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2,369 hits since 27 Nov 2003
©1994-2024 Bill Armintrout
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Trapping a Lion

by 12sanc

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
Scenario map
  • 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 RollUnit
1-24x Cephalid Invader squad
Irregular, Elite, Advanced Rifles
3-41x Ray Projector with 2 crew
Irregular, Elite
5-61x 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.
  1. 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.
  2. 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