RE: SGII Scenario: Comments?
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Fri, 14 Jan 2000 14:37:45 +1100
Subject: RE: SGII Scenario: Comments?
Presumably both players will start out thinking that the other player is
the
ESU.
This is certainly going to generate an early SNAFU until they 'capture'
the
opposing force & find themselves on the same side.
Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu
[pirates] Prince Rupert Raspberry; Base Commander
> -----Original Message-----
> From: Brian Quirt [SMTP:baqrt@mta.ca]
> Sent: Friday, January 14, 2000 11:21 AM
> To: gzg-l@CSUA.Berkeley.EDU
> Subject: SGII Scenario: Comments?
>
> This is a quick scenario that I've come up with, mostly to give
my
> gaming group a bit to think about. I'd appreciate any suggestions
about
> things to consider before I run it, and I'll bring back an AAR after
it
> runs....
>
> The Battle of New Drummondville:
>
> Part I: Referee's Materials
>
> The early stages of the joint NAC/NSL Operation Galahad (2149,
> attempt
> to regain Lancelot- see p. 66 of the SGII rulebook for more info) were
> marked by confusion as the two forces attempted to integrate their
> chains of command. The initial assault on the ESU-held town of New
> Drummondville in particular is a textbook example of miscommunications
> leading to disaster.
>
> Forces:
>
> BLUE Forces: NAC Reinforced Platoon.
>
> 1 Command Squad (Vet. 2)
> -Commander (w/ pistol)
> -SAW Gunner (FP: D8/ Impact D10)
> -Medic (w/ pistol)
> -3 Troopers (w/ Rifle (FP3/ Impact D8))
>
> 2 Line Squads (Regular N)
> -Squad Leader (w/ Rifle)
> -3 Troopers (w/ Rifle)
> -Trooper w/ GMS/P (FC: Basic)
> -SAW Gunner
>
> 1 Heavy Weapons Squad (Regular 2)
> -Squad Leader (w/ Rifle)
> -2 Troopers w/ IAVR (FP: D10/ Impact D12*)
> -Trooper w/ AGL (FP: D8/ Impact D8*)
> -SAW Gunner (FP: D10/ Impact D10)
>
> 1 Powered Squad (Vet. 2) [note: treat as "slow" PA]
> -Command Suit
> -Rocket Suit
> -2X 'Standard' suit
>
> RED Forces: NSL Reinforced Platoon.
>
> BLACK Forces: Referee-controlled
>
> 2 Squads of ESU Infantry- Rifles, maybe a SAW (maybe not). (FP2/Impact
> D8) (Regular 3, Green 2 and/or Green 3).
>
> Essentially identical to the NAC platoon (or, at least, the same
> firepower).
>
> Setup: The town is in roughly the centre of the board. Each force
enters
> on one of the 'narrow' ends of the board.
>
> Part II: Player's Materials:
>
> BLUE Orders:
> The town of New Drummondville occupies a strategic position in
our
> planned advance. We have received intelligence that it is only lightly
> defended, but that the ESU plan to sneak in reinforcements under the
> cover of darkness. Your assignment is to capture the town from its
> defenders, while preventing any reinforcements from entering. You are
to
> maintain radio silence, communicating only by LOS tightbeam linkups.
> Your troops will be issued night combat gear.
>
> RED Orders:
> The town of New Drummondville occupies a strategic position in
our
> planned advance. We have received intelligence that it is only lightly
> defended, but that the ESU plan to sneak in reinforcements under the
> cover of darkness. Your assignment is to capture the town from its
> defenders, while preventing any reinforcements from entering. You are
to
> maintain radio silence, communicating only by LOS tightbeam linkups.
> Your troops will be issued night combat gear.
>
> Part III: Special Rules and Victory Conditions (Ref. only):
> -POW capture and interrogation rules are in effect. Any squad
which
> captures an 'enemy' soldier must make an immediate reaction test to
> successfully communicate their discovery to the Command Squad. They
may
> repeat this check every time that they are activated.
> -Only the Command squads may communicate with each other, and
only
> after making a successful reaction test each (one to send, one to
LISTEN).
> -The in-town forces will fire on ANY troops who approach within
> their
> 2nd range band.
> -Spotting roll MAY be made (if a PLAYER desires) and will, if
> successful, reveal the identity of the opposing troops.
>
> Victory: Each side starts with 10 VP. During the game:
> -1 VP is gained for every enemy (BLACK) soldier wounded or
killed.
> -1 VP is lost for every soldier wounded
> -2 VPs are lost for every soldier killed
> -2 VPs are lost for every 'enemy' (NSL for NAC/ NAC for NSL)
soldier
> wounded
> -3 VPs are lost for every 'enemy' soldier killed
> -10 VPs are gained for capturing the town (first side to do
this)
> -5 VPs are gained for successfully determining the real identity
of
> the
> 'hostile' forces (first side to do this)
> -5 VPs are gained for opening up communications (both players)
>
>
> Any comments/advice?
>
> -Brian