This Wednesday we play tested my newest rules Quars at War which is based in part on a Fist Full of Lead (FFL) skirmish rules. I added my own Coin System of command and greatly modified a number of the FFL tables. I also borrowed from the Two Fat Lardies Suppression system.
In this scenario the Coftyran Crymuster, the boys in blue, engaged in a fight against the Tolkis Crusaders, the lads in green, to capture and hold as much of the town as possible. Both sides approached from the opposite sides of town, Crusaders from the East, Crymuster from the West. The Crusaders goal was to capture as much of the town as possible, while the Crymuster are similarly instructed to do the same, but focus their main efforts on taking the High Ground represented by the blue domed buildings.
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| Crusaders Quickly Take Control of the First Block on the East and Begin to Infiltrate the Center of the Second Block. The Blue Tokens Indicate Crusader Controlled Buildings. |
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| The Crymuster Forces Quickly Seize the Western Side of Town as Indicated by the Brown Tokens. As the Crusaders Try to Storm Across Main Street that Divides East and West, They are Meet by Withering Fire from the Crymuster Forces. |
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| Crusaders Rush Across the Main Street and Lob a Grenade into the Well Defended Crymuster Balcony Wounding Some and Causing a lot of Confusion to Their Enemy. |
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| Seen from Behind the Crusaders Position. Both Sides are now Engaged in a Number of Fire Fights. While There are Few Injuries the Disruption Level, as Indicated by the Orange Blast Marker, are Piling Up on both Sides. |
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| At Battles End the Crymuster has Dirven Back most of the Crusader Forces, except in the Key Central Domed Building. |
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| Crusader Forces Hanging on to Their Left Flank and Central Positions. The Right has Been Heavily Mauled. |
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| The Appalling State of the Crusader Right Flank. At the Start of the Following Turn All the Troops in the Near Building Will Need to Fall Back. Most are Carrying Wounds. |
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| The Crymuster's Right Flank's LMG Section and Infantry Gun That Have Been Battering the Crusaders Mercilessly. |
For a first run the game went rather well. My charts left a few things out that will make a few serious changes to play. The players seemed to forget a number of their special units as most lingered out of site in the rear areas. A key issue I have is the play went much slower than I wanted. In part because few Quar were killed until the very end, and because of the single section activation sequence. I need to address the later, but the kill issue was more about luck then anything mechanical. The rules have already been updated, and I will put them online when they are in a more polished state.
My real-world situation is about to become very hectic. I don't plan to run another game before August. Hopefully I will be able to play in other people's games before that. Time will tell.
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