Mad Max Thunder Ride

Mad Max Thunder Ride

Postby Faustnik » 31 Oct 2008

Lads,

I finally mange to post it :yahoo:

Introduction:

This is a fictional scenario albeit using some historical info I gathered in the past, so….

I have written this to be use with any modern skirmish rules, even if with a preponderance of concepts for my own set – Combat Group Modern – and Ambush Alley.

I also include some modelling aspects for some of the unusual vehicles used in this scenario, using others modellers stuff.

Till the moment I haven’t had the occasion to play test it.

Scenario:
Location: somewhere in Baghdad’s south suburbia, early in the morning somewhere in 2006 or 2007.
Situation: A convoy of civilian contractors is being prepared – in a protected compound - to travel down the main highway, from a suburb of Baghdad, to the south.

The convoy is to carry some construction materials, vehicles, food & water for the reconstruction work in the area, and some other types of goods…

The security has been guaranteed by a private security contractors agency (Blac…err “Faustnik Corporation” or you name of choice).
Lately the Highway has been considered secure, apart from the occasional sniping and basic IED (hand grenades and anti-personal mines) on the banks of the highway – with few damages till now.

The convoy is composed mostly of heavy civilian trucks with some smaller trucks. The convoy also includes some armed SUV (sort of Technicals) and transport SUV for protection
Leading on the head of the convoy is a very special truck (some hybrid born from an aficionado of A-Team and Overhauling).

After the usual checking of vehicles, a new vehicle appears to join the convoy – a characteristic white SUV with a UN representative (sort of High Personality) inside….

Unknown for the convoy, a small cell of Iraqi insurgents will be trying to make a “Hit & Run” attack, mostly to show they aren’t defeated…yet.

For the game status, the Private Contractors will have the Initiative (Regulars in Ambush Alley terms), while the Iraqis will be classified as Insurgents/Irregulars.

The table top (1,2x1,2m or 4’x4’table for 1:72 figures) – each square are 30cm/1’.
Image

Note the Palm Grooves, and the highway side ditches and some sand banks. If possible, put some green fields, low scrub, perhaps some low adobe walls – many of them crumbled – some goats and/or dromedary herds.

There is no limit of turns for this game - it ends when on all moving capable vehicles are out of the table top.

Regular Player(s):
Mission: To protect the convoy and eliminate any opposition.
Victory conditions: For each truck/SUV that leaves the tabletop by the southeast highway exit +5pts, for each insurgent KO/Captured +1pts

The convoy will enter the Northwest side of the border on the road in Convoy Speed (for AA simple use ½ of the Patrol speed – and if using 1:72 figures/vehicles do not forget to double all distances), and each vehicle should be some 10cm apart.

The lead vehicle should be “Mad Max” an improvised armoured civilian Tractor/Truck with some layers of sand bags on the floor to resist any mines or smaller IED’s.

While pictures of the real vehicles are scarce, or even inexistent, it seems that private contractors have set some improvised armour in trucks to clear any obstacles and resist against insurgents attacks.

Here is an interpretation of such a vehicle by a fellow 1:24 modeller – taken from Missing Links – “Mad Max” for this scenario
Image
Image


After “Mad Max” put 2 civilian trucks, a contractors SUV (not the UN one) followed by more 2 trucks, an SUV, and so on. The UN SUV should be set on the 2nd half of the convoy.

As soon as the ambush will set, on the following turn/move, the private contractors forces will react and will try: 1st placing themselves between the convoy trucks and the ID enemy, second they will debussed – if need – and engage know insurgents positions; 3rd after clearing the opposition will resume their position on the convoy.

The SUVs not on the table could enter if the Regular player manages to roll its Leader Initiative (TQD on AA).
In no occasion will a truck stop its movement. So, if a truck is hit, immobilized or KO, the ones behind it, will just pick another lane – remember it’s a highway – and keep on.

Regulars/Contractors forces:
# On the Armoured truck beyond the driver, there is a private contractor armed with an M249 SAW & aut. pistol (Glock 9mm) – could fire any of the weapons from the side window or the front – no windscreen on this one.
# 1st SUV with a fireteam: leader with M4 with GL, 3x small aut. weapons (mostly AKM or M16/M4), plus 9mm aut. pistol for each element, could fire from inside the SUV or debussed.
# 2nd SUV (Technical) with a pintle mount for M249 or M240+crew, and a fireteam with a leader (M16+GL) and 2 elements (AKM or M4) , plus 9mm aut. pistol for each element.
# 3rd SUV with a fireteam: leader with M4 and GL, 3x small aut. weapons (mostly AKM or M16/M4), plus 9mm aut. pistol.
# 4th SUV (Technical) with a pintle M2 HMG (or a DShK)+crew, and a fireteam with a leader and 2 elements (all with AKM/M16), plus 9mm aut. pistol.

Some ideas for the Technical’s SUVs – all from Missing Links
Image
Image


All private contractors are classed as Regular/Experienced troops in terms of fire discipline and morale (in Ambush Alley TQ d8 and Morale d10).
The Fireteam leaders will give a +1 on any morale rolls and consider them as Veterans in terms of firing (AA: TQ d10)
All Private Contractors will also have Advanced Body Armour (Defense +1 in AA term) and IWS.
As some info seems to indicate some sort of Kevlar armour and bullet proof windscreens on some of the Contractors SUV, you could consider these as Improvised Armoured Vehicles. The same on “Mad Max” – you could raise the Survivability roll level if playing under AA.
All truck drivers are untrained, and will run way – to the opposite side of the ambush, to take cover on the highway side ditches.
The UN SUV – Cararama has a very nice Land Rover Defender, just asking for this – have a unarmed driver, an escort (armed with H&K MP5 plus aut. pistol: Regular training, no bullet proof vest) and the High Personality (unarmed, but with Bullet Proof vest). In no way will they leave the SUV, unless it's KO or immobilized – all will try to take cover on the nearest highway ditch/bank, far from any insurgent force.

Insurgent Player(s):
Mission: Destroy as many Vehicles/Trucks as possible, and disengage as soon as possible.
Victory conditions: For each Truck/SUV Immobilised or KO +5pts, for each private contractor KO/Captured +5pts, If the UN SUV is KO or the occupants KO + 10 pts.

The insurgents have been tipped on the route and schedule of the convoy, and will try to hit it hard and fast, and get way before the Contractors SUVs – or what else - come in play.

They had some time preparing their positions so consider them in good prepared positions giving them hard cover (+2 defense in AA).
They have chosen the northern side of the highway, so that to have the sun on their backs.

# Group A: Leader (AK47), 2 RPG7, 5 AK47, set as per map
# Group B: Leader (PKM), 1 RPG, 5 AK47, set as per map.
Image

Beyond these units, the insurgents also have some reserve units in the zone, not only so serve as backup, but also to provide support in the withdrawal – in AA terms consider them as an Insurgency level 3 (they will appear on a roll of 3 or less on a D6) – and could just pop up on the map Hot Spots - squares marked with numbers.

Possible reinforcements (roll 2d6):
2 D6x AK47 & 1x PKM
3 1x RPG-7
4 D6x AK47 & roll again
5 1x RPG-7
6 D6+2x AK47
7 D6x AK47, 1x Leader & 1x PKM
8 D6+2x AK47
9 D6x AK47 & roll again
10 1x PKM
11 D6x AK47, 1x Leader e 1x RPG-7
12 2D6x AK47

For groups without leaders, roll 1d6- a roll of 1 adds 1 leader to the group.
RPGs must roll for type- a roll of 5 or 6 indicates an AT RPG (as in AA)
Roll for appearance spot – HOT Spots in AA

No more than 3 Insurgents reinforcements could appear in the game

All insurgents forces are classed Irregulars with good morale, and the leaders are regular/experienced (AA: TQ d6, Morale d10, Leaders TQ d10, Morale d12)

I hope this is of some help

Faustnik
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Re: Mad Max Thunder Ride

Postby Gunbird » 31 Oct 2008

Guess I have no more choice then, now I have to really really build one:
Image

Need a few more trucks for this one.....hmmm.... :good:
Who is Gunbird? Johan van Ooij, Dutch, Mercenary Gamer, travels around to get in the occasional game. Current flavour of the month - scenery frenzy! My Blog >> http://20mmandthensome.blogspot.com/
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Re: Mad Max Thunder Ride

Postby Faustnik » 31 Oct 2008

Joahan,

I also have that book - for some time - excellent one.

I think Shaun from S&S could supply some of the trucks to be used as on the book.

The other choice is ... Trident in 1:87.

A+

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Re: Mad Max Thunder Ride

Postby Ambush Alley Games » 31 Oct 2008

Very cool! Awesome stuff, Faustnik!
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Re: Mad Max Thunder Ride

Postby Gunbird » 31 Oct 2008

Faust, still got a container full of 1/72 and other kind of trucks like I have painted before, but I'm looking for one of these, lacking a better word here, Peterbilt longnoses. Everything here is always the same Cabover, the only Longnoses I see once in a while are Scania's and the occasional imported Yank truck (which, with the current fuel prices, are mainly static). And I'm still a big copycat, so I want that one in the top of the picture.... :ph34r:
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