A scenario from an old set of rules - the rules which got me back into scifi skirmishing: The Company Rules from RFCM (Peter Pig). Years ago a friend was clearing out his un-played collection and I thought I'd give these rules a once-over. It turned out that they got more than a once-over, I was playing a lot of historicals and my scifi was going nowhere, after reading these rules my scifi turned around and again became my major focus. These are deceptively simple skirmish rules with a number of great looking scenarios.
So here for your (and my) delight are the scenarios from "The Company Rules"
Two trooper teams assault a base defended by two security teams. Troopers win by destroying machinery (nominated in advance). Defenders have a once-per-game chance of reinforcements, a friendly trooper team.
Attackers deploy from board edge, defenders start in buildings.
Game over, a fun, quick and deadly game.
The Security troops scored well early, but only really got the edge once they got reinforcements. If the trooper team had not arrived the Garn would probably have got a couple more objectives and the game would have been closer. This is one of those scenarios where the attacker really has to hustle to achieve their objective, the defenders initially have the advantage, but once on the move they would have struggled later in the game. The reinforcement are semi-random (event rolled on a dice), next time I may mix it up with robots or Law Troopers and see what happens.
Anyway, on to the next scenario...