BAPS introductory scenarios

The Listening Post

These ahistorical scenarios were designed to be played with 3 friendly players with the BAPS (Beer and Pretzels Skirmish) WW2 skirmish ruleset. They were originally created as a way to learn the BAPS rules. They don't require a dedicated game master. They start with as few rules and troops as is reasonable, and work up from there. Part 1 uses only infantry rules. Part 2 introduces vehicles. Part 3 introduces the optional spotting rules.

Scenario Backstory:

The allies have located an inadequately defended German radio listening post, and have planned an airborne operation to capture code materials from the post. Although the radio shack is lightly defended, reinforcements are available nearby, and the allies will need to move through the enemy lines to escape.

(Disclaimer: Not only is this scenario not based on historical events, it's most likely not representative of anything that ever did happen or could have happened. So sue me: I still haven't fully recovered from fantasy wargaming, so "fun" is more important to me than "correct".)


Each part is designed to be played as a single game.
  1. Capture the code books
  2. Make it out alive
  3. Break through enemy lines


The following map is used for the first and second parts of the Listening Post scenario.

The grey grid marks 1' intervals. The radio shack is located on a hill centered on the West end of the map. The map was originally intended to be 4' square (leave off the Easternmost 2'), but action in the second game ended up overflowing a little bit East of the hedges, so we expanded.

The radio shack provides heavy cover to occupants. Sandbags provide medium cover, and don't block line of sight. The hedgerow provides medium cover and blocks line of sight to anyone not in base contact.

Scenario Notes

We played with American, German, and British forces because they were convenient. Similar forces from other nationalities should work fine.

I made several adjustments to these scenarios since we first played them. The Germans have MMG's instead of LMG's in the first part, because they were pretty well crushed when we played. I removed some scenario- specific rules which didn't add much to gameplay.

We found that the lack of shoulder-fired AT weapons in the third game caused some problems. Once one vehicle was gone, it's likely that one side will keep at least one vehicle around to terrorize the hapless enemy infantry. We solved this by bringing on additional comparable vehicle reinforcements as necessary.

These scenarios were designed by Alan Ferrency, 2004. Contact with comments and questions. Thanks!