In the centre of the board is a village. A road leads to the centre of the
village. Either side of the road, at the table edge, is some good cover.
As always, there's lots of terrain/cover all around. The objective is
towards the edge of the village, so reasonably near the centre of the
board, but on the far side of the village from the road. For me, the
objective was a V2 rocket on its launch pad. I also had a couple of large
ponds, which were impassable areas which didn't block line of sight,
forcing a certain amount of circling movements which worked quite well.
The defender has one company of green troops, which he may place on the
board anywhere he likes. There is an on-table mortar or two, and
machine-gun positions. The attacker has two companies of veterans (perhaps
paras), with off-table mortar support, and some infantry anti-tank weapons.
He must get on the table and get some specialist troops next to the
objective and leave them there for five of his phasing initiatives. He may
come on the board from one or two positions of his choice (aerial
photography has pin-pointed the position of the objective).
After an agreed number of initiatives, reinforcements arrive for the
defender, coming along the road (vehicles) and alongside the road
(infantry), having received an urgent request from the defenders. Die
rolls should be involved for this, and the reinforcements should not all
arrive at once. For instance, one might count a vehicle as one point and a
platoon as one point. After, say, eight defender's initiatives, a die can
be rolled, to see if any reinforcements arrive next initiative, with a five
or six indicating a yes. Every defender's initiative thereafter, a die
roll determines how many points arrive. I would suggest something like 1d6
- (1d6+1), so a third of the time, no reinforcements show up, and possibly
a lot show up. We diced randomly for what kind of reinforcement turned up:
infantry or vehicles, or infantry in vehicles. You may allow the defender
to choose. You may set a limit on the number of reinforcements, but we
found this to be unnecessary. Reinforcements may be regular, but not
veteran.
In the five initiatives that the attacker spends next to the objective, his
specialist troops may photograph the technological marvel, or find the
blueprints in the office, or find all the bits to the enigma machine, or
destroy the mechanism which works the cable car, or plant the dead body
with the fake plans on it, or set the charges on the pipeline junction, or
break open the safe with the prototype device in it, or brief the double
agent, or bury the homing beacon, or paint "Hitler has only got one ball"
all over the staff HQ or do whatever it was which they had come to do.
Once done, they get a major victory if they can get off table with most of
their force.
Other things to spice up this scenario are: all units next to the
objective are killed after a certain time (the charges go off, the rocket
launches); (some of) the specialist unit(s) must get away after spending
five initiatives next to the objective. I played the scenario with several
units having been trained to do the main task. If only one squad could
carry out the objective, this would make the scenario very brittle for the
attacking player.
Perhaps the main choice for the attacker is whether to come on near the
road or not. In playtest, attackers who came on the far side from the
road, to concentrate on getting to the objective quickly with as many
troops as possible, then found that they had no way of stopping the
reinforcements from getting on the table, whereas the advantages of defence
(not having to move, getting reactive fire; protected machine guns) were
such that it could take even veterans a lot of time time to get on to the
table and to the objective, if not substantially out-numbering the
defenders.