Monday, 2 October 2023

QUICK REFERENCE SHEETS - AND MINOR RULE AMENDS (AUTUMN BIG GAME 2023)

Some years ago, "Panzerkaput" (Pete Barfield) designed and kindly made publicly available these Quick Reference Sheets for the original "Went the Day Well" ruleset:


Although the Hereford1938 group no longer use the original WTDW ruleset but an amended version, these QRFs are still useful. Print and play with thanks to Pete B !

As to the Autumn Big Game 2023 ("Big Trouble in Little Hereford"), the following rules queries arising from the Big Game Scenario are hereby answered:

"The Table"

Because of the gratifyingly high turnout for the Autumn Big Game 2023, we will be playing across "two conjoined tables" (with St. Mary Magdalene in between) rather than one. Each table will have three farms, with the number of "Big Men", "Farmer Co-Operative Assets" and "Umpire Assets" suitably adjusted (upwards!) for "two table play". The Nuns of St. Mary Magdalene can attack either table, and similarly be attacked by players from either table.

"The Hunt"

(1). No, you can't shoot at the fox. Not only is it a small and highly mobile target, shooting the fox would be totally UnBritish.

(2). Yes, you can shoot at the huntsmen, just as you can melee with the huntsmen should you come between them and the fox.

"Spies and Intelligence Men"

(1). Yes, you can play figures from your "Intelligence Section" defensively, i.e. enter one of them in a challenge against a "Big Man" already controlled by you. The only reason to do so, of course, would be to subject another "attacking intelligence agent" to a "D6 preliminary dice off" before they get to challenge your "Big Man", thereby increasing your odds of surviving an "intelligence attack". If you win the "D6 dice off", there is no challenge to your already established control, but you must sacrifice your defensively used Intelligence Agent/Leader to the Umpires as usual.

(2). A successful "intelligence attack" against a farm entails the "Farmer's Section" from the relevant farm falling under your control as per the Scenario Rules - move them upon your HQ card. What if, however, when you have made your successful "intelligence attack", there are figures from the other player's Platoon within the boundaries of the farm ? The answer is that such figures "run around in confusion, unable to move or fire" for a period determined by a roll of the dice [D6 no of moves divided by two, ignore fractions, minimum no, of moves - 1]. This prevents a player from simply "immediately shooting" a successful intelligence agent (and hopefully avoids the situation of everybody filling the farms with their figures, rather than attacking/bashing on in the spirit of the Very British and of the scenario).

Any further rules queries to be answered on the Big Day !

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