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The Kingdom of ZAGORIA |
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The scenario was hastily created during our latest gaming session in order to allow six players to participate in a single game. Each team had three players with two units each. Victory conditions were simple. On the table there where four “objectives” (labelled A-D) and the side that controlled two or more after three hours of gaming could claim the victory.
Scene setter
Grünwald
is the sleepy provicial capital of the Zagorian North western costal province
with the same name. The swampy areas along the coast is rich on oil but the
rebel movement, ZAP (Zagorische Arbeiter Partei) has been active in the area,
forcing GOM (Global Oil and Mining), who owns the exclusive rights to the
findings, abandon their pumps. ZAP has now been in charge for a while and one of
their first actions was to change the name of the city, from Grünwald
to Freistadt.
GOM has for some time put pressure on the the Zagorian self proclaimed ruler, Major Marcus Doppelmeier (aka Big Mack), to send strong elements of his army to the area in order to restore their sort of law and order. The later successes scored by Big Mack in the mining provinces (see Gold digger in distress) the confidence of the army has grown and the mighty major has made up his mind to surf on the waves of success. (Rumours of some extra cash from GOM have not been confirmed.)
The gaming area (160x240 cm)
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A |
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B |
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D |
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C |
Black – Roads Green – Forests Grey – Urban areas Blue – Water
Blue green – Swamps (passable by boats)
The
objectives
A – The Bank B- Road
junction C- The airport D- The oil well
Order of Battle
Big Mack
Not available at the moment
ZAP
Not available at the moment
Deployment
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A |
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B |
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D |
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C |
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BM 6 |
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BM 5 |
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BM 4 |
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BM 3 |
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BM 2 |
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BM 1 |
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Z 6 |
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Z 5 |
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Z 4 |
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Z 3 |
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Z 2 |
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Z 1 |
Turn 1
Big Mack starts his move by ordering his tanks
(BM 2) and towed guns (BM 3) to ponder at the ZAP forces (Z1) hiding in the
urban areas across the river. They were unable to score any kills but caused so
many “pinned” hits that Z1 was forced to fall back. ZAP tries to payback by
shelling the unprotected guns (BM 3) but fails. As Big Mack sees that the
rebel’s main threat in the city is temporarily out of the action he allows his
bold mech infantry (BM 6) to advance towards the financial centre (objective A).
They don’t manage to go all the way so instead they come under fire of one of
Z3’s RCL that covers the road. I don’t know how much Bongo-Cola the gunners had
consumed, but they fail miserable to hit anything…
In the swamps the second infantry unit (BM 4) slowly advances but comes under fire from the heavy ZAP-guns (Z5) and get one “pinned”. The armour cars in (BM 5) and the tanks (Z6) engage in a duel but no one scores.
The situation
after one turn
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A |
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B |
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D |
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C |
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BM 6 |
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BM 5 |
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BM 4 |
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BM 3 |
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BM 2 |
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BM 1 |
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Z 6 |
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Z 5 |
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Z 4 |
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Z 3 |
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Z 2 |
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Z 1 |
Turn 2
The commander of the ZAP-militia (Z1) tries to
turn his shaken unit back and in his desperation he shouts ”There are 100 cans
of Bongo-Cola left behind, let’s go back and save them!”. The trick works… for a
while but they are not able to take up their former positions. With a safe flank
the mech’s put the pedal to the metal and drives all the way up to the banking
district and dismounts right down the barrels of the defenders (Z2) HMG’s. They
are soon overwhelmed by the forceful attack and the unit is annihilated. As the
area is cleared of rebels, Big Mack sends his tanks (BM 2) across the bridge and
heading for the airport (Objective C)
In the swamp the infantry (BM 4) manages to resolve the morale check and now its pay back time. They unleash their RPG’s on the tanks of Z6 and SCORES! One of the ZAP-tanks explodes and in the turmoil the infantry quickly moves forward, leaving the surviving tank vulnerable for fire from the towed guns and the armoured cars… not good for the shaken ZAPpers as two additional “pinned” is placed upon them. As Z6 is activated the fail utterly ad routs of the table.
The road to the
oilfields and towards the airport looks like wide open for Big Mack as the only
rebels in the area are the small group of support weapons in the forests. Big
Mack’s last move for the turn is to let his brand new ZaMarinKo (Zagoriche
Marine Korps) move in for a landfall in the rear of the defenders.
At this point the Zagorian sun sets and an instant tropical darkness make all the fighting’s come to a halt. Under the protection of darkness ZAP pulls out, saving what ever they can save from the evil hands of the capitalistic lackeys.
... when the sun rises the next morning...
...Big Mack can survey the sad remains of the city. There are just a hand full of lukewarm cans of Bongo-colas left in the bar near the pool and the rebels has skipped with the entire Blue Oysters Milli-Vanilli CD-collection!
Well, the ZAP city of Freistadt is no more, and as soon the supply of cool beverages has been restored and the CD-collection has been replaced he can give GOM a green light to move in and start pumping.
As he lean back in the sun chair by the pool and sips on another cola an idea descends on him… Suppose he can find a Milli-Vanilli CD-collection on E-bay? ... or even better… if his finance minister could find one, then he wouldn't have to part from any copies in his own collection…. Better call the finance minister at once…
An after action review
Although the game lasted for three hours , we only managed to conclude two turns. The main reason was, as usually, that the teams was arguing over strategy, rules or just... chatting away.
Chatting is time consuming but on the other hand, as long as they are chatting about the game, I take it as a sign for that they enjoy it. Arguing about the rules is perhaps more of a problem but I guess it comes down to that we play the rules too seldom.
The scenario was hastily improvised but both sides had fun. From the battle report it's easy to think that it was unbalanced in favour for Big Mack but it wasn't. Both side had about 650-700 points and the rapid advancement of the federal forces was mainly due to a couple of lucky rolls. The game could as easily had shifted the other way.
Disclaimer:
All the stuff on this page is purely fictional and has noting to
do with the reality. Zagoria is a country made up for gaming purpose only.
Pictures, intrigues personalities etc is there to spice up the story, but are
only the result of my imagination. These notes should not be mistaken as a
description of my attitude against different nationalities, religions, cultures
individuals etc.
If there is anyone that has any objections to the content of this page, let me
know and I will deal with it as soon as possible.
laros6006@yahoo.se