My
older son wanted to try his hand at running a mercenary unit. He's
got a six month contract on Faldor,
defending a town as unrest and civil war swirls around them. He's got
about a platoon worth of troops and light vehicles.
His PC
is the owner of the PMC “Wolfpack Security Corp.”, while an NPC
is the field commander. His patron is the King of Pampati. A
contingent of Pampatian Gath
emigrated to Faldor to find work. The King is concerned about
anti-Gath prejudice among the competing factions. Gath are
genetically modified humans, standing 2.7 to 3.3 meters tall. Sounds
like they could take care of themselves, but they moved there to
work, not fight. Wrong place at the wrong time, you might say.
I've
run most of his time so far as a set of random encounters as detailed
in the Encounters chapter of TTB. A mix of hostiles and friendlies,
government and rebels. A week or so back, a scout group from another
PMC came snooping around their town. They exchanged shots before the
scouts broke contact and retreated. They took one prisoner, who
identified the group.
The People's Popular Development
Front (PPDF) worked for the government, bolstering its forces. Then
the PPDF leadership decided to renege on the contract. They saw an
opportunity to establish themselves as a local power.
Last
night we played out the next encounter with the PPDF. Three squads
rolled into town to do “recon-in-force”.
We've
been working from a sketch map of the town,
and I drew up a second hex map. The battle map noted important
features like the HQ building and town gates. We both laid out
counters for our units. My son's PMC is divided into about a dozen
teams and squads. We did not worry about scale of the hexes, or
length of turns. This is abstract, to resolve the battle quickly but
without 'GM fiat'.
I
added on a few simple rules to the abstract battle system in Book 4.
Each turn both sides roll 1D and add the leader's Tactics skill.
This is the number of counters that can move on a given turn. Each
unit that moves can go one hex in any direction. This became an
important factor for one side, later on. Neither side had Leadership
skill on the board, but a Leader can make a throw to move a unit 2
hexes instead of one. (We'll see another time if that rule works well
or not)
In the Avalon Hill game Antietam
(part of the Blue & Gray series) the Union side can move only 6
of its 40+ counters per turn. This reflects McClellan's dithering
during the actual battle. The movement throw added a variable to the
game. It reflects the difficulties of command & control over a
spread out force.
By the Numbers