VSF Scenario Design Contest Entries
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2,369 hits since 27 Nov 2003
©1994-2024 Bill Armintrout
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Trapping a Lion
- Scale
20mm
- Rules
Rampant Colonialism
- Length
Play till one side wins or surrenders
- Players
Two French, Two Martian
- Forces
French
All are equipped with rebreathers
- 1x Capitaine Ducot
- Mounted, Pistol
- 1x Legionnaires Lieutenant Blanc
- Mounted, Pistol, Presence
- 1x Legionnaires Sergent
- Pistol
- 3x 10-man squad Legionnaires
- Regular, Elite, Rifle
- 1x Colonial Lieutenant
- Pistol
- 1x 8-man squad Colonial
- Regular, Rifle
- 2x 12-man squad Tirailleurs
- Regular, Rifle
- 1x Engineer Sergent
- Pistol
- 1x 6-man squad Engineers
- Regular, Elite, Rifle, Explosives
- 2x 6-man troop Chasseurs
- Regular, Mounted, Carbine
- 2x Light cannon with 4 crew
- Regular, Pistol
Martian
- 1x Temple Guard Leader
- Armor, Inspirational
- 1x 8-man squad Temple Guard
- Regular, Elite, Armor, Martian Rifle
- 1x Warband Leader
- Inspirational , Scrapper, Armor
- 2x Warband Sub-Leader
- Scrapper, Armor
- 3x 12-man Warband
- Irregular, Fanatic
- 3x 6-man Warband
- Irregular, Bow
- 1x 10-man troop Cavalry
- Regular, Elite, Mounted, Armor/Shield, Lance
- 2x Light Mortar muzzle loading with 4 crew
- Regular
- Situation
Following the defeat of the main Invader army at the Battle of the Landing.
The Invader forces were scattered to the four winds. To prevent them from reorganizing, flying columns were sent out in pursuit of the routing forces. One such column - under French Capitaine Ducot - was the first to encounter a problem that was to become common place. In particular the Invaders were seeking refuge in ancient Martian cities and temple complexes.
After several days of pursuit, the column cornered its prey in a cliffside temple. Expecting a breakout attempt, Capitaine Ducot decided to attack immediately with his meager force. With a little luck, he hoped that they would be able to trap most of the enemy in the caverns.
French Objective: Solely occupy temple area for one turn, thus forcing the closure of the caverns.
Invader Objective: Repel French forces.
- Set-Up
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- The scenario is played on a 8'x 4' table.
- French troops enter on the West edge on turn 1.
- Up to 2 French squads may start up to 12" from West edge as advance guard elements
- Martians set-up as follows:
- Temple Guard and Leader start at location #1
- One Warband and one leader at each location #2
- Cavalry troop at location #3
- Warband Bow anywhere along wall
- Mortars anywhere behind wall
- Special Rules
- Martian Reinforcements
- At the start of the Martian players' turn six (and every turn from there on), a d6 is rolled. On a roll of one, an Invader unit emerges from the caverns, which is determined by the table below. Emerging units are placed adjacent to the temple complex on the high ground. Each unit type will only appear once per game.
Die Roll | Unit |
1-2 | 4x Cephalid Invader squad
Irregular, Elite, Advanced Rifles |
3-4 | 1x Ray Projector with 2 crew
Irregular, Elite |
5-6 | 1x Invader Walker
Irregular, Elite |
- Canal
- The canal is now dry. There are 3 passable fords on the West edge and 2 on the East Side of it. Canal banks that are not fords are considered to be high walls (Impassable) and any stands adjacent to them may not shoot over or be shot at by direct fire weapons.
- Wall
- Stands on the wall are considered to be in cover. The wall is strong enough to resist destruction by artillery, though breaches may be made with placed explosives (see Engineers). Stands on the elevated ground east of the wall may only fire at enemy stands that are further than 8" west of the wall.
- Engineers
- Engineers may adopt a skirmish formation and are considered to be elite troops. They are equipped with explosives, which may be used as grenades. They may also be used to breach walls after being set for one turn on a roll of 3+ on a d10. Explosives placed on a vehicle during the melee phase, cause damage as a light gun.
- Artillery
- French artillery is direct fire only and may only fire shot or canister.
- Martian Warbands and Sub-Leaders
- As long as the French are not within the wall, the Martian Warbands and Sub-leaders regenerate after they have been destroyed and start adjacent to the buildings in the South-East corner. For ease of play, any routing Warband is removed from the table the turn after it has routed.
- Martian Rifles
- Martian Rifles are treated as muzzle loaders, but have the range bands of advanced rifles.
- Invader Walker
- Walkers are treated as hard vehicles, which move 9" in the open and 4" in all other terrain. Due to the shielding of the crew compartment, the walker is considered to have a crew of two.
- Death Ray
- The Death Ray has 180 degree frontal arc and two modes of fire.
- Long Range: Fires as a machine gun with 8d10 and never suffers from jams. In this mode it may never fire at stands that are within close range.
- Close Range: Use a GW flamer template (cone 8" long and 2.5" at the end), which kills on a 4+ with no modifiers for cover.
- Black Smoke Dispenser
- Fires as a light mortar that may only be fired once per game. It uses a 3" template and may only effect a unit equipped with rebreathers once per game. If any portion of the template covers a member of a unit, each stand in the unit takes a hit and is killed on a 6+. If the unit suffers any casualties, it must immediately take a morale check. Black smoke drifts 2d20" per turn (measured from the center of the template), and effects only the units that it has settled on. If it drifts offboard or the drift roll is doubles, it is removed from play.
- Ray Projector
- The Ray Projector operates just as the Death Ray above, except it is set up as a support weapon. It takes only one crewmember to operate, and has a 90 degree firing arc. It may move up to 2" a turn, but any movement other than pivoting negates its ability to fire.
- Recommended Figures
Legend
BB= B&B Miniatures
ND= Newline Designs
HF= Harlequin Fantasy
RM= Reaper Miniatures
PS= Parroom Station
French
All are BB.
Legionnaires
FL-7 Mounted Officers
FL-1 Foreign Legion in Kepi (Includes Leaders)
Colonial Infantry
FL-2 Foreign Legion in Pith helmet (Includes Leaders)
Tirailleurs
FPFI-6 Zouaves Advancing
Engineers
FPFS-5 French Pioneers (Includes Leader)
Chasseurs
FPFC-11 Chasseurs d’Afrique
Artillery
FLE-3 75mm Gun & 4 Crew in Kepi
Martians
Temple Guard
ND- ABL-10 Egyptian Command
ND- ABL-6 Egyptian Infantry Standing
Warbands Warriors
HF- HM-1110 Lesser Goblin Raiders II (Leader & Warriors)
HF- HM-1111 Lesser Goblin Bandits I (Warriors)
RM- Shadow Corps 15mm Orks may be used to fill in units
Warbands Bowmen
HF- HM-1109 Lesser Goblin Raiders I (Bow)
Cavalry
HF- HM-1114 Lesser Goblin Cavalry with Lance
Artillery
RM- Shadow Corps 15mm Ork Mortar with 4 crew
Invaders
Invader squad
PS- CEPH-1 Cephalid Death Ray Projector and crew
PS- CEPHS-1 Soldier with Ray Projector
PS- CEPH-1 Cephalid Invader Walker
PS- CEPHS-2 Cephalid Personal Walker
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