Re: Scenario development

From: <100kheretics_at_...>
Date: Tue, 08 Aug 2000 17:28:27 -0000

--- In netepic_at_egroups.com, jyrki.saari_at_n... wrote:
> We have done much rules tweaking in this list but I don't remember
us ever
> designing scenarios collectively. So I thought to get the ball
rolling by
> posting a suggestion.
>
> Mini Campaign: Operatshun Ursk II 41943 :). A Waa-Ork has landed
on an
> Imperial planet Ursk II. The objective of the Waagh was actually the
> industrial planet of Ursk I rather than the smaller agricultural
Ursk II but
> the ork navigator in a typical example of Ork pinpoint accuracy
promptly
> crashed the Waagh on Ursk II. After dealing with the navigator the
Ork
> warboss Hizghner scraped together a plan: the objective of the Orks
is the
> capital city which has the only major industrial facilities of Ursk
II and
> the only spaceport capable of handling large scale traffic. Thus,
to get
> enough inter system crafts and resources to completely repair the
crashed
> ship in order to continue the waagh to the original target of Ursk
I the
> spaceport and maintenace facilities of the capital must be captured.
>
A couple of suggestions:
If you want to go for realism, I'd suggest you allot each side a
specific number of points to represent their entire force for the
system... judging from your scenario I'd think that the orks would
have a fairly significant points advantage on UII, but that there
would be ballancing forces for the imps on UI.

I'd also have each side choose _all_ of it's forces before begining
the scenario (unless you want there to be reinforcements available
from outside the system... in which case you'd want to leave the
points flexible, or perhaps allow a "strategic reserve" of 500-1000
points for general reinforcements).

Along those lines, for the imp player I'd assign points for UII and
UI seperately, and state at the beginning after how many battles
insystem (and outsystem) reinforcements would be available.

Having both players decide on their forces would enable you (as the
GM/referee) to decide specifics of what units would be available for
each battle. For example in the 1st battle you'd want to allow the
ork commander only the "faster" or scout type units... things that
would logically be part of an advanced force (and the same for the
imps too)

This would also allow you to reflect battle dammage to units, because
in future battles the surviving units would show damage done to them
in actual battles. If you allowed "generic reinforcement points" then
these could be spent brining units w/ casualties up to full strength.

However I think the better way of restructuring broken companies
would be to add in support cards to replace broken/destroyed
detachments. For example say a tactical company is broken and there
are less than 10 surviving stands, you could add 2 support tactical
platoons to bring the company to (almost) full strength, and still
allow 5 other support units for that (reformed) company. I wouldn't
allow this unless the company has actually been broken though, and I
wouldn't allow any company to reinforce beyond it's original strength
(after all, reinforcements are always scarce when you need them
most)... the ork rules already facilitate this (to a certain degree)
so I'd say the ork player should set up his clans at the begining (w/
a few "generic" support cards) and just go from there, reinforcing
his mobz (if he can) with some of his reserve support cards.

What's more, this way (if the imp player doesn't have the propper
support cards to flush out a company) could also reflect the
command/control difficulties of a hastily put together force w/ not
enough commanders to go around and tangled chains of command... and
both sides would want to be _very_ careful w/ their command units
(you might want to dissalow assasins... I've always thought they were
kinda cheesey anyway) as (optionally) any company that lost it's HQ
would have tobe split into detachments that would be fielded as
support cards in future battles.

This may be a bit more complex than you're looking for, but I think
it'd be _really_ interesting to see how it plays out... let me know
what you think.
HKH
Received on Tue Aug 08 2000 - 17:28:27 UTC

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