Scenario designs (was InterFET)

4 posts ยท Oct 13 1999 to Oct 14 1999

From: Brian Burger <yh728@v...>

Date: Wed, 13 Oct 1999 08:56:55 -0700 (PDT)

Subject: Scenario designs (was InterFET)

> On Wed, 13 Oct 1999, Steven M Goode wrote:

> Excerpts from mail: 13-Oct-99 [OT] Re: InterFET by "Chip

This would be very cool. You could have, on the 'same side', the local
militia/constabulary, who aren't enthused about noticing border
incursions
for a variety of reasons; and a central govt. patrol, lead by a gung-ho
officer who want to seal the border entirely...

Or do an urban setting, with police who don't want to find themselves in
the middle of a full-blown firefight, and SpecOps types who have an
entirely seperate mission... Different commands with different objectives on
the 'same side' is an idea that can be used in loads of scenarios.

From: Steven M Goode <gromit+@C...>

Date: Wed, 13 Oct 1999 12:05:34 -0400 (EDT)

Subject: Re: Scenario designs (was InterFET)

Excerpts from mail: 13-Oct-99 Scenario designs (was Inter.. by Brian
Burger@victoria.tc
> > Good idea! You could do a number of "deniable" missions in the same

The question is, how would you do this sort of thing if each player is
controlling multiple groups with conflicting goals? It's easy enough to do if
you have one set of objectives per player. If you have more than
one, you'd have to restrict/sway what each unit will do based on their
objectives. Probably not impossible, but definitely tricky. Any ideas?

From: Brian Burger <yh728@v...>

Date: Wed, 13 Oct 1999 22:33:39 -0700 (PDT)

Subject: Re: Scenario designs (was InterFET)

> On Wed, 13 Oct 1999, Steven M Goode wrote:

> Excerpts from mail: 13-Oct-99 Scenario designs (was Inter.. by Brian

This type of scenario would have to be bigger than two people, and should
probably have a referee just to be fair.

If you've only got two people - I think you're out of luck. Develop
multiple personalities?

From: Chip Dunning <edunning@s...>

Date: Thu, 14 Oct 1999 10:32:40 -0400

Subject: Re: Scenario designs (was InterFET)

BACKGROUND: General Permissio is set to launch a coup and name himself
El-President'e-for-Life; however, in order to hide the movement of his
troops he needs a reason for them to leave their barracks. With this in mind
he sent some of his "Black Hat" Special Forces across the border to sow
confusion. When this border skirmish flares up beyond control of the local
forces the General will move select units of the main army towards the border
via the Capital Road.

RED FORCE
    3 8-man squads Border Guards (1x L2, 2x L3) (green, MM=LOW, ST)
    1 3-man Border Guards heavy weapons unit (L2) (regular, MM=MED, ST)
1 emplaced (hard cover) HMG at border crossing [manned by Border Guards heavy
weapons unit]
    1 4-man SpecOps (L1) (elite, MM=HIGH, CO, 1 anti-vehicle gun)
    3 4-man Militia (L3) (regular, MM=LOW, CO)
    3 8-man Regular Army (L2) (regular, MM=MED, ST)  [on-call, see
conditions]
    Enough trucks to transport 3 8-man squads  [on-call, see conditions]

ROE: 1) Border Guards can only engage Blue Force if fired upon first
        2) Regular Army arrives 1d4+2 turns after called by Border
Guards (upon successful commo check), can only be called if at least one unit
of Border Guards are under fire by Blue Force. They will enter the Red Force
edge of the board loaded in trucks. 3) Each Militia unit starts hidden on Blue
Force side of border, but
must be under at least L1 cover - can only engage Red Force.
4) Special Forces can fire upon any force on the board.

BLUE FORCE
    2 6-man Border Guards (L2) (regular, MM=MED, ST)
    1 4-man Border Guards command unit (L2) (regular, MM=HIGH, ST)
1 emplaced (hard cover) HMG at border crossing [manned by Border Guards
command unit]
    1 6-man Secret Police (L2) (veteran, MM=HIGH, CO) + 1 IFV (think
Hummer like with AI gun)
    2 IFV [on-call, see conditions]
    2 6-man Regular Army (L2) (regular, MM=MED, ST) [on-call, see
conditions]

ROE: 1) Border Guards can only engage Red Force is fired upon first 2) Regular
Army arrives 2d6 turns after called by the Border Guards (upon successful
commo check), they can only be called if under fire by Red
Forces - or Red Force Regular Army units enter LOS. They must enter the
Blue Force edge of the board and must be loaded into their IFVs.
        3) Secret Police may fire at any non-Blue Force; however, they
have orders to capture the militia if at all possible.

Special: 1) Play should begin at either dawn or dusk (for maximum confusion).
Neither side has night-vision equipment. If that still isn't sufficient
add some ground fog.
    2) Tensions are very high on the border - any Border Guard unit that
comes under fire must make a leadership check to avoid confusion. If they fail
they will fire on the nearest enemy unit within LOS that is at most
30-degrees off the angle of attack.
3) Once fire begins a squad may attempt to "rally" and stop firing; otherwise
it must remain on the attack. Obviously if this unit again comes under fire
they will have to make another leadership role to avoid returning fire. 4) All
leaders (except the Special Forces) act as 1 level worse when attempting to
stop their troops from attacking. This reflects the constant high tension and
small skirmishes that take place along the border.

Victory: 1) Red Force loses if any of their Special Forces are captured alive.
    2) Red Force must route or destroy 80%+ of Blue Forces.
3) Blue wins by avoiding Red victory.

Okay, this probably needs some major tweaking, but it is a start.