So how to reconcile the problems with SP's card activation system and still allow for eight players in the game. This year I am trying two separate but linked games going at the same time. To do this I have divided the table into two sections with impassable terrain between them. Each section will have their own card deck and proceed at their own pace. This way there will only two players per side in each section with the possibility of interaction between the two only at the end of the game.
Below is the map of the scenario with details described below.
Scenario Description
Rebel Force B(RB) is returning from a raid into enemy territory. They have a wagon full of supplies, ammunition and muskets they have captured. They are trying to get back to friendly territory and must cross a bridge to do so. The British have been warned of their presence and send British Force B(BB) to prevent their escape.On the other side of the river, a friendly Rebel Force A(RA) has been sent to hold the bridge where they must cross. Another British Force(BA) has been sent to intercept the wagons to prevent their escape.
The river runs in a deep ravine and is impassable other than at the bridge. The terrain on either side of the river is heavy undergrowth, dense forest and rocky hillsides being classed as Really Heavy Going.
Rebel Force RB must cross the bridge and exit the North edge of Table A. The British must try to prevent the wagon from escaping.
Set Up
Each force is comprised of two units of two Groups each and one Unit of Skirmisher type infantry. Rebel Force RB with the wagon first places his Primary Deployment Point(DP) on the road 2D6 plus 6 inches from the Southern table edge. The Rebel Force RB may all enter on turn 1.
The British Force BB B may place only one unit using their Primary DP at the Road junction to the bridge during the first Turn. The remaining two units may enter anytime after turn 2 using the Southern road entrance on Table B as their Deployment Point.
Rebel Force RA and British Force BA may both enter on Turn 1 using their respective Deployment Points located at the North and South road entrances to table A. British Force BA has a Movable Deployment Point(MDP) they may use per the rules as long as the Provential Regulars are the first to make use of it. On table B, the Rebels also have a MDP which functions as per the normal rules after they place the Primary DP as described above.
Force Characteristics
Rebels
Force RA Total 65 pointsLdr 1 Capt. Seymore Bush Lvl III
Ldr 3 Sgt. Buster Cherry Lvl I
Continental Line Regulars Muskets 8figs/Group 2 Groups 7 pts/Group
Formation: Always Crashing Volley: 2 Characteristics: Sharp Practice
First Fire: Yes Step Out: 2
Controlled Volley: Yes Drill: 2
Ldr 2 Lt.Moe Lester Lvl III
Ldr 4 Sgt. Rick O'Shea Lvl IMilitia Militia Muskets 10figs/Group 2 Groups 3 pts/Group
Formation: No Shock Crashing Volley: 3 Characteristics: No Bayonets
First Fire: Yes Step Out: 3 Hearth&Home
Controlled Volley: First Only Drill: -
Ldr 5 Sgt Melvin Sackrider Lvl I
Miltia SK Irregular SK Rifles 6 figs/Group 1 Groups 7 pts/Group
Formation: No Crashing Volley: - Characteristics: Sharp Practice,
First Fire: Yes Step Out: 3 Hearth & Home, No Bayonet
Controlled Volley: No Drill: -
Support Total 8 points
Holyman 1 point
Marksman 2 points
Water Cart 2 points
Relic 3 points
Force RB Total 64 points
Ldr 1 Capt. Hiram Cheaper Lvl III
Ldr 4 Sgt. Frank Sansbeens Lvl I Continental Line Elite Muskets 8 figs/Group 2 Groups 9 pts/Group
Formation: Always Crashing Volley: 1 Characteristics: Sharp Practice,
First Fire: Yes Step Out: 2 Good Shots, Stubborn
Controlled Volley: Yes Drill: 2
Ldr 3 Lt. Jason Sanborn Lvl II
Ldr 5 Sgt Luke Warme Lvl I
Militia Militia Muskets 10figs/Group 2 Groups 3 pts/Group
Formation: No Shock Crashing Volley: 3 Characteristics: No Bayonets
First Fire: Yes Step Out: 2 Hearth&Home
Controlled Volley: First Only Drill: -
Ldr 2 Capt. Upton O. Goode Lvl II
Frontiersmen Skirmishers Rifles 6 figs/Group 1 Groups 7 pts/Group
Formation: No Crashing Volley: - Characteristics: Good Shots, Movable DP,
First Fire: Yes Step Out: 3 Aggressive, Movable DP, Tomahawks,
Controlled Volley: No Drill: - No Bayonet
Support Total 6 points
Holyman 1 point
MDP 2 points
Relic 3 points
British
Force BA Total 65 pointsLdr 1 Capt. Serge A. Head Lvl III
Ldr 3 Lt. Pat Pending Lvl I
Highlanders Elites Muskets 8figs/Group 2 Groups 9 pts/Group
Formation: Always Crashing Volley: 1 Characteristics: Sharp Practice,
First Fire: Yes Step Out: 2 Thin Red Line, Aggressive,
Controlled Volley: Yes Drill: 2 Tomahawks
Ldr 2 Lt.Duncan Doughnut Lvl II
Ldr 5 Sgt. Jimmy DeLocke Lvl I
Loyalists Conscripts and Volunteers Musket 8figs/Group 2 Groups 4 pts/Group
Formation: Always Crashing Volley: 3 Characteristics: Sharp Practice
First Fire: Yes Step Out: 3
Controlled Volley: First Only Drill: -
Ldr 4 Sgt Creighton Shippet Lvl I
Loyalist SK Skirmishers Muskets 6figs/Group 1 Groups 7 pts/Group
Formation: Never Crashing Volley: - Characteristics: Movable DP
First Fire: Yes Step Out: 3
Controlled Volley:No Drill: -
Support Total 8 points
Physic 1 point
Water Cart 2 Point
MDP 2 points
Colors 3 points
Force BB Total 67 points
Ldr 1 Capt. Warren Peace Lvl III
Ldr 4 Sgt. Justin Thyme Lvl I
Line Regulars Muskets 8figs/Group 2 Groups 7 pts/Group
Formation: Always Crashing Volley: 2 Characteristics: Sharp Practice,
First Fire: Yes Step Out: 2 Thin Red Line
Controlled Volley: Yes Drill: 2
Ldr 2 Lt.Canby Allgoode Lvl II
Ldr 5 Sgt.Tommy Rott Lvl IFusiliers Regulars Muskets 8figs/Group 2 Groups 7 pts/Group
Formation: Always Crashing Volley: 2 Characteristics: Sharp Practice,
First Fire: Yes Step Out: 2 Thin Red Line, Aggressive
Controlled Volley: Yes Drill: 2
Ldr 3 Lt.Allen Rench Lvl II
Skirmishers Light Inf Muskets 6figs/Group 1 Groups 9 pts/Group
Formation: Always Crashing Volley: - Characteristics: Sharp Practice,
First Fire: Yes Step Out: 3 Aggressive, Tomahawks
Controlled Volley:No Drill: -
Support Total 6 points
Physic 1 point
Breastworks 2 Point
Colors 3 points
Umpire Notes
If the Rebels can get the Wagon Across the Bridge with nothing to stop them from exiting, then game is over with it being a Rebel Victory. I suspect it won't turn out as simple as that. With the British only allowed to place one Unit blocking access to the bridge, a lot will depend on how aggressive the Rebels are on Table B. Likewise the British on Table A have to be very aggressive in case the wagon makes it to the Bridge.I haven't yet decided how to work things out if a Unit from Table B actually crosses onto table A. The easy thing to do would be to transfer the Leader cards to the other tables Deck, but I'm wondering if they couldn't just each continue to draw cards from their own deck. If any interaction occurs they could just implement them simultaneously.
I've made my own card deck with pictures of the individual Leaders That makes it easier for the players to identify them on the Table. No more looking for a Roster to see who Leader 5 is.
4 comments:
Putting a photo of the leader and his name on the card is something I've also done. It makes a huge difference as players don't have to try and remember who Blue Leader 2 is, and helps give the leaders more personality. The split table idea sounds great.
There was a Wild West scenario in an edition of Donald Featherstone`s Wargamer`s Newsletter in the late sixties. It featured a character called Justin Time. I wonder if they are related. Your excellent leader photo certainly brought back memories.
I think that is a great idea. It seems today all rules seem to be designed for only 2 players yet, I believe, most games have 4,6 or 8 players and not only at conventions. Our club has 6 players all the time, sometimes more. So every scenario that tackles that problem successfully is a gem!
My main purpose is to ask what program do you use for drawing your maps?
Dick Bryant
No scenario survives first contact with a wargamer
Thanks for the comment Mr.Bryant. I use MSPaint,the old version. It's a lot of cut and paste but gets the job done. I've done it so many times, I've gotten pretty good at it. I normally work with bmp files and convert them to gifs or jps to post online. I measured up all my terrain, walls fences, roads, etc and drew them up in MSPaint. Now I just copy and paste them into whatever scenario I'm working on. Helps a lot for setting up terrain. It can be very tedious however, but I find it relaxing and being retired,have lots of time to do it.
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