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[SG2] PBEM AAR - Valley of Death - TO&E - 4 of 5

From: Allan Goodall <agoodall@h...>
Date: Wed, 30 Oct 2002 15:09:18 -0600
Subject: [SG2] PBEM AAR - Valley of Death - TO&E - 4 of 5

I gave each player a rough idea of their mission and their TO&E, then
let them
choose anything that they wanted for additional support. In each case
the
players were only given the bare bones squads. Both players asked for
mortar
support and an additional heavy weapon team.

Here are each players TO&E and Mission Outline.

NSL MISSION OUTLINE
MISSION OUTLINE
A Neu Swabian League major offensive has been in the planning stage for
a
couple of weeks, with troops preparing for the offensive for the last
several
days. Today, at dawn, the offensive commences. You control the majority
of one
NSL company, two platoons (one platoon has been held back in reserve for
use
in a breakthrough).

Intelligence reports that in front of you is a ridge held by a single IF
platoon. The platoon is protected by bunkers, and the area is probably
infested with minefields. 

PRIMARY OBJECTIVE
Take the ridge on the north west sector of the map. 

SECONDARY OBJECTIVE
Determine the location and/or destroy the minefields on the map. 

DEPLOYMENT
Your forces will begin within 6" of the board edge, in the south east
corner
of the map. They must be deployed east of the road and south of the
river.

The gunship will be in Box 1 of the Inbound chart (meaning it will
arrive on
the table on turn 2).

Each of the bunkers is pre-plotted. This means that any unit can call
for an
artillery strike on any of the bunkers without having LOS, but the die
roll
for communicating with the artillery and for accuracy of the shot would
presume that a dedicated FAO was used and it had LOS to the bunkers.

(I also gave the NSL the option of dropping an artillery barrage on the
first
turn. The NSL player never did this. He probably forgot that, as it
wasn't
especially highlighted in the rules. Truth to tell, I forgot I had given
him
that option too. The option will be removed from the scenario when I
post it
to my web site.)

NSL FORCE LISTING
Force: Understrength NSL Panzergrenadier Company
Motivation: Medium
Fatigue: Fresh
ADE (Friendly): High (D10)
ADE (Hostile): Low (D6)

1 Company Command Squad (Squad CC)
Quality: Veteran 2
Strength: 1 commander, 3 troopers, 1 support trooper, 1 FAO (Forward
Artillery
Observer)
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Attached Special: 1 trooper is a designated FAO and has an SG 58

1 Heavy Weapon Squad (Squad CH)
Quality: Regular 2
Strength: 1 leader, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Ranged Weapons: DFFG/1 (Firecon D8, Impact D12 x 2)
Note: For Transfer Actions, this squad reports directly to the company
commander.

2 LKPzW VII GEV APCs
Quality: Veteran 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: GEV
Infantry Capacity: 8
Armour: Front 2, Side 1
ECM: D8 (Enh)
Ranged Weapons: 1 x DFFG/1 (Firecon D8, Impact D12 x 2)
Ranged Weapons: 1 xRFAC/1 (Firecon D8, Impact D10)
Other Equipment: Smoke launchers, decoy launchers

1st Platoon
1 Platoon Command Squad (Squad 1C)
Quality: Regular 2
Strength: 1 commander, 2 troopers, 1 support trooper, 1 EW trooper, 1
FAO
trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Attached Special: 1 trooper has EW gear as well as an SG 58
Attached Special: 1 trooper is a designated FAO and has an SG 58 4 IAVRs

1 Panzergrenadier Squad (Squad 11)
Quality: Regular 1
Strength: 1 leader, 2 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4
shots)
3 IAVRs

1 Panzergrenadier Squad (Squad 12)
Quality: Veteran 2
Strength: 1 leader, 1 trooper, 1 sniper, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Sniper Weapons: LG 24 Sniper Rifle (FP D12, Impact D8)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12) 2
IAVRs

1 Panzergrenadier Squad (Squad 13)
Quality: Green 2
Strength: 1 leader, 2 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12) 3
IAVRs

1 Panzergrenadier Power Armour Squad (Squad 1P)
Quality: Veteran 1
Strength: 1 leader, 2 troopers, 3 support troopers
Morale: Confident
Mobility: Fast (D12)
Armour: D12
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with SG 58 and MLP (FP D8, Impact D8)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4
shots)

1 Company Medic Squad (Squad M1)
Quality: Regular 2
Strength: 1 commander, 1 trooper (both are medics)
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)

4 LKPzW VII GEV APCs
Quality: Veteran 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: GEV
Infantry Capacity: 8
Armour: Front 2, Side 1
ECM: D8 (Enh)
Ranged Weapons: 1 x DFFG/1 (Firecon D8, Impact D12 x 2)
Ranged Weapons: 1 xRFAC/1 (Firecon D8, Impact D10)
Other Equipment: Smoke launchers, decoy launchers

Artillery Support
Platoon Mortar Battery
Strength: 3 tubes
Delivery System: Medium (3" radius)
Warhead Types Available: General Purpose, Anti-Personnel, Anti-Armour,
Smoke
Fire Missions Available: Unlimited
Inbound Chart Box: Box 1 (i.e. if a barrage is called in on turn 1, it
arrives
turn 2)

Note: mortars may drop rounds on a pre-plotted artillery location on the
first
turn without the drop being called in by way of a Communications roll.

2nd Platoon
1 Platoon Command Squad (Squad 2C)
Quality: Veteran 1
Strength: 1 commander, 2 troopers, 1 support trooper, 1 EW trooper, 1
FAO
trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Attached Special: 1 trooper has EW gear as well as an SG 58
Attached Special: 1 trooper is a designated FAO and has an SG 58 4 IAVRs

1 Panzergrenadier Squad (Squad 21)
Quality: Veteran 2
Strength: 1 leader, 3 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4
shots) 4
IAVRs

1 Panzergrenadier Squad (Squad 22)
Quality: Green 2
Strength: 1 leader, 2 troopers, 1 sniper, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Sniper Weapons: LG 24 Sniper Rifle (FP D12, Impact D8)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with GMS/P multi-mode missile launcher (4
shots) 3
IAVRs

1 Panzergrenadier Squad (Squad 23)
Quality: Regular 2
Strength: 1 leader, 2 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12) 3
IAVRs

1 Panzergrenadier Power Armour Squad (Squad 2P)
Quality: Elite 2
Strength: 1 leader, 3 support troopers
Morale: Confident
Mobility: Fast (D12)
Armour: D12
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with SG 58 and MLP (FP D8, Impact D8)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with SK 51 plasma gun (FP D6, Impact D12)

1 Company Medic Squad (Squad M2)
Quality: Regular 1
Strength: 1 commander, 1 trooper (both are medics)
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)

4 LKPzW VII GEV APCs
Quality: Regular 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: GEV
Infantry Capacity: 8
Armour: Front 2, Side 1
ECM: D8 (Enh)
Ranged Weapons: 1 x DFFG/1 (Firecon D8, Impact D12 x 2)
Ranged Weapons: 1 xRFAC/1 (Firecon D8, Impact D10)
Other Equipment: Smoke launchers, decoy launchers

Artillery Support
Platoon Mortar Battery
Strength: 3 tubes
Delivery System: Small (3" radius)
Warhead Types Available: General Purpose, Anti-Personnel, Anti-Armour,
Smoke
Fire Missions Available: Unlimited
Inbound Chart Box: Box 1

Note: mortars may drop rounds on a pre-plotted artillery location on the
first
turn of the game. This can be done without the drop being called in by
way of
a Communications roll.

1 VTOL Gunship
Quality: Regular 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: VTOL
Infantry Capacity: None
Armour: Front 3, Side 2
ECM: D8 (Enh)
Ranged Weapons: RFAC/1 (Firecon D10, Impact D10)
Ranged Weapons: 2 x GAC/2 (Firecon D10, Impact D12 x 2)
Ranged Weapons: 2 x GMS/H (Firecon D8, Impact D12 x 4)

The GAC/2 and the GMS/H weapons are on double mounts. This allows the
weapon
to fire twice with one action, but both shots must be at the same target
and
must be announced before any shots are resolved. The unit may also fire
only
one of the two double-mounted weapons, leaving the second available to
fire at
a different target with the gunship's second action.

Notes
All troops have smoke grenades.

The VTOL gunship begins in box 1 of the Inbound Chart. At the end of the
first
turn, it may either be moved to the battlefield box (in which case it
will
enter the table when they are activated) or the Loiter Box. The gunship
can
only receive a Transfer Action from the company commander.

The APCs are off board. The NSL player decided not to go with them
during the
scenario. The referee ruled that they were available for use off board
(i.e.
they were in the Loiter Box of the Inbound Chart) and could be called
via a
communication attempt. Each squad could call in their own vehicle, a
platoon
commander could call in any/all of the vehicles in the platoon, and the
company commander could call in any/all the vehicles for the force.

Multi-mode GMS can fire at armour _and_ infantry (the impact is D8
versus
infantry, just like other heavy weapons firing on dispersed targets), as
well
as aircraft.

The NSL player was allowed four "pre-plotted" artillery points, one per
bunker. Any troops could call a mortar strike on these points as though
they
had a dedicated FAO watching the bunkers. The player still had to make a
call
to the mortar batteries to call in a fire mission, but the +0 modifier
for the
unit being an FAO applied to these pre-plotted co-ordinates..

SPECIAL RULES
The following Hyperbear house rules (http://sg2.hyperbear.com) are in
effect:
Allocating Casualties, Assault From In Position, Multiple Support
Weapons,
Vehicle Bail Out Modifications, Aerospace Modifications, Morale
Modifications,
Transfer Action Modifications, Cross Training, Overwatch and Opportunity
Fire.

IF MISSION OUTLINE
MISSION OUTLINE 
A Neu Swabian League major offensive is about to start. Your IF forces
have
found out about it in time to set up a spoiling attack. You will be in a
position to assault the NSL force just as it is launching its own
attack.

Intelligence reports that the enemy is an NSL Panzergrenadier company in
full
strength.

PRIMARY OBJECTIVE
Hold the ridge on the north west sector of the map. 

DEPLOYMENT
Your militia forces will on the ridge on the north west part of the map.
They
may begin in the bunkers.

Your attack force may begin in one of two locations. They may set up in
the
valley with the orchard, within 6" of the western table edge. This would
allow
them to begin on turn 1. Or, they may come on to the board along the
western
edge anywhere north of the river on turn 2. 

You must deploy half your minefields within 12" of the north edge of the
board. You may deploy the other half anywhere north of the river.

You may deploy your sniper teams anywhere north of the river.

IF FORCE LISTING
Force: Reinforced Line Platoon with attached Militia Platoon
Motivation: Medium
Fatigue: Fresh
ADE (Friendly): Low (D6)
ADE (Hostile): High (D10)

Rifle Platoon
1 Platoon Leader (independent) (L1)
Quality: Veteran 1
Strength: 1 commander
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)

1 Platoon Command Squad (Squad 1C)
Quality: Regular 2
Strength: 1 commander, 1 FAO trooper, 1 support trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Support Weapons: 1 trooper with SAW (FP D8, Impact D10)
Attached Special: 1 trooper is a designated FAO and has an AR

1 Platoon EW Squad (Squad 1E)
Quality: Regular 2
Strength: 1 EW trooper, 1 trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Attached Special: 1 trooper is a designated EW specialist and has an AR

1 Platoon Medic Team (Squad 1M)
Quality: Regular 2
Strength: 1 commander (medic), 1 medic
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Note: both medics have ARs.

1 Platoon Heavy Weapons Team (Squad 1H)
Quality: Regular 2
Strength: 1 commander, 1 trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Support Weapons: 1 trooper with GMS/L multi-mode missile launcher (4
shots)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)

1 Company Missile Team (Squad 1T)
Quality: Green 2
Strength: 1 commander, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Support Weapons: 2 troopers with GMS/P multi-mode missile launcher (4
shots)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)

1 Battalion HAMR Team (Squad 1S)
Quality: Regular 1
Strength: 1 support trooper, 1 trooper/FAO
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Support Weapons: 1 trooper with HAMR
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Note: extra trooper can act as FAO.

1 Rifle Squad (Squad 11)
Quality: Green 1
Strength: 1 leader, 6 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Support Weapons: 1 trooper with SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with AGL (FP D12, Impact D8)
3 IAVRs

1 Rifle Squad (Squad 12)
Quality: Regular 3
Strength: 1 leader, 5 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Support Weapons: 1 trooper with SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with AGL (FP D12, Impact D8)
3 IAVRs

1 Rifle Squad (Squad 13)
Quality: Regular 1
Strength: 1 leader, 7 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Support Weapons: 1 trooper with SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with AGL (FP D12, Impact D8)
4 IAVRs

4 Civet APCs
Quality: Green 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: High Mobility Wheeled
Infantry Capacity: 11
Armour: Front 3, Side 2
ECM: D6 (Basic)
Ranged Weapons: AutoGL (Firecon D12, Impact D8*)
Ranged Weapons: SAW (FP D8, Impact D10)

Militia Platoon
1 Platoon Command Squad (Squad 2C)
Quality: Regular 2
Strength: 1 commander,	8 troopers, 1 FAO trooper, 1 support trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
Support Weapons: 1 trooper with SAW (FP D8, Impact D10)
Attached Special: 1 trooper is a designated FAO and has an AR

1 Rifle Squad (Squad 21)
Quality: Untrained 3
Strength: 1 leader, 6 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D4
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
5 IAVRs

1 Rifle Squad (Squad 22)
Quality: Untrained 1
Strength: 1 leader, 6 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D4
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
5 IAVRs

1 Rifle Squad (Squad 23)
Quality: Untrained 2
Strength: 1 leader, 6 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D4
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
5 IAVRs

1 Rifle Squad (Squad 24)
Quality: Untrained 1
Strength: 1 leader, 6 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D4
Sensors: Basic (D6)
Ranged Weapons: Assault Rifle (FP 2, Impact D10)
5 IAVRs

Artillery Support
Platoon Mortar Battery
Strength: 3 tubes
Delivery System: Medium (4" radius)
Warhead Types Available: General Purpose, Anti-Personnel, Anti-Armour,
Smoke
Fire Missions Available: Unlimited
Inbound Chart Box: Box 1 (i.e. if a barrage is called in on turn 1, it
arrives
turn 2)

Minefields
8 Minefields, player's choice of type.

Notes
All regular troops have smoke grenades (the militia have none).

Multi-mode GMS can fire at armour _and_ infantry (the impact is D8
versus
infantry, just like other heavy weapons firing on dispersed targets).

The IF player was allowed four "pre-plotted" artillery points. These are
positions pre-selected before the battle. Any troops could call a mortar
strike on these points as though they had a dedicated FAO watching those
locations. The player still had to make a call to the mortar battery to
call
in a fire mission, but the +0 modifier for the unit being an FAO applied
to
these pre-plotted co-ordinates.

SPECIAL RULES
The following Hyperbear house rules (http://sg2.hyperbear.com) are in
effect:
Allocating Casualties, Assault From In Position, Multiple Support
Weapons,
Vehicle Bail Out Modifications, Morale Modifications, Transfer Action
Modifications, Cross Training, Overwatch and Opportunity Fire.

Allan Goodall		       agoodall@hyperbear.com
http://www.hyperbear.com

"We come into the world and take our chances
 Fate is just the weight of circumstances
 That's the way that Lady Luck dances
 Roll the bones." - N. Peart

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