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"Scenario Way Home 1/72 scale" Topic

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633 hits since 12 May 2019
©1994-2020 Bill Armintrout
Comments or corrections?

UshCha12 May 2019 11:47 p.m. PST

I thought this one may prove interesting its a reconnisance scenario for players not wanting too hard a task.

The basic premise we used for this game was that a Russian Paratroop company had been dropped badley and it had all gone wrong and now they are trying to get home. Speed is of the essence but fortunately opposition in this area is light so they will not face more than a mediocre platoon in prepared defences. The attackers job is simply get off as much as possible off the far end of the wide road.

The board is 8 ft by 6ft with a scenic divider (board edge down the middle) to creatae a long road. The road has 3 potential Blocking points on it. The defender may only deploy on one of the blocking points of his choice (or wherever he choses). To make it simple the defender can only deploy within a rectangele of 3 by 4 grid squares of his choice using markers not actual models. This helps the attackers, as it allows him to scope to some extent the problem once he encounters one enemy. Again it limits the defenders options which reduces his decision making. The defender also deployes 2 sets of dummy markers so as to make the attacker unsure which position is defended.


The game is designed for maneouvre Groupe which allows long road Moves very fast while not in sight (if you are sensible). The game is unsuitable for the 6" for Infantry and 12" for tank rules, they are way too slow and cannot model adequately the real world for the game to be effective.


Attacker will be a company with air portable AFV's for transport. For the US M113's could be used but the back story would change. There would be no external support available.

Defenders wil be a platoon of about 35 to 45 men dug in but with only short range RPG's but enough to realisticaly knock all the attackers vehicles out.

Defenders may not move untill they have seen an enemy and reported this to the HQ other than send a massenger to the HQ. Wire or radio communications are acceptable for the defenders. The latter is a cheat but it helps poorer commanders.


Hedges and the road with solid lines are crossible with difficulty for the armour, they are 5 ft high so cover for moving infantry but can be seen over by AFV's.

The water courses are imasssible to troops and vehicels. Demolition of the bridges is not possible.

The game could be made much more complex for more diserning and able players by allowing section, squad and platoon ambushes along the way but the forces involved on the attackers side would need to increase and the complexity and game length would go well beyond an evening game without vaery able players.

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