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James's Scenario Thread

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I have been working on a number of different scenarios  for Dystopian Wars. Some of these have been played through a couple of times and have had most of the details figured out, some have yet to be polished up!

 

Some of them will be quite specific as regards the forces to use, others will have virtually no restrictions at all.  In general, the ones with no restrictions are best played with a rounded, all comers type force- it is quite easy to build a force to do very well in one scenario, if you know which one you will play in advance, but if you don't know which one you'll be playing, these unbalanced forces are unlikely to be a good idea.

 

Some specify a theatre, others can be set on Land or at Sea.

 

Most ( hopefully all) of them do not use victory points (VPs), but instead use Scenario Points (SPs) to determine the winner. I am aiming  for each scenario to have a maximum score of about 20 SPs  at the recommended points level. This is to make them suitable for tournaments and the like, to give a choice of scenarios with the same possible score, but this may take some tweaking of the values in each scenarios victory conditions.

Clearly, for a tournament, you'd want several scenarios with the same core, points limits, and force building restrictions, whereas the ones with quite specific forces are better suited to campaigns, or a sunday afternoon gaming when you look at the shelf and decide to use some uncommon stuff!

 

To make this thread easy for people to use, I will maintain an index of all the scenarios in this first post, and link to subsequent posts within the thread, that will have one scenario each. This will allow me to make  changes to scenarios as I get useful feedback from people!

 

I welcome constructive feedback from people, but I much prefer feedback and questions based on games you have actually played, not theory-craft or hypothetical questions.

 

I have included a number currently under development, some which are no more than an archetypal historical scenario to use as a basis, and will be developed over time!

James, DW designer

 

Naval core:

Uneasy Ceasefire ( 1000-1500 recommended)- http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=298223

Convoy TX-26( scenario specific)http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=298325

Block the Channel ( scenario specific) http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=298337

Weatherbeaten( 1000-1500 recommended)- http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=298407

Sink Boris Island!( scenario specific)-http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=300552

Run the Strait (not yet finished)

 

Armoured core:

Massive armoured battle around a fortified hill( base on any number of battles on the Eastern front, 41-44)

Cut the transport corridor

Force the strategic gap ( Doking gap, Fulda Gap, Various Wadis, etc, etc)

King of the hill ( 1250-2000 recommended) http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=302291

A river runs through it ( 1000-1500 recommended) http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=302936

 

Aerial core:

I'll tak the high road! ( scenario specific) (almost finished) http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=299002

Airborne invasion of Island or peninsula ( loosely based on battle of Crete?)

 

Unspecified, Adaptable or Mixed:

Double cross( no set points)http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=298972

Search and Rescue ( no set points)- http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=298214

Lost in the fog( 1000-1500 recommended) http://community.spartangames.co.uk/index.php?/topic/16781-jamess-scenario-thread/?p=302870

Something for the invaders!

Amphibious landings- Beaches of a continent

Amphibious landings- Port ( perhaps use inchon as a basis?)

Amphibious landings- Island to take

Evacuate!

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Uneasy ceasefire!

 

The worlds has quite a few important straights- Dover, Gibralter, Hormuz, Molucca. These force all sorts of naval traffic into close proximity....

 

This scenario is designed for two Naval forces that are not close allies, or hated enemies.  The mechanics will work with any two forces, but it won't make background sense with the KoB and FSA or such like. FSA and RC, on the other hand...

 

High priority message incoming, Captain " You are ordered to proceed with your fleet  to the following co-ordinates with all possible haste. There you will rendezvous with other elements. Be prepared for immediate action at any moment.''

 

Two forces are passing through a strait in opposite directions. Diplomatic relations between them mean they won't open fire on sight, but any force of warships who are not trusted allies at such close quarters are a cause for concern. Both fleets are under orders to proceed at maximum speed and prepare for action, so tensions are high, and nerves are frayed.  With third party observers and civilian traffic all around, stopping to start a battle is unlikely to be popular with high command, but taking needless casualties by trusting an opposing fleet won't be either....nobody said orders had to be easy to obey!

 

-Removed for editing-

 

James

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Convoy TX-26

Far out in the Ocean, convoy escorts must do what they can to protect their charges. Whilst the Great Powers are normally content to merely sink each other's convoys, smaller factions can use the chaos of War to  prize them outright...

Note: This scenario calls for quite specific, and not balanced forces. This will require planning in advance, it is not a pick up and play scenario

 

-Removed for editing

 

James

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Block the Channel

 

This scenario was inspired after Air traffic control unexpectedly sent a flight I was on over the Medway, the Scheldt and half the German coast. However, it works just as well for the Missippippi, Me-Kong, Yang-ze, Indus, Bhrama-putra, Nile, and various others I'm not even going to try and spell correctly...

 

Many important naval bases are located some way up large rivers or tidal estuaries, with only narrow deep water channels to access the open sea. Although historically this has provided good protection from both raiding forces and bad weather, it  also means that these fleets can be bottled up in port by blocking the channel.

 

-Removed for editing-

 

James

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Weatherbeaten

 

 

You have been dispatched to investigate a mysterious structure, but get caught in a severe storm. As it batters your fleet, you order the fleet to stay together, try and ride it out, and make for the objective when possible. As dawn breaks and the weather eases, lookouts report the objective dead ahead, and other ships on the horizon. As you identify them as hostile, you have decide how to interpret your orders fast!

 

-Removed for editing-

 

James

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I second the motion for a downloadable PDF version. I have to admit that I didn't have the time to read those scenarios, yet, because work keeps me really busy right now, but I am definitely looking forward to getting around to do so and try them out. :)

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Finally :)

 

Will they enventually be placed in the download section on the Spartan website?

Also is there a limit number of turns for any of the scenarios?

 

Downloadable PDF versions:

Perhaps. The best way to help that happen is playing them through and writing up the results as battle reports. If we get good quality feedback to test and adjust these until they are balanced, then turning them into an official scenario pack  is clearly sensible.

 

Turn limits: None of the ones currently up were envisaged with turn limits.  However, others will have. For example, last night, I roughed out on paper a scenario called 'Sink Boris Island', centred around preventing the construction of artificial island airfields, which has a strict turn limit, and I have others in development that will have turn limits.

 

Writing scenarios means coming up with a core idea, then kicking it around for a while to figure out how to make it best fit into the rules, and probably the most difficult bit, figuring out how to construct the victory conditions. I have a few that have totally stalled as I can't see how to write interesting and reasonably balanced victory conditions. Generally I find taking the dog for a walk until I have  figured them out is the best way to get past this!

 

james

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Double cross

 

A commander of an important model is ready to defect ( for the right price!) However, their loyalty is very much for sale, and they have been in contact with more than one interested party. Also, these negotiations may be done with the full authority of head-quarters, or an independent initiative by a bold commander...in which case they better have succeeded before HQ finds out about them!

 

-Removed for editing-

 

James

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I'll tak the high road- Not yet finished!

 

Throughout history,  major passes through mountain ranges have been sites of strategic importance. In the war-torn 1870's, nothing has changed. In the Dystopian world, the Alps, the Andes, the Himalayas, the Caucasus, the Hindu Kush, the Atlas and plenty of other ranges could be locations for contested passages.

 

-Removed for editing-

 

James

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I like this idea. Maybe for the SAWs, as they normally cannot go outside the Flying height band, either increase the to hit number or give the models shooting them heavy AA. The main rules do say that they cannot operate safely at high altitude, and the specialist equipment needed for the pilots to breathe in the rarified atmosphere at stratospheric height would make them more vulnerable.

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Double cross

 

A commander of an important model is ready to defect ( for the right price!) However, their loyalty is very much for sale, and they have been in contact with more than one interested party. Also, these negotiations may be done with the full authority of head-quarters, or an independent initiative by a bold commander...in which case they better have succeeded before HQ finds out about them!

 

Note: This scenario is best with a neutral 3rd party to adjudicate certain actions, but this is not necessary.

 

Forces

Two opposing forces of the same points limit and core type,  and one Defector model, appropriate to the theatre, forces in use and game size.

Normal force composition limits, all strategic forces allowed as normal.

 

The defector should be something with interesting technology or intelligence on board and probably a strategic value- whatever people have in their collection that is suitable- A Black Wolf, Dreadnaughts, almost any Covernant large, etc, dread robots. The points limit should be proportional to the value of the defector.  A Time orb might warrant a quick 800 point skirmish, whereas a dreadbot would be better off in a 2000 point clash of the titans. Also, it should be of a faction that makes sense-  An Indian Raj Battleship is unlikely to try and defect to their close allies, the Kingdom of Britannia!

 

Map

 A table, of the appropriate size and type for the points being played, and terrain set up to look good and be fair! The defector model will be deployed in the dead centre, facing one of the short board edges, so terrain should be set to allow it to move forward a decent distance without problems- it won't be much of a game if the reason for it crashes into a mountain and dies turn 1!

 

Rules of engagement

 

Before one side or other has won the negotiations( see below):

If at the end of any movement phase, any model  approaches within 12" of the defector out of choice (i.e not sturginuim flares,  the defector moving towards fortifications etc) , the defector opens fire on the guilty squadron at the end of that squadrons movement phase. This is also triggered if any model opens fire on the defector!

This shooting suffers a -1 to hit penalty, as it is reactive fire, and so lees co-ordinated than normal.

 

ANY squadron that approaches may trigger this fire, so the defector may open fire several times in a turn!

If a neutral third party is not available, the opposing player should decide on the firing solutions for the defector.

 

Any squadron support the defector has will deploy in a defensive formation around the defector. Any Carrier or Drone capacity will deploy as fighters, and also adopt a defensive attitude around the defector. - A neutral third party is very useful here!

 

For each turn the defector has not chosen a side, it will make a minimum move forward during the compulsory actions step of the End phase.

 

We have the bridge:If the Defector Model is Prized as a result of a Boarding Assault by Attacking troops, then the attacking player may elect to Assume Command of the Model instead of Prizing it. If he does so, then the Model IMMEDIATELY gains an Activation Marker if it does not already have one.

The Model becomes part of the attacking Force for all intents and purposes. However, a Model with Support Aircraft may NOT use Carrier Points.

Additionally, should a the defector model become Derelict for any reason, any model may make a Boarding Action to Assume command of it, as above, at which point it is not considered to be derelict, and so does not lose HP.

 

The Defector gains following rules, if it does not already have them: Elite crew, Security posts( 2) , Specialist Defences (2) ,

 to represent the steps their commander has taken to make it as secure as possible! Players are encouraged to customise these upgrades as they see fit!

 

The Price of Treachery

The defector is willing to sell their information and technology to the highest bidder. To determine which player this is, use the following method:

 

As the first action during each Pre-Turn Phase, both players should bid between  0 and 12 Strategy points.  They should do this by:

1)Telling the neutral third party,

or

2) Writing the number they bid on a piece of paper, and revealing them at the same time.

 

Now the defector decides if the price is high enough! Roll 2D6 +3, and deduct the turn number.  If a player has bid the total or higher, then they gain the services of the defector.

If both players have bid high enough, the defector obviously goes to the one offering the highest price!

Once the defector has chosen a side, it becomes a part of that force in all respects!

 

Turn Limit:

The defector's absence has not gone unnoticed! An unreasonably  large force is racing to catch them, and they will arrive on turn 7. Still being here by that point will be very bad for both players! The game ends by the end of turn 6 at the latest.

 

Scenario Points

 Secure our escape-  If we can crush the opposing force, it will make our escape much easier.

Scoring 70% or more of the opposing MFV..............+4SPs

 

Who knows what they've told them! The opposing commodore may have already gained all sorts of information from this double-dealer. Elimiante them!

Capturing or destroying the opposing commodore..........+4 SPs

 

The defector:

The player who bought the defector...

Gains the number of SPs they bough the defector for if the defector exits one of their board edges by the end of turn 6.............+?? SPs

Loses the number of SPs they bough the defector for if the defector is under their control and still on the board by the end of turn 6..........-?? SPs

 

The player who did not buy the defector.....

Gains 1/2 (rounding up) the number of SPs their opponent they bough the defector for if they destroy, or have control of the defector by the end of turn 6....+ ?? SPs

Gains  1 1/2 times the number of SPs their opponent they bough the defector for if the defector exits one of their board edges by the end of turn 6....+???SPs

 

Victory conditions

Are determined by the difference in Scenario Points between players  as normal:

 

Draw -  ...............................0 to 3 points difference

 

Minor Victory/Defeat ...........4- 7 points difference

 

Crushing Victory/Defeat .......8+ points difference

 

 

James

I like the scenario, Where are the player edges? The long sides?

Why would anyone not bid high?  Not bidding high means you are betting you can't get the model off the board if you win the bid. If you win the bid the defector is on your side, presumably giving you an advantage, and your opponent has the much harder task. If the losing bid player doesn't stop the Defector's exit even capturing the commodore and destroying 70 percent will likely not be enough. If the Defector gets off your edge, you win, it doesn't he wins.

Does it not play that way?  (Both bidding high.)  The Defector model Sped ( i. e. slow Dreadnought vs. a Death Bringer) and the distance  to travel, along with the proximity of enemy boarders all play into it but still...

Hmm, A free Tally Ho play for the player with the losing bid? Anyway good stuff- simple set-up and not too many rules.

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I like the scenario, Where are the player edges? The long sides?

Why would anyone not bid high?  Not bidding high means you are betting you can't get the model off the board if you win the bid. If you win the bid the defector is on your side, presumably giving you an advantage, and your opponent has the much harder task. If the losing bid player doesn't stop the Defector's exit even capturing the commodore and destroying 70 percent will likely not be enough. If the Defector gets off your edge, you win, it doesn't he wins.

Does it not play that way?  (Both bidding high.)  The Defector model Sped ( i. e. slow Dreadnought vs. a Death Bringer) and the distance  to travel, along with the proximity of enemy boarders all play into it but still...

Hmm, A free Tally Ho play for the player with the losing bid? Anyway good stuff- simple set-up and not too many rules.

 

Player edges are your deployment and flanking edges- I'll make that clear, good point.

 

Why not bid high?

Strong boarding forces can gamble here-- why simply get the points bid, when you can get 50% more by prizing it?  High risk, high reward- after all, if you bid 10, that extra 50% is 5 points, more than the 70% or sinking the commodore is worth...

 

If the defector isn't that tough, then sinking it for 50% and denying your opponent their major source of scenario points may seem attractive.

 

I agree, there is a balance to be struck, and it may be the scenario points for the defector  want to be adjusted. However, that is something that will need lots of battle reports to determine!

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Sink Boris Island!

A naval core battle

 

Recon has shown significant construction activity here, building a major aviation centre. It could be an advance strike base for a Great power, or an important centre of operations for one of the groups of Privateers/Mercenaries/Pirates that stalk the seas. Normally, there is a significant fleet to  protect it, but for a brief opportunity, it is lightly defended. This is the the time to strike and remove this threat from the sector....

 

-Removed for editing-

 

James

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Lost in the Fog

 

A remote outpost/research station/suspected vault has been noticed, and  two factions have dispatched  forces to investigate. As they close in, a highly suspicious and unseasonal fog/sandstorm/inexplicable weather phenomena descends! This could be an Arctic archipelago, a  South Pacific atoll chain, or anything else. 

 

This would work equally well on land. For  a suitable centrepiece, look at the Spartan Scenics range, or through your selection of fortifications

 

-removed for editing

 

James

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I know quite a number of people kept asking for more scenarios, so leading me to think they wanted them!  Could these people please help the community by posting battle reports and feedback on how to improve the scenarios? 

Without feedback, I have no real way of knowing if they  are clear enough, if other people find them fun, and essentially if they're any good!

 

 

Also, I don't know if people most want tournament ready, equal force battles, or asymmetric ones requiring lists prepared in advance. Armoured, Naval, Air or Mixed? I'm not psychic!

 

 

James

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A River runs through it.

 

Tournament friendly set-up.

The industrial valley represents a city state on an broard river that has as yet remained neutral in the ongoing conflict. Finding itself on the front line between two forces, intelligence reports suggest it is about to declare itself for the other side. Take it, or leave nothing worth having.

 

 

 

Scenario/campaign driven.

This industrial valley is in a sector that was not through to be threatened, but recent advances have left it in an active zone. As it has important crossings of the river, and heavy industry, the enemy cannot be allowed to have it...

 

 

 

-removed for editing-

 

James

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