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1,477 hits since 3 Sep 2013
©1994-2024 Bill Armintrout
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bauedawargames03 Sep 2013 3:07 p.m. PST

after seeing this:

TMP link

I could not resist jotting down a quick scenario for it, so I thought I'd share it:

Steal the Shostakovich!

Location: harbour, pretty much anywhere a Pernov-Class Torpedo Boat served (which is quite a lot of places!)

Set up: the Pernov-Class Torpedo Boat "Shostakovich" is moored at the pier of Port Whatever. Most crew is off duty and only a few are serving on board or on guard duty. The boat is being refuelled and rearmed and equipment and people are scattered around. There is one armed guard at the table end where the Commandos arrive and one on board the "Shostakovich". The officer can be deployed anywhere the player wish.
The pier is connected to land only on one side, corresponding to the table edge, player 2 forces are deployed here at the beginning of the game.
The following game objectives are marked on the table:
Torpedo stacks (2) on board, next to each tube.
Torpedo stack (1) on the quay, halfway down.
Mooring bollards, (2) fore and aft.

In addition all the QF guns and T-Tube are considered game objectives, as well as the steering wheel. An objective is considered controlled if a player has at least one figure within 2 inches and there are no opponents within the same range from it.

Scenario basics:
Player 1 (or group of players!) will have to defend the boat at all costs, preventing it to leave the shore. After 7 turns every new turn a dice roll will determine how many reinforcements will arrive, making things increasingly harder for player 2 (or group of players!) who's objective is obviously to take control of the boat and leave the harbour before an effective defence could be mounted. Torpedo boats are FAST and once it's off it won't be easy to catch!
As a secondary objective if things turn to the worst the orders are to attemmpt to sunk the "Shostakovich".

Player 1 forces:
Boat full crew would be 20 (3 officers + 17 men) but on the boat at the beginning of the scenario there are only 1 Officer and 7 men. Only the officer and the 2 guards are armed, the other 5 need to go in the below-deck quarters of the vessel and grab a gun first (in game terms, any figures that get to any bulkhead hatch is removed from the game and remain off table for one turn, it can then re-enter the game the turn after, from any bulkhead hatch, and is now considered armed.).
Of these 5, two are sleeping on board and enter the table (armed) next to any bulkhead hatch but only the turn after the first shot is fired or another crew member goes below deck first.
Crew are sailors not marines so should be rated accordingly: brave but not particularly effective. Guards are rated as Naval Infantry. Officers are Elite.

Boat Armament: 2 QF gun In single Deck mounting, in resting position, unloaded and covered with tarpaulin. These guns would take two people two turns to be set up and ready to fire.
2 T-Tube on deck mounting, unloaded. Torpedoes are assumed to be ready on deck as the boat is being rearmed.

Service crew: 9 NPC unarmed men (Non-Player-Controlled) they will first go for the closest attacker and attempt to subdue them in H2H, but will run for the nearest cover if shot at. Any wound would put them off play. Once in cover roll a D6 for each of them still in play every turn, on a score of 6 they'll feel brave enough to try it again! If forced at gunpoint they will collaborate with the attackers. Each attacker can force up to 3 service crew within 4 inches to work for them. Just moving into range of a crewman in cover (I.e. not one who's trying to attack them in H2H at the moment!) will be enough to convince them that it's wise to cooperate, but collaborating crewmen will still roll once every turn to see if they'll decide ti go for an heroic if probably brief moment of glory.

Reinforcements: after turn 7 roll a D6 each turn:
first roll: D6-3 armed guards arrive;
second roll D6-2 armed guards arrive;
all subsequent rolls D6 number of armed guards arrive.
For all rolls on a score of 6 one of the guards will be an officer (Elite).
All reinforcements enter the table from the same side the Commandos arrived.

Player2 forces:
6 special forces Commandos (all classed Elite) arriving on a Mercedes 35 hp or similar (don't need a model for it but would be way cool to have one on table!) in civilian clothes, they all have only handguns (Luger P8 would seem appropriate!) as they had need to conceal them to enter the harbour, but have managed to sneak in an heavy MG (an Hotchkiss or a Maxim) in the car. The MG is carried by two Commandos and once deployed will take them one turn to set up and get it ready to fire. Cannot be moved afterwards.

Scenario Objectives and Victory points:

Player 1 wins the game only if all attackers are killed or captured and the "Shostakovich" remains at least partially moored and unarmed.
Scores 10 VP for each Commandos killed, 30 for any captured (need to beat one in H2H to capture). Scores 5VP for any game objectives controlled.

Player 2 wins the game if the "Shostakovich" manage to leave the pier with at least one Commandos on board next to the steering wheel or if it sunk or damaged by an explosion. Note that even if there are still player 1 figures on board as well, once the boat leaves player 2 has won anyway!
To leave the torpedo boat must first be free of mooring lines (these will be free as soon as Commandos or a collaborator gets in contact with them) and also one figure need to go in below-deck to start the engine (in game terms, any Commandos that get to any bulkhead hatch is removed from the game and remain off table for one turn, it can then re-enter the game the turn after, from any bulkhead hatch, and the engine is now considered on.).
To set up a Torpedo it requires one Commandos to spend a turn standing right next to it (in base contact) doing nothing else. The Torpedo will then blow in X turns, as set by the player. A torpedo exploding on board would sank the "Shostakovich" while one exploding on the pier would only damage it.
Scores 10VP for any game objectives controlled, 20VP for turning on the engine.

If victory conditions are not achieved or in case of a multi-player game victory points will decide the result.

Perfect for a pulp game with each player controlling one hero and a couple of minions, all divided in two factions but scoring points individually for game objectives…

have fun!

Cheers,


Claudio

BAUEDA WARGAMES LTD.
baueda.com

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