chiphart -> Godzilla Island (9/6/2002 9:28:21 PM)
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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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