Mark and Jamie came over on Sunday and we had a first go at the
Infamy Infamy game that I plan to run at Steel Lard. I'm using a scenario originally presented by C S Grant in an issue of
Military Modelling magazine article in the late 1970s!
The idea was to come up with something that would meet two design objectives. It should:
- be faster to run than The Iron Hand of Mars, which was great fun but not ideally suited to the typical Lardy Day time-slot, and
- focus the players' minds on completing their mission rather than just fighting until one side or the other runs out of Force Morale.
In this case the pacing is driven by in-game time pressure. One side is escorting a valuable cargo and if they don't make good time, they will find that their only path to safety is across a ford that's no longer passable due to heavy rains.
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The Dubrisians must march from the near table edge to the ford in the distance. The ambushers will emerge from the left of the road. |
In this first playtest Jamie took on the role of the Roman-like Dubrisians. They were tasked with escorting Princess Zenobii and her dowry to her betrothed, the emperor Osbosis of Dubris. (I've kept as much as possible of Grant's original background events, names and places.)
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| The princess's cataphract guard led the march |
Mark was in charge of the fierce hill-men determined to capture the princess and the wagonload of gold and jewels accompanying her.
I'm going over to multi-based figures rather than sabot bases for
Infamy Infamy. With so much close combat in the game, it's a real faff to cope with loose models when two or more units are in close proximity. Dice holders with yellow dice allowed us to track the units' strength points, avoiding the need to remove casualties.
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Before the ambush - a Dubrisian watchtower overlooks events from the other side of the river |
Mark had chosen to put some of his ambushing forces in an area of low, broken ground beside the road. This entailed some risk that the ambush could be detected prematurely but the dice gods were kind to him for once.
A horde of fierce warriors dashed out of the rocky area and slammed into the flank of the Princess's cataphracts. Despite their heavy armour, the latter were soon pushed back, retreating through the narrow gap between the road and the river.
The Dubrisian legionaries deployed to the side of the road.
Mark is intimately familiar with the idea that sometimes the dice gods spit in your eye. On this occasion he managed to get his massed warriors into a position where they could co-ordinate an attack. The timely play of an Infamy card gave his men a sudden burst of movement just where it mattered. A subsequent conventional activation would see them crash into the enemy legionaries.
Mark's warriors would normally get 2D6 inches of movement but in rough going they'd drop the lower-scoring die. I'd just suggested that with about 3cm to cover they were bound to get into contact when Jamie piped up with "He could roll two ones!"
Needless to say that's exactly what Mark then did. His warriors were agonisingly short of contact giving the legionaries a potential chance to respond violently to the charge!
The fighting continued for some time. In fact we all lost track of how long the game had gone on; an indication of a fascinating scenario but not ideal for my play testing requirements!
The Dubrisians had sent some allied light cavalry forward to examine the ford and they soon announced that it was now passable only by wading - the vehicles would have to be abandoned.
Cavalry commander Andred Vertegree picked up the princess and attempted to carry her to the ford...
... but unfortunately they were caught by the pursuing hill men and Jamie was forced to concede defeat.
I was pleased with how the game went but it was still a bit slow. Since Sunday I've come up with a couple of mechanisms to speed up the start of the game. We should now be able to start in media res with the slow march of the convoy having taken place beforehand.
One more playtest is probably called for but I reckon I've got a game that will nicely fit the Lardy Day template.