These are more complex but interesting scenarios, its not just about what its about how. Reconnisance is often not done well scenario helps to get a reall idea about what its like. All these games need more thought on mapping terrain than "Just plonk it down" and generally need dummy markers as a minimum for the stationary side. for instance scenario 1 need the exits off the board to be isolated so multiple exits may not be easily observed from one spot and possibly be very difficult or even impassible without a detour to switch observation points.
However they will "read" more like a real story as they have a more credible feel about them.
Scenario 1 Reconnisance
Note this is an updated post from that on the TMP with hopefull more useful information.
In any reconnisance game where the object is to prevent/screen/get through/spot the enemy, depending on which side you are on the problem is that it is often easiest for the defender to deploy at the end of the board as it is where there is the least complcation and minimum points to defend.
Now in the photo below I have represented in a very crude form a road map of 6 road junctions. In this design its possible to observe enemy moving through the Junction network in 6 different ways. However only three nodes need to be obseved to see all traffic/block the route for all vehicles traveling on the road. This makes defending of the end of the board a poor solution and hence is much better than saying that the defender must deploy "X" distance fom his table edge.
The diagramatic junction picture you may need to go to flikr to see this.
link
Scenario 2
Make a long road from a 6ft by 4ft board by putting a divider 4 ft long down the middle. You can now put a road on the outside now you have a 2ft wide 14 ft long board. with only small arms for the attacker this is not too bad even with 1/72 and lots of terrain. Now its interesting the convoy owner has no idea where the convoy will be attacked so has to move like the real thing realatively quickly like the real thing, too slow and he loses anyway.
Scenario 3
Another approach is to have multiple objectives such as this old SG2 scenario but you need proably 20 buildings to make it credible.
THE PEOPLE STRUGGLE
SIT REP – REBELS
The NAC have being supplying the Freedom Fighters of Nithadra 3 for some time, they have been plotting to overthrow the NSL Right wing Puppet Government of Hidi Armen Yahoo. Armen is becoming increasingly despotic in his control of the Peoples United Planetary "Democratic" Union.
With the less than perfect attempts to secure the bridge head in the Landings on ARTON II the NAC need a propaganda victory and to divert NSL forces from the main sphere of activity. The rebels on Nithandra 3 have been told they must take action now if they are to retain their current NAC "Encouragement".
The action must "upset" Hidi. A Raid has been planned with options on Hidi's Headquarters and/or Radio Free Peoples buildings.
REBEL VICTORY POINTS
Task Points
Capture Hidi 4
Kill Hidi 2
Destroy Headquarters Communications Kit 2
Requires 1 Demo Charge to destroy.
Destroy Hidi's Data files on Rebel activity 3
Requires 2 Demo. charges in the Governors House.
Transmit Rebel Information on the Free
Peoples radio for 3 bounds 2
Destroy Free People Radio Facility 2
Requires Demo. 1 Charge.
Capture Prisoners for future negotiations 1 Point per 3 men
HIDI ARMEN'S VICTORY POINTS
Capture Ricton 6
Kill Ricton 4
Each rebel killed 1 per 3 men
Each Rebel Captured 1
NSL TROOPS AND DEPLOYMENT
HIDI ARMEM YARHOO – Politician/Mobster BLUE 3 Personal weapon FP D4 IMP. D8 (Custom built weapon, what do you expect from a leader so loved by his people!).
Random position in any building in the Compound.
ARMEN'S BODY GUARD GURAG Mercenaries – Vet 1 Squad Leader HIGH MOTIVATION . The universal translator does not work for Gurag. Therefore only Hidi Armen can communicate with them.
Standard squad guard with, normal kit. The Guards accompanying Hidi may only have personal weapons.
At least half must be a detachment in the barracks, 1 activation gets them to D4 Armour and Small Arms,
3 Activation's gets them to D8 Armour. Heavy weapons and Armour are located in their APC located by the Goveners House.
Half squad as active bodyguard with Hidi. Activation at first shot (any bodies) or by radio warning (Twitchy these guys).
ARMEN'S PERSONAL TRANSPORT – An APC any of the GURAG drives as required.
"HONOUR GUARD" Due to a recent "Purge" a new crew of "Yes" men,. picked for allegiance and low (intelligence) political threat. 1 squad 6 Power troops (or std troops in heavy armour) standard weapons Green 3 – HIGH MOTIVATION.
Initial Deployment – Artists House.
1 Reorganise action to be ready.
SECURITY GUARDS
Gate and General security BLUE 2 Small Arms Only FP 2.
Either 6 Men D8 Armour or 8 men D4 Armour. LOW MOTIVATION
2 man detachment at each gate at minimum.
Remainder of Guards may either be at one of the gatesor on pre-determined patrol inside or outside the compound. Each bound they will move once and spot once.
Palace Communications 3 men Blue 3 Small Arms Only FP 2 – LOW
Centre MOTIVATION.
PEOPLES FREE RADIO 4 men Blue 3 Small Arms Only FP 2 LOW
BUILDING MOTIVATION. One man must be in the Middle floor. ie Watching the DJ ensureing "Politcal Correctness" of the transmissions.
TOWN GARRISON – Irregularly Paid and ill disciplined
Garrison Barracks 2 Squads "Red Squad" Green 2 – 6 Men Standard arms D8 Armour. "Blue Squad" Green 3 – 6 Men Standard arms D8 Armour. LOW MOTIVATION
"Red Squad" is high alert (Activates instantly when called by Hidi). Other next bound.
Currently on Patrol Green 3 – 6 Men Standard arms D8 Armour in APC
(off table) LOW MOTIVATION Will arrive after bound 5 on an even number throw. (Hidi could aquire it to leave the table to escape)
REBELS – The Great and the Free
Equipment.
Standard NAC weapons selection but older LA67 FP 2
A total of 10 demolition Charges available with timers.
Timer can be pre-set in activation intervals ( both sides).
Can be set in normal move provided timer is pre-set ( requires 1 activation).
General Ricton "Slasher" Mecon Vet 1 – Hero of the Relief of Naganda 4
Rictons Bodyguard 8 men Blue 1 Inc. IAVR (3 Rounds) High Motivation
Rebel (1) 8 men Blue 1 High Motivation
Rebel (2) 8 men Blue 1 High Motivation
Rebel (3) 8 men Blue 2 High Motivation
Rebel (4) 8 men Green 1 High Motivation (Radio DJ with Tapes)
Rebel (5) 8 men Green 2 High Motivation
Rebel (6) 8 men Green 3 High Motivation
Rebel (7) 8 men Green 3 High Motivation
Deployment
The Rebles by using diguise can take up positions prior to the start of the game within 60 m (6 ") of any Enemy Building (i.e compound or Radio building) without being spotted. They cannot be spotted untill such time as they move or fire. The exception being that any Compound guards can spot the rebles if they get a Major sucess – Guards are always poor spotters in the movies.
Demolition charges can be carried at the rate of 2 per man maximum. Their timers may be pre-set prior to the game and/or reset during the game as an activation. They cannot be set such that they guarantee to kill the operator. A Reorganisation action can be used to set more than one charge at the same time, or re-set more than 1 charge at a time.
A single Charge or an IAVR hit on the gate or wall (Armour D10) will create a breach about 2" wide.