SGII Scenarios?

12 posts ยท Jul 11 1997 to Jul 15 1997

From: Mike Wikan <mww@n...>

Date: Fri, 11 Jul 1997 04:21:29 -0400

Subject: Re: SGII Scenarios?

I am putting together a SGII demo scenario for the local group that has a
human perimeter checkpoint with a squad of light infantry
stationed there. Reinforcements are 2- 6man PA squads and a MICV
arriving on turn d4+1. Attacking this outpost is a force of Alien
creatures (Kryomek) supported by a Bio-tank and an assault carrier.
Do you want the scenarios to use SGII nations only? All my human figs are SGII
25mm figs. I've been using the Kryomek because they are the best alien stuff
around..

From: M.J.Elliott@u...

Date: Fri, 11 Jul 1997 07:46:43 -0400

Subject: SGII Scenarios?

Dear all,

I am thinking abbout putting together a small press publication of scenarios
for Stargrunt II. The idea would be to collect them from various folks (such
as your good selves), put them together in a book and publish with me as
editor.

Jon, hope this sounds a good idea to you? (BTW, won't be at NOW, family
commitments prevail..)

So if any of you have some good SGII scenarios, please post them to the list.
Any that I include wil have full accreditation to the appropriate author (roll
up, roll up, get yer name in print
here!!!)

I would need orbats, mission cards, any specific briefings, special rules,
victory conditions etc..

Any takers?

From: Alex Williams <thantos@d...>

Date: Fri, 11 Jul 1997 10:11:50 -0400

Subject: Re: SGII Scenarios?

I have this joint DSII/SGII scenario; though I never received comments
on it, despite having posted it to the list:

--
[  Alexander Williams {thantos@alf.dec.com/zander@photobooks.com}  ]
[ Alexandrvs Vrai,  Prefect 8,000,000th Experimental Strike Legion ]
[            BELLATORES INQVIETI --- Restless Warriors             ]
====================================================================
"Religiones antiquae et arma ridiculae non comparant cum bono telo eruptionis
igneae latero te, puer." ["Ancient religions and hokey weapons are no match
for a good blaster at your side, kid"]
                                                    --- Hanno Solare
The occasional bughunt can be a blast. My particular variant is a squad of
heavy powered armour marines dropped through a time vortex
into the remote N GA mountains being chased by N pick-up trucks full
of rednecks carrying shotguns (Pick-up Truck, DSII/SGII-style:

                     Dirtside II Vehicle: Pick-up Truck

By: Alexander Williams Type: Truck
   Desc: Its a Southern Pick-up! There's a shotgun rack in the back
window. The crappy camo paint job makes it harder to hit in the back woods.

     _________________________________________________________________

Equipment Item				   VSP : BVP	 Spaces   Cost
----------------------------------------------------------------------
Vehicle, class 3			    15 :  0	     15     15
Armor class 0				    15 : 15	     15     15
Chemical Fuelled Engine 		    15 : 15	     15     18
Low-mobility wheeled                        15 : 15          15     20
Level 1 stealth 			    15 : 15	     15     80
Space for 2 units of normal infantry	    15 : 15	      7     80)

The PA marines are Veteran units while the rednecks are Green at best.
If you're using SGII rules, the PA is light/slow (d10 armour, 6"
movement), with a built-in Gauss Rifle with integral grenade launcher
on the right arm (FP3, Impact d12), a close-assault vibro-blade on the
left arm (shift attack up one die-type in close combat) and a twin
buzzbomb rack over the shoulders (IAVR, 2 shots each). There is one
heavy-weapons PA in each 3 man squad (yes, that means that you can't
put a whole squad in the back of a pick-up) who has a back-mounted
Multiple Launcher Pack (infinite shots) instead of the IAVRs and Gauss Rifle.
This element also doubles as the leader.

The rednecks are nowhere near so well-equipped; they each carry a
shotgun (two die-shifts up in close combat) and a deer-huntin' rifle
(FP1, Impact d10). They're considered to be wearing their huntin' duds (d4
armour).

At the start of the game, put out three squads of PA on the table, somewhere
near the center. One squad is the overall HQ group and contains the platoon
leader. The goal of the PA troops is to recon as much of the table as possible
and return to the beginning location at Turn 10 to be sucked back up by the
time vortex.

The rednecks enter the board from the outside edge, at locations chosen by
their player. They have no central commander and are
considered independent units, with one pick-up per unit, 9 rednecks
per unit (the driver always stays with the truck), a driver and two
four-man units.  Rednecks start with three trucks.  Their goal is to
`chase these fuckin' aliens back to ET's planet! [cheering]' If they kill all
the PA or chase them from the board, they're considered to have won.

Both sides are considered to have High mission motivation; the marines are
trying desperately to get back to their own time, the rednecks think they're
savin' the worl' from goddamn commie aliens.

If the PA wins (likely in the first game), reverse roles and increase the
number of trucks by one. If the rednecks pull off a victory,
reverse for the PA player (add a PA unit).  How many rednecks /does/
it take to destroy a bunch of PA-boosted marines?

Don't forget the rednecks are totin' shotguns, they can be nasty buggers en
masse in close combat. If you're playing PA, take out their trucks with your
big cannons and then start chewing through rednecks. If you're playin' the
rednecks, think like Bubba. He wouldn't want to go after them ugly bastards
alone, would he? This is SF, not horror!

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

Date: Fri, 11 Jul 1997 15:32:19 -0400

Subject: Re: SGII Scenarios?

> I have this joint DSII/SGII scenario; though I never received comments
[...]
> The occasional bughunt can be a blast. My particular variant is a
[...]

Saw both postings of it, been wantin' to play it, but havent' had *any* time
to give it a whirl, so haven't felt that I could give you any decent feedback.
Sorry.

Mk

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

Date: Sat, 12 Jul 1997 07:37:41 -0400

Subject: RE: SGII Scenarios?

Here are two of the small collection I've put together. If this is the sort of
thing that is suitable I can send more.

Owen Glover

> ----------

From: Jerry McVicker <gmcvicke@w...>

Date: Sat, 12 Jul 1997 09:48:41 -0400

Subject: RE: SGII Scenarios?

> At 09:37 PM 7/12/97 +1000, you wrote:
Would someone please tell me what that garbage was I tried to open with Word?
I didn't see a thing. It would be nice if you put it in a format everyone can
use.

From: Alex Williams <thantos@d...>

Date: Sat, 12 Jul 1997 10:51:38 -0400

Subject: Re: SGII Scenarios?

> On Sat, 12 Jul 1997, She stands on things I can't understand wrote:

> That's the problem with the Net: no one standard is there beyond basic

Sure there is, or haven't you paid attention? HTML is accessible across almost
every single platform in existance (ASCII markup formats are easily filtered).
That gives you font sizes and colours if you want. If you need to embed
graphics, you can use 'tar' to create an archive with the HTML and
(preferably) JPEG images collected together, compressed by GZIP. All of the
above formats are supported on every platform I'm familliar
with in freeware, UNIX, WinNT/95 and Mac.

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

Date: Sat, 12 Jul 1997 11:06:16 -0400

Subject: Re: SGII Scenarios?

> Here are two of the small collection I've put together. If this is the

That's the problem with the Net: no one standard is there beyond basic
ascii.  :-/

Mk

From: Alex Williams <thantos@d...>

Date: Sat, 12 Jul 1997 12:48:12 -0400

Subject: Re: SGII Scenarios?

> On Sat, 12 Jul 1997, She stands on things I can't understand wrote:

> If you want to view what the HTML file is, you need a browser. Not
though,
> granted, they are slowly becoming minority). I only have real

Lynx is sufficent to render any reasonably produced HTML document
readably; /every/ machine you're likely to hit online, including VMS, as
you mention later, has accessibility to Lynx. Since we're talking about
scenario distribution, in this instance, HTML is probably overkill, but it
addresses anything someone that wants to distribute in Word format is
concerned about, in regards to formatting issues.

> And HTML is written in ascii.

I /did/ say its an 'ASCII markup format.'

> Again, *if* you're doing web-stuff. And *if* you've got a browser that

Doesn't matter; Lynx /renders/ the format as best available; headings
and
structure are retained in the purely character-cell format.  HTML is
/visible/ on every platform Lynx runs on, which is pretty much
everywhere.
(I should say 'well-done HTML' to be exact.)

> I note you don't include VMS in there. ;-) ;-) (just fyi, certain

I work for DEC, I know how to suffer VMS. And those versions of VMS that
/don't/ have gzip can still examine HTML files and view JPEGs, you just
request uncompressed tars.

> And as far as the post Owen made earlier, I'm stuck in the same boat

Nor do I, being submerged in only VMS, Digital UNIX and ULTRIX systems.

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

Date: Sat, 12 Jul 1997 13:01:15 -0400

Subject: Re: SGII Scenarios?

> That's the problem with the Net: no one standard is there beyond

I've been paying attention.

> HTML is accessible across

If you want to view what the HTML file is, you need a browser. Not everyone
has browsers (hell, not everyone is on the net, for that matter; though,
granted, they are slowly becoming minority). I only have real web-access
through work. Not from home (note: web-access and net-access are two
different critters; if I am touched with a bit of patience, I can LYNX out
onto the
web from home - but at 2400bd it's not something i do a lot!).

And HTML is written in ascii.

> That gives you font sizes and colours if you want.

Again, *if* you're doing web-stuff. And *if* you've got a browser that
deals with graphis (eg, LYNX doesn't).

> If you

I note you don't include VMS in there.  ;-) ;-)   (just fyi, certain
releases of VMS *just* got GZIP capabilities, but there are still a lot of
versions out
there w/out - unless we're *way* behind the times here at work!!)

And as far as the post Owen made earlier, I'm stuck in the same boat with
Jeremy; I have no way of reading it, either.

Mk

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

Date: Sat, 12 Jul 1997 22:14:34 -0400

Subject: RE: SGII Scenarios?

> Jerry McVicker wrote:

Oops, OKay my excuse is it was late!

Here they are in text file format (the last was Word 97 sorry)

Owen Glover

Horatio's Knot - Half Platoon patrol is the advance of a security force
to seize a key bridge.

Red

Situation

Enemy - Enemy are reported to be operating in up to Coy size groups on
foot. Fire support is minimal; organic mortars and some light Bn arty support.
Enemy are fighting a delaying action and are expected to improvise obstacles
to vehicle movement.

Friendlies - Your patrol consists of two squads of infantry mounted in
APCs. The remainder of the Coy is following behind and will arrive within the
next 90 mins. You do not have any FS available at this time.
MM - medium, CL - CO. quality 1d6, 1Vet, 2-6 Reg. APC are class 3 with
room for 8 troops and capacity 5 for weapons.

Terrain - Gently undulating hills, medium to sparse tree cover,
vegetation heavier along watercourses, major creeks/river impassable to
vehicles except by bridges as banks are too steep but may be forded by
infantry, the major road in the area is two lane sealed, there are lesser
gravel tracks leading to rural habitation.

General Outline

Your patrol is the advance party for the Coy tasked with securing the major
bridge crossing. Recon patrols have reported it is currently in good repair
and as yet not held by en forces. They have reported sightings en patrols on
foot at possible platoon strength in the area but on the other side of the
river.

The Coy is approx 90 minutes behind you and you are to complete the task of
initial clearance of any en light resistance. If en is too strong to destroy
you are to pin him until the Coy arrives. You must prevent the en from seizing
the bridge for himself. You may request FS if the position becomes untenable
but none is promised.

Timings - you have 15 turns to cmplete your task

Victory - prevent any enemy forces from seizing and/or destroying the
bridge.

Horatio's Knot - Pl sized force accompanied by sapper team must destroy
the bridge.

Blue

Situation

Enemy - Intelligence reports indicate an advance force of a mech inf Coy
supported by light armour and Regt Recon apporaching on the main road axis.
Patrols of up to Pl size mounted in APC have been used to seize advance
objectives and conduct recon in force.

Friendlies - Your Pl of infantry have a sapper squad attached.  Pl has
full complement of support weapons. Sappers have no heavy weapons other than
SAW.
Hunter Killer - disabled LRV becomes the target for en Hunter/Killer.

Red

Situation

Enemy - Reports of Pl sized enemy patrols on foot, may be supported by
light armour.

Friendlies - Two LRV each with 4 man recon team. One vehicle has a
systems failure. LRV - size 2 vehicle with crew spaces for six men,
capacity 4 for weapons. Recon teams SA and one SAW. Roll for quality. One of
the Recon team is the Pl HQ, the LRV are considered as Pl units.
MM - medium, start at ST, quality d6 1,2 Vet, 3-6 Reg. Fire Spt - nil.

Terrain - Gently undulating low hills, medium tree cover, light
cultivation and scattered rural habitations. Roads are second grade gravel.
Watercourses small creeks, mainly dry or slow flowing. Rains epected as season
approaches end of autumn.

Timings - You have as long as it takes!!

General Outline

One LRV is disabled with a systems failure but this can be repaired. The
disabled LRV is placed by throwing a chit into the air over the centre of the
table. The other LRV and squads are placed as desired. The enemy direction of
approach is unknown. Initially only the disabled LRV is placed on the table.
The other LRV and the two squads are represented by chits. An additional 1d6
chits are placed on the table. If the squads start the game mounted the chits
for them are substituted by extra dummy chits.

Repairing the LRV - at the start of each turn the crew of the LRV can
attempt to repair the sytems. This requires BOTH actions and is conducted as
the FIRST activation for RED. Roll 1d12 and on a roll of 1 the vehicle is
repaired. The chance of repair can be increased by one for each additional
member of the four man recon team that assists in the repair. The first three
turns consist of the crew preparing tools etc for the task. The first actual
roll for repair occurs at the start of turn 4.

Victory - Red may claim a victory if they get BOTH LRV and squads off
the table (any direction). If they fail but Blue do not achieve victory it is
considered a draw.

Hunter Killer - disabled LRV becomes the target for en Hunter/Killer.

Blue

Situation

Enemy - Intel reports the siting of a disabled Light Recon Vehicle. It
appears that it has suffered a powerplant failure. No info on other vehicles
or troops.

Friendlies - Your Pl, consisting of four squads (incl HQ). Standard Pl
weapons including GMS or PPG. MM - medium, CL of ST, quality d6 - 1,
Vet, 2-5 Reg, 6, Green. You may request up to three fire support mission
from Bn arty support through Coy HQ; one of which may be smoke. Draw 1d6 Fire
Support chits.

Terrain - Gently undulating low hills, medium tree cover, light
cultivation and scattered rural habitations. Roads are second grade gravel.
Watercourses small creeks, mainly dry or slow flowing. Rains epected as season
approaches end of autumn.

Timings - You have as long as it takes!!

General Outline

You have diverted on your patrol route to RV at the reported LRV position. The
Pl will arrive on table from a random table edge. Start at one end and number
the table clockwise with half each long edge given a number. Roll a d6 and
that is the table sector to enter from. In the first turn only two squads will
enter then next turn the remainder follow on within 18'' of the others.

The enemy may have concealed positions so search your arcs carefully. Remember
the Recon teams normally travel in teams of two or three LRV and can carry up
to six infantry. They are highly trained and well motivated.

Victory - you must destroy the reported LRV and identify ALL other enemy
in the area.

From: M.J.Elliott@u...

Date: Tue, 15 Jul 1997 03:28:27 -0400

Subject: Re[2]: SGII Scenarios?

Comments: Authenticated sender is <mww_urza.n-space.com>
No Mike, doesn't have to be SGII "official" nations. If you are going to have
aliens tho' I'd need to know which particular rule modes for aliens you intend
to use.

     Cheers
     Mike Elliott

______________________________ Reply Separator