Sunday, March 05, 2017

Dawns & Departures in the Desert.

Following on from the latest outing for Claude, I thought it was high time I put him into a formal campaign setting, having purchased the campaign suppliment for Sharp Practice 2 over Christmas, I figured this would give me the push to get some more game and painting time in and allow players to consider more than just the game in progress.

The plan is for the various club players to take on the role of Claude in the club games whilst I run the Ottoman's. Team Claude can decide on their initial force make up and their efforts will be documented here. While the Ottoman mission will be held in camera.

Having diced for the misson - Ensign Claude Cannard gets landed with the task of Intimidation.

There are times when the gloves need to come off, and this is one of them. The peasants in the
region have not shown sufficient loyalty to your cause and are suspected of actively assisting the
enemy. Your mission is to burn every sixth house in any inhabited Area to the ground to show who is
master in these parts.

VICTORY CONDITIONS
The Claude can claim a victory if he completes his mission in all inhabited Areas. He can claim partial victory based on the number of Areas he deals with. The umpire can claim partial victory based on the number of Areas saved from the enemy’s vengeance.

Dawns and Departures contains three Geographical Tables for Northern and Southern Europe together with North America, I needed to adapt these to give the true feel of the Middle East so I created the following table to enable the terrain to be generated.


Middle East
Dice
Road Area
Adjacent Areas
2
Dunes
Desert
3
Dunes
Dunes
4
Village - Watering Hole
Desert
5
Desert
Desert
6
Desert
Sparsely Cultivated
7
Oasis
Ancient Ruins
8
Sparsely Cultivated
Dunes
9
Village - Watering Hole
Oasis
10
Desert
Desert
11
Dunes
Dunes
12
Dunes
Village - Watering Hole

When it comes to any encounter the table is divided into six equal zones and the terrain below is rolled for. The defending player places the terrain in any one table Area of his choice, placing this wherever he likes within that square Area. The defender takes his choice, this continues until all key terrain is placed.
Dawn and Departure has a niffy feature in that now the defender may move one single terrain piece. When done, the attacker may do the same, but may not move the last piece that the defender moved.
Watch your opponents face when that Strategic Hill is moved out of reach of your forces.

Again I adapted the terrain layout to suit the Middle East and my own collection.


Middle East
Terrain
1
2
3
4
5
6
Desert
Open Ground
One Small Hill
One Small Hill
Open Ground
Open Ground
Palm Grove
Dunes
Two Large Hills
One Large Hill
Stoney Ground
Two Small Hills
Well
One Small Hill
Oasis
Small Hill and Palm Grove
Palm Grove
Oasis
Open Ground
Hovel
Small Palm Grove
Sparsely Cultivated
Two Enclosures
One Small Hill
Farm
Hovel
Enclosure
Palm Grove
Village - Watering Hole
Two Small Buildings
Two Large Buildings
Two
Enclosures
Palm Grove
Palm Grove
Mosque
Ancient Ruins
Open Ground
One Small Hill
Egyptian Ruins
Open Ground
Egyptian Ruins
Palm Grove

With the mechanics sorted. On to the terrain for Claudes mission.
Claude starts at the bottom centre square and will need to cover plenty of ground if he is to cover his mission seeking out every building in the local area.



Dunes
Oasis
Desert
Dunes
Village
Watering
Hole
Sparsely Cultivated
Ancient Ruins
Oasis
Desert
Sparsely Cultivated
Desert
Dunes
Desert
Dunes
Desert
Desert
Village
Watering
Hole
Sparsely Cultivated
Ancient Ruins
Sparsely Cultivated
Oasis
Sparsely Cultivated
Desert
Dunes

1 comment:

  1. Hey Stu, Cool campaign Frenchies vs Ottomans!
    Will Claude be 'immortal' so he can get through any probable close scrapes...i.e. killed just equals wounded for him so he can reappear..

    ReplyDelete