[GZG] SG Game suggestion [sec=UNCLASSIFIED]

1 posts ยท Nov 2 2006

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 2 Nov 2006 17:24:34 +1100

Subject: RE: [GZG] SG Game suggestion [sec=UNCLASSIFIED]

Instant scenario:

Map:
A village of 4-6 buildings on a road approx 1/3 lengthways of the map.

Red Force: (2-4 players)
You have been victorious in a major engagement and are harrassing the
survivors as they retreat. You are sweeping ahead of the main force and must
clear any obstacles to prevent delays. Strike hard and fast, clearing the road
for our forces.

Red Support:
2 x size-2 "battletaxi" APC (Armour: 2, Turreted Enh RFAC/1, Basic ECM)
Requested as per artilllery (2 turns travel time).

Red Units: per player

Line Squad (x2)
4-6 Riflemen (Armour: d8, ACR FP:2, I:d10)
1 SAW (Armour: d8, SAW FP:d8, I:d10)
1 GMS/P (Armour: d8, Enh GMS/P, I: d12*)

Assault Squad (x1
4-6 Riflemen (Armour: d8, ACR FP:2, I:d10)
1 SAW (Armour: d8, SAW FP:d8, I:d10) 1 Flamer (Armour: d8, Flamer FP:d12 close
only, I:d8, terror)

Blue Force: (2 players) You have been assigned as a rearguard to hold the road
behind you. Hold up the enemy as long as possible and retreat in good order.
You must hold them for at least 5 turns after making contact with 2 or more
enemy units.

Blue Support:
1 Medium Artillery HEF Barrage (1d3* guns, 1-3=1, 4-5=2, 6=3) - 2 turns
flight. 1 mixed minefield chit

Blue Forces: (per player) Line Squad (x3)
4-6 Riflemen (Armour: d8, ACR FP:2, I:d10)
1 SAW (Armour: d8, SAW FP:d8, I:d10)
1 GMS/P (Armour: d8, Enh GMS/P, I: d12*)

Additional Options: If you want forces to be able to use command activations,
add one or more Independent figures to each side as an officer. Another
possiblity is to give Blue Force a fixed mount heavy weapon (such as
RFAC/1 or GMS/L) so they have some extra range.

Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

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