Wargaming Week 08/05/2017

BLOG STUFF

One post, covering some generic scenarios I’ve had sat in my drafts box for a while.

A little thing relating to the blog I thought I should mention – I’ve added some adsense units to the sidebar and footer as well as a donate link in the sidebar. The idea behind this is to provide a little bit of income for all the stuff that appears here (and a way of offloading the costs of buying all the tiny men). I’m planning on ramping up content later this year and I’m always a fan of giving stuff away for free. So, if you’re reading this, please add the site to your adblocker’s whitelist so I can keep writing more things.

GAMING

No gaming – combination of hard week at work and into a tough patch of book writing.

PURCHASES

No purchases this week – too busy recovering from last week’s stuff.

PAINTING

More bases, more base colours of camo. Been a bit busy to do much else

Modern Scenario Starting Points

A downloadable version of this article is available here

With most of the modern games I play (such as Skirmish Sangin or Spectre), a good scenario is key to your enjoyment. It can paper over any cracks with the dreaded points system and make for something that feels less like a game and more like a story or a recreation of a real life event. That said, sometimes you just want to get some figures on the board and play. Games Workshop does a pretty good job of this with their scenario selection but they also rely heavily on carefully matched points and knowing the local meta.

The idea is that these templates are game agnostic and should be considered guidelines or inspirations as a jumping off point. For this reason, many of the rules are generic. They are primarily designed for squad level games but some of the themes could easily be scaled up. The details may seem familiar if you’ve played other wargames or spent some time in online FPS games over the years – why not work from what you’ve got! In addition, I’ve included some variations and modifiers to tweak up how you play. You need to pick a variation but can run multiple modifiers. You can pick your scenario and tweaks or use the tables at the bottom. After that, tweak it to hearts content, select your forces and then play!

This article is super WIP and will be updated as I go along. Feel free to use this for your own games and I look forward to what people end up playing because of it.


FireFight

A meeting engagement, a brawl in the street. Two teams enter, one team leaves.

Teams: Nothing Special
Map: Standard layout – no special scenery required
Deployment: Split the board into quarters, teams deploy in opposite corners (we recommend in cover).
Time: Play until one team is annihilated or you run out of time
Victory Conditions: Last standing team wins! Otherwise, work out the points. The team that claimed the most points from kills wins

Variant – Kill Confirmed
Either HQ wants the body count or you want gear off the dead, you need to confirm casualties.
After a model is killed, leave it in place. If a model on the same team as it reaches it, the enemy haven’t been able to confirm and gain no points from that kill. If an enemy model reaches it, the victory points are added to the running total.

Modifier- Scattered Deployment
Maybe it was the storm, maybe it was poor planning, maybe it was the layout of this place. Somehow, we’ve been split up and the enemy is close at hand.
Instead of splitting the board into quarters, split it into 8ths and number each from 2 to 9. Separate your force into four groups and roll a D10 for each group. On a 1, your opponent picks that groups starting section. On 10, you pick your starting section. Otherwise, that group starts in the section specified by the dice roll. Multiple groups can spawn in the same section. If a group from each side is in the same section, they must start with plenty of cover between them (no first turn reenactments of the Valentine’s Day Massacre)


VIP Escort

A captured prisoner, an injured friendly agent, the criminal snitch on the way to the courthouse. One team needs to get a VIP from A to B and the other team wants to stop that happening.

Teams: The Attacker gains a VIP character (feel free to add gear and weapons)
Map: Standard layout – no special scenery required
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board
Time: Play until one team is annihilated, the VIP leaves the board via the opposite edge or time runs out
Victory Conditions: Attackers win if the VIP escapes, Defenders win if the VIP is killed or does not leave the board.

Variant – All Capture, No Kill
Turns out we’re not the only one who wants this guy. OPFOR want’s him alive
The VIP must now be captured alive. Both teams lose if the VIP is killed. It’s up to you to work out how the VIP can be captured.

Modifier- Unwilling VIP
The Doctor stopped complaining after two hours. By the fourth hour we could see him waiting to escape. At the fifth hour Davis sat on him to prevent any attempts.
The VIP will only move when accompanied by another attacker. In the event of them becoming separated, the VIP falls under the defender’s control. An Unwilling VIP can be targeted.

Modifier- Squad VIP
O’Malley should have known better than insulting the Sheikh. Now we had gunmen chasing after us – after all, honour demanded it.
No VIP character is added to the attacking team. Instead one of the attacking is considered the VIP. The squad VIP can either be:
– Known to both players
– Known to only the attacking player
– Known to only the defending player
– Known only to the GM

Modifier- Multiple VIP
It was ’89 and we were rushing four scientists to the border…
There are now multiple VIPs that must be extracted. For ultimate hard mode, all of them must be extracted. The exact number should be decided by the players or by rolling a dice (D3 or D6 recommend)

Modifier- Vehicle VIP
Boar Fighter was their target but it had to get through no matter what.
The VIP is a vehicle. This may require some terrain and force tweaks.

Modifier- We’re all VIPs now
The heist had failed and now we were rushing through the streets to get to the van…
No VIP character is added to the Attackers. Instead, the Attackers gain points for figures moved off the board while defenders gain points for attackers killed or still on the board at the end of the game.

 


Search and Destroy

A series of arms caches, remnants of a downed cargo plane or an enemy leader. One team needs to find and destroy objectives while the other defends.

Teams: No special additions
Map: D6 objectives are placed on the map. Players can take turns or place them and then scatter.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until all objectives are interacted with, one team is annihilated or you run out of time
Victory Conditions: Gain points for each objective interacted with.

Variant – Race to the Prize
We’re not the only ones after that gold…
Both teams are out for the prizes. Deployment is changed so both start at the board edge and must move on the targets. The winner is the one with the most objectives destroyed/captured

Modifier – Find and Recover
Rather than letting us just blow the cargo up, HQ wants us to recover it.
Objectives can now be moved by a character (it’s up to you and your rules for how objectives should be handled). Objectives only count if still held by the attackers at the end of the game or if they were taken off the attackers side of the map.

Modifier- Spoof Objectives
Got a lot of pings on the scanner. Wish the tech heads would make this thing a bit more accurate.
Replace the objectives with numbered markers. Ask another player to put the markers  down, noting which markers are actual objectives and which are spoofs. When the marker is interacted with, reveal what kind it is.


King of the Hill

An extraction site, a downed satellite, a meth lab out in the sticks. One team needs to hold an area while the enemy team tries to clear them out.

Teams: No special additions
Map: Central zone should be clearly marked to all players.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until one team is annihilated or you run out of time
Victory Conditions: If  the attackers still hold the zone (enemies outnumbered in the area) at the end of the game they win!

Variant – Defend
It’s alright lads, we just need to hold out until help arrives
Deployment changes: Attackers begin in the Zone while the defenders can enter from any board edge

Variant – Take the Hill
The compound in the middle of the village was vital for both forces.
Deployment changes: Both Attackers and Defenders start on opposite board edges and must advance on the central zone.

Modifier- Multiple Locations
Keep hold of these locations is like spinning plates
There are multiple zones to keep track of and keep clean.

Modifier – Gradual Points Increase
We had to set up our tools at the target location – we couldn’t just stroll in at the last-minute
Every turn a zone is held gives the holding it points.

Modifier – Clear Zone
Apparently the fly birds won’t land until the area is completely clean of bad dudes
The zone only counts as being held if it is entirely clear of enemies.

 


Delivery

A bomb site, a pile of money, a scientist to defuse the chemical weapons. One team needs to carry equipment to a zone on the map while the other team tries to stop them.

Teams: Attackers have one model or squad carrying The Object.
Map: D6 Target Zones should be visible on the board and clearly marked for all players. Placement location and method are up to the players.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until all zones have been visited by an object, one team is annihilated or you run out of time
Victory Conditions: Attackers need to visit all the required zones with a character carrying the object.

Variant – Only One Zone is Needed
If in doubt, Rush B
There may be multiple zones but only one is needed. Randomly determine it either by a dice or using another player. The defender should not know which zone is required

Modifier- Limited Info
Intel was a big vague where exactly they wanted us to place the giant bomb
There may be multiple zones but some don’t actually need your attention. Randomly select which zones are not needed once they have been placed. Do not tell the attacker.

Modifier- Object is a VIP
The Agent was adamant she was coming with us – she wanted to check the sites herself.
There are multiple zones to keep track of and keep clean.

Modifier- One Use Items
You’ve all been given demo charges. We have a lot of ground to cover and we need every hand we can get.
Everyone in the team has an object they can use in the zone. However, each object can only be used once.

 


More scenarios coming soon but for now, here is the generation table. I recommend a D10 when generating.

Core Type

RollType
1-2Firefight
3-4VIP Escort
5-6Search and Destroy
7-8King of the Hill
9-10Delivery

Wargaming Week 02/05/2017

Let’s start, covering the 24th of April through to the 1st of May.

BLOG POSTS

One big post this week – part 3 of my demo game being assembled. Its the longest post so far and lots of pictures.

GAMING

No gaming – lots of writing instead.

PURCHASES

For the big thing, go see my post on the demo board.

However, on the smaller side I picked up an Evil Bear Foxhound second hand. I’ve been wanting one of these for a while and seeing it being sold off by a friend, well I just had to grab it. It will be pulling double duty for the Brits and as a Protected Patrol vehicle for various contractors (both Argo and Commando Global Solutions).

PAINTING

More bases, more base colours of camo. I grabbed some paints and will be trying the Spectre method of multicam on my Empress Rangers.

Operation Dragon’s Hoard: Part 3 – Building Boards and Buying Planes

If you are wanting to stay informed about this build, the best way is to follow my blog using it’s RSS feed or sign up to email updates using the box at the top of the sidebar.

 

Since the last time I wrote about my demo game plans a fair amount has happened. I’m going to split it up into a few sections but there has been a lot of progress

The Plan

The initial plan was to run the demo game at two shows (Leeds and York), with Leeds being the starting point and York being the big focus on getting it right. However, after some thoughts I’m extending the trip the board is going on. Rather than the first trip being in October, I’ve changed up the target dates. These are entirely unconfirmed so they can and will change.

  • August – Claymore, Edinburgh,
  • October – Fiasco, Leeds
  • February – Vapnartak, York
  • March – Hammerhead, Newark
  • April – Salute, London

Yep, that last one is Salute. Having been there again this year, I would be really interested in helping to expand the games there and bring something that I missed this year – a board showing off ultramodern rulesets. Having four events before it gives me plenty of time to test out, tweak and balance. Rapid iteration of any tweaks will be the aim of the game.

The Scenario

The basic scenario idea is down – two teams clashing over a downed cargo plane in an attempt to take control of it. However, I’m still working out the exact details. Should it be two roughly symmetrical teams (two groups of elites) or embrace the asymmetry and have one team comprised of elites and the other team being numerically larger but with lower skill or with an additional form of support (such as a technical or two).

I also realised in my first post I said the words “three way fight”. After having more a thought about this, I decided that only having two teams made more sense. It’s a simpler setup for players to jump in on and also means there will not be a GM controlled side. It also means less people are need to get a game going!

Once the style is worked out, I can then start rolling up the stats and assembling the force sheets. Inspired by Tiny Terrain‘s board at Colours, I think I’ll be getting some top trumps cards ordered (probably multiple sets as a just in case). Having a card that contains a character’s details and what they look like is easier to use than a normal character sheet. I’ll also be doing an activation sheet for me (as the GM) to have – reminding me who goes when rather than having to keep referring back on forth.

I’ll also need, once selected, to get all the figures painted up and good to go. Luckily I have a few months to work on it.

The Base

As you can see the boards are well on their way thanks to a full day of work on Easter Saturday alongside my dad. All the woodworking has been done (combining the 2′ x 2′ pieces with the wood battens) and the base layer of foam is in place. So far, only the test board has had a thin layer of filler applied to it. This was down a misbuying on my part – I bought pre-mixed filler rather the powder need to mix up a pourable amount. I spent an evening using half a pot before realising the mistake I’d made.

The boards are still at my parent’s house and so I can only carry on working when I go visit them. My next trip is in June and I intend to take some extra time off to apply the filler and then get a chance to paint it before having to shove it in the back of my car. The plan is then to drill dowel holes to increase stability when assembled. The test board will hopefully become my photography base; I can use the dowel holes to mount a background on and the textured surface should be more interesting than whatever is on my desk.

The Centre Piece

Of all the things I’m terrified of doing as part of this whole demoing game process, building the centre piece is pretty high up the list. The reasoning is two fold: the model I’m using as the wreck was very expensive and it will make or break the board as a whole. If the plane takes up too much space it ruins the balance and playability of the demo. If I paint it up terribly then it doesn’t tie the board together and it will catch attention for the wrong reasons. If I make a terrible mistake while assembling it, it might be doomed from the start.

However, I have a plan. I’ll build the plane as if I intended to keep it fully assembled, making sure the interior is decorated (at least in base colours). Then once finished, I’ll take a razor saw to it and cut it up into sections. The exact proportion of each section will be inspired by the Modern Warfare map I took the idea from. Each of these sections will be mounted onto MDF bases. The bases will then be enhanced with additional bits of terrain such as piles of sand the plane has dug into or cargo that has been forcibly ejected from the downed plane. Then they will be painted up and weathering applied.

The look I’m aiming for is of an aircraft that was shot down, the fires have gone out and the weather has started to affect it. So less raging fires and more sand.

The Scenery

My original plan was to use Sarissa’s excellent factory model as part of the table but after looking at the size of it, I think it might end up overpowering the table. Instead, I’m thinking of going for a more open look, with a few rocky outcrops made from leftover foam and maybe two of the Knights of Dice buildings. One of the teams will probably start close to some of Spectre’s SUVs, to represent how they arrived in the area. From their, it will be a case of playing around with layouts until I find the way that works and looks the best.

Conclusion

Overall its gone from “not doing much” to “oh god do everything”. Getting the boards started was a big help but there is still a long way to go. I’m still unsure about the decision to bring the first show forward but we shall see. Hopefully the next update will start showing more of what I’m up to.