In an attempt to design search-and-capture crowd pursuit rules I reworked my original Mob Rules.
Comments and test results are welcome (as soon as social distancing distances itself of course...)
Comments and test results are welcome (as soon as social distancing distances itself of course...)
Mob rules
The aim of these rules is to
use mobs of people as moving terrain where one can hide in and that can obscure
Targets. At least 30 Civilian models for a 3x3 feet table are needed and more
will work better.
These rules assume two
playing sides: the Hiding player and the Pursuing player. The Pursuing player
has visible figures on the table and is assumed to be on the hunt for the
Hiding player. The Hiding player is posing as civilians while trying to
accomplish a mission. This mission might be an attack on a target managed by
the Pursuer, an escape off the table or a Tactical Action of some sort, like
picking up a dead drop etc.
Before play, the Hiding player secretly nominates 1
civilian miniature per hiding figure (which should be individually identifiable
by appearance or number written on the figure somewhere) and secretly links
each specific civilian figure to a specific player figure under his control.
The Hiding player may also secretly nominate flight cars, which include a
driver. Flight cars may be parked or driving around.
All civilian figures and cars are then placed on the
table by the Pursuing player, evenly spaced. Cars are placed on roads and
parking places, pedestrians on sidewalks, crossings and/or in public buildings
and spaces.
At the start of each turn the Pursuing player may move
any number of civilians and/or cars a maximum distance of 4 inches in any
direction. Cars stay on the street. Pedestrians follow the normal routes i.e.
sidewalks, street crossings etc.
Then the Hiding player may move up to 5 civilians
and/or cars per Hiding figure a maximum distance of 4 inches in any direction,
with a minimum of 10 figures. Figures and cars that leave the table return the
next turn on that spot moving in the opposite direction.
In any turn phase the Hiding player may reveal any or
all Hiding figures. Replace the specific civilian figure by the specific hiding
figure and proceed play as normal.
All hiding figures still successfully posing as
civilians automatically win Initiative (and may use this to reveal themselves).
A hiding figure may reveal himself in any phase. As soon as a hiding figure has
been revealed (by an action, detection or a Scan) roll for Initiative for the
following phases and turns. Normal Initiative rules apply to that figure from
then onwards. NB: Initiative is rolled for AFTER the revealing action has been
completed.
The Pursuing player may try to Scan hiding figures
before they are revealed. Use the normal Scan rules. However, for any civilian
figure in the LOS between the scanner and the scan area apply a -1 modifier for
Command. This represents the difficulty of finding someone in a crowd.
The Pursuing player may also attack and capture any
civilian figures they deem suspicious.
A successful attack will reveal whether the figure is
a hiding figure or not. However this will cause some panic among the civilians.
The turn following such an attack the Hiding player may move up to 15 civilians
6”in any direction to represent the panic. An unsuccessful attack will not
reveal the hiding figure (unless he wants to) and result in a continuing
scuffle of the agent and the civilian. It will still cause panic.
Any exchange of gunfire will also cause panic.
Civilians may never run towards gunfire. Hiding figures (revealed or otherwise)
of course are under no such obligation.
Hiding figures and Pursuers are usually Alert unless
the scenario states otherwise.
Great looking city block, the rules should work well I think
ReplyDeleteCheers
Matt
French Wargame Holidays