[SG] Scenario: A Change Of Orders II

4 posts ยท Sep 18 2002 to Sep 18 2002

From: Tom B <kaladorn@g...>

Date: Tue, 17 Sep 2002 21:16:58 -0400

Subject: [SG] Scenario: A Change Of Orders II

This scenario will be presented in three sections - Red Force
Briefing, Blue Force Briefing, and Referee's Briefing (Guess which one is
closest to reality?)

Players: 2-4

==============================================
Blue Force Briefing:

Lieutenant Azure, your Blue Force platoon has just formed on Nowhere III. It
has been formed from veterans of other units that have taken a beating in
ongoing hostilities with the Reds plus a bunch of green recruits fresh out of
boot camp back home, just off the transport. You yourself are only recently
arrived fresh out of ROTP. You are looking forward to the challenge and hope
you can measure up.

Fortunately they've stuck you with a very experienced Corporal (who will
probably end up being your Sergeant when the paperwork gets sorted) to help
you wrangle this understrength collection of survivors and newbies into some
sort of unified military formation. Unfortunately, the Corporal is a survivor
of waaaay to many fights and is a little shell shocked and has a very short
fuse. This has made your relationship with the Corporal kind of difficult.

You are expecting more arrivals next week to bring you up to full
strength and in the meantime, your force is assigned rear-area duties
in a quiet sector. Instead of having everyone sit around cleaning the
barracks, you decide the best way to get a group working together is to give
them some work. And the best way to get survivors and newbies to start
thinking like soldiers is to get them into the field under controlled
conditions. So you're taking them out on a light recce of the nearby area
surrounding the local base. There are no enemy forces anywhere nearby but
you're going to pretend you're in Injun' country for the practice.

Your goals for the day are to get your unit out to the three chosen map
references, perform a short observation at each reference (looking for the
enemy) then return to base, a bit tired but hopefully working a bit better
together.

==============================================
Red Force Briefing: Captain Vermillion, your special warfare team has been
dispatched to conduct deep raiding against the enemy. You have been moving
behind enemy lines for more than a week now, scouting enemy movements near an
enemy base and awaiting an opportunity to strike. You have resupplied from
several caches and one meeting with agent provocateurs.

Your Red Force is small - only one large squad broken into three
fireteams.But you are well trained and well equiped and your focus and
intensity levels are still high.

Your current task is to recover some supplies at a cache location nearby. The
enemy has sent out few patrols of late, feeling very secure in their rear
areas, but you're still of a mind to be careful just in case. The biggest
threat is from overflying enemy air transport units who might see you moving
or catch you on their sensors.

You want to get to the cache, get the supplies, and exfiltrate. And watch out
for any Blue Forces.
=============================================
Referees Briefing:

Things start out as they seem. This starts as a double blind game so
a good map of the game board (really, three - one for the GM, one for
each team) is required. The first few turns may be quiet with no on-
board movement as all units will be moving with comms shut down and moving
silently (no combat movement, no transfer commands except when the command
unit is in base to base contact).

The board should be thick with underbrush, not too many long lines of sight or
movement. This makes for tense, exciting play.

The referee should indicate (on a map, to the Blue players) the three places
they wish to siddle up to and take a look see. The referee should indicate on
the Red Map the place where the supply cache is. The arrangement of supply
cache and the recce points should be such that the two forces paths will
cross.

Some form of spotting rules should be used (I'd suggest QD versus
range band die with modifiers - down 1 to defence die if target is
moving, down 2 if combat moving, up 1 if observer is moving, up 2 if combat
moving, down 2 if target unit fires, up 1 if defender is
IP/camouflaged ) - spotting should be an action unless the enemy does
something like open up to give an opportunity spot. Once spotted, units stay
spotted (once you know you're in contact with the enemy,
helmet radios/huds/etc. go active).

Remember to let Blue Force choose its approach - they need to get to
all three points. If they want to speed it up by splitting up, no problem. If
they want to stay together, at least suggest to them they want to move enough
to get back to the base sometime before dark....

Now we get to the twist: While we have a Blue Force and a Red Force both on
unrelated ops that run into each other, their are other things going on. A
Blue General has decided that he wants to overfly Blue Base (nearby) and
happens to be travelling over this map region.

The General's VTOL should enter the turn after first contact between the two
player units. This is about the right time to cause maximum confusion.

The end of the turn before the General's VTOL appears on the Red end of the
board headed for Blue (really, all this is Blue territory and "supposedly"
safe), Captain Vermillion gets a tranmission in code (he does not respond) to
indicate that a fancy air vehicle with an
important VIP is headed to Blue Base. His unit is re-tasked with
destroying the air vehicle, capturing the general, and exfiltrating (his
supplies now don't matter.... although if he has picked them up already, you
might give him a few spare GMS rounds or IAVRs as a reward).

How it goes from here is rather dependant. The General's Pilot, in safe
territory, and knowing the General is feeling delicate after a big Mess Dinner
last night, is flying low, slow and pretty much straight down the long axis of
the board from the Red Entry side to the Blue. He has no idea there are
enemies below.

And the Blue unit below has no idea what his frequencies, crypto settings, or
anything are. (Though they may try to get through and discover this after the
fact). So the General's VTOL will move 24" (two 12" movements) in a straight
line along the center of the board each turn. It has Enhanced ECM. It has
armour 1 and is unarmed. It has 2 crew and 3 officers aboard (1 squad, all
armed with sidearms, D4 armour).

In fact, the Pilot has some tunes blasting in his headphones and isn't paying
much attention to his job. He's still remembering last night with the orderly
at the last stop on the General's tour. So he won't notice any groundfire that
doesn't hit the vehicle. He's really just not expecting to get hit here.

If the GMS the Red Force is carrying can knock down the VTOL(disabling hit),
it will move d12" in a random direction from the impact point before
splashdown. And then crew must check for injury as if bailing out of a
destroyed vehicle. This gives a chance the general will survive or his
adjutants, etc.

If the VTOL just blows up, Red's should still try to get to the wreckage and
look for anything interesting unless Blue's are all over the place.

If the Blue Commander sees the Command VTOL go down, he knows (without being
told) he has to rescue the General and the crew. He knows he also has to
prevent Blue getting access to anything the General may have carried in his
briefcase etc (recover the body if the General is dead). If the VTOL blows up,
he knows he still has to recover bodies and drive off or destroy the
attackers.

The key thing for the referee to evoke in this scenario is to brief the Red
Force and Blue Force separately, give them separate maps, make Blue Force
think it is on a training exercise (in fact, if you want, tell the Blue Force
leader to brief his people on a fictitious recce of the three target points
and invent some info on conjectural
hostile forces - most of the other Blue players should actually think
they are on an exercise until the leader realizes otherwise and tells them).
And then of course his orders will change (implicitly) if the ocmmand VTOL
goes down.

On the Red Side, their focus is their supplies, until they have made contact
with the other side (or are close enough the ref decides to bring the VTOL
on). Then their orders are changed (they start thinking they are on a Milk and
Cookies run, and end up on a Snatch and Grab).

The focus of this is to get a bit of a role-assumption overtone here -
have the players get into their roles and focus on their orders. Play as if
they only know what they have been told. And the sneakier the Ref can be about
revealing what he has up his sleeve (ideally the Blue player should be saying
*who are those guys* when he sees Red as they won't be identifiable as enemy
immediately and when he sees the General's VTOL, he should be saying"what's he
doing here?"). And Red Force, for its part, should be wondering who the blue
guys are, where they came from, and if this is a trap for them, or what.

Remember: Fear and Ignorance make for an entertaining game.

From: Laserlight <laserlight@q...>

Date: Tue, 17 Sep 2002 23:10:55 -0400

Subject: Re: [SG] Scenario: A Change Of Orders II

> If the GMS the Red Force is carrying can knock down the

Red player (rolling for GMS): Blast, double ones!
GM: That's a disabling hit--the VTOL is afire and
Red: No, I rolled a one and one, I missed. GM: *ahem* That's a disabling hit.

From: Edward Lipsett <translation@i...>

Date: Wed, 18 Sep 2002 12:19:43 +0900

Subject: Re: [SG] Scenario: A Change Of Orders II

A few questions. First, how can you actually get any mileage out of the
corporal:commander interaction? With plenty of players, I suppose you could
stick an experience player as corporal and a total novice with delusions of
grandeur as commander, but other than that is there any way to make this more
than just background story?

Second, while the scenario sounds like a lot of fun, the fact that you're
playing it at all makes it pretty clear to Blue that there is an enemy coming.
Without an enemy, he'd be getting pretty peeved at the referee for wasting a
couple hours running around the countryside, right? Would it be better to
suggest there IS an enemy out there, but totally different that what he's
expecting? There's a lot of this in Heavy Gear scenarios, done quite well. Off
the top of my head, tell Blue that there are red scouting patrols coming in
from the west every so often, and have Red be the force you described in the
east or center.

on 02.9.18 10:16 AM, kaladorn@magma.ca at kaladorn@magma.ca scribbleth:
> This scenario will be presented in three sections - Red Force

From: Laserlight <laserlight@q...>

Date: Wed, 18 Sep 2002 00:35:46 -0400

Subject: Re: [SG] Scenario: A Change Of Orders II

> This scenario will be presented in three sections - Red Force

> Remember: Fear and Ignorance make for an entertaining game.

I recall running a FT game a couple of years ago, three IF players on each
side. Victory conditions were things like:
--Your "ally" has claimed the glory and embarrassed you before the
Sultan for the last time. You must destroy more ships than he does, or destroy
him.
--Your heir is on your second largest ship.  He must survive.
--Your finances are in desperate straits.  You must acquire X  MCr,
either in captured ships or bribes.
--You must convert Enemy B to your side.  If this means sacrificing
Ally A (with whom B has a vendetta), so be it.
--You were obligated to show up for this battle but your squadron is
needed back home. Destroy at least one enemy CH or above without losing any of
your own.