RE: Scenarious
From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Thu, 13 Sep 2001 09:10:30 -0400
Subject: RE: Scenarious
-----Original Message-----
From: Roger Books [mailto:books@mail.state.fl.us]
Sent: Thursday, September 13, 2001 08:48
To: gzg-l@csua.berkeley.edu
Subject: Re: Scenarious
On 13-Sep-01 at 02:47, Donald Hosford (Hosford.Donald@acd.net) wrote:
> I compleatly agree. Back to our games. Please.
>
> I do have one small suggestion...
> How about we all avoid "get the terrorists" type scenarios for a
while...
> At least 'til things return to normal around here.
>
> On DS2...Has anyone been posting any scenarios?
> Has anyone adapted scenarios from other games? (Ogre, ect?)
I was planning on doing the base Ogre scenario with DS when
my rules arrive through the chaos. May not work if I use
stock rules, somehow I doubt an Ogre would be as tough with
the normal rules.
[Bri] I am running playtests on an Ogre crossover game
called Full Metal Ogre. The rules are at
http://www.ftsr.org/ds2/multiverse/fmaogre.asp
I have also set up a Yahoo Group for comments on the rules
and for results of playtests. The group is at
http://groups.yahoo.com/group/fullmetalogre/
I have placed below my signature the last playtest.
Right now mostly I'm looking to fill out my TOE of hover
vehicles (mostly from GZG/Geohex) to be a match for what
I have in SJG Combine stuff. Unfortunately I can't see
the SJG GEVs as hover, they look more like grav.
What do people use for casualty caps for 6mm(1/285?)? The
diameter of a straw is too large IMO.
[Bri] For a long time I just turned the tank over or took
the turret off (if it had a turret). Lately I purchased
some cotton batting. It makes the table look much more
dramatic with all the smoke on it from dead AFVs. For
infantry casualties, I usually either just tip over the
stand or remove it from the board.
Roger
My comments above marked by [Bri]
-----
Brian Bell
Integic (contracted with DSCC)
brian.bell@integic.com
brian.bell@dscc.dla.mil
614.692.4794 voice
614.623.1503 fax
-----
Full Metal Ogre Playtest 7f
Playtest 7f uses the same rules as playtest 7.
It uses an Ogre Fencer as the attacker.
The defense has been increased to account for the value of the Fencer.
Added
were a unit of Lynx MBTs, another unit of Firecat AFVs, another unit of
Vampire Hunter MBTs, and a unit of Herald Hvy Grav Tanks.
Terrain has changed and is a little more crowded.
The Command Post (CP) is behind a large rock outcropping and nestled
between
3 wooded areas, about 12" from the top table edge. For the Ogre to
attack
it, the Ogre must get behind it (between it and the defensive player's
table
edge). Both Line Infantry (LI) teams are set up in the woods to the
South of
the CP.
On the East and west, just above half way are 2 hills (about 1-1.5' x
2').
The West hill has a forest on top and a Power Armor (PA) unit is set up
in
it. The hill to the East has an additional ridge on it with a small
wooded
area on the ridge.
North of the West hill is a small lake.
South of the East hill is a wooded area where the other PA team is set
up.
Further South and slightly off-center to the East is a hill with a stone
outcropping on top.
West of this hill is a wooded area.
All defensive armor (except 1 unit) must be set up on or behind the 2
major
hills. The other defensive armor may be set up anywhere on the North
half of
the map. All APCs must be within 12" (straight distance) of the Infantry
they support.
The Ogre starts 8" from the bottom edge of the board after defense has
set
up.
Playtest 7f Forces
Blue Forces (Defenders)
A 3x Hazard SHvy Tank 375 1,125
B 4x Harbinger Hvy Tank 351 1,404
C 4x Firecat AFV 228 912
D 4x Firecat AFV 228 912
E 4x Vampire Hunter Tank 156 624
F 4x Lynx MBT 180 720
G 4x Hailstorm Missile Tank 294 1,176
H 4x Power Armor Elements 60 240
N 2x Bouncer APC 147 294
I 4x Power Armor Elements 60 240
O 2x Bouncer APC 147 294
J 4x Line Infantry Elements 20 80
L 2x Lowboy APC 54 108
K 4x Line Infantry Elements 20 80
M 2x Lowboy APC 54 108
R 4x Vampire Hunter Tank 156 624
S 4x Halifax GEV 217 868
T 3x Herald Hvy Grav Tank 388 1,164
----
Total: 10,061
A 3x Hazard Super Hvy Tank CO,Vet/1 (375pts)
Size/5, MDC/5, FCS:S, ECM:S, PDS:SUP, Stealth/1, Armor/5,
Slow Tracked
Atk: d10 Dam: d12,d8 Def: d6,d4 Amr: d12
B 4x Harbinger Hvy Tank CO,Reg/1 (351pts)
Size/4, HKP/4, FCS:S, GMS/H:E, ECM:S, PDS:S, Armor/4,
Fast Tracked
Atk: d10 (d10) Dam: d10,d8 (d12,d8) Def: d6,d4 Amr: d10
C 4x Firecat AFV CO,Vet/2 (228pts)
Size/3, HEL/3, FCS:E, ECM:E, PDS:E, Stealth/1, Armor/3,
HMWheeled
Atk: d8 Dam: d8,d6* Def: d10,d4 Amr: d8
D 4x Firecat AFV CO,Reg/2 (228pts)
Size/3, HEL/3, FCS:E, ECM:E, PDS:E, Stealth/1, Armor/3,
HMWheeled
Atk: d8 Dam: d8,d6* Def: d10,d4 Amr: d8
E 4x Vampire Hunter CO,Reg/3 (156pts)
Size/3, HKP/3, FCS:E, ECM:E, PDS:E, Armor/3, Fast Tracked
Atk: d8 Dam: d8,d8 Def: d8,d4 Amr: d8
F 4x Lynx MBT CO,Reg/2 (180pts)
Size/3, HVC/3, FCS:E, ECM:E, Stealth/1, Armor/3,
Fast GEV/Amphibious
Atk: d8 Dam: d8,d6 Def: d10,d4 Amr: d8
G 4x Hailstorm Missile Tank CO,Reg/1 (294pts)
Size/3, 2xGMS/H:S, ECM:E, PDS:E, Stealth/1, Armor/3
Atk: d10 Dam: d12,d8* Def: d10,d4 Amr: d8
H 4x Power Armor (Group A) [APC D] CO,Reg/2 (60pts)
Power Armor, GMS/L:B
Atk: d6 Dam: d8,d8* Def: I Amr: d12i
N 2x Bouncer APC (Group D) CO,Reg/3 (147pts)
Size/4, Armor: 3, 2xASPW, FCS:None, ECM:B, Stealth/1,
Troop Capacity: 16 (2 PA), HMWheeled
Atk: I Dam: d8i,d8i Def: d10,d4 Amr: d8
I 4x Power Armor (Group B) [APC B] CO,Reg/2
P 2x Bouncer APC (Group A) CO,Reg/2
J 4x Line Infantry (Group A) [APC B] CO, Reg/2 (20pts)
Line Infantry, IVAR
Atk: I Dam: d6,d8 Def: I Amr: d10i
L 2x Lowboy APC (Group B) CO,Reg/2 (54pts)
Size/3, Armor/3, 2xAPSW, FCS:None, ECM:B,
Troop Capacity: 8 (2 Inf), Fast Tracked
K 4x Line Infantry (Group B) [APC C] CO, Reg/2
Line Infantry, IVAR
Atk: I Dam: d6,d8 Def: I Amr: d10i
M 2x Lowboy APC (Group C) CO,Reg/2
R 4x Vampire Hunter CO,Reg/2 (156pts)
Size/3, HKP/3, FCS:E, ECM:E, PDS:E, Armor/3, Fast Tracked
Atk: d8 Dam: d8,d8 Def: d8,d4 Amr: d8
S 4x Halifax CO,Reg/2 (217pts)
Size/3, HVC/3, FCS:E, ECM:E, Stealth/1, Armor/3,
Fast GEV/Amphibious
Atk: d8 Dam: d8,d6 Def: d10,d4 Amr: d8
T 4x Herald Grav Tank CO,Reg/1 (388pts)
Size/4, HKP/4, FCS:S, GMS/H:E, ECM:S, PDS:S, Armor/4,
Stealth/1, Fast Tracked
Atk: d10 (d10) Dam: d10,d8 (d12,d8) Def: d8,d4 Amr: d10
Red Force (Attacker)
1x Ogre Fencer
4 Missile Racks
O O O O
20 Missiles (Internal)
O O O O O O O O O O
O O O O O O O O O O
2 Secondary Batteries
O O
8 Antipersonnel
O O O O O O O O
48 Tread Units: Movement starts at 8
O O O O O 0 (Movement drops to 7)
O O O O O 0 (Movement drops to 6)
O O O O O 0 (Movement drops to 5)
O O O O O 0 (Movement drops to 4)
O O O O O 0 (Movement drops to 3)
O O O O O 0 (Movement drops to 2)
O O O O O 0 (Movement drops to 1)
O O O O O 0 (Movement drops to 0)
Turn 1.
Ogre Fencer wins inititive and advances 8.
All Armor Fighting Vehicles (AFVs) advance (Grav and GEV units evading).
2 tanks of B (Harbinger Hvy Tank) attack Ogre Missile Racks (MR) at long
range, but miss.
Ogre fires both Secondary Batteries (2nds) and a missile at B. One of
the
seconds hit and kill a Harbinger. The unit remains confident. Then the
missile lands destroying the other Harbinger in line of sight (LOS).
Unit B
remains confident.
Turn 2.
Defense wins inititive.
The two remaining tanks of B advance and fire, at long range, at the
Ogre
missile racks. One hits, but fails to destroy the rack.
The Ogre fires a missile at the Harbinger and advances 8.
Unit A (Hazard SHvy Tanks) advance.
The Ogre missile falls on both tanks of B. Both are destroyed. Unit B is
no
more.
Unit G (Hailstorm Missile Tanks) advance 12 and one has LOS. It f9ires 2
GMS/H at the Missile Racks, but both are intercepted by Point Defense
Fire
(PDS) & Electronic Counter-Measures (ECM).
The Ogre fires both 2nds at G. One hits and destroys the missile tank.
The
rest of Unit G remain confident.
Unit R (Vampire Hunter MBTs) and fire, long range, at tread. One tank
hits,
but fails to damage the heavily armored tread.
The Ogre launches a missile at Unit R.
Units E, T, D, and S advance (Grav and GEV with evasive maneuvers).
The Ogre missile lands on 3 tanks of Unit R, but only 1 tank is
destroyed.
The unit is confident.
Units C, F, and H advance.
Turn 3.
Defense wins inititive.
Unit R advances at .6km (6") firing at long range against the Ogre
tread.
Two score hits, but fail to damage the tread.
The Fencer (Ogre) launches another missile at the Vampire Hunters (Unit
R).
Unit F (Lynx MBTs) advance at 1.2km (12").
Unit E (Vampire Hunter MBTs) advance 1.2km (12") and fire at an Ogre
missile
rack. Two of the close range attacks hit, and one missile rack is
destroyed.
The Ogre missile lands on 3 tanks of R destroying 2 of them. The last
tank
of the unit is grimly determined (confident).
The Ogre launches a missile at Unit E to avenge the loss of a missile
rack.
The Hailstorms (G) advance .6km (6") and 2 fire missiles at the Ogre
missile
racks. 2 of the 4 missiles hit (different racks). One rack is destroyed,
but
the other weathers the storm.
The Ogre launches a missile at the Hailstorms.
Unit S (Halifax GEVs) advance, evading.
The Ogre missile falls on 2 of the Hailstorms (G) destroying them. The
last
Hailstorm is determined to avenge the unit losses (confident).
Unit T (Herald Gravtanks) advance 1.5km evading.
The Firecats (C & D) hold position.
Unit H (Power Armor) fire GSM/Ls at the Ogre Anti-Personnel (AP)
weapons,
but the missiles are spoofed by ECM or shot down by PDS.
The Ogre fires a missile at the Halifax GEVs (S) and advances .8km
behind
the southern hill. It fires its 2nds at a Hailstorm killing the last of
Unit
G.
Power Armor Unit I steps out of the woods and fires GMS/L at the AP guns
of
the Ogre. All fall to the PDS/ECM net of the Ogre.
The Ogre returns fire with its AP weapons against the Power Armor (I)
killing 3 of the 4 teams. The last team screams bloody vengeance on the
Ogre
(remains confident).
Unit A (Hazard SHvy Tanks) advance .6km.
Turn 4.
Defense wins inititive.
Unit F (Lynx) tries to advance, but can only manage to regain unit
integrity
(failed reaction test).
The Ogre fires 8 AP guns at the last Power Armor team of Unit I. Unit I
falls.
Unit P (APCs attached to Unit I) retreats toward the CP to assist with
evacuation, if evacuation is deemed necessary.
Power Armor Unit H advances (no shot to the Ogre).
Unit T (Herald Grav Tanks) advance at full speed behind the Ogre and
fire at
the missile racks (short range), but miss.
The Ogre launches a missile at Unit T.
F (Lynx) shift 1.2km east and 3 fire at the Ogre tread. One of the
mid-range
shots hit, but fail to damage the tread.
The Ogre missile lands on 2 of Unit T (Herald Gravtanks), destroying
them.
The last gravtank is shaken.
Units R and C advance. Unit D maintains position.
The Ogre sprints .8km around the rock outcropping launching a missile at
Unit D (Firecats) and firing 2nds at Unit A (Hazard SHvy Tanks). Both
2nds
miss the superheavy tanks.
Unit A (Hazard superheavy tanks) fire at the Ogre missile racks, but
miss.
The Ogre missile falls on all 3 of Unit D (Firecats), destroying them.
The
last Firecat remains confident of the mission.
Turn 5.
Ogre wins inititive.
Ogre advances .8km and opens fire with both seconds on Unit A (Hazard).
Both
hit, but only one kills a Superheavy Tank. Unit A remains confident.
Unit T (Herald) tries to advance, but fails his reaction test.
Unit E (Vamp Hunters) moves .3km and attacks the Ogre missile launchers,
but
miss.
Unit R (Vamp Hunters) advance .6km and attack tread, but miss.
Unit D (Firecats) fire at tread, but miss. They retreat .5km.
Unit P (APCs) moves 1km toward CP (planning to help evacuate the CP).
Unit H (Power Armor) fires at seconds, but miss. The move .3km toward
CP.
Unit N (APCs) moves toward H (Power Armor).
Unit F attacks missile rack at short range. Two hits are scored, but no
damage. F spreads out expecting a retaliatory strike.
The Ogre launches a missile at F.
Unit C (Firecats) fires at seconds, but miss. They retreat .5km.
The Ogre missile falls on 2 of F, destroying 2 vehicles. The others
remain
confident.
The Ogre launches a missile at C.
Unit S (Halifax) advance and fire (short and medium range) at the Ogre
seconds, but miss.
The Ogre missile lands on 2 of C, destroying 2 AFVs. Unit C falls to
Steady.
The misile also sets neargy woods on fire.
Unit A (Hazard) fire at Ogre missile racks, but miss. Unit a moves .3km.
Turn 6.
Ogre wins init.
The Ogre fires its a secondary battery at Unit A (Hazard) and Unit S
(Halifax). The second fired at A misses. The second fires at Unit S
destroys
the group leader and the unit falls to Broken. The Ogre advances 7 onto
a
hill.
T (Herald) advances 1.5km using evasive maneuvers.
Unit S (Halifax) withdraw behind cover.
Unit P (APCs) move toward the command post.
Unit F (Lynx) advances and attacks the Ogre secondaries, but miss.
The Ogre fires a missile at Unit F.
Unit D (Firecats) attacks tread, but misses.
Ogre missile falls on 2 vehicles of Unit F, killing one and damaging the
other. The one undamaged Lynx is confident.
Unit A (Hazard) advances .6km but has no shot.
R (Vampire Hunters) advances and atacks the Ogre secondaries, but
misses.
Unit C (Firecats) falls back and fires at the Ogre tread, missing.
The Ogre launches a missile at the Firecats of Unit C.
Unit E mvoes .3km and attacks Ogre tread, but miss.
The Ogre missile lands on the last 2 vehicles of Unit C, destroying both
of
them.
Unit H (Power Armor) mount the APCs of Unit N and the APCs move toward
the
CP.
Unit M (APCs) move toward the CP to evacuate it.
Turn 7.
Definse wins inititive.
Unit E (Vampire Hunters) attacks tread for 1 hit, but no damage. The
unit
advances .3km.
The Ogre fires its secondary batteries atUnit R (Vampire Hunters) and
Unit D
(Firecats), but miss. The Ogre advances .8km.
Unit P (APCs) move 1km toward unit K (Line Infantry).
Unit T (Herald) advances 1.5km using evasive maneuvers
Unit F advance .6km and attack tread, and miss.
Unit R (Vampire Hunters) advance .6km and attack Secondary Batteries,
but
miss.
Unit D (Firecat) attacks tread, but misses and advances .9km
Unit A (Hazard) advances 6 and fires at the Ogre Missile Racks, but
miss.
The Ogre launches a missile at Unit A.
Unit N (APCs) advance 1km.
The Ogre missile falls on both remaining superheavy tanks of Unit A,
destroying them.
End Game.
The defenders do not have enough power to stop the Fencer (which has all
of