Tuesday, 27 August 2019

Doctor Who: Day of the Daleks: Cangames 2016

Day of the Daleks: Cangames 2016 DWMG

This game was based on the TV episode Day of the Daleks, using the DWMG rules and a scenario based on one designed by Martin Porter on his Prydonian Chapter Blog, http://theprydonianchapter.blogspot.com/2011/12/day-of-daleks.html. 

I ran it at Cangames 2016 in May of that year and expanded Matt's scenario to make it a six player game.


Introduction

There have been strange goings on at Auderly House. Ghostly intruders appear and then vanish. Several U.N.I.T. soldiers guarding the building have disappeared, however crusty old diplomat Sir Reginald Styles refuses to consider holding the upcoming peace talks anywhere else.  The Brigadier decides it’s time he called in his Scientific Advisor.

The Board

Auderly House is an old house set in parkland with a long curved driveway.  The estate is surrounded by a high wall that requires one move and an AGI test to climb over. Inside the grounds are trees, bushes, out houses, a tumbledown folly  - meaning lots and lots of cover.  Outside is parked a U.N.I.T. Land Rover with an HMG in the back and Styles’s diplomatic car. The playing area was approximately  4' x 4'.

Overview with Audelry House in the Centre


Map:

Sketch map, 48" x 48" aproximately

 Monster Set Up

The monster player gets to control both the Daleks and their Ogron side kicks, and the Guerrillas. The Daleks and the Guerrillas both want to kill Styles, although for different reasons. The Daleks think he is a force for good who will prevent a nuclear war, the Guerrillas think he’s a villain who is trying to start one.

The Daleks will Time travel to Auderly House in three teams, each of one Daleks and two Ogrons. The idea is to bracket the house to avoid Styles slowly getting into his car and driving away - which is what he would obviously do if the attack was launched from only one side…..

The Guerrillas are fewer in number and only have three figures, (Anat, Boaz and Shura) who must all arrive at once. All have normal human Security Guard stats except for Anat who has Leader (2) and Luck (1). They are armed with Ogron Disintegrator Pistols (Range 12", STR 4, Disintegrater, Pistols) and High Explosives.

Both the Daleks and the Guerrillas have a detailed map of Auderly house and so can plan the point of their arrival accurately. However they have no idea who is guarding the place or where they are located.  The Monster player should mark on a sketch map of the board exactly where the two Daleks and the Guerrillas are due to materialise, which must be within 6 inches of a table edge, before the Heroic player sets up their figures.

Natural Enemies

The Daleks wish to finish off the Guerrillas even more than they want to get Styles and the Guerrillas know this.

If a Guerrilla finds themselves in line-of-sight of a Dalek or Ogron they will immediately hide in the nearest cover where they cannot shoot. Whilst hiding they cannot shoot and cannot be seen unless a figure comes within 6 inches. (The ease with which they can do this, and the ability of the Guerrillas to slip past U.N.I.T. patrols without being seen suggests the Guerrillas are actually wearing some kind of hi-tech reactive camouflage clothing that can adapt itself immediately to its surrounding - but that is just speculation.)

If there is nowhere to hide the Guerrillas and Daleks will shoot at each other, regardless of what else is going on. This shooting will be simultaneous.

Heroic Set Up

Sir Reginald Styles (Administrator with Luck(1), Miss Paget (Civilian), the Brigadier and the Doctor are in the main house.

To guarding Styles the Brigadier has team of twelve U.N.I.T. soldiers led by Captain Yates and Sergeant Benton and including a bazooka team. Some will be deployed either on their own or in pairs around the grounds keeping watch, at least one of which must be by the front gate and another in his Sunday best is at the front of Auderly House. The rest can be in reserve at the main house, ready to be sent where they‘re needed. All leaders have walkie talkies and there is a phone in the gate house and cabin to Auderly house switchboard linked to Brigadiers walkie talkie.  All vehicles come with drivers.

The aim of the game is to keep Styles alive at any cost.


Brigadier: 

GPMG in Land Rover +  2 crew

1 Medic (pistol) [heal 1 wound 4+, recovered from 0 wounds stunned for next turn, p18]
2 Troopers with Rifles
1 Trooper with SMG

Captain Yates:
Bazooka and loader.
2 Troopers with Rifles
1 Trooper with SMG

Sgt. Benton
2 troopers with 2” Mortar (Range Min 7”, max 24”, hit 4+, Str. 4, 2” Blast, scatter 1D6). 
1 Trooper with SMG
2 Troopers with Rifles


 


Overview, one of the UNIT players sets up his troops.

Playing the Game

The Monster player automatically moves first in the first turn. They roll for each of the three time travelling parties and on a 4, 5 or 6 they materialize. If they fail on turn one they come in automatically on turn 2.  Once on the board they have a turn to move or shoot before U.N.I.T. can react.

The Brigadier cannot react until he has word of the attack from one of his men who has seen a Dalek, Ogron or Guerrilla, and not been disintegrated for his trouble. He can then, if he wants, try to persuade Styles to leave the building. This takes a whole turn and a U.N.I.T. soldier must be assigned to Styles to see he actually moves, otherwise he will endlessly collect together his papers. Otherwise, unless Styles can actually see Monsters shooting at him, he will stay put.

Styles can be loaded into either car and as he will hide on the floor it is not necessary for the Heroic player to reveal which car Styles is in if they both drive off at once.


The Doctor

Once he comes face to face with a Monster the Doctor will have no trouble working out what’s going on. By making an Invention Breakthrough roll he can re-tune his sonic screwdriver to manipulate the time travel devices and send them back to the 22nd  century. This is done in the normal way and the Doctor has to be within 6 inches and requires a roll of 4, 5 or 6. Only one figure can be sent back at a time.

Doctor can also convince the guerillas they should not kill Styles if he is within 6” and wins an opposed intelligence test versus the guerilla leader.

Defenders Deploy around Auderly House

Expanded Scenario:


As this was a 6 to 8 player game one change I made was to the original scenario was to add in some extra troops, the Heroic side gained the 12th Doctor accompanied by Galifrey Guards and  the evil side gained Gold Daleks with Pig Slaves.


Rule Amendment: Vehicles

Obviously this scenario won’t work if U.N.I.T. can just load Styles into their disintegrator proof vehicles and drive him away.



If a vehicle is hit by a disintegrator gun dice as normal to see if the car or a random passenger is hit. If it is the car, and the weapon’s STR overcomes its DEF 3 the car stops due to damage to the engine or wheels. It can be fixed by a Repair, but you probably won’t have time.



The diplomatic car may move cross country on the lawn as it is considered good going but you must roll a 4+ on a d6 for each activation you move more than  8”, if you don’t succeed you hit a rabbit hole and the vehicles needs to spend an action to free itself. 



Dalekenium Bombs

The Guerillas have a limited number of these devices that are especially lethal to Daleks, damaging their armoured casings. They are however quite unstable and cannot be thrown.  They must be placed by a successful melee hit (successful wound not necessary).  If the attacker survives the melee they may attempt to jump free by rolling a successful Agility test and they may move 3” away.



Dalekanium       range 0”    Str. 6               effect: blast 3’’ 2D6 damage placed


Daleks caught in the blast do not get a save.

Winning and Losing

If the Heroic player can get Styles off the board in more or less one piece then they have won. Styles goes off and negotiates a peace treaty and the world is safe.

If Styles is shot and wounded by one of the Monster player’s figures then they have won.

However it turns out subsequently he really was a baddy trying to wreck the peace talks. If it was the Daleks that got him then they have inadvertently changed history and exterminated themselves. That is the problem with low-tech time travel - it creates paradoxes whenever it’s used.

The Game:

UNIT forces take up defensive positions
around Auderly House

Sir Reginald Sytles and Miss Paget are near the
diplomatic car to the left of the house

The Third Doctor and Joe can be seen  in front of the
UNIT vehicle mounted Machine gun 

The Diplomatic car makes ready to leave

UNIT Bazooka squad led by Captain Yates
moves towards some Daleks who have appeared.

A Gold Dalek and 2 Ogrons advance towards the house

UNIT starts to take casualties

The Brigadier guards Styles and Miss Paget

A Dalek blasts a Guerrillas

The Brigadier tries to persuade
Styles it is time to leave

A Grey Dalek guns down a second Guerilla


Two Ogrons over their leader a Gold Dalek

Close fighting between Daleks, Orons and UNIT
troopsled by Sgt. Benton, both sides take casualties.


UNIT troops with a 2 inch mortar attempt to hold
off the advancing Daleks while the remainder
of the UNIT troops and the Doctor approach

The tide is turned when the  Doctor used his invention skill to modify his Sonic Screwdriver to return the Daleks to their time. This caused them to miss a turn before being able to attempt to return. When they did return, they arrived at the Railway tunnel.

Meanwhile the 12th Doctor had appeared and was slowing the arrival of any reinforcements. He was also sending Daleks back to their time stream.

The abandoned Railway tunnel is the main landing area
for time travellers resulting in a clash between the
12th Doctor and the Gold Dalek.
The Galifrey Guards take down a Pig Slave.
The Ogrons and Daleks gun down defenders
and advance on the front of the house.
However the Doctor is soon able to return most of the Daleks to their own time.
The Brigadier then had an easy time of getting Sir Reginald out the back gate with little in the way of opposition.

Conclusion:

Once again the DWMG rules produced a close game that went down to the wire providing an enjoyable game for all involved.


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