Friday 26 August 2011

Fantasy Mini-Campiagn

I haven't posted for a while now, as I have been so busy preparing for university, which is where I shall be going to on the 18th of September. As a result I have only 3 more sessions of club before I go :(.

Well, this week I will be running a mini-campaign for 28mm fantasy for anyone wishing to play. It will be set around the events of an Orc incursion and have at least 3 scenarios, where the events of one scenario effect the next like Neil's WW2 D-day campaign idea (with only 3 sessions left I doubt that I will have time to run the D-day game this Summer). One side will be a bunch of Mantic Orcs (and Orclings!), while the other will be a collection of 15th C. Holy Roman Empire style humans from the Perry Miniatures plastics range. I will be using the King and Captains ruleset with some adaptions for house fighting. There will be some brand-new card building designs used (rural architecture, Western European style with red raised-tiled rooves) with interiors (I might write some instructions if I get the time). The campaign will include raids, sieges and field battles-I might even include artillery! I hope to post the campaign soon.

I have also been working on an ancient Greek 1/72 card farmhouse amongst other things. Here are some sheets that I made and decided to scan. The farmhouse is designed to be modular and this project as you can see is not complete!

Monday 1 August 2011

D-Day Landing scenario Feedback

Recently, I ran a D-day landing scenario using our basic set of rules. The game went well, despite us only getting about half way through it. Nonetheless, it was only a play test for a potential D-day landings campaign. This produced a series of errors. It seems that there are many important components for a good d-day landing scenario:
  • A lot of Allied infantry is needed- to little and they will just get wiped out- so re spawn rules generally will not work. As regards infantry be generous!
  • Infantry need to be able to move quickly/ the board needs to be thin. Really, it has to be one or the other.
  • Morale rules- the Allied infantry cannot go anywhere but forwards, while the Germans will be operating as normal.
  • Don't forget the landing craft MGs! The landing craft machine guns provide vital supporting fire.
  • Machine gun rules. Sustained fire rules, along with associated reload/barrel change. Also Light-Heavy Machine gun fire at buildings special rules regarding ricochets.
  • Tanks- If the allies are to have tanks then, they must not have too many, or they would have to be balanced with a large enough anti tank element on the German's side. If tanks are to be fielded, then mine rules are recommended.
  • Obviously, for this scenario you need a lot of landing craft. For this I recommend the Pegasus Hobbies LCVP Lading Craft With Crew and Soldiers. It comes with 15 American Infantrymen standing in groups of 3, 3 crewmen and a water base. You will also need rules for damaging/destroying these craft. How fast will they move?
  • Off board bombardment. Will both sides have this ability? If so how many shots for how many turns and what calibre will the guns be? The off side bombardment will need special rules.
  • Good obstacle rules. Rules for removing barbed wire.
All of the problems related to the rule set I will adjust. The rest will have to be resolved with the campaign co-ordinator. Hopefully, this, along with the bogged-down Bocage scenario will be able to resolve most of the rule set problems. I will also try and write a quick reference sheet, as well as cutting down the data for the unit equipment and organisation sheets. All-in-all I should be able to keep the ruleset still less than 15 pages.