Scenario Generator

BATTLEFIELD  
TERRAIN  

Roll 1D6 for terrain category, then 1D6 for specific terrain type:

1-2
Open Range
3-4
Mixed
5-6
Close Range
1 Urban Any 2
1 Urban
2 Swamp 2 Marsh
3-4 Fields 3-4 Vegitation
5-6 Desert 5-6 Hills

Player Table Edges
Player table edge is determined by giving each player a length of string no longer than 1/8 the table perimeter. Each team dices to take turns tapeing their string to the side of the table so as not to overlap. This is now the player's table edge for victory point or rienforcement purposes.

Heathen and Bloke decide to play the exciting game of Colonia.

Our players roll 1D6 and get a 2 - this yields a battlefield that is mostly close range fighting. Rolling a second 1D6 they get a 5 - this yields Hills. The table should be arranged so that there are very little long ranged shots at ground level with primarily hilly terrain.

Being the professional war gamers that they are our players quickly and without bickering set up superb terrain that is indead 'hilly' and satisfying to both. Other less mature players may have to divide the table in half and set up terrain after which the players switch sides and are allowed to rearrange half of the terrain that is now in front of them.

The players now measure the table perimeter and discover that it is 16 feet. 16 divided by 8 equals 2 foot long players' table edge. Dicing Bloke rolls higher and tapes his string to the side of the table followed by Heathen.

WEATHER  

Roll 2D6 for each category. Season results of "Rain" or "Snow" means that the Precipitation result is also applied to movement rolls. Dry regions can only have Light Precipitation.

Any modifiers from Precipitation, Wind, and Light Conditions is applied to ranged attacks. Thus firing in Medium Precipitation (-2), with Light Wind (-1), at Dawn (-1) would apply a blanket -4 to all ranged attack rolls.

Season
5 to 9 Summer Rain
4 or 10 Spring Rain
3 or 11 Fall Rain
2 or 12 Winter Snow
Precipitation
5 to 9 No Precipitation  
4 or 10 Light Precipitation -1
3 or 11 Medium Precipitation -2
2 or 12 Heavy Precipitation -3
Wind
5 to 9 No Wind  
4 or 10 Light Wind -1
3 or 11 Medium Wind -2
2 or 12 Heavy Wind -3
Light Conditions
5 to 9 Daytime  
4 or 10 Dawn / Dusk -1
3 or 11 Low Light -2
2 or 12 No Light -3

Rolling for Weather our players determine that it is (7) Spring, (7) No Rain, (12) Heavy Wind, and (2) No Light. Obviously this is an attack at midnight during a tornado resulting in a -6 to all ranged attacks. Deciding that this is a little too silly our fine players decide to override for No Wind and Daytime. There, that's much better now, is it not?

OBJECTIVES  

Each army rolls a die in secret to determine their Main Objective Category. Once this has been determined each players a second die to determine whether it invloves a Person, Place, or Thing. Once that is done each player rolls a third die to determine whether that person/place/thing is either friendly or hostile towards them. Lastly each player rolls a die to determine the activity required to accomplish the objective. Both sides write this information down and place these in secret in a common area to be opened upon conclusion of the game.

Each side places three (3) markers on their side of the board at random. One of these is the location of a Main Objective, the remainder are Secondary Objectives. Opposing players may end up using their opponets markers as their victory objectives. To make it more fun place the markers first and randomly determine the Main Objective marker with a die roll.

Heathen rolls a 6, 1, 5, and a 6 or an Objective that is Personal, centered on a Person(s) that are Friendly who need to remain Hidden on the board. This could be the Commander's Family who need to remain hidden from the bad guys. Heathen would fail in his objective if the enemy discovers where his Commander's family members are staying and places three markers on his side of the board, one of which is where they are located.

Bloke rolls a 5, 1, 6, and a 1 or an Objective that is Scientific, centered on a Person, who is Friendly and needs to be escorted to a destination. Perhaps a famous scientist who needs to get to a remote site to research a rare butterfly? Bloke must select on of his opponet's objectives markers as his goal and writes this down.

Objective Category
1 Political
2 Religous
3 Economic
4 Military
5 Scientific
6 Personal
 
  1-2
Person(s)
3-4
Place
5-6
Thing(s)
  1-3
Hostile
4-6
Friendly
1-3
Hostile
4-6
Friendly
1-3
Hostile
4-6
Friendly
1 Raid Escort Breach Defend Demolish Recover
2 Capture Delay Breakout Salvage Capture Salvage
3 Contain Evacuate Block Show of Force Raid Escort
4 Guard Escape Rienforce Rienforce Encircle Protect
5 Eliminate Protect Resupply Resupply Capture Protect
6 Find Hide Fix Bypass Find Hide
 
Game Length
Game length is at least 3D6 reshuffles of the Draw Deck. After the last turn is played roll 1D6 and any result of 4 or higher signals that another turn has to be played. This is done every time a last Turn is played.
The players roll 3D6 and discover that this game will run at least 5 turns or reshuffles of the Draw Deck. Every time the last turn card is played players understand that there may be additional turns if a 4, 5, or 6 is rolled.
BUILD THE FORCE  

Base Point Value
Each army rolls a single die and the total is multiplied by 1000pts to determine the Base Point Value (BPV). Keeping in mind that the 'average' soldier costs 184pts and thus a 'typical' unit of ten equals 1840pts.

Our players are both new and and want to start off small. They decide that they will multiply their dce rolls by 500pts instead of the normal 1000pts. Heathen rolls a 1 and Bloke a 6 for a total of 1 + 6 = 7 x 500 or a BPV of 3500pts.
Final Point Value
Each army then adds 1D6 x 10% to the BPV to discover their Final Point Value (FPV).
Heathen rolls a 3 or +30% and gets an FPV of 1.3 x 3500 = 4550pts. Bloke rolls a 5 or +50% and gets an FPV of 1.5 x 3500 = 5250.

Buying Units with Your FPV
Commander and Unit Ratings may be randomly determined if desired by both players. Less experienced players can just select their units while more experienced point based gamers can use the following formula for determining the Point Value (PV) of a figure is as follows:

( Rating + Move + Melee + Range ) x LdrRating x Dmg x RoF = PV
0

2D6 Roll Rating Cost
2-3 (1) Raw or Mob 20 pts
4-5 (2) Trained or Green 45 pts
6-8 (3) Seasoned 70 pts
9-10 (4) Veteran 100 pts
11-12 (5) Elite 133 pts
Unit Type Notes Max Move Cost
Commander   8 56 pts
Man Handle 1" per man 6" -
Horse Drawn Gun 2D6 per team 6D6 42 pts
Steamer, Balloon, or Launch   2 14 pts
Foot, European   3 21 pts
Foot, Native   4 28 pts
Horse   8 56 pts
For each Melee +1 = 15pts up to +3
Mounted, Rof of Pistol, Bladed,
Long Weapon, Fanatical, etc.
Weapon Per Range Cost
Pistol / Spear 3" 3 pts
Smoothbore, Shotgun, Bow 6" 6 pts
Carbine, Short Rifle 12" 12 pts
Rifle, Long Rifle 18" 18 pts
Machinegun, Sniper 24" 24 pts
Artillery - Howitzer/Mortar 50" 50 pts
Artillery - Gun 100" 100 pts
RoF Guns Small arms
1D6 Muzzle - loaded Muzzleloader
2D6 Breech - loaded Single Cartridge
3D6 Rapid Fire* Magazine / Repeater
4D6 Automatic*
10D6 Machine-gun*
*Roll dice in succession; gun jams on a '6' losing remaining shots.
Gun Fire Power Example
Pounds Weight = D6 12 lbs = 12D6
Howitzer Weight x .75 = D6 12 lbs = 9D6
Inches Inches x 4 = D6 3 " = 12D6
mm mm x .039 x 4 = D6 85mm = 13D6
Cm Cm x .39 x 4 = D6 7.7 Cm = 12D6

Our players decide not to get too fancy with what kinds of units they intend to buy. Consulting the charts they can clearly see that a Non-Leader ( x1 ) Seasoned (45pts) Foot soldier (21pts) who is trained in Basic Melee (+1 / 15pts) and fires a Breachloading (x2) Long Rifle (18in / 18pts) Bullet (x1) would cost:

( 45 + 21 + 15 + 18 ) x 1 x 1 x 2 = 198pts

A Seasoned Leader ( x3 / 45pts) Foot soldier (21pts) who is trained in Basic Melee (+1 / 15pts) and fires a Breachloading (x2) Long Rifle (18in / 18pts) Bullet (x1) would cost:

( 45 + 21 + 15 + 18 ) x 3 x 1 x 2 = 594pts

The end result is a Leader with 9 men would cost 2376pts.

  • Heathen purchases 3 units leaving him 8000 - 7128 = 872pts.
  • Bloke purchases 4 units leaving him 10,625 - 9504 = 1121pts.

Heathen would like to purchase a howitzer to allow firing on the enemy at long range. A reliable ( 5 / 133pts) moveable (28pts) Breachloading (x2) Howitzer (50in / 50pts) firing 3 pound shells (x3) would cost:

( 133 + 28 + 0 + 50 ) x 3 x 2 = 1266pts

Bloke needs a handy machinegun with which to press his attack. A reliable ( 5 / 133pts) foot (14pts) belt fed (x10) machinegun (24in / 24pts) firing bullets (x1) would cost:

( 133 + 14 + 0 + 24 ) x 1 x 6 = 1710pts

Neither can afford their new toys so in order to put their new forces to the test our players roll for their Commander Ratings on the Ratings table. All Commanders can choose to start automatically mounted and melee +3.

  • Heathen rolls a 6 or Seasoned Commander.
  • Bloke rolls a 6 or Seasoned Commander.

Final order of battle for both players is as follows:

  1. Heathen has a Seasoned Commander leading a force of 3 Infantry.
  2. Bloke has a Seasoned Commander leading a force of 4 Infantry.