COLD STEEL!

2 posts ยท Aug 13 2002 to Aug 20 2002

From: DAWGFACE47@w...

Date: Tue, 13 Aug 2002 11:58:30 -0500 (CDT)

Subject: COLD STEEL!

THIS is a scenario idea that is definately unbalanced in firepower and numbers
a as far as the escaping unit is concerned.

but then actual combat situations are rarely balanced....

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COLD STEEL!
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A. a platoon or section from somebodies armed forces is trapped behind enemy
lines and trying to scape and rejoin their own forces. the soldiers are making
their way home as invisibily as possible when they accidentally discover an
enemy mobile TOC between them and the only
known river crossing for 100 clicks and   the platoon or section is on
foot.

B. the TOC is set up on one side of the roadway (GM choice) and the TOC is
staffed by the typical REMF types of officers, NCOs, and other ranks who are
feeling very safe and secure in their current location. there is a very
noticeable "laidbackness" here; enemy troopers are observed going about their
duties with or without weapons or body armor (apparently according to personal
whim). there are some armored, armed guards and manned crew served weapons
scattered about the area but these are not numerous and not very alert....

C. SWAGGING the strength of the troops at the TOC, indicates there are at
least one or two platoons (or equivalent there of) of bad guys. this is
determined by the size of the cutoff unit (platoon=2 enemy platoons, section=1
enemy platoon). the enemy has assorted vehicles
parked nearby, light AFV/ACV or soft skinned  vehicles only.

D. GM places armored/armed guards at keypoints, as well as crew served
weaponry. ONE (1) AFV may be manned as part of the TOC security detail.

E. the GM places the remainder of the enemy troops RANDOMLY around the
TOC site after manning the TOC itself  with  at least 6-10 bods. the GM
now allows the player (s) to place their own PC(s) anywhere with the TOC area.

1. one PC maybe armed and armored as part of the security detail on
duty, and maybe placed at any security post; he / she is assumed to be
conducting a routine check of personnel.

2. all other PCs are not wearing armor and may only be armed with a pistol.

3. the troops on duty in the TOC may have armor and weapons at hand as
determined below, but are not armed or armored at game start!

F. enemy soldiers other than guards are randomly determined to be armed
or armored by using 1D6 when they are encountered; 1-3, no armor/weapons
on person, 4-6, armed and armored.

G. unarmed/unarmored enemy soldiers must  spend one turn putting on
armor and collecting weapons/ammo AFTER THE ALARM IS SOUNDED OR ANY
SHOOTING OCCURS.

H. unarmed enemy soldiers will count, as, well, unarmed except with fists,
feet, and bad language in close combat!

I. QUIETLY killing enemy soldiers is accomplished by sneaking up on
them, then stabbing/slicing/braining/etc as silently as possible. unless
the attacker (s) are spotted by the would be victim he/she has no
warning! the attacker attacks first, from behind, and IF the would be
victim survive this attack, he/she can fight back, try to flee the
attack, or sound the alarm! since the attacker is trying to be quiet, it is
assumed that anyone in 6"max can hear a scream for help, unless the would be
victim breaks free of the combat and runs screaming at the
top of his/her lungs!

J. spotting an attacker is before the attack is handled by what ever rules you
are using, or can come up with. i just use comparative dice rolls for guards
versus attackers during each turn of movement. guard rolls 2D6 for a score and
must beat a 3D6 score rolled by the attacker to see, or hear the approach
move. high score is winner.

K. the type, location and availability of any nearby enemy rapid response
forces is completely unknown to the unit making this discovery. it is up to
the GM to decide if there are any nearby troops, and how long it will take
them to arrive on scene after the RADIO ALARM is sounded or shooting breaks
out. these troops may arrive ON the roadway from either direction or by air
(if you have this ability in your games).

(however, since there is a roadway running by the TOC site, the GM could make
dice rolls while rolling the eyes, grimacing, cackling insanely, or muttering
"THAT WAS DAMN CLOSE!" and generally screw with everyone's heads! they do not
need to know there is no random traffic plotted to appear!)

L. remember these are REMF at a TOC, so NO powered armor infantry can be used
as part of the security detail!

M. the soldiers that discovered this enemy TOC have many problems of their
own, too. these include;

1.. NO COMMO with friendly forces, so there is no way to call in an airstrike,
or artillery (or ortillery if available) down on the TOC.

2.. the unit has only ONE (1) man portable infantry support weapon and limited
ammo for it ( 2 rounds!).

3. the unit as only ONE (1) LMG or SAW, and this has a limited amount
of ammo ( 1D6+2 bursts).

4.. the unit has ZERO (0) hand grenade or launched grenade capability!

5. the soldiers in the unit have very little ammo for their own individual
weapons or pistols ( roll 1D6 each time a soldier shoots;
score  a "1" and he/she is out of ammo!). but every one has a knife -
bayonet and an entrenching tool for those up close and personal moments!

6.  the unit has 1D6+1 wounded  soldiers with it. roll 1D6;  score 1 and
these are seriously wounded and cannot move on their own! score 2-6 and
these are walking wounded.

7. the unit has no military maps to use for navigation. all were lost when the
enemy overran their positions. the leader does have a civvie
roadmap, and that is what  he/she is using to  attempt to escape  from
behind enemy lines. the road map only shows this bridge crossing the river for
100 kilometers in either directions. this roadmap is 3 years old...

8. the unit is out of food for 3 days now, low on water, and medical supplies
are almost gone.

N. the weather is clear, hot, and dry. the troops have had the enemy TOC under
observaion for a couple of hours, and it is now sunset, local time. Earth type
atmosphere and pressure, no tainting. gravity is 0.99
standard gee.  there are three moons in orbit-2 very small  and one
about the size of Luna. GM determines moon state.

O. the river runs from table edge to table (wide or narrow ends, your choice)
edge, is 12" wide, unfordable, and is rolling along at 6" current per turn
from north to south.

P. the roadway is paved, runs from table edge to table edge in a straight line
though wooded, and hilly terrain in an sparsely developed region of the
planet. rodway is 4" wide through out its length.

Q. the bridge is 4" wide, 12 " long, and capable of supporting heavy tanks or
cargo vehicles.

R. the attackers deploy HIDDEN with 24" of the TOC in the woods. either GM
determines the direction of their approach and set up, or it is determined
randomly using dice. attackers move first

S. the enemy deploys in the area designated as the TOC and in a perimeter
around same with scattered security posts at key points. random movement of
troops within the TOC site until the alarm is sounded or shooting starts.

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GM THOUGHTS;
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THE attacker player(s) must be as quiet as possible, for as long as possible,
when eliminating enemy guards, and taking over weapons posts or vehicles so as
to avoid alerting the troops at the TOC and any others nearby who might
respond to the firefight.

the TOC destruction is the main goal of the attackers, using whatever means
they can lay hands on

remember, the TOC commo equipment needs to be eliminated ASAP to prevent
screams for help!

killing as many enemy officers and personnel as possible would be a nice
bonus.

maybe an officer as a prisoner.

maybe snatch a computer or two woud be good.

it would be very wise disable any enemy vehicles NOT USED FOR ESCAPE to
prevent pursuit would be nice too.

hhhhhmmmmmmmm! maybe just slinking off the table on the other side of the
river would be more prudent but less heroic!

what would  a REEL HERO OR HEROINE DO (get it- REEL?) ????

medals all around if the attacker pulls this off!

DAWGIE

From: Derk Groeneveld <derk@c...>

Date: Tue, 20 Aug 2002 15:56:21 +0200 (CEST)

Subject: Re: COLD STEEL!

> On Tue, 13 Aug 2002 DAWGFACE47@webtv.net wrote:

> THIS is a scenario idea that is definately unbalanced in firepower

I just had to laugh - this scenario reminds me greatly of something that
came up in a Market Garden megagame we ran a few years back - involving
approx 100 players manning the various HQ's.

XXX corps had set up HQ just south of Eindhoven, in a recently liberated wood.
When the front had pushed up nearly to Arnhem they felt safe enough to send
the Princes Irene Brigade (Dutch commandoes who were handling security)
forward to Eindhoven.

Meanwhile, on the flanks, a German Kampfgruppe had been on the run after
having been smashed through by the british advance. they found safety in
nearby woods, and even managed to resupply at the ammo dump of another German
unit that had been obliterated. Then, they decided to make their
way back to German lines through these woods - suddenly coming upon a
mass of antenna, tents, jeeps and other HQ paraphenalia. They launched an
impromptu attack, killed a good few of the XXX corps staff, and then got away
leaving massive disruption behind.

One of the XXX corps officers escaped, jumoped in a jeep, and raced for
101 airborne (I think - could have been 82nd, as I always confuse the
two) HQ for infantry support. Just when he got there, a major german
counterattack was launched and took the position. The poor guy got killed at
that occasion.

Double blind map games sure can lead to interesting surprises!

Cheers,