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Operation: Hatsukaze

Introduction

This scenario was first played at GenCon 2000, in Milwaukee, Wisconsin, USA, on August 11, 2000.

The scenario was originally named Operation Dust Off. The name has been changed to Operation Hatsukaze. "Hatsukaze" is Japanese for "first wind" and a reference to the VTOL craft rushing to extract the Japanese Corporate Mercenaries.

Background

The first part of the raid went well. Japanese Corporate Mercenaries, working for a manufacturing cartel, attacked a Neu Swabian League research facility on New Munich. The laboratory attack was supposed to be a low risk operation. Commandos were dropped just after dusk a few kilometres from the facility. They made their way to the refinery, overpowered a small defence force, destroyed the buildings, and made their way towards the extraction point.

That's when the plan collapsed. Unknown to the mercenaries, a battalion of NSL panzergrenadiers was moved into the area overnight. Whether or not this was a coincidence has yet to be determined.

The Japanese proceeded to their primary extraction point, only to be told by reconnaissance craft that the landing zone had been overrun by NSL troops. The mercenaries rushed to the secondary landing site. There they wait for a quick extraction by VTOL ships, while NSL panzergrenadiers bear down on them.

Battleground

The scenario -- played in 25mm scale -- was tested on a 6' x 4' table, but at GenCon it was played on a 12' x 5' table. The Japanese set up anywhere on the board no closer than 12" from the lower edge. The NSL figures enter the board, their movement being measured from anywhere along the lower board edge. The critical dimension is the width of the table. If the table used is greater than 5', allow the NSL player to set up within 6" to 12" of the NSL board edge before beginning.

Operation Hatsukaze table layout

The picture above shows the table as it was laid out at GenCon 2000.

The wooded areas with lighter coloured felt borders and colourful trees indicate light woods. The other woods, with the darker evergreens, indicate dense woods. The brown squarish things (some with white "smoke") are anti gravity APCs (from the Kryomek 25mm vehicle line). The rectangular green things are Ground Zero Games/Geo-Hex VTOL vehicles. There were more lichen "bushes" thrown about the table than seen here, but some were removed by the time this picture was taken.

The critical terrain features are the large landing zone in the upper part of the table, the ridge on the centre-right of the table, and the woods in the centre-left of the table.

The idea behind the scenario was to create an area that would allow two VTOLs to touch down at once and load troops. This landing zone is covered on most sides by woods, but the one opening to the landing zone is visible from a ridge.

The woods on the left hand side of the board create a forward defensive area if the Japanese wish to use it.

The terrain should make it difficult for the NSL by keeping them guessing as to the location of the Japanese forces. There should be one or two areas where a VTOL can land if the main landing area has been blocked by destroyed vehicles. These secondary areas should be more exposed than the main area. Aside from the critical features, place hills, bushes, and even rivers, as you see fit.

Japanese Corporate Mercenary Briefing

Mission Outline

A dawn raid on a Neu Swabian League research facility went off flawlessly, until the end. NSL reinforcements arrived sooner than expected and the primary Landing Zone was overrun. The platoon has now dropped back to the secondary LZ and is awaiting VTOL transports for evacuation.

An NSL Panzergrenadier Platoon with attached anti-air elements is fast approaching. In bound are 4 VTOL transports to airlift the squad, and 1 VTOL gunship for support.

For evacuation purposes, the Japanese force has been reorganized. Squads have been broken down into two fireteams each, one fireteam consisting of nothing but troopers, and the other consisting of two support weapons and two troopers.

Primary Objective

Remove the platoon from the Battle Area.

Victory Conditions: 0 - 14 Japanese troopers extracted = NSL victory, 15 - 18 Japanese troopers extracted = minor Japanese victory, 19+ Japanese troopers extracted = major Japanese victory (see notes)

Deployment

The Japanese forces may be placed anywhere on the board, as long as they are no closer than 12" from the NSL side of the board. All potential VTOL landing zones must be noted before the game begins. Check the Stargrunt II aerospace rules for landing zones. Note that vehicles destroyed or disabled in a landing zone can prevent their use. The VTOL transports require a 12" diameter landing zone.

The NSL forces will appear on turn one from their table edge. Movement onto the board is measured from the table edge (therefore a vehicle making a regular move may travel 12" from the table edge). The NSL troops may arrive inside their APCs or outside the APCs, and may come onto the board at any point along their table edge. NSL forces do not have to arrive on the board on turn 1, but can stay off the board as long as they want.

Mercenary Force Listing

Force: Japanese Corporate Mercenary Assault Platoon
Motivation: Medium
Fatigue: Fresh
ADE (Hostile): None (see notes)

7 Dummy Markers

1 Command Squad
Quality: Veteran 1
Strength: 1 commander, 2 troopers, 1 EW trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Enhanced (D8)
Ranged Weapons: Flechette Gun with Grenade Launcher (FP 3, Impact D10)
Attached Special: 1 trooper has EW gear as well as a Flechette Gun

1 "Support" Fireteam (Squad A)
Quality: Veteran 2
Strength: 1 leader, 1 trooper, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Enhanced (D8)
Ranged Weapons: Flechette Gun with Grenade Launcher (FP 3, Impact D10)
Support Weapons: 1 trooper with Rotary SAW (FP D10, Impact D10)
Support Weapons: 1 trooper with GMS/P missile launcher (3 shots)

1 "Trooper" Fireteam (Squad A)
Quality: Veteran 2
Strength: 1 leader, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Enhanced (D8)
Ranged Weapons: Flechette Gun with Grenade Launcher (FP 3, Impact D10)

1 "Support" Fireteam (Squad B)
Quality: Regular 1
Strength: 1 leader, 1 trooper, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Enhanced (D8)
Ranged Weapons: Flechette Gun with Grenade Launcher (FP 3, Impact D10)
Support Weapons: 1 trooper with Rotary SAW (FP D10, Impact D10)
Support Weapons: 1 trooper with GMS/P missile launcher (3 shots)

1 "Trooper" Fireteam (Squad B)
Quality: Regular 1
Strength: 1 leader, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Enhanced (D8)
Ranged Weapons: Flechette Gun with Grenade Launcher (FP 3, Impact D10)

1 "Support" Fireteam (Squad C)
Quality: Regular 2
Strength: 1 leader, 1 trooper, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Enhanced (D8)
Ranged Weapons: Flechette Gun with Grenade Launcher (FP 3, Impact D10)
Support Weapons: 1 trooper with Rotary SAW (FP D10, Impact D10)
Support Weapons: 1 trooper with GMS/P missile launcher (3 shots)

1 "Trooper" Fireteam (Squad C)
Quality: Regular 2
Strength: 1 leader, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D6
Sensors: Enhanced (D8)
Ranged Weapons: Flechette Gun with Grenade Launcher (FP 3, Impact D10)

4 VTOL Transports
Quality: Regular 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: VTOL
Infantry Capacity: 12
Armour: Front 3, Side 2
ECM: D8 (Enh)
Ranged Weapons: RFAC/1 (Firecon D10, Impact D10)

1 VTOL Gunship
Quality: Regular 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: VTOL
Infantry Capacity: 12
Armour: Front 3, Side 2
ECM: D8 (Enh)
Ranged Weapons: RFAC/1 (Firecon D10, Impact D10)
Ranged Weapons: 2 x GAC/2 (Firecon D10, Impact D12 x 2)
Ranged Weapons: 2 x GMS/H (Firecon D8, Impact D12 x 4)

The GAC/2 and the GMS/H weapons are on double mounts. This allows the weapon to fire twice with one action, but both shots must be at the same target and must be announced before any shots are resolved.

Notes

The VTOLs begin in box 1 of the Inbound Chart. At the end of the first turn, they may either be moved to the battlefield box (in which case they will enter the table when they are activated) or the Loiter Box.

There is no hostile ADE for the VTOLs to worry about. Do not check for ADE. However, the NSL player does have anti-aircraft capability.

Each VTOL transport, and the VTOL gunship, has 2 crew members. For every 2 crew members killed or left behind, subtract 1 from the number of troopers extracted for victory purposes.

NSL Panzergrenadier Briefing

Mission Outline

A corporate mercenary raid destroyed a Neu Swabian League research facility. Unknown to the mercenaries, a reinforced panzergrenadier company was moved to the area to increase security. Although the company was not deployed in time to prevent the raid, it quickly overran the mercanaries' primary landing zone.

Lead elements of the company, a panzergrenadier platoon with attached anti-air missile launcher vehicle, has approached the secondary landing zone. Inbound are 4 mercenary transports and 1 gunship.

Primary Objective

Prevent as many mercenaries from leaving the Battle Area as possible.

Victory Conditions: 0 - 14 Japanese troopers extracted = NSL victory, 15 - 18 Japanese troopers extracted = minor Japanese victory, 19+ Japanese troopers extracted = major Japanese victory (see notes)

Deployment

The Japanese forces may be placed anywhere on the board, as long as they are no closer than 12" from the NSL side of the board. All potential VTOL landing zones must be noted before the game begins. Check the Stargrunt II aerospace rules for landing zones. Note that vehicles destroyed or disabled in a landing zone can prevent their use. The VTOL transports require a 12" diameter landing zone.

The NSL forces will appear on turn one from their table edge. Movement onto the board is measured from the table edge (therefore a vehicle making a regular move may travel 12" from the table edge). The NSL troops may arrive inside their APCs or outside the APCs, and may come onto the board at any point along their table edge. NSL forces do not have to arrive on the board on turn 1, but can stay off the board as long as they want.

NSL Force Listing

Force: Reinforced Panzergrenadier Platoon
Motivation: Medium
Fatigue: Fresh
ADE (Hostile): None (see notes)

1 Command Squad
Quality: Veteran 2
Strength: 1 commander, 3 troopers, 1 support trooper, 1 EW trooper
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Attached Special: 1 trooper has EW gear as well as an SG 58

1 Panzergrenadier Squad (Squad A)
Quality: Veteran 2
Strength: 1 leader, 3 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with GMS/P missile launcher (4 shots)

1 Panzergrenadier Squad (Squad B)
Quality: Regular 1
Strength: 1 leader, 3 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with GMS/P missile launcher (4 shots)

1 Panzergrenadier Squad (Squad C)
Quality: Regular 2
Strength: 1 leader, 3 troopers, 2 support troopers
Morale: Confident
Mobility: Normal (D6)
Armour: D8
Sensors: Enhanced (D8)
Ranged Weapons: SG 58 Advanced Assault Rifle (FP 3, Impact D10)
Support Weapons: 1 trooper with MG 66 SAW (FP D8, Impact D10)
Support Weapons: 1 trooper with GMS/P missile launcher (4 shots)

3 LKPzW VII GEV APCs
Quality: Veteran 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: GEV
Infantry Capacity: 8
Armour: Front 2, Side 1
ECM: D8 (Enh)
Ranged Weapons: 2 x DFFG/1 (Firecon D8, Impact D12 x 2)
Other Equipment: Smoke launchers, decoy launchers

The DFFG/1 weapons are on double mounts. This allows the weapon to fire twice with one action, but both shots must be at the same target and must be announced before any shots are resolved.

1 LSKPzW VII GEV Anti-Air Missile Launcher
Quality: Regular 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: GEV
Infantry Capacity: None
Armour: Front 3, Side 2
ECM: D8 (Enh)
Ranged Weapons: 2 x GMS/H (Firecon D8, Impact D12 x 4)
Support Weapons: MG 66 SAW (FP D8, Impact D10)
Other Equipment: Smoke launchers, decoy launchers

The GMS/H weapons are separate weapons. Each action allows the player to fire one single GMS/H. This vehicle is a dedicated anti-aircraft platform. It can not fire the GMS/H weapons at grounded VTOLs but does not suffer a penalty for attacking VTOLs in the air.

Notes

There is no hostile ADE for the VTOLs to worry about. The GMS/H GEV vehicle and the GMS/P troopers are the only threat available.

Each VTOL transport, and the VTOL gunship, has 2 crew members. For every 2 crew members killed or left behind, subtract 1 from the number of troopers extracted for victory purposes.

Victory Conditions

The winner depends on the number of Japanese Mercenaries extracted from the battle area (the table top) by VTOL transports. Add up the total number of Japanese troopers extracted from the board.

0 - 14 Japanese troopers extracted = NSL victory
15 - 18 Japanese troopers extracted = minor Japanese victory
19+ Japanese troopers extracted = major Japanese victory

Note that if a VTOL is disabled or destroyed, the crew of the VTOL subtracts from the total number of troopers extracted. For every 2 crew members killed or left on the board, subtract 1 from the number of troopers extracted.

Special Rules

The Aerospace Modifications house rules were used.

The Cross Training house rules were used.

No other house rules were used, though the game works just as well with the Overwatch and Morale Modification rules.

Scenario Options

If the Japanese player is experienced, allow the player to organize his fireteams as he sees fit. The scenario is set up to create two fireteams out of every squad: one ready to evacuate, and one with all of the heavy weapons for support purposes. Experienced Japanese players may wish to alter this set up.

In an early playtest, the VTOL Gunship was destroyed early on by the Anti-Air Missile GEV, but on crash landing it ended up on top of the GEV, destroying it. This showed that the scenario works without the Gunship or the Anti-Air GEV. You can remove these two elements from the game, if you wish.