Like some of us in the interweb, I found the Bolt Action scenario meh... Not super exciting and very much: I kill you, you kill me, let's see who killed the most.
Most of battles are less about killing bodies (WW1 is a bad example), it was most about cunning strategies and attacking weaker enemy.
Here are some scenario freely inspired by Urban Mammoth game Urban War. The game deserved a better exposure, if only for the number of scenario they made.
1 ====Assassination
Every military force relies on its leadership to carry out
battlefield operations effectively. Because of this, it is often more efficient
to simply eliminate command figures on the field to defeat the enemy, instead
of destroying their force outright. Such assassination attempts require careful
planning and intelligence if the attacker wants to make a quick clean kill, or
else they'll have a considerable escort force to deal with.
Forces
The scenario is played with 2 equal size forces.
Mission
One player will be the attacker and one will be the
defender.
The defender’s main officer will be the target of the
attacker.
The defender may replace the bodyguards by a full squad
worth up to 20% of the total force size.
The targeted officer must not be deployed in a tank.
Deployment and Terrain
Density: medium.
There should not be any long, unobstructed lines of sight
from any table edge to the center of the table, to prevent first-turn sniping
of the target.
Once the terrain is placed, the defender chooses which
terrain table edge he will deploy his reinforcement at. The attacker will
deploy on the other side.
The first models to be placed are the target and his
bodyguards.
Map
Special rules
Bodyguard
A new action is available to any model from the bodyguard
unit: Look out Sir!.
If the target is hit by a non-template ranged attack, a
model from the bodyguard unit may attempt the Look out Sir!.action. In order to successfully carry out this
action, the model must pass a Command Check subject to normal modifiers.
If successful it has reacted in
time and the hit is transferred to it.
If failed, it has not reacted in
time, do not move but count as having been activated, and the hit is resolved
on the target as normal. Only one model may attempt a Look out Sir!.action during any single activation.
Game Length
The game lasts for six turns, or until one of the following
criteria have been met:
·
The target is killed.
·
Either team is completely obliterated.
Victory Points
ConditionsThe objective for the attacker is to kill the
leader of the defending team. The defender must prevent this from happening,
and drive off the attacking force.Victory points are awarded as follows:
- · For each surviving unit at the end of the game, the player receives victory points equal to the unit’s cost.
- If the target is killed, the attacker receives 150 victory points
- If the target survives the game, the defender receives 75 victory points.
- If the leader of the defending team is within 6” of the center of the table at the end of the game, the defender receives an additional 75 victory points.
The winner is the player with the most victory points at the
end of the game.
2====Atrocity
One of the ugly realities of war is that civilians die. When
the bullets start flying, it's almost inevitable that they will end up in the
crossfire sooner or later. No matter how advanced targeting systems become, or
how well trained the soldiers are, someone will end up in the wrong place at
the wrong time. In some special and horrible occasion, it is about reprisal against a group of people that has to be prevented.
Forces
The scenario is played with 2 equal size forces.
Mission
One player will be the attacker and one will be the
defender.
Deployment and Terrain
Density: medium.
There should not be any long, unobstructed lines of sight
from any table edge to the center of the table.
Once the terrain has been set up, deploy 10 civilians. The
civilians are considered unharmed and will be scattered 2d6” from the table
center (using a scatter dice). If the civilian is scattered off the table or
into a player’s deployment area, reroll the scatter dice.
Map
Special rules
Civilians
The civilians in this scenario are each represented by
single, human-sized infantry models and use inexperience infantry profile but
carry no weaponry or equipment.
They will always be moved after all units have been
activated but before end of turn. Wherever possible, they will have a Run order, subject to the following
constraints:
·
If no unit from either player is within LOS of
the civilian, roll a scatter dice for the direction of movement. If the
movement would take them off the table, they stop in contact with the table
edge.
·
If the civilian begins with or comes into LOS of
one or more attacking unit(s), it will be moved directly away from the
attacking unit(s), adjusting movement accordingly for any additional unit that
come into LOS. If the civilian cannot move without moving closer to an
attacking unit, it will move towards the nearest cover. If no cover is available,
they will not move.
·
If the civilian begins with or comes into LOS of
one or more defending unit (s), it will be moved towards the defending player's
deployment zone.
·
If the civilian begins with or comes into LOS of
one or more unit (s) from both sides, it will be moved towards the defending
player's deployment zone. However, if this would take it closer to an attacking
unit, move the civilian towards the nearest defending unit instead. If this
would take it closer to an attacking unit, move the civilian towards the
nearest cover.
·
Once a civilian reaches the defender's
deployment zone, it will move off the table in the next turn automatically and
be considered as having “escaped”. A civilian will never willingly move into
base contact with an attacking unit.
All defending units gain a +1 bonus to Morale checks in this
scenario.
Game Length
The game lasts for six turns, or until one of the following
criteria have been met:
·
All civilians are killed or have escape.
·
Either team is completely obliterated.
Victory Points
The objective for the attacker is to massacre as many
civilians as possible, while the defender must try to safely escort them out of
the combat zone. Victory points are awarded as follows:
·
For each civilian killed, the attacker receives 50
victory points.
·
For each civilian model that escapes, the
defender receives 25 victory points.
·
For each enemy model killed, the player receives
victory points equal to half the model's points cost.
The winner is the player with the most victory points at the
end of the game.
3 ====Search and Rescue
Battle fields of world war 2 are very different, and more often
than not, city are center of attention for all sides.
Although the heavily fought over areas are sometimes
evacuated, sometimes a conflict arises before this can be done, or fighting
spills over into a population center. Or perhaps a community simply didn't want
to or cannot leave. Whatever the case, these groups often become the target of
evacuation efforts to save them from the deterioration of the buildings they
shelter in.
Forces
Two opposing forces of same size (1000 pts).
Mission
Each commander has received order to retrieve a selected
number of civilians important for their high command. Unfortunately the
opposite side too. The civilians are valuable alive only.
Deployment and Terrain
Terrain should be placed upon the battlefield in any
mutually agreeable manner. The board should represent a run-down with damaged
and ruined buildings, trash and rubble heaps, wrecked vehicles and machinery
and other such features. Once terrain has been set up, selects ten counters to
represent civilians and should be numbered 1 to 10. There are placed randomly
on the battlefield: starting at the centre of the board, individually and
randomly scattered 2d6+2’’, and place the civilian marker at the resulting point.
Should the model scatter on to impassable terrain, the model is instead placed
on the closest edge of the terrain. If a model is scattered off the table or
into a player deployment zone, the dice are re-rolled.
After markers have been placed, both players roll a d6, with
the winner choosing a board quarter as their territory. The other player is
assigned the opposite quarter. Starting with the winner, players deploy their
models alternately within 6” of their respective table quarter edges.
Map
Special rules
Civlians
Civilians are treated as terrain until retrieved. They
cannot be shot at on purpose, civilians cannot move.
For the purposes of this mission, civilians are static until
any soldier from any unit is in contact. A unit can contact multiple civilian
if possible. Once in contact a unit with a civilian cannot run. They can fight
as usual. Any shooting at a unit with civilians is resolved as usual. The
civilian is considered as part of the unit. If a unit receives more hit than
its number, the remaining hit are allocated to the retrieved civilians. A civilian
in a unit losing a leadership test remains where it was.
Urban Rubble. (Optional)
The area being evacuated is quite literally falling apart,
with crumbling buildings liable to fall apart at the slightest provocation and
unexploded ordnance. Starting from turn two roll a d10 at the start of the
turn, and if it is still on the table, remove the civilian counter with the corresponding
number. If the civilian was being carried by a model or team, or was in base
contact with models from both sides, these models must make a Command check.
Any model that fails takes 1 pin.
Game Length
The game lasts for six turns plus a possible 7 (on a 1,2,3 on
a d6 roll), or until one of the following criteria have been met:
·
All remaining civilian markers have been moved
to the players' deployment zones.
·
Either side makes a strategic withdrawal.
·
Either side is completely obliterated.
Victory Points
The objective for both is to retrieve as many civilians as
possible. Victory points are awarded as follows:
·
For each civilian retrieved, each player
receives 120 victory points.
·
For each unit left, each player receive the unit
cost in victory points.
·
For each enemy unit killed, each player receives
victory points equal to half the unit’s points cost.
I'm always interested to see good scenario ideas, so these are welcome! Not sure I'd want to play the one about war crimes myself, though.
ReplyDeleteI agree with you on the one with war crime, inspired by the Urban Mammoth scenario is the toughest one, more over if you are on the attacker side. Likely better with IA playing the attacker.
DeleteHaving said that, playing SS in Bolt Action always give me trouble, or the commissar in Soviet side shooting his own soldiers to increase leadership tests...
I have more scenario though, under writing.