I have NOT tried this yet with THESE RULES, but have done so with other rules
over the years.
DATE; TODAY
TIME; NOW
PLACE; PLANET OF YOUR CHOICE
SITREP; you are the NCOIC of a MP detachment stationed at (FILL IN
THE BLANK). the detachment consists of 2 squads of MPs (20 bods plus you), 2
armored cars, and 6 jeeps. each MP is armed with a pistol and individual
weapon, with HG. Body armor, helmet commo, CBR, and vision enhancement gear
are standard issue. each jeep has provision to mount a LMG (and there are 6
LMGs available) armored cars mount LMG and an
auto-cannon.
an informant has alerted you that a rebel paymaster and escort is in the
nearby vill for the night. there is no time to advise higher HQ
and await re-enforcments before taking action! you will have to act on
your own iniative with the forces at hand.
complicating the operation is the fact that you suspect the local police
detachment is riddled with rebels or rebel sympathizers, so if you advise the
senior policeman, chances are you will be warning the rebels of your intended
actions........
your informant tells you that the rebels are spending the night at the
townpump and nevertell (bar, grill, and motel) in 3 different rooms. the motel
is on the edge of the vill, just off the main highway.
(you design the layout of the bar, grill, motel, roadway and etc, to go with
what you have on hand. but the area is a rural area, with woods located behind
the motel)
REBELS; 6 rebels, with pistols and other easily concealable firearms, maybe HG
(your call), and 3 civvie vehicles. th payroll is in th motel room with the
paymaster.
LOCAL POLICE; 15 civvie policemen, stationed at a small police barracks in the
center of the vill. barracks has a radio base station linked to the police
commo net.policemen and families live at the barracks
compound. pistols and other small - arms, no grenades. 4 civvie
police vehicles (think jeeps) available with commo.
(dice to see how many policemen are rebels before game start with 1D6. score
"1" indciates a rebel in police uniform!)
MOTEL STAFF; desk clerk, shift manager(or owner), bar tender, cook, and 2
waitresses. NO WEAPONS.
MOTEL CUSTOMERS; dice with 2D6 to detemine if other rooms are
occuppied and if so, by how many bods. score 7+ indicates room has
occupants, dice again with 1D6; 1 or 2= single ocuppant, 3 or 4 = 2 occupants,
5 or 6= single occupant. NOTE; rebels will always occupy 3 rooms.
BAR/GRILL CUSTOMERS: not a very busy night, it seems. dice with 1D6+1
to see how many customers are here. after determining how many customers are
present, dice again with 1D6
to see WHO THEY ARE! score 1-3, civvie! 4-6, REBEL! rebels are always
armed with a pistol!
well there it is! good luck SERGEANT!
Encircle the police barracks, fire the motel -- shooting survivors as
they run out, scenario over.
Mayhaps a career ending move but we don't game that now do we?;)
LOL!
WELL, if we had careers to worry about based on gaming actions, we would all
be sucking canal water through a straw!
> --- DAWGFACE47@webtv.net wrote:
> SITREP; you are the NCOIC of a MP detachment
Well...
It depends on your ROE.
Personally, my inclination is to simply surround the
motel at about 0200 and zip-strip everyone in the
building. Sort 'em out once you have them secured.
As for the local cops, roll an armored car and a team or two of MPs and park
in front of the cop station and strongly suggest to the chief that he might
not want to interfer in my operation.
> On Tue, 7 May 2002, John Atkinson wrote:
> --- DAWGFACE47@webtv.net wrote:
Dawgie's scenario probably had a bit too much hardware on the MP's side. Trim
it down to, say, 2 jeeps, 1 armoured car, and trucks for the rest of the MPs,
and maybe the locals will rise to the bait... (until the VTOL gunship Quick
Reaction Force arrives to extract the MPs)
If they're meek, polite and helpful to the MPs with overwhelming firepower,
you haven't got much of a scenario!:> Let them think they've got half a
chance, and they'll go at it. Or let the local cell of
resistance/terrorist types get advance word of the operation, so they
can jump the MP convoy as it rolls into town.
Or, of course, you could just run it as written, and rely on standard
wargamer bloody-mindedness to bring the local's out! As a group, we're
far more likely to want to refight the Camerone than Dunkirk! ("What, retreat
into some sh*tty little boats? There's Germans over there I haven't
killed! Charge!!!" - General Sir Idiot Bloodthirsty-Wargamer, France,
1941.)
Really evil GMs, with the connivance of the 'local' player, would spring the
ambush as the MP's *left* town, after they'd hit the hotel!
> -----Original Message-----
Who was, of course, such an idiot that he was a year late for the battle
... ;-)
AHH!
GOOD CHOICES BOTH!
THE REBELS ARE YOUR ENEMY, THINK OF THEM AS VC V US FORCES 1968.
DITTO FOR SYMPATHYZERS1
LOL-BUT I WOULD AVOID GETTING PERMISSION FROM PROVINCIAL HQ FOR THE
OP AS WELL-YOU NEVER KNOW WHAT CAN OF WORMS THAT WILL OPEN!
DAWGIE
INTERESTING THOUGHT!
LOL- the MP detachment was based the actual vehicles and weapons
available to MY detachment in 1970.
an RVN MP squad had about 4 times the firepower of a rille squad.
3 jeeps, and 1 V-100 were standard for a 12 man squad, with 1 M-60 per
jeep, 2 or 3 M-79s, plus rifles, pistols, grenades, and LAWs, radios
for all jeeps and armored cars. all TOE.
armored car came with twin LMGs, and could be beefed up by scrounging.
radio base station, field phones and mobile generator, 2 ea 3/4 tons
were not unsual either, with both fuel and watert tankers., as well as
trailers for all jeeps.
MP TOEs are "MAGIC" lke SPECIAL FORCEs TOE. you can add almost anything to a
basic MP unit at company, platoon level, and squad leve.
also, there are different TOEs for diferent mission designed companies....
LOL, my company in 1970 had;
5 ea V-100 at Vinh Long , 15 ea jeeps, 2 ea 3/4 tonners, and 1 ea 2.5
tonner for the platoon.
and company HQ had another 6 ea jeeps, 3 ea 3/4 tonners. 2 ea 2.5
toners, 1 ea 5 tonner wreckers, and 1 ea 2.5 tonner mobile mechanical shop.
2 ea V-100s, 15 ea jeeps, 2 ea 3/4 tonners, and 1 ea 2.5 toonner at CAN
THO.
1 ea V-100 at SOC TRANG, 3 ea jeeps, and 1 ea 3/4 tonner.
2 ea V-100 at TAN AN along with 6 ea jeeps, and 1 ea 3/4 tonner.
4 ea V-100s, 15 ea jeeps, 2 ea 3/4 tonners, and 1 ea 2.5 tonner at MY
THO.
ea 2.5 tonner or 5 tonner comes with a .50-cal HMG too.
and each platoon armory has 2 ea 90mm RR or 3.5" RL assigned to it. LAWs as
desired at squad level.
LOL, not exactly what the average person thought of when they thought MP in
the RVN.
MP armament became heavier and more divers as the war progressed, and only GOD
knows how man MP TOEs were in use by the USA! something like 20 plus infantry
TOEs were in use that in know of.
> --- Brian Burger <yh728@victoria.tc.ca> wrote:
> Dawgie's scenario probably had a bit too much
Knowing Dawgie, I'd guess that it's based on an actual experience of his back
in SEA.
> Trim it down to, say, 2 jeeps, 1 armoured car, and
?? Why do you want that?
(until the VTOL
> gunship Quick Reaction Force arrives to extract the
Um, they shouldn't be meek, polite, and helpful.
They should be stunned, in shock, and badly bruised and having had flashlights
and rifles shoved in their faces at way too early in the morning.
> As a group, we're far
Heh. . .
Depends on the gamer.