Scenarios and House Rules

Assault on Village (Bolt Action Scenario)


This scenario involves an Allied force assaulting a German held village.  The Allied Force can consist of infantry only, but as it an assault in strength, special rules will come in play.  The German defenders are only allowed one armoured (7+ or higher) vehicle, as they are mounting a hasty defence using whatever ad hoc troops are around.  Neither side can have observers of any type (though Germans will have artillery, see below).  This Mission can be used to represent any infantry assault in force, but we are using it to represent the U.S. Airborne’s assault on Carentan. 

Forces involved

The allies are the attacking force, and they may choose any units from one or more reinforced platoons.  They are however, not allowed vehicles or field guns of any type.  The German defenders can choose any units, but can only have one armoured (7+ or better) vehicle of any type.  The Germans are allowed 50% more points than the Allies.  Neither side can use observers of any type, the Germans have already prepared their artillery, and the allies are too busy elsewhere.

Deployment and set-up

The game is played along the length (rather than breadth) of the board.  The village area should take up the German ⅔ of the board, and should have one road entering it from the Allied table edge.  In the remaining ⅓ terrain should represent woods, fields or similar terrain.  We are using a river to divide the board along this line (house ruling it to be crossable by infantry, but they can only advance and forfeit shooting.  If they are shot at in the river, the enemy gets a +1 to wound them)

The allies move on from their table edge in the first turn.  The Germans can deploy up to half their force in the village, the rest can come on from either flanks (of their own table ⅓ or the centre ⅓, with a -1 modifier to the command check) or their own table edge in any turn other than turn 1 after passing a command check.  The Germans that are deployed use hidden deployment and if they pass a command check (with a modifier of -1 for each unit that attempts this; I.e -1 for first, -2 for second and so on) can be deployed on ambush.  This test represents the fact that although they are prepared for the attack, the exact timing of the assault is unknown.

Zeroed in artillery


The Germans have artillery already zeroed in on the town, to represent this the Germans can set up 3 artillery barrages to arrive in the centre third of the board.  This cannot happen on turn 1, but can arrive any turn after that.  After deployment, the German player secretly notes a grid reference and a turn for each of their bombardments.  To do this the German States how many inches from the Allied edge of the centre table 1/3, and how many inches towards the centre.  This is done without measuring (as mistakes can be made) as shown in diagram below, and records what game turn the artillery will arrive.  The German player should use his best judgement to work out where the Allies will be and make sure friendly troops are out of the blast.


When the bombardment arrives, will a dice and check on the table below.

D6 Roll
Effect
1
Oops!  Allied player can move the marked 2d6 inches
2-5
Bombardment arrives on the pre-selected position.
6
Adjusted aim.  German player can adjust position by 2d6.

Assault In Force

The allies have numerical superiority in this attack, but it will take time bringing the numbers to bear.  When any HQ, Infantry, or Infantry support unit is taken out of action, the Allied player can put an identical unit into reserve, and deploy from his own table edge.  In the case of HQ’s, imagine them getting aid at the aid station and returning to the fight.  If the unit had acted already this turn, then the Allied player will have to wait until the order dice are returned to bag to deploy.  If the unit hadn't been activated yet, then the player may use a dice to bring them on.

Take them off the line

The Allied player may elect to remove a unit at any time as their activation.  The unit is removed from play and placed in reserve.  It can then be brought on in the next turn (as being removed used its order this turn).  When it redeploys it will be at full strength, with no pining markers.

Victory conditions

The allies have to push the Germans back out of the town.  In order to do this, they must have more allied units in the German ⅔ of the board than there are German units in the centre ⅓ of the board, and get at least 1 infantry unit (not HQ or infantry support) into the German home 1/3 of the table
The Germans know that they are going to lose the town.  It is their job to slow the enemy assault down until reserves can be mobilised.  To that end, the outcome is determined by the length of time it takes for the Allies to do their objective.

  • 7 turns or less. Allied Victory
  •  8 turns Draw
  •  9 turns (or more) German victory

The reason we still carry on playing to find the exact number of turns it takes is that we have a follow 

Infinity - Prisoner Rescue



This mission is an adaptation of the following scenario from Beasts of War, used in our Narrative Campaign

Prisoner P-09

We are adapting it by making the objective room (8*8) the target instead of the larger (12*12) one in the scenario, and with the following rules...


Prisoner Rescue (Infinity)



Board Set-up
An 8"x8" objective room should be set up in the center of the board.  The 4 prisoners are in stasis tubes in each corner.  The defender makes a note which one is the Important Prisoner.  2 Small stairways should be placed at the edge of the board, 12" on from the Ariadnan table edge.  These are exits to the roof-top landing pad.  1 Console should be placed 4" either side of the objective room. One is the access console, and the other the security console. The defender chooses which is which after the board has been set up, but makes it clear to the attacker which is which.

Deployment
The Ariadnan main force does not deploy until the doors are open.  Once the doors are open, the Ariadnan second wave can deploy at the start of the turn after the system has been compromised, within their total movement score (e.g. 8" if movement 4-4) of any table edge in their deployment zone, but not outside the 12" deployment area..  This represents them moving into position as soon as the shuttle lands.  Remember the attacking force goes first.


Scouting Force
The Ariadnan scouting force can consist of any troops with Infiltrate or AD skills.  It is limited to not more that 1/2 the models in the force, and no matter what can not be more than one combat group.  These can deploy as follows. 

AD Troops:  These deploy as above, but can be deployed in the first turn and do not have to wait for the doors to open.  This represents them fast-roping or other fast insertion techniques prior to the shuttle landing.

Infiltrating troops: these may infiltrate as normal but get an extra -6 modifier on top of any other modifiers that may apply.  A failure means they deploy without camo, following the rules for dispersion (this is a change from normal rules for camo).

Impersonate may not be used in this scenario by either side, and attackers may not deploy sappers in foxholes (they may dig in later in game).

Security Systems Hacking
Instead of a normal turn limit, this game goes on until the prisoner is killed, or the security system overcomes the hacking attempt.  As normal for the scenario, the doors must be opened in the first turn.  This represents someone delivering the hacker Maria's gift package into the system.  If this isn't acheived, the Once the main door is open, the Ariadnan troops have a minimum of two turns.  At the start of the third turn (after door opening - 4th in game), the Ariadnan player has to try to maintain the hack.  This is done by a WIP roll from the Hacker on the shuttle (Not part of the force) who has a WIP of 14.  If an enemy hacker has activated the security console, and that console is in their hacking area; then they can make this a FtF roll, rolling their WIP against that of the hacker.  If the roll is failed, then the shuttle has to dust off.  Thr Ariadnan forces have this last turn to vacate the board by one of the exits.  Any models left on the board at the end of this turn are considered casualties.  This means the attacking Ariadnan force always has one extra player turn that the opponent.

Mission Objectives
Attacker Compromises System
The shuttle's hacker has prepared a virus package to compromise the security of the site and "open the doors" in the defence grid.  This must be uploaded into the system before the shuttle can land.
This takes an engineer or  hacker a WIP roll at the security access console,  A troop with the specialist  skill can do it at -3 to WIP.  A forward observer may also do it, but at -3 WIP and as an entire order skill.
This gives the Attacker 1 VP (And allows the rest of his force to come on).  If this is not acheived in the first turn, then the shuttle does not land.  The game continues for 2 more turns, but no more Ariadnans enter play.  Also, as the shuttle hasn't landed and hacked the security systems, the defender automatically gains the VPs for resetting the system.

Defender Resets the system
If the defender activates the security console (requires a Hacker to make an unmodified WIP roll) they get 1 VP.  If (by remaining in ZOC or use of repeaters) the console is in their Hacking Area then they may roll FtF against the shuttle's hacker to end the game, if they do this they get an extra 1 VP.  If the Attacker fails to get the virus into the system (see above) then the defender gets the full 2 VP (as they count as succeeding in the FtF as well).

Rescuing the Prisoners
Doors to the objective room can be opened by any specialist as a short skill and WIP roll.  When one door is opened all doors are opened.  Alternatively, doors can be hacked to open one of them, or destroyed (one opens, allowing LoF and LoS through it as a normal open door would). The prisoners are in a bad shape.  Before they can be moved, they require stabilizing.  In order to do this, a doctor or paramedic has to succeed in a WIP roll in base contact with one of the 4 cryopods.  It then takes a Short Action to synchronise with the prisoner (no roll required), who will then follow the model.  The prisoner doesn't block any LoF, LoS or movement in anyway, and cannot be targeted by any attack.  If the prisoner is in the area of a ITW or DTW then carry on with the shot as normal but ignore the prisoner (assume they dive out of the way or something similar).  Evacuating a prisoner gets the attacker 1 VP, with a bonus VP for the Important Prisoner.  The defender gets 1 VP for every prisoner not rescued, and 2 VP for the Important prisoner.

Command Tokens
The defender is attacked with a modicum of surprise, so they cannot strategically use command tokens to reduce order pool, or prevent command token expenditure in the first turn.
Narrative Mode

  • The Ariadnan force cannot field an attacker, as theirs is on the shuttle.
  • Attacking models left behind are dead, no CASEVAC, but may CUBEVAC.
  • The defender doesn't get the 20 points of garrison troops, instead getting a Cadmus with BS or CR deployed in the room (not as seed embryo) who can, if they desire, have used morpho-scan on any of the prisoners.

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