| Rescue Me!; UN soldiers trapped in AL-WAZOO | |
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| Topic Started: Oct 15 2009, 10:17 PM (23 Views) | |
| DAWGIE | Oct 15 2009, 10:17 PM Post #1 |
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Merc
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FOREWARD. THIS is a scenario that can be used without any trouble with any 20th/21st Century skirmish, could be adapted to old west or colonial skirmishing, even horror and sci fi skirmishing. being layed up a _LOT_ recently, i needed to be able to play a game (boredom was driving me bonkers!), so ye old faithful 3-ft by 3-ft folding table, a small number of toys/limited terrain was the order of the day (a good lead in for TWO HOUR WAR GAMES,eh?). sooo, without further clacking of keys, come with me to the war torn mythical land of ZEKISTAN. . . NATO SITREP. DATE: TODAY TIME: 0947 HOURS, LOCAL TIME PLACE: AL-WAZOO, DUNG PROVINCE, ZEKISTAN SITREP: DURING an operation to toss insurgent forces/militia friendly to the former leader of ZEKISTAN out of this market town, your dismounted squad/section has become lost, cutoff, and forced to take refuge in a building that is attracting ZEKES like flies are drawn to fresh cowpie on a hot TEXAS day. . . the radio is history (stopped some AK bullets on the way into the compound!) and you have no way of reporting your situation to the LT or CO. ammo/water/food/meds are limited to what you/yours were toting when you were chased into the building by the swarming ZEKES. you have not had time to take stock of the situation, just hastily assign firing positions, bar the gate, and hunker down! THE HOUSE/COMPOUND. THE BUILDING is in the middle of the table, surrounded by other buildings, but seperated from them by streets and alleys. the building has a basement, ground floor, a second floor and a mostly flat roof with a dome in the center of it. the NORTH, EAST, and WEST portions of the building wall face the streets there are windows (all sides), and a balconey (EAST side only) on the second floor facing the streets. ground level windows (SOUTH side), a door (SOUTH side) and another door (WEST) of the building. a small, mud brick walled compound seperates the SOUTH side of the building from the street itself. the wall is 1.5" tall, thick enough to stop bullets and MAYBE slow down in-coming RPGs (this also applies to the building's walls). the wall has an all metal gate, that opens inwards and to the EAST. there was a simple locking bar/padlock/chain securing this before one of the squaddies blasted it open with his weapon at close range. there is a parked minibus inside the compound, status unknown. THE NEIGHBORHOOD. Various sized mud brick buildings, mostly one storey, but with a number of two storeys as well. most do not have any walled compounds, but some do. there are even some tiny "tin-can" houses ( made from split/flattened tin cans nailed to crude wooden frames) and some market stalls with faded awnings scattered about. streets are narrow (3" across), unpaved, and laid out according to no particular plan, with unpaved, narrow (1" across) alleyways snaking here, there, everywhere. vehicles ranging from animal drawn carts to various types of motor vehicles are scattered around the streets in front of the buildings. no doubt there are innocent locals OUT THERE, hiding from the on-going fight, but none are to be seen! just lots of armed ZEKES with howling for blood, YOUR BLOOD! NATO FORCES. WELL, i had my nice DDD and very nice TAG AMERICANS, my excellent BROOKS BRITS, and an excellent solitary DADO/PALUMBI EYETIE that i could use for the NATO FORCES ground pounders (sigh, someday i will be able to get some MO-F0s and more DADOs!). i opted for the KORLBOBLI BROOKS BRITS and an attached EYETIE observer. all wear body armor, and are armed/equipped as would be normal for their nationality. ea BRIT has 2 hand grenades/ea BRIT with a AR has 2 rifle grenades. the BRITs with the ATW are carrying 1 ea, one shot disposable rocket launcher ea in addition to AR. EYETIE NCO has an assault rifle, 2 hand grenades, launched or rifle grenades is normally allowed.NATO forces have 1D6+1_SMOKE_ grenades that may be used in an attempt to attract the attention of other NATO forces. a. SQUAD LEADER. REP-5/SV-5/MV-5 X 1 EA. b. ASST SQUAD LEADER. REP-4/SV-4/MV-4 x 1 EA. c.SAW SQUADDIE. REP-4/SV-4/MV-4 X 2 EA. d. ATW SQUADDIE. REP-4/SV-4/MV-4 X 2 EA. e. AR SQUADDIE. REP-4/SV-4/MV-4 X 2 EA. f. ATTACHED ITALIAN NCO. REP-4/SV-4/MV-4 X 1 EA. ZEKE FORCES. AH, here i have my excellent MONGREL AFGHANS, very nice BROOKS AFGHANS, and nice (it is those huge turbans that bother me) TAG AFGHANS, to fall back on as ZEKEs with assorted individual shooters, as well as some LMGs and a few RPG launchers. ZEKEs are armed as WYSIWYG (what you see is what you get). with the exception of the HEAD HONCHO and ASST HONCHOS, all ZEKE REP/SV/MV are determined by random using the GUERILLAS LIST (page 26, CR2.0). NOTE_ALL_ZEKE SV will be one less than REP! MV will remain the same as REP. a. ZEKE HEAD HONCHO. REP-5/SV-4/MV-5 X 1 EA. WYSIWYG. b. ASST HONCHOS. REP-4/SV-3/MV-4 X 3 EA. WYSIWYG. c. ZEKE SQUADDIES.WYSIWYG. there are 4D6+2 squads available for this fight. each squad will have between 5 and 10 bods (randomly determined by 1D6: score 1-3=5 bods, 4-6=10 bods). the highest REP ZEKE in each is the squad leader. one ZEKE armed with LMG or RPG per squad. RPG ammo is limited to 1D6+1 rounds per RPG. hand grenades are limited to 1D6+4 for the entire horde. DEPLOYMENT. NATO troops begin set up FIRST inside the building as desired and are concealed until they shoot or a ZEKE spots one of them. BRITs activate SECOND on the first activation, then follow normal activation procedure afterwards. ZEKEs begin set up SECOND at any/all table edges, and begin movement from the table edge, converging on "FORT APACHE". all ZEKEs are considered to be hidden until they enter NATO forces LOS, or until they open fire. ZEKEs move automatically on the first activation, then activate according to rules there after. THE OTHERS. THE gateway was barred, locked with a padlock and chain before the NATO troopers blasted their way into the compound/building. there is a minibus parked inside the compound, too. where are the folks that live here? ANSWER: there are 1D6+2 unarmed civvie non-combatants hiding in the DARK basement! these folks will not take part in the fight, but may become victims of the fight! FIRST TIME any NATO troopers or armed ZEKEs go down into the basement for a "look-see" test vs REP FOR EACH character entering the basement for the first time to see what happens! PASS 2D6 = THE CHARACTER IS SURPRISED TO FIND SOMEONE LURKING DOWN HERE, KEEPS COOL, DOES NOT OPEN FIRE OR GRENADE THE PLACE! PASS 1D6 = THE CHARACTER IS STARTLED, AND FIRES IN PANIC! FORTUNATELY, THE CHARACTER'S AIM IS BAD, NO ONE IS INJURED! PASS 0D6 = THE PANICED CHARACTER OPENS FIRE! FOLLOW NORMAL SHOOTING PROCEDURE! TEST AGAIN NEXT ACTIVATION TO SEE IF PANICED CHARACTERS OPENS FIRE, AGAIN, OR TOSSES A HAND GRENADE INTO THE BASEMENT! HERE COMES THE CAVALRY! HELP may arrive to save the squaddies butts, and may be summoned by one of two ways (or both!). a. various colored smoke grenades ignited on the roof top MIGHT be seen by friendlies, who will (cautiously) come to investigate the usage. using smoke grenades is an OPPOSED TASK. goto MODIFIED OPPOSED TASK TABLE below. note, anyone exposing himself on the rooftop to set off a smoke grenade becomes a possible target to the enemy! b. it is also possible that a nearby unit will be drawn cautiously to the area to investigate the sounds of combat. PASS 2D6 = FRIENDLIES SPOT THE SMOKE DEPLOYED THIS ACTIVATION, OR RESPOND TO THE SOUNDS OF COMBAT THIS ACTIVATION. HELP IS ON THE WAY! PASS 1D6 = FRIENDLIES SPOT THE SMOKE DEPLOYED THIS ACTIVATION, OR BECOME AWARE OF THE SOUNDS OF COMBAT THIS ACTIVATION BUT ARE UNABLE TO RESPOND! TRY AGAIN NEXT TURN! PASS 0D6 = FRIENDLIES ARE TOO BUSY TO NOTICE EITHER SMOKE SIGNALS OR SOUNDS OF COMBAT COMING FROM YOUR AREA! TRY AGAIN NEXT TURN! THE CAVALRY RESPONSE. there is a delay before the "cavalry rides to the rescue". this is determined by counting down from SIX, beginning this turn, and reducing the number by one turn until ZERO is achieved. when ZERO is achieved, randomly pick a table edge. the "cavalry" will arrive here, and begin all movement from here! THE CAVALRY, in my game, was limited to what i had available to play with, and what was easy to use, so i two squads of US ARMY dismounted infantry slog to the rescue! all wore body armor, were armed/equipped as they normally would be. ALL were REP-4/SV-4/MV-4. enjoy! DAWGIE |
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3:07 PM Dec 5