Recommend
6 
 Thumb up
 Hide
3 Posts

Boots on the Ground» Forums » Variants

Subject: Custom Scenarios for BOTG rss

Your Tags: Add tags
Popular Tags: [View All]
Olof Rautavaara
Finland
Espoo 16
Uusimaa
flag msg tools
mbmbmbmbmb
I will write here custom scenarios and other people can also design scenarios and place them here

BATTLE OF BENGHAZI CUSTOM SCENARIO. Place: Benghazi, Libya. Time: 4:00 AM 12th January, 2012. Ansar al-Sharia (members of the Islamic militant group) made a mortar attack against a CIA annex building. Before the battle, 1,6 km away, 11th day 9:40 PM the U.S. Ambassador was killed by a mob in American diplomatic compound. 2 CIA contractors were killed and 10 wounded in the battle. It lasted 13 hours before any outside help was received.

Co-operative Multi-Team Mission (60 cards): Alpha & Bravo start in building VI as told in Solitaire Mission. Use Bravo team instead of GIs.

Solitaire Mission (40 cards): Place 6 man CIA team and 6 G.I.s (0 fire modifier, movement 4) to building VI. Defend the building and survive.

Mission Rules: Place 28 Insurgents + 2 Mortars, 2 Demos, 2 HWEs and 2 Snipers at 3rd Street, C Avenue and B Avenue near the building XXVI. No Insurgents appear in building, but may move into.

Building VI is Fortified (RPG vs Soft Target kills on a roll of 8-10. Range 7, Roll 8 again. If 7-10 Kill. RPG creates wall Breach & wounds soldier/Insurgent next, if no Kill on 1D10.).

Take kit counters and remove Booby traps. Place 4 kit counters to Lock Box square face down. Reveal a counter after a Mortar attack & use (or save) it with any team members you choose.

A team of CIA contractors (6) are former elite. So Leader gives +1 to defense 2 squares away and as elite they get +1 attack. It is dark, so the team uses Night Vision Devices as Night Raids variant rule tells (Insurgents get -1 range & fire). When 15 Intel cards have been drawn, it is daylight again.

CIA team uses Improved Outer Tactical Vests (Armor save 1D6. If 6, Hand grenade attack Kill=Wound or Wound=no effect. If 5-6, Firearms attack Kill=Wound or Wound=no effect. If Mortar Fire, no save.).

Demo is assumed to have 6 hand grenades. Player can use them as he wishes (Any team member can use them, but only 1 can be thrown per turn.).

Contractors are assumed to defend the building at balcony/roof and so get +1 to range. G.I.s are assumed to defend the building at ground/street floor. G.I.s have no NVDs so they get the same penalty as Insurgents to range & fire (initial fire modifier is assumed to be 0, so -1 to Fire). More firepower: Remove a Scout from the team for another HWE/Sniper man (solo).

Insurgents are in a Fanatical frenzy, so Fanatical Insurgent variant rule is used (If Insurgent wounded, roll 1D6. If 1-2, Fanatical, fights as if "healthy". Place Fanatical marker on Insurgent (+1 Fire). Only Kill result removes Fanatical Insurgents from play (repeated Wounds are no effect).

Roll 1D6 after every Mortar attack (14 squares range. Damage range target square & squares next. 1D6 damage: 1-2 Kill, 3 Wound.). If result 1-2, ammo used. Change mortar man to an ordinary Insurgent. If you like, you can optionally restrict Mortar attacks to only 1 per Insurgent turn instead of 2.
6 
 Thumb up
0.25
 tip
 Hide
  • [+] Dice rolls
Olof Rautavaara
Finland
Espoo 16
Uusimaa
flag msg tools
mbmbmbmbmb
BATTLE OF GROZNY CUSTOM SCENARIO. Place: Grozny, Chechenia. Time: 31st December, 1994 (First Chechen War). Initial assault: Russians were surprised & their armored columns were decimated. There were huge casualties and the Russian forces had almost breakdown of Morale. Chechen Separatist forces used hunter-killer Fireteam tactics. Snipers & MGs pinned down supporting infantry, while AT gunners engaged the armored vehicles aiming at the top, rear & sides of vehicles. Elevating tank barrels up to 2/3 stories high or down to basement levels were not possible. In addition, weather prevented any flight operations.

Co-operative Multi-Team Mission (60 cards): Alpha & Bravo start from Green Zone Zulu with 3 T-72s. Free deployment, but you move in a column mode the B Avenue to Green Zone X-Ray and beyond (from the map) to objective, which is the Presidential Palace area.

Solitaire Mission (40 cards): Same as above with only Alpha & 2 G.I.s.

Mission Rules: Movement 4 Russians (tanks 5), 6 Chechens (they know the terrain). Russians Green (-1 Fire) as there were many badly trained conscripted soldiers. All armored units were understaffed & undertrained for urban combat (tanks -1 Fire). The Chechen fighters were highly motivated & had served in the Soviet armed forces (+1 Fire).

If any time 4 (6 in Multi-Team Mission) of Russian infantry & at least 1 T-72 are KIA/destroyed, check immediately Russian Morale before any Russian action (and again every turn). Roll 2D6. If double, Russian Morale results to a breakdown and the column will cease to exist. Chechens have won.

A Tank Gun (Hull MG can fire also basement ?) can fire only ground level Insurgents (INS). Turret MG can fire ground & upper stories. If Chechen Demo is at 2/3 stories, it can target the TOP part of tank.

When "Closest INS becomes a Demo", "Closest INS becomes HWE" or "Any 1 out of range INS becomes a Sniper for turn" Intel card is drawn, activate every time a Chechen fire team comprising of a Sniper, Demo (RPG) & HWE. If no closest are, pop them up. The Sniper pops up also CLOSEST and only for the turn. Fire team members are assumed to deploy at basement or ground level or 2/3 stories. Roll 1D6: 1-2 basement, 3-4 ground, 5-6 2/3 stories. Mark with counters: B, G, 2/3. When one of these cards are drawn, discard an additional card, drawing it randomly from the draw deck.

Tank Weapons Directive: OK to fire Hull MG, but either Tank Gun or Turret MG, not both. MG Fire 1D8, range 8. HULL MG front arc of Fire 90 degrees. Tank Gun Ammo level check after Gun Fire. If 6, no Ammo left.

T-72: Gun attack range 16. Tank Gun/RPG vs Hard Target hits on a roll of 8-10 (RPG range 7) on 1D10, vs Soft Target kills on a roll of 5-10 (6-10 if wall cover=Breach, wounds soldier/insurgent next, if no kill).

FACING AFFECTS damage roll after tank is hit: If Front 1D6. If Side 1D6+1. If Diagonal Rear/Rear 2D6 (pick highest result). If TOP 1D6+2. If damage roll result 1 Glancing hit, 2 Crew Stunned (Recover roll next activation. 1D6: 5-6 Recover=may move & fire.), 3-4 Immobile, 5-6 Destroyed.

Roll 1D8 every following Intel card draw after Immobile result (and Insurgents have moved) when Insurgents are NEXT to tank: Result of 6-8 means the tank burns (Molotov Cocktail).

Insurgent Mortar Team: If Insurgent turn & 2 of them are on the street NEXT TO EACH OTHER after move, roll 1D6. If 1-2 they become a Mortar Team for THAT TURN (only 1 Mortar Team/turn). Fire range 14 squares. Effective damage range target square & squares next. Roll for damage 1D6: If 1-2 Kill, 3 Wound. USUALLY no effect to tanks, but roll of 1: Destroyed.
6 
 Thumb up
0.25
 tip
 Hide
  • [+] Dice rolls
Olof Rautavaara
Finland
Espoo 16
Uusimaa
flag msg tools
mbmbmbmbmb
BATTLE OF NASIRIYAH CUSTOM SCENARIO. Place: Nasiriyah, Iraq. Time: 27th March, 2003 (Invasion of Iraq). Fedayeen Saddam (Saddam´s Men of Sacrifice) are paramilitary forces, which hide throughout the city and resist fiercely the patrolling U.S. Marines.

Cooperative Multi-Team Mission (60 cards): Alpha starts at Green Zone Yankee and will patrol the 3rd Street and then turn to left to A Avenue and will try to get to Green Zone Whiskey. Bravo starts at Green Zone X-Ray and will patrol the B Avenue and then will turn to right to 2nd Street after which Bravo turns to left to C Avenue and will try to get to Green Zone Zulu.

Solitaire Mission (40 cards): Choose either team (and route). Add 2 G.I.s (0 Fire modifier, movement 4). HWE movement 4.

Mission Rules: Use Fanatical Insurgent variant rule. Fedayeen Saddam may move NEXT a Civilian and open fire from "behind" him using the civilian as a shield. If Marine fires back at the Insurgent, the Civilian is assumed to take the first damage (a wound, remove).

AMBUSH: Roll first 1D6 when an Intel card is drawn and Insurgents are said to Fire on closest Allied forces. If 1-2, Marines are surprised and Insurgents get +1 to Fire. If Marines are elite, modifier to roll is +1.

Place appropriate Civilians to each C marked square in the city (Place also appropriate Vehicles for I.E.D.s. on the patrol routes.). Fedayeen Saddam dresses to civilian clothes. You may optionally flip over a Civilian, if a Marine comes to 2 SQUARES AWAY from the "Civilian ?". Marines gets to fire first, if rolls 1-2 with 1D6.

Marines use Improved Outer Tactical Vests (variant rule). Demo is assumed to have 6 hand grenades. Player can use grenades with all team members as he wishes to the limit of 6 (only 1 thrown per turn). Determine if Marines are elite, Regular or Green (use Tracks on the Ground Variant rule CHOOSE SQUAD).

Friendly Fire Incident: Air Force A-10 may strike one team once per game. Roll 1D6 every time you draw an Intel card showing an UAV (Unmanned Aerial Vehicle). If 6, it will strike. Effective range 5 squares row (street). If 3 Stunned (Recover roll next activation, 1D6: 5-6 Recover.), 4 Wound, 5-6 KIA.

Optional Technical variant rule: Fedayeen Saddam uses sometimes a truck-mounted artillery. Green Zone X-Ray & Green Zone Yankee is South. Place the Technical to the North map edge on 3rd Street. Crew: 1 Driver, 1 Loader, 1 Gunner. When attacked, determine who are hit. 1D6: 1-2 Loader, 3-4 Driver, 5-6 Gunner. If Loader KIA, Gunner gets -1 to Fire. Technical moves 1D8, attack range 8, vs Soft Target kills on a roll of 5-10. If marines take cover inside a building, kill 6-10=Breach, wounds Marine next, if no kill. No effect on tanks.

Optional Fire Support rule: The Marines may obtain Fire Support in the form of an M1 Abrams tank. Roll 1D6 when starting. If 5-6, they get one Abrams. Look Tracks on the ground variant rules for Abrams and RPG.
4 
 Thumb up
0.25
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.