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RE: SGII Scenarios?

From: "Glover, Owen" <oglover@m...>
Date: Sat, 12 Jul 1997 22:14:34 -0400
Subject: RE: SGII Scenarios?

> Jerry McVicker 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.
	>

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.


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