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"Help Needed With A Scenario idea" Topic


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Personal logo Extra Crispy Sponsoring Member of TMP20 Jun 2016 10:00 a.m. PST

I have an idea for a kind of scenario, called Fox and Hounds. Basically a small unit would be run by the GM (me). It just reach some point on the table, or just get across. Once at the target point it might have a mission (blow the bunker up, call for evac, deliver something). The players would all cooperate to capture or kill the target.

The target would not appear on the table, instead it would lay down "breadcrumbs." These would be rocks or blip markers, and they would lay multiple per turn – on two paths for example. I would track the target's movement on a paper map. Thus they might "backtrack" along their trail of breadcrumbs which would mean no new breadcrumbs that turn. They would have the ability to lay false trails, etc. As the trail goes cold, breadcrumbs would be picked up – obviously picking up the oldest crumbs.

To spot the target you'd need to be close and make a spotting check. Once spotted you must stay that close. Otherwise it automatically goes back to hidden and laying more bread crumbs. Spotting range might be 4" in jungle, 8" in shrubby rolling hills, etc.

The hounds – the hunter/chasers – would have to capture/kill the target before it carries out it's objective. Different players might have different objectives (Player 1 wants the target dead while player 2 wants it alive). Their units would always be on the table, and some might have movement restrictions/orders.

This could work for pursuing a downed pilot/Rambo, and in other settings it might be about the Ring Bearer or the guy carrying the classified memory disc.

Just looking for ways to spice it up and prevent it from just being a "whack a mole" game. It could end up being kinda tedious pretty fast.

Thoughts/suggestions?

Personal logo ColCampbell Supporting Member of TMP20 Jun 2016 10:28 a.m. PST

You could give the "fox" the ability to "whack back" at the hounds. Or they could be split into smaller groups, only one of which has the prize with all the others just being sacrificial red herrings.

Your scenario sounds like the second half of "The Wild Geese" after the rescue plane did the touch and go.

This sounds like an interesting idea. Looking forward to reading more suggestions and seeing the finishes product.

Jim

Coyotepunc and Hatshepsuut20 Jun 2016 10:32 a.m. PST

Team A could be a security detachment for Rambo, and be tasked with suppressing Team B without cuasing casualties.

Brian Bronson20 Jun 2016 10:37 a.m. PST

Taking the conflicting victory conditions even further, the hounds could be from different countries (host, advisors) and the advisors could be told that the host forces can't be trusted due to infiltrators or faction issues. And maybe it could even be true.

Personal logo Extra Crispy Sponsoring Member of TMP20 Jun 2016 11:14 a.m. PST

Fantastic guys, keep them coming.

Timbo W20 Jun 2016 11:33 a.m. PST

Sounds a little like a less-than-serious ECW game I did once based very loosely on Chalgrove Field. Rupert with a few cavalry rgts and dragoons is searching for the Earl of Essex's pay wagon full of coin. The forces are relatively small for the table size and the terrain is dense – various villages lots of lanes, hedges, hills, woods etc.

Didn't try the tracking aspect but would be quite easy – lay down sand as roads and scorelines in them if a wagon's passed that way. Naturally there were lots of other wagons criss-crossing the board too carrying turnips, socks for the foote, horse manure 'brings up the roses something lovely it does my lord', gunpowder etc etc.

The Royalists needed to find the pay wagon before Hampden's force turned up and they had to deploy for battle – there were also various Parliamentarian troop detachments in the area that the Royalists bumped into.

If I remember the pay wagon sensibly hid in a wood avoiding discovery but Rupert at least had the satisfaction of blowing up an enemy garrison by rolling a captured gunpowder wagon down the hill into their village.

Rich Bliss20 Jun 2016 12:01 p.m. PST

Good stuff. You might want to consider limiting the Hounds command Ann control. Maybe only the leader can change the path or direction of one group of hounds a turn.

wrgmr120 Jun 2016 12:15 p.m. PST

In the hounds breadcrumbs you could leave red herring a few "lost orders" aka Antietam. Putting the hounds off in different directions. Or even cause consternation among the hounds with a note left behind pitting the groups against each other.

Grelber20 Jun 2016 8:11 p.m. PST

I've been mulling over a game where the underage king and his small band are trying to get to the other end of the table (another country) and are being pursued by the jarl's men. I thought of having red herrings--other groups wandering through the forest, like a merchant caravan, robbers, a band of travelling acrobats. These would serve to delay or confuse the pursuit. The different bands would be numbered blocks of wood until they were actually sighted, at which the figures would be laid out. There could be secondary objectives--the jarl's men might attack robbers, if they came across them.


Grelber

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