Time to move on from endless TOAW problem analysis and move on to Beer and Pretzels, as in a short, fun scenario. Years ago, the Blitz hosted a design competition for small, short (10 move) scenarios with a selected few used in a tournament. The attached scenario was my entrant. If I recall correctly, Anonymous Heroics was also an entrant.
Playable against OwPI from either side in about 20 minutes. The basic thesis remains the same game to game, but the force composition, deployment, objectives and weather are varied randomly in a attempt to keep it interesting. Have a beer and enjoy.
The scenario briefing follows.
Cheese Wars v02
Optimized for TOAW IV 126.96.36.199
::OwPI Sides 1 & 2::
Complexity: 19 formations, 60 units
Date: October 6th, 1937
Map Scale: 2.5km per hex
Time Scale: Half-day turns
Unit Scale: Regiment HQ/Battalion maneuver units
Length: 10 Turns
Max Rounds Per Combat: 4
Points paying objectives: Divisional HQ (5 points), Depot (3 points), Ammo Factory (3 points) and Motor Pool (2 points)
Cheese Wars was originally designed as an entrant to the Blitz's 10 turn "short scenario" challenge. It has been updated for play using TOAW IV. This scenario is designed specifically for solitaire play by an Earthling (playing as either Force 1 or 2) against the Opponent with Programmed Intelligence, aka OwPI. It is, however, fully functional for PBM matches.
Colby – Force 1, green icons, aggressor province
Provolone – Force 2, brown icons, defender province
Colby has deployed a reinforced division for a quick land grab in the neighboring province of Provolone. Unknown to Colby, Provolone has deployed an equal force to defend its territory. For obvious reasons, the resulting border skirmishes are forever known as Cheese Wars.
4. Initial Conditions
Both sides are armed with a division HQ, three infantry regiments, an armored regiment and a small tactical fighter/bomber component. Initial deployment is randomized.
The numerical objectives placed on the sides of the map are used for computing loss penalties and are not designed to be unit objectives. The real objectives are the immobile division HQ, the two fixed objectives (two of six possible depots, motor pools and ammo factories) and a supply point. Destruction of the division HQ is worth the highest number of victory points; destruction of each fixed objective is worth a slightly lower number of victory points and destruction of the supply point eliminates the enemy source of supply. All objectives are randomized in their place of appearance.
6. Theater Options
There are four possible Theater Options, support the enemy 5th columnists (guerilla warfare), increase theater recon ability, conduct biological warfare (pestilence) and receive a one turn shock bonus. Each TO has a 75% chance of appearing. Use of a TO extracts a permanent loss of supply. Also, the 5th columnists, theater recon and biological warfare options are designed with a delay and range, therefore, it may take a few turns for the option to take effect.
Scoring a victory depends on solid game play and a bit of luck with the randomized placement of units, objectives and Theater Options. The equality of the opposing forces and short time span usually ensures a draw unless either force is able to destroy one or more objective. Extra points earned from destroying an objective should be enough to earn a minor; a major if both objectives are destroyed.
At the beginning of turn 2 supply points are deployed by events.
Weather is randomized for temperate to extremely cold conditions.
No units reconstitute.
Provolone (Force 2) receives a very small number of rifle replacements designed to balance casualties absorbed from the first turn. Otherwise, all replacements are received from the wounded and damaged equipment pools.
9. Games Against OwPI
All three Objective Tracks have been used in an effort to make OwPI a bit less predictable. But even with this, OwPI is a sucker for envelopment.
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil