JUNGLE PATROL
From: DAWGFACE47@w...
Date: Mon, 24 Jun 2002 09:12:57 -0500 (CDT)
Subject: JUNGLE PATROL
played an interesting small 40K game this week thaat i think would make
an interest -ing SGII scenario, if y'all happen to hav the figures for
it.
the setting was on a newly discovered planet that had once been home to
a high tech civilization that had, appparently, been blasted out of
existence about 30,000 years ago. todate no survivors of the humanoid
race have been discovered.
the humans are exploring the ruins that dot the surface, and have
established numerous base camps on the surface. THERE IS NO SHIP IN
ORBIT, as the planet is visited by a chartered civilian supply ship 5
times each Earth year.
the battle is fought between a routine jungle patrol operating in the
vicinity of the ruins of massive, jungle covered city
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THE PATROL;
basically, 4 veterans and 17 plain joes/jolenes in light body
armor/helmets with short range tactical comms and vision enhancement
gear. smallarms, pistols, grenades, and knife-bayonets, with one
machete for every 4 ttroopers.
one SAW for each 9 bods. the patrol has one LR comm-link that is carried
by a plain joe/jolene RTO.
the 4 veterans are the sergeant patrol leader, 2 corporals squad
leaders, and the medic.
the 40K scenario used vet IG profiles for the 4 vets, and normal IG
profiles for the plain joes/jolenes of the patrol. and the basic IG
armor save of 5+ was increased to 4+ vs primitive weapons. the weapons
used were IG lasguns, laspistols, and 4 light plasma guns.
naturally, LOL, i used some of my belovd IG miniatures to represent the
patrol.
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THE STONE AGE SAVAGES;
these were the nifty Neanderthals from REAPER MINIATUREs-some of BOBBY
JACKSON's best works. in addition to the out of the bin cave-dewds,
there were many, many conversions (hair, animal skins, extra
flint-tipped weapons, coup de splat clubs , etc.) made from the 6
basic Neanderthal's that REAPER makes.
NO BOWS, ARROWS, SLINGS, OR SLINGSTONES, just spears, axes, knives,
one- and -two handed clubs.
NO ARMOR or SHIELDS of any type, just filthy animals skins, dirty hair,
dirty skin and offensive breath.
the savages used the WHFB feral ork profile for the boyz and the
bozzez.
the savages were organized in warbands of 10-20 bods, but could detach
smaller scouting parties of 2-6 bods at will.
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THE TABLE;
the table for the game was 10 ft long by 5 ft wide, covered with
jungle terrain. there several gullies and jungle streams on the table
(location mapped by the native player, BUT NOT ACTUALLY PLACED ON THE
TABLE UNLESS THE PATROL ENCOUNTERED THESE).
if and when, a jungle stream was encountered by the patrol, dice
were tossed to find out if it was fordable or not. (1D6 for each 6" of
stream length that soldiers were actually in contact with, and on 1
toss er section! score 1 thru 4= fordable, 5 or 6=not fordable!)
if and when a gully was encountered by the patrol, 1D6 was tossed again
to determine if the patrol could cross it or had to travel parallel
with it until a crossing point was found.
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THE GAME;
the object of the game was for the patrol to enter the table at one
narrow end, and march across the table, exiting from the other narrow
end. patrol cannot exit from a wide edge!
all patrol movement began at the table edge with the patrol pointman,
and the rest of the troopers following in a single file.
the patrol MUST REMAIN in plain view through out the battle-strangers
in a strange land and always under observation kinda thang!
the savages use 1" round counters marked "real" or "dummy" to make
movements on the table. counter is replaced with a miniature
immediately when the patrol has LOS, or gets a sensor scan, is shot
by a soldier (reconn by fire) or the savages throw their weapons at
the soldiers or move into HTH combat.
soldiers move at reduced speed through the jungle-savages move at
normal speed through the jungle.
soldiers move every turn until the savages declare and ambush, then
normal movement sequencing is used.
the savages can preposition (on a map) up to 4 different ambush sites,
and may have up to 6 roving warbands.
once contact is made, the savages are assumed to move directly
toward the patrol as fast as possible!
(these cave-dewds communicate by ESP!)
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THE RESULTS OF MY GAME;
in our game the IG patrol lost 13 bods to the savages in a running
fight that started halfwy across the table, and inflicted 60 fatalities
on the cave-dewds.
in the end 5 walking WIA and 2 healthy troopers escaped off the
narrow end of the table after 4 or 5 firefigihts.
IF the IG armor had not been increased to a 4+ save vs primitive
weapons, it might have ended at the initial ambush site under the
shitstorm of thrown weapons; 12 IG were hit, but only 2 KIA. in the
berserker rush to HTH that followed, another 2 troopers were KIA, 5
were WIA (1 litter case, 4 walking wounded), and 1 trooper carried
off! half the patrol KIA, WIA or MIA for 13 KIA savages, and the
survivoring cave dewds routed off.
i forgot to use the frag grenades (they are no longer thrown weapons,
but a HTH factor) repeatedly in my close combats.
i could have gotten away with more of the patrol intact, but, i refused
to leave any WIA behind that could not move under their own power, or
to abandon the slower moving WIA troopers to the natives.
i left my dead where they fell, but took all weapons, ammo, food,
water, meds, and ID off the bods before i moved on.
and i made sure that an cave-dewds that were shot down, stayed dead!
overall, it was a fun and nerve racking game, and i think that it
ought to work with SG II even better than it did with 40K.