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Fwd: DESPERATE TIMES CALL FOR DESPERATE DEEDS

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  • BADDAWG
    ... ENJOY! DAWGIE 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
    Message 1 of 1 , Jan 3, 2006
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      > A. INTRODUCTION.
      >
      > 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
      > point.
      >
      > 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
      > forces.
      >
      > 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
      > intersection.
      >
      > 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
      > road.
      >
      > 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
      > roadblock,
      > pre-register mortar targets, and deploy the AT/AP
      > mines.
      >
      > 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
      > effect.
      >
      > 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
      > grid.
      >
      > 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
      > forces.
      >
      > 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,
      > TARGET-1,
      > 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
      > junk).
      >
      > ALL ANTI-PERSONNEL MINES are rated: RANGE-contact
      > only,
      > 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
      > immediately
      > 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
      > FOOT!
      >
      >

      ENJOY!


      DAWGIE


      " 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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