Stubbdog Posted August 4, 2004 Share Posted August 4, 2004 Just wanted to announce my next CETG event to take place in February 2005, at my place in the Texas - DFW area. CETG is just what I named my little annual game weekend event that I have hosted the last few years. (Controlled Environment for Tactical Gaming). I admit that up until now my CETG events have all been CBT based weekends. Well, I have found the game of CAV and I am very interested in it, so I have decided that this coming Feb, I will include it into my weekend of fun. Saturday, Feb 19th, will be the CBT events, and then on Sunday, the 20th, will be the CAV event. As mentioned above, I am a CBT player by history. So, this scenario I have created is based on porting over a CBT scenario. But, I think it still has potential to be a great time for all. I am open for suggestions, if anyone sees any glaring holes with it. I wil take the next couple of posts to explain my scenario. Please, let me know if you feel like joining in on this game after reading... Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted August 4, 2004 Author Share Posted August 4, 2004 the main concept entails a raid on a remote forest outpost with dropship pads. It will be an all Innersphere affair though I have not figured out the actual who yet. Basic scenario is: The attackers stage a diversion off table that gets the defense to ship out a good portion of the defense to go investigate (dropships transport them off table). Obviously it wont take too long for the defense to realize it is a diversion and they turn around. So, the attackers have a limited time to send in a quick strike team of vehics carrying infantry to disable the dropship landing pods. These vehics will be escorted by light and medium speedy mechs. The defense will have some troops still on base to try and stop the attackers from acheiving their goal. There will be a limited numbr of rounds to achieve the goal. For every successfull disablement, the defense will have to divert their dropship and land off board and hike back in to defend their post. For every failure to disable within the timeframe, the defense gets to land a dropship and have their defensive re-inforcements on hand immediately. The attackers will also have their slower re-inforcements following up the raid. They will enter the table at time frames based on their speed (to be explained a little better later). So, to sum it up: how, where, and when the reinforcements get on the table all depend on the results of the initial raid. Ok, some more details: Remember that the table is basically going to be a raised outpost in the middle of the table (raised on some form of plateau) in a clearing surrounded by scattered forest. The attackers create a diversion to get a good portion of the defense to go address the issue, and try to attack while they are gone. Due to their preparation in trying to keep covert, they can only send a raid squad first, while the rest of the attack force gets powered on and will follow behind. Obviously, the defense figures out the diversion soon enough and turns around, but not before the 1st wave gets a chance to disable the landing pads. 1st wave objective is to disable those pads and force the rest of the defense to have to land off table and hike back in, giving the attacking force enough time to get the rest of their troops on the table and ready for the defensive 2nd wave. The general idea is that the attacking force will start roughly 70-80 geo-hex sized hexes off the table and due to the forested terrain will move at an average of 0.75 of their MM speed to get to the table. The game actually starts the 1st turn that the attacker actually reaches the table. The 2nd wave of the attack will start their way to the table (from the same 70-80 hexes off table) on the first actual game turn, so their arrival on table also depends on their speed. The defense will start with a small force on table, and their 2nd wave will land (on or off table based on the attackers initial success rate) exactly 8 turns after game play has started. For any defensive ships that are forced to land off table, they will land 30-40 hexes off table. Again, they must hike in, but they will be able to follow paths and such that will allow them to travel at their regular MM speed. So, that pretty much all reinforcements for both sides should arrive on the table by turn 12 regardless of the state of the first wave forces. I wanted to give the attacking force an advantage in the 1st wave and the defense the advantage in the reinforcements. I also am giving the attacking force a slight edge overall. This is due to the fact that the attacking force vehics and infantry should be focused on the task of disabling the landing pads rather than chasing around the defensive forces. Which partially negates their BV value from the overall totals. Rough BV value breaks down like this: Attacking player: 1st wave: model BV - 1700 vehic BV - 1000 INF BV - 700 sub-total - 3400 2nd wave: combined BV - 4000 Total BV - 7400 Defensive player: 1st Defense: mech BV - 1000 vehic BV - 500 INF BV - 700 sub-total - 2200 2nd wave: combined BV - 5000 Total BV - 7200 Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted August 4, 2004 Author Share Posted August 4, 2004 Now as stated above, the primary objective in the first wave is to get the infantry up to the control stations so that they can attempt to disable the landing pads. For disabling the landing pads, I have come up with the following way to figure the success. With the idea that each turn is suppose to represent 10 seconds, I figured that it is possible for a stand of men to get lucky the same turn they arrive at the destination point (on a roll of 6 on d6). For each turn they are there trying to figure it out, that roll goes down by two as they try to hurry to get the job done under duress (2nd turn 4 or higher, 3rd turn 2 or higher, 4th turn automatic). Obviously, there are going to be multiple pads and hence multiple destination points. With the idea that there will probably be 4+ pads, and at least 5 attacking players, that means there are going to be roughly 20 or more APCs carrying troops to disable those 4 pads. Odds are that at least a couple of them are gonna get through and have the ability to be rolling for disablement. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted August 24, 2004 Author Share Posted August 24, 2004 Anybody here think they will be able to come get in on this? Or rather, what will it take to get people here interested in this? Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted August 30, 2004 Author Share Posted August 30, 2004 Restrictions and Errata Each PLAYER may have a total of 1 ACE level skillset and have up to 2 Elite skillsets (but not on the same unit) Being an open scenario, and with the idea that all of the players will be fielding Merc forces, there will be no UCOR or faction restrictions on units for each side. CAV and vehics may upgrade/change move, repair, ARM, and pods, but not the actual weapon payload Infantry may change weapon payloads, but in this scenario no infantry may carry pod items Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted August 30, 2004 Author Share Posted August 30, 2004 Current scheduled Players: Defense:Jhilahd - ? Tobascoman - relative green Attackers: DChihorn - relative green Ravenstar - veteran Anyone else interested please let me know. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted October 14, 2004 Author Share Posted October 14, 2004 More details: Normally I am one to state that you have to have the right mini, no proxying. But, in this case, there are still a very high number of minis that have not been produced yet. So, proxying will be allowed, as long as they are well marked to show what the true identity is (whether by taping, glueing, stapling, whatever... Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted October 14, 2004 Author Share Posted October 14, 2004 Just a quick heads up to say I edited the Restrictions post above related to skillsets. Being a newb I am still kinda feeling my way along on this one. And after preparing for the MilNet PBEM game, I guess I felt like I was allowing for a little bit too much ability to have a bunch of Uber CAVs running around the table, so I needed to lower those numbers just a tad, not much but a tad. That way all of the units on the table can have fun and not just the Jaggernauts. Hope all that are on the list are still planning on playing. I should have some preliminary pics of the table soon. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted October 14, 2004 Author Share Posted October 14, 2004 Again, just wondering if anyone here would be interested in me adding their name to the list of perspective players.... Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted January 12, 2005 Author Share Posted January 12, 2005 bumping to get this back up for reminder. We are just over a month away. I hope that a few of you decide to cmoe join us even if its just to watch and shoot the breeze... Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted January 23, 2005 Author Share Posted January 23, 2005 Here are some WIP pics of the table. This is the base terrain of the table, before the details have been added (snow, forest, buildings, landing area, etc...) I did a test of the snow in one corner and I think it will work, so it will be snowing on the rest of the board soon... We are less than a month out, and I really need for people to contact me (email, IM, or PM) to let me know who is coming. I got a list of people that said they were, but I have not heard from them in a long while... Quote Link to comment Share on other sites More sharing options...
Moderator Froggy the Great Posted January 23, 2005 Moderator Share Posted January 23, 2005 Very cool terrain. I'd come, but I'm in NY. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted February 3, 2005 Author Share Posted February 3, 2005 bumping for reminder.... and Player list has been updated Quote Link to comment Share on other sites More sharing options...
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