From: Allan Goodall <agoodall@a...>
Date: Wed, 30 Oct 2002 15:09:18 -0600
Subject: [SG2] PBEM AAR - Valley of Death - TO&E - 4 of 5
I gave each player a rough idea of their mission and their TO&E, then let them choose anything that they wanted for additional support. In each case the players were only given the bare bones squads. Both players asked for mortar support and an additional heavy weapon team. Here are each players TO&E and Mission Outline. NSL MISSION OUTLINE MISSION OUTLINE A Neu Swabian League major offensive has been in the planning stage for a couple of weeks, with troops preparing for the offensive for the last several days. Today, at dawn, the offensive commences. You control the majority of one NSL company, two platoons (one platoon has been held back in reserve for use in a breakthrough). Intelligence reports that in front of you is a ridge held by a single IF platoon. The platoon is protected by bunkers, and the area is probably infested with minefields. PRIMARY OBJECTIVE Take the ridge on the north west sector of the map. SECONDARY OBJECTIVE Determine the location and/or destroy the minefields on the map. DEPLOYMENT Your forces will begin within 6" of the board edge, in the south east corner of the map. They must be deployed east of the road and south of the river. The gunship will be in Box 1 of the Inbound chart (meaning it will arrive on the table on turn 2). Each of the bunkers is pre-plotted. This means that any unit can call for an artillery strike on any of the bunkers without having LOS, but the die roll for communicating with the artillery and for accuracy of the shot would presume that a dedicated FAO was used and it had LOS to the bunkers. (I also gave the NSL the option of dropping an artillery barrage on the first turn. The NSL player never did this. He probably forgot that, as it wasn't especially highlighted in the rules. Truth to tell, I forgot I had given him that option too. The option will be removed from the scenario when I post it to my web site.) NSL FORCE LISTING Force: Understrength NSL Panzergrenadier Company Motivation: Medium Fatigue: Fresh ADE (Friendly): High (D10) ADE (Hostile): Low (D6) 1 Company Command Squad (Squad CC) Quality: Veteran 2 Strength: 1 commander, 3 troopers, 1 support trooper, 1 FAO (Forward Artillery Observer) Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Attached Special: 1 trooper is a designated FAO and has an SG 58 1 Heavy Weapon Squad (Squad CH) Quality: Regular 2 Strength: 1 leader, 3 troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Ranged Weapons: DFFG/1 (Firecon D8, Impact D12 x 2) Note: For Transfer Actions, this squad reports directly to the company commander. 2 LKPzW VII GEV APCs Quality: Veteran 2 Morale: Confident Crew: 2 Size: 3 (Medium) Mobility: GEV Infantry Capacity: 8 Armour: Front 2, Side 1 ECM: D8 (Enh) Ranged Weapons: 1 x DFFG/1 (Firecon D8, Impact D12 x 2) Ranged Weapons: 1 xRFAC/1 (Firecon D8, Impact D10) Other Equipment: Smoke launchers, decoy launchers 1st Platoon 1 Platoon Command Squad (Squad 1C) Quality: Regular 2 Strength: 1 commander, 2 troopers, 1 support trooper, 1 EW trooper, 1 FAO trooper Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Attached Special: 1 trooper has EW gear as well as an SG 58 Attached Special: 1 trooper is a designated FAO and has an SG 58 4 IAVRs 1 Panzergrenadier Squad (Squad 11) Quality: Regular 1 Strength: 1 leader, 2 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4 shots) 3 IAVRs 1 Panzergrenadier Squad (Squad 12) Quality: Veteran 2 Strength: 1 leader, 1 trooper, 1 sniper, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Sniper Weapons: LG 24 Sniper Rifle (FP D12, Impact D8) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12) 2 IAVRs 1 Panzergrenadier Squad (Squad 13) Quality: Green 2 Strength: 1 leader, 2 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12) 3 IAVRs 1 Panzergrenadier Power Armour Squad (Squad 1P) Quality: Veteran 1 Strength: 1 leader, 2 troopers, 3 support troopers Morale: Confident Mobility: Fast (D12) Armour: D12 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with SG 58 and MLP (FP D8, Impact D8) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4 shots) 1 Company Medic Squad (Squad M1) Quality: Regular 2 Strength: 1 commander, 1 trooper (both are medics) Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) 4 LKPzW VII GEV APCs Quality: Veteran 2 Morale: Confident Crew: 2 Size: 3 (Medium) Mobility: GEV Infantry Capacity: 8 Armour: Front 2, Side 1 ECM: D8 (Enh) Ranged Weapons: 1 x DFFG/1 (Firecon D8, Impact D12 x 2) Ranged Weapons: 1 xRFAC/1 (Firecon D8, Impact D10) Other Equipment: Smoke launchers, decoy launchers Artillery Support Platoon Mortar Battery Strength: 3 tubes Delivery System: Medium (3" radius) Warhead Types Available: General Purpose, Anti-Personnel, Anti-Armour, Smoke Fire Missions Available: Unlimited Inbound Chart Box: Box 1 (i.e. if a barrage is called in on turn 1, it arrives turn 2) Note: mortars may drop rounds on a pre-plotted artillery location on the first turn without the drop being called in by way of a Communications roll. 2nd Platoon 1 Platoon Command Squad (Squad 2C) Quality: Veteran 1 Strength: 1 commander, 2 troopers, 1 support trooper, 1 EW trooper, 1 FAO trooper Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Attached Special: 1 trooper has EW gear as well as an SG 58 Attached Special: 1 trooper is a designated FAO and has an SG 58 4 IAVRs 1 Panzergrenadier Squad (Squad 21) Quality: Veteran 2 Strength: 1 leader, 3 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4 shots) 4 IAVRs 1 Panzergrenadier Squad (Squad 22) Quality: Green 2 Strength: 1 leader, 2 troopers, 1 sniper, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Sniper Weapons: LG 24 Sniper Rifle (FP D12, Impact D8) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4 shots) 3 IAVRs 1 Panzergrenadier Squad (Squad 23) Quality: Regular 2 Strength: 1 leader, 2 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12) 3 IAVRs 1 Panzergrenadier Power Armour Squad (Squad 2P) Quality: Elite 2 Strength: 1 leader, 3 support troopers Morale: Confident Mobility: Fast (D12) Armour: D12 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) Support Weapons: 1 trooper with SG 58 and MLP (FP D8, Impact D8) Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10) Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12) 1 Company Medic Squad (Squad M2) Quality: Regular 1 Strength: 1 commander, 1 trooper (both are medics) Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10) 4 LKPzW VII GEV APCs Quality: Regular 2 Morale: Confident Crew: 2 Size: 3 (Medium) Mobility: GEV Infantry Capacity: 8 Armour: Front 2, Side 1 ECM: D8 (Enh) Ranged Weapons: 1 x DFFG/1 (Firecon D8, Impact D12 x 2) Ranged Weapons: 1 xRFAC/1 (Firecon D8, Impact D10) Other Equipment: Smoke launchers, decoy launchers Artillery Support Platoon Mortar Battery Strength: 3 tubes Delivery System: Small (3" radius) Warhead Types Available: General Purpose, Anti-Personnel, Anti-Armour, Smoke Fire Missions Available: Unlimited Inbound Chart Box: Box 1 Note: mortars may drop rounds on a pre-plotted artillery location on the first turn of the game. This can be done without the drop being called in by way of a Communications roll. 1 VTOL Gunship Quality: Regular 2 Morale: Confident Crew: 2 Size: 3 (Medium) Mobility: VTOL Infantry Capacity: None Armour: Front 3, Side 2 ECM: D8 (Enh) Ranged Weapons: RFAC/1 (Firecon D10, Impact D10) Ranged Weapons: 2 x GAC/2 (Firecon D10, Impact D12 x 2) Ranged Weapons: 2 x GMS/H (Firecon D8, Impact D12 x 4) The GAC/2 and the GMS/H weapons are on double mounts. This allows the weapon to fire twice with one action, but both shots must be at the same target and must be announced before any shots are resolved. The unit may also fire only one of the two double-mounted weapons, leaving the second available to fire at a different target with the gunship's second action. Notes All troops have smoke grenades. The VTOL gunship begins in box 1 of the Inbound Chart. At the end of the first turn, it may either be moved to the battlefield box (in which case it will enter the table when they are activated) or the Loiter Box. The gunship can only receive a Transfer Action from the company commander. The APCs are off board. The NSL player decided not to go with them during the scenario. The referee ruled that they were available for use off board (i.e. they were in the Loiter Box of the Inbound Chart) and could be called via a communication attempt. Each squad could call in their own vehicle, a platoon commander could call in any/all of the vehicles in the platoon, and the company commander could call in any/all the vehicles for the force. Multi-mode GMS can fire at armour _and_ infantry (the impact is D8 versus infantry, just like other heavy weapons firing on dispersed targets), as well as aircraft. The NSL player was allowed four "pre-plotted" artillery points, one per bunker. Any troops could call a mortar strike on these points as though they had a dedicated FAO watching the bunkers. The player still had to make a call to the mortar batteries to call in a fire mission, but the +0 modifier for the unit being an FAO applied to these pre-plotted co-ordinates.. SPECIAL RULES The following Hyperbear house rules (http://sg2.hyperbear.com) are in effect: Allocating Casualties, Assault From In Position, Multiple Support Weapons, Vehicle Bail Out Modifications, Aerospace Modifications, Morale Modifications, Transfer Action Modifications, Cross Training, Overwatch and Opportunity Fire. IF MISSION OUTLINE MISSION OUTLINE A Neu Swabian League major offensive is about to start. Your IF forces have found out about it in time to set up a spoiling attack. You will be in a position to assault the NSL force just as it is launching its own attack. Intelligence reports that the enemy is an NSL Panzergrenadier company in full strength. PRIMARY OBJECTIVE Hold the ridge on the north west sector of the map. DEPLOYMENT Your militia forces will on the ridge on the north west part of the map. They may begin in the bunkers. Your attack force may begin in one of two locations. They may set up in the valley with the orchard, within 6" of the western table edge. This would allow them to begin on turn 1. Or, they may come on to the board along the western edge anywhere north of the river on turn 2. You must deploy half your minefields within 12" of the north edge of the board. You may deploy the other half anywhere north of the river. You may deploy your sniper teams anywhere north of the river. IF FORCE LISTING Force: Reinforced Line Platoon with attached Militia Platoon Motivation: Medium Fatigue: Fresh ADE (Friendly): Low (D6) ADE (Hostile): High (D10) Rifle Platoon 1 Platoon Leader (independent) (L1) Quality: Veteran 1 Strength: 1 commander Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) 1 Platoon Command Squad (Squad 1C) Quality: Regular 2 Strength: 1 commander, 1 FAO trooper, 1 support trooper Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) Support Weapons: 1 trooper with SAW (FP D8, Impact D10) Attached Special: 1 trooper is a designated FAO and has an AR 1 Platoon EW Squad (Squad 1E) Quality: Regular 2 Strength: 1 EW trooper, 1 trooper Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) Attached Special: 1 trooper is a designated EW specialist and has an AR 1 Platoon Medic Team (Squad 1M) Quality: Regular 2 Strength: 1 commander (medic), 1 medic Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) Note: both medics have ARs. 1 Platoon Heavy Weapons Team (Squad 1H) Quality: Regular 2 Strength: 1 commander, 1 trooper Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Support Weapons: 1 trooper with GMS/L multi-mode missile launcher (4 shots) Ranged Weapons: Assault Rifle (FP 2, Impact D10) 1 Company Missile Team (Squad 1T) Quality: Green 2 Strength: 1 commander, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Support Weapons: 2 troopers with GMS/P multi-mode missile launcher (4 shots) Ranged Weapons: Assault Rifle (FP 2, Impact D10) 1 Battalion HAMR Team (Squad 1S) Quality: Regular 1 Strength: 1 support trooper, 1 trooper/FAO Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Support Weapons: 1 trooper with HAMR Ranged Weapons: Assault Rifle (FP 2, Impact D10) Note: extra trooper can act as FAO. 1 Rifle Squad (Squad 11) Quality: Green 1 Strength: 1 leader, 6 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: Assault Rifle (FP 2, Impact D10) Support Weapons: 1 trooper with SAW (FP D8, Impact D10) Support Weapons: 1 trooper with AGL (FP D12, Impact D8) 3 IAVRs 1 Rifle Squad (Squad 12) Quality: Regular 3 Strength: 1 leader, 5 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: Assault Rifle (FP 2, Impact D10) Support Weapons: 1 trooper with SAW (FP D8, Impact D10) Support Weapons: 1 trooper with AGL (FP D12, Impact D8) 3 IAVRs 1 Rifle Squad (Squad 13) Quality: Regular 1 Strength: 1 leader, 7 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D8 Sensors: Enhanced (D8) Ranged Weapons: Assault Rifle (FP 2, Impact D10) Support Weapons: 1 trooper with SAW (FP D8, Impact D10) Support Weapons: 1 trooper with AGL (FP D12, Impact D8) 4 IAVRs 4 Civet APCs Quality: Green 2 Morale: Confident Crew: 2 Size: 3 (Medium) Mobility: High Mobility Wheeled Infantry Capacity: 11 Armour: Front 3, Side 2 ECM: D6 (Basic) Ranged Weapons: AutoGL (Firecon D12, Impact D8*) Ranged Weapons: SAW (FP D8, Impact D10) Militia Platoon 1 Platoon Command Squad (Squad 2C) Quality: Regular 2 Strength: 1 commander, 8 troopers, 1 FAO trooper, 1 support trooper Morale: Confident Mobility: Normal (D6) Armour: D6 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) Support Weapons: 1 trooper with SAW (FP D8, Impact D10) Attached Special: 1 trooper is a designated FAO and has an AR 1 Rifle Squad (Squad 21) Quality: Untrained 3 Strength: 1 leader, 6 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D4 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) 5 IAVRs 1 Rifle Squad (Squad 22) Quality: Untrained 1 Strength: 1 leader, 6 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D4 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) 5 IAVRs 1 Rifle Squad (Squad 23) Quality: Untrained 2 Strength: 1 leader, 6 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D4 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) 5 IAVRs 1 Rifle Squad (Squad 24) Quality: Untrained 1 Strength: 1 leader, 6 troopers, 2 support troopers Morale: Confident Mobility: Normal (D6) Armour: D4 Sensors: Basic (D6) Ranged Weapons: Assault Rifle (FP 2, Impact D10) 5 IAVRs Artillery Support Platoon Mortar Battery Strength: 3 tubes Delivery System: Medium (4" radius) Warhead Types Available: General Purpose, Anti-Personnel, Anti-Armour, Smoke Fire Missions Available: Unlimited Inbound Chart Box: Box 1 (i.e. if a barrage is called in on turn 1, it arrives turn 2) Minefields 8 Minefields, player's choice of type. Notes All regular troops have smoke grenades (the militia have none). Multi-mode GMS can fire at armour _and_ infantry (the impact is D8 versus infantry, just like other heavy weapons firing on dispersed targets). The IF player was allowed four "pre-plotted" artillery points. These are positions pre-selected before the battle. Any troops could call a mortar strike on these points as though they had a dedicated FAO watching those locations. The player still had to make a call to the mortar battery to call in a fire mission, but the +0 modifier for the unit being an FAO applied to these pre-plotted co-ordinates. SPECIAL RULES The following Hyperbear house rules (http://sg2.hyperbear.com) are in effect: Allocating Casualties, Assault From In Position, Multiple Support Weapons, Vehicle Bail Out Modifications, Morale Modifications, Transfer Action Modifications, Cross Training, Overwatch and Opportunity Fire.