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Re: SGII Scenarios? -- Long Post!

From: The Caldwells <clcaldwell@p...>
Date: Mon, 25 Aug 1997 20:50:54 -0400
Subject: Re: SGII Scenarios? -- Long Post!

At 01:46 PM 7/11/97 +0200, M.J.Elliott@uk22p.bull.co.uk wrote:
>     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.

>     Any takers?
>     
>     
>     Mike Elliott
>     GZG

Finally got this together!  Enjoy!
Nick Caldwell
clcaldwell@primary.net

RESCUE MISSION

STORYLINE

	Several days ago, a VTOL transport carrying a VIP was shot down
behind
enemy lines.  Intelligence was lucky enough to stumble onto the location
of
the impromptu prison facility where the VIP is being interrogated.  The
attacking player is in command of an elite strike force sent to rescue
the
prisoner.

	The prison facility is actually a small supply depot that was
quickly
converted for the occasion.  The guards are former supply clerks.  They
were not that thrilled with the assignment to guard the VIP and were
relieved when a hover jeep arrived this morning to transport the
prisoner
back to HQ.  Unfortunately, the arrival of the jeep was noticed by other
eyes, deductions were made, and now things have definitely taken a turn
for
the worse for the erstwhile clerks. . .

ATTACKER OOB

Suggested Mission Motivation: High
	All are armored in Light Power Armor (d10)
	All except specialty troopers are armed with Assault rifle with 
			Grenade Launcher (Fire Power 3, Impact d10)

Command Unit
	Commander, EW trooper, 2 troopers

Assault Unit
	4 troopers
	1 specialty trooper with Flame-thrower

Support Unit
	4 troopers
	1 specialty trooper with arm-mounted SAW (FP d10, Imp d10)

DEFENDER OOB
	Suggested Mission motivation: low

VIP Prisoner in basic battledress (d4)

Prison Command Unit
	Prison Commander, EW trooper, 2 guards
	Partial light Armor (d6)
	Pistols (FP 1, Imp d6)

SAW Team
	2 troopers in Partial light armor (d6)
	SAW (FP d8, Imp d10)
	NOTE: This unit follows the rules for crew served weapons on
page 30 of
the rulebook, except that a fire control dice is not used.  Either
trooper
may fire the weapon, but to move it requires both.

Parade Team
	7 troopers, all with partial light armor (d6)
	6 troopers have Assault rifles (FP 2, Imp d10)
	1 specialty trooper has Infantry Plasma Gun (FP d6, Imp d12)
	
Heavy infantry unit
	4 troopers in full-suit armor (d8) and Gauss rifles with GL (FP
3, Imp d12)

Hover Jeep
	Size 1 vehicle, d6 armor (open-topped)
	Mounted SAW (FP d8, Imp d10, Basic Fire control d6)

SETUP
	Terrain should be fairly dense with respect to woods.  The
prison consists
of one or two buildings and maybe a guard tower for the SAW.  There is a
parade ground in front of the building where the Parade Team starts the
game.  The prisoner is locked in a room in one of the buildings
(building
should be secretly noted before play begins).  The defender sets up
first.

	Defenders may not set up in position except for the SAW team. 
The prison
command unit and the heavy infantry unit may start the game hidden in
one
of the prison buildings.  The Parade Team is currently being inspected.
Place the troops in two columns of 3 troops each and place the commander
amongst his men ("This rifle is filthy, soldier! KP for a week!).
	Due to the surprise nature of the attack, all defender units
must take a
reorganize action as their first action.  Figures may be repositioned as
normal during this action. 
	Defender units are a mix of quality and leadership.  Try one
green, one
veteran and the rest regular and one leadership 1, one leadership 3, and
the rest 2.  These may be randomly placed or placed by the defending
player.

	The attacking player's units are placed according to the
high-altitude
insertion rules on page 51.  
	Attacker units are mostley regular troops.  One unit may be
veteran.
Leadership values may be randomly assigned from a mix of all values, or
may
be from a mix of just 1s and 2s.

SPECIAL RULES
	A successful interrogation of any of the defenders capture
during the game
will reveal where the VIP is being kept.  The search and freeing of the
prisoner (described below) must still be conducted.

VICTORY CONDITIONS
	If at any time one player routes all of the other side's units
then that
player has won.
	Otherwise, the attacking player may win by freeing the prisoner.
 First,
the attacker must locate the prisoner by entering a building and
spending
one action searching the building.  If the prisoner is found, spend a
second action (reorganize) to free the prisoner and make him part of the
occupying unit.
	Now that unit must exit the board on the side furthest from the
prison
building to win the game.  The prisoner must be alive to win (wounded is
OK)!


VARIATIONS
	Changing the mission motivation, troop quality, and/or
leadership values
has a tremendous effect on the outcome of the battle.
	Allow the defender two command detonated mines to place (hidden,
of
course) during his setup. 
	Allow the attacker a transport VTOL to be called in to transport
the freed
VIP off-table.
	Make the hover jeep an AFV with heavier armor.
	Replace one of the attackers PA squads with a sniper who has
infiltrated
to cause confusion prior to the main attack.  The inspection in the
parade
ground gives him the perfect opportunity to strike!
	The attacker has a gunship VTOL  available and are landed in
transport
VTOLS instead of being dropped from high altitude.  Note: this variation
tends to play very quickly!  Make sure the defender knows what he's in
for
and is willing to try anyway!

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