This is
my proposed participation game. First draft for playtesting. Now
we are using beta- (test version) rules- this one will use the 3rd
version. There is a movement to focus the playtesters, but I'm out
of sync. I'm enormously pleased that our last contribution has
seen amendments to cavalry, chariots and cavalry. Please take this
into consideration as I'll always adapt to the latest version.
Top Right The Saucy Scullion home of Captain Red
Right Church & graveyard The Reverent Allbright
Top middle Manor Farm Squire Kettle
Left Cock and Bottom Captain Hook.
I've taken Captain
Avery as my starting point. Not only was he one of the most
successful, he had a fleet of ships and lesser captains under him.
He also retired to the West country and was said to have been robbed
by those bigger sharks, Bristol merchants.
So let's take the Devon
coastal town of Trumpton under Green. Somewhere betwix here and the
parish of Camblewick there be treasures:
Deed box, containing
deeds of local manor farm, and coaching inn plus several large
properties in Bristol and Boston. Whoever has these can control
rents and sell the properties.
Treasure chest
containing the jewels of the Sultana of Marmalada.
Treasure map of the
Madagascaran Brotherhood.
Lost key to said map.
Now let us look at the
key players, all ex captains under Avery. Each one has a core unit
plus 1 or 2 personalities:
Vicar the Reverant
Allbright, with his villainous verger, the murderous Meeps. There
is a church upon the cliff, under which caves what are the haunt of
local smugglers controlled by the pair. Them who do say talk of
secret tunnels.
The Vicar and Meeps
(personalities) have a core unit of 10 local smugglers to hand.
These are always replaced. They are armed with the odd pistol and
farm implement, but they have superior local knowledge and can be
virtually invisible.
Rev
Allbright Q4 A3 D4, Hero 2xlives, Shoot3 34
Mr
Meeps Q3 A3 D4, Shoot2, Assasin3, Stealthy 22
Smugglers
Q5 A1 D4, Shoot1 Highwaymen 10x9 = 90 Total 146
Squire and
Magistrate Kettle and the local militia. The great hall, located
in Manor Farm, close by the church, is the scene of much quaffing of
illegal brandy by these scions of the gentry sworn to uphold the rule
of law.
The Squire
(personality) has a core troop of 6 mounted dragoons always to hand.
Plus 1 irreplaceable niece/ward (personality). These are supplemented
by stalwart chaps from the estate plus any “visitors” who may
happen by.
Squire
Kettle Q4 A2 D4 General, Mounted, Shoot2, 2xlives 28
Dragoon,
mounted, Q4 A2 D4 Fast, Mounted, Shoot2, Drilled 6x17 = 102
Niece,
Q4 A1 D4 Assasin L1 Shoot1 13 Total 143
The
Cock and Bottom coaching inn. This establishment, plus a couple
of hovels, straddles the road overlooking Trumpton under Green betwix
Camblewick. Here is becalmed old Captain Hook and his cronies,
drunkards all.
Captain Hook
(personality) has a core of 10 replaceable cronies.
Cpt Hook Q3 A3 D4 Hero, Shoot2, 2 ex lives 32
Cronies Q4 A2 D4 Shoot1 10x12 = 120 Total 152
The
Saucy Scullion. Captain Red and his Fanny. There's one tavern
on every harbour waterfront that caters for the sort of person who
wears too much black leather and hats with lots of feathers. Now
it's home to this captain and crew. Deep cellars, private rooms and
interesting passages await.
Captain Red and Miss
Fanny (personalities) core of 11 Scullions.
Cpt
Red Q4 A3 D4, Shoot1 Hero, 2xlives 26
Miss
Fanny Q4 A2 D4 Assasin L1, 12
Scullions
Q5 A2 D4 Shoot1 11x10= 110 Total 146
Getting
MORE. How to play.
All
forces start in their home areas with their core unit.
Everyone rolls a D6 for initiative.
Highest
gets 1st
choice of doing:
Marching
to the middle of Trumpton and
declaring that you have a treasure and are recruiting a new crew.
You roll 3 D6. 1st
D old hands, competent pirates. 2nd
drunken sailors, 3rd
local riff-raff. A natural 6 gets you a personality.
Declaring
an attack on one of the other players. You may join with another
player in accord if you've parleyed.
Parleying,
meeting another party in a neutral spot to come to any agreement.
Wait
and See. Do nothing, but you
can sneak in at any time.
If
you gain a treasure you can either declare a new round or run home.
Obviously,
once all are done, a new round starts.
Suggested play. I want to get a “black Sails” type plot
twist feel going. To do this I'm going to suggest using the
initiative rolls. Could use event cards.
Rather than take turns and to encourage roleplay I'd suggest that a
player declares a move on an opponent then both roll for initiative.
Fortune favours the brave. One word of warning, this type of play is
best suited to a group who agree that the aim is to have interesting
games rather than point-scoring.
You can go to extremes, with one faction fleeing with 1 or more
treasure then being pursued by 1 or more of the others. I'd suggest
that only the captain knows the location of the treasure and a search
may be of limited use. Players should aim to have fun! You can take
the basic game as season 1 and go from there!
First play. Freely admit to some mistakes. First off, wrong alien. (Although if I was doing Bovington, this force vs a large local milita force backed by pirates-) Wrong methodology. What I should have done, the first wave of
fairly ordinary pirates are there to show the basic game mechanics.
Once they are gone, in serious trouble or joining forces then other,
more forces comes into play:
The Vicar can summon, or if he dies the unquiet dead rise from their
pit to reek.
Squire may summon regular county militia troops if faced by an
alliance or deaded.
Hook if losing or dead can call on the pyrats, however, these should
be seen as rather untrustworthy allies.
Captain Red may raise the forces of the deep, but these too have
their own agenda.
This is what I used for the first game.
Vicar the reverant
Allbright
1) Someone
squeals to the Revenue and the winner can swap out for a revenue
force
2) Someone
squeals to the Revenue, the Vicar can hide (leaving the local to
their fate) OR rouse another D6 of locals to come to his aid
3) Choice
of ground, can stage an ambush.
4) Can
swap out with the Squire. (Has tricked the squire into attacking, if
attacking the squire you've talked a servant into starting a fire in
the stables)
5) The
Revenue are searching the beach, looking for your cave-.
6) Raising
of the dead. If all is lost and the Vicar is last man standing, he
can call on the powers of darkness and unleash the dead from the
local plague pit upon the town.
Squire and
Magistrate Kettle
1) All
are drunk, -2 on actions and reactions.
2) Late
start. Each rolls D6 indicating turn appearing. If niece rolls a 1,
she's been kidnapped.
If
she rolls a 6 she's kidnapped one of the Scullions who was in boys
clothes.
3) Gains a D6 of Pirate
Hunters on foot (Officer, Sergeant+ rest)
4) Can swap out with
the Revenue. You stay at home unless you've made an agreement with a
second participating party.
5) Word has come of an
attack, you prepare for seige.
6) If all is lost and
the Manor is burnt, the regular army may be summoned to give aid.
The
Cock and Bottom
1) Everyone is drunk
and the place is surrounded
2) Everyone is drunk
(-1 all Q rolls) but Hook & D6 of his cronies (all drunk) have
snuck out the back.
3) Hook and a
remarkably sober crew set up an ambush.
4) Can swap out with
the Squire. (Has fooled the Squire into attacking by false messages)
5) Under seige by the
Revenue. All trapped inside.
6) Hook has attracted
the attention of the dread pyrates, and a raiding party is on its
way-.
The
Saucy Scullion
1) The Scullions have got pissed (-1Q) and gone off after someone
(winners choice) rest turn up D6 turns later, roll (Q) for sobriety
2) Everyone is drunk (-1Q) but gain a D6 of patrons
3) Forewarned, a force sneaks off and sets up an ambush.
4) The Scullions have captured the opposing captain and is demanding
ransom. There is talk of a portrait painter.
5) Blackmail, Pirate Hunters have taken the pub and are in ambush-.
If Captain Red is last man standing, he can call upon the sea to
give him aid, leading to an invasion by one of the local Sea
Peoples.
Now we come to the add-ons. This list will grow to include 3 aquatic
races, Pyrats and Medieval dead.
Pirate
Hunters
Captain Q3 A3 D4 Shoot2 Drilled
Trooper Q3 A3 D4 Shoot3 Drilled
Revenue
Captain Q4 A3 D4 Shoot2 Drilled
Trooper Q4 A2 D4 Shoot2 Drilled
449
point Aquatic 1 force
General Q3 A3 D7 General, army standard, 2extra lives, Amphibious
50(?)
Infantry Q4 a2 D6 Shoot2, Drilled, Amphibious 8x 27 = 216
APC Q4 A3 D5 Boat, Resilient, 2extra lives, Amphibious 32
Lg Tank Q4 A7 D7 Art.4, Boat, Resilient, 4extra lives, Amphibious 68
Sm Tank Q4 A5 D5 Art.2 Boat, Resilient, 2extra lives, Amphibious 43
Mortar Tank Q4 A3 D5 Seige3, Boat, Resilient, 2extra lives,
Amphibious 40
The Games. First one was a good go at the basic game. Second
an invasion. Have to admit that I found these first and they hold a
sentimental attachment. I bought the first batch from Brigade during
a sale, loved 'em enough that when they announced a revision of their
range, (with sizes generally going up) I bought a further batch in
the hopes of further purchases. Then they dropped the range!
Game 1 I made slips for the players and treasure. I got Captains Red
and Hook. Which left Tony with the Squire and the Reverent.
I won the toss and started by sending Cpt Red marching against the
Vicar. This, of course, didn't work. With Red and his Fanny in the
lead, they are jumped by Mr Mipps. He comes off worse in the
shooting, although they both lose a life. That leaves the locals to
shoot, he kills one, but dies. Fanny does a runner back over the
bridge, only to be shot in the back. Poor Fanny! The pirates go
back. With no leader I rolled. I got a 5 Blackmail, Pirate
Hunters have taken the pub and are in ambush-. So that finished
them off as a force.
Meeps attacks!
The Reverent pontificates in front of his church
Fanny does a runner but gets it in the end.
Now the Revenue turn up!
Meanstwhile at the other edge of town Cpt Hook was unable to join in
the assault, as that would have left cavalry to his rear, never a
pretty sight. So I decided to wait and see what the Squire would do.
I rolled on the chart- first time Hook has attracted the
attention of the dread pyrates, and a raiding party is on its way-.
No use. Second, 5) Under seige by the Revenue. All trapped
inside. That was a result-. Finally I got 4) can swap out
with the Squire. (Has fooled the Squire into attacking by false
messages) Tony got a surprise when his troops just- deployed.
Spotting roll meant that the troops were recognised and they were
escorted back to the Manor. That effectively ended the game with
Tony winning. Time, about 90 minutes.
Oi! Get orf my Manor!
In the end Hook decides to chase the hunters, but it doesn't end well for him-.
Multi players. Don't worry about it. Establish the original
order and keep to it. Others “slot in” as needed. Reactions
need to be logically handled. If a unit is facing, say, pirate
hunters, they are far more likely to react than a unit at rest
halfway down the board. I think of it as throwing a rock into a
pool. Grabbing initiative is the same.
Game 2. Tony took all the other sides bar Captain Red. I had him on
table but none of his forces. The aliens poored of the beach, blew
up a couple of houses. Now I don't think we've got the hang of
ambushes yet-.
The locals start to respond
The General stops for a conflab with Captain Red, then he's ambushed by some locals, but he beats them and they go back. For the first time so far, he follows up, hits them and they break.
Frontal assault by the Vicar wounds him, but at great cost. Now Mipps sneaks in from the side-
Mipps and the General are dead, so the General has effectivley destroyed one side on his own. The attackers all go back one--.
The Squire liaises
The niece finds herself trapped by the creeping horror-
The large tank slivers over the wall. Not hard to imagine the horses in a mad panic, then it opens up and blows them away.
Captain Hook is a Hero, not to be daunted he takes on the small tank alone! A lucky shot takes a life- not hard to imagine it lurching forward to impale itself on the sword while crushing the Captain underfoot.
The figures: Biologicals are from an old Brigade Games range, now only available in 6mm.
Cavalry, most infantry and pirates Old Glory.
Pirate hunters, a few pirates Rebel Miniatures
Sea Peoples Khurasan
Vicar Splintered Light.
The pirates were my first mass buy on starting 15mm, some have had minor repaints but most are a good few years old and in need of TLC.
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