I have started this as a new topic in order to achieve purity of thought ( ::) )
Entoyment
7th January 2023
I will post here the scenario as it is constructed.
Comments are welcome (I think).
Initially.
1. The game will run twice in the day.
2. Maybe players will swap from union to confederate for the pm game.
3. The game will be broken into three longways tables. This is why a minimum of 6 players is needed. More than 6 even better.
4. The transports will be passed from table to table.
5. There may be some movement between tables of non transports things too.
6. Each table will be on a countdown of actions. This means that not everything is on table at the game start. Players will have access to choices about what does and what does not arrive. This means that at times a rebel player might only have a fort on his table. This aspect will need some testing etc. Hence why it will be put out for players to see and respond.
7. Players will be asked to bring stuff i they have it. There will be a master list of needs and wants.
Maybe this can be our Christmas game, as mince pies should be cheaper after Christmas?
Thanks if you are able to take part. If you cannot take part then maybe the discourse here will still interest you?
martin :)
Martin
I have two fleets, 3 forts (different sizes) and a complete table set up
Stewart
I can bring myself but have no ships I'm afraid.
Richard
I have a full table set up, but not sure if I will be there. I hope to be.
John
So far so good.
martin :)
I hope to be there so long is the wind is in my favour and the seas are calm.
I can bring ships, dice and good manners.
I would like to come, please. I am however currently shipless and rudderless.
I do have dice, rules, a mat and will bring chocolate biscuits, if you'll have me.
Simon
I have a complete set up, 3 painted forts (all flying Union flags) Small, Medium and Large. I have Many Boats including 3 that are done as transports/civilian only, with several others that would have doubled up as troop and military stores transports as well. Also a few Confederate ships that were really floating batteries rather than pure fighting boats !I also have quite a few Mine markers, Torpedoes boats and Submarine Markers.
Miles
Sean, Miles andSimon. Wll be lovely to have you play.
Of course the proposed scenario might cause some chuffing?
There are plenty of ships and stuff about as Miles' mail shows (we will take full advantage of your stuff Miles).
The game should be ready before the 7th so that players know all the ins and outs of the scenario. The game surprises will not be surprises(?).
martin :)
Martin,
If you're chuffed, I'm sure the rest of us will also be chuffed :D
Simon
First thoughts.
I am using a potato analogy/theme because potatoes are a part of our shared culture.
Luckily there are no puns associated with potatoes in order to stop players having a good time (My inner Cromwell)
1. Each table is independent. This allows players to proceed at their own pace.
2. The tables will be end to end with a small gap ( between them)
3. The victory points will be comprised of troop ships that get through, ships destroyed etc...
4. There will be 12 troop ships. They are passed from one table to the next.
5. Ships can move between tables but the ship then becomes the property of the table chief.
6. Each "rotation" (may be a turn?) will award both players with chips (points).
7. Events will be in 3 sections. Small potatoes, nice potatoes and hot potatoes. Players choose where to put their chips each time they are earned.
8. Small potatoes will mainly be small rewards but more often.
9. Nice potatoes will be more middle sized things but less often etc.
10. You can spread your chips but that reduces the chances of getting to targets.
Rewards are still a bit randomised. They might include strange rewards. eg. A special D6. This special D6 can always be re-rolled until it scores a 1. e.g Move troop ships a turn whilst the rest of the table misses a turn.
11. The game lengths will be limited. It will not be "until all dead". This might mean that the troop ships didn't all get off the far end, but points are still awarded for progress made.
12. Troop ships will probably start as 3 separate groups, separated apart in time and space.
13. Most rewards will be expected and not wildly random.
Hope this gets us chatting
This is an ambitious project in that it needs 6 people minimum with an upper limit of 27 people.
If the randoms and rewards are not done properly there could be a major disappointment.
martin :)
Thanks Martin. Very crisp ;D
Simon
What a mash up!
John
SMASHing.
Though when you said about chuffing I was assuming that you were referring to the noise the ships make.
I'll look to confirm attendance with the Household social committee ASAP
14. Each player will point up their own fleet.
Confederates should build a CSS fleet and Union a USS ship.
Of course some fleets will be borrowed. No problem.
From their fleets will be drawn the actual ships that arrive. This does no mean that all their ships will turn up. Some ships might not turn up.
Union players still have to have a fort although they are unlikely to get use of it.
15. The troop ships will have some special rules applied. Apart from this, the normal rules will be in use.
16. Each player will need a set of dice that are all the same. This is particularly important beacuse the long game has various "spud dice".
martin :)
Martin,
Would you be able to define which colour the spud duce are, so we can bring different colours?
I'm torn between King Edward and Maris Piper, myself.
Simon
I was thinking of a good earth colour. On reflection though I will bring a box of special dice as spuds.
martin :)
17. The game length depends on the transports.
Table 1 starts a countdown to 6 turns after most transports have left the table 1.
Table 2 starts the countdown to 6 turns when most of the transports arrive
Table 3 starts the countdown to 6 turns when most of the transports arrive.
Usual countdown with defender then attacker attempting to change clock by 1 if a 5,6, scored. This allows defender to attempt. If defender succeeds then any change he makes to the battle clock stops the attacker having a try. Otherwise the attacker gets a try.
Attempting to change the battle clock is an option each turn for players.
Most = majority. e.g if 7 transports exist in the game then 4 is a majority.
So far so good?
Next I will put up the randomised arrival mechanisms.
Then I will ask each player to submit the two fleets they fancy (US and CS)from the sample navies provided so that we can organise the correct models. If you have an idea for sample navy not listed then it must be submitted here so that all can see it. Maybe by 25th December to allow organisational time.
i.e. choose a navy or submit a list fora navy but it mist be seen by all ASAP. No surprises on the day.
martin :)