Friday, October 21, 2011

Historical Battles 1



I’m going to start basing some missions on historical battles. I’m a history major and watch enough history channel (before it became about buying things from peoples garages) that I have a fairly good selection of famous battles (and not so famous ones). Now I cannot stress enough that these missions are BASED on historical battles. I don’t want a flood of emails talking about how clearly the tiger tank is blah blah blah blah. The things I will be looking at are: How the commader prepared for and fought the battle. How the defenders reacted and finally any miscellanious stuff I can find.
Example
If the militia wandered off to go harvest crops  prior too or during a battle, a special rule that you might see is a negative motifier to troops leadership as the game goes on. That’s a terrible rule, but a good example I think.So without further needless talking
Historical Battle 1 (if you can guess the battle I am baseing this off of I will send you a pop tart. Hint seven years war)

2000 points

Terrain. A large river a large down the center. 12 inchs wide LOS blocking terrain on both sides. With a few paths down the river

Urban setting in one depolyment zone. Craters dugouts or “field fortifications” in the other.The urban area should have 4-6 buildings, these buildings are armour 13 all around and can hold 12 reuglar size models.

Divide this area into quarters or 6ths

Setup
Game is played longways with 18 inch deployment zones at the narrow ends of the table
One player will be the attacker he will take the position in the field. The defender will take position in the urban area.
The Attacker sets up and goes first. The defender siezes the iniative on a 5 plus,

Special rules.
Night fight for two turns
But sir! I don’t wanna get wet!. Any vehicle can cross the river. If it ends its turn in the water it scatters D6 as the current talks it away. (skimmers are obviously exempt.) Infantry must make a difficult terrain test never get cover and stirke last in combat. If a vehicle scatters into a unit resolve a ramming or tank shock as required
Lead from the front! Your generals are as brave as they are inspiring. Any unit within 12 inchs of a hq may us the HQ units leadership. If the HQ unit is killed. The army gets preferred enemy.
 
Objectives.
Attacker:
No one can hold us back! Gain the enemies bank of the river by turn 3 with an undamaged unit 1pt
In the name of…! Get your HQ to the enemies deployment zone. 2 pts
This town is our town. Have a unit in ever quarter of the town.

Defender.
On the wire men! Spot the enemy through the darkness before the end of night fight 1 pt
None shall pass! Destory a unit in the river. 2pts
Take the fight to them. Gain the enemies bank with 50% of your army by turn 4. 3pts

Designers Notes. This is a fighting mans mission. Both armies are advancing and meeting in the middle. The river is suppost to be a dangerous obsticle. Players can make it narrow on the sides and wide in the middle to make it even more dangerous. I suggest both sides make use of infaltrators to distrupt movements and tie up enemies in their deployment zone. Hope you all enjoy the gaming!

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