Airborne! |
---|
Scenario 3 for Gators!
|
Player 2: A dog's curse be on the United Nations and their resolutions! This territory belonged to our ancestors before the colonial imperialists divided it up, and it is ours again, and we will never leave it. The initial attacks were successful beyond our wildest dreams, and the whole country fell like dominoes. Now we must prepare for the counterattack that the UN and their lackeys will certainly launch. Most of our navy is at sea, searching for enemy ships that might bring invaders, and all the land approaches to our nation are well-guarded. But an attack could come from anywhere at any time, so you must be vigilant. Long live Koni!
Airborne! is a 2-player wargame depicting a modern US airborne operation. It uses the same basic rules as Gators!, and the same opposing force. You will need the scenario-1 rules and the Player-2 counters from Gators!, and the maps from Scenario 2, to play this game. All you provide is a six-sided die, and a cup for mixing up Player 1's counters.
Rules that are unchanged from Gators! are not repeated here.
Also, you need to find out which of your advanced weapons systems will work, and which ones are crippled by a lack of spare parts. Roll a die (Player 1 must not see this). If it comes up 4-6, both your Hawk SAM batteries are working; if 1-3, battery 2 is not functional. You can still place it on the map, and it can exert its ZOC and defend itself normally, but it cannot attack in any way.
While Player 2 is setting up, Player 1 must figure out his combat loadings. Your first airdrop will consist of two C-17 Globemasters. You can fill them with any mix of men, cargo, and vehicles, as long as the cargo and vehicles go out the door first. There is no point in choosing individual LGOPs, because they're going to get scrambled during the jump anyway.
Player 1 must also choose a drop route for his transport planes. Drop routes must be straight lines, cannot pass directly over a town or airstrip hex, and must be long enough to drop all the units you intend to drop. They can be in any direction at any point on the map, but must never be closer than 2 hexes from the edge. Both C-17's will fly this initial route at the start of the game, side by side, for the first air drop. Later drops can use other routes.
Once Player 2 has finished placing his counters, Player 1 puts his two C-17's on the map at the start of their drop run. Roll a die and consult the Wind Direction Table to see which way the wind is blowing. Orient the wind directions so that 1 is north, toward the sea. Roll again for the wind speed; 1 means no wind, 2-4 means a wind strength of 1, and 5-6 means a wind strength of 2. Set the Turn counter on the Combat Loading Sheet to 1.
While airdropping, multiple units can be stacked together before scattering. If a unit's scatter roll would land it in a hex it cannot occupy (such as a hex already occupied by a unit the current unit cannot stack with), do the scatter roll again. Player-1 units can drop onto a Player-2 unit, but if two Player-1 units are already in the hex with the Player-2 unit, and a third is about to land there, reroll that third unit's scatter.
A cargo pallet does not count as a unit for stacking purposes. If an LGOP equipped to use that cargo enters the hex, the cargo counter stays with that LGOP for the rest of the game, to show that they have ammunition for their special weapons.
Personnel units can enter a hex with a vehicle that can carry them, or vice-versa, and ride with that vehicle.
Each time a plane moves along a drop route, it drops one vehicle or cargo pallet into the hex it just left, or 1 personnel unit into each of the two hexes behind and beside itself (not directly behind). Dropped units are scattered after the planes have finished their drop routes.
When units drop from an airplane, they never land where you want them to. Wind, variations in how the unit jumped or was dropped, and random chance all play a factor. Each time a unit drops from a plane, roll a die for that unit and consult the Wind Direction Table. Move the unit in the direction you rolled; the number of hexes it moves is the same as the current wind speed. If the direction you rolled is the same as the current wind direction, move that unit one hex more than the wind speed; and if you rolled a direction exactly opposite the current wind direction, move one hex less than the wind speed (this can mean zero). If units wind up stacked together at the end of a drop, that's okay, as long as they are normally allowed to stack with each other. If not, reroll the scatter. If the wind speed is zero, units land where they drop unless the scatter roll equals the current wind direction, in which case they drift 1 hex. If you wind up with such a clot of units that you can't land them all without violating the stacking rules, then stack them wherever they land, and unstack them during the movement phase.
When you are dropping paratroopers, you have no way of knowing how they will form into LGOPs once on the ground. To simulate this, take all the LGOP counters and place them in a cup. When they drop, draw them from the cup without looking, and place them on the map. Destroyed LGOP counters cannot be reused.
Dropped units are placed face-down. Player 1 can peek at them to see what they are at any time; Player 2 cannot. Turn them right-side-up at the start of the Player-1 movement phase. If such an LGOP has a "J" for Javelin missile or "S" for Stinger missile, stack a "Javelin 1" or "Stinger 1" marker with that unit. Discard the marker when the unit uses its missile once. Air-dropped vehicles are assumed to land with their crews nearby, and can begin moving immediately.
A unit that drifts off the edge of the map is lost. Cargo pallets that land in a town hex are lost unless they are adjacent to a Player-1 combat unit. If a Player-2 land unit moves into a cargo pallet's hex or attacks it, the pallet is automatically destroyed.
A vehicle or cargo pallet that lands in a deep-water or shallow-water hex is lost. During the next Player-1 movement phase, for each LGOP or other personnel unit that lands in such a hex, roll a die and consult the Wind Direction Table. If moving one hex in the direction you rolled would bring the unit onto land of any kind, and if the unit can enter that hex, the unit must move there. If the direction you rolled would move the unit into another water hex, or if the indicated hex is occupied by a hostile unit, the men are drowned.
If a personnel unit lands on a Patrol Boat, roll a die. If 1-3, the men drown. If 4-6, they capture the Patrol Boat, and it operates as a Player-1 unit, moving with the unit that captured it. That unit cannot attack while moving with the boat. If they choose to leave the boat and fight as ground troops again, they can do so next to any land hex. The boat is destroyed as they leave it. The Patrol Boat can carry four LGOPs.
A unit that air-drops into a Jungle hex may become caught in the trees. Any personnel unit that lands in Jungle cannot move or attack unless it first rolls a 4-6 at the start of the Player-1 movement phase. Once it has made a 4-6, it can move freely without having to roll again. If Player 2 attacks a unit that is still caught in the trees, he adds 2 to his combat die roll. If a cargo pallet gets caught in trees, an LGOP must enter that hex and roll a 4-6 in order to use it; failing this roll has no impact on the LGOP itself. Vehicles must roll a 5-6 to get out of the trees.
Airdrops can happen only at night, once per night (four consecutive night turns are one night), using 1-2 C-130's flying side-by-side. The same limits apply to airlift missions into captured airstrips, except you can bring in up to four C-130's. You can't do airlifts and airdrops on the same night.
Once Player 1 captures an airstrip, he can fly airlift missions, bringing transport planes there to unload their cargoes with no risk of scattering. Some units, like helicopters, are not air-droppable and can enter the battle only by airlift. A transport plane can enter the map at any edge hex, but must enter the airstrip hex flying upwind (in the opposite direction from the current wind direction). Each plane can unload up to 10 LGOP-equivalent units each turn, starting on the turn when they land. Such units are unloaded during the Player-1 Air-Drop phase, stacked in the airstrip hex, and can begin moving immediately in the next movement phase. If you bring in LGOP units by airlift, you can pick and choose them, unlike the randomness of an airdrop.
A transport plane that lands at an airstrip can take off on the next turn during the movement phase, flying upwind; it can leave the map from any edge hex. If it makes it off the map, it has returned to base, and can be reloaded for another mission on another night.
Player 2 can recapture an airstrip by bringing a land unit to it, with no Player-1 land units next to it. Now the airstrip belongs to Player 2 again, working like it always did. If Player 1 recaptures it, he has to repeat the whole process.
Player 2's air units cannot attack at night.
Player 1 Units | ||||||||
---|---|---|---|---|---|---|---|---|
Unit | Qty | Type | Attack | Atk Range | Defend | Move | Trans Space | Air-Droppable |
LGOP | 48 | Land | varies | 1 | varies | 1 | 1 | Y |
Weapons Team | 3 | Land | 2/1/0 | 1 | 1 | 1 | 2 | Y |
Engineers | 1 | Land | 1/0/0 | 1 | 1 | 1 | 2 | Y |
81mm Mortar Team | 2 | Land | 2/0/0 | 2 | 1 | 1 | 1 | Y |
Hmmwv | 4 | Land | 0/0/0 | 1 | 1 | 4 | 5 | Y |
Hmmwv/Auto | 4 | Land | 1/0/0 | 1 | 1 | 4 | 5 | Y |
Hmmwv/TOW | 4 | Land | 0/2/0 | 2 | 1 | 4 | 5 | Y |
Avenger | 2 | Land | 0/0/2 | 1 | 1 | 4 | 5 | Y |
105mm Howitzer | 6 | Land | 3/0/0 | 3 | 1 | 0 | 4 | Y |
M551 | 4 | Land | 1/2/0 | 1 | 1A | 3 | 10 | Y |
5-ton Truck | 6 | Land | 0/0/0 | 1 | 1 | 3 | 6 | Y |
OH-58D Helicopter | 4 | Air | varies | 1 | 1 | 6 | 8 | n |
UH-60L Helicopter | 4 | Air | 0/0/0 | 1 | 1 | 6 | 15 | n |
Javelin Pallet | 6 | Land | 0/2/0 | 2 | 0 | 0 | 2 | Y |
Stinger Pallet | 6 | Land | 0/0/1 | 1 | 0 | 0 | 2 | Y |
C-130 Hercules | 4 | Air | 0/0/0 | 1 | 1 | 8 | (16) | n |
C-17 Globemaster | 2 | Air | 0/0/0 | 1 | 1 | 9 | (26) | n |
Player 2 Units | ||||||
---|---|---|---|---|---|---|
Unit | Qty | Type | Attack | Atk Range | Defend | Move |
Infantry Platoon | 9 | Land | 2/0/0 | 1 | 1 | 1 |
Heavy Weapons Platoon | 3 | Land | 2/1/0 | 1 | 1 | 1 |
Dragon Team | 4 | Land | 0/2/0 | 1 | 1 | 1 |
Mortar Team | 4 | Land | 2/0/0 | 2 | 1 | 1 |
Stinger Team | 6 | Land | 0/0/1 | 1 | 1 | 1 |
Jeep/auto | 4 | Land | 1/0/0 | 1 | 1 | 4 |
Jeep/RCR | 4 | Land | 1/2/0 | 1 | 1 | 4 |
Jeep/TOW | 4 | Land | 0/2/0 | 2 | 1 | 4 |
M113 APC | 4 | Land | 1/0/0 | 1 | 2A | 3 |
M48 Tank | 4 | Land | 1/2/0 | 1 | 2A | 2 |
75mm Howitzer | 4 | Land | 2/0/0 | 3 | 1 | 1 |
Hawk SAM | 2 | Land | 0/0/2 | 2 | 1 | 0 |
5-ton Truck | 6 | Land | 0/0/0 | 1 | 1 | 3 |
UH-1B Helicopter | 4 | Air | varies | 1 | 1 | 6 |
F-5A Jet | 4 | Air | varies | 1 | 1 | 10 |
Patrol Boat | 2 | Water | 1/0/0 | 1 | 1 | 3 |
Air-Attack Table | |
---|---|
Air Unit | Air-Attack Markers |
OH-54D | 4 any (see below) |
UH-1B | 1 Ground, 1 Ground or Armor |
F-5A | 1 Air, 1 Air or Ground |
The OH-54D can carry four markers, which must be in pairs. A ground-type marker counts as one pair. Four ground-type markers are marked with a "P" for Permanent. These markers represent a .50 machine-gun pod, and are not discarded when used, but can fire indefinitely.
Combat Results Table | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Combat Odds | < -3 | -3 | -2 | -1 | 1 | 2 | 3 | 4 | 5 | > 5 | |
Die Roll | -1- | A X | A X | A X | A X | A X | A R2 | A R1 | n/r | D R1 | D R2 |
-2- | A X | A X | A X | A X | A R2 | A R1 | n/r | D R1 | D R2 | D X | |
-3- | A X | A X | A X | A R2 | A R1 | n/r | D R1 | D R2 | D X | D X | |
-4- | A X | A X | A R2 | A R1 | n/r | D R1 | D R2 | D X | D X | D X | |
-5- | A X | A R2 | A R1 | n/r | D R1 | D R2 | D X | D X | D X | D X | |
-6- | A R2 | A R1 | n/r | D R1 | D R2 | D X | D X | D X | D X | D X |
>---< / \ >---< 1 >---< / \ / \ < 6 >---< 2 > \ / \ / \ / >---< --O-- >---< / \ / \ / \ < 5 >---< 3 > \ / \ / >---< 4 >---< \ / >---<
Wind Adjustment Table | |
---|---|
Dice Roll | Result |
-2- | Combine the results of 5 and 10 |
-3- | Combine the results of 5 and 4 |
-4- | Add 1 to wind strength (no higher than 2) |
-5- | Subtract 1 from wind direction (if 0, make it 6) |
-6- | Wind becomes 1 if it is 0 |
-7- | No change |
-8- | Wind becomes 1 if it is 2 |
-9- | Add 1 to wind direction (if 7, make it 1) |
-10- | Subtract 1 from wind strength (no less than 0) |
-11- | Combine the results of 9 and 4 |
-12- | Combine the results of 9 and 10 |
Being lazy by nature, I wanted to avoid as much work as possible, so I based everything on Gators! The opposing force and the maps are recycled untouched, and Player 1's counters are slightly modified from the Marines' counters. The time scale is much shorter than in the Marine games, though. This probably affects the map scale, but I haven't spent much time worrying about that.
Player 1 has to choose between conquering an airstrip quickly (which may not be possible) or going with a predominantly airdrop strategy (which limits his strength). Player 2 has to decide whether he will prepare a strong defense (and give Player 1 time to concentrate his forces) or go on the offensive (and possibly spread himself too thin). But, just as in real life, everyone's plans will probably go out the hopper as soon as the first LGOPs start drifting into the battlefield.
Mike Fischer
mfischer@naisp.net