"It's a stalking, watching-and-waiting game in the darkness, a very different kind of feel to a daylight action".
So said one of the playtesters at the end of last night's game, "Night of the Hunter", at Lard Island. The game was a night fighting action played with the "Through the Mud and the Blood" rules for the Great War. The opposing forces were a large British and large German patrol, both of which had been tasked with reconnoitring a set of abandoned and shell damaged trenches which now lay in No Man's Land. Both sides were also asked to try and capture an enemy prisoner to try and discern more about their opponent's deployment and future plans.
I also wanted the game to be a playtest for some refinements to the night fighting rules in "Through the Mud and the Blood" which we're currently using. The accounts of night fighting from the Great War emphasis chaos, mistakes, confusion and terror. Trying to replicate the same thing on the wargames table is challenging.
I've given some ideas about how we have tried to go about it on my Blog, together with a downloadable scenario with some rules ideas and commentary.
link
Comments welcomed.