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Need ideas for small scenarios
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Yffer
Clan Ghost Bear
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PostPosted: 25-Dec-2006 21:32    Post subject: Need ideas for small scenarios Reply to topic Reply with quote

As my group has gotten older (late 40's), and kids are plentiful, it has become impractical to run large, multi-day scenarios. I have tried to limit battles to lance size encounters, and scenarios that can be completed in 1-3 hours. We play exclusively 3025 at this point . I could use some fresh ideas
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Kraken
Federated Suns
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PostPosted: 26-Dec-2006 20:14    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

Any particular time frame? 3025 tech covers just about everything.

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DarkAdder
Clan Star Adder
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PostPosted: 27-Dec-2006 18:22    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

3025 is perfect. Lots of low level skirmishing going on, lightning raids, and the ever popular bash-n-dash.

Might I suggest a convoy capture scenario. I dont forsee those taking too long, as once the convoy reaches a certain point, it would be out of the engagement area and 'escape'.

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Kraken
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PostPosted: 28-Dec-2006 09:41    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

Or, he could do one where they have to *defend* a convoy.

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AWAD
Draconis Combine
Chu-sa
Chu-sa


Joined: 06-Feb-2002 00:00
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PostPosted: 28-Dec-2006 11:15    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

Yiffer,

That is a big and vague request but it can work.

I have found lance v lance battles mover pretty fast. Many times I can run 3 lance v lance battle versus a company on company battle. You loose some dynamics and tactics in lance on lance and one lucky blow can change things quickly but for speed it works.

What I do is right up 3 scenarios that are interlinked. So how those come out then determine the next set of scenarios of if it is just an utter victory. I do more GMing than head to head but it works. All these are a little larger than lance v lance but should be entertaining. Only one is a classic Mech V Mech battle.

Here are some ideas.

1) Open terrain, 2 boards with various bunkers, about 10, well spread out. Objective is to recon and identify the C&C. Artillery will destroy it once found. To recon it a Mech must stop movement within 2 hexes of the bunker. Then it must move back to the starting side of the board to communicate the location. Assume jamming and you are not just blasting the shit out of it since you want the loot in other bunkers.

a. Recon forces- 25-40 tons- min 6/9 1 Lance

b. Defending forces- 2 turrets with LRM5 and MG, JagerMech, and 4 Scorpion tanks, 1 MG infantry Platoon, 1 LRM infantry Platoon

2) Space port, 2 boards. Really damn simple. Any size drop ship you want and it affects the forces attacking. This is fun and rarely done so try it. Attackers withdraw a lance that suffers 50% casualties. Dropship surrenders if it looses armor on one side and as suffered 25% structural damage.

a. Attacking force- 2 Lances no matter what- one should be at least heavy. To keep the numbers of Mechs down increase weight not number of Mechs.

b. Defending force- Union or Leopard if Mechs but you can do some other vehicle or infantry transport. On turn 3 Lance of 20-30 ton Mechs show up on side to help rescue drop ship. Fight to the death.

3) Half a board of city, then open terrain, then rolling hills laid end to end. Objective is to get into the city under siege to support it.

a. Sieged force- 4 platoons of infantry in the city along with 2 Striker tanks. Relief force is one lance that moves at least 5/8 and is medium weight. Start on the back half, not edge, of the rolling hills board. Must get into the city by 3 hexes to be considered safe.

b. Besieging force- 2 Centurions in the middle of the open ground. Support includes the following, 1 Pass from a pair of medium aerospace fighters. Must be called at the round before. A pair of Sniper tubes to fire two consecutive rounds. Normal rules, assume 2 rounds of flight. 2 Harasser tanks that start on edge of open terrain and cross the board. Can not turn back towards starting edge. Turn 6 pair of Saracens come on board from the open terrain nearest wooded hills area; they will fight duration of battle.

4) Overrun, use the mountains or big hill maps end to end. Objective is not to kill anything but to get as many Mechs to the other side of the board. Enemy has no reserves and supply is unguarded. An area is being flooded by 1 company of light Mechs to get into the rear.

a. Overrunning force is 1 company mostly 20-30 tons Mechs that move no more than 6/9/6. Green pilots. Start from edge of board. Objective is to get as many Mechs to the rear. You must at least walk forward every round, no standing, must try and get up.

b. Defending forces can start anywhere in the middle half of the board (half or each board). No two Mechs within 6 Hexes of each other. 1 Hunchback, 1 Warhammer, 1 Rifleman, and 1 Wolverine, veteran pilots. Maim and destroy as many as you can. If you destroy 2 lances you have a complete victory.

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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
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PostPosted: 28-Dec-2006 12:13    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

What about this situation:

A border planet is about to be attacked but the information leaks to the other side. A merc unit is hired hastily to strenghten the defenses, but what the planetary govrnment doesn't know is that the defending regiment and the reinforcing mercs hate each other passionately (someting like Waco Rangers and Wolf Dragoons, only less famous). Both defenders are equal in strength, but they must cooperate to defeat the attacker but once the attacker is gone, they'll ... just continue in the fight

The attackers would probably have to get through an ambush site, but before defenders it's last man standing. The defenders must stop the attacker, or they loose, but only one of them can win, so let the backstabing begin?

It's just an untried idea, but it may be fun.

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Rarich
Federated Suns
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PostPosted: 06-Jan-2007 18:00    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

Set up a series of lance engagements, and end up with a big effect.

Periphery: A group of pirates ambushes you jumpship, your lance and dropship happen to be able to escape. The lance and dropship are able to make landfall. The planet is settled, but barbarous, Might make Right is the rule of the day. Can the lance survive the "PunkMech" attacks long enough to get picked up by the jumpship that will be coming in a month.

Now you have some room to play out both Infantry and Mech scenarios running over several weeks, but the lance sized battles are short and sweet. You have a background to go to Mechwarrior if you want for a change in pace. Heck, corrupt some of the older kids, tell the wife it is "quality time".







Another is a "quickie in and out" light mechs dash in grab a package that is valuable but rearely moved. (A copy of the G. Death core would do nicely). The move is relying on stealth rather than firepower so there will be only 1 or 2 mechs and some armored vehicles in the convoy (All city police/defense stuff) and common to the area. If you do not have the package by the end of turn X, it has been destroyed, end game.







You four muketteers have been hired as Mech supprot for a planetary militia. You are guarding a (XXX) from pirates that rarely have more than a lance of mechs but lots of fast "One shot SRM on a jeep" type stuff. Your job is to keep the mechs/pirates from damaging the (XXX) as it is critical to the planets ability to defend itself. This would involve merely keeping the pirates from doing X amount of damage to the facility. Lots of explosions and drama from the jeeps blowing up, and some heavy hitting stuff from the pirate mechs (Pirate mechs that are jury rigged obviously) which are looking for a base.

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mud
Draconis Combine
Tai-sho
Tai-sho


Joined: 23-Jul-2002 00:00
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PostPosted: 08-Jan-2007 08:25    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

Ravannion's Horde:

A lance of Blackjacks backed up by a couple of Locusts vs. a horde of Wasps and Stingers...about 13-14 is about right I find. You can find the inspiration for it in the 3025 TRO entry for the Blackjack.

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Sir Henry
Team Bansai
Senior Tech Specialist
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PostPosted: 09-Jan-2007 19:46    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

Bridge warfare can be both Large and Small.



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Kraken
Federated Suns
Marshal
Marshal


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PostPosted: 12-Jan-2007 15:01    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

Here's a few ideas.

1. The party has been sent in to flank an OPFOR unit. Along the way, they spot an OPFOR LRM carrier [green] perched atop a mountain.

Fortunately for the party, they've literally caught the crew napping. If the party does it right, they can simply slip past the carrier. However, that requires them to avoid certain things:

*They cannot close to within range of the LRMs.

*They cannot send out a radio broadcast.

*They cannot fire anything other than flamers, especially in the direction of the carrier.

If either of these three incidents occur, then the electronics on board the carrier will wake the crew. The party then has one round (equivalent to 10 seconds) to get out of there. If they do try to rush the carrier, then they'll encounter its escort: a tracked APC carrier with a full complement of infantry [both green].

If you choose to use heavily wooded hexes, then the players can simply use the trees as cover while they dart right on past the carrier. Additionally, if a mech has a flamer then they can use it to set some of the woods on fire; this will provide additional cover and might even force the carrier to move.

*****

2. A squad of commandos [veteran] has spotted an OPFOR field command outpost. Their orders are simple: take out what you can, squeal for help if you can't.

Scorpion tank [regular]
Scorpion tank [veteran]
4 * tracked APC [regular]
mixed infantry [regular]
command van [veteran]
Light SRM carrier [regular]

The party gets an emergency message on their comms from said commandos. They've killed an officer who they feel was in charge of the outpost, and they've also gotten some of the infantry.

The Light SRM carrier, one of the APCs, and its complement of soldiers has stayed behind to sweep for the fleeing commandos. The rest of the outpost staff have saddled up and are now fleeing.

A flight of Warrior H1s [regular] has also heard the message, and they've signaled that they are en route as well.

The party now has a choice.

*The party can chase after the fleeing command van and its escorts, leaving the Warriors to provide cover for the commandos.

*The party can rescue the commandos, leaving the Warriors to intercept the van.

What neither the party nor the players know is that the unit commander is actually the commander of one of the two Scorpion tanks. The commandos merely killed his 2iC. Although the command van is a critical target, the Scorpions are the real prize.

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Kraken
Federated Suns
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Marshal


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PostPosted: 16-Jan-2007 12:03    Post subject: RE: Need ideas for small scenarios Reply to topic Reply with quote

3. For the past little while, a team of OPFOR air calvary consisting of a Karnov, a full load of riflemen, and an escort bird has been hitting the area and then disappearing.

A recon unit has discovered the location of the calvary unit's base. However, no mechs are available to make the assault. Instead, it's old-fashioned combined arms.

OPFOR:
Warrior H1 (regular)
Karnov 3060 (regular)
*Foot infantry - rifle (regular)
1 platoon foot infantry - machine gun (regular)
3 * J-27 trucks (regular)

The machine gun infantry is guarding the landing facility, with one squad at each facing. The facility itself is ten level 1 buildings.

Players:
2 * Packrat LRRP vehicles (veteran)
2 * commando squads (veteran)
3 * tracked APCs (regular)
1 * unit SRM infantry (regular)
2 * units rifle infantry (regular)

The Packrats contain commandos, while the APCs are filled to capacity with infantry. Treat the commandos as if they are anti-mech infantry.

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"I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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Kraken
Federated Suns
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PostPosted: 28-Jan-2007 21:37    Post subject: "Military Intelligence = Oxymoron." Reply to topic Reply with quote

The mission starts with the characters being ordered to get into their mechs and move out to a certain position.

Intelligence identified an OPFOR artillery site consisting of some towed pieces, some infantry, a few crawlers, and some recon choppers.

Your unit's major, thinking that it would be an easy kill, decided that she would personally lead the effort. It would be her heavy mech along with two Scorpion tanks, some tracked APCs, and a bunch of infantry.

Well, Intel was wrong. The garrison was far heavier. Most importantly, the "recon" helicopters were actually a number of assault choppers escorting an electronics bird.

The unit has been decimated. The major's mech has been destroyed, and the crawlers have been cut in half.

The majorand the Scorpions were able to destroy all of the choppers as well as all of the tanks and APCs sent after them. However, the major's mech is down and she's injured.

With the choppers down and ammo low, the artillery unit has decided to hold its fire for the time being. This has provided the survivors a chance to pull back.

The surviving Scorpion tank and four platoons' worth of rifle infantry are holding the makeshift perimeter. The two surviving APCs are holding the wounded, including the major. Four platoons of OPFOR infantry are probing for them.

*Primary Objective: link up with the survivors and escort the APCs out of the combat zone.

*Secondary Objective: eliminate the infantry that are searching for the survivors.

*Tertiary Objective: knock out the artillery pieces.

-----

Friendly:

*Scorpion Light Tank [regular / loyal]. The tank has sustained 50% armor damage. It is down to five rounds for its AC/5 and has 3/4 of its machine gun ammo left.

*4 platoons of rifle infantry, foot [mixed / mixed]. These were culled from the uninjured infantry and the dismounted vehicle crews who were still able to fight. They have half of their ammo left.

*Two tracked APCs [regular / loyal]. They have 3/4 of their machine gun ammo left and have sustained 20% armor damage.

*The party itself.

-----

OPFOR:

*4 platoons rifle infantry, foot [regular, questionable]. These are the ones hunting for the survivors. They are down to half of their ammo, and both fatigue and shock are starting to set in. They were ordered to hunt for the infantry because they were already out there and their APCs were destroyed.

*Eight towed Thumper cannons [regular / loyal]. The cannons are down to two rounds of ammo each; they will not fire unless the infantry squeals, they get more ammo, or they spot the party coming up at them.

*Four Scorpion light tanks [regular / loyal]. They are guarding the cannons. They did not engage and are therefore just fine.

*Two wheeled APCs [regular/loyal]. As with the Scorpions, they are guarding the cannons and did not engage. They both have a full load of foot infantry.

*Four J-27 units [regular / loyal]. They were sent to the rear for more ammunition. They will return in 30 rounds to re-load the Thumper cannons.

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