SG2: scenario with the UN

2 posts ยท Feb 4 2000 to Feb 4 2000

From: Chris Connor <con9570@f...>

Date: Thu, 03 Feb 2000 22:17:47 -0800

Subject: SG2: scenario with the UN

Anyone have any ideas for scenarios involving the UN? I have a game tomorrow
friday the 4th. I need the Ideas by 4:00 pm on the said day. I would really
appreciate a challenging scenario with the U.N.. Thanks.

From: Scott Spieker <scspieker@n...>

Date: Fri, 4 Feb 2000 09:30:38 -0500

Subject: Re: SG2: scenario with the UN

> Date: Thu, 03 Feb 2000 22:17:47 -0800

Chris, Here is something that I have brewed up for a two to three player game.
The scenario includes three forces, the UN (or it's equivalent) being one of
them.

OPERATION SAFE-ZONE:
The UN has been called into the bloody battle for supremacy over New
Gabon, the capital city of DM+13 1454, also known as Wolf-454.  The IF
have made claims that 'racial cleansing has been taking place within the
predominantly NAC colony.
    Wolf-454 has been the scene for a number of clashes between a number
of different factions throughout it's fifty year life span. Now that the NAC
have rested control of the colonial world from the Alien Kra'Vak a steady
peace has been the norm for well over five years. Now with the reports of
ethnic cleansing running rampant, the Islamic Federation has made a bold
attempt to form a 'safe harbor' for those 1.5 million civilians who are
effectively trapped within the capital city of New Gabon. Only five months ago
did the Islamic Federation plead with the UN to send in peace keeping forces
to allow a safe route out of New Gabon through the war torn region immediately
surrounding New Gabon. The NAC colonial marines who were stationed in New
Gabon as a token police and defense force have been faced with a number of
hard bitten attacks from IF freedom fighters and militia men. Many of the IF
freedom fighters spring up within the Islamic population of New Gabon
effectively putting the NAC forces at arms with almost all of the Islamic
populace. The entire colony is ripe for full revolution, which is not uncommon
for such an active spot along the colonial frontier, not to mention the
mineral resources that are believed to exist but have not been fully realized
yet because of the turbulence of war and alien invasion.

SG2 Scenario:
    This scenario is one based mainly on real-world situations, and so
is best played with three players, but will work equally well with two to four
players. One player should play the UN forces, while the remainder will take
forces from either the NAC or the IF. An impartial judge would be best suited
to run this game as well.

IF Revolutionary forces: TO&E Roughly follow IF rifle company:
http://peninsula.starway.net.au/~epowles/iforg.htm
This scenario calls for one ad-hoc line infantry platoon of three rifle
squads of 8 men, and one weapons section. IF Rifle squad: Each man wears the
equivalent to a flak vest
- 8 men (regular or green troops - mainly formed by civilians)
== 5 men w/ Assault rifles (FP: 2, Impact: D8)
== 1 SAW gunner (FP: D10, Impact D8) == 2 squad leader & asst. armed with SMGs
(FP: 2, Impact: D6) IF Weapons section:
- 5 men
== 2 armed with either GMSs or SAWs (remember these guys are revolutionaries
and would probably have to steal most of their weapons from the NAC forces) ==
3 men with Assault Rifles (FP:2, Impact: D8)

NAC Colonial Marine Security Force: TO&E strictly follows NAC rifle platoon,
reduced to half strength (as listed in the SG2 rule book).

UN Security/peace keeping forces:
TO&E strictly follow the UN Marine Corp:
http://www.geocities.com/Area51/Nebula/2470/unorbat1.html
This scenario calls for two armored rifle sections (12 men total).
Each man wears a PCS-4 Infantry Hardsuit (Unpowered):
ARMOR TYPE: Full-Suit MOBILITY: Normal (D6 or 6")    ARMOR VALUE: D8
- 6 man rifle section, split into three teams of 2 each.
== 2 man command team (commander and commo) both armed with IPW-80 (FP:
3,
Impact D12)
== (2) 2 man rifle teams, 1 w/ SPW-82 (Squad Plasma Weapon FP: D10,
Impact
D12), 1 w/ IPW-80 (FP:3, I: D12)
== 2 Gallant Industries' M38 LIPPC Light Infantry Vehicle (stats found in SG2
rules).

CIVILIANS: As many as you can get. All are unarmed and will be travelling
through the game. (you said challenging, well this is one of them).

SETUP:
    This game should be played on a 4'x6'-8' table with a road roughly
cutting through the center of the table. The NAC and IF forces will deploy in
opposite corners of the table. The civilians are of both NAC and Islamic mix,
each of which will take to the side of the road that their forces begin the
game on. All civilians are trying to escape the fighting for New Gabon
by fleeing down the main road to the landing field/make shift star port
in an attempt to reach the UN security zone. The UN forces mission is to
protect the civilians while trying to maintain a neutral stance in the
fighting that is going on around them. The UN player is not to engage either
force unless they or either group of civilians come under fire (see below on
how the UN player can come under fire). The M38's drive down the middle of the
road as best they can, while the security troops attempt to keep order between
the two unhappy groups of refugees working their way down the road. The UN
player also plays the refugees, which are extremely unhappy with the
opposition's civilians walking so near them. Each turn the UN player rolls for
refugee reaction tests (like all other units). Each group of refugees start at
SHAKEN status and work their way UP to CONFIDENT. Each time a successful
reaction test is made, the group's confidence goes up one level. When a
refugee group reaches confident, they are whipped into a furor and begin
verbal and racially related taunts across the road. If an Islamic group of
civilians reaches confident, the UN player rolls a D12.
 On
a roll of 1, the group contains a human bomb! (see HUMAN BOMBS below). If no
human bombs are present, a UN unit is between the offending refugees, the fun
stops there. If there is no UN unit between them, then a reaction test for
both groups are made. The unit that passes, rushes across the road to
engage the other refugees in non-lethal close combat.  If a UN unit
moves within 2" of the refugee combat(s), then both sides must make reaction
tests. If the refugees pass, then the brawling continues. If either or both
sides fail, the loosing side(s) immediately break off the assault and try to
make for the closest cover (which will most likely be the opposing side's edge
of the road.) The loosing refugees morale again drops to shaken and continues
their movement towards the security zones normally the next turn. The IF
forces are only interested in destroying the NAC forces since they are
perceived as 'harassing' the refugees of Islamic dissent. With their lack of
training and discipline, any shots which 'miss' their target are to be
measured and rolled against the closest UN or refugee unit (yes even IF
refugees!) whether it be an APC or infantry unit. The NAC forces are somewhat
better organized, trained, and motivated compared to their IF counter parts.
The NAC forces have been under constant pressure and attack by IF forces and
have received a number of 'human bomb' attacks in recent weeks. Any Islamic
(IF rebel or refugee) which makes a threatening advance (combat move, or close
assault) towards them will immediately become a priority 1 target for fear of
more human bomber attacks. All priority 1 targets should receive all available
fire from any unactivated units within visual range of the assault.

HUMAN BOMBS: Human bombs attempt to DIRECTLY attack the nearest NAC unit or
NAC refugee group (whichever is closest). The human bomb pulls the preverbal
pin when they are 'discovered' with the D12 roll and have only one action
before the bomb detonates (the second action of their activation). The Human
bomb rolls for combat move (2D6) and moves in a straight line towards the
closest NAC group. If that move is too short, or right into the middle of a UN
unit, then all bets are off. The UN forces will get into the fray at that
point regardless of the outcome of the bomb attack. Human bombs have a blast
RADIUS of 4". Anyone caught within the radius takes a D12 impact test (armor
saves are effective). Any figures within 2" radius who fails their armor roll
is automatically KIA. Refugees are considered to have no armor.

THOUGHTS: I would love to hear the after battle report on this one. The Human
Bomb idea hit me, and to make it more interesting I thought the number rolled
to discover a bomber could be upped a little to allow the UN player to get
into the game a little more often. Having the UN player play the refugees
keeps them playing, and since most of the refugees actions are rolled for, he
has little he can do to control them other than move his forces closer (to a
possible human bomb attack...). When and if the UN player gets to fight, he
can make the best decision of who to support (if anyone.) Their mission is to
safeguard the refugees, so if they are to get involved, they would probably
just shoot to suppress rather than kill (I am assuming this), however I
believe that the group can do whatever the commander decided...

Hope this helps,