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Saturday Morning Schedule

NOTE: This schedule may change without warning.

Saturday, February 22nd, 2003, 9am - 1pm

Table 1 | Table 2 | Table 3 | Table 4 | Table 5 | Table 6

Door: TBD

TABLE #1
Game Name Game Type Game Master Players
Open Gaming Open Gaming N/A N/A
Description
This table is available for open gaming.


TABLE #2
Game Name Game Type Game Master Players
Space Battleship Yamamoto Full Thrust Jerry Han 2-5
Description
Complexity: Introductory

Outnumbered, an IJN TF prepares to make a final stand in a critical system, as the Alliance moves in for the kill. Die for the Emperor, and maybe the Divine Wind will bless us one more time! Banzai!


TABLE #3
Game Name Game Type Game Master Players
Ambush in the Bremen Corridor Full Thrust Jon Davis 2-6
Description
Complexity: Moderate

Conditions at the siege and blockade of the Fountaunig system have deteriorated and supplies and fresh troops are needed to hold out against the Eurasian onslaught. In response to the ground fortress' distress calls, a Neu Swabian League naval task force has been directed to resupply and reinforce the fortress and harass the blockading naval groups.

Eurasian forces are determined to maintain the siege and blockade and have prepared a strike force to disrupt the NSL's resupply efforts.


TABLE #4
Game Name Game Type Game Master Players
Open Gaming Open Gaming N/A N/A
Description
This table is available for open gaming.


TABLE #5
Game Name Game Type Game Master Players
Convoy Attack SGII Adrian Johnson 2-6
Description
This event is a relatively straightforward Stargrunt II scenario, involving an attack by a light raiding party on a supply convoy.

The players will be divided into two sides, one controling the convoy and its security force, and the other controling an attacking force whose goal is to prevent the convoy from reaching its destination. The convoy is carrying urgently needed supplies and ammunition for a larger battle currently being fought elsewhere. The attackers are a small force sent "behind the lines" to prevent such reinforcment from reaching the main battle area.

Troop strengh will be approximately one platoon per side, though the convoy force will also have vehicles. The gamemaster will provide all figures and terrain, and extra figures will be available to vary the scenario, depending on how many players turn up at game time. We'll make sure each player has at least a couple of elements (troop squads, vehicles) to control during the game.

Deployment of the attackers will be hidden, using a map of the terrain to indicate to the GM positions of each attacking force squad. Each side will be allowed a short period of time before the start of the game to confer over tactics and deployment of troops. The attacking force commander will provide brief written orders to his squad commanders before the ambush, and strict radio discipline will be required or the attacking forces' positions will be revealed. This means the attacking players won't be allowed to talk to each other at the table once the game starts until the actual fighting begins, and the attacking force commander will need to set a specific set of conditions to initiate the ambush. Further details will be provided to the players at game time in a briefing handout.

Victory conditions are simple: the convoy must get the supplies through the ambush and on to the battle (in game terms, off the opposite side of the table with a reasonable chance of getting away), and the attacking force must prevent this from happening.


TABLE #6
Game Name Game Type Game Master Players
Victorian Sci-Fi Pirates! FMA Skirmish Nick Caldwell 2-8
Description
Complexity: Introductory

Mars, 1899. Under one of the Martian canals, a fabulous treasure has been discovered. A consortium of colonial powers is attempting to raise the treasure from its watery depths, but the natives may have other ideas. Is that a cloudship on the horizon? Martians, Cthulhoids, Agents Scolder and Moldy and even Teddy Roosevelt all make an appearance in the latest incarnation of the FMA Pirates series. Featuring the all new playtest "stress" rules (unless Jon T re-writes them again before then)!


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Last Modified: Monday, 03-Feb-2003 10:54:01 CST