Godzilla Island
Posted: Fri Sep 06, 2002 6:28 pm
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.
GODZILLA ISLAND!
*
"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, doublex@sover.net) 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.
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.
GODZILLA ISLAND!
*
"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, doublex@sover.net) 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.