All those who were at the AGM last night will recall that we started a discussion on what we might do for next year's club game. For what its worth, here are my ideas. If you don't like 'em, fine, just be gentle with me, ok ?
1. Something with a local connection: the action at Aichett-le-Petit 21st August 1918. The C Squadron Bedfordshire Yeomanry (serving with the 15th Hussars) brave gas, shot and shell for a rare late war mounted action. This is my favourite, 'cos a certain sgt A.E. Brawn won a bar to his Military Medal for this action (the only man from the Beds Yeomanry to win MM and bar during the Gt War. For those interested his medals can be seen in Bedford Museum).
2. An action centred around an assault on a Vauban star fort. Great terrain modelling opportunities.
3. 2010 is the 70th anniversary of the Battle of Britain - so something with Spitfires and Heinkels ?
4. The Glosters at the Imjin River Korea c.1950/51
5. The Battle for Goose Green 1982 in 28mm.
"A wasted youth is better by far than a wise and productive old age" - Jim Steinman / Meatloaf
Interesting suggestions Martyn. The local connection is good. We need to set a few criteria for the game I feel, to help us zero in on what we would find, fun to put on, interesting to the public, and of suitable spectacle.
What sort of size, or indeed scale are we after? Big 6ft x 18 ft table with 28mm minis, or small 4ft x 4 ft with 54's? for example.
Are we fussed that it has to be an anniversary of something? this does limit things somewhat?
Do we want to purchase new minis for it, and who is up for (and capable) to paint them?
Do we use a commercial rule set, or make our own?
What show's do we want to take it to,( and therefore make it portable to fit in a car)
Are we set on a demo game? I for one am, as parti games are hard work, and tend to leave one or two people tied to it whilst other "volunteers" enjoy the show with a free ticket!! Dave
Basically a game would be 40k Orks vs Elves. Fun? Not so sure.
With regard to the ruleset, I was thinking more along the lines of WH as the base with all the orcs units defined as skirmishers since their fighting style is more 20th century than medieval.
Add in a few special rules: - special (probably fairly gross) shooting rules to account for the fact that the orcs all have 20th century assault rirfles - magic resistance accross the entire orc army to account for the anti-magic talismans they pinched - a "fail weapons" spell for all elf/human wizards in addition to all the other spells (the presence of this spell is the reason the orcs stole a supply of anti-magic talismans) - no orc shamans (they don't have them in the book), but any orc hero can be declared a "magic sniffer" who generates dispel dice but not power dice - "light side" (man, dwarves, etc) not permitted firearms since in the book they are depicted as early medieval - dwarf runemasters might count as wizards but with a very limited spell selection (the fail weapons spell and maybe Lore of Iron)
I think that covers the basics, although we will also need a few more refinements to cover 20th century heavy weapons/support units (the sections where they experiment with Hewey's are some of the funniest in the book).
I would suggest that the point cost for the orc units would be fairly high, after all their high-tech kit gives them a really big advantage, so we are likely to end up with a Rorkes Drift type scenario - a small bunch a steadfast and (not so) noble orcs defending a fortified position against the massed hordes of man, elves and dwarves
I don't actually know how much fun it would be to play, at least not until we try it out, but I'd certainly be up for giving it a go
I don't have to run faster than the lion I only have to run faster than you
I think Grunts is an interesting suggestion. However, although I think it might prove to be a bit of fun to play one night (or Sunday) at the club I think it's not really suitable for a club game.
I think that historical games have an inherent advantage as demonstration games - especially at MK, which is one of the two shows we'd be sure to take the game too. Fantasy games can work though - but really need to be huge or have a single eye-catching feature to draw the punters in.