To the Last Man! (Scenario)

2003-8-11

This scenario is designed as a test, more or less, to see if I can produce a scene that can fit into existing rules systems with a minimum of fuss. I must say first off that I like special rules and actions, in future scenarios I will really push this. But first I will need your feedback. Let's get to it, shall we?


The gaming table can be any size, but a small one is preferable, say 3 feet by 3 feet (1m x 1m). Run a dirt road roughly down the middle of the table and arrange a small village, no more than ten buildings, on one end of the table with the road running through it. More roads may be added between buildings but only one runs out of it. At least one small, open area (palazzo) should be located inside the village as well. The village is to be surrounded by a dense group of trees impassable to vehicles, and the road is mined at the road entrance. I do minefields mine by mine, each represented by a small medicine bottle cap about the size of a dime (or Eurocent), red for anti-tank and white for anti-personnel. A small, relatively flat area should border the end of the table farthest from the village for staging of German troops.


click the map for an enlarged view




The Russian forces include 10-15 stands of riflemen, with no more than one heavy MG. My stands usually have three to four men on them, 1:1 ratio. One antitank gun with crew is also included, but may not be set up to fire directly down the road. Also included are two Commisars, if possible they should be on a separate stand of their own, I will explain why in a moment. The Russians may be set up as you wish in the village, but only one stand may be in firing range of the road at the opening of the game. Others may move to cover that position, but it should be noted this is the area with the least cover.


The Germans, as attackers, have a larger attacking force but more to deal with. Round one opens with five stands of engineers on the main road. On round three, 12-15 infantry stands with no more than three heavy MG's will enter on the road, followed by four panzers of various marks. No more than two may be 'heavy', such as PZ III and above. These tanks are under orders to proceed straight into the village until they meet resistance, and are unaware of the mines.


That's the basic idea. The particulars are what makes it fun. The German infantry may move through the woods if so desired, but will recieve a minus one penalty to defense when they leave it in firing range of an enemy unit. The engineers must clear the road of the mines in four rounds or the tanks will plow right through them. In this scenario, if all four German tanks are lost they lose, period. If you use my individual mine system, you will note that you do not have to remove every last mine, merely clear a path through them. I allow my engineers to clear 1d6 mines in a round, or 1d4 if uder fire. They may not return fire while mine clearing. My tip is to have two teams clear and two give cover fire, with the fifth in reserve. I also use my engineers as bad-asses. They recieve a +2 bonus attack bonus against any house if assaulting it. They can also capture the anti-tank gun and use it. If the Engineers lose three stands they will immediately retreat from the field.


The Russian troops recieve a +2 bonus to their defensive rolls if inside a building. They also, because of the presence of Commisars, recieve a wopping +/-3 to their morale(I say +/- because I know most systems make lower rolls succeed, but mine go the other way. At your discretion). If a unit actually fails a morale roll and attempts to retreat, it will be fired on by the nearest two Russian units as a special action. Note that if one Commisar is killed, morale rules return to normal, with the exception that only the nearest unit will fire on a retreating one. If both Commisars are killed, the entire Russian force will surrender at the next loss. Also, if the Germans can manage to corner then in two or fewer buildings, they lose all bonuses regardless of Commissars.


The Germans have the unenviable task of clearing out the entire village if the Russians do not surrender. The tanks can give them the edge they need. If firing into a house with its main gun, the Russian +2 defense bonus does not apply. However, the Russians do get a plus one bonus if assaulting a tank in the streets. Their antitank gun may be moved from its original position, but it will require 'borrowing' an infantry unit to help move it. If the German forces suffer more than 50% losses, or lose all their tanks, they retreat from the field.


If you can think of any improvements let me know. Just writing this out I've gotten a whole mess of new ideas, so there will definately be more in the future. Go play it out, or just sit back and think it over for a bit. It shouldn't take more than a few hours.



if you have any thoughts or suggestions about this scenario, please contact Malcom Tabor.