[SG] Scenario: A Change Of Orders II
From: kaladorn@m...
Date: Tue, 17 Sep 2002 21:16:58 -0400
Subject: [SG] Scenario: A Change Of Orders II
This scenario will be presented in three sections - Red Force
Briefing, Blue Force Briefing, and Referee's Briefing (Guess which
one is closest to reality?)
Players: 2-4
==============================================
Blue Force Briefing:
Lieutenant Azure, your Blue Force platoon has just formed on Nowhere
III. It has been formed from veterans of other units that have taken
a beating in ongoing hostilities with the Reds plus a bunch of green
recruits fresh out of boot camp back home, just off the transport.
You yourself are only recently arrived fresh out of ROTP. You are
looking forward to the challenge and hope you can measure up.
Fortunately they've stuck you with a very experienced Corporal (who
will probably end up being your Sergeant when the paperwork gets
sorted) to help you wrangle this understrength collection of
survivors and newbies into some sort of unified military formation.
Unfortunately, the Corporal is a survivor of waaaay to many fights
and is a little shell shocked and has a very short fuse. This has
made your relationship with the Corporal kind of difficult.
You are expecting more arrivals next week to bring you up to full
strength and in the meantime, your force is assigned rear-area duties
in a quiet sector. Instead of having everyone sit around cleaning the
barracks, you decide the best way to get a group working together is
to give them some work. And the best way to get survivors and newbies
to start thinking like soldiers is to get them into the field under
controlled conditions. So you're taking them out on a light recce of
the nearby area surrounding the local base. There are no enemy forces
anywhere nearby but you're going to pretend you're in Injun' country
for the practice.
Your goals for the day are to get your unit out to the three chosen
map references, perform a short observation at each reference
(looking for the enemy) then return to base, a bit tired but
hopefully working a bit better together.
==============================================
Red Force Briefing:
Captain Vermillion, your special warfare team has been dispatched
to conduct deep raiding against the enemy. You have been moving
behind enemy lines for more than a week now, scouting enemy
movements near an enemy base and awaiting an opportunity to
strike. You have resupplied from several caches and one meeting
with agent provocateurs.
Your Red Force is small - only one large squad broken into three
fireteams.But you are well trained and well equiped and your focus
and intensity levels are still high.
Your current task is to recover some supplies at a cache location
nearby. The enemy has sent out few patrols of late, feeling very
secure in their rear areas, but you're still of a mind to be careful
just in case. The biggest threat is from overflying enemy air
transport units who might see you moving or catch you on their
sensors.
You want to get to the cache, get the supplies, and exfiltrate. And
watch out for any Blue Forces.
=============================================
Referees Briefing:
Things start out as they seem. This starts as a double blind game so
a good map of the game board (really, three - one for the GM, one for
each team) is required. The first few turns may be quiet with no on-
board movement as all units will be moving with comms shut down and
moving silently (no combat movement, no transfer commands except when
the command unit is in base to base contact).
The board should be thick with underbrush, not too many long lines of
sight or movement. This makes for tense, exciting play.
The referee should indicate (on a map, to the Blue players) the three
places they wish to siddle up to and take a look see. The referee
should indicate on the Red Map the place where the supply cache is.
The arrangement of supply cache and the recce points should be such
that the two forces paths will cross.
Some form of spotting rules should be used (I'd suggest QD versus
range band die with modifiers - down 1 to defence die if target is
moving, down 2 if combat moving, up 1 if observer is moving, up 2 if
combat moving, down 2 if target unit fires, up 1 if defender is
IP/camouflaged ) - spotting should be an action unless the enemy does
something like open up to give an opportunity spot. Once spotted,
units stay spotted (once you know you're in contact with the enemy,
helmet radios/huds/etc. go active).
Remember to let Blue Force choose its approach - they need to get to
all three points. If they want to speed it up by splitting up, no
problem. If they want to stay together, at least suggest to them they
want to move enough to get back to the base sometime before dark....
Now we get to the twist: While we have a Blue Force and a Red Force
both on unrelated ops that run into each other, their are other
things going on. A Blue General has decided that he wants to overfly
Blue Base (nearby) and happens to be travelling over this map region.
The General's VTOL should enter the turn after first contact between
the two player units. This is about the right time to cause maximum
confusion.
The end of the turn before the General's VTOL appears on the Red end
of the board headed for Blue (really, all this is Blue territory and
"supposedly" safe), Captain Vermillion gets a tranmission in code (he
does not respond) to indicate that a fancy air vehicle with an
important VIP is headed to Blue Base. His unit is re-tasked with
destroying the air vehicle, capturing the general, and exfiltrating
(his supplies now don't matter.... although if he has picked them up
already, you might give him a few spare GMS rounds or IAVRs as a
reward).
How it goes from here is rather dependant. The General's Pilot, in
safe territory, and knowing the General is feeling delicate after a
big Mess Dinner last night, is flying low, slow and pretty much
straight down the long axis of the board from the Red Entry side to
the Blue. He has no idea there are enemies below.
And the Blue unit below has no idea what his frequencies, crypto
settings, or anything are. (Though they may try to get through and
discover this after the fact). So the General's VTOL will move 24"
(two 12" movements) in a straight line along the center of the board
each turn. It has Enhanced ECM. It has armour 1 and is unarmed. It
has 2 crew and 3 officers aboard (1 squad, all armed with sidearms,
D4 armour).
In fact, the Pilot has some tunes blasting in his headphones and
isn't paying much attention to his job. He's still remembering last
night with the orderly at the last stop on the General's tour. So he
won't notice any groundfire that doesn't hit the vehicle. He's really
just not expecting to get hit here.
If the GMS the Red Force is carrying can knock down the
VTOL(disabling hit), it will move d12" in a random direction from the
impact point before splashdown. And then crew must check for injury
as if bailing out of a destroyed vehicle. This gives a chance the
general will survive or his adjutants, etc.
If the VTOL just blows up, Red's should still try to get to the
wreckage and look for anything interesting unless Blue's are all over
the place.
If the Blue Commander sees the Command VTOL go down, he knows
(without being told) he has to rescue the General and the crew. He
knows he also has to prevent Blue getting access to anything the
General may have carried in his briefcase etc (recover the body if
the General is dead). If the VTOL blows up, he knows he still has to
recover bodies and drive off or destroy the attackers.
The key thing for the referee to evoke in this scenario is to brief
the Red Force and Blue Force separately, give them separate maps,
make Blue Force think it is on a training exercise (in fact, if you
want, tell the Blue Force leader to brief his people on a fictitious
recce of the three target points and invent some info on conjectural
hostile forces - most of the other Blue players should actually think
they are on an exercise until the leader realizes otherwise and tells
them). And then of course his orders will change (implicitly) if the
ocmmand VTOL goes down.
On the Red Side, their focus is their supplies, until they have made
contact with the other side (or are close enough the ref decides to
bring the VTOL on). Then their orders are changed (they start
thinking they are on a Milk and Cookies run, and end up on a Snatch
and Grab).
The focus of this is to get a bit of a role-assumption overtone here -
have the players get into their roles and focus on their orders.
Play as if they only know what they have been told. And the sneakier
the Ref can be about revealing what he has up his sleeve (ideally the
Blue player should be saying *who are those guys* when he sees Red as
they won't be identifiable as enemy immediately and when he sees the
General's VTOL, he should be saying"what's he doing here?"). And Red
Force, for its part, should be wondering who the blue guys are, where
they came from, and if this is a trap for them, or what.
Remember: Fear and Ignorance make for an entertaining game.
============================================
Blue Force
Lt. Azure (GRN-1) and the Medic (2 x AR, individuals)
BL1 - 5 men (4 x AR, 1 x SAW) (VET-3) (Corporal is leading this one)
BL2 - 4 men (3 x AR, 1 x SAW) (REG-2)
BL3 - 5 men (4 x AR, 1 x SAW) (GRN-2)
BL4 - 4 men (2 x AR, 1 x SAW, 1 x Marksman) (REG-2)
Red Force
Cpt. Vermillion and RD1 - 3 men + Cpt (3 x AR, 1 x SAW) (VET-2)
RD2 - 4 men (2 x AR, 1 x SAW, 1 x GMS/P(4 rounds)) (REG-2)
RD3 - 4 men (2 x AR, 1 x Marksman, 1 x GMS/P(4 rounds)) (VET-2)