One of my New Year Resolutions was to actually play
more games, as opposed to paint simply half a dozen models for numerous rule
systems and then pack them away in a box never to see the light of day again. As
a result I've managed to get in a series of simple "Savage Worlds" games
over the past few days, using the "Weird War Two" setting where we've
tried to get used to some of the more basic rule mechanics and tested which home
rules we like to complement them.
These short scenarios have basically consisted of two
British Army Wild Cards (Sergeant and Sniper) alongside an Infantry section,
attempting to eliminate either a horror squad of zombies or a pre-1943 Wehrmacht
German infantry squad.
Such skirmishes have certainly shown that there
needs to be a lot more thought put into the placement of terrain with these
rules than simply sticking a load of trenches and barbed wire randomly on the
table; albeit the grenade throwing exploits between the two closest opposing
earthworks has proved one of the highlights of the gaming sessions.
Grenades in "Weird War Two" certainly seem a little too powerful for
my money with a medium range of 10 inches, 3d6 damage and medium burst template.
Indeed this has lead to everyone's immediate reaction once an enemy approaches
close enough for a volley of No. 23 Mark II grenades to be hurled, and then a
similar number of Stielhandgranates to be thrown in response by the survivors.
No-one shoots or moves (unless diving for cover) but just stand there
exchanging grenades like monkeys pitching bananas at one another.
To offset this we've employed a couple of home
rules, most notably any soldier caught in the blast of a medium (or further)
thrown grenade has the opportunity to throw themselves out of the way (i.e. Agility
test). This has lead to situations more realistic/satisfying where the
occupants of a trench will be displaced out into the open by a grenade's
explosion (if they're lucky) and then potentially gunned down by the attacking
force (particularly if there's a British Bren Gun carrier about). The other
home rule is the grenade explodes whilst in the soldier's hand if they roll a
Critical failure (i.e. Both the Wild Card's Throwing die and Wild Die come up
as a 1). Originally we played where 'snake eyes' simply meant the grenade was a
dud, but having 'upped' the ante somewhat we've found we now think twice before
hurling a pineapple, and there's a real sense of anticipation around the table
when someone does.
In our final game we employed the reserves rule
found within the "Flames of War" rulebook by "Battlefront
Miniatures" to create a sense of impending dread and urgency upon the
British side. Essentially at the start of each round we rolled to see whether a
terrifyingly full squad of eleven German zombies (including one rigged to
explode with dynamite) would appear from the woodland behind the British
emplacement. This was an excellent way of trying to force the attackers to
press forwards rather than simply sit tight within their trenches. As planned, once the Undead did
stumble their way onto the battlefield on Turn Three they caused some serious
disruption to the discipline of the British soldiers as a result of the Fear
tests they generated.
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