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Author Topic: AK47 Republic : Scenarios  (Read 804 times)

Offline julian bonny

  • Assistant
  • Posts: 38
AK47 Republic : Scenarios
« on: January 06, 2022, 06:53:07 PM »
Hi

I have been writing some scenarios for AK47 Republic.

Here is the first one.

https://drive.google.com/file/d/1-m2x7pfucHXq7mJpUCpp-GKRBXqbBAr2/view?usp=drive_web





Julian
« Last Edit: January 06, 2022, 09:16:14 PM by julian bonny »

Offline julian bonny

  • Assistant
  • Posts: 38
Re: AK47 Republic : Scenarios
« Reply #1 on: January 06, 2022, 07:16:05 PM »
Scenario 2 is with the graphic designer at the moment. Here is the text

MERCENARY LEVEL

AK47 Republic Scenario 2

“Death from a Bruv”



Introduction

This scenario is designed to be played as a normal game of  AK47 Republic (Reloaded). As standard the game should last no more than three hours and is played on the usual 6 foot by 3 foot battlefield.Game markers and cards are provided. The rules and all the figures are available at peterpig.co.uk.

Background

Civil War chaos reigns in uMbongo!.  Insurgents, defections, ambushes, atrocities, all fuelled by religious,political and tribal zealotry and armed by both sides in the Cold War. Brother fights brother in this bloody civil war.........

Scenario Special Rules

Recruitment Drive
Your army can include the free points of foot militia awarded from the previous scenario.

Ambush Arrival
If requesting an ambush arrival, the player must roll 7 or more on a 2d6 (no modifiers).

Calling Cards
One Professional or Regular unit in an army can be fanatical veterans for this scenario. They are driven by a bloodlust for revenge, payback for an atrocity carried out by the other side,their infamy proceeds them on the battlefield.
This unit is awarded a bonus morale boost marker.
If this unit destroys an enemy unit, all the opponent’s units on table get a pinned marker on one of its bases immediately (owner’s choice)
There is no limit to the amount of times this can happen in a game.

Militia Reveal as Insurgents
If a militia unit fails 2,3 or 4  morales, the opponent can request to roll for insurgent reveal  to see if the unit will turn over to the opponent’s control . Unit owner rolls D6: 1-3 continue as normal 4-6 insurgent reveal.   
If 3 morale fails and insurgent reveal, no run/stay dice roll, instead 2 foot base are lost to dead of new owner.
The unit does not retreat and deployed weapons remain deployed..
If 4 fails and insurgents reveal, the unit does not flee the table, it remains.
Previous casualties remain the dead count of the initial owner but he does not concede the victory points for a destroyed militia unit  He does keep any victory points won thus far.
The remainder of the unit is now under the control of the opponent, including any markers (aggressive shot, morale boost, movement bonus) but excluding any other type of bonus or special rule from the initial owner’s army list.
Outliers are not included in the reveal as insurgents.
All pinned markers are removed.
The unit can not move , can not shoot , but can defend itself if assaulted.
The next turn it will have the opportunity to activate etc as normal , but now under new  ownership.
The unit will now count towards the dead count of its new owner.
There is a limit of one opportunity per militia unit revealing as insurgent and there can only be one unit that reveals as insurgent.

Defections
Any professional unit which fails 2, 3 or 4 morales, the opponent can request to chance for defection of the unit , turning over to the opponent’s control. Unit Owner rolls D6 1-3 continue as normal,  4-6 unit defection.
If 3 morale fails and defection, there is no run/stay dice roll, instead 1 base is lost to dead (dead count of new owner).
The unit does not retreat and deployed weapons remain deployed.
If 4 fails and defection, the unit does not flee the table, it remains.
The remainder of the unit is now under the control of the opponent, including any markers (aggressive shot, morale boost, movement bonus) but excluding any other type of bonus or special rule from the initial owner’s army list.
Outliers are not included in the defection.
All pinned markers are removed.
Previous casualties remain the dead count of the initial owner but he does not concede the victory points for a destroyed/routed professional unit. He does keep any victory points won thus far.
That turn the unit can not move , can not shoot , but can defend itself if assaulted.
The next turn it will have the opportunity to activate etc as normal , but now under different ownership.
The unit will now count towards the dead count of its new owner.
There is a limit of one opportunity per profesional unit in each army defecting and there can only be one unit that defects in each army.

Additional Bonus Victory Points
Objective secured by an insurgent reveal or defected unit D6+3.
Each ambush arrival D6.
Each Outlier group at the end of the game in a scenery template 2pts.

Game Markers
Per player, One professional or regular unit needs a Calling Card with phrase eg “Death from a Bruv!”

Scenario Reward
For FREE, for the next scenario,  either 3 regular small arms bases or 2 Professional small arms bases because war experience has improved the  skills of militia that were recruited.
15 pts discount on a carrier allowance


Offline has.been

  • Galactic Brain
  • Posts: 7852
Re: AK47 Republic : Scenarios
« Reply #2 on: January 06, 2022, 10:22:48 PM »
Some good ideas there, thanks.

Offline julian bonny

  • Assistant
  • Posts: 38
Re: AK47 Republic : Scenarios
« Reply #3 on: January 06, 2022, 10:28:58 PM »
Some good ideas there, thanks.

Mon plaisir Has Been.

here is my schedule for the scenarios

Xmas in uMbongo! WARLORD
Death from a Bruv  1st January 2022 MERCENARY. civil war chaos, insurgents, defections, calling cards
Never get out of the boat  1st February 2022  WARLORD. river assault
Cover Blown in the Overgrown 1st March 2022 MERCENARY jungle, fog of war, helidrop,
Raid on Hobee 1st April 2022 MERCENARY paradrop, airport raid
River Assault II 1st May 2022 MERCENARY extended river, jungle, fog of war
« Last Edit: January 08, 2022, 09:57:56 AM by julian bonny »

Offline julian bonny

  • Assistant
  • Posts: 38
Re: AK47 Republic : Scenarios
« Reply #4 on: January 09, 2022, 12:43:55 PM »
Scenario 1 Battle Report
Julian v Liam
Cult v Superpower Backed Client
(Rebels/Separatists v Govt/Loyalists)


1) The SPBC army would normally be

militia   80   6 SA 4 RPG   2 HMG
militia   58   6 SA 4 RPG   
militia   84   4 X T-55 (old)   
regular   76   4 SA 3 RPG   
pro           96   4 SA 2 RPG   
additions   11   1 x light attack helicopter   
           28   1 x heavy attack helicopter   
            66   1 armoured carrier allowance w/2xgun(old)   
           499   pts

The scenario provides a free light attack helicopter and reduction in the cost of mortar bases, both foot and softskins.

With these applied the SPBC army list for the game became:

Colonel Zhykov
militia   68   6 SA 4 RPG   2 mortar
militia   58   6 SA 4 RPG   
militia   96   4 X T-55 (old)   1 mortar s/s
regular   88   4 SA 4 RPG   
pro           96   4 SA 2 RPG   (spetsnaz)
additions   0   1 x light attack helicopter   
         28   1 x heavy attack helicopter   
          66   1 armoured carrier allowance w/2xgun(old) (BMP-1s)   
           500     
"A Well equipped army with dubious motivations. The elite units usually are but the lower quality units are doing a job. The equipment given is plentiful but not usually the best. The superpower may be providing additional troops under the banner of "advisors". The government will not be well liked by its troops. Many units will owe their allegiance to specific government or army leaders who make things good for their town or tribe. Many of its troops will not be trained in modern warfare tactics but will have a fearsome reputation amongst the civilian population."

2) The Cult army is normally

militia   67   6 SA 4 RPG   1 Mortar
militia   63   7 SA 4 RPG   
militia   68   8 SA 4 RPG   
militia   68   8 SA 4 RPG   
regular   204   3 RPG w/APC   2 x A/C (std) 4 x Technicals
additions   30   1 X Armoured Carrier Allowance   
          500   pts   

With scenario rules applied , the Cult Army becomes

Kurtz
militia   63   6 SA 4 RPG   1 Mortar
militia   63   6 SA 4 RPG   1 Mortar
militia   68   8 SA 4 RPG   
militia   68   8 SA 4 RPG   
regular   204   3 RPG w/APC   2 x Panhard A/C (std) 4 x Technicals
additions   30   1 X Armoured Carrier Allowance   
           0   1 x light attack helicopter   
          496     
"The army is lead by a man whom the troops adore/fear.He has demonstrated his magical ability to his troops many times.He can remove bad spirits from any person. The gifts he receives are shared amongst his closest lieutenants. His aim is to lead the whole country in a new birth that will impose a structure and purpose to all. His army lacks technical advantage or quality training.They are keen though. He has little contact with the great superpowers although he manages to sell large amounts of diamonds and gold. Although mocked by the west he d oes have some influence on African leaders who fear his follower's fanaticism. The militia are expendable fodder to the leader. This army likes to attack."

NOTE
The scenarios are designed so that you can opt to play them with the scenario rewards and special rules which will provide the player with some additional points or bases or discounts so that extra bases and vehicles can be rotated in and out of the armies for each battle, providing a spectrum of tactical and gaming experiences efficiently.

Pre-Game

Cult finished with three event outcomes for 53 attack points. SPBC won five event outcomes for 34 attack points. A determined attack by Cult. Cult lost 13 foot bases to the RSV Box, SPBC lost 12 foot and one mprtar S/S. SPBC would start with three units off table as reinforcements.Cult would start with the four foot units on table and the mobile unit as reinforcement. Both Santas primed with their Christmas Trees.

Cult loaded up with 3 Aggressive Shots, 3 Morale Boosts and two units can turn professional for one turn.
SPBC got 5 Aggressive Shots, a Morale Boost, one turns professional in turn 2 and wheeled vehicles (hasn't got any) ignore mine effects.
SPBC will get +2 to the number of hits for both artillery (6d6) and air strikes (5d6).
Cult will lost its regular unit if it drops to three bases but all the militia units will get +2 on the number of bases to shoot rolls.

Offline julian bonny

  • Assistant
  • Posts: 38
Re: AK47 Republic : Scenarios
« Reply #5 on: January 09, 2022, 12:44:59 PM »
The Battlefield, with the crossroads objective in the foreground and the two target objectives in the middle, attacker on the right.

Offline julian bonny

  • Assistant
  • Posts: 38
Re: AK47 Republic : Scenarios
« Reply #6 on: January 09, 2022, 12:45:43 PM »
The Target Objective for the attacker, with the defender's militia dug in ready and waiting. The Scrap Yard rough ground will hopefully slow the attacker down.

Offline julian bonny

  • Assistant
  • Posts: 38
Re: AK47 Republic : Scenarios
« Reply #7 on: January 09, 2022, 12:47:22 PM »
Both armies successfully rolled for Arrivals from their assets at end of turn 1.The SPBC brought their militia tanks on at the road on their base edge. The Cult brought their mobile unit on at the flank road by the crossroads. In Turn 2, both units were straight into the action ,engaged each other with the cult losing an armoured car and the SPBC a tank, the SPBC tank unit being professional for the 2nd turn.This didnt deter a cult militia unit to assault the tanks at the crossroads, destroying another tank.
Turn 3 saw the SPBC lose their bodyguard as the SPBC dug in militia was assaulted by two Cult militia units which were professional for that turn. They were bounced out of the objective and towards the table edge. By the end of turn 4, the SPBC have 4 units on their table edge whilst their spetsnaz unit is in the middle of the table, in their BMP-1s.
Losses so far,
Cult 8 militia foot and 2 A/Cs.
SPBC so far , 2 tanks and 7 militia foot.
End of turn 4, countdown on 12.

Cult so far delivered 3 christmas trees, SPBC two trees.

.....

Final Score
Cult 91
SPBC 101


SPBC delivered xmas to the people, and a tree to three of their units and killed the cult general and santa. Cult got trees tp three units and secured two objectives but losing the general and santa in the last turn , the 8th because the general stepped on a landmine was a cruel blow. Great game, a total bloodbath. well done Liam.

Offline julian bonny

  • Assistant
  • Posts: 38
Re: AK47 Republic : Scenarios
« Reply #8 on: January 09, 2022, 12:50:16 PM »
the final scorecard

attacker
cult
2 objectives. 19pts
1 regular unit destroyed + 1 militia unit destroyed 10pts
2 units across halfway 11pts
5 AFVs destroyed 20pts (note i calculate  destroyed a APC w/old gun as afv w/ gun for victory pt calculation)
foot bases killed 20pts
flag 2 pts
3 xmas trees 9 pts

total 91pts

defender
SPBC
determined attack 13pts
killed general 13pts
regular unit removed 8pts
militia unit destroyed 6 pts
2 AFVs destoyed 8 pts
4 vehicles destroyed 8pts
foot bases killed 17pts
3 xmas trees 9 pts
xmas delivered 7pts
santa killed 12pts

total 101pts

a very bloody and close and fun battle which swung in the favpur of liam with the final steps of the game as he delivered xmas and killed my general and santa (albeit me stepping on what was probably one of my own landmines cry). The benefit of a busy General shines through in the game. liam even risked his general being on his own ( with santa but bodyguard had been killed) in the middle of the map for one turn as he attempted to get the general with his professional spetsnaz unit in their assault upon the target objective. I couldnt get anything to assault/hit the general and he got away with it, linked up with his spetsnaz unit and they delivered xmas in the final turn, bravo.

Scenario 1 Scoreboard
Rebels/Separatists 0
Govt/Loyalists       1

 

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