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3,083 hits since 5 Dec 2003
©1994-2024 Bill Armintrout
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Raid on Nakunaar

by the Gorb

Scale

25mm

Rules

G.A.S.L.I.G.H.T.

Length

Play until the British forces withdraw or are destroyed.

Players

  • 2 British
  • 1 Martian
  • 1 German

Forces

The statistics given the units are for G.A.S.L.I.G.H.T. Saves given Extras are for Special Circumstances and do not affect Combat Rolls.

British Forces

Cloud Cutter
Speed/Spin: 13/45 degrees Start/Sustain: 13/18 Save: 8
with crew: Extras (5) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Bolt Action Rifle
Overall Commander Adventurer - Cmdr Neville Jerrod - Shoot: 15 Scuffle: 12 Save: 14 Weapon: 2-shot pistol, cutlass
Wind Cutters (4)
Each: Speed/Spin: 14/90 degrees Start/Sustain: 12/18 Save: 8
With Crew: Extras (2) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Cutlass, 1-shot pistol
Hardlove Impervious suits with Electro-Galvanic Lightning Discharge Gun, Standing (2)
Speed/Spin: 8/90 degrees Start/Sustain: 13/17 Save: 12
Weapon: Electrogalvanic Gun (12/24, SRM-4), (1) Satchel Charge
Veteran - Sgt Hadley Jones, Pilot - Shoot: 10 Scuffle: 8 Save: 12 Weapon: 2-shot pistol
Veteran - Sgt Wesley Hadrian, Pilot - Shoot: 11 Scuffle: 9 Save: 11 Weapon: 2-shot pistol
2 Units British Infantry (20)
Extras (18) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Bolt Action Rifle
Leader - Shoot: 11 Scuffle: 10 Save: 11 Weapon: Bolt Action Rifle, 2-shot pistol
Secondary Commander - Adventurer - Captain Alan Smyth - Shoot: 14 Scuffle: 13 Save: 13 Weapon: Bolt Action Rifle, 2-shot pistol
1 Unit Naval Landing Party (10)
Extras (9) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Bolt Action Rifle
Leader - Shoot: 11 Scuffle: 10 Save: 11 Weapon: Bolt Action Rifle, 2-shot pistol
Gattling Gun
With Crew (4) - Extras (3) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Bolt Action Rifle
Leader - Shoot: 11 Scuffle: 10 Save: 11 Weapon: Bolt Action Rifle, 2-shot pistol
Two-Man Demolition Teams (2)
Each with: Veteran (2) - Shoot: 9 Scuffle: 8 Save: 11 Weapon: Bolt Action Rifle, Satchel Charges
Leader (2) - Shoot: 12 Scuffle: 11 Save: 14 Weapon: 2-shot pistol, Satchel Charges
Political Attache
Leader - Sir Avery Hepplewhyte - Shoot: 13 Scuffle: 9 Save:12 Weapon: unarmed (to start)

Prussian/Martian Forces:

Initial forces:

Overall Commander - Hpt Johan Kruger
Shoot: 15 Scuffle: 13 Save: 13 Weapon: Sword, 2-shot pistol
Overall Martian Commander - Ak-Byneer
Leader - Shoot: 10 Scuffle: 15 Save: 13 Weapon: Sword, 1-shot pistol
1 Unit Prussian Infantry (10)
Extras (9) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Bolt-Action Rifle
Leader - Shoot: 11 Scuffle: 10 Save: 11 Weapon: Bolt Action Rifle, 2-shot pistol
1 Unit City Guards (5)
Extras (4) - Shoot: 8 Scuffle: 7 Save: 5 Weapon: Muzzle-Loading Rifle, Sword
Veteran - Shoot: 8 Scuffle: 7 Save: 11 Weapon: Muzzle-Loading Rifle, Sword
1 Unit Sword Armed Martians (10)
Extras (9) - Shoot: 7 Scuffle: 9 Save: 5 Weapon: Sword
Veteran - Shoot: 7 Scuffle: 9 Save: 11 Weapon: Sword
Defense Batteries (4)
Each with: 9" Alien cannon on barbette carriage - Large Artillery
Artillery Leader - Veteran - Shoot: 8 Scuffle: 7 Save: 11 Weapon: Sword, 1-shot pistol
City Dweller Artillery Crew (4) - Extras - Shoot: 8 Scuffle: 7 Save: 5 Weapon: Sword
Koenig Drehbeförderung (Rotary Conveyance)
Speed/Spin: 20/90 degrees Start/Sustain: 14/19 Save: 10 Weapon: 3-Barreled Nordenfelt-Light Machine Gun, Bombs-Small Artillery (4)
Adventurer - Kapitan Karl Merkel, Pilot - Shoot: 15 Scuffle: 13 Save: 14 Weapon: 2-shot pistol
Steam Tank
Speed/Spin: 15/45 degrees Start/Sustain: 11/17 Save: 14 Weapon: 6" Naval Rifle-Medium Artillery, 2 Gatling Guns.
With Crew: Extras (10) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: 1-shot pistol
Steam Tank Commander - Leader - Kapitan Heintz von Mertz - Shoot: 11 Scuffle: 13 Save: 13 Weapon: 2-shot pistol

Turn 5 Reinforcements:

1 Unit Prussian Uhlans on Martian mounts (10)
Extras (9) - Shoot: 8 Scuffle: 9 Save: 5 Weapon: Lance, Bolt Action Rifle
Leader - Shoot: 11 Scuffle: 10 Save: 11 Weapon: Sword, 2-shot pistol
2 Units Sword Armed Martians (20)
Each unit: Extras (9) - Shoot: 7 Scuffle: 9 Save: 5 Weapon: Sword
Veteran - Shoot: 7 Scuffle: 9 Save: 11 Weapon: Sword
1 Unit City Militia (10)
Extras (9) - Shoot: 8 Scuffle: 7 Save: 5 Weapon: Muzzle-Loading Rifle, Sword
Veteran - Shoot: 8 Scuffle: 7 Save: 11 Weapon: Muzzle-Loading Rifle, Sword

Turn 9 Reinforcements

1 Unit Sword Armed Martians (10)
Each unit: Extras (9) - Shoot: 7 Scuffle: 9 Save: 5 Weapon: Sword
Veteran - Shoot: 7 Scuffle: 9 Save: 11 Weapon: Sword
2 Units Prussian Infantry (20)
Each unit: Extras (9) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Bolt Action Rifle
Leader - Shoot: 11 Scuffle: 10 Save: 11 Weapon: Bolt Action Rifle, 2-shot pistol
12cm Krupp M1889 Howitzer
Weapon: Medium Artillery
With: Crew - Extras (3) - Shoot: 9 Scuffle: 8 Save: 5 Weapon: Bolt Action Rifle
Officer - Veteran - Shoot: 9 Scuffle: 8 Save: 11 Weapon: Bolt Action Rifle, 2-shot pistol

Situation

On Earth, it is September 1892.

There has been quite some friction lately between the German and Britsh colonies on Mars. Minor skirmishes have occurred along the border and blood has been spilled on both sides. Chancellor von Bismarck has denied any knowledge of German transgressions and has blamed all troubles on "hot-headed Martian patriots."

On Mars, astride the common border of the German and British colonies lies the small city-state of Nakunaar. For several years the ruler of Nakunaar has been considered an ally of the British. Recently, the British Attache has been arrested and diplomatic relations have been broken off.

Spies in the city have reported that Ak-Byneer is the new ruler in Nakunaar. He is no friend to Britain and his rule is backed by German steel. Nakunaar lies at the top of a plateau that overlooks a major trade route between the British and German colonies. The city is accessible only by an ancient stone bridge which is guarded by several large artillery batteries.

As long as the Germans hold sway in Nakunaar, the British colonies lay wide open to possible German invasion. The British Foreign Office finds this situation intolerable and has dispatched forces to the area to "contain" the situation.

Upon approach, the British forces observed (and were observed by) a German heavier-than-air device. This is the Koenig Drehbeförderung (Koenig Rotary Conveyance) undergoing its initial trials on Mars. Although it is armed, to date it has only been used to run messages between the Commander of the German forces in Nakunaar and the Colonial Governor.

That night, contacts from within the city reported that the Germans have billeted several units of Imperial troops both inside and north the city. These troops are supported by a large steam powered landship. If the reports are correct, the British have nothing able to equal it within a thousand miles.

Faced by such a large and unexpected German force, the British have withdrawn several miles to the south and called for reinforcements.

As it will be several days before an answer to the request is known (and several more days before reinforcements can arrive), a young Naval officer proposes a bold plan which is accepted. The British have gathered a small force of civilian float ships to aid in transporting supplies. These ships are unarmed and unarmored. However, by using these ships, a small strike force will drop into Nakunaar and trap the German units on the plateau until British air reinforcements can be brought up.

Just before daylight, while both of the Martian moons are beyond the horizon, the valiant British troops will attempt to run the batteries defending Nakunaar and bloody the noses of the interloping Hun.

Victory Conditions:

British: If the bridge is not destroyed, there is no British Victory.

Overwhelming Victory:
Bridge is Blown, six or more additional targets destroyed, including at least three of the following: The German Rotary Conveyance, German Steam Tank, each Defense Battery. At least 30% of the force escapes.
Moderate Victory:
Bridge is Blown, four or five additional targets mentioned above destroyed. At least 20% of the force escapes.
Minimal Victory:
Bridge is blown, two or three additional targets mentioned above destroyed. At least 10% of the force escapes.

German/Martian:

Overwhelming Victory:
Bridge remains intact. Cloud Cutter shot down, 2 or more Wind Cutters shot down. Fewer than three additional targets destroyed. Britsh losses exceed 70% of the raiding force.
Moderate Victory:
2 or more Wind Cutters shot down, fewer than five additional targets destroyed. British losses exceed 50% of the raiding force.
Marginal Victory:
British losses exceed 30% of raiding force, friendly losses are less than 30% of total German forces.

Victory Adjustments:

German command post raided, Important Papers taken. +1 level British, -1 level German/Martian
British Attache rescued. +1 level British, -1 level German/Martian
Ak-Byneer killed or captured: +1 level British
Hpt Johan Kruger captured (not killed): -1 level German/Martian
Cmdr Neville Jerrod captured (not killed): +1 level German/Martian
No British forces escape: +1 level German/Martian

(with grateful acknowledgment to Prof. Rick Norton & Steve Winter)

Set-Up
Scenario map

Table: 4' x 6'

The map shows the southern approach to Nakunaar - the valley floor to the south which rises up a promentory, and the bridge that extends across the gap to the plateau itself.

The walls of the plateau are over 100 feet above the valley floor. The red dots are the locations of the Nakunaaran Defensive batteries.

British:

Wind Cutters: Place two sailors on each Wind Cutter. Place no more than 5 additional infantry figures and 1 impervious suit on each Wind Cutter.

Cloud Cutter: Place all remaining figures on the Cloud Cutter.

German/Martian:

  1. Man the four Defense Batteries.
  2. Place four of the Prussian infantry as bridge guards anywhere on the Bridge.
  3. Place the Steam Tank no closer than 18" to the Bridge. The Steam Tank crew are placed in the building closest to the Steam Tank. Place three Prussian Infantry within 6" of Steam Tank as guards.
    Roll D8 for direction (1 being North) and 3D6 for distance in inches. Using these values, from the steam tank, place Hpt Johan Kruger, Kapitan Heintz von Mertz and Ak-Byneer in the nearest building.
  4. Place the Koenig Drehbeförderung no closer than 18" to the Bridge. Place three Prussian Infantry within 6" of Steam Tank as guards.
    Roll D8 for direction (1 being North) and 3D6 for distance in inches. Using these values, from the Rotary Conveyance, place Kapitan Karl Merkel in the nearest building.
  5. Determine 10 largest structures. Roll D10 twice. The first building holds the German Command Post with its Important Papers. The second building holds the Attache Sir Avery Hepplewhyte. This information should be given to the German/Martian players.
  6. Place the Town Guard and Sword Armed Martian units by rolling 1D6 for each. They must stay within that number of feet from the North edge of the table.

Special Rules

The first part of this scenario is the Running of the Batteries. This portion takes four turns. The British float ships enter the southern end of the table and move their first move. Note that each float ship must make its sustain roll each turn before moving or go adrift. If a ship does go adrift then it must.

The German/Martian forces roll a D6. If a 1 is rolled then the British are sighted, the Alarm is sounded, and the Defense Batteries may fire. The second turn, a roll of 1-2 on the D6 means the British are sighted and the Alarm is sounded. The third turn, a roll of 1-3 on the D6 means the British are sighted and the Alarm is sounded.

If the Alarm has not been sounded at the end of the third turn, then it will be sounded after British movement on the fourth turn. The Alarm will also be automatically sounded the turn after any British float ship crosses over the plateau line.

After the Alarm has sounded: The Defensive Batteries may choose to fire at either the Cloud Cutter or the Wind Cutter nearest it. The Running of the Batteries portion of the scenario is over. Normal unit action sequencing begins.


  1. Sailors on the Wind Cutters will not leave their assigned Wind Cutter. They will defend if attacked but will not attack.
  2. The Steam Tank crew may enter the Tank on the turn after the Alarm sounds. The Steam Tank commander, Kapitan Heintz von Mertz may start heading toward his tank on the turn after the Alarm sounds. The crew may then attempt to start the tank on subsequent turns. The tank will defend (but not attack) until the turn following Kapitan Heintz von Mertz's entry.
  3. Kapitan Karl Merkel, pilot of the Koenig Drehbeförderung, may start heading toward his conveyance on the turn after the Alarm sounds. He may attempt to start the conveyance on the turn following his getting to the device.
  4. The Defense Batteries may not be turned around. The two outlying batteries can only traverse those areas south of the Bridge. The two closest batteries can traverse the southern half of the Bridge.
  5. At the beginning of the 5th Turn after the Alarm has sounded, four additional units may enter the North edge of the table. They are: 2 units of Martian sword, 1 unit of Martian muskets and 1 unit of German cavalry.
  6. At the beginning of the 9th Turn after the Alarm has sounded, four additional units may enter the North edge of the table. They are: 2 units of German Infantry, 1 unit of Martian swords and 1 German Howitzer and crew.
  7. The Koenig Drehbeförderung may only drop a bomb at the end of its movement. It may not fire its gun and drop a bomb in the same turn.
  8. Demolition Teams: Each demolition team consists of an NCO and a soldier. They carry an unlimited number of Satchel Charges. In order to blow up a target, the team must end their turn next to the target and announce that they are "planting charges." On the next turn they must move at least two inches away from the "planted" charge. Roll a D20. Anything but a 1 or a 2 and the charge explodes as planned. If one member of a demolition team is killed, the surviving member is limited to placing up to 4 more charges.
  9. Satchel charges are treated as Small Artillery for collateral casualties.
  10. Blowing the Bridge: A Satchel Charge must be detonated at each end of the Bridge. Roll a D20. A 20 means the entire Bridge goes down. 1 or 2 means the charge failed to explode.

Recommended Figures

Manufacturer Codes:

BG - Brigade Games
CA - Castaway Arts
EU - Eureka Miniatures
GW - Games Workshop
OG - Old Glory
PS - Parroom Station
RF - Rafm
RV - Reviresco
SMW - Single Malt Warriors
TLWR - The London Warroom

The first line of each unit is the manufacturer's name for it and (mfg code).

British Forces:

Cloud Cutter (TLWR CC1)
Sailors Naval/Airship Crews 1 & 2 (BG BG-ACW003 & BG BG-ACW009)
Overall Commander (Navy Officer from Victorian Adventurers RF RAF18210)

Wind Cutters (PS Ship-1)
Sailors Naval/Airship Crews 1 & 2 (BG BG-ACW003 & BG BG-ACW009)

Hardlove Impervious suits with Electro-Galvanic Lightning Discharge Gun, Standing (EU PAXIS04A)

2 Units British Infantry (RF RAF18410)
Secondary Commander - Army Officer with Sword from Victorian Adventurers (RF RAF18210)

1 Unit Naval Landing Party (SMW 88-004 & 88-005)

Gattling Gun (SMW 88-010) with (4) Crew (SMW 88-005)

Two man demolition teams each with: 1 fig from Naval/Airship Crew (BG BG-ACW003), 1 Reb with TNT Charge (BG BG-ACW008) with head swap from Naval/Airship Crew 2 (BG BG-ACW0009)

Political Attache (Gentleman with Top Hat from Victorian Adventurers RF RAF18210)

Prussian/Martian Forces:

Overall Commander - Count von Schickle (PS EXT-14)

Overall Martian Commander - Venerated One (PS CDL-7)

1 Unit Prussian Infantry (CA P1-P6)

1 Unit City Guards - City Dwellers Advancing (PS CDMU-2)

1 Unit Sword Armed Martians (PS CDMU-3)

(4) Defense Batteries, each with: 9" Alien cannon on barbette carriage (TLWR WC-18), Artillery Leader (PS CDL-11), City Dweller Artillery Crew (PS CDMS-1)

Koenig Drehbeförderung (Rotary Conveyance): Dwarf Gyrocopter (GW 84-15) - Dwarf & Funnel Gun removed & replaced with German Downed Pilot (OG WWI-114) (use a second figure as dismounted pilot). 3-barreled Nordenfelt machine gun on cone mount (TLWR WC-06).

Steam Tank (RV VSF-3): 10 crew (Two Stokers, Engineer, Seven Crewmen) included
Steam Tank Commander - Baron von Gruber (PS EXT-15)

Turn 5 Reinforcements

1 Unit Prussian Uhlans on Martian mounts (CA P24, P21, (8) P22) & (10) Plorses (PS CRIT-1)

2 Units Sword Armed Martians (PS CDMU-3)

1 Unit City Militia - City Dwellers Advancing (PS CDMU-2)

Turn 9 Reinforcements

1 Unit Sword Armed Martians (PS CDMU-3)

2 Units Prussian Infantry (CA P1-P6)

12cm Krupp M1889 Howitzer (RV 719d) - 4 crew with Pickelhaub included