HIGHWAY HELL

A Warzone Scenario

Notes: This is a really basic scenario for the second edition of Warzone which can easily be adapted to other systems. It can be altered in a number of ways, for example:

  • Here they come! One side gets fewer points, but begins the game with a grunt squad deployed inside the bunker. The rest of the force deploys as normal. If you're using WZ 2nd, make sure to read and use the rules for bunkers. Those will ensure the bunker is a strongpoint and not the equivalent of Fort Zinderneuf's tower! ("That's the place for our mutineers. Up on a roost, like pigeons. If I could only afford to waste them all!")

  • Looks like we've got ourselves a convoy! If you've got trucks (wheeled, hover, grav or whatever works for your setting), have the convoy drive onto the board on a random turn. For added drama (desperately needed supplies, etc.), the trucks must exit the board on the opposite short edge as soon as possible. They could also be escorted by armored cars, motorcycles, or more trucks carrying infantry.

  • Why is it us? Why us? Bauhaus begins with its entire force set up around the bunker. Cybertronic gets more points, but deploys from either or both long table edges. Bauhaus must hold out until a relief force arrives; this could be more infantry (arriving on one of the long table edges) or perhaps a motorized column of truck/APC-mounted infantry, armored cars, bikes, light tanks or whatever you like.

Bauhaus briefing:

Supply convoy to pass Checkpoint Zed at eighteen-hundred hours. Cybertronic units believed to be in area. Secure Checkpoint Zed and hold until relieved.

Cybertronic briefing:

Wildfire Six will proceed immediately to crossroads at reference Uncle Nine-Six and seize bunker. Prevent enemy use of road; Bauhaus forces believed moving up in your sector. Hold at all costs.

SETUP

In the exact center of the board should be Checkpoint Zed, a bunker with one or two sandbag emplacements around it. A road runs from one end of the board, splitting into a "Y" intersection in front of the bunker. The road is lined with buildings (mostly bombed-out), low walls and rubble. The rest of the board is filled with the usual Venusian jungle, rocks, and undergrowth, perhaps with a few hills as well.

FORCES AND DEPLOYMENT

Each side should have the same number of points. Neither side may use Parachute Deployment or have any Personalities. Deployment is done as normal. Troops with Infiltrate must set up at least 8 inches from the bunker.

GAME LENGTH AND VICTORY CONDITIONS

The game lasts for six turns; at the end of this time, the players add up the points of figures left on the board. Panicked models are worth half their normal value, models within 6 inches of the bunker are worth double and models inside the bunker are worth triple their cost.



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