Massive Assault Part 2
Hello Fellow SP gamers,
Wigam tells me that the 'Massive Assault' team game thread is pulling some decent interest in our community. Will be fun to read when the game is over. All the team players are blocked out at the moment.
With that said, I am considering a 2nd massive 'assault' game to play as a team..
This one will still involve a river crossing, but on a slightly different flavor and a very different map (attached)..
This can be used for any time/location.. but the intent here is to add a flavor to the Command/Conquer Tourney - Korea 1952..
It's summer 1952, and the Allied armies led by the USMC are going to attempt to cross the Yalu River..
as you look at the map, there is one stone bridge, one shallow water crossing, and several wooden bridges..
the point of the game is for the Chinese/PRK to hold back the Allies, yet also NOT blow up the bridges unless there is little choice.. why not blow the bridges?
The Chinese/PRK intend to push the allies off the Korean Penensula and NEED the bridges intact for supplying their troops later on.. to loose the bridges would be a major setback..
so here's the idea.. this game will be set as a 'assault' game but both sides have equal points.. resulting in many of the bridges (north end of map within hex collumn 80) under Chinese control at the begining.
here's the twist.. the bridges outside Chi-com control can be blown at any time - no penalty (see below).. just remember that to knock down a wood bridge, you need a 150mm or larger gun to do it with.. if the Chi-Com's don't have any.. you can 'borrow' one off-map 152mm battery from your Russian 'Advisors' to hit the brigdes outside your start area.
otherwise you'll need something with a demo charge in the area to move to the bridge and blow it up..
the rest of the bridges within the Chi-Com zone of control are different.. these are the ones' that must not be destroyed.. ..ok - there is an option to do so.. but a stiff penalty prevails.. see below for bridge control conditions
The ALLIES need the bridges under communist control.. but not as bad because the allied engineers can quickly erect pontoon bridges after the battle that will get the job done..
As allies player - you really don't want the Chinese to control a bridge at the end of the game.
game is big.. 40K for each player.. yes the intent is to max out the unit counts.. again..a choice is needed for the Allies.. there are barge carriers in the game.. but remember that if you don't leave a unit slot open for the barge that drops.. then you'll have no barges.. just a big fat soft target (the barge truck)
this is intended as a TEAM play game.. WinMBT.. august 1952
any takers?
Greybeard
oops one more thing.. bridge control condtions at end of game
1: Allies control bridge flags, bridge intact: allies +500;
2: Chinese destroy Bridge: Chinese -1500, allies -500
3: Chinese control Bridge, bridge intact: chinese +1500; allies -1000
4: Chinese control Bridge flags, Allies destroy bridge = Chinese +500
5: Allies destroy bridge with artillery/air strike: -1000 for allies
to determine who controls the bridges.. there will be a flag set at each end of each bridge.. to control the bridge a player must own both flags at end of game.
Allies will be 'player 1'
I'm on the allies team :)
Cheers!
Greybeard
|