Demo Games Planning: Part 4 – Final Approach

So there has been quite a gap since my last update (back in May) and since then a lot has changed. The game went from pie in the sky idea to actual game that is about to run in the next few days. I am both excited and terrified.

THE PLAN

So in the last plan I fired off a big long list of what is going on with the demo game. However, a few things changed

  • I didn’t make it to Claymore in August – ran out of time to get ready for it. On the other hand, not worrying about it did mean I really enjoyed the Spectre Weekend
  • I’m not 100% sure on Salute in 2018 – there is a lot of logistics to sort out around it (being up in Edinburgh obviously makes travel a huge issue)

However, the cool thing is I can now update that the game is confirmed for two shows! I can confirm I’ll be at the following shows running games

  • October 2017 – Fiasco, Royal Armouries in Leeds, 29th of October
  • March 2018 – Hammerhead, Newark Showground, 3rd of March

I should also be at York in February but we are still working on confirming it.

Of course, there is another event I’m going to this week…

 

THE SCENARIO

Scenario is ready. I decided that I wanted to a co-op mission – focus more on the players working together with their small fire-teams while I run the bad guys. The character sheets are all on cards makes this even easier so I can hand over a selection of troops and let the players parcel them out as required. I mentioned on Monday about the cards and I’m really happy with how they have turned out.

As for the objectives, I’ve decided on four that should force the players to push deep into the map rather than just sitting back and having a long range fire fight. These objectives are:

  1. Recover the flight recorder.
  2. Destroy the flight deck in the nose compartment (every operator has thermite grenades for this task).
  3. Check main compartment for sensitive information.
  4. Destroy OPFOR assets.

 

For the flight recorder, I looked up some example online, realised that the core of one looks like a fire extinguisher piece for the C130 and decided that that would be the objective. Quick, easy and simple to paint.

I’ll probably tweak them once I’ve done the first run but the multiple locations should lead to each

In addition, I’m also starting the game using the stealth rules I wrote as part of Plausible Deniability, letting the operators sneak onto the board without being pinned down out in the open areas. It also helps me to show off the new features of the book.

To finish, this is the description I’ve been sending to people and should be appearing in the various programs for each show:

Operation Dragon’s Hoard

A Special Forces team has been dispatched to investigate activity around a crashed transport plane somewhere in the Arabian Peninsula. A co-operative game using Radio Dishdash’s Skirmish Sangin.

 

THE BASE

The base boards are all done! These are obviously the foundation of the demo game so getting them finished was pretty important.

Last time you saw them they looked like this. The wooden portions had been assembled, the foam was added and then the polyfilla was placed on top. We eventually switched to using plaster as it was easier to buy in bulk. On top of that, I painted on a layer of thinned down PVA and sprinkled on sand to create some variations in texture. Then painting happened with spray can after spray can. First up was some textured paint (requiring 4 cans for 5 boards) then a spray of Zandri Dust for the base colour.

The final stage was a scruffy drybrush of Iraqi sand to break up the brown colour. I’m pretty happy with the final result but the real test will be how well they stand up to the process of driving to and from Falkirk as well as a whole days play on them.

THE CENTRE PIECE

As mentioned last time, the centre piece of the board is a downed C130. Having bought the kit. I then had to build it (as seen here covering my desk). The build was fun, although I was a little slapdash (hence some of the seams you can spot in the photos).

And then this happened after using a razor saw on it

After cutting it up, each part was then placed onto plasticard bases. Left over foam from filling the interiors of the baseboard was then added to fill gaps or add some decoration, topped off with a skim of polyfilla. Then the same process used on the boards was used – sand, textured spray paint, Zandri Dust spray on the top.

The next stage is to some addition damage and details. I’m actually planning to hold off on this for my first game – my hobby fund ran a little short for this month. However, they will be ready for the game in October. I intend to add some plasticard struts and wires dangling, as well as cutting some more of the panels away from the airframe.

This shows the wing and drop tank basically finished with the final drybrush layer. I think they do a pretty good job of showing off “aircraft that has been downed and left in a sandstorm for a while”.

I just about managed to get the entire plane finished before finishing this post. The final touches is just more sprays of dust and a big brush for drybrushing. The final effect looks dusty which is exactly what I was aiming for.

To add – I’m not finished with decorating this plane. I still intend to add some more damage to it but I just ran out of time and bits to be able to do it and guarantee to have something ready for Sunday.

THE SCENERY

My plan last time to go minimal on additional terrain was actually implemented. For the first run, I’ve decided to go with two adobe buildings from REDvector, five rough ground patches made from foam to provide half and full height cover and a collection of technicals (already painted) to be objective targets/cover.

The rough ground is made a similar way to all other terrain on the board – plasticard base, foam offcuts on the top, layer of polyfilla and then desert paint. The end result almost blends into the surface which I’m not 100% on. This is one element I might revisit.

It’s not a great photo but this also shows the buildings finished. Textured paint, spray paint, wet drybrush across most of it and then some brown paint on the beams. The brown helps to break up the scheme, prevent it from turning into just a sea of dust.

The terrain is one place I might tweak, either adding another building or more areas to break up line of sight. However, all this depends on the first run.

THE GAME

So with all these things at the correct stage, the biggest piece of news is what’s happening on Sunday. I am taking this game out for its first two runs on the 24th at 100 Years of War. This is an event that Falkirk Wargames club is running, bringing players along to take part in a whole series of games themed around 20th Century warfare. For me, it’s the perfect place to run a trial run – everyone going has some wargaming experience and it’s not a huge event.


Its really exciting to see how I’ve managed to actually get the game ready to go. Everything on it has been painted by me and its quite satisfying to see it laid out – this is my first terrain project and I’m amazed I even got it finished. The next step is to make sure the game side of it goes well Expect a full report next week as to how the battles went and to see the whole thing laid out on the table.

 

Buy Me a Coffee at ko-fi.com
  • Pete Ess

    Look forward to seeing the game at Fiasco.

    Cheers,

    Pete.

    • I’m looking forward to it – should have some improvements based on how Sunday goes.