[SG] Scenario Idea--LONG

10 posts ยท Mar 21 2001 to Apr 3 2001

From: Robert W. Hofrichter <RobHofrich@p...>

Date: Tue, 20 Mar 2001 19:21:07 -0500

Subject: [SG] Scenario Idea--LONG

Okay, here's an idea I have been working on for a "cooperative" scenario in
SG2--all the players control human forces while the opposition (Kra'Vak
in this case) are controlled by the ref or by automatic rules.

Any thoughts? I'm thinking of springing this one on my usual gaming group (and
Chris D., if he shows up at the next gaming day, or John At. if he's
interested in the same) the next time we do a gaming day.

INTRO

2193 CE

My first brush with fame was when I was just a fresh-faced lieutenant on
New Avalon. When the K hit, it was pure pandemonium. See, the Kra'Vak raid on
New Avalon caught everyone by surprise. And we didn't know it was just a raid
back then. The Big Boys thought they'd just head straight for Sol, but I guess
the K had other ideas. Maybe this was just a diversion to pull forces away
from Sol? Who knows. If it was meant as a diversion, it didn't work 'cause the
Brass decided we had enough forces dirtside to kick the snot out of the
invaders and take everything back. Which we were getting ready to do when the
call came from on high for me and the Platoon Sergeant to attend a briefing
back at Battalion.

It was an interesting briefing. Not only for the actual items presented, but
also for the range of folks in the audience. There were Royal Army, Royal
Marines, UN Marines, a couple of Germans from the 6th Alpine Jagers, some
Newich Rangers, and two members of the Royal Family. That last bit got my
attention.

To make a long story short, it seems Princess Margaret (the oldest of the
King's four children) was out at the Windsor's hunting lodge when the Kra'Vak
landed. The Royals thought she had bought it, but this morning they received a
message from her via the net saying she was okay but that the K were closing
in on her. She must have been a pretty spunky and resourceful kid. Anyway, a
few squads from 4th Royal Marine Commando were going in to get her while a
scratch force provided a diversion and another created a
beachhead for the retaking of the island.  Yes, you guessed it-we were
the diversionary scratch force. Heavy hover carriers would lift the Armored
Infantry Company of 3rd Battalion, 106th Armored Regiment (the Black
Horse-that's us) to hit the beach six klicks south of the Marines while
a power armor platoon from the Jagers supporting the UNSC's 361st Independent
Marine Company attacked to the north.

The Black Horse's job would be to hook inland and cause a lot of commotion
while generally blocking reinforcements from reaching the area the boys from
the Marine Commando hit. Meanwhile, the Germans and the Blue Hats would make a
mess further north, hopefully capturing Beachville and giving the
follow-on forces (the rest of the 106th) a good beachhead to work from.
The operation was to be a "go" in three hours, and we were to go feet dry in
six, give or take. Not much time, I thought. As soon as the briefing broke up,
I sent Platoon Sergeant Williams back to warn the boys, and then I caught up
with Captain Rayburn (my company commander) for the tactical
details.  The Old Man's briefing was quick-we were going in using
diamond formation with my guys in the reserve position. I sprinted back to my
platoon.

The troops weren't happy about the short time frame, but everyone was keyed up
and itching for a crack at the K. And knowing there was a rescue
involved helped a bit too.  We did last-minute checks on all the
equipment,
especially our Hogs (officially, they are known as Warden HIFV-Heavy
Infantry Fighting Vehicles, but no one ever calls them that). After the checks
were complete, I had the platoon sergeant talk everyone through our assault
landing SOP, and then it was time to mount up.

The run to the beach was no picnic-lots of incoming arty-and the company
lost three Hogs. Luckily, none of them were from my platoon, but it hurt
nonetheless.  The K got pounded too, though, so it wasn't all one-sided.
After we rolled off the landers, we gave some serious payback. When the smoke
cleared, we'd taken a few more casualties, but not lost any more Hogs.
That's when I got the call-the Old Man said there was a change of plan
and my platoon was to head north along the shoreline, while the remainder of
the company swept inland. It seems that the Marines had been unlucky and
bought the farm on the way in. Well, me and my guys may not have been spec
ops,
but we were damn good (and, more importantly, available).   We were
going to rescue the princess! Supposedly, the Germans and UN would try to send
someone down the coast as well to link up with us and help out.

We went into column and roared up the beach with my track in the lead. Okay,
in hindsight, that wasn't such a great idea, but time was of the essence and I
thought our speed might provide enough protection. At least none of my guys
paid for that mistake, but the command Hog took a direct hit that slagged the
turbine. I waved the rest of the platoon on while my squad deployed. After
Private Patowski bagged the K, we set demo charges on the Hog and hoofed it to
the north. That's why I missed being in on the rescue.

Excerpt from "Almost Famous-the Kra'Vak War Memoirs of Major Donald I.
Keegan, RAC" by Donald I. Keegan, New Avalon Consolidated Publishers, 2212

The Scenario

Each player gets one squad and its associated vehicle. The objective is to
rescue Princess Margaret and cause plenty of damage, then escape toward
Beachville. The battlefield is a marshy area at the mouth of a large creek and
the Eastern Ocean, with plenty of trees, scrubs, and some offshore sandbars.
The Royals have a small beach lodge here and the Kra'Vak have
located an anti-aircraft artillery battery in the area also.  Finally,
the marshy character of the area has drawn the attention of the Kra'Vak area
commander-it has turned a portion of this field into a stocked private
hunting preserve and brought in two "pets" of his that he intends on disposing
of. Black Horse units enter on the South edge of the battlefield while NSL and
UN forces enter via the North edge.

The player with the highest point total that manages to exit off the northern
edge of the field of battle wins. Points are awarded for: First Friendly Force
to Reach Princess Margaret 2 Getting Unharmed Princess Off the Map Toward
Beachville 4 Getting Injured Princess Off the Map Toward Beachville 3 Getting
Princess' Dead Body Off the Map Toward Beachville 2 Killing Kra'Vak Commander
4 Recovering Crate of Royal Tea 1 Recovering Crate of Royal Picnic China 2
Destroying Kra'Vak AAA Emplacement (each) 2 All squads have Basic ECM (d4) and
Enhanced Sensors (d8). All vehicles have Enhanced Sensors (d8) and Enhanced
ECM (d8).

8 of? 1st Squad (Regular, Quality=d8)
8 Troopers 5 AR/GL (FP 3/Imp d10) d12 (8" bands)
Armor: d6 1 SAW (FP d8/Imp d10) d10 (8" bands)
Move: 6" 1 Gauss (FP d8/Imp d12) d10 (16" bands)
1 GMS/P (Guid. d8/Imp d12) d8 (No range bands)

J of? 1st HIFV (Regular, Quality=d8) (Tracked Size 3)
2/8 Crew HEL-2 (FC d8/Imp d8x2* vs point, d8 vs inf) d8 (12"
bands)
Armor: 3/2 Coax MG (FC d8/Imp d10) d8 (12" bands)
Move: 12" Pintel MG (FP d10/Imp d10) d10 (8"
bands)
--
9 of? 2nd Squad (Regular, Quality=d8)
8 Troopers 5 AR/GL (FP 3/Imp d10) d12 (8" bands)
Armor: d6 1 SAW (FP d8/Imp d10) d10 (8" bands)
Move: 6" 1 Gauss (FP d8/Imp d12) d10 (16" bands)
1 GMS/P (Guid. d8/Imp d12) d8 (No range bands)

Q of? 2nd HIFV (Regular, Quality=d8) (Tracked Size 3)
2/8 Crew HEL-2 (FC d8/Imp d8x2* vs point, d8 vs inf) d8 (12"
bands)
Armor: 3/2 Coax MG (FC d8/Imp d10) d8 (12" bands)
Move: 12" Pintel MG (FP d10/Imp d10) d10 (8"
bands)
--
10 of? 3rd Squad (Regular, Quality=d8)
8 Troopers 5 AR/GL (FP 3/Imp d10) d12 (8" bands)
Armor: d6 1 SAW (FP d8/Imp d10) d10 (8" bands)
Move: 6" 1 Laser (FP d12/Imp d8) d12 (16" bands)
1 GMS/P (Guid. d8/Imp d12) d8 (No range bands)

K of? 3rd HIFV (Regular, Quality=d8) (Tracked Size 3)
2/8 Crew HEL-2 (FC d8/Imp d8x2* vs point, d8 vs inf) d8 (12"
bands)
Armor: 3/2 Coax MG (FC d8/Imp d10) d8 (12" bands)
Move: 12" Pintel MG (FP d10/Imp d10) d10 (8"
bands)
--
8 of? UN Squad (Veteran, Quality=d10)
8 Troopers 4 GAR/GL (FP 3/Imp d12) d12 (10" bands)
Armor: d8 1 LaSAW (FP d12/Imp d8) d12 (10" bands)
Move: 6" 1 GMS/P (Guid. d10/Imp d12) d10 (No range bands)

J of? ATAV (Veteran, Quality=d10) (Amphibious Tracked Size 3)
2/12 Crew HMG (FC d10/Imp d12) d10 (12"
bands)
Armor: 2/1 Coax AGL (FC d10/Imp d8*) d10 (12"
bands) Move: 12"
--
9 of? NSL PA Squad (Regular, Quality=d8)
8 Troopers 4 AR/GL (FP 3/Imp d10) d12 (8" bands)
Armor: d12 1 SAW (FP d10/Imp d10) d12 (8" bands)
Move: 12" 1 IPG (FP d6/Imp d12*) d6 (8" bands)

Q of? Leichte Panzerjager (Regular, Quality=d8) (Amphibious Wheeled Size 2)
2 Crew MDC-3 (FC d8/Imp d12x3 vs point, d8 vs inf) d8 (12"
bands)
Armor: 2/1 Coax HMG (FC d10/Imp d12) d10 (12"
bands) Move: 12" Kra'Vak Forces

The Kra'Vak are run by either automatic rules or are controlled by the GM.

The Automatic Rules

For all units that have been spotted, upon activation roll on the respective
unit's table to determine each action, unless there is a valid target within
range of the unit's weapons but not within close assault range, in which case
the unit will fire with its first action and then either attempt to
fall back (1-3) or hold position (4-6).

Close Combat Units: If the unit is in close assault range (1 x maximum
movement die type), it will attempt to conduct a close assault!
1-2   Move toward nearest enemy (but stop only in covering terrain, if
possible)
3-4   Remain stationary (or Go into position, if not already)
5      If unit in open, move to nearest cover, otherwise stationary
6      Fall back unless in entrenchments

Heavy Weapon Units (SAW, GMS): If the unit is in close assault range of enemy,
it will attempt to fire first then fall back toward cover (unless unit is in
entrenchments, in which case it will hold position).
1-3 Move toward nearest appropriate enemy unless unit is in
entrenchments
4-5    Remain stationary (or Go into position, if not already)
6 Fall back unless in entrenchments

Tank: If unit is in close assault range of enemy, it will fire then fall back
toward nearest friendly unit.
1-2  Move toward any nearest enemy
3      Move toward nearest enemy vehicle
4      Move toward nearest friendly unit
5      Remain stationary
6      Fall back from nearest enemy

Forces starting on table:
3 gun emplacements-Armor 3; Main gun:  FC d10, Impact d12x2 (d8 vs
dispersed); Coax MG: FC d10, Impact d12 (Fires appropriate weapon upon nearest
enemy unit in LOS upon activation)
2 sentry guns-Armor d10, FC d8, Impact d12
(Fires against nearest enemy unit in LOS upon activation) 3 AT mines 2 AP
mines
2 "Pets"  (Activated by passage of any dismounted unit within 6"-attack
using close assault rules; cause fear, no initiating morale roll for pet, d6x2
Close Combat roll, d8 Toughness, Move d8) 1 Close Assault Unit (6 figures,
veterans, headed by the Kra'Vak big
wig-this is a hunting party)

Off-table Reinforcements (roll each turn-1-3, none; 4-5, one unit; 6 two
units)
1-2  Close Assault Unit (6 figures, regulars)
3     GMS Unit (2 figures, regulars)
4     SAW Unit (2 figures, regulars)
5     Light Tank (Size 2; Armor 2; Class 3 K-gun: FC d8, Impact d12x3 vs
point, d8 vs dispersed; coax SAW: FC d8, Impact d12; d10 ECM)
6     Heavy Tank (Size 5; Armor 5; two Class 5 K-gun: FC d10, Impact
d12x5 vs point, d8 vs dispersed; d10 ECM)

If a particular reinforcement unit is not available, then treat that roll as a
"no reinforcement" roll or (if things are going too easily for the players)
roll again.

The reinforcements enter via one of three trails coming in along the East edge
of the battlefield (as the West edge is open water). Determine randomly which
trail is used.

Please note that the Princess starts out hidden on the table and DOES NOT
MOVE on her own-she will not fight and will only move as part of a
unit-either a rescuer or a capturing Kra'Vak close assault unit.

From: Laserlight <laserlight@q...>

Date: Tue, 20 Mar 2001 19:35:37 -0800

Subject: Re: [SG] Scenario Idea--LONG

> Any thoughts? I'm thinking of springing this one on my usual gaming

John is coming to Virginia Beach on Mar31 for a couple of rounds of

From: John Atkinson <johnmatkinson@y...>

Date: Wed, 21 Mar 2001 17:46:22 -0800 (PST)

Subject: Re: [SG] Scenario Idea--LONG

> --- Laserlight <laserlight@quixnet.net> wrote:

From: Aaron Teske <ateske@H...>

Date: Wed, 21 Mar 2001 22:54:34 -0500

Subject: Re: [SG] Scenario Idea--LONG

> At 05:46 PM 3/21/01 -0800, mml wrote:

Aw, not NJ? ^_-  (At least after the job switch I'll be a lot closer to
MD than I am currently....)

> up for some gaming with the man/myth/legend? I seem

Hey, time to plug Indy's player location page! <grin>

http://www.bcpl.net/~indy/full-thrust/location.html

Anyway, yeah, there's quite a few there....

Later,

From: Indy Kochte <kochte@s...>

Date: Thu, 22 Mar 2001 15:44:56 -0500

Subject: Re: [SG] Scenario Idea--LONG

> John Atkinson wrote:

There be, but I can't speak for them, just me. I likely won't be making any
trips far that weekend due to another project I'm deeply involved with.

From: Indy Kochte <kochte@s...>

Date: Thu, 22 Mar 2001 15:48:17 -0500

Subject: Re: [SG] Scenario Idea--LONG

> Aaron Teske wrote:

From: John Atkinson <johnmatkinson@y...>

Date: Thu, 22 Mar 2001 19:31:23 -0800 (PST)

Subject: Re: [SG] Scenario Idea--LONG

> --- Indy <kochte@stsci.edu> wrote:

> There be, but I can't speak for them, just me. I

No, silly. I'm thinking about making a trip up to
B'more myself.  The hard part is scheduling it--my
weekends are pretty solidly booked right now. If there's a weekday in the next
few weeks that works for one or more of y'all, let me know.

From: John Atkinson <johnmatkinson@y...>

Date: Thu, 22 Mar 2001 19:43:13 -0800 (PST)

Subject: Re: [SG] Scenario Idea--LONG

> --- Aaron Teske <ateske@HICom.net> wrote:

I don't schlep up to NJ unless it's for a full Con
(Went to ShoreCon one year--enjoyed it).

> >up for some gaming with the man/myth/legend? I

Yeah, yeah.  I don't need it for where I'm going--the
internet is a wonderful thing.  I'm already e-mailing
back and forth with my fan club in Kileen.:)

From: Aaron Teske <ateske@H...>

Date: Thu, 22 Mar 2001 23:42:05 -0500

Subject: Re: [SG] Scenario Idea--LONG

> At 07:43 PM 3/22/01 -0800, John A wrote:

Don't think I've been to that one, I've tended to be busy on a con weekend
well before I hear of the con. (Yeah, amazingly enough I do sometimes plan
that far in advance....)

But was more talking "meet in the middle"; I've wandered down to Mark's place
for weekends (or even just a day & night) before, though not as much lately.
Indy's doing more climbing these days than gaming, trying to finish his book.
(Which is, I b'lieve, more the reason he couldn't game on the 31st.)

> >to recall there was a whole passel of folks up in

Um, okay. But is *does* let you check out how many people are registered for
Baltimore, no?

From: Robert W. Hofrichter <RobHofrich@p...>

Date: Mon, 2 Apr 2001 20:59:14 -0400

Subject: Re: [SG] Scenario Idea--LONG

DOH! That was *MARCH* 31. Not April 31 (which doesn't exist, obviously).
I really must learn to read my e-mail messages while awake.

Rob

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