Showing posts with label Type: Scenario. Show all posts
Showing posts with label Type: Scenario. Show all posts

Friday, June 7, 2013

Sittangbad - Scenario

This is an old school scenario refitted for modern times and for use with Force on Force.


A major Taliban offensive in Helmand has been thwarted by British forces and the resulting counter-offensive has the group running for the hills. The local leader is unwilling to loss his most valuable supplies and has set up a rear-guard operation in advance of the main bridge across the Sittang to give him time to evacuate his headquarters.

Download the full scenario
You can view an earlier report of the action at Sittangbad.

Off tomorrow for a short campaign of epic Commands & Colours: Napoleonics taking on a joint British-Russian expedition to free the Batavian Republic from the French grasp!

Tuesday, April 16, 2013

Proof of Life - Scenario


Recently, I wrote up a Force on Force scenario based on the rescue mission from Proof of Life for The Guild. Have a look at the scene on YouTube



Terry Thorne, a Kidnapping and Ransom specialist and former member of the Australian Special Air Service Regiment is assigned to negotiate the return of building engineer Peter Bowman. While overseeing the construction of a dam in a Tecala, Bowman was kidnapped by the country's left-wing insurgency, the ELT.
Through connections with the oil company Thorne has arranged for the army to make a push across the river and draw out the main force (about 100 fighters) of the ELT, while he and a small hand-picked team (Dino’s Panama crew) mount a snatch and grab mission to rescue Bowman and another hostage, Calitri.


Scenario Information
Duration of Game: 6 Turns
Initiative: Asymmetric – Rescue Team has the initiative throughout
Table Size: 3’x3’

Rescue Team Mission
Rescue the two hostages and get them safely to the LZ.

Rescue Team Victory Points
Each hostage recovered safely: 3pts
Each hostage to LZ: 5pts
No team members left behind: 3pts

Rescue Team

Rescue Team Basic Attributes
Confidence Level: High
Supply Level: Abundant
Troop Quality/Morale: D8/D10

Downtown
Terry w/M4 (D10/D12; Hard to Kill)
Downtown 2 w/M4
Downtown 3 w/M249 (Lt. Support, AP:1)

Uptown
Dino w/M4
Uptown 2 w/M4/203 (Lt. Support, AP:1)

Map
Uptown / Downtown: Rescue Teams
1-3: ELT Groups

ELT Mission
Protect the ELT’s base by turning back the attackers and keeping control of the hostages.

ELT Victory Points
Each hostage still under ELT control: 5pts
No hostages reach LZ: 5pts
Each rescuer seriously wounded/KIA: 1/2pts

ELT Forces

ELT Basic Attributes
Confidence Level: Confident
Supply Level: Normal
Troop Quality/Morale: D6/D8

ELT Group [1]
1x Rebel Leader w/AK
4x Rebels w/AKs

ELT Guards [2]
2x Rebel w/AKs

ELT Groups [3]
1x Rebel Leader w/AK
14x Rebels w/AKs


SPECIAL RULES

SNAFU
Dino has been over this mission a thousand times, it’s FUBAR but he’s up for it! At the start of each turn (except Turn 1) roll a D6:

(D6) SITUATION EFFECT
1 Breakfast Place one rebel outside the door of each hostage location. They’re heading back to the barracks. Ignore this result if the alarm has already been raised
2 Morning Stroll Place one rebel halfway along either the lower or upper path (rebel player’s choice)
3 Straggler Place on rebel at the LZ exfiltration point
4 Lame Bowman has an injured foot. Terry cannot move rapidly with him.
5 LZ Secured The rescue team have some extra time; game length is 7 turns
6 Ammo Dump Explosion Heavy fire leads to an explosion in the ammo dump – AP:3 in a 3” radius. Reduce ELT supply to abysmal.

Buildings
Buildings provide a Solid Cover bonus (+1D). All buildings are rated at 3D6.

Surprise Attack
Having taken out the nearest sentry silently, the rescuers haven’t been spotted yet. The ELT groups can’t be activated until either the group at the barracks or at the farmhouse spots the rescue team or someone opens fire.

Sparse Jungle
All of the open ground in the area is semi-cleared jungle. While not enough to count as solid cover in-and-of itself, it will count as intervening cover.
Before the camp is alerted, rescue teams moving at tactical speed can make a TQ check to avoid detection by rebel groups.

Parade Ground Chaos
Once the rebel camp is alerted the group playing soccer on the parade ground spring into action. Roll three D6 separately and break the 14 rebels into groups of that size and deploy each group on one side of the ground. Place the leader with the first group, and any additional rebels (out of the 14) with the leader’s group.
Numbers exceeding 14 exit the Officer’s Hut a turn after the camp is alerted in one group.
e.g. a 4, a 3 and a 5 are rolled – the leader attaches to the first group of 4, and three other groups: of 3, 5 and 2 (the remainder of the 14) are formed.

The Hostages
Bowman is inside the structure marked ‘Peter’s House’ on the map. Calitri is inside the ‘Farmhouse’.
Both hostages will stay put until their Terry or Dino reaches them. It’ll take a TQ check to convince them to trust their rescuers.


Kidnapping & Ransom
Terry is an experienced K&R specialist – he ignores the -1 die of firepower and may make a quality check to move rapidly when with a dependent.

The Ammo Dump
A rebel group with a leader can equip itself with a LAW (Med. AP:2/AT:1(M)) if it reaches the ammo dump and makes a TQ check.

Claymore
Terry is armed with a single claymore mine. Use the standard rules (pg. 76) but he only gets a single TQ check to use it.

*****

Here's a copy of the scenario on PDF if that's helpful
Will post a full report and any amendments I make when it happens...

Wednesday, February 15, 2012

Task Force Shoemaker - Scenarios

These three linked scenarios allow you to play out actual engagements from May 1970 in Cambodia. As it happened many of the engagements in this incursion from Vietnam were against the NVA and not the Viet Cong, and furthermore they weren't contested as fiercely as the setups allow for. These changes have been made to allow for the restraints of my collection and for playability.


Vietnamese forces had been using eastern Cambodia as safe havens to rest and recuperate without fear of American and ARVN attacks. Transporting materiel down the Sihanouk Trail these areas also served and supply bases.
On 30th April 1970 President Nixon announced his decision to launch American forces into Cambodia with the special objective of capturing "the headquarters of the entire communist military operation in South Vietnam."
While ARVN forces in the south fixed the enemy’s attention, Task Force Shoemaker including the 11th Armored Cavalry Regiment would drive forward to cut off and capture the elusive enemy headquarters while destroying enemy forces and equipment.

Download the PDF

Anyone wanting to read more can get a quick overview in Chapter VII of the CMH study Mounted Combat in Vietnam or can read Keith Nolan's excellent book Into Cambodia: Spring Campaign, Summer Offensive 1970

Tuesday, October 4, 2011

Operation Snakepit - Scenarios

These scenarios allow you to play out actual engagements from late 2007 in Afghanistan. In most cases I have scaled down the scenarios to match my modest collection and for playability purposes.




I have used Stephen Grey's book Operation Snakebite / Into the Viper's Nest as my main source – doubtless you shall find inaccuracies and mistakes below; they are all mine.
The main effort to retake Musa Qala was undertaken by Task Force 1 Fury (comprising 1st Battalion of the 508th Parachute Infantry Regiment). The scenarios below represent the preparatory and peripheral missions of the operation.

Download the PDF

In time I will update this document with scenarios representing those core missions – but also updating the campaign outcomes affecting TF1 Fury's engagements.

Wednesday, August 31, 2011

The Battle of Wimpfen - Scenario

Designed this scenario for my work-in-progress Thirty Years War/English Civil War variant of the Command & Colours system

SETTING THE SCENE

After the fall of the Bohemian capital of Prague following the Battle of White Mountain, Georg Friedrich, Margrave of Baden-Durlach decided to continue the battle and oppose Tilly and Cordoba at Wimpfen.
By early May 1622, the forces of Christian of Brunswick had arrived to the north of the Neckar River and were prepared to assist the Protestant forces. This came as good news to the combined forces of General Ernst von Mansfeld and Georg Friedrich, who hoped to combine their armies before risking a major battle.
To gain time and to attempt to split the combined Catholic army, Mansfeld crossed the Neckar near Heidelberg while Georg Friedrich marched east up the river to cross at Wimpfen. The plan failed as the troops under Tilly and Córdoba did not split and instead pursued the 14,000 strong army of Georg Friedrich and cut him off near Wimpfen. Outnumbered, the margrave deployed his troops into a defensive position on a low hill outside of the village.


VICTORY
Victory goes to the side to take six banners.

OPPOSING FORCES

THE SPANISH-LEAGUE ARMY

TILLY
5 Battalions of Infantry (Tercio)
3 ‘Regiments’ of Cavalry

CORDOBA
2 Battalions of Infantry (Tercio) [1 Elite]
2 ‘Regiments’ of Cavalry [1 Cuirassier]
2 Batteries of Field Artillery

THE BADEN ARMY

GEORG FRIEDRICH
5 Battalions of Infantry (Dutch System)
1 Detached Unit of Musketeers
3 ‘Regiments’ of Cavalry
2 Batteries of Heavy Artillery

SPECIAL RULES

THE WAGONBURG
Each Wagonburg is a thin line of a score or so heavy shielded wagons with projecting pikes and a snub-nosed cannon firing grapeshot. Interspersed are detached musketeers. Only Badenser units gain the benefits of occupying a defending a Wagonburg hex.

• A unit of leader moving across a hex side with wagons must stop and may move no further on that turn
• Infantry units on a Wagonburg hex may ignore one flag
• Infantry battling into a Wagonburg hex throw one less dice
• Cavalry battling into a Wagonburg hex throw two less dice
• Infantry battling out in ranged combat throw one more dice
• Cavalry battling out throw two less dice

Full scenario with hex map is available as a pdf here

I'll post rules (really a modification to C&C Napoleonics) in a couple of months - after Gaelcon most like.

Friday, July 22, 2011

The Bastion of St. Conrad

My second contest is still running.
I'll be drawing a winner on Tuesday, so let's see what your favourite Land War in Asia posts are.

I wrote this systemless scenario for a Guild task last month, but never got around to posting it here.


In the midst of besieging a Hessian-held city, four officers of the Saxon Brigade have discovered a conspiracy against their Duke. Not knowing who to trust inside the camp, they make a brave sally to take control of the ruined bastion of St. Conrad where they may discuss the matter privately. However the abandoned bastion belongs to the city’s fortifications and the Hessians intend to take it back and repair it forthwith.


The senior amongst the group, one Adler, has placed a bet with a Swabian dragoon that he and his three companions, Eichel, Pfaff, and Ungar will go and breakfast in the bastion, and we will remain there an hour, by the watch, whatever the enemy may do to dislodge them!

View the full scenario

As you may have guessed it's a thinly disguised version of the exploits of the Three Musketeers during the siege of La Rochelle.
If anyone has a recommendation as to what system would suit this, please let me know your thoughts.

Monday, June 6, 2011

Sweep and Clear - Scenario

Battle of Zhawar - Lezhi

DRA forces, chronically under strength and with poor morale have failed in their attack on Zhawar, losing several APCs in the fierce night fighting. Sixth Company have been ordered to take up the slack and are spearheading the assault on the village of Lezhi.


Scenario Information

Duration of Game: 8 Turns
Initiative: Asymmetric – Soviets have Initiative for the duration of the game
Fog of War: Determined normally by Reaction Test rolls
Table Size: 4’x4’

SOVIET MISSION OBJECTIVE
Take control of the village, and prevent any possible escape or reinforcements via the mountain tracks.

SOVIET VICTORY CONDITIONS
Each Mujahideen Unit broken or destroyed +1
Each Mujahideen Leader killed or captured +1
Main Compound under control +15 [X]
Both Trail Exits under control +15 [Y & Z]

SOVIET FORCES

Soviet Motorised Platoon Basic Attributes

Confidence Level: Confident
Supply Level: Normal
Body Armour: Standard (1D)
Troop Quality/Morale: D8/D10

1x BDRM-2 (at A)

1x BMP-1 (at A)

Squad 1 (at A)

Rifle Team 1
2 Riflemen w/AKM
1 Grenadier w/AKM/UGL (Lt. Support, AP:1/AT:0)
1 Gunner w/RPK (Lt. Support, AP:1/AT:0)

Rifle Team 2
2 Riflemen w/AKM
1 Grenadier w/AKM/UGL (Lt. Support, AP:1/AT:0)
1 Gunner w/RPG (Lt. Support, AP:2/AT:1-M.)

Squad 2 (mounted in BMP-1 at A)

Rifle Team 1
2 Riflemen w/AKM
1 Grenadier w/AKM/UGL (Lt. Support, AP:1/AT:0)
1 Gunner w/RPK (Lt. Support, AP:1/AT:0)

Rifle Team 2
2 Riflemen w/AKM
1 Grenadier w/AKM/UGL (Lt. Support, AP:1/AT:0)
1 Gunner w/RPG (Lt. Support, AP:2/AT:1-M.)


MUJAHIDEEN MISSION OBJECTIVE
Defend this mountain fastness to the last man!

MUJAHIDEEN VICTORY CONDITIONS
Each Soviet soldier captured +4
Each Soviet soldier killed +2
Each Soviet soldier seriously wounded +1
Main Compound under control +15 [X]
Both Trail Exits not under Soviet control +15 [Y & Z]

MUJAHIDEEN FORCES
Deploy three Mujahideen units in the main compound, one in the satellite compound and one anywhere else.

Mujahideen Basic Attributes

Confidence Level: Confident
Supply Level: Normal
Troop Quality/Morale: D6/D10

Mujahideen Cell 1
1x Leader w/AK
1x Gunner w/RPG (Lt. Support, AP:2/AT:1-M)
6x Rifleman w/AK

Mujahideen Cell 2
1x Gunner w/RPK (Lt. Support, AP:1/AT:0)
1x Gunner w/RPG (Lt. Support, AP:2/AT:1-M)
7x Rifleman w/AK

Mujahideen Cell 3
1x Leader w/AK
1x Gunner w/RPG (Lt. Support, AP:2/AT:1-M)
6x Rifleman w/AK

DShK Team (No Weapon Team Bonus)
1x Gunner w/12.7mm DShK HMG (Hvy. Support AP:3/AT:1)
2x Assistant Gunners w/AK

Sniper Team (No Weapon Team Bonus)
1x Sniper w/ Dragunov SVD
1x Spotter w/AK

Special Rules

Mujahideen Reinforcements
Insurgency level is 3 and a d6 roll must be made equal to or lower than 3 to bring forces on to the table. If successful, the Taliban player rolls 2D6 and consults the Reinforcement Table.

REINFORCEMENTS RECEIVED

2 1D6 Mujahideen w/AKs, 1x Leader
3 1D6+1 Mujahideen w/AKs
4 1D6+1 Mujahideen w/AKs
5 1x Mujahideen RPG Gunner, 1x Assistant Gunner w/AK
6 1x Mujahideen PKM Gunner, 1x Assistant Gunner w/AK
7 2D6 Mujahideen w/AKs
8 2D6+1 Mujahideen w/AKs
9 2D6 Mujahideen w/AKs, 1 x Leader and 1x RPG Gunner
10 Motorcycle mounted RPG team - rider and pillion with AK and RPG
11 IED Trigger Man with Medium IED: AP:3/AT:2 (4” radius)
12 Motorcycle mounted Dicker - spotter for a medium mortar team

Trail Exits
Reduce the insurgency level for each trail exit the Soviets have a unit at.

Walls and Buildings
All stone walls and buildings provide a Solid Cover bonus (+1D). Buildings are rated at 6D8.

View the pdf

Sunday, May 22, 2011

A Good Day to Die - Scenario

A scenario for Tomorrow's War...I hope to play it next weekend

MISSION BRIEF

The Prefecture has stepped up efforts to locate the Sakhan Liberation Army in the Anabar area. Forces have been pulled from the Wŭwēi and Hànhai garrison battalions to scour the countryside for any sign of their presence. Minor skirmishes and ambushes have been widespread. A HCPS patrol has encountered a strong SLA presence near the failed mining centre of Sagatay and in moving in to clear out the insurgent forces. Unbeknownst to the HCPS they have happened across a major stronghold of the rebellion…

Art by WiredGear

HCPS MISSION OBJECTIVE

Kill as many of the rebels as possible and prevent them from disengaging until reinforcements can encircle them.

SLA MISSION OBJECTIVE

Hold the HQ until all sensitive data can be removed and then evacuate as many personnel as possible.

TABLE SET UP

Two large ridges overlook a small valley, covered in rough ground and scrub.
A small copse of trees tops the northern ridgeline.
A small bunker lies under the southern ridge, surrounded by supply crates and mining spoil.


HCPS FORCE COMPOSITION

Human Co-Prosperity Sphere
Type: Regular
Confidence Level: OK
Supply Level: Well-Supplied
Tech Level: 2
Networked Command (Grid): None (TL2)
Body Armor: Light Body Armor (+1)
Troop Quality/Morale: D8/D8

The Scout Team is commanded by an NCO and comprises one fire team (3xIWs, 1xSAW) (at Z)

ZSL-12 (Armoured Personnel Carrier) (at X)

1st Squad is commanded by an NCO and comprises two fire teams (2xIWs, 1xSAW), (2xIWs, 1xSAW) (at X)

Weapons Team (1xHMG, 2xIWs) (at Y)

2nd Squad is commanded by an NCO and comprises two fire teams (2xIWs, 1xAT), (3xIWs) (at Z)

ZFB-35 (Light Tank) (at Z)

Power Armour Squad is commanded by an NCO and comprises just one fire team (2xIWs, 1xGPMG). They will deploy in two pairs. (at X & Z)

SLA FORCE COMPOSITION

Sakhan Mercenaries
Type: Regular
Confidence Level: High
Supply Level: Well-Supplied
Tech Level: 2
Networked Command (Grid): None
Body Armor: Light Body Armor (+1)
Troop Quality/Morale: D8/D10

SLA Liaison – Regular Sakhan Mercenary officer usually attached to SLA Militia (TQ D8) (at 2)

Technicians (3x Pistols) (TQ D6) (at C)
Drone Team comprises three tracked Smart Bots armed with SAWs (at C)

1st Squad is commanded by a squad leader and comprises three fire teams (3xIWs, 1x SAW), (3xIWs, 1xAT), (4xIWs) (at 1, 2 & 3)

2nd Squad is commanded by a squad leader, and comprises two fire teams (3xIWs, 1x SAW), (3xIWs, 1xAT), Elusive, No Body Armour (at 4 & 5)

Sakhan Sniper Team (TQ D10) (1xSniper Rifle, 1xIW), Elusive, No Body Armour (at 6)

BR-5 Armoured Car (at A)
BR-4 Armoured Car (at B)

FOG OF WAR

Fog of War cards are generated by reaction tests as normal.

SPECIAL RULES

The Grid

Due to the distance from the regional capital, the HCPS force does not have access to The Grid.

Sentry Bots (at D)

The two sentry bots are basically small immobile pill-boxes. Treat them as bots for firing/reaction etc. (6D: AP. 3D: AT (L)) and as light vehicles (4D8 Defence Dice) for taking damage. Also has Active Point Defence.

Sakhan HQ

The SLA HQ building hosts a wealth of operational data which would be invaluable to the HCPS campaign to suppress the rebellion.

There are nine tranches of usable data, and any of the Sakhan technicians who enter the building can sanitise a portion of the data by succeeding a TQ test. The technician will suffer a -1 to the die roll if the HQ is damaged in an attack during the turn.

The HQ building itself counts as a fortified position (+4 Defense Dice) (6D10 Building Strength Dice)

VICTORY CONDITIONS

HCPS

Each Sakhan Unit reduced to or below half strength +1
Each Sakhan Vehicle disabled or destroyed +2
Sakhan HQ occupied +3
Per tranche of data left in Sakhan HQ +1

SLA

Each HCPS Unit wiped out or out of LOS of the HQ +1
Each HCPS Vehicle disabled or destroyed +2
Each SLA Unit escapes +1
Each tranche of HQ data sanitised +1
SLA Liaison escapes +1
 
VEHICLES


A pdf is available here

Monday, March 28, 2011

Battle of Sacile - Scenario

In April 1809, Archduke John invaded north-eastern Italy in conjunction with the Austrian advance into Germany. On 15 April at Pordenone, the Austrian advance guard routed the French rear guard, inflicting heavy losses. Undeterred by this setback and believing he enjoyed a numerical superiority over his opponents, Eugène attacked the Austrians east of Sacile the following day. Though the two sides were equal in numbers of foot soldiers, the Austrians possessed a two-to-one advantage in cavalry.


Here's the full C&C: Napoleonics scenario

Click to view a larger version

Battle Notes

Austrian Army Commander: Archduke John of Austria
5 Command Cards

French Army Commander: Eugène de Beauharnais
5 Command Cards
Move First

Victory

6 Victory Banners

Special Rules

The Austrians gain one victory banner for holding the bridge at Sacile.
The French gain one victory banner for holding the bridge at Fontana Fredda

The Map

The Austrians ‘Foot Artillery’ units actually represent Guard Artillery The ’Portuguese’ units represent Italian Allies The water course on the French right is fordable for its entire length.



Some additional comments:

I couldn't figure out how to place labels on the map.
Fontana Freda is the town occupied by an Austrian Light infantry unit in the centre of the map. The bridge is just beside it.
Sacile is the town at the bottom of the map, the French Line Infantry with the general are occupying the hex with the bridge.
The Artillery on the Austrian left is occupying another bridge.

I don't think there are this many bridges in the hex mix, but marking two of them with relevant VP markers should suffice.

Obviously I've had to use the British as Austrians and the Portuguese as Italians.

While both Archduke John and Eugene were notoriously poor generals, I reckoned that playing this with a hand of four cards would've been torturous...

Friday, March 11, 2011

Black Day at Garmsir - Campaign Scenarios

A British mission to snatch a Person-of-Interest in Garmsir seems to be going to plan. But Murphy’s Law applies in spades as everything which can go wrong, does go wrong.
A ‘Perfect Storm’ of battlefield friction hits the operation: a downed chopper, a well-staged ambush of a column at a choke-point and higher-than-expected resistance makes this a very black day in Garmsir.

Person of Interest
8 Turns

MISSION BRIEF
Intelligence assets have identified a senior Al-Qaeda figure hiding out in Garmsir. A cordon has been thrown around the area, and a platoon of Royal Marines has been sent in to capture the person-of-interest.


BRITISH MISSION OBJECTIVE
Capture the Person of Interest.

TALIBAN MISSION OBJECTIVE
Destroy the British invaders and ensure that your leader escapes their cowardly attacks.

TABLE SET UP
A high density urban area bordered by poppy fields and overlooked by a broken ridgeline.



Deploy the British on a line from A to B,
Deploy the Taliban Senior Leader in any of the buildings at X.
Deploy the Technical at Y and the remaining units on the Hotspots, with not more than one unit at any location.

BRITISH FORCE COMPOSITION

British forces are well-supplied and have high confidence (TQ D8 / Morale D10)

Platoon HQ (Lieutenant, Sergeant, Medic)
2x Infantry Section of two four-man fire teams (2x SA80s, 1x Minimi, 1xSA80 wUGL)
1x GPMG Weapons Team (1xGPMG, 1xSA80)
1x Dog Team (1xSA80, 1xAlsatian)

TALIBAN FORCE COMPOSITION

All Taliban forces are Locals. They have normal supply and have high confidence (TQ D6 Morale D8)

1 Senior Leader & Bodyguard (D8/D12)
4 Groups of 9 (Leader, 1xRPG, 1 RPK. 6XAKs)
1 Technical (.50cal) with 3 crew
1 DShK Team (1 DShK, 2xAKs)

Insurgency level is 4 and a D6 roll must be made lower than 4 to bring forces on to the table. If successful, the Taliban player rolls 2d6 and consults the Reinforcement Table.

REINFORCEMENTS TABLE
Roll 2D6
2 1d6 (AKs) + 1 (RPK)
3 1d3 (AKs) + 1 (RPG)
4 1d6 (AKs) & Roll Again
5 1d3 (AKs) + 1 (RPG)
6 1d6+2 (AKs)
7 1d6 (AKs) +Leader + 1 (RPK)
8 1d6+2 (AKs)
9 1d6 (AKs) & Roll Again
10 1d6 (AKs) + 1 (RPK)
11 1d6 (AKs) +Leader + 1 (RPG)
12 2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after Reaction Tests.

ASSETS
No Assets.

SPECIAL RULES

Taliban units are not subject to Shrinkage

The Senior Taliban Leader has made a plan for his Extraction and will stick to it. He will only leave his building when the Technical arrives or when the British have made contact with him and his bodyguard. If the Technical is taken out he can make a quality check to move out.

The hotspots link Tunnels which run underneath Garmsir. A Taliban unit may spend its entire activation moving from one hotspot to another.

Dog Teams can automatically detect IEDs or hidden units within 8”.
They prevent out-of-contact movement or the use of any hotspot inside that radius also.
They add +1 to checks to disperse civilian mobs.

CAMPAIGN OUTCOME
Taliban Victory – Increase Taliban morale by 1 die type in ‘Charlie Foxtrot’ and ‘Ambush Alley’
British Victory – Reduce Taliban insurgency level by 1 in ‘Charlie Foxtrot’

VICTORY CONDITIONS

BRITISH
Each Taliban Leader killed or captured +1
Taliban Senior Leader captured +10
Taliban Senior Leader killed +5
No British KIAs +3
No British Seriously Wounded +2

TALIBAN
Each British soldier captured +5
Each British soldier killed +3
Each British soldier seriously wounded +1
Taliban Senior Leader escapes +10


All four scenarios of the campaign are available here

Wednesday, November 10, 2010

The Defence of Wilson's Wadi - Campaign Scenarios

Here's the first of nine scenarios in the Wilson's Wadi campaign. There are campaign outcomes written into each scenario but they could easily be played as stand-alone games as well.
A link to the full pdf is at the bottom.



The Body
8 Turns
Day 1 - Morning

MISSION BRIEF
Lt. Wilson and Cpl. Harris have just been shot whilst investigating a possible enemy sighting at the Wadi. Their status is as yet undetermined and their position well away from friendly forces sparks off a struggle to recover them, alive or dead.

BRITISH MISSION OBJECTIVE
Recover the bodies of Lt. Wilson and Cpl. Harris, alive or dead.

TALIBAN MISSION OBJECTIVE
If alive, capture the enemy soldiers alive, or if dead use them as bait to lure their comrades into danger.

TABLE SET UP
A shallow creek runs through the battlefield, overlooked by high banks. Lush poppy fields along with a few small farming cottages are scattered on the south bank. A small mosque lies further away from the creek.



Deploy the British at B, placing the casualties at A
Deploy the Taliban on the Hotspots, with not more than one unit at any location

BRITISH FORCE COMPOSITION
British forces are well-supplied and have high confidence (TQ D8 / Morale D10)
1x Infantry Section of two four-man fire teams (2x SA80s, 1x Minimi, 1xSA80 wUGL)
1x GPMG Weapons Team (1xGPMG, 1xSA80)
1xMedic

TALIBAN FORCE COMPOSITION
All Taliban forces are Locals. They have normal supply and have high confidence (TQ D6 Morale D8)
1 Leader (D10 Morale)
3 Groups of 8 (1xRPG, 1 RPK. 6XAKs)
1 Sniper Team (1 Dragunov, 1 AK)
Insurgency level is 3 and a d6 roll must be made lower than 3 to bring forces on to the table. If successful, the Taliban player rolls 2d6 and consults the Reinforcement Table.

REINFORCEMENTS TABLE
Roll 2D6
2 1d6 (AKs) + 1 (RPK)
3 1d3 (AKs) + 1 (RPG)
4 1d6 (AKs) & Roll Again
5 1d3 (AKs) + 1 (RPG)
6 1d6+2 (AKs)
7 1d6 (AKs) +Leader + 1 (RPK)
8 1d6+2 (AKs)
9 1d6 (AKs) & Roll Again
10 1d6 (AKs) + 1 (RPK)
11 1d6 (AKs) +Leader + 1 (RPG)
12 2d6 (AKs)

FOG OF WAR
Fog of War cards are drawn as normal after Reaction Tests.

ASSETS
No Assets.

SPECIAL RULES
The status of both British casualties at the beginning of the game is unknown. A test may be made as soon as a unit is nearby at the end of the turn.
Roll as usual, but subtract 1 from the roll per turn played.
Lt. Wilson and Cpl. Harris do not count as casualties for Taliban victory points, only if captured.

CAMPAIGN OUTCOME
Taliban Victory - British units drop to Confident in Scenarios 2 & 3
British Victory – Reduce Taliban insurgency level by 1 in Scenarios 2 & 3

VICTORY CONDITIONS

BRITISH
Each Taliban Unit broken or destroyed +1
Wilson or Harris recovered alive +5 each
Their bodies recovered +2 each

TALIBAN
Each British soldier captured +5
Each British soldier killed +3
Each British soldier seriously wounded +1

The full campaign and all nine scenarios are here in a single pdf

Tuesday, October 19, 2010

Wilson's Wadi - Map


I played for a while with basing the entire map of the campaign for Wilson's Wadi on actual Satellite imagery, but eventually fell back to the hand drawn schema I've gotten used to.

Anyone out there had good experiences using real satellite imagery as game maps?


Each of the nine scenarios is set in a section of this larger map, so some sections of the village will be reused


Inevitably I'm guessing that players will remember certain encounters based on the terrain layout..."the poppy field of death!" and so on may enter wargamer folklore!

Thursday, September 23, 2010

Black Mamba Down - Scenario

A scenario for Tomorrow's War...

MISSION BRIEF


The Sakhan Liberation Army (SLA) in the Anabar region have been planning their first major strike for some time now. A large dropship has been shot down and has crashed near an out-of-commission processing facility. The incident has drawn in a nearby HCPS patrol and the SLA intend to do it some serious damage before escaping with any high value targets or equipment which has survived the crash.


HCPS MISSION OBJECTIVE

Secure the crash site and destroy the rebel force responsible for this outrage

SLA MISSION OBJECTIVE

Capture if possible or eliminate any high value targets at the crash site. Bloody the nose of the relieving column.

TABLE SET UP

A large factory complex dominates the battlefield. The crash site is located near the main office. The factory complex has a perimeter fence, but this is badly maintained and has several fallen sections.

The complex is surrounded by some rocky ground, fields of a wild wheat analogue and further north there is the beginnings of a hilly forest. A rough road leads from the forest edge to the compound.



Deploy the HCPS on the road to the north of the fields
Deploy the Sakhans in the forest near the compound perimeter

HCPS FORCE COMPOSITION

Human Co-Prosperity Sphere
Type: Regular
Confidence Level: OK
Supply Level: Well-Supplied
Tech Level: 2
Networked Command (Grid): Sometimes (TL2)
Body Armor: Light Body Armor (+1)
Troop Quality/Morale: D8/D8

*****

Patrol Force

ZSL-12 (Armoured Personnel Carrier)
1st Squad is commanded by an NCO and comprises two fire teams (2xIWs, 1xSAW), (2xIWs, 1xAT)
Weapons Team (1xHMG, 2xIWs)

ZBD-39 (Infantry Fighting Vehicle)
2nd Squad is commanded by an NCO and comprises two fire teams (2xIWs, 1xSAW), (3xIWs)

ZFB-35 (Light Tank)

Quick Reaction Force

Z-22 (Utility VTOL)
Power Armour Squad is commanded by an NCO and comprises two fire teams (2xIWs, 1xGPMG), (2xIWs, 1xAT)

SLA FORCE COMPOSITION

Sakhan Liberation Army
Type: Irregular
Confidence Level: High
Supply Level: Normal
Tech Level: 2
Networked Command (Grid): None
Body Armor: Light Body Armor (+1)
Troop Quality/Morale: D6/D8

1st Squad is commanded by a leader (6xIWs, 1xSAW, 1xMarksman) and also includes a medic

2nd Squad is commanded by a (5xIWs, 1xSAW, 1xAT)

3rd Squad is commanded by a leader (6xIWs, 1x SAW, 1xMarksman)

Anti-Armour Team (2xAT, 1xIW)

Sniper Team (TQ D8) (1xSniper Rifle, 1xIW).

Sakhan Mercenaries

Type: Regular
Confidence Level: High
Supply Level: Normal
Tech Level: 2
Networked Command (Grid): None
Body Armor: Light Body Armor (+1)
Troop Quality/Morale: D8/D10

1st Squad is commanded by a squad leader and comprises three fire teams (3xIWs, 1x SAW), (3xIWs, 1xAT), (4xIWs)

2nd Squad is commanded by a squad leader, and comprises two fire teams (3xIWs, 1x SAW), (3xIWs, 1xAT). Elusive. No Body Armour

Drone Team comprises three tracked Smart Bots. These are typically integrated with the fire teams of 1st Squad.

Sakhan Sniper Team (TQ D10) (1xSniper Rifle, 1xIW)

FOG OF WAR

Fog Of War cards are generated by reaction tests as normal.

SPECIAL RULES

The Grid

Due to the distance from the regional capital, the HCPS force does not have access to The Grid.

At the Crash Site

Each figure on board must make a successful Troop Quality check to avoid becoming a casualty.
Crew: Pilot, Co-Pilot, 2xTechnicians (TQ D6)
VIPs: Colonel, Chief of Staff (TQ D8)
Security: NCO, 3xIWs, 1xSAW (TQ D8)

*Crew and VIPs are only armed with Pistols.

Quick Reaction Force

The QRF can be called for when the Patrol Force has lost a man KIA, had a vehicle disabled or destroyed, or had two units pinned down.

A successful TQ test by a unit leader (like calling in an airstrike) will result in the QRF coming on board two turns later.

VICTORY CONDITIONS

HCPS

Each Regular Unit reduced below half strength +1
Each Irregular Unit broken +1
No POWs in enemy hands +5

SLA

Each HCPS Unit reduced below half strength +1
Each HCPS Vehicle destroyed +3
Each HCPS Vehicle disabled +2
Each VIP captured +3
Each VIP killed +1

VEHICLES



Available here as a pdf

Tuesday, September 21, 2010

The Wounded Beast - Scenario

This is the scenario originally written for last weekend, until we discovered that the T-72 model was a behemoth (probably 1/48 scale). It should be fairly easy to re-fit for a different setting though.
Of course T-72s weren't really in use in Afghanistan (I don't think they made it off the airfield!) either, so we were going to use the T-62 stats.
Available as a pdf here



Mission Brief

A punitive column has been sent deep into Qandahar by the Soviets. A T-62 is with them, in order to test how it can cope with the green zone.

It’s thrown a track when making a tight turn inside a village, and due to a command oversight, the T-62 was left behind. A single BMP carrying an engineer team has been sent back to get it moving again.


Soviet Mission Objective

Repair the T-62 and get it back to the main column as soon as possible.

Mujahideen Mission Objective

Destroy the tank or prevent anyone from repairing and moving it away; it will be helpless once night falls.

Table Set Up

A small village with outlying walls. The two main buildings form a rough square while the outlying buildings are separated by open ground. Surrounding the village are several poppy fields.

To the south of the village is a wadi, overlooked by broken steep banks. A rough road crosses it at a small ford.

A small copse of trees lies to the east, and to the west lies some broken rocky ground.


Deployment

Deploy the Soviet T-62 at the main corner and the recovery team at the ford.

Deploy one Mujahideen group near each hotspot.

Soviet Force Composition

Soviet forces are well supplied and are confidant (TQ D8/ Morale D8)

The Beast

1xT-62
1 Fireteam (3xAK-74s, 1xRPK)
Marksman (1xDragunov)

Recovery Team

1xBMP-1
1 Squad of two four-man fireteams (3xAK-74s, 1xRPK) & (3xAK-74s, 1xRPG)
1 Machine Gun Team (1xPKM, 1xAK-74)
2 Engineers (2xAK-74s)

Mujahideen Force Composition

The Mujahideen have normal supply and high confidence (TQ D6 Morale D8)

Leader & Group of 6 (5xAKs, 1xRPK)
Leader & Group of 5 (4xAKs, 1xRPG)
Group of 6 (5xAKs, 1xRPG)
Group of 6 (5xAKs, 1xRPK)
RPG Group (1xAT RPG, 1xAK)

Reinforcements Table

Roll Reinforcement Unit

1 Leader + 1d6xAKs, 1xAT RPG
2 D6xAKs, 1xRPK
3 D6xAKs, 1xRPG
4 D6xAKs, 1xRPK, 1xRPG
5 D6xAKs + Roll Again
6 D6xAKs, 1xRPK
7 D6xAKs, 1xRPG
8 Leader + 2D6xAKs

The Insurgency level is 4 for this scenario and reinforcements appear at the beginning of each turn when a 3 or less is rolled on D6.

Fog of War

Draw new Fog of War cards during reaction tests as normal.

Special Rules

Repairing The Beast’s tracks is going to be a difficult task.

Two successful TQ checks by the Engineers are necessary to get the tank back moving. If the Engineers get a full fire-team of soldiers to help they’ll roll a D10 instead of just a D8.

After the repair any movement at Flank Speed or over difficult terrain may throw the track again. Roll crew’s TQ at 4+ to avoid this.

[I realise that repairing a track isn’t quite so quick or straightforward in real life, but if it bothers you, just pretend it’s a different technical problem!]

Victory Conditions

Soviet

The Beast’s track is repaired +5
The Beast crosses the ford without major damage +5
Each Mujahideen Group Broken or Destroyed +1

Mujahideen

The Beast is destroyed +10
The Beast’s Track is not repaired or it does not make it over the ford by nightfall +4
The BMP-1 is destroyed +5
Each Soviet soldier killed +2

Friday, May 28, 2010

Operation Grim Dragon - Scenario

A couple of months ago, Ambush Alley Games ran a scenario competition 'To the Last Round'. This scenario is based on Echo5Hotel: aka Jim Hunsinger's winning entry. I've made changes to it to fit in with my collection and an Afghanistan background, with a few extra tweaks based on Jim's answers to my questions.


MISSION BRIEF
The SAS force, callsign: 'Dragon' has successfully infiltrated Pakistan from to surveil a suspected weapons cache which is being used to supply the Taliban and bring back evidence of who the supplier is – a faction within the Pakistan government is suspected. Unfortunately, they were ambushed by a large force of Taliban and were cut off from retreat. Dragon made for the crumbling remains of an old farmstead, which would provide refuge for the beleagured team.

During their last communication Dragon requested an emergency extraction. An American CH-57 Chinook, callsign: 'Grim' has been scrambled but will take some time to arrive at the nearest extraction zone that is approximately two kilometers due west of Dragon’s current position. Dragon will maintain their defensive position until Grim contacts them whereupon they plan to break cover and make a dash for the LZ.

TABLE SET UP
A pre-dominantly green set up, with dense groves and poppy fields surrounding an isolated farm compound. A ruined wall, a well and a small barn complete the farm with a small track leading from north to west through the clearing.


Deploy the British anywhere inside the farmhouse or barn.
Deploy the Taliban anywhere marked A-G

BRITISH MISSION OBJECTIVE
Hold your current defensive position until Grim contacts you via radio that they are approaching the extraction zone. At that time you will break cover and head for the extraction zone as fast as possible. Do not leave anyone behind, alive or dead.

BRITISH FORCE COMPOSITION
British forces have normal supply and have high confidence (TQ D10/ Morale D10)

Command Team
1x Squad Leader w/ M4 Assault Rifle
1x M.I.6 Officer w/ M4 Assault Rifle
1x R.T.O. w/ M4 Assault Rifle
1x Medic w/ M4 Assault Rifle

Rifle Team A
1x Team Leader w/ M4 Assault Rifle
1x Grenadier w/ M203 UGL
1x Gunner w/ M249 SAW
1x Assistant Gunner w/ M4 Assault Rifle

Rifle Team B
1x Team Leader w/ M4 Assault Rifle
1x Grenadier w/ M203 UGL
1x Gunner w/ M249 SAW
1x Assistant Gunner w/ M4 Assault Rifle

Machinegun Team
1x Team Leader w/ M4 Assault Rifle
1x Gunner w/ M240 GPMG
1x Assistant Gunner w/ M4 Assault Rifle

TALIBAN MISSION OBJECTIVE
We cannot afford to have the British escaping back across the border and publicizing the covert support that Pakistan has been supplying the Taliban. Capture or kill all of the British military personnel.
Capture is preferable so that their illegal “invasion” of Pakistan, their act of war, can be proven to the world in a public trial.

TALIBAN FORCE COMPOSITION
All Taliban forces are Tier-1. They have normal supply and have high confidence (TQ D8 Morale D10)
30 rebels* consisting of:
24xAKs
4xRPKs
2xRPGs

*= To be arranged in teams of 5 or less. The rebels are well organized and do not have to worry about who the leader is as subordinates will take over as needed.

REINFORCEMENTS TABLE
Roll Reinforcement Unit
1 1d6xAKs
2 1d6xAKs, 1xRPK
3 1d6xAKs, 1xRPG
4 1d6xAKs, 1xRPK, 1xRPG
5 1d6xAKs
6 1d6xAKs, 1xRPK
7 1d6xAKs, 1xRPG
8 1d6xAKs, 1 Technical, 1 Bike

The Insurgency level is 4 for this scenario and 5 hotspots are indicated on the map.

FOG OF WAR
Fog Of War cards are not used in this scenario.

SPECIAL RULES
Grim will make contact with Dragon to head for the extraction zone turn 4.
A succesful test is required to make contact:
RTO D12
Squad Leader D10
Team Leader D8

Then roll a D6 to discover where the the extraction zone is:
1 Taliban player chooses
2 Western edge
3 Northern edge
4 Eastern edge
5 Southern edge
6 British player chooses

The Taliban player is not shown the die result, and is not aware of the direction of the extraction zone unless the result is a '1'
The ruins of the old farmhouse and barn provide excellent cover. Any unit within the walls of these structures receive a total of +3 Defense Dice.

VICTORY CONDITIONS

BRITISH
Each soldier escaping towards the LZ +3
Each dead soldier evacuated +2
Each Taliban KIA +1

TALIBAN
Each British soldier captured alive +3
Each British dead body recovered +1
Each British soldier killed +2

I'll be playing this in a couple of weekends...

Wednesday, May 12, 2010

Operation Certain Death - Scenario

Last year Ambush Alley Games ran a scenario competition 'Osprey Raider'. This scenario is based on Si Tyler’s winning entry. I've made changes to it to fit in with my collection and an Afghanistan background, so kudos should go to Si, while blame goes to me!


"Operation Certain Death" 
- 8 Turns -

MISSION BRIEF
At 0640 a Special Forces Chinook arrives at the LZ and the SAS rescue team fast rope down into the village to begin the rescue mission of 7 hostages held by the Taliban. The extraction helicopter would return in 20 minutes to the LZ to evacuate the party to safety.

BRITISH MISSION OBJECTIVE
  1. Rescue the Hostages and evacuate them to the LZ
  2. Capture or Kill the Al Qaeda Leader Khalid Azar
TALIBAN MISSION OBJECTIVE
  1. Keep the hostages secure
  2. Defeat the rescue force
TABLE SET UP

A small village with outlying walls. The two central buildings form a rough courtyard while the outlying buildings are separated by open ground.
To the south of the village is a steep wadi, which local goat herders are known to use.
Surrounding the village are small wooded areas, and to the west lies some broken rocky ground.
The LZ is in the north-west corner of the area.


Deploy the British anywhere along western edge of table.
Deploy the Taliban as per Force Composition

BRITISH FORCE COMPOSITION

British forces are well supplied and have high confidence (TQ D10/ Morale D12)

12 operators total:
  • 4-8 Assault Rifle
  • 0-4 Assault Rifle with UGL
  • 0-3 Minimi
  • 0-2 GPMG
  • 0-1 Sniper Rifle
Full weapon teams must be allocated to get the weapons team bonus.

TALIBAN FORCE COMPOSITION

All Taliban forces are Local. They have normal supply and have high confidence (TQ D6 Morale D8)

1: Leader, 4xAKs
2: Leader, 4xAKs
3: Leader, 4xAKs
4: Leader
5: 5xAKs, 1xRPK, 1xRPG
6: 5xAKs, 1xRPK, 1xRPG
W: Al Qaeda Leader Khalid Azar
H: Building Containing Hostages

Units 5 and 6 are roused by the arrival of the British from sleep and MUST pass a TQ check to be able to attempt to activate in the remaining moves phase. If joined by a leader they add +2 to the roll.

REINFORCEMENTS TABLE

2 1D6+2xAKs, 1xRPG, 1xRPK and Leader
3 1D6+2xAKs and Leader and roll again
4 1D6+1xAKs and Leader
5 1D6xAKs
6 1D6xAKs, 1xRPK
7 1D6xAKs, 1xRPK
8 1D6xAKs, 1xRPG
9 1D6xAKs
10 1D6+1xAKs, 1xRPG and Leader
11 2D6xAKs and Leader
12 1D6xAKs and .50 Cal w/3 crew*

*This unit must enter from the Southern Map edge and the insurgent does NOT have to roll for the entry hotspot

The Insurgency level is 4 for this scenario and 5 hotspots are deployed as normal. They cannot be located within 6” of the hostage location

FOG OF WAR

The British force draws a single Fog of War card at the start of Turn 1, and thereafter Fog of War cards are drawn as normal after Reaction Tests.

SPECIAL RULES

The South edge of the board is a wadi. Troops must make a TQ check for each 6” of movement they wish to make while inside its boundary to avoid being noticed by local goat herders. Failure will mean that the goat herder runs to warn the Taliban (i.e. to rouse units 5 & 6)

To rescue the hostages an SF figure must move into base contact. 1 SF Figure is required to escort 4 Hostages. While escorting the SF unit counts as having dependants as normal.

Regular player cannot abandon casualties or dependants in this scenario.

Regular forces cannot enter buildings unless cleared or by an assault.

VICTORY CONDITIONS

BRITISH
  • No SAS Casualties/POW +5
  • Each hostage rescued +1
  • Khalid Azar Captured +3 or Killed +1
TALIBAN
  • Each SAS Wounded/Killed +1
  • Each hostage retained +2
  • Any SAS POW +3

Monday, March 8, 2010

Now we must make a defence! - Scenario

Over on A Wargaming Odyssey, Ogre Fencer posed the question of what films inspired wargamers to wargame. Zulu came out a firm favourite, though I didn't mention it myself. Don't get me wrong, it's a film I'll watch at the drop of a hat, but it just doesn't crank me up to wargame. Certainly I've never been tempted to wargame Rorke's Drift itself.

However...Shawn is running a 'To the Last Round' scenario competition over on the Ambush Alley Forum. I thought I'd put my hat in the ring, with not a little hat-tip to Zulu.

Download this scenario as a pdf


"Now we must make a defence!"
- 12 Turns -

MISSION BRIEF
A major Taliban attack on the vital town of Musa Qala has threatened the entire British position in the area. A small patrol has been overrun and it has taken refuge in a small compound. While it was ignored in the initial surge, it has now attracted the attention of a large body of Taliban nearby and with little hope of relief from the main body the British section must defend to the last round!

BRITISH MISSION OBJECTIVE
You’re too far from your main lines for escape to be an option. You must hold out until relief can arrive.

TALIBAN MISSION OBJECTIVE
While the main attack deals with the British garrison, this small group of soldiers must be eliminated or captured to give the cause a major victory.


TABLE SET UP
A pre-dominantly sprawling urban set up, with a lot of walls forming narrow alleyways. A copse of woods lies beside a bazaar, and beyond that runs a small drainage ditch separating the town from poppy fields. Near the strongholds selected by the British are a dilapidated tomb and a walled compound





Deploy the British anywhere in A, B or C
Deploy the Taliban on any of their hotspots.

BRITISH FORCE COMPOSITION
British forces are well-supplied and have high confidence (TQ D10 / Morale D10)

1x Infantry Section of two four-man fire teams
(2x SA80s, 1x Minimi, 1xSA80wUGL)
1x Sniper Weapons Team of two men
(1xSA80, 1xL96A1)

TALIBAN FORCE COMPOSITION

All Taliban forces are Tier-1. They have normal supply and have high confidence (TQ D8 Morale D10)

Leader (AK) and Group of 5 (AKs)
Group of 5 (1xRPG, 4xAKs)
Group of 3 (1xRPK, 2xAKs)

Insurgency level is 5 and a d6 roll must be made lower than 5 to bring forces on to the table. If successful, the Taliban player rolls 2d6 and consults the Reinforcement Table.

REINFORCEMENTS TABLE

Die Roll Reinforcement Unit
2 1d6 (AKs)
3 1 (RPK)
4 1d6 (AKs) & Roll Again
5 1d6+2 (AKs)
6 1 (AT RPG)
7 1d6+2 (AKs) +1 (RPG)
8 1d6 (AKs) & Roll Again
9 1d6 (AKs) + Leader + 1 (RPK)
10 1d6 (AKs) + Leader + 1 (RPG)
11 1d6+2 (AKs) + Leader
12 2d6 (AKs) & Roll Again

FOG OF WAR
The British force draws a single Fog of War card at the start of Turn 1, and thereafter Fog of War cards are drawn as normal after Reaction Tests.

ASSETS
The British force starts with no assets.

SPECIAL RULES

The British commander has identified two buildings as strongholds. It is here that supplies and the wounded are kept, and it is these buildings that have been identified as fall-back positions.
If either building is taken then the British automatically fail both the next supply and confidence tests.
If both buildings are taken then the British immediately lose a supply and confidence level.
The British have codenamed their strongholds ‘Bromhead’ and ‘Chard’. [Marked as B and C on the map]

While the British supply and confidence levels begin as normal, due to the fact that they were on patrol and have no real idea whether relief is imminent or if the British position in Musa Qala is at risk, this can degrade during the battle.
At the end of Turn 4 and again at the end of Turn 8 test for Supply and Confidence levels.

Supply Test: Roll TQ for all soldiers still combat-effective. If more successes than failures, then maintain supply state. If not then reduce level one step.

Confidence Test: Roll Morale for all soldiers still combat-effective. If more successes than failures, then maintain confidence level. If not then reduce level one step.

VICTORY CONDITIONS

BRITISH
Each Taliban Unit broken or destroyed +1
No Taliban unit inside buildings or courtyard at end of game +5

TALIBAN
Each British soldier captured +5
Each British soldier killed +3
Each British soldier seriously wounded +1

and if everyone comes through that alive it'll be a 5.56 x 45 mm miracle...

Friday, October 16, 2009

4th Kawanakajima - Scenario

[I've just added some photos of the battlefield setup to this post].
Things have been pretty busy here, preparing for Gaelcon (next weekend), so everything else has taken a back seat. I have been tapping away at this scenario though, and it's set up now. Probably won't get to play it until November though...
It's for Piquet's 2nd edition of its medieval rules set, Band of Brothers.

The 4th Battle of Kawanakajima was fought between Takeda Shingen of Kai Province and Uesugi Kenshin of Echigo Province in the plain of Kawanakajima, in the north of Shinano Province in 1561.




Following the first three largely indecisive campaign, Uesugi Kenshin was determined to destroy Takeda Shingen. He took up a position on Saijoyama, a mountain to the west of, and looking down upon, Shingen's Kaizu castle. The castle contained no more than 150 samurai, and their followers, and he had taken them completely by surprise. However, the general in command of the castle, Kosaka alerted his lord by signal fire, of Kenshin's move.

Shingen approached Kawanakajima on the west bank of the Chikumagawa, keeping the river between him and Saijoyama. Neither army made a move, knowing that victory would require the essential element of surprise. Kansuke, a senior Takeda advisor formed a strategy that he believed would prove decisive.

Kōsaka left Kaizu with 8,000 men, advancing up Saijoyama under cover of night, intending to drive Kenshin's army down to the plain where Takeda Shingen would be waiting with another 8,000 men in a crane's wing formation. However Kenshin guessed Shingen's intentions, and led his own men down to the plain, descending from Saijoyama by its western flanks.

Instead of catching them fleeing Kosaka's dawn attack, Shingen's men found Kenshin's army ready to charge at them out of the fog...




Plain of Kawanakajima
Plain of Kawanakajima

Takeda Army

Morale Chips: 17
Effects: Extra Infantry Move in Open Card, Up1 for Cavalry Melee
Stratagems: Heroic Leader
Leaders:
Takeda (Army Commander) Skilled
Kosaka (Group Commander) Superior



Takeda Crane's Wing awaits
Takeda Crane's Wing awaits

Kosaka force marches through hills
Kosaka force marches through hills

Uesugi Army

Morale Chips: 18
Effects: Extra Missile Reload Card, Cut off its Head!
Stratagems: Reinforcements

Leaders:
Uesugi (Army Commander) Skilled
Honjo (Group Commander) Average
Kakizaki (Group Commander) Average



Main Uesugi army marches towards the Takeda
Main Uesugi army marches towards the Takeda

Amakasu holds ford
Amakasu holds ford

Thursday, February 12, 2009

Raid on the Blucher - Teaser/Scenario

Our annual birthday gaming fest quickly approaches, and this year as well as a Memoir '44 campaign set during the Normandy Campaign, I'm going to run a Full Thrust scenario.
I've written it so that deployment is relatively free but also secret.

Raid on the Blücher

The NSL Battleship Blücher was damaged during a battle against the Romanov Hegemony deep in the Nu Phoenicis system. It’s been hidden in the asteroid belt to undergo repairs before it can return to the undeclared border war.

A raid has been launched by a newly-detailed Romanov squadron to destroy the Blücher. But this raid finds the Blücher hidden off-radar and attached to an asteroid, with strong patrols surrounding it.



Forces Involved

Neu Swabian League

[Maria von Burgund BB]
Blücher - Anchored to asteroid
[Markgraf CH]
Brandenburg - On Patrol A
Prussia - On Patrol B
[Kronprinz Wilhelm CL]
Roon - On Close-Defence
Yorck - On Close-Defence
[Waldburg DD]
Mainz - On Patrol A
Köln - On Patrol B
Augsburg - On Patrol A
Hamburg - On Patrol B
[Ehrenhold FF]
Bussard - On Close-Defence
Seeadler - On Close-Defence

Romanov Hegemony

[Crimea BB]
Sevastopol
[Nakhimov CL]
Makarov
Eberhart
Kolchak
Ushakov

Sector Map & Deployment



Players alternately place 5 asteroids on the board, starting with NSL player. These must go in the marked Asteroid Zones, with no more than two in any one of the zones. These asteroids move 2” per turn in a D1-A4 direction.

Romanov Hegemony player chooses Jump Point secretly, along with their initial heading and velocity.

Neu Swabian League player places Patrol A vessels in any Patrol Zone, deciding on initial heading and velocity.

Neu Swabian League player randomly determines which of asteroids in Asteroid Zones the Blücher is anchored to.
This is kept secret until:
a) Blücher detaches from asteroid
b) Blücher’s Firecon is successfully brought online
c) A Romanov vessel comes within 6” of the asteroid

Neu Swabian League player randomly places Patrol B vessels in any Patrol Zone, deciding on initial heading and velocity.

Neu Swabian League player deploys Close-Defence vessels in any Asteroid Zone, deciding on initial heading and velocity.

Romanov Hegemony vessels jump in…

The Blücher

The Blücher begins the game anchored to an asteroid, and moves with it until it detaches.

No systems are functional at the beginning of the game.
Some systems are damaged and some were taken offline for safety purposes.

Damaged Systems
1 Firecon
FTL
Pulse Torpedo
1 Beam-1
1 Beam-2 (L)
2 Beam-3s (R)(F)

At the end of each turn the systems can be brought back online. There is a further chance of damaged systems failing.

Damaged Operational
Bring online Roll 6 Roll 5 or 6

In cases where damaged systems are used, the system will fail again on a 1 or 2. A “1” means that the system fails before use, and a “2” means it fails after use.