I wrote up a sample "massive battle scenario" ... maybe as a model for others to use in their own games and to request comments from more experienced game masters. In short, I hope to run a massive type engagement without getting bogged down in basically a pen-and-paper Warhammer 40K match. Each battle event focuses on a single one of my PCs (Sergeant, Medic, Weapon Specialist, Heavy Gunner) with a single combined event if the Sergeant isn't aware enough to notice any of the things happening around them. The true focus of this game session will be the aftermath of this battle, so I want this part to move swiftly. During the events, I will narratively explain how the rest of the squad is still fighting the various charging enemy forces, it just isn't worth rolling out this firefight as the events are more vital to the final outcome. Difficulties, damage rolls, and Victory Points breakdown easily tweaked for your own play group and style
The situation: Players are on trench duty in a large-scale war against a mutant uprising. The PC sergeant is the officer-in-charge of this section of the line at the moment, friendly forces comprised of a few squads from their platoon and some special weapons squads (actual numbers/armaments not really important). The event starts with a charge by a group of mutant heavies directly at the section where the players are setup.
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Preliminary Event - Beat back the first charge
- Use formation combat rules to fight a formation of 10-20 minions. Due to fog/haze/smoke/cover they start at 45 meters in open ground, running straight in. Players will have 3 rounds of shots before the mutants get a charge and drop down into the trench. I can obfuscate the effectiveness of allied fire on this charge to modify how many mutants drop into the trench for a quick close combat
- After the initial combat, the PCs area is clear enough to allow them to become aware of the entire strategic situation
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Event One - A Horde of Mutants is Distracting (Heavy Gunner)
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Sergeant take a Battle Field Awareness Test(+0)
- If failed, proceed to Event Two(a) - Gas Attack(Medic)
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If succeeded: See some vehicles using the distraction of the assault to roll foward some light artillery
- Sergeant Command(+0) test to get all Heavy weapons teams(autocannons) organized for a concentrated volley
- Heavy Gunner PC makes three attack actions (standard attack or semi-auto burst) against the vehicle. Modifiers are +10 for short range but -10 for smoke/haze/fog. Additional (+X) to Ballistic Skill tests where X is the successes of the Command test.(-X) to the Ballistic Skill test where X is the failures of the Command test.
- If a vehicle is destroyed or has motive or weapon systems cripppled, award 5 Victory Points
- Otherwise, vehicles are driven off by the heavy fire but not destroyed, award 2 Victory Points
- Proceed to Event Two(b) - Down but not out, hopefully (Medic)
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Sergeant take a Battle Field Awareness Test(+0)
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Event Two(a) - Gas Attack (Medic)
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Sergeant take a Battlefield Awareness Test(+10)
- If failed, proceed to Optional Event - The Line Breaks (Whole Squad)
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If succeeded: Unengaged enemy light artillery manages a salvo, detonating some sort of gas towards the trench line
- Sergeant Command(+0) to get troops maneuvered out of the way, respirators on, etc
- Some troops are still affected by the gassing: eyes burning, coughing, vomitting (optional: give non-medic PCs a Toughness test or affected in some way)
- Medic makes Trade(Chymist)(-20) test to scrabble together counter-agent from medkit components
- Medic makes Medicae(-10) test to treat sufferers and get them back on the firing line
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Add successes/subtract failures for Command, Trade, and Medicae tests
- 5 Victory Points for 6 or more successes
- 2 Victory Points for 1 to 5 successes
- Proceed to Event Three- Aim for its Heads (Weapon Specialist)
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Sergeant take a Battlefield Awareness Test(+10)
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Event Two(b) - Down but not Out (Medic)
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Sergeant takes a Battlefield Awareness Test(-10)
- If failed, proceed to Optional Event - The Line Breaks (Whole Squad)
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If succeeded: Trench line is holding but lasgun salvos to the south are starting to falter. Notice Commissar InsertName who was inspirting squads there prone on the friendly side of the trench, writing in the open ground, struck sensless by a lucky blow
- Sergeant Command(+0) to get troops covering fire to keep Commissar safe and clear an approach vector
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Medic takes Dodge(+0) test to safely rush over
- Takes 1D10+3 I ; Pen:0 damage for 1 failure, repeat damage for every two failures after the first
- Medic takes Willpower(+0) test to represent effects of pinning fire
- Medic takes Medicae(+0) test to quickly administer First Aid and a Stimm injection
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Add successes/subtract failures for Command, Willpower, and Medicae
- 5 Victory Points for 3 or more successes
- 2 Victory Points for 1 to 2 successes
- Proceed to Event Three- Aim for its Heads (Weapon Specialist)
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Sergeant takes a Battlefield Awareness Test(-10)
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Event Three - Aim for its Heads! (Weapon Specialist: Sniper)
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Sergeant takes a Battlefield Awareness Test(+0)
- If failed, proceed to After Action Report
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If succeeded: Look, it's the mutant leader!
- Sergeant Command(+0) to organize a salvo to clear a firing lane for the squad's sniper
- Weapon Specialist takes a Called Shot action
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Add successes/subtract failures for Command and Ballistic Skill test
- 5 Victory Points for at least one success
- Otherwise 2 Victory Points
- Proceed to After-Action Report
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Sergeant takes a Battlefield Awareness Test(+0)
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Optional Event - The Line Breaks (Whole Squad)
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Sergeant need not take a Battle Awareness Test, it is obvious the mutants are overruning the entire position
- Sergeant takes a Command(+10) test to organize a counter-assault
- Each player chooses to make a Weapon Skill (+10) or Ballistic Skill (+0) test
- Players that choose Weapon Skill, take a Toughness(-10) test
- Players that choose Ballistic Skill, take a Dodge(+0) test
- Each player receives a D10+3 I; Pen:0 hit to the body for the first failure, repeat damage for every 2 degrees of failure after that
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Add successes/subtract failures for Command, Weapon Skill, and Ballistic Skill tests
- 5 Victory Points for 8+ successes
- 2 Victory Points for 2-7 successes
- The battle ends, proceed to After Action Report
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Sergeant need not take a Battle Awareness Test, it is obvious the mutants are overruning the entire position
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After Action Report
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Sum all Victory Points
- 15 points: Stunning Victory
- 10 points: Major Victory
- 6 points: Minor Victory
- 3 points: Bloody Impasse
- Less than 3 points: A Shameful Rout
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Sum all Victory Points