The scenario was a Rhodesian Police Patrol responding to reports of "trouble" near Mr. Patel's General Store, see the map below;
click on the pictures to get a larger view
Blinds were scattered across the table with one positioned near the store, the Rhodesian Police came on searching the surrounding terrain for terrorist activity (aside from the burning warehouses in the distance they could see nothing) only to have one of their "mineproof" vehicles stumble onto one of the two mines that the ZIPRA forces had laid in the road. The vehicle was disabled but none of the troops killed. The other two spread out off-road, one heading for Patel's store, the other toward a nearby hill that looked suspicious. At this point the ZIPRA HQ popped the ambush and fired an RPG at the damaged APC, hoping to take it (and the two squads inside) out of the fight. Against the odds the RPG struck the APC and detonated, utterly destroying the vehicle but only wounding some of the passengers, The rattled, but largely unharmed, policemen rapidly de-bussed while the other vehicles spotted the HQ and the ZIPRA squad #1 and engaged them with fire.
scratch one APC
the ZIPRA commander celebrates the success with the RPG
the constables charge to their doom
The ZIPRA forces followed the "shoot and scoot" policy and also broke away from the fight in an effort to disengage from the Rhodesians, This is where one of the aspects of the rules came into play in the favor of ZIPRA, in an effort to mimic the chaotic nature of small-unit combat the rules assign a card to each unit, there is also a card marked "sundowner" which ends the turn of play. A unit can find it self unable to move if the sundowner card is played before it has its card drawn. This happened to the other police squad and they found themselves unable to take advantage of the retreat of the ZIPRAs. Meanwhile ZIPRA squad #2 had moved stealthily into an area of heavy scrub to cover the retreat of squad #1. They awaited the advance of the Rhodesians.
squad #2 lurks in the shrubbery
the constables nervously scan the terrain for signs of ZIPRA activity
squad #3 feels the weight of enemy fire
At this point the ZIPRA HQ foolishly decided to try to again engage the remaining APCs with RPG fire. Every free rifle on the Rhodesian side turned on the HQ and it was crushed by fire, the OIC killed, and the rest scattering to avoid death. While this was going on the third APC scurried along paralleling the road and approached the Patel store. De-bussing just a short distance away they crept up on the blind located just past the store only to find that the "suspicious activity" was Mr. Patel's cow. A quick search of the store revealed Mr. Patel's lifeless body and a ransacked building. The APC driver attempted to re-position the vehicle and managed to drive over the one remaining mine that the ZIPRAs had laid.
not the proper way to deactivate a mine lad, I guess we will walk
Freed of the distraction of getting in and out of their APC the two police squads turned their full attention to ZIPRA squad #3 which quickly buckled under the pounding and fled. Away on the Rhodesian right the constables had put ZIPRA #2 to flight and then calmly mounted up and pursued the fleeing remnants in an attempt to capture them.
the constables give chase
Cornered! the ZIPRA troops surrender
They rapidly overtook the fleeing remnants of squad #3 and took them into custody as the other police squads (resourceful lads that they were) decided to use Mr. Patel's truck to replace their damaged APC. Sadly they found it had very poor cross-country performance and decided to de-buss (once again) and pursue on foot.
constables on the move
All in all I enjoyed the rules, they play quickly and give a good feeling of the disorganized nature of small-unit combat. They are different from most rules and you will need to set aside your preconceptions to grasp them (at least I did).