Author Topic: Warriors From the Sea: An Amphibious Assault Scenario  (Read 4616 times)

Offline Veez

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Warriors From the Sea: An Amphibious Assault Scenario
« on: November 23, 2005, 11:30:31 PM »
Doing this without a copy of the core rules handy so work around as need be.

Points:
The Defender gets half the points of the Attacker in troops etc, but is allowed hard cover for all its models in set up (this is terrain intensive on the defender’s side).

Set Up:
At least a third of the board should be water.  Guess which side the defender sets up on.  They should be no closer than a foot from the water.

EX:
On a 4x4 board, roughly 1 1/4 ft (round down) is water, then 1 ft open beach, then the rest is the defender’s set up area.  The defender can use that entire last foot from table edge to table edge.

The attacker’s forces (those which don’t infiltrate/parachute drop or equivalent) to include vehicles if necessary are deployed in either landing craft or rafts.

Landing Craft:
Two Types, vehicle and troop.
Vehicle LC’s can carry one large vehicle or three smaller vehicle/walkers
EX: one Vermin or three Hurricanes.
Troop LC’s can carry two whole squads plus up to four individuals.  This is any squad to include mounted troops or battlesuits like Vulkans.
OPTIONAL RULE FOR BOTH: if it fits, it floats meaning whatever you can pile in the model boat you’ve made goes.  Don’t cry when the all get killed though.

Each LC moves 2 inches per action and has 3 actions per turn.  Troops inside count as being in hard cover until the ramp is down, then they count as being soft cover.  Troops cannot move or shoot through models in front of them until they are off the LC.
Dropping the Ramp
   Dropping the free and can be done at the end of movement.  Prior to the ramp going down, nothing on board can spend any actions; consider them too nervous, seasick, whatever.  Once the ramp is declared down, they are back in play for that turn and can do all their actions for that turn when they are activated.  Their first action(s) must be to move off of the LC.
   EX: Capitol storms the beach with three landing craft.  Each turn they move the LC’s forward until turn 3 when the first LC hits the beach and declares Ramp Down.  The defender activates a unit, then the Capitol player can now activate one of the units on the LC (hopefully the one in the front of the boat).
   Also for ease of play, you cannot sink the boats but you can kill everything on board.  At that point it is removed from the activation sequence.  You can still leave it on the board as cover or have it move after everything else has moved.  The boats are free and therefore offer no points for scoring who wins.

Rafts:
Elite units can fit one squad and one individual of regular infantry (no Vulkans or mounted troops people) on a Zodiak-style raft.  It moves at five inches per turn and does not need to declare ramp down once it lands.  Troops on board count as being in light cover and may not do any actions until it has stopped.  Other than that, it counts as a vehicle in regards to expending actions and the normal rules for disembarking a vehicle apply.  As with the LC’s it cannot be destroyed but once the passengers are dead it disappears.


Terrain notes:
Make sure you have a mutually agreed upon point where the water ends and it is legal for the LC’s to declare Ramp Down.  For aesthetics in can be in the water, and for the sake of ease of play assume no penalty to movement (the water is nice and shallow there-watch for rock fish though, they hurt).  Make sure the defender has some sort of cover on the beach, if only vehicle barricades or shelled out vehicles.  If the core rules allow for it, the defenders may dedicate an additional quarter of the attackers total to buying defensive upgrades (mine fields, barbed wire, etc).
   EX:  Attacker has 1000 pts.  Defender has 500 + 250 in defensive upgrades. 

Final Thoughts:
The attacker is supposed to feel vulnerable until they get those ramps down.  Hopefully they invested in some of their points in skimmers or fliers to lay down some cover fire, but expect extremely high casualties.  If you calculate victory via points, divide the total attackers killed by 50%. 
Needless to say, the attacker does not benefit from the blind deployment unless you as players decide to put unit cards in the boats.  Personally, the defenders should be able to see you coming (literally miles away).  Have fun and remember; let them burn.


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Offline Jibbajabbawocky

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Re: Warriors From the Sea: An Amphibious Assault Scenario
« Reply #1 on: November 30, 2005, 06:22:22 AM »
Sounds prety wicked, especially for the attacker...

I'm sure my Freedom Brigade/Free Marine force would like to take a crack at it, though. :)
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