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Re: Scenario designs (was InterFET)

From: "Chip Dunning" <edunning@s...>
Date: Thu, 14 Oct 1999 10:32:40 -0400
Subject: Re: Scenario designs (was InterFET)

BACKGROUND:
    General Permissio is set to launch a coup and name himself
El-President'e-for-Life; however, in order to hide the movement of his
troops he needs a reason for them to leave their barracks. With this in
mind
he sent some of his "Black Hat" Special Forces across the border to sow
confusion. When this border skirmish flares up beyond control of the
local
forces the General will move select units of the main army towards the
border via the Capital Road.

RED FORCE
    3 8-man squads Border Guards (1x L2, 2x L3) (green, MM=LOW, ST)
    1 3-man Border Guards heavy weapons unit (L2) (regular, MM=MED, ST)
    1 emplaced (hard cover) HMG at border crossing [manned by Border
Guards
heavy weapons unit]
    1 4-man SpecOps (L1) (elite, MM=HIGH, CO, 1 anti-vehicle gun)
    3 4-man Militia (L3) (regular, MM=LOW, CO)
    3 8-man Regular Army (L2) (regular, MM=MED, ST)  [on-call, see
conditions]
    Enough trucks to transport 3 8-man squads  [on-call, see conditions]

    ROE:
	1) Border Guards can only engage Blue Force if fired upon first
	2) Regular Army arrives 1d4+2 turns after called by Border
Guards
(upon successful commo check), can only be called if at least one unit
of
Border Guards are under fire by Blue Force. They will enter the Red
Force
edge of the board loaded in trucks.
	3) Each Militia unit starts hidden on Blue Force side of border,
but
must be under at least L1 cover - can only engage Red Force.
	4) Special Forces can fire upon any force on the board.

BLUE FORCE
    2 6-man Border Guards (L2) (regular, MM=MED, ST)
    1 4-man Border Guards command unit (L2) (regular, MM=HIGH, ST)
    1 emplaced (hard cover) HMG at border crossing [manned by Border
Guards
command unit]
    1 6-man Secret Police (L2) (veteran, MM=HIGH, CO) + 1 IFV (think
Hummer
like with AI gun)
    2 IFV [on-call, see conditions]
    2 6-man Regular Army (L2) (regular, MM=MED, ST) [on-call, see
conditions]

    ROE:
	1) Border Guards can only engage Red Force is fired upon first
	2) Regular Army arrives 2d6 turns after called by the Border
Guards
(upon successful commo check), they can only be called if under fire by
Red
Forces - or Red Force Regular Army units enter LOS. They must enter the
Blue
Force edge of the board and must be loaded into their IFVs.
	3) Secret Police may fire at any non-Blue Force; however, they
have
orders to capture the militia if at all possible.

Special:
    1) Play should begin at either dawn or dusk (for maximum confusion).
Neither side has night-vision equipment. If that still isn't sufficient
add
some ground fog.
    2) Tensions are very high on the border - any Border Guard unit that
comes under fire must make a leadership check to avoid confusion. If
they
fail they will fire on the nearest enemy unit within LOS that is at most
30-degrees off the angle of attack.
    3) Once fire begins a squad may attempt to "rally" and stop firing;
otherwise it must remain on the attack. Obviously if this unit again
comes
under fire they will have to make another leadership role to avoid
returning
fire.
    4) All leaders (except the Special Forces) act as 1 level worse when
attempting to stop their troops from attacking. This reflects the
constant
high tension and small skirmishes that take place along the border.

Victory:
    1) Red Force loses if any of their Special Forces are captured
alive.
    2) Red Force must route or destroy 80%+ of Blue Forces.
    3) Blue wins by avoiding Red victory.

Okay, this probably needs some major tweaking, but it is a start.

Chip
-----
Programming: It's not just a job - it's an indenture

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