Out for a pleasant drive. Rob's Crossley Tender and some of the passengers |
I may have mentioned we have been playing Quar "Clash of Rhyflers" . Me and Rob H have also been looking for a set of rules to use for our Irish Rebellion project. The problem has been that our usual "go to" for 20th Century rules, Chain of Command, is set at a slightly higher tactical level than our games will be - ie CoC is a Platoon+ level where most of the engagements in the Rebellion are 10-20 guys a side. As it turns out, a Grimsical set of fantasy rules about anteaters with guns is just the ticket. I've done a quick translation into our setting and we were keen to try them out, so on Thursday we went to Middlesbrough Games Club, and had a go.
Here is our first try at a scenario
O’Malley’s Farm June 1920
It’s early morning on O’Malleys Farm. Part of the local IRA Flying Column is resting up in the barn. Unbeknownst to them, acting on a tip off from the local RIC, a squad of British Regulars is approaching the farm.
Terrain The playing area is 2ftx2ft. The farm consists of a farmhouse and barn in the centre of the table surrounded by a stone wall with a road and hedges leading up to the farm gate. Both buildings are stone built and count as hard cover, as does the wall. Up to two figures or one LMG can fire from a window or door. There should be scattered trees and some wagons etc that will provide light cover scattered around the farm area.
IRA - The “column” consists of 1 Commandant and nine volunteers. One “card” worth of IRA are awake, with no more than 2 outside the barn on sentry duty. The remainder are asleep – count them as “Gobsmacked” and will take the usual expenditure of Actions to wake and grab their weapons. The IRA are armed with a mix of shotguns and rifles. One rifleman counts as a Marksman. The objective of the IRA is to exit the area with as many men as possible. No grenades are available.
| Sk | Mt | Ma | Toughness | Equipment | Special |
Commandant | 13 | 1d6+2 | 5 | 4 | Rifle | Leader 2\5 |
Volunteer | 12 | 1d6+1 | 5 | 4 | Rifle or Shotgun |
|
Marksman | 13 | 1d6+1 | 5 | 4 | Rifle | Dead Eye |
The British - The British consists of a squad of nine infantry, including one Sergeant and one Corporal. All carry Lee Enfield Rifles. They are accompanied by an officer of the RIC armed with a pistol. No grenades are available. The British start mounted in their Crossley Tender at the table edge on the road. Because we dont really have any rules for vehicles yet this is acting as a start \ jump off point.
| Sk | Mt | Ma | Toughness | Equipment | Special |
Sergeant | 13 | 1d6+2 | 5 | 4 | Rifle | Leader 3/4 |
Corporal | 13 | 1d6+2 | 5 | 4 | Rifle | Leader 2/3 |
Private | 12 | 1d6+2 | 5 | 4 | Rifle | Support |
RIC Constable | 11, | 1d6+1 | 5 | 4 | Pistol |
|
Weapons
Weapon | Range band | Snap Shop | Notes |
Rifle | 8 | -3 |
|
Shotgun | 4 | -1 | Shotgun |
Pistol | 4 | -1 |
|
Objectives
IRA – Get Away! The IRA gains 5 Victory Points if more Volunteers leave the battlefield than are claimed as casualties. Otherwise the British gain 5 Victory Points. Alternatively, if the British suffer 5 casualties they will withdraw and the IRA will gain 5 Victory Points.
Secondary Objectives.
The IRA player may secretly designate one Volunteer as particularly important. If he leaves the battlefield the IRA gain 2 Victory Points, if he is killed the British gain 2 Victory Points, if he is captured the British gain 3 Victory Points.
or
The IRA player has a crate of weapons cashed at the farm. He may choose to remove the crate by carrying it off the table, classing it as a heavy object, or hide it. If he successfully carries it off the table the IRA gain 2 VPs. If they hide it the British player makes a single skill check and finds it on a 6\- result or better. If the crate is found or recovered by the British they gain 2 VPs
The British take the first turn.
The Irish have local Knowledge – when the first card is drawn and discarded they may look at it.
So that's the scenario, how did it go? Tune in next time :-)
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