| Chopper Down!; UN transport chopper is shot down | |
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| Topic Started: Oct 15 2009, 09:53 PM (6 Views) | |
| DAWGIE | Oct 15 2009, 09:53 PM Post #1 |
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Merc
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1.NATO FORCES SITREP. WELL, one minute you were flying low over the wilds of ZEKISTAN, freezing your butt off and scanning the ground for any nasty surprises the BAD GUYS might planning, and the next you were laying on the snow wondering what you were doing there with no memory of the chopper being blasted out of the sky by an RPG or shoulder fired SAM . . . the pilot did a good job of crashing the chopper onto a steep, rocky, hillside, but even so, some of the flight crew/your buddies are toast in the burning chopper downslope from your location. thank GOD the RTO and manpack radio survived the crash: he was able to raise HQ and advise them of the survivor's situation, but not their exact location.HQ has launched a search/rescue but it will not get here anytime soon, and the survivors defend against any ZEKISTANIS heading their way to finish off the job they started. . . it is about two hours before sunset, and it looks like a snow storm may be blowing in shortly there after. 2. NATO FORCES (assuming the best of troops from the particular NATO member were deployed for ops in ZEKISTAN). a. NCO. REP-5/SV-4/MV-5.uninjured. attributes are optional. helmet, body armor, normal issue 5.56-mm assault rifle/carbine w/bayonet and double basic ammo loadout, normal number/type of hand grenades issued per soldier. may have a handgun of some sort with double basic ammo loadout, if the NATO member TO/E allows it. b. SOLDIER-RIFLEMAN. REP-4/SV-3/MV-4.uninjured. attributes are optional. normal squaddie helmet, body armor, weapons/ammo/hand grenades. c. SOLDIER-SAWMAN. REP-5/SV-4/MV-5. uninjured.attributes are optional. normal squaddie helmet, body armor, SAW/ammo/hand grenades. d. SOLDIER-RTO. REP-4/SV-3/MV-4. uninjured. attributes are optional. normal helmet, body armor, weapons/ammo/hand grenades and manpack radio. e. SOLDIER-RIFLEMAN. REP-1/S-0/M-0. injured and out of the fight! no attributes. cannot move without being carried by other soldiers. f. SOLDIER-RIFLEMAN. REP-1/S-0/M-0. as squaddie above. g. CO-PILOT. REP-1/S-0/M-0. as squaddie above! h. AIRCREW. REP-1/S-0/M-0. as squaddie above! i. AIRCREW. REP-3/SV-2/MV-3. uninjured. attributes are optional. flight helmet, body armor, handgun/double basic ammo loadout, knife. 3. SURVIVOR WEAPONS POOL. a. SAW with limited ammo. b. ASSAULT RIFLE/CARBINE with limited ammo. c. ASSAULT RIFLE/CARBINE/under-barrel 40-mm GL. roll 2D6 to discover how many HE rounds are available for the GL. d. RIFLE GRENADES. if the soldiers from your NATO country do not use the under-barrel GL weapons system feel free to replace these with rifle launched grenades of the type used. 4. this scenario is usable for any NATO combatant forces deployed to the mythical land of ZEKISTAN. since the exact numbers of soldiers/types of weapons in a NATO basic INFANTRY squad vary from country to country, i am leaving these up to YOU the gamer to decide on, but the forces above are all that you have to command at the crash site. 5. ZEKISTANI INSURGENT SITREP. YOU are the leader of a rag tag band of ZEKISTANI "freedom fighters" (well, actually, you were the leader of a hill bandit band before the invasion: you and yours have donned the rightious mantle of "freedom fighter" now days) resisting the unjust invasion of your beloved country by the crusading infidels. things have not been going to good for ZEKISTANI regular or irregular forces since the invasion began, and the crusader forces are advancing on all fronts. your band was making camp for the evening an infidel helicopter was seen heading in your direction. as it got closer the helo was determined to be a troop carrier, not one of the feared gunships. still, you were all for letting it pass by un-molested, but, your half-wit cousin ACHMED decided to use that RPG-7 he had been toting for several days. with whoosh the RPG left the launcher, and smacked into the tail section of the helicoptor with a very lucky and satisfying BOOM! the wildly spinning helo went down on a rocky hillside on the other side of the valley, making a very nice fire. NOW, you are hurrying after your men (after all,YOU are the leader!) who are heading for the crash site with their blood up and visions of useful "stuff" dancing in their heads. you guestimate about an hour will be required to cross the valley and climb to the crash site. sunset is about 3 hours off, and it looks like a snow storm may be blowing in after nightfall. 6. ZEKISTANI FORCES. a. LEADER. REP-5/SV-4/MV-5. attributes are optional. no body armor at all! armed as the figure is depicted. assumed to have an edged weapon of some sort and 1 or 2 hand grenades. b. ASST LEADER.RE-4/SV-3/MV-4. attributes are optional. no body armor at all. armed as the figure is depicted, but is assumed to have some sort of edged weapon, too. may have 1 hand grenade. c. ASST LEADER.REP-4/SV-3/MV-4. attributes optional. same as ASST LEADER above. d. RPG-7 GUNNER. REP-3/SV-2/MV-3. attributes optional. no body armor at all! has RPG-7 launcher and 1D6-1 RPGs. may have a secondary firearm if the figure is armed with one: other wise is assumed to have a handgun and an edges weapon of some sort. e. HILL BANDIT/FREEDOM FIGHTERS x 12 ea. these guys all have randomly determined REPs. remember SV- is always one less than REP, but MV is always the same as REP. attributes are optional. none have any body armor. my bad guys have a quite "eclectic selection of firearms" cast on them, so i was able to randomly determine how there were armed, so i went with WYSIWYG! if you cannot randomly determine their armament, go with what ever the figure is actually toting (but you only get 1 RPG launcher!). 7. TABLETOP AND TERRAIN. i played this out on a 3-ft by 3-ft table that was terrained to represent the wilds of ZEKISTAN around a steep, snow covered and boulder strewn hill. lots of rocks, gullies, etc. snow was considered to be knee deep everywhere except where it had melted away at the crash site (placed near one of the table edges). the entire table top counts as rough terrain. 8. DEPLOYMENT. a. the NATO survivors are gathered together in a rocky perimeter on the hilltop, facing outwards, with the wounded hopefully placed out of harms way. NATO survivors are deployed first at this position. they are sweating out the arrival of a rescue bird before the arrival of any ZEKEs in the area, and are on guard. b.ZEKISTANIs can come onto the tabletop from any table edge/table edges they chose, and measure all movement from the table edge/table edges. they know where the NATO troopers are, but do not automatically see them crouched down in their defensive positions. 8. WHO GOES FIRST. activation is determined as layed out in the rules book! 9. OFF TABLE SUPPORT/RE-ENFORCEMENTS. a. no off table support for either side! b. the rescue chopper (another lightly armed troop carrier) can arrive in the vicinity beginning on TURN 6 on a 1D6 score that begins with "6", changing to "5/6" on TURN 7, "4/5/6" on TURN 8, "3/4/5/6" on TURN 9, "2/3/4/5/6", and automatically on TURN 10 NATO activation. however, if the LZ is "hot" (ie, underfire from ZEKES), this chopper will not land till the LZ is secured! c. ZEKEs get no re-enforcements at all! 10. i did this scenario in mythical ZEKISTAN, but it will work for AFGHANISTAN during RUSSIAN WAR, or AFGHANISTAN during the TALIBAN WAR or later. hope y'all enjoy the scenario! DAWGIE |
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6:17 AM Nov 29