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fallback scenario?

 Post subject: fallback scenario?
PostPosted: Fri Feb 25, 2011 5:23 pm 
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I'm looking at running a game at a local con again and wanted to see if anyone knew of a scenario like the following:

An attacker with overwhelming numbers is coming at the defender. The defender has to hold them off and retreat to an exit point to get as much of their force as possible off the board.

I'm just looking for ideas and relative point values/setup conditions, so I'm game agnostic at this point.

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 Post subject: Re: fallback scenario?
PostPosted: Fri Feb 25, 2011 5:33 pm 
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I would like one or more of these for the Xenos project.

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 Post subject: Re: fallback scenario?
PostPosted: Fri Feb 25, 2011 5:43 pm 
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Heh, that was another bonus to running a scenario like this at the con.

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 Post subject: Re: fallback scenario?
PostPosted: Fri Feb 25, 2011 7:43 pm 
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Got a bit of feedback from TMP, here's what I'm thinking.

A battle company of Marines (the players) sets up within 30cm of the middle of the table where a Landing Craft sits. The Marines have to hold out for 3-4 turns against Mycetic Swarms (me) while the Drop Ship repairs/refuels. I'm thinking I'll drop 3 swarms per turn in attempt to slowly wear them down.

To spice things up I may throw in a Marine unit that starts off board and has to get to the Landing Craft and escape (a commander/VIP type). I may throw in some regular swarms that are right behind them.

Thoughts?

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 Post subject: Re: fallback scenario?
PostPosted: Fri Feb 25, 2011 9:01 pm 
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We had a game (40k) like this where an unlimited Chaos Horde (using some reinforcement rules) had to overtake a fortified base of Marines (I believe it was 1500 or 2000 points back then).

I planned it that they had to hold out 3 turns before a transport landed (turn 4) in the centre of the fortification and all troops had to make a fighting retreat to touch the transport. It turned out to be a very good game which saw only 5 Marines get off the planet. Seeing that the victory condition for the Marines was to get one survivor off, they won.

It was truly an unforgettable game.

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 Post subject: Re: fallback scenario?
PostPosted: Sat Feb 26, 2011 8:51 pm 
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I have tried several battles based on the battle of Marengo (1800) and found that it works for virtually any period, so here are the 'bare bones':-

Napoleon knew the location of some, but not all of the Austrian forces that faced him, so spread his combined arms divisions fairly widely to counter possible Austrian manoeuvres as they advanced towards the city of Alessandria, with one (Victor) leading the way. Aided by cavalry, Victor pushed some weak Austrian defenders out of Marengo village but was unwilling to pursue them across the Fontanonne stream, so he deployed along this formidable obstacle while he waited for the main French force to arrive.

That night the Austrians decided to destroy Victor's division before it could be reinforced. So in the early hours the main Austrian forces crossed the Boromida river outside Alessandria on two or three bridges (at least one of which was a hastily erected pontoon bridge) and advanced on Victor’s position.

In the morning a vicious battle ensued. Victor's forces were heavily assaulted frontally and finally had to start withdrawing when their right flank was threatened. throughout the day Napoleon fed reinforcements into the battle to shore up Victor's shattered division but eventually the French were retiring on all fronts with the Austrians in hot pursuit.

At that point Desaix arrived on the French left flank and rear with further French reinforcements and observing the battle remarked to Napoleon "this battle is lost, but we have time to win another". He combined several artillery batteries together and ordered then to advance, firing as they moved, and then at the head of some fresh cavalry made several decisive charges that completely broke the advancing Austrians (although Desaix was killed in the process).

At the end of the day, the Austrian remnants fled back into Alessandria while the exhausted French camped around Marengo where Napoleon ordered supper. His chef could only find a chicken, some herbs and vegetables; and "Chicken Marengo" was created. See here for more details on the battle.


  1. Set up a 6' x 4' table lengthwise with one end representing the river Boromida ('Austrian' side), the other end being the point where the ‘French’ arrive. The Fontanonne stream (with Marengo on the French side) is ~ 1' 6" from the Austrian end, and stretches 4' across the table. The Boromida Bridge is opposite Marengo, both ~1' 6" from the side of the table and they are connected by a road that runs the length of the table. A second road branches off from the Boromida Bridge and runs to the end of the stream, and then the length of the table to the French side, and a few other roads and hamlets connect the two main roads (which form the main French entry points).
  2. Create two lists of approximately equal size, divided up as follows
    Austrians
    • Up to 1/6 of the forces are deployed in secret between Marengo and the French entry points.
    • The remaining Austrians are held off-table and must enter via the bridges (ideally 1-2 pontoon bridges are kept secret from the French player).
    French
    • split the forces into four ‘divisions’, of approximately even sizes, the biggest one representing ‘Desaix’ command.
  3. Day One:
    One French division enters the table along the Marengo road with orders to advance and take Marengo. It is opposed by weaker (but hidden) Austrian forces which are ordered to harass the enemy inflicting losses if possible, but to survive if at all possible.
  4. Day two
    This starts once the French have occupied Marengo.
    • The French may redeploy all remaining forces of the 1st division anywhere on the ‘French’ side of the Fontanonne stream.
    • The Austrians recover any survivors of the first day which are placed out of range of the French between the Bormida bridge and Marengo.
    • The Austrians move first and must advance across the bridges onto their table edge.
    • The French 2nd and 3rd divisions start off-table, arriving on either of the two main roads as desired from turn#2 at the earliest (umpire’s discretion – or diced for if you prefer).
    • Desaix division arrives on the side of the table ~3’ from Marengo no earlier than turn #4 at the earliest (Again umpire’s discretion – or diced for if you prefer – but the intention is that the Austrians should be winning at this point).

Well there it is; let us know how you get on. I have refought this battle with different rule-sets both historical and sci-fi, and have always had fun with it.


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 Post subject: Re: fallback scenario?
PostPosted: Fri Mar 04, 2011 6:32 pm 
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Had my first test yesterday. Four formations of Marines (2 Tacs, 1 Assault, 1 Dev) and a Landing Craft setup in the middle of the table. Three formations of bugs dropped in every turn. The Marine player had to hold out for three turns, get half of his units of the board as well as a Apothecary that started off board and came on turn 2 to get the full win.

Turn 1 saw the bugs slaughtered and a few Marines down. Turn 2 the marine casualties started to mount and a single bug unit survived. Turn three saw 75% of the marines wiped out (very poor rolling for them) but they managed to make it off board with the Apothecary and what was left of them (the Landing Craft had one hit left on it!) for a minor victory.

Overall I was pretty happy with the results. I'll give it a few more runs to see if it needs any further tweaks.

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