KRYOMEC CAMPAIGN

Sci-Fi Mini-Campaign

By Stephen White


The campaign syslem I am using at present involves a map that looks somewhat like a massive crossword puzzle. The blanked out squares are impassable except by aircraft. In all other squares, I have drawn relevant scenery like minefields, bunkers or hills etc. Bushes and light scenery are scattered randomly on the day of battle.

I then number 10 counters as follows 5x0 (dummies), 2x4, 2x5, and one 6, as there are three sectors on my main map. This represents the Kryomec 3rd army. Now place one counter face down in each square on alien territory. My forces are already deployed and in sector 3C, far thinner on the ground than I like I have decided to occupy squares D2, E2, D4, D6, E4 and E5.

Dice for initiative, aliens won so attack. Move all alien counlers forward one square, any counters that contact your forces are turned over to reveal the size of the attacking force.

The Kryomec attack went something like this: Alien advance in square D2 turned out to be a dummy, as was D4 and A5. However, D6 had alien forces (counter A4) and these games can now be played out.

Now split a pack of cards into 4 suites and add the Jokers to the Spades and Diamonds. Disregard the other two sides for the time being. As I'm playing out square D6 first, and Alien counter was A4 so I take 4 cards from the Spade suite. Set up your table terrain as per the map square in quesfion, place attacking cards randomly face down on attack edge. Turn cards over and replace them with the following figures:
CardForce
AceWarmaster: Big Boss Alien
Kingx3 warrior class
Queenx3 warrior class
Jackx3 warrior class
10 to 21 small Alien per card spot, i.e. 7 of Spades = 7 Aliens

If a joker is turned over, Alien intelligence is good so they make straight for your positions. Replace joker card with another unit card.

The Diamond suite is the defence pack on each round of combat. Take a card:

    1-9 and nothing happens, the rear support is available on any of the following
    10 or a Jack - Artillery within three squares of the battle may support
      I use paper bombs (3 per gun) and drop then from the following heights:
        Adjacent square: 2' 6" over target area
        2 squares: 3' over target area
        3 squares: 4' over target area
        At 4 feet, stray shells can often hit your own side
    Queen: Drop ship evacuation is available, keep this card if things get too hot you can withdraw.
    King: If Allied troops are in adjacent squares and not fighting they may assist.
    Joker: You get all the support. If an Alien force is on your flank square and not fighting, they may attack. Use spare suite to find their army compositions if not already known. Use D6 to see which turn flank attack arrives.

THE BATTLE FOR SOUARE 6D. So defend the field with 2-5 man Cyclo squads (penal troops, penal troops can not be evacuated no matter how sorry you feel for them). 1-5 man squad of Marines and 2 Talos robots. The Alien attack cards revealed 1 squad of warrior class and 3 swarms of Helion A9, A6 and A7 (bad cards for me).

Alien attack on run orders and penetrate well into field. Cyclo's and marines open fire and inflict good casualty rate. Talos are in reserve. I draw a card from Diamond pack a 5 (useless) Alien change orders successfully, Warrior class shoot and Helion close assault. Alien initiative was good, one squad makes contact with Cyclo's who are throwing grenades furiously. Some of the ugly brutes are lured into a mine field and sent skywards. Alien warrior group manage to suppress the marines plus kill one with some very flukey long range fire. Penal troop front line has started to crumble under a fearsome Helion assault.

I take a card: A joker, full support and the field guns from E5 open up.

I decide to evacuate the marines, equipment has to be dumped. The game continued until the last of my Cyclo's and Talos had fallen. I had deployed far to close to the front line and was overwhelmed almost immediately. But the Alien had taken heavy casualties from the gallant last stand plus the field guns. Its my turn now and revenge is sweet.

Although basic, I find not knowing what forces I'm up against and in what numbers extremely nerve racking and its not long before I'm trying to move troops to other sectors while still trying to counter attack enemy weaknesses, as their numbers and counter dispositions become known. I would be delighted to hear from any Sci-Fi fans even if its only to say your article was a load of rubbish. Farewell Earthlings.

Campaign Map


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