Help support TMP


VSF Scenario Design Contest Entries


This page lists one of the Contest entries.

Return to Contest Entries


2,939 hits since 21 Nov 2003
©1994-2024 Bill Armintrout
Comments or corrections?

The Defense and Rescue of Stygian Pass

by Jakar Nilson

Scale

28mm

Rules

The Sword and The Flame (20th anniversary edition), Landships of Mogdonazia, plus homemade add-ons...

Length

12 turns (it does seem excessive, but that is just in the eventuality of the Airship needing to recharge for 8 turns, everyone at a standstill, and the game over...)

Players

Two British, two Martian

Forces

British:

First Command

  • Cpt. Meldwin-Davis
  • 1 Platoon of 20 Soldiers, including Lt. and Sgt.
  • 1 Gatling Gun and crew of 4, including a Sgt.

Second Command (version a)

  • Cpt. Kelvin-Bolliescourt
  • 1 Airship with crew of 10 Sailors
  • 1 Flying Wing with 1 Pilot
  • 1 ½ Platoon of 10 Soldiers, including Lt. and Sgt.

Second Command (version b)

  • Cpt. Kelvin-Bolliescourt
  • 2 Landships
  • 1 Civilian Lorry (with no weapons, etc.), including civilian crew
  • 1 ½ Platoon of 10 Soldiers, including Lt. and Sgt.

Martian:

First Command

  • High Jeddak Ker'lath Ne Nanda and 2 attendants
  • 2 Tribes of 20 Martian Hand-to-Hand warriors, including Jeddak
  • 1 Tribe of 20 Great Martian Musketeers, including Jeddak

Second Command:

  • High Jeddak Nokmi A'taghyr and 2 attendants
  • 2 Tribes of 20 Martian Hand-to-Hand warriors, including Jeddak
  • 1 Tribe of 12 Martian Mounted Lancers, including Jeddak
Situation

After the Martian Punitive Expedition defeated the celapodian Invaders and their humanoid slaves, the Great Powers of Earth found themselves de facto rulers of most of Mars. Although there still were some principates on the fringes that bent under no foreign power, most of the civilised areas were under a difficult Pax Terra. On the frontier of British Barsoom and the fringe principates lies the Stygian Pass, acting as a sort of buffer zone. The Principatum Jeddaks of Yrloothna have not been content with their liberation from the Cephalids, especially since the British Govenor General of Barsoom, Lord Bricketford, has repeatedly tried to apoint an ambassador to the Principatum Jeddaks’ court. Such a thing as having an Earth man reside in the palace is utterly unthinkable. The Martians therefore chopped up the ambassador and mustered their armies to drive the devil aliens off the planet.

Lying in the Stygian Pass is the Martian Border Post 37, manned by Captain Meldwin-Davis. Having been alerted by neighboring Martians, Meldwin-Davis realized that his post could never repell such a great host. Having contacted via wireless his superiors, he set out to fortify the post as fast as he could. The Regimental staff, back in Barsoom, decided it was best to retrieve the company of Post 37 as swiftly as possible, while the main British force would move up after to block the pass. Captain Kelvin-Bolliescourt was assigned the rescue.

The British objective is to rescue the post and cross back over to Barsoom again as quickly as possible, while the Martian objective is simply to destroy all British. If the post is completely overrun (as in no survivors, period), then the British rescuers can expect severe courtmartials for their insubordination. The faster either side takes to achieve their objectives, the greater likelihood that they will have a total victory.

Set-Up

The tabletop consists of a mostly mountainous and bushy terrain, with two clearings. One in one table corner (A), where the rescue party will commence, the other closer to the opposite long side of the table, where the post is (B). The latter clearing is around 3-4' in diameter. The post consists of a small building and an ajoining low perimeter (basically, a run-down fort) with a wireless receptor (mine's made out of Playmobil and whatnot).

Map 1

If the table has insuficient space, simply use vertical mountains (as the Major-General would do) to create ample blind alleys where the Martians can hide. This acts both as a blind spot and as a safeguard against a total massacre during the first turn.

Map 2

The First British command is within the post, the second in point A. Martians can be placed anywhere else, but are not within shooting range and are hidden.

The small compound contains one platoon plus one Gatling Gun and crew. They know that they are cut off from help and that the Martian hordes are closing on them, fast. They have managed to send a wireless message asking for relief.

An Airship is near, at the other end of the board, but has just run out of "fuel." "Fuel" can be interpreted various ways, as lumber, ether, coal, etc. Obviously, the crew needs to resupply.

Special Rules

If the engine needs to recharge, then roll 2d4. The number given will be the number of turns until the Airship can move again.

If it needs refilling, then a shed or supply dump should be situated around a foot away from the Airship. The Airship will need 3d6 loads to refill it. To get a load from the shed/supply dump, the crewman must end his movement at the edge, and next turn can return to the airship carrying one load. While carrying a load, a crew behaves as if he's carrying a wounded companion.

Airship Movement: Moves 2d6" per turn, plus an additional d6 every turn after until it reaches 4d6" per turn. When turning more than 45°, the airship loses 1 die per excess 45°. Example: Airship is moving at 4d6" and decides to turn 80° starboard, so the airship can turn but only has 3d6" left...

An airship can decelerate at a rate of 2d6" per turn.

The airship has a cannon at its bow.

To climb into the airship, one simply has to move besides its base. The next turn, they will be on board, but in the shooting phase in-between, the figures will count as in Open Order, and can also be charged in close combat. Note that Martians cannot climb as the crew will simply cut the ladders.

Airplane: Moves 4d6" per turn, has no need to land. The airplane cannot make a sharp, right-angle turn, but can curve around.

The airplane has no built-in weapons, but the pilot can try to drop some homemade bombs. All bombs drop relatively straight down. Roll 2D6 (one dark, one light) to determine hits. On doubles, it will count as a hit. The position of the dark die to the light die will point the direction, and the light die will indicate how many inches. If a double one is rolled, the bomb accidently drops into the cockpit. Every turn after, roll a D6. On a one, the plane explodes, on a six the bomb is a dud.

Airships and Airplanes can be shot at if they are within 12" of the targeter as they are flying fairly low in this scenario. If a 20 is rolled, the vehicle is hit.

Alternatively, the airship and the airplane can be replaced by two landships, a half-platoon of soldiers, and a non-combat lorry.

Landships follow the Landships of Mogdonazia rules. These can be found at geocities.com/mogdonazia/rules.htm.

It is advised for this scenario that the landships not be equiped with turrets. This is to restrict overkill on the part of the British...

The Lorry has two civilians as its crew, who's only job is to either deliver supplies and ammunition (not that one will run out...) or to act as transport. It counts as a wagon. It can carry up to ten other figures, but after 5, it loses a movement die.

Martians count as Dervish, statistic-wise. A Jeddak is the equivalent of a Sheikh, and a High Jeddak is the equivalent of an Emir.

All Martians are hidden originally, and number twice the entire British force. Martian units cannot start within firing range of the British.

If the Martians get whipped too easily, add another unit or two...

And the wireless? Well, basically, it’s just a prop. But it could well explain how both British commands can communicate...

Recommended Figures

For obvious reason (my website is the U.S. Mogdonazian Colonisation Plan...), I didn't have enough British for this scenario, so I used my Americans instead for planning. I've tried to think of cheap, but excellent ranges for the minis (so that excludes Foundry right-away). Take your pick from the following (or any other range you find...)

Note: If the players would want to substitute another Great Power instead of Great Britain, all they need to do is replace the respective figures, since there is now an abundance of 28mm infantry and machine guns for all the colonial powers from many sources.

Legend:

PS = Paroom Station
OG = Old Glory
BTD = Black Tree Design
CC = Copplestone Castings
RAFM = RAFM
F = Foundry
GW = Games Workshop

British Infantry:

PS BRTU British Advancing (10 figs)
OG CZB-01-05 Zulu Era (30 figs)
CBB-01-03 (30 figs) Boer Era
RAFM RAF18410 Soldiers of The Queen
RAF6734 British Infantry (10 figs)
BTD ZW1008/09/11/22 Zulu Era (20 figs), etc.

British Gatling:

OG CZG-02 Gatling (2x + 4 crew)
CBG-04 Maxim on Tripod (2x + 6 crew)
BTD ZW1020 2x Gatling & 2 Crew

British Officers:

PS BRT1-4 British Officers
ANBO1-2 Naval Officers
CC AF3 British Naval Officers
RAFM RAF18210 Victorian Adventurers
BTD ZW1023 British Officers

British Sailors/Crew:

PS ABNU2 Naval Riflemen (10 figs)
CC AFU3 British Sailors (10 figs)
OG CZB-13 (30 figs), etc.

Civilians:

RAFM RAF18210 Victorian Adventurers
RAF02970 Expedition to Egypt
OG GHM-03, GHM-05-06 (each contain suitable Hollywood "Colonial" civilians)
CC AF18 Big Game Hunters
PS EXT1-17 Personalities, etc.

Landships and Airship:

I scratchbuilt mine, so you can easily do the same...

The airplane and the lorry are diecasts, though some mini ranges can be used: RAFM RAF02974 Expedition to the Outback, etc.

For the Martians, I must admit that I went with GW plastic minis. But when friends are giving out Kroot sprues because it just doesn't fit their idea of Tau, who am I to say no? And the cavalry consists of some 1/72 Macedonian Companions on not-yet-made Martian mounts. But still, I'll give references to all the companies that admit that they make Martians...

Martian Infantry:

GW LoTR #05-15 Fighting Uruk Hai (20 figs)
PS CDFU1-2 Floatship Crewmen (10 figs)
RAFM RAF18008-10 Hill Martian Infantry

Martian Leaders:

GW #05-46 LoTR Lurtz
#05-36 Uruk Hai Bowmen
PS CL1-3 City Dwellers War Leaders
GPH3 Wastelander Warlord
RAFM RAF18420 Legions of Mars

Greater Martian Musketeers:

GW 40k #3051 Kroot Carnivore Squad (16 figs)
PS CDMU1-2 Musketeers (10 figs)
CDRU1-2 Royal Musketeers (10 figs)
GPHU3 Green Martian Musketeers
RAFM RAF18001-3 Martian Colonial Infantry

Martian Cavalry:

PS CDRC1-2 & CDRU Lancers (5 figs)
RAFM RAF18007 Gashant & RAF18011 Martian Cavalry
GW #1608 Dark Elf Cold one Riders...