Fwd: DESPERATE TIMES CALL FOR DESPERATE DEEDS
> A. INTRODUCTION.ENJOY!
> This scenario is more generic than theater specific,
> easily usable in
> EUROPE, RUSSIA, THE BALKANS, ITALY, even NORTH
> AFRICA. this is why i am
> leaving the scenario date and year wide open, opting
> for bland
> weather/good visibility conditions, but stating the
> time the
> engagement begins as 1030 hours, LOCAL TIME, so
> there is plenty of
> daylight available for combat. as with all of my
> scenarios, it is
> easily adapted to use with other rules than the ones
> i used (THWG WWII
> rules "NUTS!). the game is playable as is a solo
> game, as a player (s)
> vs player (s) game or as all players vs the
> dice/THWG engine type of
> game. LOL, this is even useful for sci fi ground
> combat if anyone feels
> so inclined!
> Desperate times call for desperate deeds . . .
> B. DEFENDER SITUATION REPORT.
> YOU are the senior NCO commanding the defense of a
> Y-shaped dirt road
> intersection in the middle of no where. the enemy
> may or may not come
> rolling/tracking/slogging down either fork in the
> road with little or
> no warning: if they do, it is up to you to stop
> them, or failing that,
> to delay them for as long as possible, before
> pulling back and
> rejoining the rest of the company at the rally
> YOUR resources are slim, stretched to the breaking
> point. the troops
> are tired and hungry. the three LMG teams, a handful
> of riflemen,
> limited grenades/ammo, a few anti-tank and
> anti-personnel mines, a
> flare pistol w/a few flares, and the rather nebulous
> promise of mortar
> support when and if your situation becomes desperate
> . . .
> GOD and the enemy alone know exactly what may
> coming tracking
> /rolling/slogging down those roads in front of your
> position, the
> options available to them seem endless, like ocean
> waves washing up
> onto a beach . . .
> C. ATTACKER SITUATION REPORT.
> YOU are commanding the tip of the bayonet in this
> sector of the front.
> the enemy is falling back in disarray, your forces
> are pushing them
> hard, trying to encircle the fleeing enemy before
> they escape the
> closing trap, and you have been tasked with
> taking/holding this fork in
> the road until relieved by advancing friendly
> THE men are tired and hungry, the vehicles are short
> on fuel, and if
> you are lucky you will have enough to ride/fight in
> the battle if
> needs be. both are short on grenades and other ammo,
> but you have been
> promised mortar support if you need it. Intel cannot
> say if the
> intersection is defended, but says the enemy is in
> very bad shape, so
> resistance, if any, will be minimal. yeah, right. .
> D. MISSION.
> DEFENDER. occupy and hold the road intersection,
> preventing any enemy
> forces from capturing the Y-shaped road
> ATTACKER. capture and defend the intersection from
> all enemy counter
> attacks until you are relieved by friendly forces.
> E. GOAL.
> DEFENDER. to accomplish the mission you must not
> allow any combat
> effective enemy troops or vehicles (ie, able to
> fight) to remain in the
> road intersection or within 24" of either side of
> the intersection at
> the end of the battle, or to exit off the SOUTH
> table edge (thereby
> cutting off your escape route).
> ATTACKER. to accomplish the mission you must capture
> the inter -section
> from the enemy forces count (ie, no enemy able to
> fight remaining in
> the road intersection of up to 24" on either side of
> it) and to defend
> the intersection against all enemy counter-attacks
> until relieved by
> friendly forces.
> NOTE. unexploded DEFENDER land mines left behind DO
> NOT count as being
> "able to fight".
> F. TABLE TOP.
> TABLE top is 6-ft by 6-ft, and gridded into 12"
> squares. these squares
> are numbered 1-6 vertically and horizontally.
> vertical numbers are read
> from top to bottom, horizontal from left to right
> (1-1 is the first
> square at the left top of the table, etc). designate
> the table edges as
> NORTH, SOUTH, WEST, EAST, before the game start.
> G. TERRAIN.
> A 3" wide Y-shaped dirt roads enter the table from
> the NW and NE
> corners, joining a straight dirt road that enters
> from the SOUTH
> central edge, at the exact center of the table top.
> OTHER terrain is broken, dotted with one (1-3) to
> two (4-6) terrain
> features per square foot of table top. terrain is
> "any" and MAY NOT
> include urban areas.
> IF you are playing against another player/players,
> the ATTACKER sets up
> the terrain. if playing solo, or against the THWG
> system, then dice to
> determine the placement of the terrain features
> other than the Y-shaped
> H. DEPLOYMENT.
> DEFENDER sets up anywhere in the center of the
> table, but not more
> than 24" on either side of the intersection, facing
> NORTH, the
> direction the enemy will be coming from, flanking
> the roadway, and/or
> both. before battle start, the DEFENDER is allowed
> to prepare
> camouflaged fighting positions, construct a hasty
> pre-register mortar targets, and deploy the AT/AP
> ATTACKER begins ALL movement measured from anywhere
> along the NORTH
> table edge, is subject to an "IN SIGHT TEST" as soon
> as the troops
> enter the table top. if playing solo or same side,
> then dice to see
> which grid table edge the ATTACKER force elements
> appear in.
> I. DEFENDER FORCE.
> THIS is an ad hoc organization, hastily cobbled
> together from the odds
> and sods available from chewed up experienced
> infantry/rear echelon
> commandos from your battered infantry company.
> NCOIC is a REP-5, one (1) JUNIOR NCO is REP-4, and
> one JUNIOR NCO is
> REP-3. attributes are optional and randomly
> determined. all NCOs are
> armed with SMG, knife-bayonets, entrenching tools,
> and 2 hand grenades
> each. all weapons are standard for the nation
> represented, except that
> all NCOs are toting flare pistols and various
> colored flares for
> signaling. TIGHT AMMO rule is in effect.
> LMG TEAMS x 3 ea (4 bods each) two (2) consist of
> veteran infantry,
> w/REP-5 gunners and REP-4 team members. the third
> LMG consists of REP-4
> gunner and REP-3 team members. LMG/ all other
> weapons/equipment are
> standard for the nation represented. each LMG team
> has 4 hand grenades.
> attributes are optional and determined randomly.
> TIGHT AMMO rule is in
> RIFLE GRENADIERS X 2 ea. two (2) of the riflemen
> listed below can be
> equipped with rifle grenade launchers and grenades
> for them. rifle
> grenades are precious items these days, so toss
> 1D6+2 to see just how
> many are available for these soldiers. rifle
> grenades are AT or HE, or
> a mix of both. TIGHT AMMO rule is in effect for
> rifle ammo.
> RIFLEMEN X 12 ea. six (6) of these riflemen are
> REP-4s, six (6) are
> REP-3s. all are armed/equipped as standard for the
> nation represented.
> each rifleman has one hand grenade. attributes are
> optional and
> randomly determined. TIGHT AMMO is in effect for
> rifle ammo.
> LAND MINES. the DEFENDERS have some AT and AP mines
> available to them
> that are placed inside of designated numbered grids.
> there are enough
> anti-personnel mines to provide random coverage for
> six (6) 12"
> numbered grids in front of the DEFENDER'S positions.
> unfortunately, the
> DEFENDERS are not as well supplied with AT mines,
> being limited to a
> total of six (6) individual AT mines. these can be
> planted individually
> on the roadway, or randomly on either side of the
> roadway or both.
> minimum coverage is one AT mine per 12" numbered
> MORTAR SUPPORT. the DEFENDER has four (4)
> pre-plotted mortar
> registration points on the table top (ie, four (4)
> 12" numbered grids):
> these grids must be identified before the battle
> begins, and these
> locations are where your incoming mortar fire will
> land. company mortar
> ammo is limited in number (one fire mission per
> grid) and variety (HE
> and SMOKE rounds).
> J. ATTACKER FORCE.
> THIS is an experienced reconnaissance force of
> infantry, armored and
> soft skinned vehicles, a bit chewed up by previous
> combats, low on ammo
> and fuel, operating in advance of the rest of their
> COMMANDER. REP-5, infantry officer or senior NCO.
> riding in soft
> skinned vehicle w/mounted radio, REP-4 driver and
> REP-3 RTO.
> attributes are optional and randomly generated for
> all. officer/senior
> NCO has SMG. driver and RTO have rifles or carbines
> that are standard
> for nationality. all have knife- bayonets,
> entrenching tool and 2 hand
> grenades each. TIGHT AMMO!
> INFANTRY NCOS. REP-4 X 2 ea. weaponry/equipment
> standard for
> nationality. each NCO has two (2) hand grenades.
> these NCOs are
> traveling in vehicles with their "squads".
> attributes are optional and
> randomly generated. TIGHT AMMO!
> LMG TEAMS x 2 ea (3 bods ea). REP-5 gunners, REP-4
> gun teams with
> weapons/equipment standard for nationality. three
> (3) hand grenades per
> LMG TEAM. attributes are optional and randomly
> determined. TIGHT AMMO!
> riding in half tracks or soft skinned vehicles.
> RIFLE GRENADIERS X 2 ea. REP-4s,armed/equipped as
> standard rifle
> grenadiers for nationality. 1D6+2 rifle grenades ea
> (AP, HE, SMOKE; you
> decided type/number carried). attributes are
> optional and randomly
> determined. TIGHT AMMO! riding in vehicles with
> their squads.
> RIFLEMEN X 10 ea. REP-4 squaddies, armed/equipped
> standard for
> nationality. each rifleman has one (1) hand grenade.
> attributes are
> optional and randomly determined.TIGHT AMMO! riding
> in half tracks or
> soft skinned vehicles.
> LIGHT TANK/ARMORED CAR X 1 ea. this is some sort of
> light tank or
> armored car w/a full crew. vehicle commander is a
> REP-4, all other crew
> REPS are randomly determined. attributes for the
> crew are optional, and
> randomly determined. the main gun is low on ammo,
> with 1D6+1 AP
> rounds and 1D6+1 HE rounds available. IF, IF, the
> main gun is an
> auto-cannon/machine gun, every time it is fired
> check for TIGHT AMMO.
> all other vehicle mounted MG (if any) test for TIGHT
> AMMO when fired.
> HALF TRACKS X 2 ea. these are half tracks w/ full
> crews. if you do not
> half tracks available,
> substitute soft skinned
> trucks. one AFV commander is REP-4, the other REP-3.
> all other crew
> REPs are randomly determined. attributes are
> optional and randomly
> determined. the main gun is low on ammo, w/1D6+1 AP
> and 1D6+1 HE rounds
> available. if the AFV is armed with
> auto-cannon/machine gun, check for
> TIGHT AMMO when fired. all other vehicle mounted MG
> (if any) check for
> TIGHT AMMO when fired.
> SOFT SKINNED VEHICLES X 3 ea.
> jeeps/kubelwagons/light trucks,
> motorcycle w/sidecars, or motorcycle, etc. all
> unarmored motor vehicles
> w/ driver and other required crew. if the vehicle
> model mounts a
> machinegun, it will include a gunner as well as
> driver. if it has an
> attached radio, the crew will include an RTO as
> well. soft skinned
> vehicle crews are REP-3s, armed/equipped as standard
> for nationality.
> attributes are optional and randomly generated.
> TIGHT AMMO!
> K. USING LAND MINES.
> DEFENDER makes written note as to which 12" grids
> contain AT and/or AP
> land mines before start of the battle, BUT, does
> not need to plot
> each land mine! no effort is made to keep track of
> how many AP mines
> have been buried, but the DEFENDER only has six (6)
> AT mines at his
> disposal. every time an AT mine is detonated, it
> must be checked off!
> men on foot do not activate AT mines, but men on
> foot or any vehicle
> can detonate an AP mine!
> WHEN any vehicle or man on foot enters a mined grid,
> immediately roll
> 2D6 vs the REP of the driver of each vehicle and/or
> the foot soldier!
> PASS 2D6 = NO MINE DETONATED! Continue moving.
> PASS 1D6 = MY GOD! IT'S A MINEFIELD! Driver or foot
> soldier spots a
> land mine, and immediately goes to HUNKER DOWN!
> PASS 0D6 = KA-BOOM! Vehicle or foot soldier has
> detonated a land mine
> and is hit and rolls on Damage/Wound table counting
> impact appropriate
> for the mine type detonated.
> ALL ANTI TANK MINES are rated: RANGE-contact only,
> IMPACT-7/APW-7 (NOTE: any/all infantry within 1"
> circle of the AT mine
> blast test to see if they are casualties from flying
> ALL ANTI-PERSONNEL MINES are rated: RANGE-contact
> TARGET-2"circle, IMPACT-2/APW-2.
> EVERY time any vehicle or foot soldier moves in a
> mined grid, a test
> for detonating a mine MUST immediately be made!
> NON-PENETRATING MINE BLASTS vs armored vehicles will
> require the commander to take CLANK TEST!
> ANTI TANK MINES "OUTGUN" ALL TANKS, ARMORED AND SOFT
> VEHICLES! ONLY
> ARMORED VEHICLES FITTED OUT AS MINE CLEARANCE
> VEHICLES ARE NOT
> "OUTGUNNED" BY ANTI TANK MINES!
> ANTI-PERSONNEL MINES "OUTGUN" ALL SOFT SKINNED
> VEHICLES AND ALL MEN ON
" THOUGH I BE WOUNDED, I AM NOT SLAIN! I WILL LAY ME DOWN TO BLEED AWHILE, THEN RISE AND FIGHT AGAIN! "
OLD ENGLISH FIGHTING POEM
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