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Author Topic: Scenarios for the the Battle of the Civil War in Russia  (Read 3039 times)

Offline cuprum

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Scenarios for the the Battle of the Civil War in Russia
« on: September 01, 2015, 06:54:57 PM »
This Scenarios for the house rules for the game "Red Actions"



Collision of detachments.

1. Gamers organized his army into companies and select company commanders. Both sides get an equal number of forming points.
2. Both gamers deploys their units at a distance no closer than 24" from each other.
3. Both players roll the dice. The first to his company exposes the a gamer  who threw the dice on a smaller value. Further gamers alternated in exhibiting his mouth.
4. Gamers do identical folded "bits of paper" with the numbers №1-10. Fold them into the bag and pull one of them. This note is represents additional task before commander. Generally, unless otherwise specified, an additional task is unknown gamer opponent. After finishing the game the additional task must be declared.
  №1-4. - Fight. The battle goes by the usual rules.
  №5 - Breakthrough. For the output of each of his platoon in the rear of the enemy (over the edge its zone of deployment), the player gets 3 victory points.
  №6 - Defence an important point. The player chooses one point in its area of deployment.
  Beginning in from the 6th stroke, gamer gaining 5 victory points for his retention each stroke. This task must be declared for enemy.
  №7 - Scouting. Gamer shall have the right to see the additional task of the enemy and get a new one piece of paper with the task.
  №8 - Time constraints. Starting with the 4th turn, gamer secretly (the enemy does not know it) adds for the enemy 4 victory points per turn.
  №9 - Vanguard. Gamers can bring back in the game 3 destroyed their company. Returned Company are entered into battle simultaneously.
  №10 - Rearguard. If a gamer is not lost the battle for 10 moves, he is the winner.
5. Gamers can to send their companies in reserve (arriving at "2-6"; to "1" - cancellation) or to bypass.
6. In accordance with the standard rules Gamers will determine who goes first and start the game.
7. Victory Conditions. The one who first from gamers to reach the threshold of escape, specified for his army in the tables of formation - deemed a loser, and his opponent - the winner. If both players simultaneously reached the threshold of escape, the winner is the one who has destroyed from the enemy more points of formation. Scoring of is performed at the end of stroke.
For threshold escape considered destroyed, escaped and surrendered to military units of formation points.

Special rules for this scenario: "Bypassing", "reserve", "quantity of ammunition".

I realize that my English is disgusting  :?   But I'm prepared to help, if something is not clear  ;)

I wonder whether subsequent publication of these scenarios?

Offline juergen c. olk

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Re: Scenarios for the the Battle of the Civil War in Russia
« Reply #1 on: September 02, 2015, 02:45:23 AM »
I like it will have to try it.

Offline Mike Blake

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Re: Scenarios for the the Battle of the Civil War in Russia
« Reply #2 on: September 02, 2015, 04:37:02 PM »
I too like it - the idea of adding extra objectives u/k to the other side appeals, to the extent that I may just 'steal' it for use with other scenarios!
Size Does Matter! - 54mm - The One True Scale

Offline cuprum

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Re: Scenarios for the the Battle of the Civil War in Russia
« Reply #3 on: September 02, 2015, 06:32:45 PM »
If you consider the publication of scenarios useful - I will continue:



Attack on unprepared enemy defenses

1. Gamers organize his army into companies and determine the company commanders.
2. The defender gamer throwing 1D6. The resulting value is multiplied by 4"(from 4" - up to 24 "). The value determines the depth of zone of deployment the defending gamer from his edge of the table.
3. Attacking gamer throwing 2D3, multiplies the sum obtained values by 4 "(from 8" - up to 24") and determines its distance attacks - the distance from the zone of deployment the defending gamer before his own zone deployment.
4. Attacking gamer can highlight the up to 2 of his company to circumvent the enemy and secretly indicates the side of the table where there should appear go the rounds its troops.
5. The defender gamer rolls the dice per every 75 points of formation of his army (are rounded off up). The values obtained dice summed up. The sum shows the number of platoons (stands, including infantry platoons, machine guns, cannons, and so on), which defending gamer can place the in their zone of deployment.
6. The remaining company the defending gamer placed in reserve. If due to placement of a company on the battlefield needed to split company, select the new company commander for the standard rules for the newly formed company.
7. The defender gamer puts all of its troops on the table, except a dedicated reserve.
8. Attacking gamer puts all its forces on the game board (except those that have been allocated to circumvent the enemy).
9. The defender gamer throwing 1D3, the attacker gamer throwing "1D3 - 1 point". The resulting value indicates the number of a company or units of heavy weapons, which can be be dug round and placed in the trenches.
10. Attacking gamer and defending gamer determine their amount of ammunition.
11. According to standard rules gamers determine who goes first - and start the game.
12. Victory Conditions. Anyone who the first of gamers to reach the threshold escape, specified to his army in the tables of formation, deemed a loser, and his opponent - the winner. If both gamers simultaneously reached the threshold of escape, the winner is the one who has destroyed from the enemy more points of formation. Scoring of is performed at the end of a full game turn.
To determine the threshold escape are calculated of formation points destroyed, escaped and surrendered to units.
Besides that:
Attacking gamer adds to the destruction points of formation the enemy 8 points of formation - for each of his platoon thus came out  over the edge of the table enemy - is not considered in losses.
The defender gamer every turn adds to the destruction of formation points attacking gamer - 2 points of formation per every available 75 points of formation attacking gamers at the beginning of the game.
Special rules for the scenario: "Bypassing", "reserve", "quantity of ammunition".

Offline cuprum

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Re: Scenarios for the the Battle of the Civil War in Russia
« Reply #4 on: September 04, 2015, 05:39:18 PM »


Attack on prepared defenses

1. Gamers organized his army into companies and determine the company commanders.

2. The defender gamer throws 1D6. The resulting value is multiplied by 4 "(4" to 24 "). The value determines the depth of the zone of deployment defending gamer from his side of the table.

3. Offensive gamer throws 2D3, multiplies the sum of the values obtained in the 4 "(8" -24 ") and determines its distance attacks - the distance from the area of deployment of defending gamer before its area of deployment.

4. The defender gamer divides the his army onto four parts. His opponent chooses one part that should be deployed on the game board and one part which may come as reinforcements.

5. The company defending gamer, selected as reinforcements, are placed in the reserve.

6. The defender gamer could put in their zone any number of trenches and 1D3 number of pillboxes. In addition, a defending gamer can place the 2D6 - stretches of barbed wire to 6 ".

7. The defender gamer puts all of its troops, intended for placement in its zone. The entire gaming area for the machine guns and artillery defending gamer adjusting in direction fire area.

8. Offensive gamer places all his troops on the field.

9. The attacker and a defending gamers determine their amount of ammunition.

10. According to standard rules gamers determine who goes first and start the game.

11. Victory Conditions. The one who the first of gamers will reach the threshold escape, specified for his army in the tables of formation, deemed a loser, and his opponent - the winner. If both the gamers simultaneously reached the threshold of escape, the winner is the one who has destroyed from the enemy more points of formation. Scoring of is carried out at the end of stroke.
For escape the threshold considered points the formation destroyed, escaped and surrendered units. Furthermore: Attacking gamer adds to the destruction the formation points a defending gamer 8 points the formation - for each of his platoon came out  over the edge the table of the enemy. The outputted thus platoon is not considered in losses. The defender gamer each turn adds to the destruction the formation points - 2 points the formation attacking gamer - for every 75 points the formation the army an attacking gamers available at the beginning of the game.

Special rules for the scenario: "adjusting in direction fire", "reserve", "quantity of ammunition".

 

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