FORWARD
this is a scenario which requires one gamer to be an absolutely ruthless
bastard of the first magnitude to win, and the other gamer to be willing to
risk it all to win.
usable in any "modern" period . modern includes sci-fi.
GM can allow no comprises, and should ruthlessly exploit any failure by either
side.
no vehicles. no airsupport. no artillery or ortillery support. no mortar
suppport. no armor support. no powered armor.
just gals/guys armed with small arms , squad support weaponry , and
personal body armor.
a fight to the death with no turn limits or nightfall to end the figiht.
FRANK, please send this to the pack for me!
GEO, feel free to place this one on your www site!
DON, please send this to your list.
THE SCENARIO
1. FORCES;
A. RED is the ambusher; a re-enforced infantry squad consisting of no
more than 15 bods. RED is deployed inside the treeline at one narrow end of
the table using wotever hidden set up you like
B. BLUE is is the ambushee; at least a re- enforced infantry squad
consisting of no more than 24 bods. one bod must be a trained medic. BLUE's
setup is special and explained below.
2. TERRAIN;
the terrain is rolling open fields, with clumps of tall grass, with a tree
line at each narrow end of the table. a stream, ankle deep, runs across the
field from where ever you want it too. as far as the gamers are concerned the
terrain off board is exactly the same as on the table top. the only way to go
is forward or back. table size can be as small as 6 ft by 4 ft or as long and
wide as you want.
3. BLUE'S PRE-GAME SET-UP
A. now once you have determined the size table you are going to use, and
terrained it up as described above, find the exact center of same between the
two narrow ends.
B. BLUE, the ambushee, sets up his troops in a skirmish line at this point.
two or three fireteams up front, one back, etc.
BLUE mainly gets to chew his/her fingernails while the GM does his/her
dirty deeds prior to game start.
C. GM will now produce his/her magic D6 and roll it , adding +1 to the
score. this is the number of BLUE troopers gunned down by the initial round of
RED shooting
.
D. GM will now dice for each BLUE trooper to see who is hit by RED gunfire. i
use a simple 1D6 per trooper, and read the dice thusly.
1-3 MISS! 4-6 HIT!
E. GM now places lays each HIT soldier down on the table. the status of each
HIT soldier is determined later.
F. GM now tosses 2D6 for each surviving soldier, and then moves them toward
the BLUE treeline that many inches! wot as happened is that BLUE survivors,
upon being ambushed, have bugged out for the safety of their treeline without
stoping to assist any wounded buddies.
G. GM again dices for potential BLUE casualties using 1D6 as above, and then
lays any HIT soldiers down on the table.
H. the remaining BLUE troops are assumed to make it too the treeline without
suffering any further casualties, regroup, and asses the situation.
4. FATE OF THE WOUNDED (GM ONLY!)
GM now SECRETLY dices for each HIT soldier to determine his/her fate
using 1D6;
1=DEAD!
2=WOUNDED! down and unable to move for one turn after the game play
begins. after that, may make 1/2 movement under his/her own power. any
shooting or combat suffers a penalty for being wounded. will pass out
from blood loss/shock on a score of "1" on D6, with test being made
each turn!
3-4=UNKNOWN! soldier is down, not moving or making a sound. could be
dead or alive! when a BLUE soldier reaches the UNKNOWN casualty,
toss1D6; 1-3, DEAD! 4-6 BADLY WOUNDED and unconscious.
5=BADLY WOUNDED! down, unable to fight at all or move under own power!
unfortunately, the soldier is able to scream horribly, and plead for help. GM
toss 2D6 to determine how long (complete game turns) before the soldier bleeds
to death.
6=SPECTACULARLY DEAD! no doubt about the fate of this soldier in any witnesses
mind!
A. GM can get away with garbling the status of results 1, 2, 3, and 4! RP
away, using bogus dice rolls to place pressure on BLUE. result 5 is the GM's
RP hammer! use it to drive BLUE. result 6 is of no use to the GM as far as RP
casualties goes.
B. REMEMBER, neither RED nor BLUE have a clue as too casualties real status.
5. BATTLEFIELD FIRST AIDE AND TEECHNOLOGY
A. battlefield first aide can be done by an unwounded soldier AFTER
he/she reaches the casualty. to apply first aide requires and entire
game turn DOING NOTHING ELSE! first-aide will "stabilize" the
casualty for 1D6+1 games turns. a trained MEDIC rolls 2D6+2 for
first-aide treatments.
B. this scenario assumes that any medical monitoring equipment available to
BLUE leader's is lost, damaged, destroyed or otherwise inoperative. thus only
the MARK I human senses can be relied on to make casualty determinations
6. BATTLEFIELD COMMUNICATIONS
both RED and BLUE are assumed to have helmet comms with tabletop ranges for
communications between soldiers.
HOWEVER, the helmet comms of all BLUE CASUALTIES are assumed to be knocked
out.... SO NO TALKING WITH THEM!
7. WINNERS AND LOSERS.
A. RED scores a major win by killing or wounding ALL of BLUE's troopers!
B. RED scores a minor win by driving BLUE from the table with out
his/her wounded.
C. BLUE scores a major win by recovering all of his/her wounded, and
evacuating them off table from BLUE's narrow end of the table.
D. BLUE scores a minor win by killing, wounding or driving off all RED
troopers,
recovering his/her wounded, and evacuating them off table via BLUE/s
narrow end of the table.
8. WEAPONS RANGES.
in my own gaming for this scenario, everything on the tabletop is IN RANGE of
all weapons! just extrapolate the ranges from your rules and think of
EVERYTHING as being SHORT, MIDDLE, AND LONG SHORT RANGE as the aulde COLONIAL
SKIRMISH WARGAMES RULES said soo succintly!
9. TIME LIMITS
in my games, i allowed RED and BLUE 10minutes per turn to do wot ever! effen
they did not do it before the timer BEEPED, it did not get done that turn!
AFTERWARD
this scenario might be a bit too "gritty" for some folks, but it introduces a
very real small unit problem to the table top when dealing with a merciless
enemy.
if the GM is a heartless bastard, if RED is bastard's bastard, and
BLUE plays like the casualties are members of his family OUT THERE instead of
lead or plastic lumps, this game is a real gaming experience that all will
remember and play multiple times over the years.
DAWGIE
FORWARD
this is a scenario which requires one gamer to be an absolutely ruthless
bastard of the first magnitude to win, and the other gamer to be willing to
risk it all to win.
usable in any "modern" period . modern includes sci-fi.
GM can allow no comprises, and should ruthlessly exploit any failure by either
side.
no vehicles. no airsupport. no artillery or ortillery support. no mortar
suppport. no armor support. no powered armor.
just gals/guys armed with small arms , squad support weaponry , and
personal body armor.
a fight to the death with no turn limits or nightfall to end the figiht.
FRANK, please send this to the pack for me!
GEO, feel free to place this one on your www site!
DON, please send this to your list.
THE SCENARIO
1. FORCES;
A. RED is the ambusher; a re-enforced infantry squad consisting of no
more than 15 bods. RED is deployed inside the treeline at one narrow end of
the table using wotever hidden set up you like
B. BLUE is is the ambushee; at least a re- enforced infantry squad
consisting of no more than 24 bods. one bod must be a trained medic. BLUE's
setup is special and explained below.
2. TERRAIN;
the terrain is rolling open fields, with clumps of tall grass, with a tree
line at each narrow end of the table. a stream, ankle deep, runs across the
field from where ever you want it too. as far as the gamers are concerned the
terrain off board is exactly the same as on the table top. the only way to go
is forward or back. table size can be as small as 6 ft by 4 ft or as long and
wide as you want.
3. BLUE'S PRE-GAME SET-UP
A. now once you have determined the size table you are going to use, and
terrained it up as described above, find the exact center of same between the
two narrow ends.
B. BLUE, the ambushee, sets up his troops in a skirmish line at this point.
two or three fireteams up front, one back, etc.
BLUE mainly gets to chew his/her fingernails while the GM does his/her
dirty deeds prior to game start.
C. GM will now produce his/her magic D6 and roll it , adding +1 to the
score. this is the number of BLUE troopers gunned down by the initial round of
RED shooting
.
D. GM will now dice for each BLUE trooper to see who is hit by RED gunfire. i
use a simple 1D6 per trooper, and read the dice thusly.
1-3 MISS! 4-6 HIT!
E. GM now places lays each HIT soldier down on the table. the status of each
HIT soldier is determined later.
F. GM now tosses 2D6 for each surviving soldier, and then moves them toward
the BLUE treeline that many inches! wot as happened is that BLUE survivors,
upon being ambushed, have bugged out for the safety of their treeline without
stoping to assist any wounded buddies.
G. GM again dices for potential BLUE casualties using 1D6 as above, and then
lays any HIT soldiers down on the table.
H. the remaining BLUE troops are assumed to make it too the treeline without
suffering any further casualties, regroup, and asses the situation.
4. FATE OF THE WOUNDED (GM ONLY!)
GM now SECRETLY dices for each HIT soldier to determine his/her fate
using 1D6;
1=DEAD!
2=WOUNDED! down and unable to move for one turn after the game play
begins. after that, may make 1/2 movement under his/her own power. any
shooting or combat suffers a penalty for being wounded. will pass out
from blood loss/shock on a score of "1" on D6, with test being made
each turn!
3-4=UNKNOWN! soldier is down, not moving or making a sound. could be
dead or alive! when a BLUE soldier reaches the UNKNOWN casualty,
toss1D6; 1-3, DEAD! 4-6 BADLY WOUNDED and unconscious.
5=BADLY WOUNDED! down, unable to fight at all or move under own power!
unfortunately, the soldier is able to scream horribly, and plead for help. GM
toss 2D6 to determine how long (complete game turns) before the soldier bleeds
to death.
6=SPECTACULARLY DEAD! no doubt about the fate of this soldier in any witnesses
mind!
A. GM can get away with garbling the status of results 1, 2, 3, and 4! RP
away, using bogus dice rolls to place pressure on BLUE. result 5 is the GM's
RP hammer! use it to drive BLUE. result 6 is of no use to the GM as far as RP
casualties goes.
B. REMEMBER, neither RED nor BLUE have a clue as too casualties real status.
5. BATTLEFIELD FIRST AIDE AND TEECHNOLOGY
A. battlefield first aide can be done by an unwounded soldier AFTER
he/she reaches the casualty. to apply first aide requires and entire
game turn DOING NOTHING ELSE! first-aide will "stabilize" the
casualty for 1D6+1 games turns. a trained MEDIC rolls 2D6+2 for
first-aide treatments.
B. this scenario assumes that any medical monitoring equipment available to
BLUE leader's is lost, damaged, destroyed or otherwise inoperative. thus only
the MARK I human senses can be relied on to make casualty determinations
6. BATTLEFIELD COMMUNICATIONS
both RED and BLUE are assumed to have helmet comms with tabletop ranges for
communications between soldiers.
HOWEVER, the helmet comms of all BLUE CASUALTIES are assumed to be knocked
out.... SO NO TALKING WITH THEM!
7. WINNERS AND LOSERS.
A. RED scores a major win by killing or wounding ALL of BLUE's troopers!
B. RED scores a minor win by driving BLUE from the table with out
his/her wounded.
C. BLUE scores a major win by recovering all of his/her wounded, and
evacuating them off table from BLUE's narrow end of the table.
D. BLUE scores a minor win by killing, wounding or driving off all RED
troopers,
recovering his/her wounded, and evacuating them off table via BLUE/s
narrow end of the table.
8. WEAPONS RANGES.
in my own gaming for this scenario, everything on the tabletop is IN RANGE of
all weapons! just extrapolate the ranges from your rules and think of
EVERYTHING as being SHORT, MIDDLE, AND LONG SHORT RANGE as the aulde COLONIAL
SKIRMISH WARGAMES RULES said soo succintly!
9. TIME LIMITS
in my games, i allowed RED and BLUE 10minutes per turn to do wot ever! effen
they did not do it before the timer BEEPED, it did not get done that turn!
AFTERWARD
this scenario might be a bit too "gritty" for some folks, but it introduces a
very real small unit problem to the table top when dealing with a merciless
enemy.
if the GM is a heartless bastard, if RED is bastard's bastard, and
BLUE plays like the casualties are members of his family OUT THERE instead of
lead or plastic lumps, this game is a real gaming experience that all will
remember and play multiple times over the years.
DAWGIE
> --- DAWGFACE47@webtv.net wrote:
> this is a scenario which requires one gamer to be
> D. GM will now dice for each BLUE trooper to see who
Far Ambush, obviously.
> F. GM now tosses 2D6 for each surviving soldier,
Bad reaction--should have gone the _other_ way. . .
This is kind of a sick scenario--and entirely
realistic. I'd like to run it some time. Don, make note!
If you've got a force like US troops who have a serious obsession with
recovering bodies of KIAs as well as those they can save, it gets even more
interesting.
yes, it does JOHN, tis a "sick" and very realistic scenario.
ambush sprung too soon, initial panic reactions among ambushed soldiers to
save themselves, a hasty rally in the treeline and then grim determination to
go recover the downed buddies.
and if you do toss in a KIA body recovery drive, like that sooo common among
US soldiers, this scenario gets even tougher.
not very PC, wot? but then warfare is not very PC. and there is not
level playing field in warfare...
but it is a real life tactical situation for a small unit action.
> --- DAWGFACE47@webtv.net wrote:
I know.
> and if you do toss in a KIA body recovery drive,
Yeah. Of course, US response would 100% involve artillery.
But that's not available (RTO took a round in the radio, I think you said)
which makes for a dicey situation.