[SGII] scenario QA

3 posts ยท Oct 13 1999 to Oct 14 1999

From: Roger Books <books@m...>

Date: Wed, 13 Oct 1999 17:01:20 -0400 (EDT)

Subject: [SGII] scenario QA

I'm setting up to run a SG scenario for some friends of mine, and since it is
the first SG we've tried I'd like some advice.

The "grand situation" is that an Imperial base on the planet Wampus III has
been searching for a small Rebel base for the past 3 months. There have been
numerous electronic emissions that have been investigated but nothing has ever
been there. The Rebels have been causing hate and discontent.

The current situation. Yet another set of emissions has been detected, this
time in a swamp. A platoon of Stormtroopers has been dispatched along with a
Chicken Walker for support.

(Platoon Cmdr attached to squad of players choice) 3xLight Stormtrooper Squad:
8xtroopers, armed with blaster pistols (1, d8) and heavy armor (d10)

2xHeavy Stormtrooper Squad: 8xtroopers, armed with blaster rifles (2,d10) and
heavy armor (d10)

1xAT-ST 2xClass 2 Support Blasters (Basic, 4d12 each) in turret, Level
2 armor.

All Stormtroopers are Veteran, officers vary between average and poor.
Motivation is medium.

2 Platoons of Rebels.

1st Platoon (CO/Major attached to squad of players choice, Platoon
Cmdr/Captain and Platoon Sgt also attached as player chooses)

2xHeavy Rebel Squads: 4xRebels, armed with blaster rifles (2,d10) and light
armor (d6)

2xLight Rebel Squads: 4xRebels, blaster pistol (1,d8) and light armor (d6)

2nd Platoon (Platoon Cmdr/Captain and Platoon Sgt attached as player
chooses)

2xHeavy Rebel Squads: 4xRebels, armed with blaster rifles (2,d10) and light
armor (d6)

2xLight Rebel Squads: 4xRebels, blaster pistol (1,d8) and light armor (d6)

Rebels vary between Green and Veteran, officers vary between average and
superior.

Since the rebels have advanced warning the may have up to 4 squads IP in
trenches. All Rebels may start out hidden and IP. Motivation is high.

Since this is in a swamp there are going to be designated easily passable
paths. You can go off the path, but the walker will have to make quality rolls
not to sink if it does. Also, there will be places in the water that I (as
Ref) know about that are deep holes. Quality rolls for all foot troops to not
drown, the walker goes away if it enters one of these.

Special information: The Rebels have an agent in the communications section of
the Empire. He has programmed the computer to tie up communications but this
won't last long. He is in process of emplacing explosives to destroy the
communications equipment. He gets to roll
 his quality every turn, when his quality + turns > 9 things go boom.

Missions: The Imperial troops are on a recon in force mission, they are to
eliminate small enclaves of rebels if possible. They have located the base
behind the rebel troops.

The Rebels are attempting to stall the Imperial troops until communications
are cut, at which time those in the base can (hopefully) escape without fear
of the Imperial base informing the Star Destroyer on the other side of the
planet.

From: Owen Glover <oglover@b...>

Date: Thu, 14 Oct 1999 18:10:00 +1000

Subject: RE: [SGII] scenario QA

Hmm, seems no-one else has replied yet....

may I suggest that:

1.      Recon in force - give the Recon force some form of surveillance
detection equipment; or else say that the Stormtrooper armour has Enhanced or
Superior sensors capabilities.

2. Does the Rebel blasters actually have any capability of destroying the
Walker?

3. In a Delay Mission profile you should detail a period for the Rebels to
impose delay; eg point out one two or three 'lines' on the table. You must
delay the enemy from crossing Line Aplha until end of turn three, delay enemy
from crossing line Bravo until end of turn 6 and final line of delay is line
Charlie until end of Turn 11. You may not withdraw troops from the table until
the start of turn 11.

That's enough for a start?

Owen G

> -----Original Message-----

From: Roger Books <books@m...>

Date: Thu, 14 Oct 1999 09:49:03 -0400 (EDT)

Subject: Re: [SGII] scenario QA

> On 14-Oct-99 at 09:29, Glover, Owen (oglover@museum.vic.gov.au) wrote:

Missed that. I'll have to give some of the troops enhanced sensors. Actually,
since the Walker is supposed to be a Scout walker I could give that superior.

> 2. Does the Rebel blasters actually have any capability of

Not from the armor 2 front, but from the sides or back it is armor 1 as per
the rules. The sad thing is I wouldn't be surprised if the person who will be
playing the Imperial forces doesn't try to run his walker right into the
middle of the rebels. When he whines about it being destroyed I'll have to
point Endor out to him.:) 4 separate squads firing a d10 strength weapon
should be able to toast level 1 armor.

> 3. In a Delay Mission profile you should detail a period for the
You
> must delay the enemy from crossing Line Aplha until end of turn three,

I was going to go for delay them until explosion confirmation at main base
which would be diced for, I like adding a little uncertainty.

> That's enough for a start?

Outstanding, thanks. I'm a little concerned I am making the Rebels too strong,
I'll have to post an AAR when it all occurs.