PS Paddy and I played this Scenario on Saturday - with Paddy beating me. On Sunday Alex and I played the sequel "A touch of Frost''.
Introduction
"No more! The intrusion of the hot bloods must cease!""What is your command Wise One", queried Towel'Rack the leader of the Lizardman forces.
"Gather your brethren, remove this plague, restore the equilibrium... I cannot be distracted..."
"Away," hissed Towel'Rack to his commanders, "deploy the army - to the South are the hot bloods. They must be annihilated NOW!"
Assemble Forces
The 'theme' for this scenario is the first encounter between two very different forces. The Attackers are a melee-focused war-band with a variety of distinct troop types. The Defenders are the garrisoned troopers guarding an outpost.3 standard TDD's are issued for each Force i.e. the Attackers have 3 TDDs and the Defender has 3 TDDs - note Special Rules: TDDs below.
Defenders (Humans)
The Outpost's Command has managed to scrabble three reinforced platoons to repel the alien raiders.Captain Gresham's Assault Team
- Captain Gresham (Skill d8, Armour 4+, Resolution d10, Command 2) with a Pistol (d6/Short) and Chainsword (d8)
- 5 x Troopers (d6, 4+, d8) with Pistols and Chainswords
- 1 x Heavy Support Team (d6, 4+, d8) with HMG (3d8/Brace) and Combat Knives
- Major Reilly (d8, 4+, d10, Command 2) with Assault Rifles and Combat Knife
- 5 x Troopers (d6, 4+, d8) with Assault Rifles and Combat Knives
- 1 x Heavy Support Team (d6, 4+, d8) with HMG and Combat Knives
- Commander Morton (d8, 4+, d10, Command 2) with an Assault Rifle and Combat Knife
- 5 x Troopers (d6, 4+, d8) with Assault Rifles and Combat Knives
- 1x Heavy Support Team (d6, 4+, d8) with HMG and Combat Knives
Attackers (Lizardmen)
A scouting detachment of the Lizardman army approaching the settlement, this force is a mix of regular Saurus infantry, a group of mounted Cold Ones all supported by a horde of Skinks providing the Lizardmen with ranged fire ability.
Cold One Cavalry- Cold One Cavalry Champion (d8, 6+, d10, Command 2, Cold Blooded, Away!) with teeth, claws and axes (CC, ROF 2, d8)
- 5 x Cold One Cavalry (d6, 6+, d10, Cold Blooded, Away!) with teeth, claws and axes
Saurus Warriors
- Scar-Veteran (d8, 5+, d10, Cold Blooded) with Axe (CC, d8)
- 7 x Saurus Warriors (d6, 5+, d8, Cold Blooded) with Axes
- Skink Chief (d8, 3+, d10, Command 2, Agile, Cold Blooded) with a blowguns (ROF1/d6/Long) and axe (CC, d6)
- 10 x Skinks (d6, 3+, d8, Agile, Cold Blooded) armed with both bows, blowguns etc and spears, axes etc
Terrain
The Northern half of the table is largely clear giving the Lizardman the opportunity to close in on the Defenders with few if any obstacles to negotiate and little in the way of cover.The Southern half of the table has three Size 3 Building that cannot be entered but can be scaled. The Defender can also apply a handful of barricades in the Southern half.
Deployment and Tactical Edge
The Attackers have exited the jungle from the North and are approaching the outskirts of the settlement to the South. The Defenders have been transported through the settlement and deployed to intercept the Attackers at the settlement's Northern edge.Troops can be deployed as Reserves; however the Attacker cannot deploy on the Southern Edge/Corners and the Defender cannot deploy on the North Edge/Corners.
Tactical Edge is determined with the Lizardmen using a d6 and the Humans a d8 (see Special Rules: Cold Blooded below).
Objectives and Game Length
The Attackers are attempting to penetrate the settlement's defenses and the Defenders are trying to impede their enemy's advance whilst reinforcements are rallied to their position. The game can end in one of three ways:
- One Force's total annihilation, with Victory being awarded to the survivor.
- Upon the Attackers overrunning the Defenders position - this can determined at the end of any Turn with 1 or more Attackers within Walk Range of the Southern map edge. See details below.
- Upon the Defenders receiving reinforcements - this can be determined subsequent to #2 in the usual manner for determining the end of a TGTMG scenario.
Determining Over Run
At the end of each Turn calculate the difference between the number of Attackers and Defenders in the Defender's Deployment Zone.
For example, the Attackers have a Cold One, two Saurus and three Skinks (6 Units in total) in the Defender's Deployment Zone. The Defenders have three Infantry and one Heavy Weapon Team (4 Units in total) in the same Zone. 6 Units - 4 Units = +2 Unit advantage to the Attackers.Roll a d6, add the modifier and if the result is equal to or exceeds the Turn's Target, the Game is ended and awarded to the Attacker. A modified Result of 1 Turn 3 Base Target = 5, Turn 4 = 4, Turn 5 = 3, Turn 6 = 2, Turn 7+ = 1.
For example, on Turn 5 a base number of 3 is required for the Game to end. The Attacker rolls a 2, and received a +2 modifier, resulting in 4. As the modified result of 4 equals or exceeds the Turn Five Target of 3, the Game is ended and awarded to the Attackers.
Special Rules
We employed our usual mix of House Rules. While they seem to work for us, they aren't necessary for this particular scenario. One thing we've noticed with our House Rules is that the game flow suffers once the Unit count goes up - the tenacity afforded by the low hit-to-kill ratio means there are lots of Reeling troops about. Oh well, something to keep in mind for next time.Lizardmen > Away!
The Cold One Cavalry are Saurus riders mounted on Cold Ones. These ferocious beasts are difficult to command. Upon declaring a Run, rather than applying the Run Template, use the Walk Template then add d8 inches to the same. This reflects the beasts ability to surge ahead into battle and tendency to fail to consistently follow their rider's commands.Lizardmen > Cold Blooded
The Lizardmen's metabolism means they're not quite as adept at reacting tactically relative to the warm-blooded enemy. They use one die less when rolling for the Tactical Edge e.g., they'd roll a d6 whilst their enemy uses a d8.Some family snaps :-) |
Time Displacement Devices
In this scenario, the TDDs reflect the martial zeal and superior training of the Defenders and the ancient magical powers of the Attackers.Each Commander is notionally allocated a TDD that can be used at any time as per usual rules - track the use of a TDD. Should a Commander be eliminated (not Reeling), then their notional TDD is lost. This encourages the early use of TDDs.
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