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webby
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how about having the supply dumps, you could do it in the gucci-esk way... how alex does it at FSA. You fight over one place, then fall back to the next on when the position is taken.... only thing is, the 1st supply dump which the germans come across is the 1st one, rather than it being orcastrated into an order. That way, the small garrison at the 1st supply dump will have to be re-enforced when under contact, once the 1st dump is taken, the whole US team re-groups and garrisons the remaining fuel dumps and go from there again...

Reading articles from Kasserine, the US lead a number of very fierce counter attacks during the conflict, only to be stiffled by the Germans in most cases


 
Posted : 22/10/2009 7:43 am
 Yith
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ooo I like that Webby.

US defend 3 supply dumps. Germans choose to attack how they want. As soon as one supply dump is captured the whole game resets, but with only 2 supply dumps... germans starting at the one that has been taken, US at the others.

If Germans get 2 supply dumps simultaneously (or almost simultaneously) then that's just fine, etc...

I've not seen that done at all... Could be good!

It has a lot of interesting tactical choices involved in it!


 
Posted : 22/10/2009 8:39 am
webby
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Yeah, plus in theory, it should be harder on the last dump, as the US will be concentrated around one place, will also make great use of the radios

<voice crackles over radio>...."able green,.. able red, we're under fierce attack, requesting re-enforcements over...."

:happyclap:


 
Posted : 22/10/2009 9:22 am
 Yith
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ooo yes... allowing the US troops to re-inforce where needed adds an extra element :)


 
Posted : 22/10/2009 10:03 am
lipton
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it's good....but It does seem to lose the US withdrawal feel to the senario.
is there any way we could get an american fall back from the positions without having to reset the senario after a point is taken?
Make the players feel like they have to fall back to another supply dump in game.

I like the casualty factor for the US that Craig and Rich have. it stops it being fighting the enemy at objective until either (A) all troops at said ojective are dead or (B) objective held.

the re-enforcment thing is nice though.






 
Posted : 22/10/2009 3:06 pm
webby
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I guess you only have to do it once or twice, at some stages the US did make some fairy agressive advances,... only problem is, is that when they got to where they were supposed to go, the Germans had already taken it


 
Posted : 22/10/2009 6:34 pm
(@lardassmonkey)
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I'd agree with Dean's thoughts that it perhaps wouldn't feel like a withdrawal if the US are holding ground too much. Plus 'reseting' the scenario could perhaps make it feel like a seperate game each time as you'd having nothing to show for your efforts. I think it would be better to save any possible US counterstokes for a later scenario, possibily the following one. So the scenarios would run thus:

1: Preparations
2: Main German assualt
3. US Withdrawal
4. US Counter attacks
5. Stalemate
6. Attack renual (for either side)
7. End Game (US over run or German withdrawal)

I've been looking over the 1st scenario again and the fact that I probably have too many and think combining Craig/ Dean's 1st game with my 1st and 4th could produce an excellent scenario.

Basically we have it as Craig says with both side sending out recce patrols to uncover intel. At the same time some troops will also have to occupy certain positions to guard against the enemy. The patrols must search for routes through the minefields located in no mans land and enemy positions, into enemy territory and locate key points. These could include supply dumps, weapons pits and HQs. All enemy positions and minefields found must be marked on maps, along with enemy strengths, weapons and equipment and likely state of mind (based upon their actions & demenour) being noted.

At the key points such as the HQs & dumps then we can use Craig's idea of recording an additional vital piece of information, like the radio frequency suggested, or the ammount of fuel drums & crates in an ammo dump or the number or rounds for a heavy weapon (Yith may remember that one from the ToD Nam game). Although I'd prefer to do thing by actually having people count shells/tubes or radio frequencies off dials or code books to make it more natural and that bit harder to do.

The players in the fixed positions will not just be sat doing nothing the time either. They can also report on enemy movements and can mount defensive patrols. if there is time they could also be releaved by the recce patrols so they can mount one of their own.

We could also have the personal intel aspect as well, so any prisoners or bodies can be searched for an intel slip as seen at previous games.

I know it sounds like alot things to do but the last thing you want on a recce scenario is run out of things for people to do. We could extend the time to 1 Hr, maybe even 1 1/2hrs so people don't feel rushed and make use of the space as I'm sure Craig/Dean imagined (just not the whole site). I think it would be ideal for a slow first game to build tension; and get rid of hangovers. People can explore the site a bit with lots of sneaking about (or sat in position if they're that hungover :lol: ) and make use of reconaissance techniques and such that we've all been learning.


 
Posted : 22/10/2009 8:19 pm
webby
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sounds good to me, I think the US benefited from having a very patrol based 1st mission at Alsos, it got people working together really well.

When we engaged the Germans as we withdrew i even got the tap on the shoulder and "webby last man" as they went by, not sure who it was.


 
Posted : 22/10/2009 8:49 pm
lipton
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Great! now we're starting to get somewhere. :happyswing:

those scenarios look good, i'm happy with them.
I'd say a deffo yes to the personel intel element, I completely overlooked doing something like that :slap:






 
Posted : 22/10/2009 11:10 pm
 Yith
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Yes... the personal intel works better with the dead bodies about...

Remember that you don't want to make this scenario too long though... and it may be one where Craigs extended medic rule works.

i.e. if a medic finds a "dead" body, it can be resuscitated back at the clearing station.


 
Posted : 23/10/2009 8:27 am
webby
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Yeah, could give people an opportunity to do a bit of role playing dragging the injured person back to the aid station!

Is stretchers out of the question? I seem to remember it being a H&S/Insurance issue with the chance of the person being dropped whilst on it?

I guess that falls back into the "needing a dedicated medic" so is prolly obsolete as an idea.


 
Posted : 23/10/2009 8:30 am
 Yith
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No... the important thing about this rule is that it's an extension of the normal rule. i.e. the Dedicated medic adds extra powers. Everyone else can still do the first aid thing!

Stretchers are a very bad idea. With the slopes at LAC even more so. They take a lot of effort.

Supporting people by their shoulders should be enough.


 
Posted : 23/10/2009 9:02 am
webby
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Yeah I imagined as such, it's hard enough letting yourself down some of the slopes there, let alone with some one else teathered and a stretcher! lol


 
Posted : 23/10/2009 9:04 am
(@lardassmonkey)
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Yes maybe the dedicated medics could work in this scenario. They're a hinderence under fire but for recovering the 'out of action' wounded they'd be great. Recovering wounded would be something else for those not on the patrols to do and also give the enemy a chance to mount ambushes on the recovery parties to gain more 'tongues'. Also If do have vehicles then they could be useful as ambulances.

Remember that you don't want to make this scenario too long though...

How long would you consider being too long? I was thinking 1 1/4hrs being the best bet. Plenty of time to get things done without taking up too much time. Its amazing how fast time goes on these kinds of missions. If kick off at 10am, have 1hr 15mins for scenario 1, 30mins for the 2nd and 45mins for the 3rd that leaves us 30mins for delays and turn arounds to take us to lunch at 1pm.


 
Posted : 23/10/2009 11:58 am
 Yith
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You've just got to remember the poor sod who gets killed in the first 10mins of any of these scenarios.


 
Posted : 23/10/2009 12:16 pm
webby
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Agreed!

I think that having longer games heralds the need for more advanced medic rules, rather than the short snappy jobbies. Where dying after 5 mins because you shot yourself in the back (Lardy) :lolpanda: won't ruin your day! :)


 
Posted : 23/10/2009 12:39 pm
(@lardassmonkey)
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True. However the longer scenarios should be slower which would reduce the chance of that happening. The aim is to avoid contact to begin with so if they are dead in 10minutes they're doing something wrong. :lol: Including a revival rule would help stop someone from spending a whole hour lying dead though.

Where dying after 5 mins because you shot yourself in the back (Lardy)

It was the leg actually. :raspberry: From inside my trousers. :oops:


 
Posted : 23/10/2009 12:43 pm
webby
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:ghey:


 
Posted : 23/10/2009 12:54 pm
(@lardassmonkey)
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Now I think about I probably didn't have to take the hit since it must have been a richochet to hit me that low down.


 
Posted : 23/10/2009 12:58 pm
webby
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If it was inside your trousers, than a hit is anywhere on your person, clothes included! lol


 
Posted : 23/10/2009 1:14 pm
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