From: Andy Cowell <andy@c...>
Date: Fri, 13 Apr 2001 14:02:21 -0500
Subject: Upcoming game OOB
I have never stuck to any particular background with SG2. I always grab some
figures and make something up on the fly. I do this with lots of games. I'm
trying to make an effort to build recognizable forces and use published
backgrounds, at least to help others into the game. So, here is, AFAIK, my
first *ever* game using the GZG universe.
Scenario: A Free Cal-Tex light infantry battalion has been assigned to
defend the FCT mining colony on "La Roca." [Okay, I'm not paying any attention
to GZG geography!] The ESU is attempting to take this colony with a surprise
attack. This FCT platoon is defending a key road into the colony against an
assault by an ESU mechanized infantry platoon heavily reinforced by tanks,
power armor, snipers and Indonesian Commonwealth airborne mercenaries. If
things go extremely poorly for the FCT, they may receive reinforcements in the
form of two
VTOLs packing GMS/Hs. The FCT must hold the ESU off in time for
heavier off-world reinforcements to arrive, and this is a key location
on the battalion's flank!
Units will use unit cards for activations. Off board artillery will also be
represented in the deck, with artillery falling on table when the request chit
is in incoming box 1 and the artillery unit's card is drawn. There are no
reshuffles in the deck, and only one card per unit. When all cards are drawn,
the deck is reshuffled.
ESU/IC forces use a different mechanism to enter the board. They have
been advancing some distance under artillery fire, and thus won't enter the
board in a nice line. The ESU players will pick a unit and roll a d10. If they
roll 2 or better, that unit may start the game as
normal, and they roll for the next unit at 3+, then 4+, etc... If the
roll fails, that unit may not start the game on the board, and the ESU players
roll for the next unit at the same number. At the end of each turn, each unit
not on the board may roll to enter on the next turn, rolling a 9 or 10 on a
d10. VTOL units may choose to loiter instead of coming onto the table.
I will be allowing GMSs to fire at PA. There is only a chance of a single
casualty, but he will be very, very dead and I'll probably force some sort of
morale check against the squad.
Quality and Morale counters were pretty much given out at random.
I'll probably not let the FCT go in with one of their anti-armor teams
at Shaken.
If everybody shows up and the game goes well, I'll publish a web report. You
can see my data cards at
http://www.cowell.org/~andy/min/sg2/fct-esu.html
ESU: Mechanized Platoon Command Squad (R2, Co)
2 Riflemen (fp/imp 2/d8, d6 armor), 2 Medic Riflemen
Command MICV (R2, St) Tracked, Size 3, armor 2/1, ECM d6, GAC/1
turret, AGL and SAW infantry support weapons Squad "adeen" (R3, Co)
7 Riflemen, 1 SAW (d8/d8), 2 IAVR
MICV "adeen" (G3, St) Squad "dwa" (G2, Co) MICV "dwa" (R1, Co) Squad "tree"
(V3, St) MICV "tree" (R2, St) Power Armor:
6 R2, Co. d6 mobility, d10 armor, d8 Sensors. 4x AAR (3/d8), 1x
SAW (d10/d8), 1x AGL (d12/d8*)
Tank Platoon:
Tank "adeen": V3, Co. Tracked, size 3, armor 3/2, ECM d6, HKP/3 Enh
turret, SAW Tank "dwa": R3, Co Sniper:
1 R2, St. d6 mobility, d6 armor, d8 Sensors. Sniping rifle d10/d10.
Forward Observer: 2 G2, Sh ICW Mercenaries Squad "adeen" (G1, St)
7 Riflemen, 1 SAW (d8/d8), 4 IAVR
VTOL "adeen": (V2, Co) VTOL, size 3, armor 1/1, ECM d8, RFAC/1 Enh
turret, 2x SAW (door gunners), carries 10 infantry Squad "dwa" (V2, Co) VTOL
"dwa": (R2, Co)
Artillery: 4 support request chits Battalion artillery (starts box 2, 4")
FCT: Light Infantry Platoon: Command Squad (R2, Co)
2 Riflemen (fp 2/d8, d6 armor), 1 Medic Rifleman
Squad Alpha (V1, Co)
7 Riflemen, 2 SAW (d8/d8), 4 IAVR
Squad Baker (R2, Co) Squad Charlie (V3. Co)
Anti-Armor team 1 (R1, Sh)
1 Rifleman, 1 GMS/L
Anti-Armor team 2 (R1, St)
Forward Observer (G2, St)
2 Riflemen
Mines: 4 Anti-armor, 2 AA/AP mix, 2 CMD, 4 Dummies:
Artillery: 2 Support Request chits Company Mortors (starts box 1, 3")
Battalion arty (starts box 2, 4")