| Quadratus | 05 Dec 2008 8:12 a.m. PST |
Looking to compile scenarios for a city fight campaign (Stalingrad) I am hoping to create a pool of scenarios that we can randomly choose from each turn. scenario size is company level and smaller (usually a lot smaller, using 28mm with DHC7B rules For ideas I have 1. Seize the objective/hold the objective > attackers push out defenders 2. Take the objective both sides rush to secure an item/location 3. break through one side has to move a convoy of trucks from one side of the table through another. If you guys had any other general scenario ideas you could share I would appreciate it.
A couple weeks ago I had found a site with these kinds of ideas but it has since crashed and gone away. Trying to build my own campaign from scratch. Thanks for any help you can provide. |
| Jamesonsafari | 05 Dec 2008 8:28 a.m. PST |
eliminate a sniper that is interdicting your LOC. try to get some cans of soup or ammo up to the exposed outpost. |
| Quadratus | 05 Dec 2008 8:30 a.m. PST |
Nice Nice! keep em coming |
| jizbrand | 05 Dec 2008 8:37 a.m. PST |
1. Movement to Contact: two roughly equal forces bump into each other as they advance. 2. Recon/Counter-recon: After movement to contact, you know where the enemy is. So, now, reconnoiter his position; of course, his outpost line will try to stop your recon elements from getting through. But if you do, you gain an advantage in the main attack. 3. Deliberate attack/defense: Defender is outnumbered about 3:1 but has minefields, barbed wire, and entrenchments. The attacker has some artillery and maybe an airstrike. Seize the objective held by the defender and hold it. 4. Pursuit/delay: The main attack has succeeded and the attacker is pursuing the defender is heavily outnumbered and must hold out for X number of turns in order for higher command to prepare a counterattack. 5. Hasty defense/counterattack: The main attack has bogged down; the defender can now launch a counterattack which outnumbers the enemy by about 2:1. However, there are no minefields, barbed wire, or entrenchments and only very limited artillery. 6. Breakout/pursuit: The counterattack has surrounded the enemy who is heavily outnumbered. However, the encircling line is relatively thin everywhere, so the surrounded player can mass force to outnumber the enemy at any one point to achieve a breakout. But the enemy can summon his reserves (which enter based on a trigger) to pursue the retreating forces. whole series of six missions can be put in a specific context; for example, the main thrust, or perhaps a relief effort for a beleaguered garrison (which would be off-board, although, for fun, you could have them enter the opposite board edge at some point during the day). |
| BCantwell | 05 Dec 2008 11:55 a.m. PST |
A variation on the Breakout idea above is a mission to rescue a pocket of comrades cut off by recent enemy advances, etc. The difference in this case is that the encircling line is too strong for the cut-off units to escape alone, so you muct cut through to them. Escorting Sapper parties to clear a path for an upcoming attack or conversely to mine/wire a path against enemy attack. This will involve supressing enemy activity while the sappers work and maybe even taking over to complete the job. Brian |
| Jovian1 | 05 Dec 2008 1:49 p.m. PST |
Blow up the enemy entrances to the sewer/subway system – Attacher has discovered that the enemy is holding entrances to the sewer/subway system in this area which has allowed them to be resupplied or launch infiltration attacks against Attacker. Attacker has determined that they need to destroy these entrances with demonlition teams. The entrances are behind enemy lines, but within easy striking distance and could be out-flanked or infiltrated in the dark. A night assault is planned – Attacker has 2-4 demolition teams with explosives which must infiltrate the enemy lines in the dark to blow up these entrances. Enemy has sentries and emplacements, but not a cohesive "front" as Stalingrad really never did have a solid front line. Defender should have a few LMG emplacements, several sentires and off board reserves should the alert go out. The Attacker should have 2-4 infiltrating demolition teams of 2-5 men. |
| Ermintrude | 05 Dec 2008 3:12 p.m. PST |
Fight to the last man. A group is surrounded, and has to last out for as long as possible before they're destroyed. Patrol. Try to capture a prisoner and return him to your lines. |
| archstanton73 | 05 Dec 2008 3:50 p.m. PST |
PARANOIA---The Germans are in a ruined house, as the Soviets have sewer movement etc they can attack from the dark at angle--very close in--Choose 8 points of possible attack Soviet player rolls D8 and attacks from there
SUPPLY SNATCH--Germans vs Germans--You are starving Landsers and need to get a para dropped cylinder back to your mates, however this will result in excecution by the chain dogs
You fight/sneak your way back to the dugout.. |
| ashauace6970 | 06 Dec 2008 8:13 a.m. PST |
Partizan attack on German convoy w/ chits to represent the partizans so the german only fins out what he's stepped into on attacking. Cut up a russian armor/Inf. column in The Winter war. |
| Caesar | 06 Dec 2008 8:57 a.m. PST |
Close the gap: breakthrough has already occurred and you need to close the open hole. Civilian evacuation: hold until all the civilians have left the table. Partisan hunt: house to house in a village looking to eliminate partisans, but not the general population. Breakout: like a breakthrough mission, but with randomized forces entering and trying to escape the encirclement. |
| Dragon Gunner | 08 Dec 2008 2:30 p.m. PST |
Raid: Escort a small section of combat engineers to an enemy supply depot or gun emplacements and destroy them. You must make it back to your lines before X turns or your are overwhelmed by enemy reinforcements. Building Clearance: HQ has ordered your unit to clear a city block. The enemy will try to prevent your victory conditions by recapturing buidlings you clear. VPs awarded for buildings held at the end of the game. Rescue: A bunch of support types took a wrong turn in the middle of the night and wandered through enemy territory undetected. When the sun comes up its obvious to everyone what happened. Rescue them before they are captured or destroyed by the enemy. Accidental Meeting Engagment: Two partols from opposite sides are moving quietly next to each other during a very dark night. Suddenly one of the men calls out to the other partol in Russian / German and the horror of their predicament is instantly known to everyone involved. A close range fire fight erupts and possible hand to hand. Where is the Line?: HQ wants to know where our postions are and how many functional men we have left. There are no functional radios in the SCATTERED forward positions. Your patrol must physically move to each postion on the map and verify dead and wounded. The enemy will try to stop you. Vehicle Recovery: One of our tanks has thrown a track and is now stranded in no mans land. The crew cannot dismount from the tank due to enemy small arms fire. You must clear the enemy or supress them long enough for the crew to make repairs. Its only a matter of time before the enemy bring up an AT gun and finish off your tank. Smash and Grab: HQ has indentified the location of an enemy HQ. The intel types want your unit to assault the HQ and capture documents, code books, maps and officers. Detail what men are assigned to carry the "loot" and make sure they make it back to your side. Prisoners must have armed guards and may try to escape if the opportunity presents itself. If prisoners are hog tied they must be carried by at least two men at a slow pace. Damn Truck: A supply truck with a damaged transmission has been put in neutral gear. Your men have orders to push it through winding streets to your HQ. Provide covering fire against light enemy resistance. Infiltrate: Your patrol has been low crawling most of the night through a snow storm towards enemy positions. You are not exactly sure where the enemy is until one of your men comes withing 4" of the enemy. At that time flares go up and the battle commences. |
| donlowry | 08 Dec 2008 3:12 p.m. PST |
Capture the bridge at Remagen (or something similar). Patton's raid to free the POWs at Hammelburg, behind the German lines (or something similar). |
| Dragon Gunner | 08 Dec 2008 3:13 p.m. PST |
High Ground: The highest point on the map (building or hill) has a clear view of enemy held territory in particular a rocket battery that has been causing you a great deal of misery. Your mission is to put a forward observer on the highground long enough to call down artillery fire on the enemy battery. It will take several turns of spotting rounds and adjustments before a fire for effect order can be given. The enemy will try to dislodge you from the building before you can complete your objective. |
| donlowry | 08 Dec 2008 3:46 p.m. PST |
Race for the objective: Say one side needs a bridge in order to cut-off or encircle the enemy, the other side needs it to escape, and neither holds it at the beginning (or 1 holds it only lightly). Capture a piece of enemy high-tech equipment for the boffins to study (e.g. a radar, a squeeze-bore ATG, a new type of airplane or tank or gun). Or capture/kill the enemy general. (Ever see the opening minutes of the movie Desert Fox?) |
| Quadratus | 08 Dec 2008 7:54 p.m. PST |
Thanks to every one. There are a lot of good ideas here.I appreciate all the input. Can't wait to try some of these out. Accidental meeting engagement seems like a really interesting and bloody one to try. |