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Testing a mission idea
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Kraken
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PostPosted: 07-May-2005 15:36    Post subject: Testing a mission idea Reply to topic Reply with quote

"Double Bluff."

For this mission, the party's unit is tasked with escorting a supply convoy to a unit that is running low.

There's only two overland routes that will get the supply convoy to the other unit with any real speed. When recon discovers an enemy encampment near one, the party's CO decides on a plan. The party will escort a "dummy" convoy through the guarded route; all the trucks they will be escorting will either be empty or will have been modified to carry weapons. The goal of the party and the dummy convoy will be to keep the encampment in place long enough for the real convoy (which their CO will personally lead) to make it through the other route.

Thing is, the enemy unit has already figured on this and has laid plans of their own. Only 1/4 of the forces at the encampment are real; their mission is to pin the escort of whatever unit is sent through that route in place while the remaining 3/4 of the unit tears into whoever uses the other route.

The party now has a hard choice to make. If they choose to cut and run to the aid of the real convoy, they'll leave that first route in enemy control and will probably wind up sacrificing the vehicles from their dummy convoy. If they stay and eliminate the 1/4 that's pinning them in place, they'll have cleared the route but it could mean the destruction of the real convoy.


Thoughts?

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Seraph
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PostPosted: 07-May-2005 16:02    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Interesting scenario. I like it. (grins evilly at Oafman) How big of a force are we talking about here? Which group is the PC's group, the dummy one or real one? ANother interesting possibility to add is the presence of a turn-coat. Someoen had to tip off the enemy as to the plan. Who is it? Will they help or hinder the group in battle, or even before battle. Messing with ammo stores, wiring, weapons, etc... Many, many possibilities here.

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Kraken
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PostPosted: 07-May-2005 16:15    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

The PCs will be in charge of the dummy convoy. All the vehicles in the dummy convoy will either be empty or have been converted into weapons vehicles.

For the sum total OPFOR, I'm thinking two companies of mechs plus infantry and vehicle support. The tip-off for the party that they've been had will be the discovery that most of the mechs and vehicles they're fighting are really civilian units with tack-on armor and token firepower.

But yeah - the party and some modified vehicles against 6 mechs, some tanks and infantry coupled with dummies that have jerry-rigged armaments.

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WhizzbangThePowerSquig
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PostPosted: 07-May-2005 19:13    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

If you need pre-made stats for the dummy Mechs, I'd suggest looking at the Q-Mechs from the Luthien campaign book, or the modified utility mechs from the dark age record sheets.
Or, you could just make up your own. It depends on how much effort you want to put into creating these...oddities.

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Seraph
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PostPosted: 07-May-2005 21:41    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Interesting, give them a set number of rounds they can stay engaged to the enemy befor having to retreat off map to supposedly go help the real convoy. Then if there are any unnits between you and them you can stage a couple ambushes or delaying tactics to prevent the players from getting there in time.
And then youcan even set several scearios off that one. Rescue the convoy? Rescue the unit running low on parts/ammo? Hunt down the enemy? Try to return to report? The possiblities are intriguing indeed. Poor, poor Oafman. And to think he just started his frist campaign.....(evil grin)

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Kraken
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PostPosted: 07-May-2005 22:03    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

I was thinking about using the Q-Mechs; I just need to find where I put the manual that has them.

However, the dummy mechs will actually be human piloted (volunteers from the reserves and among the calvary units) meaning that they and the real mechs can attack at the same time.

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Kraken
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PostPosted: 07-May-2005 22:07    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Well, like I said - whichever route the players decide to give up on will have to be retaken at a later date. Plus, even if the real convoy makes it through, the escorts are going to get mauled. This means mech downtime that the party will have to compensate for (increased shifts on patrol, meaning increased chances for conflict).

That, and if the convoy does reach the unit in question, there's a chance they may have to fight their way back if enough of the OPFOR was left operational.

Even if they do make the OPFOR break and run, they'll still also have to hunt them down at a later date to keep them from hitting the units in the area and / or the supply trains.

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Shadowking
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PostPosted: 09-May-2005 11:41    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Well, a possibility for the dummy escort, is that they could split their force as well, if there are enough of them to do such a thing without too much worry. If they realize the 1/4 force attacking them isn't much concern, they could leave some of their units to keep the enemy busy so they don't lose the route, while the rest of them high tail it over to the fight in order to save what they can.
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Oafman
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PostPosted: 09-May-2005 12:32    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

I just have one thing to ask. PLEASE quit giving Seraph more evil ideas.

Seriously though, it looks like a tough scenario.

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Kraken
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PostPosted: 09-May-2005 15:25    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

For one of the potential OPFOR commanders they might face, he's quite literally a genius. No-win missions like this are right up his alley to come up with.

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SaberDance
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PostPosted: 09-May-2005 16:38    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Why not just call it the Kobayashi Maru?

Then your players can start out hating your guts and being miserable.
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Kraken
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PostPosted: 09-May-2005 17:21    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Well, to lull them into a false sense of security, the first few missions I'll be handing them will be on the up-and-up.

For instance, I've set up a mission using the map set (can't remember the number) that can combine to form a giant spaceport; part of this mega-map is a highway running through an archipelago. The players' primary mission is to recon the length of that highway to ensure the bridge is secure (OPFOR: bandit infantry and carriers); secondary is to recon the buildings and secure them (OPFOR: as before, with a team of Scorpion tanks).

For another mission, the OPFOR will be a pair of bandit Pike tanks with an escort; the player's mission is to pull off the escort so that a pair of heavy bombers can take out the Pikes.

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Seraph
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PostPosted: 09-May-2005 17:44    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Getting worried now Oafman? Fear not, I've plenty of evil ideas already lined up. Remember, there's a planetary assault happening not one jump from your location.

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Shadowking
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PostPosted: 09-May-2005 20:28    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

That would be Map Set 7 I believe.
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Oafman
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PostPosted: 10-May-2005 08:11    Post subject: RE: Testing a mission idea Reply to topic Reply with quote

Don't remind me.

Actually I am looking forward to this new challenge. You are already making me expand my tactics and strategy.

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