Egress Under Fire

Egress Under Fire

Postby Fantasy Fixtures » 09 Oct 2008

Egress Under Fire
Friendly forces have been cut off by a sudden enemy offensive. Enemy units are behind your positions, and more are flowing in from the flanks. Salvation lies on the opposite side of the river, where friendly forces have set up strong defensive positions. Units inside the city are in a desperate fight; crossing the river is their only hope. It has turned into a battle of survival, and you may have to sacrifice friends and allies to survive.

Number of players: 2 to 6
Rules: Any skirmish Rules
Turns: Minimum of 12, or until victory conditions are met.

Special Playing Aids:
Deck of Cards
1 D6
Game master (optional)

Player Units:

1 x Special Character
1 x Squad

Enemy Units:

13 Various Units. Each unit corresponds to the value of a card, i.e. 2= unit A, 3= unit B. Do not make these units too terribly strong, as they are merely cannon fodder. Make a chart for quick reference

4x6 table, with a river setup 6 inches from one of the short edges. The rest of the table is setup as a dense urban area (this is an excuse to use all your urban terrain). There is a road running length wise down the middle of the table, with side streets running parallel to the river. A bridge, wired with explosives allows the main road to cross the river. The table is divided into 2ft squares numbered 1-6.

Players setup within 1 ft of the short end opposite the river. Player units may start the game hidden if they wish; all rules set specific rules apply. They then draw a card from the enemy deck and place the corresponding unit in any numbered square they wish. Multiple enemy units may be placed in the same grid square. Enemy units start with their forward arcs facing the river; all facing rules apply.

Objective/Victory Conditions:
A player wins the game by having all living squad members cross the river into friendly territory. If two players cross on the same turn, then the player with the largest remaining force wins. The "enemy" wins if all player units are destroyed or no players have crossed the river by the time the bridge is destroyed.

Initiative: Players roll for initiative as per the rules. Roll a single initiative roll for the enemy forces. All enemy units on the table activate on the same initiative.

Enemy Reinforcements:
At the beginning of each turn, each player draws a card from the deck, this dictates what type of enemy unit appears. They then roll a D6; this tells where the enemy unit enters the table. The chosen enemy unit enters the table edge in whichever numbered square was rolled. used cards are placed in a discard deck. if need be, the discard deck is reshuffled and reused.

Note: If a unit type is on the table already, and you don't have the figures to represent the new unit either place the card back in the deck and redraw a card, or use proxies. Theoretically, you could have 4 of the same type of units on the table at the same time.

Enemy Force Behavior:
Enemy forces will move towards the sound of gunfire and/or any visible player unit. They will engage the biggest threat posed by the player's units in a manner befitting their description. For example, a close combat unit will try to close with the nearest enemy and destroy them, while a ranged unit will try to engage enemy units with ranged fire. If two targets present themselves, then the enemy unit will engage the one that poses the biggest threat; i.e. closest or has just fired on them. This is where having a game master comes in handy, as they can run the enemy forces or act as an arbitrator. In any case, use common sense when deciding.

Morale: Standard rules apply for whichever rule set you are using. The only change is that if a player unit breaks and is forced to leave the table via the nearest edge, it will attempt to do so via the table edge that the river is on., and not the nearest edge.

Destroying the Bridge: The bridge may be destroyed in two ways:
1. Once a players unit crosses the bridge, they convince their commanders that all hope is lost for those on the other side, and the bridge must be destroyed immediately.On the next turn the bridge is blown. Any units on the bridge suffer normal damage as per the rules.
2. On turn 12 roll 1 D6. The resultant number is how many turns until friendly force decide to destroy the bridge in order to keep the enemy forces from crossing. Once the bridge is destroyed any player forces left on the wrong side of the river are doomed.

Optional rules:
Some fun twists that can be thrown in by a devious GM are as follows:

Radio Comm: Give the players a mission brief, prior to the game. be sure to tell them that they need to make radio contact when they are ready to cross into friendly territory. If a player forgets to make radio contact, as they are apt to do in the heat of the moment, friendly forces on the safe side of the river mistake them for enemy troops and open fire with a heavy MG. It continue to fire at them until radio contact is made.

Disabled Tank:
Place a disabled tank on the approach on the enemy occupied side of the river as a piece of terrain. Be sure that it has an MG mounted on top. If, during the course of the game a player asks about the functionality of the tank, or the MG, tell them they have to check it out themselves. Once a player is adjacent to the tank, they can search it and find that the MG is fully functional and loaded. The player may use this info as they see fit

Enemy Animosity: Some back grounds have units that have animosity to other units that are nominally on their side. During the course of the game, use whatever animosity rules the rule set you are using has. This could potentially change the entire dynamics of the game.

Ammo Shortage:
Friendly forces have been cut off and in heavy fighting. Have players roll for how much ammo they have for heavy weapons. This is how many bursts, or rounds they have for each weapon. Make tokens that can be searched some may contain relaods while others won't. Additionally, reloads ca be taken from fallen troops of the same type.
Last edited by Fantasy Fixtures on 09 Oct 2008, edited 2 times in total.
Truth be told, the real reason the Brits engaged in imperialism was the search for something decent to eat..
User avatar
Fantasy Fixtures
Dr No
Posts: 1452
Medals: 10
Capt Campaigner (1) Comm Campaigner (1) Scratch1 Campaigner (1) Leader Campaigner (1) Female Campaigner (1) Winter Campaigner (1)
Lib Minis Campaigner (1) Terrain Campaigner (1) Plast1 Campaigner (1) Scen1 Campaigner (1)

Re: Egress Under Fire

Postby Fantasy Fixtures » 09 Oct 2008

The above scenario is actually one that I ran for the local group way back in the day when Warzone 1st Ed was the rage. We had six Corporation players, and I ran the Dark Legion Forces. The corporate players cooperated as well as shooting at each other, along with the Dark Legion forces, in attempts to get the upper hand. The game ended around turn 11 or 12 with the Cybertronic player exiting a decimated squad across the river. The game was a real blood fest and everyone enjoyed it.
User avatar
Fantasy Fixtures
Dr No
Posts: 1452
Medals: 10
Capt Campaigner (1) Comm Campaigner (1) Scratch1 Campaigner (1) Leader Campaigner (1) Female Campaigner (1) Winter Campaigner (1)
Lib Minis Campaigner (1) Terrain Campaigner (1) Plast1 Campaigner (1) Scen1 Campaigner (1)

Re: Egress Under Fire

Postby Amalric » 19 Oct 2008


This looks like a fun scenario.

I have a Bad feeling about this.
User avatar
Posts: 691
Medals: 14
Capt Campaigner (1) Comm Campaigner (1) Afloat Campaigner (1) Scratch1 Campaigner (1) Leader Campaigner (1) Casualty Campaigner (1)
Female Campaigner (1) Winter Campaigner (1) Lib Minis Campaigner (1) Terrain Campaigner (1) Brit Minis Campaigner (1) Plast1 Campaigner (1)
Scen1 Campaigner (1) xmas14 campaigner (1)

Return to Scenario1

Who is online

Users browsing this forum: No registered users and 1 guest