10-11-2018, 08:14 AM | #1 |
Join Date: Feb 2018
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Refugees
I'd love to hear some feedback on this scenario
Refugees When looking at the Nightfall counter sheet I saw a counter with a picture of a truck on it labeled “Refugees” and starting thinking how can I use that in a game. The following is what I came up with, full disclosure I have yet to actually play this scenario. I thought that this scenario could be overlaid on any other scenario that uses a map with town hexes. I was also thinking that this should be played by a third person. The goal is to get as many refugees out of the conflict zone using three 5-ton tucks and into the refugee camp. Counters: 1 refugee camp marker (I printed out a caduceus as a marker) 3 truck counters 1 note pad to track refugees and evacuated town hexes Many radiation markers (bingo chips should work well) Rules: Refugee camp cannot be place on or near any CP hex or any other military target. Should be placed on edge of map farthest from the conflict zone. Near or on a road would work best. Truck have a four-person civilian team 1 driver 1 navigator 2 EMTs, each truck can hold twenty refugees total of 24 souls. Trucks start out at the camp with only the crewmembers on board. It will take one turn to load refugees onto a truck and one turn to unload. Trucks cannot drive in wooded, swamp or rubble. If a truck is on a hex that is attacked automatic loss of all life (except AP weapons). If in a hex adjacent to an attack a roll 1,2 or 3 results in damage 4 or higher no damage. If damaged another roll to determine extent: 1= 4 lives lost, 2=8 lives lost, 3=12 lives lost up to a roll of a 6 all 24 lives lost. If cruse missile is used loss of life on attacked hex and any adjacent hex if two hexes away follow damage rules above. Once a hex is attacked (other than with antipersonnel weapons) a truck can no longer drive through that hex too much radiation for an unshielded vehicle (for cruse missile attack that hex and all adjacent hexes). Once a town hex is evacuated no more refugees are present in that hex. Trucks can drive through “friendly” hexes with a cost of one hex movement. Ogres cannot fire upon trucks. Trucks can be detained or commandeered by either belligerent. Intentionally firing upon a truck is a war crime. Movement: Trucks coming out of camp (no refugees) can move 4 hexes on road, 3 hexes in towns and 2 hexes off road. With refuges on board 3 hexes on road, 2 hexes in towns and 1 hex off road. (so empty 4 3 2 full 3 2 1) Truck transitioning on to or off of a road all movement stops. Turn sequence: Offence, Defense, Refugees trucks. |
10-11-2018, 10:27 AM | #2 | |
Join Date: May 2012
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Re: Refugees
I did a set of rules for refugees a while ago. These might complement your scenario quite nicely:
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10-11-2018, 10:50 AM | #3 |
Join Date: Feb 2018
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Re: Refugees
Cool thanks.
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10-13-2018, 03:32 AM | #4 |
Join Date: Dec 2017
Location: Tokyo
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Re: Refugees
Interesting idea.
We've been happily playing with combat in town/city hexes without thinking about the in game effect on the local population. Gotta figure that fights involving tac-nukes are gonna affect them. Speaking of war crimes, how many of us have ever placed a howitzer or an armor unit deliberately in a town/city hex for the defensive value? While we're on the subject, can a cyber tank be held accountable for attacks on local population centers? |
10-13-2018, 06:22 AM | #5 | |
Join Date: Feb 2018
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Re: Refugees
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As far as the moral or legal use of AI in war there are way too many articles, books and interviews to go into any detail here. If your interested I' d start with The U.S. Army War College Quarterly. There were many articles addressing this issue. However, even after reading everything you want you can still draw your own conclusions. Just because the experts come to a conclusion doesn't mean a bunch of sci-fi tank nerds couldn't come up with something better. Remember chemical weapons were permissible in WWI but today that would be a war crime. Using cluster bombs were fine in WWII and today they are banned. But my question is what did you think of the scenario? Any suggestions for improvement did I miss anything? Maybe deductions for war crimes on the VP? Thanks Paul |
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10-13-2018, 06:54 AM | #6 | |
Join Date: Dec 2017
Location: Tokyo
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Re: Refugees
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As to the scenario itself I like it. For VPs I personally would not deduct from the attacking side if refugees are targeted since speculating on laws of war in Ogre could end up messy. At the most basic the scenario works like a train scenario or any other must complete Mission X scenario and I like those. For more chaos, add a third player, a faction which wants to kill the refugees but both Combine & Paneuro consider as an enemy. The third faction has soft target goals but will have to fight off both C&P to accomplish them. |
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10-13-2018, 07:35 AM | #7 | |
Join Date: Feb 2018
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Re: Refugees
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10-13-2018, 07:57 AM | #8 | |
Join Date: Dec 2017
Location: Tokyo
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Re: Refugees
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I like a bit of back story, a bit of "why we fight". |
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10-15-2018, 07:29 PM | #9 | |
Join Date: Feb 2018
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Re: Refugees
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10-16-2018, 05:01 AM | #10 | |
Join Date: Dec 2017
Location: Tokyo
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Re: Refugees
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Now if only Martin van Creveld would reply to my fan mail asking him to write up something on Ogre... |
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