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MY BUDDY

From: DAWGFACE47@w...
Date: Sat, 1 Jun 2002 10:14:39 -0500 (CDT)
Subject: MY BUDDY


FORWARD

this is a scenario  which requires one gamer to be an absolutely
ruthless bastard of the first magnitude to win, and the other gamer to
be willing to risk it all to win.

usable in any  "modern" period . modern includes  sci-fi.

GM can allow no comprises, and should ruthlessly exploit any failure by
either side.

no vehicles. no airsupport. no artillery or ortillery support. no mortar
suppport.  no armor  support. no powered armor. 

just gals/guys	armed  with small arms ,  squad  support  weaponry , and
personal body armor.

a fight to the	death with no turn limits or nightfall to end the
figiht.

FRANK, please send this to the pack for me!

GEO,  feel free to place this one on your  www site!

DON, please send this to your list.

THE SCENARIO

1. FORCES;

A. RED is the ambusher;  a re-enforced	infantry squad	consisting of no
more than 15 bods. RED is deployed inside the treeline at one  narrow
end of the table using wotever hidden set up you like

B. BLUE is  is the  ambushee;  at least a re- enforced infantry squad
consisting of  no more than 24 bods. one bod  must be a trained  medic.
BLUE's setup is special and  explained below.

2. TERRAIN;

the terrain is	rolling open fields, with  clumps of  tall grass,  with
a tree line  at each narrow  end of the table.	a stream, ankle deep,
runs  across the  field  from where ever you want it too. as far as the
gamers are concerned the terrain  off board  is exactly the same as on
the table top. the only way to go is forward or back. 
table size can be as  small  as 6 ft by 4 ft or as long and wide as you
want.

3. BLUE'S PRE-GAME   SET-UP

A. now once you have determined the size  table you are going to use,
and terrained it up as described above, find the exact center of same
between the two narrow	ends.

B. BLUE,  the ambushee, sets up his  troops  in a  skirmish line at this
point. two or three fireteams up front, one back, etc.
BLUE  mainly gets to chew his/her fingernails  while the GM does his/her
dirty deeds prior to game  start.

C. GM will now produce his/her magic D6 and roll it , adding +1 to the
score.	this is the number of BLUE troopers gunned down by the initial
round of  RED shooting
. 

D. GM will now dice for each BLUE trooper to see who is hit by RED
gunfire. i use a simple 1D6 per trooper,  and  read the dice thusly.
1-3 MISS! 4-6 HIT!

E. GM  now places lays	each HIT soldier down on the  table. the status
of  each HIT soldier is determined  later.

F. GM now tosses 2D6 for  each surviving soldier, and then moves them
toward the  BLUE treeline that many inches!  wot as  happened is that
BLUE survivors, upon being ambushed, have bugged out  for the safety of
their  treeline without stoping to assist any wounded buddies.

G. GM  again dices  for potential BLUE casualties using 1D6 as above,
and then lays any HIT soldiers	down on the  table.

H. the remaining BLUE troops are  assumed to make it too the treeline
without suffering any further casualties, regroup, and	asses the
situation.

4.  FATE OF THE  WOUNDED (GM ONLY!) 

GM  now SECRETLY dices	for each HIT soldier to determine his/her fate
using 1D6;

1=DEAD!

2=WOUNDED! down and unable to move for one turn after the  game play
begins. after that, may make 1/2 movement under his/her own power. any
shooting or combat suffers a penalty for being	wounded. will pass out
from blood loss/shock on a score of "1" on D6, with test being made
each turn!

3-4=UNKNOWN!  soldier is down, not moving or making a sound. could be
dead or alive! when a BLUE soldier reaches the UNKNOWN casualty,
toss1D6;  1-3, DEAD! 4-6 BADLY WOUNDED and unconscious.

5=BADLY WOUNDED! down, unable to fight at all or  move	under own power!
unfortunately, the soldier is able to scream horribly, and plead for
help.
GM toss 2D6 to determine how long (complete game turns) before the
soldier bleeds to death.

6=SPECTACULARLY DEAD! no doubt about the  fate of this	soldier in any
witnesses mind!

A. GM  can get away with garbling the status of results 1, 2, 3, and 4!
RP away, using bogus  dice rolls  to place pressure on BLUE. result 5 is
the GM's RP hammer! use it to drive BLUE. result  6 is of no use to the
GM as far as RP casualties goes.

B. REMEMBER,  neither  RED nor BLUE have a clue as too casualties real
status. 

5. BATTLEFIELD	FIRST AIDE AND	TEECHNOLOGY

A. battlefield	first aide can be done by an unwounded soldier AFTER
he/she reaches the  casualty. to apply first aide  requires and entire
game turn DOING NOTHING ELSE!  first-aide  will "stabilize" the
casualty for 1D6+1 games turns.  a trained MEDIC rolls 2D6+2 for
first-aide treatments.

B.  this  scenario assumes that any medical monitoring	equipment
available to BLUE leader's is lost, damaged , destroyed or otherwise
inoperative .  thus  only the MARK I human senses can be  relied on to
make  casualty determinations

6. BATTLEFIELD COMMUNICATIONS

both RED  and BLUE  are assumed to have helmet comms with tabletop
ranges	for communications  between soldiers.

HOWEVER, the helmet comms of all BLUE CASUALTIES are assumed to be
knocked out. . . . SO NO TALKING WITH THEM!

7. WINNERS AND LOSERS.

A. RED scores  a major	win  by killing or wounding  ALL of BLUE's
troopers!

B. RED scores a minor win by  driving  BLUE from the  table  with out
his/her wounded.

C. BLUE  scores a major  win by recovering all of his/her wounded, and
evacuating them off table  from  BLUE's  narrow  end of the  table. 

D. BLUE scores a minor win  by killing, wounding or driving off all RED
troopers, 
 recovering his/her wounded, and evacuating them off table via BLUE/s
narrow	end of the  table.

8. WEAPONS RANGES.

in my own gaming for this  scenario, everything on the tabletop is IN
RANGE of all weapons!	just extrapolate the ranges from your  rules and
think of EVERYTHING as being  SHORT, MIDDLE, AND LONG SHORT  RANGE  as
the  aulde COLONIAL SKIRMISH WARGAMES RULES  said soo succintly!

9. TIME LIMITS

in my games, i allowed RED and BLUE 10minutes per turn to do wot ever!
effen they did not do it before the timer BEEPED, it did not get done
that turn!

AFTERWARD

this  scenario might be a bit too "gritty" for some folks, but it
introduces a very real small unit  problem to the table top when dealing
with a merciless enemy. 

if the GM is a heartless bastard,   if RED is  bastard's  bastard,  and
BLUE  plays  like the  casualties are  members of his family OUT THERE
instead of  lead or plastic  lumps, this game  is a real gaming
experience that all will remember and play multiple times over the
years.

DAWGIE


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