From: Glenn M Wilson <triphibious@j...>
Date: Thu, 13 Sep 2001 23:04:19 EDT
Subject: [DS2] First draft - PHR Attacking and NPC (with IJK Merc's) defending. [Long]
Possible long scenario for local convention (unless we continue on
24/7at
work by November.)
Introductory materials for players are being prepared.
Table is 10' x 6' play proceeds lengthwise (10')
Setup order is IJK, PHR, NPC. PHR plots initial aerospace attacks. Game
begins.
Terrain -
"clear' terrain unless specified - size 4 vehicles lose 1", size 5 lose
2" due to sponge like soil off road. GEV/GRAV excepted.
Left middle section has 'rice paddies' - treat as cultivated for GEV,
tracked and HMW. Impassable for LMW. Normal for Infantry.
Short broken ridge line of Hills in middle of PHR half of the board.
Longer broken Ridge line of Hills within 2' of NPC/IJK edge of board.
Road passing generally through the middle of the board with a "Y" intersection
at the PHR end of the board. There is a small urban area alongside the road
between the IJK ridge of hills and the middle of the board.
Player "PHR" (People's Holy Republic)
On board:
Turn 1 PHR half of board, any edge:
One aerospace strike - 2 Size 1 vehicles, DFO x 1(1-4 - MAK, 5-6 HEF)
'targets of opportunity'
Turn 2 any edge, any point:
One aerospace strike (*plotted at start of game*, change on 1-3/D6,
4-5/D6 continues as plotted, diverted (i.e., lost) on 6/D6) Size 3 DFO
x 2, Size 3 HVC Fixed.
Turn 3 from any edge, south third of board:
One aerospace strike - 3 size 2 vehicles, SLAM/3, DFO x 1 (Dual Purpose
load)
Start: (1)Anywhere in Middle Third of the table:
Armored Company (Amphibious Fast Tracked) (Older vehicles, NO Ablative armor):
Two Platoons of Armored Infantry Support AFV (5 vehicles each - Size 4,
HVC/5, PDS/SUP, APFC)
One Platoon Armored Infantry (5 vehicles - Size 4, 2 FT, HVC/3, PDS/Enh)
6 Infantry, 2 APSW, 2 LAD.
(2)In Direct Support:
in area defined by (no closer then 2' behind most advanced platoon of Armored
Company, no farther back then 3' behind rearmost platoon of same.)
Light RAM Mortar Platoon (1 ADS/Bas, 1 CBR, 3 Mortar carriers.) Fast
Tracked. No Ablative Armor. Smoke, MAK, HEF loads each. (cached reloads
pre-determined by GM and indicated to PHR player before game start)
(3)within 3' of home edge:
One Mechanized Company (Slow GEV) (Ablative armor):
Two Mechanized Platoons (each - 5 vehicles, Size 3 with 2 FT, RFAC/2,
and AFPC) Ablative Armor
infantry in each - 6 Infantry, 2 APSW, GMS/L, LAD
One Mechanized AFV Platoon (5 vehicles - Size 3, HVC/4, PDS/Enh)
Ablative armor
(4)Attached support (enter on/after turn two on road as space allows):
Armored Infantry Support AFV Platoon (Amphibious Fast Tracked) (5
Vehicles - Size 4, HVC/5, PDS/Sup, APFC) No Ablative Armor
One Infantry Company (-) (Fast GEV)
One Infantry Platoon: (Size 2 - Ablative Armor, 2 FT, PDS/Bas) 6
Infantry, 1 Assault, 1 APSW, 1 GMS/L, 1 LAD
One Light Infantry Support AFV (Size 2 - Ablative Armor, HVC/3, APFC)
Off board support:
One Towed Medium (RAM) Guns (4 - Smoke, MEF, MEF start)
One SP Medium (RAM) Guns (4 - MAK, MAK, MEF start)
NPC/IJK Players (Native People's Circle, Incorporated Japanese Kingdom
Merc's):
In vicinity (in or up to 3' away from and 'behind') Urban area:
One "Lion" TD platoon (4 vehicles - Size 4 - GMS/H x 4 'battery', FT x 1
[APSW]) Fast Wheeled) [Dug in, Hidden]
One Mechanized Infantry Platoon (4 vehicles - FT x 2, GMS/L - 6
Infantry, 2 APSW) Fast Tracked [Dug-in]
Armored Recon Platoon (4 vehicles - Size 3 - FT x 2 (FO, LAD), GMS/H,
PDS/Enh) Fast Wheeled. [Dug in, Hidden]
Three Dummy unit markers
Behind ridge line of hills -
IJK Armor Company
Three Platoons (6 vehicles each, Size 4, HEL/5, PDS/Enh, LAD) GRAV
TD Platoon (6 vehicles - Size 5, HEL/5 x 2) Fast Tracked
Before start of Turn 1: Anywhere using standard Drop Troop rules.
NPC Drop Troop Platoon (4 vehicles - Size 1 - FT, APSW) Infantry x 3,
APSW. Fast Wheeled.
NPC Drop Troop TD (4 vehicles - Size 1, GMS/H) Fast Wheeled
Anywhere within 2' of starting unit, on NPC/IJK half of board:
2 minefield markers, 6 dummy minefield markers.
Off Board:
NPC: One Medium (small MRL) (4 MRL) (Smoke x 2, MAK start) After Turn 6: One
Heavy (large MRL) (3 MRL, 1 CBR) (MAK, MEF, Dual Purpose start)
IJK ( after turn 6 only):
One Heavy MD Gun (3MD Guns, 1 ADS, 1 Command, 1 CBR - MEF, MAK x 2
start)
IJK - On Call for three turns (3 VTOL - "section" - Size 2 - Chin Turret
"Free" APSW, Fixed Slam/3, DFO x 1 (MEF) - enter along road
Special Rules for Artillery support. F.O's and (IJK/PHR/NPC Commanders)
can call for "Blind Fire" Arty support only. Must use 'national' units (unless
Commander).
Blind fire scatters on 1-4/D6, scatters as Oertillery. Blind fire is
fire where there is no Line of Sight from caller (assumed to be estimated from
previous RECONSAT imagery).
Victory points:
1)PHR must exit 6 vehicles within 6" of where road exits NPC/IJK end of
table. 50 points, if fails to do so subtract 25 points.
2)Destroyed enemy vehicle 1 point/size factor (plus one 'bonus' point to
PHR if IJK AFV)
3)Destroyed "Infantry" unit - 1 point
4)Abandoned vehicle (not destroyed) 1 point 5)Control of urban area (no enemy
units within 6" and last unit to pass through) 10 points
6) IJK - 2:1 destruction enemy:friendly AFV's (with less then 30%
casualties) 25 points 7) PHR 3:2 destruction enemy:friendly AFV's (with less
then 50% casualties) 50 points
8)NPC - Less then 50% casualties 25 points.
2/3 Total of NPC and IJK determines 'joint team' points, all three
players have also 'individual' team points.
There will be four scores - PHR, NPC/IJK 'Joint team', NPC, IJK.
Victory:
High Score wins; if margin is more then 50 points, this is a decisive victory;
if between 25 and 50 it is a tactical victory; less then 25 is a marginal
victory. It is possible for the 'joint' team to lose but one of it's members
to win.