Scenario: Team GEV

by Mike Fischer

This scenario is especially designed for club and tournament play. It allows up to 12 players (six on each side), with no confusion as to who controls which units. Each player controls a 24-point force from the table below.

Die RollForceUnits
1Armor3 HVY & 2 LT
2Cavalry3 GEV & 2 LGEV
3Support4 MSL
4Artillery1 HWZ & 1 MHWZ
5Infantry12 INF, or 9 INF & 1 GEV-PC
6Heavies2 SHVY
7OgreOgre Mark I

Players should roll dice to choose their forces, or the referee (if any) can assign them as he thinks best. Each team should have only one of each force. If you don't have enough players, let some players control multiple forces. Obviously, some forces will be more "fun" than others. You'll never roll a 7, so the Ogres should be used only if the referee thinks they'll add to the game, and if there are players to control them.

Use the standard GEV map. Place a screen down the middle of the map (along row 11) while the players are setting up their forces, so they can't see where the other team is setting up. Team 1 sets up between row 04 and the top of the map, while Team 2 sets up between row 19 and the bottom. Each team gets three command posts, which cannot be within six hexes of each other.

Hex 0422 is Team 1's re-entry hex, and hex 1801 is Team 2's. If a player's force is completely wiped out, he can bring them back onto the map as reinforcements, on the turn after he lost his last unit, entering through the re-entry hex. If all his surviving units retreat off the map via the re-entry hex, he can bring the entire force back on the following turn. A destroyed howitzer can reappear anywhere within 3 hexes of a friendly CP, as long as no enemy units would be in its range at the time it reappears. If this condition cannot be met, its owner gets a second MHWZ instead.

Play using normal GEV rules. All roads, towns, and bridges are intact and must stay that way. Victory points are scored as normal for destroying enemy units. A CP counts for 24 points if destroyed. Play 12 turns, or until one side loses all its CP's, whichever comes first. The team with the higher score wins a victory; if their score is more than 36 higher than the other team's, it is a decisive victory.

The unit commanders will have to work out their strategies with each other. They can't leave the room to make their plans in secret; all communications must be out in the open. Optionally, each side can have one overall commander who gives general instructions to the others, but such orders should be like, "Fall back and protect the howitzer," not, "Use that GEV and that LGEV to get a 1-1 attack on the heavy tank in the woods." An overall commander would not command any units himself (although it might be fun to let the commander control the Ogre Mark I).

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