SGII/DSII scenario idea

2 posts ยท Oct 12 1999 to Oct 12 1999

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

Date: Tue, 12 Oct 1999 01:18:27 -0400 (EDT)

Subject: SGII/DSII scenario idea

Here's another idea waiting to be fleshed out:

NAC intel has learned that the ESU is developing some sort of new terror
weapon of undetermined type at a small lab in the middle of nowhere. A small,
fast, powerful NAC strike group has been assembled. Its mission: first, to
destroy the lab; second, to recover information and prototypes from the lab;
third, to inflict as much damage as possible upon the defending forces without
taking too many losses itself. The data recovery will be conducted by
scientists escorted by the strike group. The scientists are unarmed. Prior to
the strike group's attack, air support destroys the barracks attached to the
lab (killing all the defenders and incidentally damaging the lab and compound
walls) but ESU AA fire takes down the air support and lots of ESU
reinforcements are on their way.

NAC victory conditions are: 1 point for destroying the lab 1 point per
activation that the scientists spend in the lab but ONLY IF
there are no enemy in the lab AND the scientists make it off-table
without being killed.
1 point per enemy unit equivalent damaged/destroyed (SGII casualties or
SGII/DSII elements destroyed, immobilized, damaged, or systems down at
the end of the game)

ESU forces start at the table edge and try to save the lab. They also
try to save the lab's contents - dinosaurs.

Yes, dinosaurs.

ESU scientists have managed to pull the "Jurassic Park" trick and have
resurrected some really nasty meat-eating dinosaurs.  Unfortunately, the
damage to the compound means that the beasties are on the loose. They need to
be captured (ALIVE!). Every turn, 1d6 critters pour out of the complex. They
move towards the nearest infantry (of either side). They will then try to eat
those infantrymen. Infantry within 2
dinosaur-moves of a dinosaur must face a confidence test at TL 3.  If
they're near multiple dinosaurs, they must take multiple tests.

ESU victory conditions are: 1 point per dinosaur captured 1 point per NAC unit
equivalent disabled or destroyed (as above)

The victor is the side with more victory points when the last NAC units pull
out.

Possible (but competely untested) OOB's could be:

For DSII: NAC:
4 units of fast tanks and/or tank destroyers
1 unit of APC's, holding 2 stands of scientists and 2 stands of assault
infantry 1 command unit

NAC units start partway down the table (the lab is in the center).

ESU: 6 units of slow tanks 4 units of APC's, holding a mixture of assault and
line infantry, with 1
stand of dinosaur-capturers per unit
1 command unit possible artillery support

ESU forces start at their baseline.

For SGII: NAC: 3 squads of elite troopers 1 squad of elite PA 1 command squad
5 VTOL transports which must be called onto a specific point on the table the
turn before they are to arrive (or earlier)

ESU: 2 platoons of 3 squads of standard troopers 1 squad of veteran PA 1
command squad

I'm not sure how to handle the dinosaurs in combat, or how the captures go.
What do you guys think?

From: Tom McCarthy <tmcarth@f...>

Date: Tue, 12 Oct 1999 08:25:29 -0400

Subject: Re: SGII/DSII scenario idea

Well, for playability I'd make the dinosaurs fight with regular or veteran
quality and not worry about their morale. Assuming they're no bigger than 500
kgs each, I'd also leave them as only one wound (simpler if not realistic).

To capture them alive, I'd say you'd need to beat them in CC or drag off a
wounded one. And some of them may be way too big to drag off.

A tense challenging game might arise from using small stealthy critters who
are controlled by the GM, hidden, and must be spotted before being attacked.
Play them as wily and cunning hunters and you'll have a very nasty force.

Arguably, the ESU mopup crew will be armed with non-lethal weaponry and
it's possible they'll entangle or tranquilize a beast that the NAC can then
snatch.