This scenario is heavily dependent on the referee and whomever they choose to help run the game with them. It is highly suggested that you do not let any of the players in your game read this part or it can skewer the game. If you think you've been compromised, do not hesitate to play the 'shell game' and rotate the events around to other places on the table. Remember, your job is not to annihilate the other players to the last man, just to give them a glimpse of the difficulties on breaking out on their own.
Your troops are not dependent on nationality or time period except for weapons, so use natural enemies for the forces trying to breakout. You could also do some 'blue on blue' or same side fighting to represent a training game or tactical exercise. That would make for a nice twist. All of your men are considered veteran troops.
For the most part, your forces are static and are triggered as events when an enemy gets too close or stumbles into them by mistake. All event numbers will have another number or phrase with them that will signify when - if ever - the event is triggered. Once an event is triggered, you will operate the troops as if their orders were to defend against any breakout attempts. You cannot pull troops from inactivate events to form counter-attacks or for any other reason. Only triggered forces may be maneuvered and fought with. All event numbers are marked on the referee map.
Without further ado, here are the events.
Event Number | Trigger | Event |
1 | Placed if breakout forces enter or walk within 3" of building | If breakout forces get close, tell them they hear someone whisper the counter-sign. Inside are 1D6 survivors of the unit that destroyed the tank at event 3. There is also a man-portable anti-tank weapon such as an anti-tank rifle or rocket launcher (dependent on year) and 1D4 rounds of ammo. The other troops are equipped with rifles. They will join the discovering squad or section. |
2 | Placed on table when it or an enemy unit moves within spotting range | This is a roving patrol consisting of 10 men and 1 leader (sergeant). They will move secretly every movement phase and are considered at the tip of each arrow at the within spotting end of that movement phase. If they come into sighting range during the breakout player's turn or on their own during their movement phase, place them on the table in a line or patrol formation. Regardless of when it happens, both you and the breakout player will make a spotting roll at that moment. If you fail to spot, you will continue on your patrol path and if you move out of spotting range or out of sight, remove the figures from the table until they are spotted again. If the breakout player spots you, they can ignore you and continue moving out of sight. The breakout players, if they spot you, may also make opportunity or regular fire attacks as long as your men are in sight. If the breakout player spends another movement phase in you line of sight, you can make another spotting roll. Once your patrol successfully spots an enemy or makes contact, they will be free to maneuver as you see fit. The second movement phase arrow is marked at the tip with the turn number that the patrol will end up at that point, so they are labeled 1 through 6. |
3 | Placed on table when enemy unit moves within spotting range | This is the tank destroyed by the troops in event 1. The tank should look ready for battle and pointed towards enemy lines and give no hint of being destroyed. You may make secret fake spotting rolls for the tank, but it is in no condition to fight. You may tell the breakout troops that only if they meet up with event 1 or they move within 3" of the tank. |
4 | Placed on table when enemy unit moves or fires within spotting range | They will stay hidden until spotted or they spot the enemy and fire. Place one Heavy Machinegun with three crewmen in the edge of the woods. They are
entrenched in a reinforced bunker and the fields of fire should be set up to cover as much of the riverfront facing the enemy lines as possible. |
5 | Placed on table when enemy unit moves or fires within spotting range | They will stay hidden until spotted or they spot the enemy and fire. Place 1 squad of 8 men in the building. They can be set up as you see fit. One man has a LMG, the rest have rifles. |
6 | Placed on table when enemy unit moves or fires within spotting range | They will stay hidden until spotted or they spot the enemy and fire. Place 1 squad of 8 men in the building. They can be set up as you see fit. One man has a LMG, the rest have rifles. |
7 | Placed on table when enemy unit moves or fires within spotting range | They will stay hidden until spotted or they spot the enemy and fire. Place 1 squad of 9 men in the building. They can be set up as you see fit. One man has a LMG, the rest have rifles. |
8 | Placed on table when enemy unit moves or fires within spotting range | They will stay hidden until spotted or they spot the enemy and fire. Place 1 Anti-Tank gun of any caliber and 3 crewmen in the woods. They are entrenched. |
This is a medium tank from the breakout player's side. It has been disabled by debris from the house and is lodged into it. If the breakout players get within 6", they
9 | Placed on table when a breakout unit moves within spotting range | will realize the crew is intact and still inside the tank. The crew consists of 4 men armed with SMGs and pistols. If the breakout players have 8 men working on the tank for two complete movement phases, they can fix the tank and it will be attached to the rescuing squad. If it is decided not to fix the tank, the crew will fall in with the escaping forces. They will be green infantry. |
10 | Placed on table when enemy unit moves or fires within spotting range | Enemy headquarters. Place two light vehicles near the front and have two sentries posted by the door. Inside will be two squads of 8 men, one Captain and one Lieutenant. They are all armed with squad weapons or SMGs. |
11 | Placed on table when enemy unit moves or fires within spotting range | They will stay hidden until spotted or they spot the enemy and fire. Place 1 squad of 8 men in the building. They can be set up as you see fit. They all have rifles. |
12 | Placed if friendly forces enter or walk within 3" of building | If friendly forces get close, tell them they hear someone whisper the counter-sign. Inside are 1D8 survivors from the counter-attack earlier in the day. There is also a Bazooka and 1D4 rounds of ammo. The troops are equipped with rifles. They will join the discovering squad or section. |
13 | Once the players move within 6" of the building, tell them they hear coughing, then silence. | These men are asleep at their post, but will awaken if someone were to attack the house. If the house is stormed, roll a morale check for the troops inside. If they fail, they will surrender to the breakout forces. If not, they will fight like broken troops for the first turn and normal thereafter. If captured, the squad will continue to cough randomly throughout the game. Roll 1D6. On a one or two, a cough will escape and can serve as an 'attack' or a trigger event for other squads
still trying to spot the breakout troops. |
14 | Placed on table when enemy unit moves or fires within spotting range | They will stay hidden until spotted or they spot the enemy and fire. Place 1 squad of 9 men in entrenchments in the field. They can be set up as you
see fit in the field. One man has a LMG, the rest have rifles. |
15 | Placed on table when enemy unit moves or fires within spotting range | At cursory glance, tell the players that in the field are friendly soldiers that appear dead. If they are searched for survivors, the players will discover among the debris 2D6 grenades and 1 Medium / Heavy Machinegun. It will take 1 movement phase and 1 squad searching to discover the goods. |
16 | Placed after enemy unit moves or fires within spotting range | Vehicle maintenance troops. Here are 8 men and one soft skinned vehicle. 2 men are armed with SMGs, the rest are armed with rifles. They are working on the
outside of event 17. |
17 | When enemy unit moves within spotting range | One medium tank from the nationality you are using for defenders. It is immobilized with a thrown track and cannot be repaired during the game. It has four crew armed with pistols or SMGs and they too, are working on the outside of the tank. The main gun and machine guns are all operational. It takes one crewman per MG and two per main gun to operate the weapons. The maintenance crew can help man the tank |
18 | Placed on table when enemy unit moves or fires within spotting range | Returning reconnaissance patrol. They will stay hidden until spotted or they spot the enemy and fire. Place 1 squad of 6 men in the woods. They can be set up as you see fit. They all have rifles or SMGs. |