Scenerio idea box

  • Last Post 1 hour ago
Thunder posted this 6 days ago

Free floating ideas for scenerios.

Protect the dropship. Dropship is prepping to take off. So of course stopping it from taking off is on the attackers to do list.

The gimmick. Attacker is aerospace fighters and maybe some airborne infantry. Defender is appropriate ground units.

Hidden base. Transmissions from where there should be none. Time to send in scouts. Main gimmick for me is setting the terrain to impossible. Like the entire play area is heavy woods. Secondary themes for me is the hidden research base angle, which lets me bring out some of the weirder units ive made. Like cyborg dinosaur beast mounted infantry.

Breaking a castle brian. Step 1 design a castle brian complex. Step 2. Battling in a multi layered 3D underground fortress. The level of ambition is beyond me any time soon.

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Thunder posted this 1 hour ago

That is kinda the idea. Flatten anything that can oppose me. Send in ground forces to dig out the survivors.

Taking an objective so i can use it for myself isnt a goal for me. Its either raid and then destroy the objective, destroy the objective, or destroy the defenders who would threaten to take back an objective.

But capture and defend an objective is right out.

icehellion posted this 5 hours ago

My muse wants to reconnaissance by fire.  Preferably from orbit.

I hope your people have good artillery skills, otherwise, they will destroy everything.


Thunder posted this 16 hours ago

My muse wants to reconnaissance by fire.  Preferably from orbit.

Though it did remind me of an Idea for a military base that is broken up into small islands that are individually too small for a dropship to land on,  And yes they would have that pointy peak/spike in the center to allow bigger islands to be used while still denying landing space.

Hmmm Hundred meter tall walls.  On an asteroid...  Ok, so a giant 3D ball/maze with auto turrets would be neat.
Hundred meter tall walls in general seem excessive.  Active mine fields seems cheaper and easier to use.

Nightstalker666 posted this yesterday

some thoughts on impossible terrain maps. unclimbable sharp pointed mini-mountain peaks artificially built (lowtech) 6-15 levels high so that even jump capable mechs that could get up and over it would tumble to pieces on the sheer slope they would land on and the reason you don't just airdrop your forces past it is the heavy higher tech artillery and AA/SAM batteries behind it. hell you could tie in the vaulted lostech and make the systems automated and say no ones been to it or seen it in centuries as it was placed on a rare unbound asteroid big enough that it's been partly terraformed in its endless flight through deep space since the early 22-23rd century-perhaps. theres a safe spot to drop on the "dark" side of the moon (opposite the base) but the automated turrets force a successful assault to be one where you have to utilize nul-sig or have Angel-ECM at least and move slowly after getting past the mini-mountains ringed about the base. (motion sensing, heat activated, with radar) so you'd have to run cool too. but despite being some of the best tech there was in its inception years, a modern circa3025+ mech lance/star with the right equipment and strategy can get past the defenses. you could deal with the irritations of vacuum and not terraform it. it would take at least a certain amount of lostech or clantech to achieve and some careful recon to get enough intel to infiltrate successfully. this layout for a campaign would be great for munchtek, but as long as you don't limit your players to lvl 1or shoddy/used equipment a lance or star of highend 3025-50 w/lvl 2-limited lvl3 (smoother operation if they have nullsig.) however the base should have some outdated ECM and beagle-probes of its own and I would think a C3 dual master system between the turrets and central operations tower. hell I think I might finish this idea for myself but hope that struck up the muse for ya.

Thunder posted this 2 days ago

Artillery unit vs the fast reaction force.

This one comes from the interplay of unit design and objectives.

Step 1.  There is something worth attacking.

step 2.  Heavy units are used to defend this thing.

Step 3.  Fast raiders do not attack this thing because they lose their natural advantages.

Step 4.  Artillery is used from open terrain to pound the heavy defenders.

Step 5.  heavy units are not sent to deal with artillery because fast units can tear them apart in open terrain.

step 6.  Fast units are sent to deal with the artillery.

Step 7.  Fast units fight fast units...  So we need faster units to get around the fast units at which point I start calling in Bombing runs.  Because No One outruns fighter.

Ok, so the mission is the attacker is sending out a Sally to break the artillery attempting to break their own defenses.

Defender should have several units that are Artillery capable, and several more that are for close in defense.
Attacker should be a faster force.  I wonder what the minimum speed should be...

Thunder posted this 3 days ago


I'm thinking, kind of a Nuts & Bolts wave progression.  First wave is a light strike unit,  Second Medium skirmishers, Heavy attack.. And so on.

Game progression would rely both on good combat choices, and seeing how much of your stuff you can repair in between rounds.

Also this:


Attached Files

Thunder posted this 3 days ago

@ice hellion Mostly its a warning that the stats im using are from alpha strike, as are the rules being used.


Well that was a horribly redundant statement.  Lets go use Alpha strike cards with TW rules!

Prince posted this 4 days ago

I had been brainstorming ideas for a campaign, centered around finding (and potentially salvaging) LosTech nuclear weaponry from the star league with IE. It would set up the players like the start of Metro 2034- you're super well equipped but overwhelmed, barely escape back to the jumpship with your data and have to scrounge for the rest of the game while constantly being hunted.

It goes like this- one of the first 3 planets that are 'marked' by IE has a still-functioning data core that was used by the star league during their conquest of the RWR, and the players need to clear out the facility to get at the cache. Instead of being attacked by pirates however, they get attacked by a small force of the Green Ghosts- turns out, you're snooping on their turf and managed to get it before they could, and a stealthy force now has to go gloves-off. The op has multiple levels of success, mainly because while you can't STAY at the little base it still might have more than just a data dump, and being able to hold onto the facility might give you some equipment options in exchange of giving the Ghosts more time to regroup.

The player force would be a mix of a kinda-maybe lance of player characters, a handful of DM controlled IE units, and a full star of Green Ghosts who make up for lower numbers with more skill and clantech.

icehellion posted this 5 days ago

I tend to think in terms of alpha strike...


Which means?

Thunder posted this 5 days ago

Its the one I'm working on first, just because its easiest to set up.

Fairness is another matter.  Bearing in mind I tend to think in terms of alpha strike...

A leopard dropship can take 21 damage before it is completely dead.
A bombing run from a wing of size 2 fighters (50 to 70ish tons) can drop 24 damage of HE bombs in one pass...

Thus, This can't be a destroy mission, it has to be a capture mission.

How about, the defender gets 600 tons of dropship bays worth of units.
Mechs are 150 tons
Heavy Vehicles 100 tons
Light vehicles 50 tons

Attacker gets a Wing of fighters.

Easy version, capture happens off camera after defenders are wiped out.
Less easy version that will require more work.  Assault Drop!  Maybe 5 fighters plus 1 Planet lifter dropping 20 tons of infantry.

icehellion posted this 6 days ago

The Dropship