indirect fire mission, the US player
  may roll a TQ opposed test against the TQ of his Iraqi
  counterpart with a successful roll indicating that counter
  battery fire has neutralized the Iraqi fire support for the
  remainder of a game.
  Iraqi Light Artillery
  The Iraqi FO can call on fire support from a battery of
  off-board light artillery. Use standard artillery rules
  including Danger Close.
  Civilians on the battlefield
  At the beginning of the game, players must place three
  civilian mobs on the table, with each player placing a
  mob in turn. The Iraqi player will place the first and last
  mob on the table. Iraqi leaders may attempt to convert
  these mobs into armed mobs.
  Civilian or car bomber?
  Each turn roll 1D6. On a 5–6, a civilian vehicle has
  driven onto the board- on a 5 from the south, on a 6
  from the north. US elements can fire warning shots at
  the vehicles as their action once they are within
  optimum range of small arms or at any range with non-
  explosive vehicle mounted weapons (coax, .50 or loader’s
  M240). Instead of carrying out a normal attack, roll an
  opposed TQ check against the Iraqi player.
  If successful, the vehicle turns around immediately
  and drives off-board. If not successful, the vehicle
  continues toward US forces. Once within range to ram
  the first US vehicle, the Iraqi player rolls a 1D6. On a
  1-3, the civilian vehicle continues safely past the US
  element. On a 4-5, the vehicle contains Ba’athist fanatics
  and they ram the closest vehicle or group of infantry
  dismounts with a 4D6 attack. On a 6, it is a Suicide
  Vehicle Borne Improvised Explosive Device (SVBIED)
  (FP 8D6, 8” radius) packed with explosives and driven
  by foreign volunteers which will detonate using the
  standard car bomb rules.
  Trenches, bunkers, buildings and
  palm groves
  The Iraqi trenches count as Improved Cover (+2d); the
  bunkers as Fortified Cover (+3d); the buildings are
  rated 6D8; and the palm groves provide a Solid Cover
  (+1d) cover bonus as long as fighters are within 2” of
  a palm.
  ROAD TO BAGHDAD
  76
  Confused motorists or VBIEDs?
  © Osprey Publishing • www.ospreypublishing.com 
  
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  Optional Rules
  Ambient Fire
  As per the Ambient Fire rules against helicopters, you
  may introduce Ambient Fire against each US ground call
  sign to simulate the relentless fire encountered on
  Highway 8. Each turn, the Iraqi player may roll a 3D8
  attack against each vehicle and dismounted infantry
  element on the board- this simulates both small arms
  and RPG fire- in addition to all normal firing. This can
  prove to be quite lethal and is only recommended once
  you have played the basic scenario at least once.
  SCENARIO 15: COJONE EH
  Highway 8, April 5
  During the lightning Thunder Run of April 5, the men of
  Task Force 1-64, were engaged by hundreds of enemy
  fighters along Highway 8. While virtually every vehicle
  was hit by small arms fire and many were struck by RPGs,
  none were immobilized by a so-called ‘mobility kill’ apart
  from one M1A1 Abrams, call-sign Charlie One Two but
  better known from its barrel art, ‘Cojone Eh’. Charlie One
  Two was hit by an unlucky recoilless rifle or RPG round
  into the rear engine housing which caused a fuel fire on
  the rear deck. The tank’s crew bravely tried to fight the
  blaze to save the vehicle while taking increasingly heavy
  fire from Iraqis in trench-lines, shipping containers and
  bunkers on both sides of the highway.
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: US Army for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 4’ x 6’
  � 1: ACAV
  � 2: Charlie One Two (immobilized M1A1)
  � 3: Charlie Six Six (M1A1)
  � 4: M2A2 BFV
  � B1–B3: Bunkers 1 through 3
  � T1, T2: Trenches 1 and 2
  US Army Mission
  The objective of the Task Force 1-64 element is two-fold;
  deny the enemy the propaganda value of a recovered
  Abrams and ensure the crew and other vehicles in the
  element safely exit the board.
  The Armored Spearhead: with the US Army in Iraq
  77
  Historical Outcome
  After a heroic effort to stem the fire and fighting
  back close quarter Fedayeen attacks, often with
  their side-arms and M4s, the crew of Charlie
  One Two finally abandoned their track and
  cross-decked to other vehicles in the convoy.
  The TC of Charlie One Two cut the fuel lines
  and opened the blast doors on the ammunition
  storage before dropping in thermite grenades.
  The trail tank added a shot from its 120mm
  main gun for good measure to deny the stricken
  vehicle to the enemy. In a testament to the
  awesome survivability of the Abrams, the vehicle
  survived the fire and a Maverick ATGM
  launched by the USAF in an air strike and was
  later used in propaganda videos by the Iraqis.
  © Osprey Publishing • www.ospreypublishing.com 
  
  US Army Victory Points
  � Deny Charlie One Two by recovering all sensitive
  materials and deploying thermite grenades by end
  of Turn 6: 5pts
  � Exit with all vehicles operational, apart from
  Charlie One Two, from the Northern table edge at
  end of Turn 6: 5pts
  � No friendly casualties (Serious WIA, KIA or
  captures): 5pts
  US Army Force
  US Army Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  Task Force 1-64 Element
  Charlie One Two
  1 x M1A1 (immobilized but TC and loader MGs
  still operable) Carrying:
  1 x TC w/M4
  1 x Gunner w/M4
  1 x Loader w/M4
  1 x Driver w/M4
  Charlie Six Six
  1 x M1A1 (deploy unbuttoned, has hydraulic issues
  and cannot traverse turret)
  1 x M2A2 ODS (deploy unbuttoned)
  Carrying 6 dismounted infantry scouts:
  1 x Fire Team Leader w/M4
  2 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  2 x Riflemen w/M4
  1 x M113A3 with ACAV kit mounting M2 .50
  (Hvy. AP:4/AT:1(L), deploy unbuttoned)
  Carrying the First Sergeant and his fire team:
  1 x First Sergeant with M16A2
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  Iraqi Force Mission
  Your brave Fedayeen have disabled one of the mighty
  American tanks! Press home the victory by killing the
  crew, immobilizing other vehicles and capturing the
  disabled tank.
  ROAD TO BAGHDAD
  78
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi Victory Points
  � Destroy a vehicle: 10pts
  � Immobilize a vehicle: 5pts
  � KIA/Serious WIA or captured crew of Charlie One
  Two: 5pts
  � Each Marine KIA/Serious WIA or captured
  Marine: 1pt
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: TQ/Morale D6/D12
  Fedayeen
  Fedayeen Cell One (deploy in Conex Container)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  3 x Irregulars w/AK
  Fedayeen Cell Two (deploy in Bunker One)
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  3 x Irregulars w/AK
  Fedayeen Cell Three (deploy in Bunker Two)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  Fedayeen Cell Four (deploy in Bunker Three)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  Fedayeen Cell Five (deploy in Trench One)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Fedayeen Cell Six (deploy in Trench Two)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen RPG Team One
  (no weapons team bonus, deploy
  in palm grove)
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG with AT
  warheads (Hvy.
  AP:3/AT:2(M)
  Reinforcements
  On Turn 2 and every turn
  thereafter,
  reinforcements
  automatically arrive for the
  Saddam Fedayeen as the
  Iraqis flock to the disabled
  tank, and may be placed up
  to 6” from any board edge.
  The Armored Spearhead: with the US Army in Iraq
  US Navy SEAL Team 4
  Operator, Iraq, 2003
  79
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  Abandon Tank!
  The crew of Charlie One Two must spend the first two
  turns of the game attempting to extinguish the fire,
  sanitize the vehicle and prep it for demolition by thermite
  grenades. During this time they must stay on or within
  1” of the tank and can only react in Rounds of Fire with
  their M4 carbines. At the start of Turn 3 they are
  considered to have completed their tasks and dropped
  thermite grenades into the turret and can act normally.
  Tank or Taxi?
  The crew can evacuate by riding on the still operable
  Charlie Six Six or by mounting up in the M113- there is
  no room available in the Bradley. If the crew of Charlie
  One Two rides out on the deck of Charlie Six Six, it
  cannot fire either its main gun or coax, leaving only the
  TC and Loader turret MGs to fire (with non-buttoned
  up crew rules to apply).
  Charlie Six Six
  While the crew and the dismounts are on the ground
  Charlie Six Six cannot engage targets with its main gun
  due to the close proximity of infantry and the risk from
  the concussion effects of the 120mm. Additionally it has
  recurring problems with its hydraulics and cannot turn
  its turret and must turn the whole vehicle to engage
  targets with its coax.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Civilian or car bomber?
  Each turn roll 1D6. On a 5–6, a civilian vehicle has
  driven onto the board- on a 5 from the south, on a
  6 from the north. US elements can fire warning shots
  at the vehicles as their action once they are within
  optimum range of small arms or at any range with non
  explosive vehicle mounted weapons (coax, .50 or loader’s
  M240). Instead of carrying out a normal attack, roll an
  opposed TQ check against the Iraqi player.
  If successful, the vehicle turns around immediately and
  drives off-board. If not successful, the vehicle continues
  toward US forces. Once within range to ram the first US
  vehicle, the Iraqi player rolls a 1D6. On a 1–3, the civilian
  vehicle continues safely past the US element. On a 4–5,
  the vehicle contains Ba’athist fanatics and they ram the
  closest vehicle or group of infantry dismounts with a 4D6
  attack. On a 6, it is a Suicide Vehicle Borne Improvised
  Explosive Device (SVBIED) (FP 8D6, 8” radius) packed
  with explosives and driven by foreign volunteers which
  will detonate using the standard car bomb rules.
  ROAD TO BAGHDAD
  80
  REINFORCEMENT TABLE
  Roll 1D10:
  (all stats TQ/Morale D6/D10)
  1.
  3 x Irregulars w/AK, 1 x Leader w/AK
  2.
  4 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  3.
  1 x Gunner w/Med. Support, 1 x Irregular
  w/AK
  4.
  1 x SVD Dragunov sniper, 1 x Irregular
  w/AK
  5.
  1 x Gunner w/PKM (Med. AP:2/AT:0),
  1 x Irregular w/AK
  6.
  1 x 60mm light mortar with 1 x crew and
  1 x spotter with AK
  7.
  6 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  8.
  5 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support, 1 x RPK gunner
  9.
  1 x DShK HMG (Hvy. AP:3/AT:1(L) with
  3 x crew w/AKs
  10.
  1 x SPG-9 Recoilless Rifle (Hvy.
  AP:3/AT:2(L) with 3 x crew w/AKs
  Medium Support – Roll 1D6 for type:
  1:
  AT RPG (Hvy. AP:3/AT:2(M)
  2-4:
  RPG (Med. AP:2/AT:1(M)
  5-6:
  PKM MG (Med. AP:2/AT:0)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Trenches, bunkers, buildings and
  palm groves
  The Iraqi trenches count as Improved Cover (+2d); the
  bunkers and Conex as Fortified Cover (+3d); the
  buildings 6D8; and the palm groves provide a Solid
  Cover (+1d) cover bonus as long as fighters are within
  2” of a palm.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  Optional Rules
  Ambient Fire
  As per the Ambient Fire rules against helicopters, you
  may introduce Ambient Fire against each US ground call
  sign to simulate the relentless fire encountered on
  Highway 8. Each turn, the Iraqi player may roll a 3D8
  attack against each vehicle and dismounted infantry
  element on the board- this simulates both small arms
  and RPG fire- in addition to all normal firing. This can
  prove to be quite lethal and is only recommended once
  you have played the basic scenario at least once.
  SCENARIO 16: THE DEFENSE OF
  OBJECTIVE CURLY
  Baghdad, April 7
  The second Thunder Run into the capital occurred on
  April 7th. Three key East West highway intersections
  along Highway 8 into the center of Baghdad were
  identified as vital to hold and defend to safeguard the
  already over-stretched supply line to the advancing
  armor. These were named Objectives Larry, Moe and
  Curly. Objective Curly was considered the least likely
  to be heavily defended and was assigned to an ad-hoc
  task force of some eighty Army personnel from the
  Third Battalion, 15th Infantry under Captain Harry
  Hornbuckle. His force consisted of a single mechanised
  infantry platoon and five M2A2 Bradleys, four M1114
  HMMWVs,
  four
  M1064A3s
  mounting
  120mm
  mortars, three M557s, four M113s carrying engineers,
  two M9 ACE bulldozers, an M88 recovery vehicle and
  an M113 Band Aid tracks along with some attached
  Special Forces in pickup trucks. As they rolled into
  the objective to secure it, Hornbuckle’s men spotted
  trenches dug under the highway overpasses and
  realised that perhaps Curly may be a harder fight than
  they had imagined...
  The Armored Spearhead: with the US Army in Iraq
  81
  Historical Outcome
  Objective Curly consisted of a cloverleaf
  intersection with ramps running up and down
  the highway. Surrounding the intersection was a
  collection of two and three story apartments, an
  administration building, a factory and a multi-
  story hotel. All were occupied by a mixture of
  Saddam Fedayeen and foreign jihadists.
  Additionally, Iraqi irregulars had taken up a
  mixture of positions both under the ramps and
  overpasses and on top of them, enabling them
  to fire down on the Americans. The firefight at
  Curly lasted some seven hours and proved to be
  the most vicious battle of all three objectives.
  TF 1-15 suffered suicide car bombs, drive bys by
  armed technicals, human wave assaults and even
  friendly fire from supporting artillery. They were
  finally reinforced and held the intersection,
  allowing the vital supplies to continue to flow
  to the units at the tip of the spear.
  © Osprey Publishing • www.ospreypublishing.com 
  
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: US for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Medium Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 4’ x 5’
  US Army Mission
  The objective of the Hornbuckle’s Task Force 3-15 is to
  hold the intersection for 8 turns while minimizing
  friendly casualties.
  US Army Victory Points
  � Hold the intersection at the end of Turn 8 (no
  enemy units within 6” of the underpass): 10pts
  � No friendly casualties (Serious WIA, KIA or
  captures): 5pts
  US Army Force
  US Army Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Normal (lowers to Poor after Turn 6 to
  simulate the tremendous amount of fire)
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10 except for Special
  Forces who are D10/D10
  Task Force 3-15 Element
  3 x M2A2 ODS (deploy unbuttoned)
  Each carrying 6 dismounted infantry scouts:
  1 x Fire Team Leader w/M4
  2 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  2 x Riflemen w/M4
  1 x M113A3 with ACAV kit mounting M2 .50 (Hvy.
  AP:4/AT:1(L) – deploy unbuttoned) Carrying the
  Company Sergeant Major and his fire team:
  1 x CSM with M16A2
  1 x Fire Team Leader w/M16A2
  1 x Grenadier w/M203 (Lt. AP:1/AT:0)
  1 x Gunner w/M249 (Lt. AP:1/AT:0)
  1 x Rifleman w/M16A2
  1 x M1064A3 with ACAV kit mounting M2 .50
  (Hvy. AP:4/AT:1(L) – deploy unbuttoned) Carrying
  a 120mm mortar team:
  1 x Fire Team Leader w/M16A2
  1 x Mortar Man w/M203 (Lt. AP:1/AT:0)
  3 x Mortar Man w/M16A2
  ROAD TO BAGHDAD
  82
  © Osprey Publishing • www.ospreypublishing.com 
  
  2 x M1114 Up-armored HMMWVs
  Each carrying a Scout fire team:
  1 x Fire Team 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
  1 x M113A3 Band Aid mounting M2 .50 (Hvy.
  AP:4/AT:1(L) – deploy unbuttoned) Carrying a
  field medical team:
  1 x Medic w/M16A2
  2 x Combat Life Savers w/M16A2
  2 x Riflemen w/M16A2
  1 x Toyota Pick Up mounting M240G (Med.
  AP:3/AT:0)
  Carrying a four man Special Forces team;
  1 x SF Captain w/Mk11
  2 x SF NCO w/M4/M203 (Lt. AP:1/AT:0)
  1 x SF NCO w/M249 (Lt. AP:1/AT:0)
  Iraqi Force Mission
  Press home the attack on the Americans and ensure the
  precious fuel for their tanks cannot get through. This is
  the final line of defense before the infidels enter Baghdad
  – make them pay for their folly.
  Victory Points
  � Destroy a vehicle: 10pts
  � Immobilize a vehicle: 5pts
  � Each Marine KIA/Serious WIA or captured: 2pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Normal
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: TQ/Morale D6/D12
  Fedayeen and Foreign Fighters
  Cell One (deploy in Trench at Hot Spot One)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Cell Two (deploy in Trench at Hot Spot Two)
  1 x Leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPD (Lt. AP:1/AT:0)
  4 x Irregulars w/AK
  Cell Three (deploy in Trench at Hot Spot Three)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  2 x Irregulars w/AK
  Cell Four (deploy in Bunker at Hot Spot Four)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Irregular w/AK
  Cell Five (deploy on Overpass at Hot Spot Five)
  1 x Leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  RPG Team One (no weapons team bonus, deploy
  anywhere within 6” of a Hot Spot)
  1 x Leader w/AK
  2 x Gunners w/RPG with AT warheads
  (Hvy. AP:3/AT:2(M)
  The Armored Spearhead: with the US Army in Iraq
  83
  © Osprey Publishing • www.ospreypublishing.com 
  
  RPG Team Two (no weapons team bonus, deploy
  anywhere within 6” of a Hot Spot)
  2 x Gunners w/RPG with AT warheads (Hvy.
  AP:3/AT:2(M)
  2 x Irregulars w/AK
  SPG-9 Team (no weapons team bonus, deploy
  anywhere within 6” of a Hot Spot)
  1 x Leader w/AK
  1 x Gunner w/SPG-9 RR (Hvy. AP:3/AT:2(L)
  2 x Crew w/AK
  Fedayeen Technicals
  1 x Technical mounting a 12.7mm DShK
  (Hvy. AP:4/AT:1(L) and crewed by driver,
  passenger, gunner and assistant gunner
  (all with personal AKs)
  1 x Technical mounting a 7.62mm PKM
  (Med. AP:3/AT:0) and crewed by driver,
  passenger, gunner and assistant gunner (all
  with personal AKs)
  2 x Suicide Vehicle Borne Improvised Explosive
  Device (SVBIED) (FP 8D6, 8” radius)
  Soft skin cars or SUVs packed with explosives and
  driven by foreign volunteers. These must deploy on
  board anywhere on highway or the parallel road
  within 6” of any board edge.
  Reinforcements
  On Turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Fedayeen and the foreign
  fighters and are placed using the Hot Spot rules.
  ROAD TO BAGHDAD
  84
  Saddam Fedayeen on the move with a typical
  “technical.” (Photo by Piers Brand, figures
  by Elheim, vehicle by S&S Models)
  REINFORCEMENT TABLE
  Roll 1D10:
  (all stats TQ/Morale D6/D12)
  1.
  5 x Irregulars w/AK, 1 x Leader w/AK
  2.
  6 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  3.
  2 x Gunner w/Med. Support, 1 x Irregular
  w/AK
  4.
  1 x SVD Dragunov sniper
  5.
  1 x Gunner w/PKM (Med. AP:2/AT:0),
  1 x Irregular w/AK
  6.
  1 x 60mm light mortar with 1 x crew and
  1 x spotter with AK
  7.
  4 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  8.
  5 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support,
  1 x RPK gunner
  9.
  1 x DShK HMG (Hvy. AP:3/AT:1(L) with 3
  x crew w/AKs
  10.
  1 x SPG-9 Recoilless Rifle (Heavy Support,
  AP:3/AT:2(L) with 3 x crew w/AKs
  Medium Support – Roll 1D6 for type:
  1:
  AT RPG (Hvy. AP:3/AT:2(M)
  2-4:
  RPG (Med. AP:2/AT:1(M)
  5-6:
  PKM MG (Med. AP:2/AT:0)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Civilian or car bomber?
  Each turn roll 1D6. On a 5–6, a civilian vehicle has
  driven onto the board – on a 5 from the south, on a
  6 from the north. US elements can fire warning shots at
  the vehicles as their action once they are within
  optimum range of small arms or at any range with
  non-explosive vehicle mounted weapons (coax, .50 or
  loader’s M240). Instead of carrying out a normal attack,
  roll an opposed TQ check against the Iraqi player.
  If successful, the vehicle turns around immediately and
  drives off-board. If not successful, the vehicle continues
  toward US forces. Once within range to ram the first US
  vehicle, the Iraqi player rolls a 1D6. On a 1–3, the civilian
  vehicle continues safely past the US element. On a 4-5, the
  vehicle contains Ba’athist fanatics and they ram the closest
  vehicle or group of infantry dismounts with a 4D6 attack.
  On a 6, it is a Suicide Vehicle Borne Improvised Explosive
  Device (SVBIED) (FP 8D6, 8” radius) packed with
  explosives and driven by foreign volunteers which will
  detonate using the standard car bomb rules.
  Trenches, bunkers, buildings and
  palm groves
  The Iraqi trenches count as Improved Cover (+2d); the
  bunkers as Fortified Cover (+3d); the buildings as 6D8;
  and the palm groves provide a Solid Cover (+1d) cover
  bonus as long as fighters are within 2” of a palm.
  Ambient Fire
  As per the Ambient Fire rules against helicopters, you
  may introduce Ambient Fire against each US ground
  call sign to simulate the huge amounts of RPG and
  small arms fire from the buildings surrounding the
  intersection. Each turn, the Iraqi player may roll a 3D8
  attack against each vehicle and dismounted infantry
  element on the board- this simulates both small arms
  and RPG fire- in addition to all normal firing.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  The Armored Spearhead: with the US Army in Iraq
  85
  A typical Iraqi palm grove
  © Osprey Publishing • www.ospreypublishing.com 
  
  THE QUIET MEN: SPECIAL
  OPERATIONS ENGAGEMENTS
  SCENARIO 17: SPRINT
  While Marine and Army conventional forces advanced
  on Baghdad, a secret war was being fought by Coalition
  Special Operations Forces. In the South, Army ODAs
  and SEALs supported these conventional forces in
  reconnaissance, ‘ground truth’ intelligence gathering
  and agent handling and direct action operations. In the
  North, the ODAs with their Kurdish Peshmerga allies
  became the main effort after Turkey’s refusal to allow
  the 4th Infantry Division’s passage into Iraq. In the North
  and South West, British and Australian Special Air
  Service squadrons seized key sites and airfields, carried
  out reconnaissance missions and interdicted fleeing
  Iraqi leadership figures and foreign fighters flocking
  across the border. In the West, US Army Special
  Forces and the special operators of Task Force 20
  conducted raids, psychological warfare and long range
  surveillance and reconnaissance operations. It was
  during one of these SR missions, along Highway 10
  outside of the town of Ar Rutba that the men of US
  Army ODA 525 found themselves almost overrun by a
  fanatical Iraqi force…
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: ODA for duration of game
  Special Conditions:
  � Fedayeen are Irregulars – this is an Asymmetric
  Engagement.
  � Air Defense Environment: Light Air Defense
  Fog of War: Generated normally by Reaction Tests
  Table Size: 4’ x 4’
  86
  Historical Outcome
  Deployed in a covert observation post, two
  operators from ODA 525 found themselves cut off
  from their colleagues by five Fedayeen technicals,
  tracing the tire tracks of the team’s GMVs. The
  remainder of the ODA deployed a hasty ambush
  and used their GMV mounted crew served
  weapons to engage the technicals and force them to
  withdraw. Soon, the Iraqis returned, in far greater
  numbers. Over one hundred Fedayeen and several
  technical mounted DShKs began hunting for the
  ODA. As they closed in, the ODA transmitted the
  brevity code word ‘Sprint’ warning all nearby
  Coalition air assets that a Special Forces ground call
  sign was in danger of being overrun. Controlled by
  an orbiting AWACS, the responding fast air was
  soon stacked four high with the OP team calling
  in danger close air strikes on the encircling Iraqis.
  Other ODAs operating in the AO sped quickly
  toward the battle to assist. After a contact lasting
  some seven hours, the Iraqis finally withdrew back
  into Ar Rutba and the men of ODA 525 successfully
  exfiltrated with zero friendly casualties.
  © Osprey Publishing • www.ospreypublishing.com 
  
  ODA Mission
  ODA 525 must safely exfiltrate the two-man OP while
  attempting to force back the advancing Iraqi forces and
  stop them from overrunning either the OP or the main
  ODA position.
  ODA Victory Points
  � Exfiltrate the OP team safely (no Serious Wounds) to
  the main ODA position by the end of Turn 8: 10pts
  ODA Force
  ODA Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Abundant
  Body Armor: Standard (1D)
  Troop Quality/Morale: D10/D10
  ODA OP (both are classed as SF JTAC/TAC)
  1 x SF NCO w/M4A1/M203 (Lt. AP:1/AT:0)
  1 x SF NCO w/Mk11
  ODA 525 (begin game mounted in GMVs)
  GMV One Alpha
  GMV mounting 2 x M240G (Med. AP:3/AT:0) and
  1 x Mk19 (Med. 2D/AT:0)
  1 x SF Captain w/M4A1
  1 x SF NCO w/Mk11
  1 x SF NCO w/M4A1/M203 (Lt. AP:1/AT:0)
  1 x SF NCO w/Minimi Para (Lt. AP:1/AT:0)
  GMV One Bravo
  GMV mounting 2 x M240G (Med. AP:3/AT:0) and
  1 x M2HB (Hvy. AP:3/AT:1(L)
  1 x SF Chief Warrant Officer w/M4A1
  1 x SF NCO w/Mk11
  1 x SF NCO w/M4A1/M203 (Lt. AP:1/AT:0)
  1 x SF NCO w/Minimi Para (Lt. AP:1/AT:0)
  GMV One Charlie
  GMV mounting 2 x M240G (Med. AP:3/AT:0) and
  1 x M2HB (Hvy. AP:3/AT:1(L)
  1 x SF NCO w/M4A1
  1 x SF NCO w/M82A1
  87
  The Quiet Men: Special Operations Engagements
  Special Forces Operators with a
  typical GMV
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi Force Mission
  American Special Forces have been conducting
  operations in your AO. They have a spotter on a hill
  outside of the town and are calling in murderous air
  strikes that are killing your men. They must be stopped
  before the air strikes demoralize your militia and allow
  the Americans to capture Ar Rutba.
  Iraqi Victory Points
  � KIA or Seriously Wound both members of the OP
  before the end of Turn 8: 10pts
  � Each SF operator KIA/Serious WIA or captured:
  2pts
  � Each destroyed GMV: 5pts
  � Each immobilized GMV: 2pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: Confident
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: TQ/Morale D6/D10 (the
  Fedayeen have already been demoralized by the
  airstrikes and have suffered a dice down shift from
  their normal D12)
  Initial Fedayeen Force
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  5 x Irregulars w/AK
  Fedayeen Cell Three
  1 x Fedayeen leader w/AK
  2 x Gunners w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  6 x Irregulars w/AK
  Fedayeen Cell Four
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  6 x Irregulars w/AK
  Fedayeen Cell Five
  1 x Fedayeen leader w/AK
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  5 x Irregulars w/AK
  Fedayeen RPG Team (no weapons team bonus)
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG with AT warheads (Hvy.
  AP:3/AT:2(M)
  1 x Irregular w/AK
  Fedayeen Technicals
  2 x Technicals mounting a 12.7mm DShK (Hvy.
  AP:4/AT:1(L) and crewed by driver, passenger,
  gunner and assistant gunner (all with personal AKs)
  2 x Technicals mounting a 7.62mm PKM
  (Med. AP:3/AT:0) and crewed by driver,
  passenger, gunner and assistant gunner (all with
  personal AKs)
  Reinforcements
  On Turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Saddam Fedayeen and may
  be placed up to 6” from the eastern board edge.
  ROAD TO BAGHDAD
  88
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  Sprint
  The brevity code has been transmitted by the OP team
  and air assets are being vectored in-bound by an orbiting
  AWACS. From Turn 3, the ODA will have dedicated air
  support each turn. Use standard TAC/JTAC rules with the
  OP team counting as both trained and SF. If the OP team
  is seriously WIA or KIA, other members of the ODA can
  call in strikes however will not benefit from the trained
  FAC bonus (although they will still receive the Special
  Forces bonus).
  Each turn when calling in air, roll a 1D6; on a 1-2, an
  Air Force F-16C with 500 pound JDAMs arrives. On a
  3-4, a British Tornado with 1000 pound JDAMs arrives.
  On a 5, an Air Force A-10 with its internal 30mm cannon
  and Maverick ATGMs has arrived on-station. On a 6, a
  B-1B bomber has arrived with a mix of 500 and 1000
  pound JDAMs.
  An air strike can be called on any Iraqi off-board
  indirect fire assets and this automatically suppresses the
  asset for the remainder of the game however the air strike
  for that turn is considered spent.
  The OP team
  The Iraqi forces have a general idea of the location of the
  OP team but they are considered Hidden in game terms
  and must be Spotted by Iraqi forces. The OP SR are using
  a sound suppressed Mk11 sniper rifle and thus can fire
  without automatically giving away their position. When
  firing, treat the Mk11 shooter as a sniper. His team mate
  is maintaining comms and talking in fast air onto targets
  and thus cannot add his firepower to any attack. The OP
  receives an In Cover and Solid Cover bonus as they have
  deployed behind rocks and are using the lay of the land
  to their advantage.
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Trenches and the Wadi
  The trench-line offers improved cover to Iraqi forces and
  thus provides a +2 (Solid and improved) to any in cover
  bonus. The wadi provides a +1 Solid Cover bonus.
  Hull down GMVs
  The GMVs have been positioned to take best advantage
  of the natural lay of the land and are considered hull
  down for purposes of targeting. While they are
  positioned this way, they can only fire the roof mounted
  weapon system. If the US player wishes to also fire the
  forward passenger mounted M240G, the vehicle needs
  to be moved forward a minimum of 3”. If moved, the
  GMV loses its hull down advantage. The rear M240 can
  The Quiet Men: Special Operations Engagements
  89
  REINFORCEMENT TABLE
  Roll 1D10:
  (all stats TQ/Morale D6/D10)
  1.
  4 x Irregulars w/AK, 1 x Leader w/AK
  2.
  4 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support
  3.
  1 x Gunner w/Med. Support, 1 x Irregular
  w/AK
  4.
  1 x SVD Dragunov sniper, 1x Irregular w/AK
  5.
  1 x Gunner w/PKM (Med. AP:2/AT:0), 1 x
  Irregular w/AK
  6.
  1 x 60mm light mortar with 1 x crew and 1 x
  spotter with AK
  7.
  6 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support
  8.
  6 x Irregulars w/AK, 1 x Leader w/AK, 1 x
  Gunner w/Med. Support, 1 x RPK gunner
  9.
  1 x Technical mounting DShK (AP:4/AT:1(L)
  10.
  Off Table 82mm Medium Mortar Barrage
  Medium Support – Roll 1D6 for type:
  1:
  AT RPG (Hvy. AP:3/AT:2(M)
  2-4:
  RPG (Med. AP:2/AT:1(M)
  5-6:
  PKM MG (Med. AP:2/AT:0)
  © Osprey Publishing • www.ospreypublishing.com 
  
  only be fired at targets to the rear 180 degrees of the
  vehicle. The GMVs are non-up-armored and do not
  have gunner shields although the gunner does benefit
  from the standard In Cover (+1) bonus.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  SCENARIO 18: OBJECTIVE
  BADGER
  The Tier One Special Mission Units of Task Force 20 also
  conducted their own operations in support of the invasion.
  These focused on raiding, deception operations and
  seizing key high value targets and suspect locations. One
  such operation was the clearance and sensitive site
  exploitation (SSE) of one of Saddam’s lakeside palaces, the
  Al Qadisiyah Research Centre on the southern shore of
  the Al Qadisiyah Reservoir. The Al Qadisiyah Research
  Centre was a suspected WMD site and was added to the
  target list for the Special Mission Units, Combat
  Applications Group (Delta) and Naval Special
  Warfare Development Group, their Ranger
  security teams and the pilots of 160th
  Special
  Operations
  Aviation
  Regiment (the Nightstalkers).
  On the night of March 26, a
  task force lifted off consisting
  of four MH-60Ks carrying
  the Rangers who would man
  blocking positions around
  the target location, two MH-
  47Es carrying the Task Force 20
  operators who would conduct the
  assault and SSE, two MH-6 Little Birds
  with aerial sniper teams on their bench seats, and two
  AH-6 and two MH-60L Direct Action Penetrator (DAP)
  gunships. Two further MH-47s orbited nearby with CSAR
  and QRF teams on-board. As the first MH-60K touched
  down, muzzle flashes light up the night as Iraqi gunmen
  opened fire…
  ROAD TO BAGHDAD
  90
  M1078 LMTV "War Pig",
  US 5th Special Forces
  Group, Iraq, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: US for duration of game
  Special Conditions:
  � Air Defense Environment: Light Air Defense
  � Fedayeen are Irregulars
  Fog of War: Generated normally by Reaction Tests
  Table Size: 4’ x 4’
  � BP1, BP2: Ranger blocking positions 1 and 2
  � F1, F2: Fedayeen positions
  � T1, T2: Target Buildings 1 and 2
  � 1–5: Hot Spots (Fedayeen RPG Team is located in
  building by Hot Spot 5)
  � A: Iraqi Army Element 1
  � B: Iraqi Army Element 2
  � C: Iraqi Army PKM GMPG Team
  Ranger Mission
  The Rangers must maintain their blocking positions while
  the Task Force 20 operators clear the target locations.
  They need to ensure all enemy resistance is suppressed
  and any reinforcements are engaged or driven back, all
  the time ensuring civilian and friendly casualties are kept
  to an absolute minimum. They will have dedicated air
  support in the form of one MH-6 Little Bird carrying a
  pair of Delta snipers and one AH-6 Little Bird gunship.
  Ranger Victory Points
  � Maintain the cordon at both blocking positions
  and do not allow any enemy forces within
  Ranger line of sight to enter the two target
  buildings: 5pts
  � Exfiltrate (complete Turn 8) without any friendly
  casualties: 5pts
  � Exfiltrate (complete Turn 8) without any civilian
  casualties caused by US fire: 3pts
  Ranger Force
  Ranger Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Level: Abundant
  Body Armor: Standard (1D)
  Troop Quality/Morale: D8/D10
  The Quiet Men: Special Operations Engagements
  91
  Historical Outcome
  The Rangers successfully maintained their
  cordon and held off multiple attacks from
  Iraqi regular and irregular forces with the able
  assistance of the nimble AH-6s. Further out, the
  DAP gunships engaged enemy reinforcements,
  including several technicals, rushing to assist the
  opposition. The Task Force operators cleared
  the target buildings despite their MH-47s being
  engaged by heavy fire on their infiltration. Forty
  five minutes after landing, the operators were
  lifted out by the CSAR and QRF helos as their
  initial lift Chinooks had been too heavily
  damaged. One Nightstalker and one Ranger
  were seriously wounded in the operation. Scores
  of enemy forces were killed however no evidence
  of WMDs was recovered.
  Note that in the real operation, four Ranger
  blocking positions were established around the
  target buildings. In this scenario, only two are
  represented in interests of game play and table size.
  © Osprey Publishing • www.ospreypublishing.com 
  
  Ranger Blocking Position 1
  Fire Team One Alpha
  1 x Squad Leader w/M4
  1 x Fire Team 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 and M136 (AT-4)
  (Hvy. AP:4/AT:4(H)
  Fire Team Two Alpha
  1 x Fire Team 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 and M136 (AT-4)
  (Hvy. AP:4/AT:4(H)
  Attached Sniper Team
  1 x Sniper w/Mk11 (SR-25)
  1 x Spotter w/M4
  Attached Combat Controller
  1 x CCT w/M4
  Ranger Blocking Position 2
  Fire Team One Bravo
  1 x Squad Leader w/M4
  1 x Fire Team 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 and M136 (AT-4)
  (Hvy. AP:4/AT:4(H)
  Fire Team Two Bravo
  1 x Fire Team 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 and M136 (AT-4) (Hvy.
  AP:4/AT:4(H)
  Attached Machine Gun Team
  1 x Team Leader w/M4
  1 x Gunner w/M240 (Med. AP:2/AT:0)
  1 x Assistant Gunner w/M4
  Each blocking position deploys with a roll of concertina
  wire with position shown on the map.
  Iraqi Mission
  American helicopters are landing in the vicinity of
  Saddam’s research centre. Iraqi forces have been ordered
  to protect the site at all costs. The Iraqis have both
  regular Iraqi Army and Saddam Fedayeen in the area
  and reinforcements are on the way. Drive back the
  American Special Forces and shoot down one of their
  helicopters for the glory of Saddam!
  Iraqi Victory Points
  � Each Ranger KIA or captured: 5pts
  � Each Ranger Serious WIA: 2pts
  � Enter a group of either Iraqi regulars or Fedayeen
  into one of the two research buildings the
  Americans are searching: 5pts
  � Shoot down an American helicopter: 10pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D6
  Confidence Level: High
  Supply Level: Normal
  Body Armor: N/A
  Troop Quality/Morale: Varies. See below:
  ROAD TO BAGHDAD
  92
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi Regular Army (TQ/Morale D6/D8)
  Infantry Element One
  5 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  Infantry Element Two
  4 x riflemen w/AKs
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  PKM GPMG Team (no Weapons Team bonus)
  1 x Gunner w/PKM (Med. AP:2/AT:0)
  1 x Assistant gunner w/AK
  Fedayeen (TQ/Morale D6/D12)
  Fedayeen Cell One
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  3 x Irregulars w/AK
  Fedayeen Cell Two
  1 x Fedayeen leader w/AK
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  4 x Irregulars w/AK
  Fedayeen RPG Team One
  (no leader nor weapons team bonus)
  1 x Gunner w/RPG with AT warheads (Hvy.
  AP:3/AT:2(M)
  1 x Irregular w/AK
  Reinforcements
  On Turn 2 and every turn thereafter, reinforcements
  automatically arrive for the Iraqis and arrive on the table
  as per the Hot Spot rules.
  The Quiet Men: Special Operations Engagements
  93
  Two M-6 Little Birds lift off
  somewhere over Iraq, 2003
  REINFORCEMENT TABLE
  Roll 1D10:
  (all stats TQ/Morale D6/D10)
  1.
  4 x Irregulars w/AK, 1 x Leader w/AK
  2.
  4 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  3.
  1 x Irregular Gunner w/Med. Support,
  1 x Irregular w/AK
  4.
  1 x Irregular SVD Dragunov sniper,
  1 x Irregular w/AK
  5.
  1 x Regular Infantry Element- 5 x AKs,
  1 x RPK
  6.
  1 x Regular Infantry Element- 3 x AKs,
  1 x Gunner w/RPK, 1 x Gunner w/Med.
  Support, 1 x SVD Dragunov
  7.
  5 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support
  8.
  6 x Irregulars w/AK, 1 x Leader w/AK,
  1 x Gunner w/Med. Support, 1 x RPK gunner
  9.
  1 x Technical carrying 4 x Irregulars w/AKs,
  2 x Irregulars w/Med. Support
  10.
  1 x Technical mounting DShK (Hvy.
  AP:4/AT:1(L) with three Irregular crew w/AKs
  Medium Support – Roll 1D6 for type:
  1:
  AT RPG (Hvy. AP:3/AT:2(M)
  2-4:
  RPG (Med. AP:2/AT:1(M)
  5-6:
  PKM MG (Med. AP:2/AT:0)
  © Osprey Publishing • www.ospreypublishing.com 
  
  Special Rules
  Little Birds
  Two Little Birds, one armed AH-6 and one MH-6
  carrying two Delta snipers riding on the pods/benches,
  are flying dedicated air support for the Ranger call signs.
  The attached CCT must use standard TAC/JTAC rules-if
  the CCT is seriously WIA or KIA, Ranger squad leaders
  can call in the Little Birds however will not benefit from
  the trained FAC bonus.
  Each turn when requesting helo support, roll a 1D6;
  on a 1-4, the MH-6 responds with its snipers. On a 5-6,
  the AH-6 responds with its two 2.75 inch rocket pods
  and two miniguns. Snipers mounted in helicopters act
  exactly as if they are on the ground apart from a die type
  reduction- in this case the snipers are Delta operators
  rated at TQ/Morale D12/D12 thus they will shoot from
  the air as TQ D10.
  Buildings
  All buildings are rated at 6D8.
  Concertina Wire
  Concertina wire takes 1 activation to cross. Units
  crossing concertina wire may perform no other action
  while doing so. Units firing at them receive a +1 Troop
  Quality die shift. Concertina wire may be deployed or
  recovered in one action by Engineers with proper
  equipment (gloves, etc.).
  Out of Contact Movement
  The Fedayeen may use Out of Contact Movement.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular
  forces, a roll of 4–6 indicates an AT RPG (Hvy.
  AP:3/AT:2(M). If Fedayeen or foreign jihadists, a 5–6
  indicates an AT RPG.
  SCENARIO 19: DEBECKA
  CROSSROADS
  Debecka Crossroads, North of Baghdad, April 6
  On 06 Apr 2003, 3 US Army Special Forces Operation
  Detachments-Alpha (ODA’s) engaged and defeated an
  Iraqi mechanized infantry company supported by tanks
  at the Debecka Crossroads (north of Baghdad). ODA’s
  044, 391, and 392 used their Humvees’
  ROAD TO BAGHDAD
  94
  Historical Outcome
  Lightly armed Special Forces units were able to
  crush an Iraqi mechanized infantry company
  with their newly issued Javelin missiles. The
  battle was further proof of the Coalition’s clear
  technological edge and won the Javelin missile
  instant and lasting acclaim from the units that
  fought at the crossroads that day.
  © Osprey Publishing • www.ospreypublishing.com 
  
  M2 HMG’s and Mk19 AGL’s, along with Javelin
  ATGM’s and an F18 to defeat the Iraqis. The position
  they defended would come to be known as “the Alamo.”
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: Iraqi force on Turn 1. Test thereafter.
  Special Conditions: See Special Rules and Map
  description above for Hull Down and Alamo positions
  � Air Defense Environment: Light Air Defense
  Fog of War: Determined normally by Reaction Test rolls
  Special Assets:
  ODA: Available Air Support (Fast Burners): Due to
  tasking issues, when fast air is successfully called,
  it arrives in 1D6 turns, with Turn 1 being the turn it
  is called.
  Table Size: 2’ x 3’
  � A: US exit point.
  � B: Iraqi reinforcement entry point
  � 1: Alamo Position on a low three to four tier ridge
  � 2: Crossroads
  � 3: Low dirt berms that can provide hull-down
  positions for tanks
  ODA Mission
  ODA’s 044, 391, and 392 are defending a low ridge
  known as the “Alamo”. They must defend and hold the
  hill for at least 6 full turns (with no non-pinned, non-
  suppressed enemy units on it), and must exit the board
  from point A by the end of Turn 8.
  ODA Victory Points
  � Each non-pinned ODA team (without vehicle)
  that exits the Board at A on Turn 7 or 8: 1pt
  � Each non-pinned ODA team (with vehicle) that
  exits the Board at A on Turn 7 or 8: 2pts
  � Each Iraqi vehicle destroyed: 3pts
  ODA Force
  ODA Basic Attributes
  Initiative Level: D10
  Confidence Level: High
  Supply Level: Normal
  Body Armor: Standard (1D)
  Troop Quality/Morale: D10/D10
  The 3 ODA’s should be set up initially somewhere on
  the Alamo ridgeline, facing southwest.
  ODA 044
  1 x SF NCO (classed as SF JTAC/TAC)
  w/M4A1/M203 (Lt. AP:1/AT:0)
  Team 1
  3 x Riflemen w/M4A1
  2 x Grenadier w/M4A1/M203 (Lt. AP:1/AT:0)
  Team 2
  3 x Riflemen w/M4A1
  2 x Grenadier w/M4A1/M203 (Lt. AP:1/AT:0)
  Transport
  1 x Humvee gun-truck mounting M2HB (Hvy.
  AP:3/AT:1(L) and passenger side mounted M240G
  (Med. AP:3/AT:0)
  1 x Humvee gun-truck mounting Mk. 19 AGL
  (Med. AP:3/AT:0) and passenger side mounted
  M240G (Med. AP:3/AT:0)
  ODA 391
  Team 1
  3 x Riflemen w/M4A1
  2 x Grenadier w/M4A1/M203 (Lt. AP:1/AT:0)
  The Quiet Men: Special Operations Engagements
  95
  © Osprey Publishing • www.ospreypublishing.com 
  
  Team 2
  3 x Riflemen w/M4A1
  2 x Grenadier w/M4A1/M203
  (Lt. AP:1/AT:0)
  Transport
  1 x Humvee gun-truck mounting
  M2HB (Hvy. AP:3/AT:1(L) and
  passenger side mounted M240G (Med. AP:3/AT:0)
  1 x Humvee gun-truck mounting Mk. 19 AGL
  (Med. AP:3/AT:0) and passenger side mounted
  M240G (Med. AP:3/AT:0)
  ODA 392:
  Team 1
  3 x Riflemen w/M4A1
  2 x Grenadier w/M4A1/M203 (Lt. AP:1/AT:0)
  Team 2
  3 x Riflemen w/M4A1
  2 x Grenadier w/M4A1/M203 (Lt. AP:1/AT:0)
  Transport
  1 x Humvee gun-truck mounting M2HB (Hvy.
  AP:3/AT:1(L) and passenger side mounted M240G
  (Med. AP:3/AT:0)
  1 x Humvee gun-truck mounting Mk. 19 AGL
  (Med. AP:3/AT:0) and passenger side mounted
  M240G (Med. AP:3/AT:0)
  Iraqi Force Mission
  US infidels have linked up with those Peshmerga dogs.
  Attack their weakly defended position, and defeat them
  in detail. The fools have no armor support, so this
  should be easy!
  The Iraqis must seize the hill by the end of Turn 6,
  and/or kill as many Americans as possible. To seize
  the hill, at least one non-pinned, non-
  suppressed Iraqi platoon must occupy the
  top of the hill, while no non-pinned, non-
  suppressed US troops are on it.
  Iraqi Victory Points
  � Each US SF team left on the board (with or
  without vehicle): 5pts
  � The Alamo is seized by Turn 6: 20pts
  Iraqi Force
  Iraqi Basic Attributes
  Initiative Level: D8
  Confidence Level: Low
  Supply Level: Poor
  Body Armor: N/A
  Troop Quality/Morale: D8/D8
  Mechanized Infantry Platoon 1
  This unit starts out within 6” of the southwest
  board edge, just to the left of Point B. MTLB’s can
  lay smoke.
  ROAD TO BAGHDAD
  96
  US Navy F/A-18C Hornet,
  Baghdad, 2003
  © Osprey Publishing • www.ospreypublishing.com 
  
  HQ Squad
  1 x Platoon Leader w/AK
  1 x Platoon Sgt. w/AK
  2 x Runners w/AKs
  Squad 1
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Squad 2
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Squad 3
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Transport
  4 x MTLBs
  Mechanized Infantry Platoon 2
  This unit starts out within 6” of the southwest board edge,
  just to the right of Point B. MTLB’s can lay smoke.
  HQ Squad
  1 x Platoon Leader w/AK
  1 x Platoon Sgt. w/AK
  2 x Runners w/AKs
  Squad 1
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Squad 2
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Squad 3
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Transport
  4 x MTLBs
  Tank Platoon
  This unit enters at Point B on Turn 1.
  4 x T-55 Tanks
  Motorized Infantry Platoon
  This unit enters at Point B on Turn 2.
  HQ Squad
  1 x Platoon Leader w/AK
  1 x Platoon Sgt. w/AK
  2 x Runners w/AKs
  Squad 1
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Squad 2
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  The Quiet Men: Special Operations Engagements
  97
  © Osprey Publishing • www.ospreypublishing.com 
  
  Name
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  ZSU 57-2
  M
  T
  Twin 57mm AA Auto-Cannons
  (AP:6/AT:4(M)
  3D
  3D10
  2D10
  2D8
  1D6
  6
  ROAD TO BAGHDAD
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Squad 3
  1 x Squad Leader
  1 x Gunner w/RPG (Med. AP:2/AT:1(M)
  1 x Gunner w/RPK (Lt. AP:1/AT:0)
  5 x Riflemen w/AKs
  Transport
  3 x 3 Ton Trucks
  Air Defense Unit
  This unit enters at Point B on Turn 3.
  1 x ZSU 57-2
  Special Rules
  Javelin Issues
  Due to issues with the Javelin’s Command Launch Units
  (CLU’s) warming-up, each time one is fired, roll a TQ die.
  If the die is successful, the Javelin may be used as normal,
  and no further tests are needed for that particular Javelin.
  If the test is failed, the CLU does not warm up, and the
  Javelin may not be used
  that turn. A TQ roll must be attempted the next time the
  Javelin is used. In addition, each time a Javelin is actually
  fired, roll a TQ die. If the test is successful, the Javelin may
  continue to be used. If the test is not successful, that Javelin
  is out of rounds, and may not be used any further.
  Friendly Fire Incident
  When the F18 arrived, its pilot mistook friendly forces to
  the rear of the Alamo position for the target, and dropped
  a bomb that caused significant casualties. To account for
  this, on the turn immediately following the first turn that
  an F18 arrives, one half-team from ODA 391 must mount
  their Humvee, and leave the table at Point A (they are
  called back to help at the scene of the bombing). They will
  not count toward either side’s victory points.
  Sniper!
  Most ODA members had some sniper-related training and
  experience, and the gun trucks each had sniper rifles in
  them. At the beginning of any turn, any 2 ODA members
  within 4” of a gun truck may be converted into a sniper
  team, with the appropriate bonuses and advantages.
  No more than 1 such team may be so deployed at any
  given time.
  Iraqi Secret Police
  Iraqi secret police were known (especially by the Iraqis!)
  to be operating in the area. Two times during the game,
  one Iraqi unit may re-roll a failed morale check.
  Anti-Tank RPG Warheads
  Each time an RPG is fired, roll 1D6. If Iraqi regular forces,
  a roll of 4–6 indicates an AT RPG (Hvy. AP:3/AT:2(M). If
  Fedayeen or foreign jihadists, a 5–6 indicates an AT RPG.
  98
  Javelin ATGM launch
  © Osprey Publishing • www.ospreypublishing.com 
  
  Standing military forces devote endless effort and shelves
  of carefully indexed manuals to record the structure,
  equipment, and capabilities of their organizations.
  Looking at a Table of Organization and Equipment
  (TO&E) for a unit gives one a fine feeling for military
  precision. Units are clearly defined, soldiers and gear are
  evenly distributed: Everything and everyone has its place
  and symmetry is king!
  Unfortunately, the world presented by TO&Es exists
  primarily within those very TO&Es. The concept of
  “mission based organization” has been gaining steam as
  an official concept throughout the 20th century and has
  probably been an unofficial fact of military life since
  man first started writing down how many spearmen
  should be in a “proper” formation.
  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 for a lack of manpower to reduce
  a squad or fireteam by a third or more 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 in
  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 by
  Force on Force.
  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.
  UNITED KINGDOM
  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.
  British Army 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 (Lt. AP:1/AT:0)
  1 x Rifleman w/L86 LSW
  Fireteam 2
  1 x Asst. Squad Leader w/SA80
  99
  SAMPLE ORGANIZATIONS
  © Osprey Publishing • www.ospreypublishing.com 
  
  1 x Grenadier w/SA80 UGL (Lt. AP:1/AT:0)
  1 x Gunner w/L108A1 (Lt. AP:1/AT:0)
  1 x Rifleman w/L86 LSW
  British Army Rifle Platoon
  1 x Platoon Commander w/SA80
  1 x Platoon Sgt. w/SA80
  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 (Lt. AP:1/AT:0)
  1 x Rifleman w/L86
  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 (Lt. AP:1/AT:0)
  1 x Rifleman w/L86
  British Royal Marine Maneuver Support Section
  1 x Section Leader w/SA80
  1 x Sniper w/L96A1
  1 x Gunner w/60mm Mortar (Med.)*
  1 x Rifleman w/SA80
  *One 60mm mortar per Troop
  British Royal Marine Troop
  1 x Platoon Commander w/SA80
  1 x Platoon Sgt. w/SA80
  3 x British Royal Marine Sections
  1 x British Royal Marine Maneuver Support Section
  UNITED STATES OF AMERICA
  United States Marine
  Corps (USMC)
  Initiative Level: D8 to D10
  Confidence Level: Normal 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
  Leader form a Squad. Three Squads under a Platoon
  Leader form a Platoon.
  Typical USMC Rifle Platoon
  USMC Fireteam
  1 x Fireteam Leader w/M16A2
  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/M16A2
  USMC Squad
  1 x Squad Leader w/M16A2
  3x USMC Fireteams
  ROAD TO BAGHDAD
  100
  © Osprey Publishing • www.ospreypublishing.com 
  
  USMC Platoon
  1 x Platoon Leader w/M16A2
  1 x Platoon Sgt. w/M16A2
  1 x Navy Corpsman w/M16A2
  3 x USMC Squads
  US Army
  Initiative Level: D8 to D10
  Confidence Level: Normal 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
  US Army Rifle Fireteam
  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 Assistant Gunner w/M4
  US Army Rifle Squad*
  1 x Squad Leader w/M4
  2 x Rifle Fireteams
  Weapons Squad
  1 x Squad Leader w/M4
  2 x Gunners w/MG240 (Med. AP:3/AT:0)
  4 x Assistant Gunners w/M4
  *Note that the Squad can split into two MG teams,
  each of which is treated as a Weapons Team.
  US Army Rifle Platoon HQ Squad
  1 x Platoon Leader w/M4
  1 x Platoon Sgt. w/M4
  1 x Radio Operator w/M4
  1 x Forward Observer w/M16 or M4
  1 x Trauma Expert (Medic) w/M16 or M4 (Medic is
  attached to platoon, he is not an organic asset)
  Transport*
  4 x Stryker IFVs
  3 x Vehicle Commanders**
  4 x Drivers
  *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.
  **The vacant Vehicle Commander position can be
  filled by one of the platoon’s leaders.
  US Army Rifle Platoon
  1 x Rifle Platoon HQ Squad
  3 x Rifle Squads
  1 x Weapon Squad
  US Army Mechanized Rifle
  Platoon – Bradley Fighting
  Vehicles (BFVs)
  US Army Rifle Fireteam
  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 Assistant Gunner w/M4
  Sample Organizations
  101
  © Osprey Publishing • www.ospreypublishing.com 
  
  US Army Rifle Squad*
  1 x Squad Leader w/M4
  2 x Rifle Fireteams
  Weapons Squad
  1 x Squad Leader w/M4
  2 x Gunners w/MG240 (Med. AP:3/AT:0)
  4 x Assistant Gunners w/M4
  *Note that the Squad can split into two MG teams,
  each of which is treated as a Weapons Team.
  US Army Rifle Platoon HQ Squad
  1 x Platoon Leader w/M4
  1 x Platoon Sgt. w/M4
  1 x Radio Operator w/M4
  1 x Forward Observer w/M16 or M4
  1 x Trauma Expert (Medic) w/M16 or M4 (Medic is
  attached to platoon, he is not an organic asset)
  Transport
  4 x BFVs w/M4
  4 x Vehicle Commanders w/M4
  4 x Drivers w/M4
  4 x Gunners w/M4
  1 x Alternate Gunner w/M4
  US Army Rifle Platoon
  1 x Rifle Platoon HQ Squad
  3 x Rifle Squads
  1 x Weapon Squad
  THE IRAQI MILITARY AND
  PARAMILITARY
  The Iraqi Army, and particularly the Republican Guard,
  was ravaged during the “First Gulf War.” In the following
  years, both forces were further degraded by the growing
  paranoia of their commander in chief, Saddam Hussein.
  Hussein feared a military coup might oust him from
  power and he resorted to extra-ordinarily self-
  destructive measures to guard against such an
  eventuality: Communications between organizations
  was purposefully compromised, regular army units were
  forced to compete against more favored paramilitary
  organizations (Al-Qudds, the Ba’ath militias, and the
  Saddam Fedayeen) while draconian edicts made it far
  safer to conceal any problems regarding manning,
  supply
  or
  quality
  of
  gear
  than
  to
  admit
  any
  shortcomings. Add to this the endemic corruption that
  characterized most of the Iraqi officer corps and the
  recipe for chaos is complete.
  As a result of these factors and others, Coalition
  forces often found defensive positions poorly manned
  or incompetently sited. While many Iraqi units did put
  up a stiff fight, they did so handicapped by a lack of
  training, military discipline, and effective battlefield
  command. To compound their problems, paramilitary
  units such as the Saddam Fedayeen were routinely
  assigned to “stiffen” the army that Hussein’s paranoia
  had reduced to a shadow of its former self. Officers and
  troops were bullied by the Fedayeen fanatics to ignore
  what training they had and attack in disorganized
  masses that were quickly cut down by the Coalition’s
  disciplined and well directed fire.
  Realistically, no credible “order of battle” exists for
  Iraqi forces involved in most engagements. They were a
  mixture of regular army, reservists, volunteers, and
  fanatical paramilitary organizations.
  We suggest that, for simplicity’s sake, Iraqi forces be
  represented
  by
  small
  teams
  of
  four
  or
  five
  soldiers/fighters. No higher level of organization is
  needed, as most Iraqi units were not under particularly
  effective command and control – each band of soldiers
  simply did the best they could in the circumstances in
  which they found themselves.
  ROAD TO BAGHDAD
  102
  © Osprey Publishing • www.ospreypublishing.com 
  
  Iraqi Regular Army
  Initiative Level: D6 to D8
  Confidence Level: Low to Normal
  Supply Level: Low to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6 to D8/D6 to D8
  Iraqi Republican Guard
  Initiative Level: D8
  Confidence Level: Low to Normal
  Supply Level: Low to Normal
  Body Armor: N/A
  Troop Quality/Morale: D8/D8
  Iraqi Paramilitary
  Organizations
  Initiative Level: D6
  Confidence Level: High
  Supply Level: Low to Normal
  Body Armor: N/A
  Troop Quality/Morale: D6/D10 to D12
  Sample Organizations
  103
  BIBLIOGRAPHY
  Sgt. 1st Class Antenori, Halbersstadt. Roughneck Nine-One:
  The Extraordinary Story of a Special Forces A-Team at
  War. New York: St. Martin’s Press, 2006.
  Atkinson, Rick. In the Company of Soldiers: A Chronicle of
  Combat. New York: Henry Holt & Company, 2004.
  Col. Fontenot, Lt. Col. Degen, Lt. Col. Tohn. On Point.
  Annapolis: Naval Institute Press, 2005.
  Fick, Nathaniel. One Bullet Away: The Making of a Marine
  Officer. New York: Houghton-Mifflin, 2005.
  Gordon, Gen. Trainor. Cobra II: The Inside Story of the
  Invasion and Occupation of Iraq. New York: Pantheon
  Books, 2006.
  John Keegan. The Iraq War, Vintage Books, 2005
  Lacey, Jim. Take Down: The 3rd Infantry Division’s Twenty
  One Day Assault on Baghdad. Annapolis: Naval Institute
  Press, 2007.
  Lowry, Richard S. Marines in the Garden of Eden: The True
  Story of Seven Bloody Days in Iraq. New York: Berkley
  Caliber, 2006.
  Muray, Scales. The Iraq War: A Military History. Cambridge
  & London: The Belknap Press of Harvard University
  Press, 2003.
  Neville, Leigh. Special Operations Forces in Iraq. Oxford:
  Osprey Publishing, 2008
  Pritchard, Tim. Ambush Alley: The Most Extraordinary
  Battle of the Iraq War. New York: Ballantine Books, 2005.
  Robinson, Linda. Masters of Chaos: The Secret History of the
  Special Forces. New York: Public Affairs, 2004.
  West, Bing. The March Up: Taking Baghdad with the United
  States Marines. New York: Bantam Dell, 2003.
  Wright, Evan. Generation Kill: Devil Dogs, Iceman, Captain
  America and the New Face of American War. New York:
  G.P. Putnam and Sons, 2004.
  Zucchino, David. Thunder Run: The Armored Strike to
  Capture Baghdad. New York: Grove Press, 2004.
  © Osprey Publishing • www.ospreypublishing.com 
  
  104
  ARTWORK REFERENCES
  Pg.5
  HH-60L Medevac Helicopter, Iraq, 2003, by Ian
  Palmer © Osprey Publishing Ltd. Taken from
  New Vanguard 116: Sikorsky UH-60 Black
  Hawk.
  Pg.9
  Challenger 2 MBT, Basra, 2003, by Tony Bryan ©
  Osprey Publishing Ltd. Taken from New
  Vanguard 112: Challenger 2 Main Battle Tank
  1987–2006.
  Pg.14 Challenger Armoured Repair and Recovery
  Vehicle, Al Faw Peninsula, 2003, by Tony Bryan
  © Osprey Publishing Ltd. Taken from New
  Vanguard 112: Challenger 2 Main Battle Tank
  1987–2006.
  Pg.19 USMC AH-1W Super Cobra in Iraq, 2003, by Jim
  Laurier © Osprey Publishing Ltd. Taken from
  New Vanguard 125: Huey Cobra Gunships.
  Pg.23 US Marine, Iraq, 2003, by Howard Gerrard ©
  Osprey Publishing Ltd. Taken from Warrior 106:
  US Marine in Iraq: Operation Iraqi Freedom,
  2003.
  Pg.27 USMC, An Nasiriyah, 2003, by Howard Gerrard
  © Osprey Publishing Ltd. Taken from Warrior
  106: US Marine in Iraq: Operation Iraqi Freedom,
  2003.
  Pg.38 US Infantryman, Baghdad, 2004, by Howard
  Gerrard © Osprey Publishing Ltd. Taken from
  Warrior 113: US Army Soldier.
  Pg.41 US Fireteam, Baghdad, 2004, by Howard Gerrard
  © Osprey Publishing Ltd. Taken from Warrior
  113: US Army Soldier.
  Pg.45 US
  Infantry
  raid
  a
  bombmaking
  facility,
  Baghdad, 2003, by Howard Gerrard © Osprey
  Publishing Ltd. Taken from Warrior 113: US
  Army Soldier.
  Pg.49 Combat at Karbala, 2004, by Howard Gerrard ©
  Osprey Publishing Ltd. Taken from Warrior 113:
  US Army Soldier.
  Pg. 52 US Navy SEALs, Persian Gulf, 2003, by Michael
  Welply © Osprey Publishing Ltd. Taken from
  Elite 113: US Navy SEALs.
  Pg.55 US Navy SEAL, Operation Iraqi Freedom, 2003,
  by Michael Welply © Osprey Publishing Ltd.
  Taken from Elite 113: US Navy SEALs.
  Pg.60 US Navy SEAL, Operation Iraqi Freedom, 2003,
  by Michael Welply © Osprey Publishing Ltd.
  Taken from Elite 113: US Navy SEALs.
  Pg.65 US Navy SEAL, Operation Iraqi Freedom, 2003,
  by Michael Welply © Osprey Publishing Ltd.
  Taken from Elite 113: US Navy SEALs.
  Pg.68 US Special Forces, Iraq, 2003, by Richard Hook
  © Osprey Publishing Ltd. Taken from Elite 170:
  Special Operations Forces in Iraq.
  Pg.75 British Special Forces Support Group Operator,
  Iraq,
  2003,
  by
  Richard
  Hook
  ©
  Osprey
  Publishing Ltd. Taken from Elite 170: Special
  Operations Forces in Iraq.
  Pg.79 US Navy SEAL Team 4 Operator, Iraq, 2003, by
  Richard Hook © Osprey Publishing Ltd. Taken
  from Elite 170: Special Operations Forces in Iraq.
  Pg.90 M1078 LMTV “War Pig”, US 5th Special Forces
  Group, Iraq, 2003, by Richard Hook © Osprey
  Publishing Ltd. Taken from Elite 170: Special
  Operations Forces in Iraq.
  Pg.96 US Navy F/A-18C Hornet, Baghdad, 2003, by
  Mark Postlethwaite © Osprey Publishing Ltd.
  Taken from Combat Aircraft 46: US Navy Hornet
  Units of Operation Iraqi Freedom (Part One).
  © 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 517 5
  PDF e-book ISBN: 978 1 84908 519 9
  Lead Authors: Leigh Neville
  Supporting Authors: Robby Carpenter, Jim Roots, Jim Wonacott, Shawn Carpenter
  Original USMC Scenarios created by: D. Chris Sebolt, Jerry Lannigan
  AAG Editors: Shawn Carpenter and Peggy Carpenter, with thanks to Kathy Murphy
  Play-Testers: Andy Rix, Chris Mihlan, Christopher Maes, Jason Mastros, Lex Shorey, Alex Shorey, Rene Raap,
  Rutger van Marissing, Shaun Matthews, Stephen Crawford, Steve Morris, Tom Konczal & The Mid-America
  Wargamers, Cyril Vallin, Jake Rose, Jim Roots, Jose Ventura, Michael Moore, Piers Brand, Rich Chambers
  Miniatures photos by Piers Brand unless otherwise noted. Models and scenery from the collections of Piers
  Brand and Justin Powles.
  Photos by US Dept. of Defense, Michael Moore, and Erik Emmerson
  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
  11 12 13 14 15
  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
  everyone you know, or resell it. Osprey Publishing reserves all rights to its digital content and no part of these
  products may be copied, stored in a retrieval system or transmitted in any form by any means, electronic,
  mechanical, recording or otherwise (except as permitted here), without the written permission of the publisher.
  Please support our continuing book publishing programme by using this pdf responsibly.
  
SOURCE: textdata/thevault/Osprey System/Ambush Alley Games/Ambush Alley - Force on Force - Road to baghdad.pdf