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RE: [SG2] Mission Cards for SG/DS

From: "Glover, Owen" <oglover@m...>
Date: Tue, 13 Oct 1998 18:27:42 +1000
Subject: RE: [SG2] Mission Cards for SG/DS

		OK,

		I'm guessing that what we are trying to acheive is not
exactly a set of scenarios but a separate set of cards for the
"Attacker"
and the "Defender". Some of these will have set terrain features eg
Bridge
or Road Junction or Building Complex. Whilst the remainder of the table
terrain will be random or chosen by both players in a similar fashion
say
DBM.

		The cards can't be so specific that the sides objectives
are
mutually exclusive; such as the Attacker conducting a raid and the
Defender
withdraws avoidig contact!

		So here's some likley card ideas. A points system will
be
required for this if players aren't familiar with each others forces.
Attacker Defender ratios should be around 4:3 (or for the brave Defender
3:2). All games are assumed to be played on a 6'x4' table and games last
12
turns or 2 1/2 hours. The mission outlines for ATK and DEF are suitable
for
both DS and SG. The points forces will be different.

		I'm still working on points and victory conditions for
both
sides.

		Comments?????

		Owen

	
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		ATK

		A1  RECON - Identify all enemy units on the table then
withdraw from own baseline. Defender receives 1d4(?) dummy markers per 4
squads.
		A2  RAID - A quick strike to take out a key scientific
outpost. Place 4-6 small buildings towards Defenders end of table.
Defender
is unaware of signficance of the building.
		A3  RECOVERY - Place 4 markers at Defenders end of board
within 24" of baseline. One of these is a vital piece of equipment of
injured aircrew in need of recovery.
		A4  ADVANCE - Attacker must move his forces off the
Defender
table edge. Light resistance to be dealt with, larger forces should be
bypassed; left for main body.
		A5 CLEAR - Advance to clear all enemy from two/three key
features at Defenders end of board.
		A6  ADVANCE GUARD - Attacker must quickly advance to
seize a
key bridge/river crossing at Defenders end of board.
		A7  SECURITY - Attacker must move to a position at the
Defenders side of board (just past halfway?) and hold.

		DEF

		D1  DEFEND - Set up a defensive position no closer than
18"
from own baseline and deny the enemy the ground. 
		D2  DELAY - Start in a position in the centre 12" square
of
board. Hold for 5 turns then move all units off own base line in good
order
(not Routed or Broken).
		D3  COUNTER ATTACK - Place 1d6 dummy markers on Defender
half of board. Defenders forces come on from side of board 5d12" from
baseline on turn 2+(1d4). 
		D4  STANDING PATROL - Start in centre of board NOT in
defensive position. 1/3 of force should move to Attacker table edge and
return to Patrol Base before Defender may withdraw off base line.
		D5  AMBUSH - Hidden placement of forces (requires a map)
plus 1d6 dummy markers as decoys. Inflict max casualtieson Attacker and
withdraw off own baseline. May deploy anywhere up to 24" from Attacker
table
edge.
		D6  RECON - Move to within 2 Range bands of every
Attacker
unit on board. Alternately take at least one prisoner and withdraw to
own
baseline.
		D7  RELIEF - Place 1/3 points value of forces in 12"
square
at table centre. May not withdraw until start of Turn 6, may not use
artillery or air support but may include mines and 1d6 dummy markers
anywhere on board. Remainder come on table at start of Turn 5.


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