Thanks for visiting and supporting the idea of SAC! through reading and test playing this scenario.
If you do manage to find the time to play through it, I would love to hear your feedback. You can email me directly at - Project_Vehemence@yahoo.co.uk
I have played through the scenario myself on a number of occasions before writing this invitation. To view one of my games, please follow this link - http://marchingincolour.blogspot.co.uk/2016/05/sac-play-test-game-2-bandit-camp.html
The Scenario -
The player takes command of a small group of soldiers lead by a low-ranking officer without much experience. The goal is to clear out a local group of bandits who have made camp in a patch of woodland.
This scenario is very flexible with regards to setting and models. You could play a small group of Romans vs bandits, Anglo-Saxons, medieval, or even fantasy.
Models Needed -
10 models and 1 officer for the soldiers
10 models and 1 leader for the bandits
Scenery Needed -
Although the scenario calls for the setting to be a 'woodland', this like the models and period is flexible. It could as easily be a mountain region, or a swamp. What is important is that the board is set up something like the shot below -
You will need 4d6 for this phase, ideally two different colours. 2 red dice, 2 black dice for example.
These dice represent the Leadership values of both the Soldier's Officer, and the Bandit's Leader.
Roll all 4 dice together, Each dice represents 'One Order', and the number showing is the phase of the turn it can be executed in. Any tied dice, then the Soldiers activate first.
An example of a Turn Order is shown below -
What you can do in a Phase
A note on the Bandits - the Bandits will take no action until the players forces reach either of the areas marked 1 or 2 on the map. Then they will follow a turn order and activate as normal. The Bandit leader will remain in his camp, but will order any units he has to engage the players forces by the shortest route.
Step 1 - Issue an 'Order'
Orders are issued from the Officer, to a unit of Soldiers. To issue an order the Officer must have a clear Line of Sight to at least one model in the unit. Friendly models do block line of sight.
For this scenario all the terrain should be assumed to also block line of sight.
Step 2 - Activate the Unit
Once an order has been issued to a Unit, that order can Move or Run.
If the movement ends with models in base-to-base contact with a Bandit unit, a round of combat will be fought.
A note on the Officer - this model never needs to receive an order to activate and may activate in any phase in which you issue an order.
Sticking with our Phase Order above, the Soldiers activate in Phase 1 and 3 when given an order. The Officer can activate in Phase 1 or 3 for free, either before, after, or alongside the activating unit.
Step 3 - Move or Run
All models in the unit move together and must remain within 3" of another member of the same unit.
Any movement that ends in base contact with an enemy model will result in a round of combat being fought. Where contact does occur, and where move distances allow, all models of a unit should be placed in front base-to base contact with all models of the enemy unit. Lining-up for combat should look something like this -
Note - one red model moves slightly to make way for a blue model. There are advanced rules for combat in the normal version of SAC! but we are using a 'light' version of the rules for this scenario.
Step 4 - Combat
Combat is handled by a single role of the dice for each side.
If one side has more models engaged than the other, such as if one unit has lost a casualty, or the Officer (or Bandit Leader) joins a combat, these models add their 'Assist' value to the dice roll.
The score of the dice are added together, and the totals of each side compared. The higher score is the Winner, the lower is the Loser. Any tied scores result in a Draw.
The Winner then compares their 'Weapon Damage' to the Losers 'Armour' value.
If the Weapon Damage is Higher - one model from the losing side is removed as a casualty.
If the Weapon Damage is Equal, or Lower - the Armour Value of the losing side is reduced by 1 point.
SPECIAL RULE - Any dice (from either side) that score a '6' automatically inflict 1 point of armour damage on their opponent. This is inflicted regardless of who wins or loses, and is inflicted BEFORE calculating the Weapon Damage vs Armour.
The Loser then chooses to either stay in combat or attempt to withdraw.
To successfully rally, a unit needs to roll equal to or above 10 on their Morale dice.
So, where a unit of 5 models is in combat against a unit of 5 and another unit of 4, both sides would still only roll 1 set of dice. The side with the 4 and 5 models, would use the H2H stat of the majority (5) unit, while each of the 4 models would add their assist bonus (if their assist was +2 each, that would be +8 total), assuming all models are in base-to-base contact.