Showing posts with label Scenario. Show all posts
Showing posts with label Scenario. Show all posts

Monday, 2 December 2013

Breakfast Club of the Living Dead - Halloween Actual Play




It's become a yearly tradition now to get together with friends and run a one shot game of Call of Cthulhu for Halloween. When I run CoC I'm a pretty brutal keeper, the dice fall where they fall, make a dumb decision you'll probably get eaten, etc, so one shots tend to work really well cause players can cut loose and have fun with their characters without worrying about trying to stay alive for next week. Actually thinking about the attrition rate of the on/off regular campaign maybe they are really all one shots.. Muh Wuh ha ha Ha......


Scuse me, anyway previously on Halloween we have played a Hammer Horror esque wolves and vampires romp, John Wicks excellent SS go mad in Africa scenario, "Digging for a Dead God" and classic CoC adventure "Secrets of Castronegro" (although this actually took 3 sessions and a year to complete)  this year we traveled back in time to 1984 to defile the John Hughes classic film the Breakfast Club.....


The premise was pretty simple, take the basic film set up, 5 kids, Saturday detention, 1 teacher, 1 Janitor and liberally apply zombies, everything's better if you add zombies.

The players get to introduce their character arriving at school and then get an uplifting speech from the teacher Dick Vernon "Right you maggots I got you all day, sit here, don't move write me an essay". who then leaves them in the library.

Of course they immediately start mucking about and annoying each other. Allison and Bender climb up to the mezzanine where they can see a fire burning in the distance and some emergency vehicles go by, whilst Andy and Brian try to sneak out of the library. Andy pulls off a super athletic knee slide past Dicks office but the awkward Brian crashes into a magazine rack. Dick catches them and demands an explanation, they say they are going to the toilet and Dick begrudgingly ends up escorting all 5 of them for a toilet break.

Obviously bored that no fights or monsters have appeared yet, Andy decides to try to trip Bender over on the way into the boys toilet (or maybe bathroom as this is set in America). Bender keeps his footing and comes back with a good slug to Andy's face. Brian decides to come bursting out the cubicle waving his pistol, but then feels a bit awkward and runs out of the bathroom...

Only to slip over on a trail of blood and water and crack his head open on the floor. Alison and Claire arrive back from the girls bathroom just in time to see Brian go ass over tit and have a good laugh before Andy and Bender cool down and rejoin our teen terrors in the corridor who muse over the cause of so much blood and where oh where is their beloved teacher..

They soon deduce the cause of the blood and water in the corridor, Paul the janitor comes hobbling round the corner pushing his bucket with his broom and slopping bloody water around. 



Claire screams

As the janitor lunges for them, Andy decides how hilarious it would be to get the janitor in a wrestling hold and then frog march the frothing and biting fiend towards Allison, holding him just far enough away to not chomp off her face. 

Claire screams

Allison remembering I had jokingly given her 105% for her Art skill (like that will help) cheekily uses it to stab the janitor through the eye with a pencil ( I had to let her use it really). 

Claire screams

Andy finishes off the zombie by slamming the janitors head and protuding pencil against the wall and the janitor collapses to the ground dead (again).

I think Claire probably screamed again.

Course by this time Dicks back, back from the dead and dead hungry for flesh. Rather than run, the teens decide to exact some vengeance on their favorite teacher, Bender stabs him in the face and Alison recovering a giant can of hairspray and lighter from her bag attempts to create an impromptu flame thrower....

and rolls a 98, critical fail......

boom. 

Can blows up in her hand and also burns off Benders hair.

Claire...doesn't fancy bender anymore.

The players with years of zombie movie experience behind them decide the best course of action now is obviously to turn on each other, and Bender makes an attempt to take the gun from Brian, should be pretty easy he's only small...

opps 

thats another critical fumble and the gun goes off shooting the tip of Benders nose off!

Meanwhile Andy has managed to stomp the teachers head in.

Whilst they take stock, from round the corner down the hall comes "parp, urrrghh, chang, parp, urrghh, chang". Finally someone makes a sensible decision to get out of the corridor and our hapless heroes head for their lockers.

A small break is taken by all the players to dance to footloose.



We return to the action at the lockers where the teens of mean are confronted by a zed in football strip and helmet. Meanwhile from up the stairs behind them comes the source of the "parp, urrrghh", a zombie in a tuba, followed by a zombie impaled on a clarinet and a zombie still carrying cymbals in fact an entire marching (shuffling?) band.

Andy in an unlikely flash of intelligence deducing the helmet will protect the zombies brains instead grabs him and throws him down the stairs into the band creating a cacophony of noise and buying the gang enough time to crack open their lockers. Bender retrieves his weed to engage in some self prescribed pain relief, Andy his baseball bat and wrestling mags, Alison applies some actual first aid to her hand and refills her bag of tricks and Claire sets fire to her locker..not entirely sure we ever got to the bottom of what the plan was there.

Bender decides to make another play to get tooled up this time trying to steal Andy's baseball bat....seeing yet another pointless scuffle break out Claire and Alison decide that their chances of survival would be drastically increased by getting shot of the boys and run off down the hall to the wood work lab, stopping only to lament the fact that the caretaker has the keys they get Brian to shoot the lock open and grab chisels and hammers before making an escape out the window onto the flat roof of the science block.

The Zombie marching band crawl stumble and lurch back up the stairs and grab hold of Bender taking a lump out of his thigh. Another critical damage roll later and Bender is zombie chow on the floor. Andy makes a break for it, following the others into the woodwork lab.

Claire (passing a luck roll) finds a fire escape and stealthily slips down the ladder and nips past the Zeds in the car park closely followed by Allison. Andy only stopping to brain Brian, knocks him unconscious and steals his gun before making a run for it across the roof, down the fire escape and dodging through the zeds out across the car park.

With all the booze drunk and the witching hour approaching quickly our glimpse into the terror of the 80's draws to a close our parting shot poor Brian coming around to find himself face to face with his "pal" Bender and a horde of undead who unceremoniously bite him to pieces....


Great fun. If only the players were smart enough to realize how crap the zombies were, if only they could work together for a minute it would have been real easy to escape the school....

Truly we are the monsters...

or they were...I was just the GM :)   





Monday, 17 June 2013

Operation Citadel 5th July 1943: Cherkasskoye

The left wing of the 4th Panzer Army's objectives were to smash the Russian defenses and capture Oboyan to the north. The advance was also vital for the flank protection of the 2nd SS Panzer Korps deployed to attack towards Prokhorovka. The village of Cherkasskoye was the first obstacle for the 48th Panzer Korps. 

Cherkasskoye, a heavily fortified village defended by the 67th Guards Rifle Division formed the cornerstone of the Russian first defensive line. 

During the night of 4/5 July, German engineers prepared lanes of attack through the dense minefields. After an hour artillery preparation German assault teams launched their attack at 05:00. 

Grossdeutschland Panzergrenadier Division which was the spearhead of Knoblesdorf's Korps hit the heavy defensive line in front of Cherkasskoye. 


Soviet TOE













67th Guards Rifle Division (GRD)
199th Guards Rifle Regiment (GRR)
Regimental Headquarters:
1-CO Stand [CV8]  
                                  
1-Regimental Gun Company with:
1-76mm Infantry Gun                
                      
1-Anti-Tank Gun Company with:
1-45mm ATG
                                     
1-Mortar Company with:
1-120mm Mortar Stand
                      
1-Sub-Machine Gun Company with:
3 SMG Stands                        

2 Battalions, each with:
Battalion Headquarters
1-HQ Stand [CV8]    
                                   
3-Infantry Companies, each with*:
3-Rifle Stands (Regulars)                               

* 2-Rifle Stands upgraded to AT Rifles

1-Machinegun Company with:
2-HMG Stands                                              

1-Mortar Company with
1-82mm Mortar Stand                                   

Anti Tank Gun Battalions

Battalion Headquarters
1-HQ Stand [CV8]

Anti Tank Gun battalion with
3-45mm ATG

Battalion Headquarters
1-HQ Stand [CV8]

Anti Tank Gun Battalion with
3- 57mm ATG

Battalion Headquarters
1-HQ Stand [CV8]

Anti Tank Gun Battalion with
3- 57mm ATG

Artillery Regiment

Recce Unit Scouts

2 Artillery Battalions each with
2-122mm Artillery Units

1 Artillery Asset per unit

Fixed Fortifications
15 trench sections
8 gun pits
2 bunkers
5 anti-tank ditch sections
15 barbed wire sections
2 unmarked minefields

Total Points 3310



German TOE


 









Panzer Regiment Grossdeutschland
Regimental Head Quarters: 
1 CO (CV10)                

1-Tiger Company with:
2-Tiger I     

1 Panzer Battalion with:
1 Abt HQ (CV9) 

2-Tank Companies each with: 
3-PZ IV 

Panzer Grenadier Regiment Grossdeutschland 
1 Gepanzert Abt with:
1-Abt HQ (CV9)

2 Infantry Companies each with: 
3-Rifle Platoons in Sdkfz 251/1

1 Heavy Weapons Company with: 
2 Sdkfz 251/9

1 Motorised Abt with:
1-Abt HQ (CV8)

3 Infantry Companies each with: 
3-Rifle Platoons

1 Machine Gun Company with:
2-HMG
1-81mm Mortar Platoon

Pionier Abt Grossdeutschland  
Armoured Assault Company with:
3 Pionier Platoons (Rifles/Flame-throwers) in 251/1

Sturmgeschütz Abt Grossdeutschland 
1 Sturmgeshütz Abt with:
1-Abt HQ (CV8)

1 Battery with:
2 StuG IIIG

Artillery Regiment Grossdeutschland 
Forward Artillery Observer (CV8)
2-105 Howitzers
2-105 Wespe
1-Nerbelwerfer

Air Support
Forward Air Controller (CV8)
Dive Bomber Unit
JU-87D Stuka

10th Panzer Brigade 
Panther Regiment von Lauchert
Panther Abt with:
Abt HQ (CV9)

Panther Company with:
3 Panthers

Total Points 4790


Weather
Weather rules are in effect. Weather starts as clear. See page 24 BKC II.

Deployment
"I did see aerial photographs of the Soviet fortifications in the days before the offensive. I think our artillery had those. It clearly showed the antitank ditch, but the infantry positions were difficult to make out. Next to it were surely a lot of "fake" positions, which could not be identified as such on these photographs. Minefields were not recognizable. The whole sector up to Cherkasskoye had been heavily fortified."
Lieutenant Jung-332nd Infantry Division 


Game is played on a 6x4 table. The Russian side takes the short table edge closest to Cherkaskoye as their board edge, the Germans take the opposite short edge and leave the room. 

The Russian side deploys their Anti Tank Ditch across the table from long edge to long edge ensuring there is at least 2ft between the German table edge and the leading edge of the ditch. 
The Russian side then places half of their fortifications   (rounding up).  

The German team nominates a player as their recon element. They have 1D3x30 seconds in the room to make a map of the table. May mark, measure and take notes of the Soviet deployment. May not ask any questions.

German recon then leaves the room to report back to HQ, and formulate their plan, divide up their units into formations and use their recon map to mark where each formation will enter the board from (e.g. +Xcm from left hand corner). 

The Russians then deploy the rest of their fortifications.

The Germans take the first turn and deploy via mobile deployment

Game Length
12 Turns. 

Objective
At the end of 12 turns. 

Germans take Cherkasskoye  (have 3 Infantry and an HQ stand unsuppressed anywhere in Cherkasskoye at the end of the turn) without being broken. German victory. 

Anything else is a Russian victory. 


Monday, 11 February 2013

Operation Citadel 4th July 1943: Butovo

Major General A.I. Baksov's 67th Guards Rifle Division (GRD) of 22nd Guards Rifle Corps was defending astride the main road that ran from Borisovka northward through Butovo and Cherkasskoe to Oboian. His right flank covered by the 71st GRD. 10km to the rear the 90th GRD backed up by the 6th Tank Corps of the 1st Tank Army formed a second echelon defenses along the Pena river. The 67th defended a 14km sector along a low generally treeless ridge line. The main routes into Baskov's positions ran northward along either side of the village of Butovo.

Baksov created a security belt that ranged from two to four kilometers in front of his main defenses anchored  on Butovo.

Preliminary fighting started shortly after 1600 hours on on 4 July 1943 in the south, as Fourth Panzer Army had elected to try to take the Soviet outposts prior to the main assault on July 5. 

Advanced Battalions of Großdeutschland's Grenadier Regiment and 11th Panzer Division attacked Butovo and the high ground around Butovo in torrential rain.  


Map used with permission from the Spearhead Yahoo group.

Soviet TOE








German TOE








Weather

Poor Weather -1Cmd penalty. See page 24 BKC II

Deployment 

Soviets deploy first up to one third of the table.
Germans nominate a player as their Recon element. Gets 1D3x30 seconds in the room with a map of the table. May mark, measure and take notes of the Soviet deployment. May not ask any questions.

Germans can then formulate their plan, divide up their units into formations and should use the map to mark where each formation will enter the board from (note xcm from left hand corner). Germans deploy opposite and use mobile deployment.

Game Length

12 Turns, the Germans take the first turn.

Objective

Calculate the number of victory points at the end of 12 turns. The following terrain features are all objectives; Hill 228.4 +2VPs, Butovo +3VPs and Hill 223 +2VPs. Inflicting more casualty points than casualty points taken (but not twice as many) +1VP, Inflicting at least twice as many casualty points than casualty points taken +2VP. Decide the winner as per page 36 BKC II.

Monday, 21 January 2013

Sinelnikovo, the Ukraine, 21 February 1943


“The Russians have crossed the Donetz in force tearing a 100 kilometer gap in the German line. Strong armored spearheads are heading south and south-west to cut off the Dnieper crossings and, with them the whole of Army Group South.

Manstein plans to launch his now famous “back hand blow”. But while the Panzers ride to glory, someone has to stop the 23rd Tank Corps before they overrun Manstein’s HQ. That someone is the 15th Infantry division. Still on the train from France, instead of disembarking at Dnieproprtrovsk, they are ordered straight into Sinelnikovo and disembark fighting to take back the town from Russian recon elements already there. Having done that, they are now taking up blocking positions to wait for 23rd Tank Corps."

Where the Iron Crosses Grow-Hans H Johannsen


Russian 23rd Tank Corps



3rd Tank Brigade

Battalion Headquarters
CO Stand (CV8)                       [90]

1st Tank Company

4-T34-76, mid                        [540]

2nd Tank Company

4-T34-76, mid                        [540]

SMG Company (Tank Riders)

3-SMG Stands                         [165]


Motorized Rifle Battalion

Battalion Headquarters
HQ Stand (CV8)                       [60]

Recon
1-BA 64 Armored Car                  [55]

Infantry Company

3-Rifle Stands(Regular)/Trucks       [180]


Infantry Company
3-Rifle Stands(Regular)/Trucks       [180]

Infantry Support Unit

1-82mm Mortar/Truck                  [95] 

Infantry Support Unit

1-IG 76mm Infantry Gun/Truck         [80]


Infantry Support Unit
1-Maxim Machine Gun/Truck            [60]



Total [2045]

German 15th Infantry Division

Grenadier Regiment 88

Regimental Head Quarters
CO Stand (CV10)                       [150]

Regimental Anti-Tank Company        
3-PAK-40/Trucks                       [375]

Infantry Battalion
Battalion Head Quarters
HQ Stand  (CV9)                       [90]

Infantry Company 
3-Rifle Stands                        [120]

Infantry Company 
3-Rifle Stands                        [120]

Infantry Company 
3-Rifle Stands                        [120]

Machine Gun Company
2-HMG Stands                          [80]
1-81mm Mortar Stand                   [90]

Light Artillery Battalion
1-FAO (CV8)                           [45]
2-105mm Howitzer                      [90]

Hasty Field Defences

3-Gun Pits [ATGs]                     [30]
6 Trench                              [30]

Total [1340]

Deployment 

Germans deploy their Command Units within 20cm of the table edge.
Russians place each Command Unit anywhere along their table baseline touching the edge of the table. Germans then place all their units within 20cms of their command units. During the Russian Command Phase, make one roll for each command unit. If that roll is sucessful all the units in that formation may make one full move onto the table measured from the command unit. The Russian player may then make sucessive command rolls to issue orders to that formation as normal before moving onto the next command unit. All Russian command units can move onto the table at the end of the command phase as normal except those that failed to bring units onto the table.

Game Length

12 Turns

Objective

Russian player must exit 6 Stands (inc 1 command stand) off the Southern edge of the map.

If this is completed on or before turn 12 it is a minor victory if it is done on or before turn 8 it is a major victory to the Russians.

The German Player wins a major victory if he stops the Russian player from achieving his objective.

Breaking the opponents formation will also be a major victory for either side.

Notes

This scenario has been re-purposed for Blitzkrieg Commander from Hans Johannsen's Excellent Eastern Front Scenario book "Where the Iron Crosses Grow" for the Spearhead WWII rules. Have taken some liberty with the orders of battle. Not sure how it will work as infantry in Spearhead has some AT punch where they don't in BC, which may leave the Germans at a considerable disadvantage holding off the T34's, I suspect they need to play this one a bit cagey. 

Anyway this first game is just for fun, and (re)learning the rules so hope we will return to this one and rebalance forces or maybe cut down the number of turns the Russians have to complete the mission later. Has certainly been a fun exercise in pulling together.

We are down to play on Wednesday, battle report to follow.