Though I may not have written much recently, that doesn’t mean I haven’t been busy. I have three games I’m running at Enfilade, and I’m still trying to wrap up the last one in time for my weekend-before-the-convention playtest.
I’ve done a lot this spring/winter (this is so embarassing!) Dave Schueler and I will host a game we’ve wanted to do for many years-the 1942 combined sea/land raid on St. Nazaire. I slowly accumulated all the motor gunboats and assorted naval vessels needed to play the game, but the challenge was always going to be putting together what would pass for a harbor and adapting a game to it. Dave and I have done a lot of projects together including the Tirpitz game and the Persian Gulf tripwire scenario with lots of modern gunboats, but this was especially challenging. Dave did most of the work modelling the various pieces representing warehouses and dockyards. I contributed some, but the work is mostly his. The scenario will force the British players to cooperate and be aggressive as they try to land their commandos in the face of fire and demolish their targets. Dave and I will run the Germans using a combination of ideas from David Manley’s excellent Action Stations and the old Raid on St. Nazaire board game by Avalon Hill.
I’m also running two games using the Lion Rampant rules by Daniel Mersey. As I’ve written before, I really like these rules-you just need to think outside the box. The first scenario, Raid on Agen, I’ve already written about. I’ve done a couple of playtests, and hopefully I’ve worked out the flaws. It represents a typical chevauchee of the Hundred Years War. Maybe not typical, but the French are inclined to resist in this scenario.
The second game is the preparation sucker. It is based on the English raid on the port of Bolougne in 1340. It reminds of the Raid on St. Nazaire in the sense that the raiding force was disembarked in darkness, did their work, but were trapped and captured or killed. The English will start on either end of the lower town. Their job is to destroy buildings and ships along the waterfront. The resistance in the dock area is light, but enough to be a pain to the attacking English. The challenge to the English will be the French relief force as it masses and thunders down from the upper town.
For both scenarios I’ve tried to think outside the box. I’ve used or created troop types to assist in the scenario. Town militia was a type suggested on the game forum hosted on Boardgamegeek. I’ve created a sailor troop type to defend some of the ships. I’ve also created an engineer type charged with destroying the ships and town in the Bolougne raid. In addition to troop types I’ve also worked out rules for burning. In the case of the Bolougne scenarios, I’ve put together rules for tow-wrapped flaming arrows and combustibles used by the engineers. Don’t know how historical they are, but they should be fun and easy.
I hope to have pictures from the Saturday playtest on the web by the weekend.