Guidelines for Setting Up
Skirmish Scenarios
for any System

by Rudy Scott Nelson


This article provides the scenario generation tables and guidelines which can be used to design over a thousand different scenarios. The scenarios can be randomly formulated OR the specifics can be controller selected OR a combination of deliberate and random characteristics can be used. Though originally printed in the "GLORY" skirmish rules published in 1983, these charts can be used with "Sword and the Flame" by Larry Brom or any other skirmish system. Another article in this issue provides a simple campaign system. The "Life in the Fourteenth" covers a garrison's tour of duty (1 year) and the native territory under their responsibility.

SCENARIO GENERATION GUIDELINES

1.1 Use the guidelines provided in the Organization section of your rules to constuct the opposing forces.

Determine which player is the Native player and which player is the colonial player. If the combatants are European countries, then the invader is the Colonial player. In a revolt scenario, the rebels are the natives. The Native player rolls the die on the generation tables unless otherwise stated.

1.2 Determine the force ratios by rolling a d10 on the following chart: If only European, American, Mexican, or Japanese troops are used reroll a zero result.

Die RollNative:Colonial
05:1
14:1
23:1
33:1
45:2
52:1
63:2
71:1
82:3
91:2

1.3 Victory Conditions

The level of victory is based on the colonial player's points minus the native player's points. The difference will reflect the stability and how secure a region is after a battle. Victory points are given for casualties and controlled terrain. A casting's point value is based on its organizational force point value. The same goes for equipment destroyed. Points are also assigned to each major terrain feature on the board. Each building is worth ONE point. Each ford or bridge is worth FIVE points. A railroad track which can be traversed without being fired upon will result in the owning player receiving TEN points. A Colonial player completes a patrol by traversing the board receives TEN points.

POINT DIFFERENCELEVEL OF VICTORY
90+ Strategic Victory - Enemy forces crushed
60-89Decisive Victory - Enemy forces crippled
30-59Tactical Victory - Enemy still dangerous; Command under review
29 or LessDEFEAT - Assistance needed; Relieved of Command

1.4 Missions

Missions are the operational directives given to the force by their superiors. The use of mission guidelines will provide the players with conditions for conducting and terminating the action. They will provide realistic situations but very few "fight to the death" contests. The Victory condition system used in 1.4 is optional when using the Mission section since they also contain limited victory conditions. There are no deployment guidelines since they would be too restrictive on the player's tactical options.

1.41 Native Missions

1.411 HARASS : The native player must eliminate twice as many enemy force points as they lose. He cannot destroy railroads. He cannot exit from the board until he has destroyed at least 25% of the enemy.

1.412 DEFEND : He must hold those major terrain features which he controlled at the start. he cannot retreat from the board until he has lost 70% of his initial points..513

RAVAGE : He must capture/control or destroy all major terrain features which started under colonial control. He must win at all costs and cannot ever retreat from the board.

1.42 Colonial Missions

1.421 DEFEND : He must hold all major terrain features with which he began the battle. He cannot retreat from the board until he has lost 50% of his force.

1.422 PATROL : He must traverse the board along a linear terrain feature such as a road, railroad, or a river. He cannot exit off the same boardedge that he entered onto the board. It can include some type of escort mission.

1.423 SEARCH AND DESTROY : He must locate and destroy any enemy forces, villages and enemy controlled terrain features. He cannot leave the board until he has lost 50% of his force.

1.5 Basic Geography Table

This table provides the players a way to have diversity of terrain in a particular region. Locate the region of conflict, then roll d10 dice. The result is the basic layout of the land plus the number of rolls allowed on the Major Terrain Feature Table.

DIE ROLLABCDEF GHIJ
1-35131585 526
4-54252652 143
61314428 275
73333333 331
87445744 814
98526178 265
02654683 457

REGION

    A- INDIA
    B- SOUTH AFRICA
    C- NORTH AFRICA
    D- CHINA
    E- TROPICAL ISLANDS
    F- SUDAN/EGYPT
    G- MEXICO
    H- WEST of MISS River N.AM.
    I - Europe / N.Am. EAST of MISS
    J - AFRICA/ INDOCHINA

Basic Geography / (MTF rolls)

1= Flat/ Plains/ Savannah (3) No additional features other than the MTFs.
2= Rolling Hills (3) Include from three to six gentle hills. Cultivated fields and ponds can be added.
3= Light Woods (2) Include from three to six patches of trees/ groves. Lakes or streams can be added.
4= Mixed ( 2) Represents several terrain types in a specific location. Include a stream, road or railroad, one to three patches of trees and two to four patches of rough.
5= Rough (2) These are areas where terrain will hinder movement including craggy deserts, rocky hills and mountain passes. Include numerous patches of rough, add trees if that region would normally contain it. A predominate hill can be present. If summer, then a stream is dry in all regions but E, I and J .
6= Heavy Woods / Jungle (1) Areas of heavy woods and dense undergrowth. Include up to three lakes/ ponds/ streams, plus numerous patches of trees.
7= Swamp/ Marsh (1) These are damp areas which will hinder movement. The board can be viewed as either entirely swamp with designated dry areas scattered about OR the board is dry with numerous woods and rough patches used along with ponds and streams. Any road present is considered elevated ten feet.
8= Desert (2) These are desolate areas comprised of mostly sand. Hills and ridges and be used to represent sand dunes. The MTF rolls of river, farm and hilltop are converted to Oasis results.

1.6 Major Terrain Features (MTF)

This chart provides the objectives and terrain which will dominate the board. Players will alternate rolls and placement starting with the native player.

DIE ROLLMTF Result
0Fortification/Fort
1-2Predominate Hilltop
3-4Road/Railroad
5-6-7Farm
8River
9Town

1.61 MTF Definitions

1.611 Farms composition depends on the region. Some farms will be enclosed while others will contain several outbuildings. Farms will be near a water source and can include fences, several plowed fields and/ or groves.

1.612 Forts Forces operated from some type of fortified location. The player who rolls for a fort will control it. It map be a fort or a series of barricades around a town, village or camp.

1.613 Hilltops can be depicted either as encompassing the entire board OR as a steep hill on the board.

1.614 Rivers are unfordable except at specific locations. It may be on the board or run along a boardedge. Other comments on rivers and their effects are located in other sections.

1.615 Railroads will traverse the board and exit off two seperate boardedges. A road can run parallel to the tracks. It will belong to the player who rolls its existance.

1.616 Roads will traverse the board and can intersect other roads. One or two buildings should be placed at a road junction.

1.617 Towns represent a built-up area. It must contain ten to fifteen buildings. A road will run to the town.

1.7 Placement of Terrain

The terrain pieces are divided equally among the players. Each player will place the MTFs which they rolled to produce. The native player will place the first piece.

1.8 Tactical Weather

The limited amount of real time for the battle will ensure that the weather does not change during the battle. Index the campaign region, then roll d10 and consult the chart.

DIE ROLLMTF Result
ABCDEFGH IJ
1-2-3ZZZZZZ ZZZZ
4-5UYVYVVV YYV
6-7VXVUXVY VWX
8XYZXXZW XXX
9YWZWVZX UZV
0WVYXZYU WUX

U= Snow : Move 1/2 speed, Visibility 100 yards
V= Hot: Movement - 1 MP
W= Flurries: Visibility 150 yds
X= Rain: Visibility 150 yds, Movement - 2 MPs
Y= Showers: Visibility 150 yards
Z= Clear:

Notes:
Water is frozen for Snow results.
Rivers, streams and fords are swift and unpassable during rain.


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© Copyright 1999 by Rudy Scott Nelson
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