chiphart 
		  
		   
		     
		  Posts:  20 
		  Joined:  11/3/2000  From:  winooski, vt Status: offline
		   
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		 Wow, I love this new ability to post scens - as soon as I finish my latest round of email games, I'll have to come back here and do some apple picking!      I figured I'd post my first scen attempt for everyone...it certainly has some flaws, but I'm willing to wager that you haven't played a scen quite like it.  How often do you get to face...GODZILLA?      Enjoy.      [COLOR=seagreen]GODZILLA ISLAND![/COLOR]       *   "Nations United" Advance *   vs *   Japanese Delay*   ____Godzilla Island, July 4, 1949*   ____Turns: 25*   ____Visibility: 10*   ____Weather: 6*   *   Scenario Design: Chip Hart and *   John Bennett*   *   WARNING: This scen has a low    realism and high (hopefully)    entertainment value.*   *   *THE SCENARIO (long, but    important!  Read to the end for   a complete understanding...)*   *   The year is 1949 and WWII has    come to a generally peaceful    conclusion.  However, French   and American nuclear testing    in the South Pacific has had   an effect that no one dreamed    possible.  It has created a   monster.*   *   That's right, GODZILLA!*   *   From the deepest depths of the    ocean, Godzilla has risen    again to destroy the world.     Worst of all, the Japanese    have implanted special    circuitry in Godzilla's brain    to control his every action.     At this very moment, Godzilla    is headed across the Pacific    Ocean and will land at the    future headquarters of    Microsoft to begin tearing up    the United States from    coast-to-coast.  The Japanese    control Godzilla from a    previously hidden island off    the coast of Japan - an island    aptly named GODZILLA ISLAND.*   *   The rest of the world,    realizing the danger that a    Japanese controlled Godzilla    represents, has tossed together    an odd assortment of the latest    weaponry (read on!) in an effort    to destroy the Godzilla Command    Center before Godzilla reaches    the shores of the US.  Japan,    on the other hand, must defend    the Control Center in order    to reach world domination.*   *   GENERAL NOTES*   *   We didn't know which side would be more fun to play,   so both sides are at least decently configured for   human interaction - though head-to-head is the best!*   *   There are a lot of "special" units, weapon combos,   etc. in this scen.  It's important that you look   closely at many of your units to determine what might   be different. *   *   Each side also has a single leader with massive   experience/morale/artillery capability.  You will find   that using him to call in strikes will have a profound   effect - hide yours and find theirs!*   *   JAPAN NOTES*   *   Your general defenses are limited to two sources:   lots of nice Strongpoints and lots of men with AT   equipment.  However, you have plenty of weaknesses   and the enemy is very, very powerful.*   *   Tactical suggestion: your AT men will have a profound   effect on the ability for the enemy to reach the    primary goal.  Be patient.  Wait for them to come   to you.*   *   Special units: You have a number of troops on   motorcycles who have been outfitted with some   fun weapons.  You have one MASSIVE stronghold that   is really only breakable by air attack, but it's    easily blinded.  And, in turn 10, you have a real    surprise for those nasty Americans and their friends.*   *   NATIONS UNITED NOTES*   *   You have a tricky, tricky assignment.  You must   somehow capture a number of victory areas in a set   time limit.  Hiding between you and those hexes   are stacks of suicidal anti-tank troops and    some seriously thick soup cans filled with big guns.   On the other hand, you've got some tricks up your   sleeve, too.*   *   Tactical suggestion: in order to make it to the    primary objective hexes, you must obviously attack   along all three paths to the center.  Each path   has a different set of difficulties.  *   *   The woods and physical obstacles are FILLED with    men who are willing to sacrifice their lives to   stop you in your tracks.  Proceed into unvisited   territory VERY carefully.  The order in which    you move your men is very important.*   *   Your air recon and offense will prove very valuable.*   *   Special Units: The Germans, US, and Soviets have each volunteered their latest wartime technologies.  Not only will you   have control of the M-69, the Ratte, and the Lenin,   but also a pair of WonderTwin armored boats that, well,   you'll see.  You'll need each of them, with their   individual strengths and weaknesses, to be   successful.  Be prepared to sacrifice a lot of smaller equipment   in an effort to locate the enemy.*   *   SPECIFIC NOTES AND COMMENTS*   The purpose of this scen was to learn a lot about   scenario creation and to have a laugh while doing it.   _There are still many problems with it, we know!_   We also wanted to do fun things like pair up German   SS on Russian tanks or see what happens when you try to   fit a 300mm gun - or two - onto a tank.   Please don't be offended by our irreverancy.*   *   We hope that this is the first of a 2-3 part series,   you know - sequels.  If you enjoy playing this scenario,   let us know (chip@pcc.com, [email]doublex@sover.net[/email]) and   we'll finish the work we've started on part 2 (it was   going to be called "Return of the Clones" but someone   used that already).  We welcome any ideas for things you'd like to see.*   *   EMERGENCY FINAL NOTE:*   Due to an unforseen feature of SPWaW AI, the Nations United side does not fare as well when controlled by the computer.  Unfortunately, the boats are not smart enough to try to make it all the way upstream before dropping off their troops.  For this alpha-version, please play the NU   side if using one player. 
 
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