FUBAR Mission Cards
It has been quite a busy couple weeks, and sadly miniatures have been bumped down in priorities. I have another platoon of Colonial Marines waiting on some details.
The big thing for this post are the missions. I took a bit of time and threw together a few mission cards. Each player randomly chooses a card at the beginning of the game to determine their objectives. While difficult, they are not impossible. Any art-work not my own is used without permission.
No, your monitor is not broken, I have opted for black and white cards. First it looks sharper I think. Second, I know these will get reprinted often, so I’m being a bit cheap. I intend to have some rural cards once the city scape is finished.
First off the Dogs:
Each card is folded in half and provides a very similar front face detailing the mission in text and a visual cue on the back. The mission that will be the most complicated will be the counter-battery mission. Simply put, the Colonial Marine player needs the Felines to be able to call artillery then pass a test to locate. Then the aircraft needs to actually arrive and successfully blow up the unit. This one I think will be difficult because it requires being able to observe fall of shot AND the Felines being able to call down fire. The format of the Colonial Marine mission cards may seem familiar to a few.
The Cats on the other hand:
I’m not too sure what other visual cue would work better for capturing enemy. As for the mines markers, I am going to use the same base as the infantry (Canadian/US Penny). Some will use large Battle Fleet Gothic mines half buried (technically cut in half) and the rest will have hole punched paper and card glued and painted. A quick project that I intend to get done this weekend.
The toughest Cat mission will be the scorched earth. The need to exit the table with at least half the units will be very difficult to achieve. In contrast, the Observation Post is almost a gimme. The fact that it needs to be held will make things very difficult.
All games will end one of three ways.
Heavy Casualties: When a force has lost 50% of it’s units, it is game over. A unit that flees because of a failed leadership test when below 50% counts as destroyed. In context, the Colonial Marines will have 3 Infantry Platoons (3 Sections each), 1 Tank Platoon, the echelon, an Engineering Section, and a Command Section. This gives them a total of 13 on table units. Once they lose 7 it is game over. For the May Day games day they will only have a maximum of 11 units since I won’t be fielding all of the units.
The Strays on the other hand have only 6 units. They can pack quite the punch and will normally support the Felines just for numerical advantage. The Cats will be in the middle in terms of units. The fact that several start on the table, holding objectives, will make things easier for them. The lack of movement will be a hindrance though.
Major Victory: After a force has achieved a Major Victory, the game will be over at the end of the next turn. If that force no longer has a Major Victory, then the game continues. Even though this seems to favour the Felines, remember they need to hold all 3 of an objective type and only have 4 units occupying objectives at the start. Leaving one type unattended not only tips your hand to your opponent, it potentially leaves an easy objective to take.
Concede Defeat: If a player looks at the tactical situation and realizes they cannot win, they may concede.
With the victory conditions not always leading to direct conflict, it is possible for both players to achieve a Major Victory and the game to be a draw. Something unique I hope. I always wanted a game that addresses the tactical objectives of the forces being different and sometimes conflict may not occur at all…like two ships passing in the night.