|
  | AN ONGOING NEWSLETTER | July 2007 |
They SAID there was no 'scientific' proof of 'Scale Creep' yet we saw the evidence all around us. Manufacturers claiming 1/48 vehicles 'scaled' for 28mm figures. Model 'fuel dumps' with 1/35 jerry cans. It got worse every year, and divided the hobby. 'Historical' gamers complained bitterly about the size increases, because figures wouldn't 'mix' with their old armies, made up mostly of SAE and Hinton-Hunt miniatures. 'Fantasy' gamers denied that any 'standard scale' ever existed, and praised the increased detail on the ever-larger figures.They claimed that it would make the figures easier to paint, if they ever bothered to paint them. In 2026, renowned Wargames Archaeologist Charles Lewis made a surprising discovery on a 'dig' in a garage in Southampton: The 'master' for the first 25mm figure. It was to be unveiled at SALUTE 2027
The venue ( an old warehouse) was left relatively intact, and it was hoped that the 'master' was still unharmed. Although Professor Lewis was found wandering about in a daze (as it turns out he had not arrived at the show yet) nothing is known of the 20 or so attendees at the show. EPILOGUE Although the mission of the 'Fantasy' gamers might seem easier than the other missions, it has to be considered that neither the 'Historical' gamers, nor the police wish to see the crate be destroyed and therefore might initially focus more on the 'Fantasy' gamers than on each other. Once either the police or the 'Historical' gamers have the crate in their possession this fragile alliance will quickly crumble. The mission of the Conventioneers seems fairly difficult. In this case it is important to remember that the police can’t attack them at first, which can be a major advantage. Lastly it could be that the Conventioneers have one enemy model left, which walks of the table with the crate, finishing its mission. In this case the Conventioneers lose the game, because they did not manage to kill everyone. DISCLAIMER I do not intend to make any stance on the 'scale creep' issue with this scenario, nor do I intend to insult anyone. No one should take me too seriously… I don’t. Happy gaming! PLAYERS The scenario can be played with 2 to 4 players. If the scenario is played with three people, only use the rules for players 1,2 and 3. If the scenario is played with two people, only use the rules for players 1 and 2 Each player can buy gangs/squads for up to 250 point. Player 4 is an exception and can buy gangs/squads up to 300 points
SPECIAL RULES The Crate - The crate is ridiculously big so the manufacturer could overcharge for shipping. (I mean, 75% for airmail? Get real.) Although this protected the 'master' it also makes the crate almost impossible to carry.
The hand truck/trolley - The warehouse personnel were subject to strict regulations on physical labour. With a bit of luck you might find a hand truck lying around somewhere. This would make moving the crate a lot easier!
THE TABLE The scenario is played on a 120cm x 120cm (48 in x 48 in) table. A token is needed to represent the crate and a token is needed to represent the hand truck. A building resembling a warehouse, with multiple entrances is placed in the middle of the table. The crate is placed in the building. Make sure it can not be seen from outside the building (otherwise the game could be very short, with the 'Fantady' gamers destroying the crate with one aimed shot from a recoilless rifle). The hand truck is placed in, or near the building. For the rest the terrain is set up in a mutually agreeable manner. Make sure there is a lot of terrain to provide cover (really, really a lot). Many players are playing at the same time, so you do not want one player being pinned down at his table edge, because he can not go anywhere due to a lack of cover. There is no fun in a game where no one even reaches the crate. For more fun, have more than one crate - Let them spend action points checking waybill numbers: They don't want to wind up with a case of D2's! STARTING THE GAME The Conventioneers pick a table edge first by deploying their squad(s)/gang(s), after this the remaining players roll a die, with the highest rolling player picking a table edge first, by deploying its troops, followed by the next highest, etc. Each player has a 10 cm ( 4 in) deployment zone and can not place its troop in the overlapping parts of the deployment zones (Fig 1.). |
The hand truck/trolley - The warehouse personnel were subject to strict regulations on physical labour. With a bit of luck you might find a hand truck lying around somewhere. This would make moving the crate a lot easier!
THE TABLE The scenario is played on a 120cm x 120cm (48 in x 48 in) table. A token is needed to represent the crate and a token is needed to represent the hand truck. A building resembling a warehouse, with multiple entrances is placed in the middle of the table. The crate is placed in the building. Make sure it can not be seen from outside the building (otherwise the game could be very short, with the 'Fantady' gamers destroying the crate with one aimed shot from a recoilless rifle). The hand truck is placed in, or near the building. For the rest the terrain is set up in a mutually agreeable manner. Make sure there is a lot of terrain to provide cover (really, really a lot). Many players are playing at the same time, so you do not want one player being pinned down at his table edge, because he can not go anywhere due to a lack of cover. There is no fun in a game where no one even reaches the crate. For more fun, have more than one crate - Let them spend action points checking waybill numbers: They don't want to wind up with a case of D2's! STARTING THE GAME The Conventioneers pick a table edge first by deploying their squad(s)/gang(s), after this the remaining players roll a die, with the highest rolling player picking a table edge first, by deploying its troops, followed by the next highest, etc. Each player has a 10 cm ( 4 in) deployment zone and can not place its troop in the overlapping parts of the deployment zones (Fig 1.).
EPILOGUE Although the mission of the 'Fantasy' gamers might seem easier than the other missions, it has to be considered that neither the 'Historical' gamers, nor the police wish to see the crate be destroyed and therefore might initially focus more on the 'Fantasy' gamers than on each other. Once either the police or the 'Historical' gamers have the crate in their possession this fragile alliance will quickly crumble. The mission of the Conventioneers seems fairly difficult. In this case it is important to remember that the police can’t attack them at first, which can be a major advantage. Lastly it could be that the Conventioneers have one enemy model left, which walks of the table with the crate, finishing its mission. In this case the Conventioneers lose the game, because they did not manage to kill everyone. DISCLAIMER I do not intend to make any stance on the 'scale creep' issue with this scenario, nor do I intend to insult anyone. No one should take me too seriously… I don’t. Happy gaming!
|