Ideas for Scenarios and Missions


This is a collection of rough ideas you might find handy for your next game. Theoretically, I may work some of them up into full-fledged scenarios one day but for now they are presented in the hope that someone may get some use from them. This was originally typed up with Warzone in mind, but the ideas should work nearly anywhere.

Note that most of these give no reason as to why the various forces are fighting here. Random meeting engagements and the like can be fun, but they tend to bore me after a while. Coming up with extra RPG-style information (briefings, background info, etc.) can add a lot to the game. There's a big difference (to me, anyway) between playing a force that's outnumbered and playing the heroic rearguard of a retreating army that intends to fight to the last so that their comrades can withdraw. The first battle seems more about the tactical challenge, the second calls up echoes of Roland. Likewise, if the mission is to assassinate or capture an enemy leader, why him?

"What do you want to do tonight, Joe?"

"I dunno, Willie - lets kidnap a random Bauhaus Colonel ..."

Of course, I came into wargames through RPGs - your idea of what a good game requires may not be mine. Regardless, I hope you find something of use in these notes.

The Last Stand: An outnumbered force must hold out for a specified time. This may be until reinforcements arrive (whether in the game or as a rationale for the game's end) or else it's really a last stand. In the latter case extra points may be awarded for the length of time they can last. They may also get increased points for killing the enemy.

Breakout: One force must get some/most of their troops off the opposite side of the board from their deployment zone. The game ends on a specified turn or else when all of their troops are dead or off the board. Optionally, there may be a specific model or models that must be gotten off the board.

Take the (Important Thing): Something is placed in the center of the board - it may be a downed aircraft, a lab, a wounded figure, crate, etc. The object or something in it is valuable to both sides (Secret Formula X, the Schlieffen Plan, etc) and both try to get it. Depending on the size of the object they must end the game 'controlling' it (and note that this needs to be defined), carry it to their deployment zone or off the board. There may be more than one objective to be seized.

Search and Destroy: One side is doing a sweep of the board - either for the enemy in general or else for a specific model or location. Said doohickey's location is unknown at the beginning of the game (written down by opponent - criteria need to be made for what sort of places it could be put in). This could be the entrance to a secret outpost or whatnot (Vietcong tunnel or that sort of thing), the post for forward observers, etc. The attackers (who may outnumber the defenders) must find the (whatever) and destroy or sieze it. If the attackers outnumber the defenders, the latter may be allowed some sort of hidden setup (as in a night battle).

Just plain Destroy: As above, but they don't have to search for it - it's a bridge, commo tower, etc. Only Anti-Tank weapons or demolition charges ought to work against it, so this might be tricky to so with some armies (unless you allow units to buy demo charges or just give them to one squad, etc.).

River crossing: An (outnumbered?) force attacks another army as the latter is crossing a river. Half the second force is across and half not. The river needs to be be deep and/or fast enough to slow crossing. Bridges are extremely optional.

Raid: This one could be difficult to set up right without coming up with rules for Sentries and such to do a surprise attack. Basically a base, town or whatever is attacked. The defender has non-combatants that have to be protected - possibly also things as well (the commo shack, CO's house, ammo/fuel dump). These things would give VPs depending on whether they were killed/destroyed. The defender may get reinforcements on later turns.

Oh, @#$%!: As a deep fog rolls away, two opposing forces find themselves mixed. Basically this could be done so that there are random deployment spots - die rolls are made to see what units end up where, regardless of side.

Destroy them at the Source: One side keeps getting reinforcements at (ir)regular intervals until something is closed off or destroyed (a tunnel for example).

Ambush: Pretty obvious what this is. The ambushed party may have supply vehicles or whatever that must be protected (these might be the main target of the attack). Possibly some of the ambushed force's units enter on a later turn (the vanguard rushing to the main party's aid or whatever).

Mutiny!: Both sides have the same army (both Bauhaus or both Imperial, etc.). The Loyalists must prevent the mutineers from getting the weapons and ammo stored in the arsenal/supply depot. As an option, the mutineers may have been corrupted by the Dark Legion. If so, one enemy model (highest LD) might be allowed to buy a Supernatural Power (and would probably get a bonus to his POWER stat).

The following are complications of various sorts - they don't have to apply to any given mission, but they're something to think about:

  • Objectives, troops and whatnot may be hidden (have to search for them).
  • Different points values for each army (500 pts vs 750, etc).
  • Players might not necessarily know the enemy objectives.
  • Reinforcements may be available to one side or the other.
  • Setting the battle in different times (night, dusk, etc.) or weather (rain, snow, dust storms - all depends on your planet), possibly determined by a table.
  • Third parties (controlled by another player or else just Rogues as in Rail Wars).
  • Booby traps or the equivalent (venusian man-traps, quicksand, mines/UXBs, nasty wildlife, etc.)
  • Non-standard deployment areas (march onto the board, enter from narrow edges, etc.) for forces or reinforcements.


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