| Contact!; UN soldiers encounter armed hostiles | |
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| Topic Started: Oct 15 2009, 10:01 PM (10 Views) | |
| DAWGIE | Oct 15 2009, 10:01 PM Post #1 |
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Merc
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FORWARD. this is another generic 3rd thru 7th world skirmish scenario that sees the modern high tech forces of the world up against the semi modern, not so modern, and tribal forces of a backward country. the reasons for the coalition being here can be any of the usual reasons easily found in today's world. your choice. i wrote the scenario for use with TWO HOUR WARGAMES CR2.0 rules, used my 28mm TAG YANKS and BROOKS TOMMIES vs my assorted 28mm MONGREL, TAG, BROOKS, 3RD WORLD IRREGULARS. any modern soldiers, 3rd world soldiers, mercs, militia and tribals can be sub- stituted for what i have used. the scenario is set five days after the forces of the coalition have begun arriving in the war torn countryside. coalition forces are few, some what scattered, with limited airpower, armor, artillery, and transport. SITUATION REPORT. IT is 1000 hours, local time. another hot, dry, day with the painfully bright sunshine and areas of inky shadow cast by buildings and trees across the semi arid land. insects are starting make their daily living off of you and your sweating troopers as the squad slogs forward, cross country, through the fields, pastures, and orchards paralleling the narrow red dirt road identified as NATIONAL HIGHWAY #16. . . this is agricultural country, narrow, unpaved dirt roads, small farmhouses, and itty bitty villages. most buildings are mud brick, flat topped, one or two stories tall, with an occasional taller structure (usually a minaret, government facility, or home of some well heeled local). the minarets, government buildings, farmhouses and houses in the all seem to come equipped with a 6-ft/8-ft tall mud brick, gated wall. fieldstone walls or earthen embankments surround fields, pastures, orchards. streams (those not dry at this time of year) have well defined fording points the local civvies are all stand offish, watching, and awaiting developments (to see who wins, who loses this crappy little do). you can safely bet your year's pay that there are bad guys or bad guy sympathizers watching everything that you/yours do, anywhere, all the time. intel reckons that there are any number of hostiles in the area, in squad to company sized units of various quality, with small arms/machine guns, maybe mortars/RPGs, no armor, no air cover, all slogging along on foot. to date no contact has been made with any hostiles, though, and this has everyone more than a little on edge. officially, your squad is "on patrol" in search of bad guys with guns, moving northwards along NH #16 while the rest of the platoon does "stuff" at the outpost it calls home several klicks away. unofficially, "they are resting", getting a break away from the frantic activity of digging holes and filling sandbags, moving "stuff from "here" to "there", etc, in the hot sun while the inexperienced LT, in the best traditions of military micro-management, is driving the platoon NCOs to the point of hysteria, causing them in turn to drive the other ranks long and hard turning the no where vill into a strong point. at this time, your patrol is advancing through yet another low walled orchard when, when a trooper spotted a column of enemy infantry on the road several hundred meters away. moving up to the low wall, eyeballing the enemy through binocs, you mentally correct the sighting report, from a column of enemy infantry, to a column of dismounted enemy infantry who are walking their horses on the road. . . you can see several RPGs, being toted by the ZEKEs, and suspect that several of those horses are loaded with a heavy machine gun and a mortar tube, with plenty of ammo as well... no doubt about it: those bad guys are coming your way, (INSERT SQUAD LEADER'S RANK HERE)! your squad consists of two fire teams, an attached LMG team, a gunslinger doc, an RTO and yourself slogging along in combat boots. as the bird of paradise flys, you are about 10 clicks from the rest of the platoon. you signal the RTO to contact the PLT HQ, and after several attempts, the RTO tells you that he cannot contact the platoon, or company, or anyone else from the coalition forces. apparently the last pratt fall he took did for the radio! this is just bleepin' wonderful. COALITION FORCES. SQUAD LEADER (REP-5/SV-5/MV-5). depending on troop's nationality, and TOE, the rank of the squad leader will be variable. assault rifle, ammo, frag grenades x 4, smoke grenades, x 4, knife bayonet, standard issue helmet/body armor, squad personal comms, water, MRE x 1, medikit. FIRE TEAM LEADERS (S).REP-4/SV-4/MV-4. depending on the troop's nationality and TOE, the number of fire team leaders/ rank of fire team leaders will be variable. armed with assault rifles and etc as squad leader above. SQUAD AUTOMATIC WEAPONS GUNNER (S).REP-4/SV-4/MV-3. again depending on troop's nationality/TOE the number of SAWs carried will be variable. GRENADIERS.(RANDOM REP; SV SAME AS REP;MV -1 FROM REP) again the nationality/TOE will determine how many of these troops are here, as it will the type of weapons used (ie, assault rifle w/under barrel GL, or shoot through rifle grenades). otherwise armed and equipped as above! RIFLEMEN. (RANDOM REP;SV SAME AS REP;MV-1 FROM REP). armed with the standard weapon for their country. other wise armed equipped as above. ATW AVAILABILITY. what ever is standard squad level issue. BANDIT FORCES. LEADER. REP-5/SV-3/MV-5 assault rifle and pistol. knife, sword. 2 grenades. horse. ASSIST LEADERS X 3 EA. REP-4/SV3/MV-4. assault rifles, large knives, 2 frag grenades. horses. RPG GUNNERS X 2 EA. RANDOM REP(SV-ALWAYS LESS THAN REP/MV SAME AS REP). assault rifle, big knife. RPG launcher and 1D6+1 rockets. horses. LMG GUNNERS X 2 EA. RANDOM REP(see above for SV/MV), SAW or LMG, big knife. horses. RIFLEMEN X 4D6+6. RANDOM REP (see above for SV/MV). assorted rifles, big knives. horses. all bandit horses are REP-3s, and unless ridden, will test seperately! that's right, the horses unless left with horse holders or securely tied to something, will test under the usual circumstances anyone else would! the bandits have 1D6+ hand grenades available to the rank/file scum. there are pack horses w/HMG (no ammo) and w/mortar tube, base plate (no ammo) in the bandit column. INNOCENT BYSTANDERS. the farmhouse complex has 1D6+2 civvie non combatants living there. random generated REP/SV/MV for all: all males are assumed to have randomly generated firearms of some sort (but no machine guns, or ATWs,etc) with assorted big knives and agricultural tools. test vs REP to see if they become part of the action as it unfolds (and keep in mind this will be affected by events on the battlefield!). DEPLOYMENT. ALL bandits are deployed along NH #16, and begin movement from the table edge is "a column of mob". bandits deploy in full view and activate first on the first turn only! they cannot leave the roadway unless they spot the hiding soldiers or unles fired upon! all coalition soldiers are placed along the stone wall of the orchard on the east side of NH # 16, are considered to be in hiding, and activate second on the first turn only! the local farmers are huddled inside their compound at game start. follow normal activation, action and reaction procedure after contact is made by one side or both combatants. TABLETOP/TERRAIN. i played this out on a 3-ft x 3ft table,low, rolling terrain, with scattered clumps of rock and vegetation. NH #16 entering from the NW table edge, curving around and down the center of the table, exits from the center of the SOUTH edge. gated earthworks or field stone walls are on both sides of NH#16, there is a walled farm complex more or less in the center of the table on the east side of NH#16 with walled fields, pastures, and orchards covering the rest of the tabletop. place a very shallow (no fording penalty) stream with high and low banks some where on the table to make life interesting for everyone. have fun! DAWGIE |
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10:32 PM Dec 6