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Old 05-22-2009, 07:24 AM   #1
Figleaf23
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Default First run with Mass Combat

Hello All,

The game I'm a player in just used Mass Combat for the first time. It seemed to work well.

Summary of Forces

Alliance Ambush Force

Elements/TS/Classes//Mob/Features

8 Hunters (Lt Inf)/24/Recon/Foot/Levy, Mountains
1 Hero(IC)/2/Recon, C3I/Foot/Desert, Night, Neutralize C3I

Recon TS = 26
C3I TS = 2, (-2)

Total TS = 26


Enemy Messenger Party (Guesstimate)

Elements/TS/Classes/Mob/Features

2 Lt Cavalry/8(6-12?)/Recon, Cv/Mounted/(?)

Recon TS = 8 (? 6-12)
Total TS = 8 (? 6-12)


The scenario:

The Alliance Force has been infiltrated behind an enemy fortification. The Hunters' mission (commanded by yours truly) was to interdict a mountain pass so that no message can reach the enemy rear until the Alliance main force (elsewhere) has captured the fort.

Initially, Intel informed us that the messenger force could be up to 50 horsemen. (In the event, only 20 were in the party). The Hunters have established an ambush situation and rigged up a simple rope-pulled-taught trap to catch the first of the horsemen as they pass.

Alliance Order of Battle submitted to the GM:

Objective:

Kill (or capture) each and every member of the enemy force. We will kill horses if necessary to prevent escapes.

Tactical Assumptions/Hopes

1. We’re hoping that the mountainous terrain neutralizes the enemy’s cavalry superiority as per MC p.31.

2. Our Recon bonuses: +2 for being all Recon, possibly +1 (or +4) for knowing the Terrain type, and + whatever our superior numbers provided).

3. Assuming we win Initiative we can choose the engagement type – we choose an “Encounter” (not “pitched”).

4. By choosing an Encounter engagement we prevent this enemy from selecting a Retreat strategy or any Defense strategy other than Mobile on the first round.

5. If we acheive Surprise or Ambush the opposition will be Confused and the only order they can use is ‘Rally’ on the first turn (since retreating is already prevented per above), or Rally or Full Retreat on subsequent turns until a Rally is successful.

6. Because we are hunkered down awaiting combat if we have an Ambush our side will get the Defensive Bonus for the first round as per pp.32 and 34.

Initial Array of Forces:

Main body of 6 Huntsmen Elements – divided in two groups, hiding in a row along both sides of the road. A group of four men will manage the rope-trap, near, but not quite at the end of our group furthest from the fortress. Instructions are WAIT until ordered to attack, then attack. Those behind the enemy are instructed to attempt envelopment when the attack begins.

Hero Element – positioned among main body, near the group manning the rope trap. Instructions, give attack order just as enemy van reaches the rope trap. Initial round Heroic risk +1 to be taken to, if possible, kill highest value enemy target (mage if present, otherwise the apparent leader).

Reserve body of 2 Huntsmen Elements – positioned two-mounted-Moves further from the fortress than the main body, starting on either side of the road, but fanned out in either direction in case enemies try to ride around. Instructions are (1) kill enemy who try to pass, and (2) come to the relief of the main force if ordered.


First round Orders:

All cases:
-All out attack (with Cmdr risk adjustment +1)

Second round Orders:

If enemy still Confused and Cmdr is uninjured:
-Indirect attack (rear envelopment) (with Cmdr risk adjustment +3)

If enemy is not Confused or Cmdr is injured:
-Attack (regular) (with Cmdr risk adjustment 0)


Third and subsequent round Orders:

If Alliance side is ahead:
-Attack (with Cmdr risk adjustment +1 (or -1 if Cmdr was injured)).

If Alliance side is behind by less than 50%:
-All out Attack (with Cmdr risk adjustment +1 (or -1 if Cmdr was injured)).

If Alliance side is behind by 50-70%:
-Skirmish (no Cmdr adjustment as the Hero Element will abandon the fight to give warning to other forces.)

If Alliance side falls to over 70% and Cmdr is still there:
-Full Retreat.

-------

So, that's the beginning. I will post the GM's reply and the outcome in a subsequent post.

Last edited by Figleaf23; 05-22-2009 at 07:29 AM.
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Old 05-22-2009, 09:04 AM   #2
Mgellis
 
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Default Re: First run with Mass Combat

Sounds interesting.

So...when is Mass Combat going to be a PoD softcover?
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Old 05-22-2009, 09:21 AM   #3
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Default Re: First run with Mass Combat

Here's how it turned out, from my GM:

Quote:
Since your guys were in place in advance of the cavalry, and they'll be galloping so hardly super-observant, I'm … going right to the assumption that an Ambush has been successfully achieved.

Your position among the rocks will give a +4 Defense Bonus should you choose an appropriate strategy (and since you're Ambushing, in the first round you will get this +4 regardless of your strategy choice).

First Round: Your Base Strategy Skill 6 (default); +4 for Ambush (Terrain Defensive Bonus); +2 All Out Attack; +3 Hand-waving bonus for the rope trick during first round only; their total TS is 12 - just under half of yours, so you receive an additional +4 bonus for relative troop strength = 19. Since you are the Commander for this battle, there is no separate Heroic Action roll - the Risk Mod goes straight onto effective Strategy skill (=20).

Enemy Strategy Skill is 9 (competent NCO), Leadership 11 (Tactics/Admin/Intel not relevant.) Their only available action is Rally, so Leadership-2 = 9 will mean no longer Confused, but Strategy is also penalized by 2 (Effective Skill = 7 in first round - no Cav bonus). Risk Mod of 0 chosen initially until the commander can assess what he's up against.

Alliance Cmdr is Slightly Heroic - aiming to take down the guy in the armour with the stripes on it in the first block of troops, leading from the front.

Dice roll please maestro.......

Alliance rolls 13 - a success by 7. Enemy Commander also rolls 13, and fails by 6.

Margin of Success 13 - 35% loss of Enemy (due to your All Out Attack strategy); and 5% to your troops. Also a +3 Position Bonus takes effect for Alliance (but now loses +4 DB from terrain, since no Defensive strategy taken next round) and the Cavalry bonus of +3 will add to Enemy commander's rolls. Losses will inflict -7 on Enemy Strategy roll; -1 on Alliance.

Enemy force has survived, so Leadership roll to rally his troops = 16 - nope, still Confused!

Now - Misfortunes of War! Alliance Cmdr needs to avoid rolling a 6 or less 95% casualties, +1 Risk Mod) - rolls... an 11! No worries there. Enemy Commander is rolling against an 8 due to losing 35% of his troops. He gets... a 15, and also survives unscathed.

ROUND TWO

Alliance: Indirect Attack chosen - with Risk Mod +3. Net Strategy Skill = 6 + 3 (PB) -3 (Indirect) +3 (Risk) +4 (Bigger force) -1 (Casualties) = 12
Enemy: having lost a third of his troops, he elects a Full Retreat to attempt to reach the fortress and a) warn them about an encircling force behind them; b) get the rest of the cavalry and come back to kill you; and takes a +2 Risk to himself to maximise the chances of his units escaping. Net Strategy Skill = 9 +3 (Cav. Bonus) +8 (Full retreat) +2 (Risk) -2 (Confused) -7 (Casualties) = 13

Alliance rolls... a 12, bang on.
Enemy rolls... a 3!!!! (… first low roll of the encounter thus far, and lucky for Mr Cavalry Man!)

Enemy wins by 10 - but can't inflict any casualties on your forces since in Full Retreat. His -5% losses are ignored - no one dies on either side as the cavalry manages to show off their excellent horsemanship by disengaging smoothly and galloping back up the road.

Misfortunes of War: neither side needs to roll since no casualties occurred.

So, your engagement has been a relative Success - none of the enemy made it past.
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Old 05-22-2009, 06:57 PM   #4
Figleaf23
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Default Re: First run with Mass Combat

Quote:
Originally Posted by Figleaf23 View Post
Here's how it turned out, from my GM: ...
Oy! I just realized he forgot to give me the C3I bonus.
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Old 05-23-2009, 09:45 AM   #5
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Default Re: First run with Mass Combat

Good luck when the enemy reinforcements arrive!
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Old 05-23-2009, 11:52 AM   #6
Figleaf23
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Default Re: First run with Mass Combat

Hopefully the attack by the main force on the fortress will mean there are no reinforcements to be had.
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Old 05-23-2009, 12:26 PM   #7
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Default Re: First run with Mass Combat

Or the reinforced messanger service leaving the the main objective will weaken it enough to make it fall easily. Then when those allies do arrive they'll be facing a much worse position.
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