To continue along with our New, although somewhat derivative, Hounds of Sirius Project...
I have created a scenario based on our original (albeit derivative) fiction above.
Please enjoy this scenario and any feedback on the playability or pics of your games or links to your blogs, it would be appreciated.
Also, please let me know if you are interested in more scenarios and would play scenarios provided in this format.
Scenario – Road to Nowhere Background: The Parcava to Chiclina road winds across the plateau known as Mea'kad. This plateau has changed hands several times within the last two months as first the Stra’ok-aelan Soldiers took control of the area and then they were pushed out by the Va’tet only to retake it weeks later. The Stra’ok-aelan currently hold the area and have dug in like tics on a bear. The have also displaced the local civilian population. The plateau is extremely important as it overlooks the industrial heartland of the Mea'kad valley and units stationed on the plateau can interdict movement in the valley below.
Under an agreement, brokered by the planetary nations, the mercenary outfit known as Spencer’s Barkers would reestablish peaceful control of the plateau to the Va’tet and escort the civilians back to their houses. The Stra’ok-aelan had agreed to return the territory back to its populace.
Spencer's Barkers were scheduled to push down the road and reestablish the Mea’kad Pocket. Although the Stra’ok-aelan government had agreed to this deal in exchange for official recognition by the planetary nations, the soldiers didn’t want to give up the territory they had fought and died to secure.
Spencer’s Barkers are at their jump off point and attempting to move down the road against the dug in Stra’ok-aelan Soldiers. The soldiers don’t want to leave and tensions are high. Colonel Spencer has been ordered to force the issue.
Meanwhile, behind the Barkers, some Va’tet righteous holy soldiers, wait impatiently to attack their sworn enemies if and how they can.
Terrain: The road runs straight, or mostly straight, from Parcava to Chiclina and down the middle of the table. There is scattered woods and dwellings along the road on either side of it. Various sections of broken ground break up the forests as the area is rather stony.
The mercenaries have left their trenches with the intention of following the Stra’ok-aelan Soldiers as they withdraw out of the area. They begin the game on open ground.
Set Up: Spencer’s Barkers begin up to six inches on the south map edge and must advance across the table. Vehicles start on the road and each company sets up on both sides of the road.
Objective: Exit off the north board edge by turn six.
Forces: Company HQ - Colonel Zonvorrgh Spencer -Big Boss Level II plus HQ Squad
Lieutenant Ghyveh – C Company – 2 x Infantry Platoon, 1 x Big Man Level I, 1 x Mortar Squad, 1 x Heavy Cannon Platoon, 1 x Drone Squad, Specialist Medic
Lieutenant Starkey - B Company - 2 x Infantry Platoon, 1 x Big Man Level I, 1 x Mortar Squad, 1 x Heavy Cannon Platoon, 1 x Drone Squad, Specialist Medic
Lieutenant Grohyhev – 1 x Big Man in MBT 7034 Missile Grav Tank, Imp APC Armoured Car x 2, 1 x Drone Squad
Role No Weight Expertise 0 1 2 3 4 Firing
Leg Sq 10 Standard Regular 1,2,3 4 5 6,7,8 - +4Drone Sq 5 Light Regular 1,2,3 4 5 6,7,8 - -1D+4
Squads Miss Shock Dead Save Open Light Heavy Imp | All Infantry 1,2,3 4,5 6 - - -1/D6 -2/D6 -4/D6 |
Drones 1,2,3 4,5 6 - x2 - -2/D6 -4/D6 |
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AT: 0 - 4" 4 – 8" 8 - 12" |
Support Weapons SV TGT Vs INF Vs Veh |
Mortar Team 3 IF 3D6+4 & Pin, miss on two 1 Indirect fire only | Heavy Cannon 3 DF 3D6+7 & Pin SV2 |
Vehicles Gunner Expertise Armour Vs Inf Vs Vehicle Cl Cmbt | Missile Grav Tank Y Regular 6 DF: 2D6+4 VF: 1D6+10 VF3 or DF2 Y |
IMP APC - Regular 5 IF: 1D6+8 DF1 Y |
Spencer's Barkers CAMPAIGN BRIEFING (Merc player eyes only)
You are the mercenary group known as Spencer's Barkers. You have accepted a contract to act as an intermediary between the forces of the Va’tet people’s and the Stra’ok-aelan Confederacy. The Stra’ok-aelan Soldiers across from you have pushed the Va'tet military, known as the Royal Fusiliers of Harmony off the Mea'kad plateau and created a pocket approximately five kilometers deep. They have also displaced Va’tet civilians and rumors of ethnic cleansing within the held territory have been making their way back to your HQ.
You have been ordered to push down the road and peacefully occupy the check points established by the Stra’ok-aelan Soldiers and return the territory to the Va’tet people. However, tensions are high in the contested area and could boil over at any moment. As a soldier you are also keenly aware that the likelihood of the Stra’ok-aelan Soldiers peacefully handing over their strongpoints is limited. HQ expects resistance to be high in the area.
Terrain: The road runs straight, or mostly straight, from Parcava to Chiclina and down the middle of the table. There is scattered woods and dwellings along the road on either side of it. Various sections of broken ground break up the forests as the area is rather stony.
The mercenaries left their trenches with the intention of following the Stra’ok-aelan Soldiers as they withdraw out of the area. They begin the game in open ground.
Set Up: You can set up forces in the woods on either side of the road up to the mid-point of the board. You have a checkpoint at the end of the road where it exits the table. You have refused to give it up to the off-worlders, even though ordered to do so by your government. Here you have a bunker and sandbag emplacements as well as a roadblock.
Objective: You have been ordered to leave the area and turn over your roadblock to the mercenaries. However, the people who are giving you these orders are not in charge of the soldiers who have bled and died for the glory of the Stra’ok-aelan Confederacy. Your soldiers are keyed up, they don’t want to leave the land they have taken especially to just give it back to the puerile Va'tet people’s. It would be best if these offworld interlopers would just leave and your men are the ones to make that happen. Their morale is running high over their recent victories, and they are eager to get into another fight. Any situation or flare up could set them off and cause them to attack the mercenaries. For your part you agree with your soldiers and are willing to back them if they were to attack. Now you just need a spark for a viable reason to ambush these interlopers.
Forces:
Company HQ - Colonel Ubba Mikalev – Big Man – Infantry Platoon
Lieutenant Marijan Vukman – 1st Company - Big Man, 3 x Infantry Platoon, Sniper, Mortar Team
Lieutenant Tomislav Hrženjak - 2nd Company - Big Man, 3 x Infantry Platoon, Sniper, Mortar Team
Lieutenant Dejan Plazibat - 3rd Company - Big Man, 3 x Infantry Platoon, Sniper, Mortar Team
AT Squad
Specialist - One Forward Observer
Off-board – One battery x 3 80mm Mortars indirect through FO or targeted on road
Role No Weight Expertise 0 1 2 3 4 Firing
Leg 14 Standard Militia 1, 2, 3, 4 5 6, 7 8+ - +2
Squads Miss Shock Dead Save Open Light Heavy Imp | All Infantry 1,2 3,4 5,6 - - -1/D6 -2/D6 -4/D6 |
AT: 0 - 4" 4 – 8" 8 - 12" | Infantry 2 - - |
Support Weapons SV TGT Vs INF Vs Veh |
Mortar Team 3 IF 3D6+2 & Pin, miss on two 1 Indirect fire only | Heavy Cannon 3 DF 3D6+7 & Pin SV2 |
Stra’ok-aelan Soldiers Force CAMPAIGN BRIEFING (Stra’ok-aelan player eyes only)
You are Colonel Ubba Mikalev of the Stra’ok-aelan Liberation Forces. You were a regular army Lieutenant before the civil war broke out and when you joined your countrymen in fighting for the freedoms of the Stra’ok-aelan people’s you were promoted to colonel and given your own division to command. You have shown success in leading troops when you successfully drove the Va'tet armed forces off the Mea'kad plateau and established check points and garrisoned the captured territory. Now they tell you that you have to give this land back to the Va'tet. Well that is not happening. You have ordered your troops to leave peacefully while telling them to find any reason to attack and hold the land.
Important Scenario Notes
At the beginning of each turn roll a six sided dice. On the first turn a roll of 5 or 6 an event will occur. A RFH sniper, from off the board will fire at random soldier on the board. Roll a further six sided dice. On a roll of 1 -4 he will target a Stra’ok-aelan soldier. Determine a random soldier. On a roll of 5 or 6 he will target a Spencer’s Barkers soldier. Determine an individual soldier at random. Roll the results of the shot as per your rules.
On the following turn the Stra’ok-aelan Soldiers may open fire on the mercenaries.
On turn two a roll of 3,4,5 or 6 on a six sided will trigger this occurrence.
On turn three it will automatically occur.
Until that point the Stra’ok-aelan player must move backwards at a walk (or slowest) move rate. The mercenaries can approach as they desire but should maintain a 12" buffer zone.
The mercenaries are rated one tech level higher then the Stra’ok-aelan.
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