The Big Game Two (BG2)
By Tim Snoddy

This game represents the struggle of the human nation of Arabia to control simultaneous but uncoordinated uprisings by Barbarians, Lizards and Orcs.

Here is the MAP

 

The winner of the game is the nation, which has scored the highest number of victory points at the end of the game. The game will be played in the following sequence:

  1. Recruitment
  2. Each nation rolls a die and consults their relevant recruitment table to establish the results of that turns recruitment. The three insurgent nations recruit all their troops in their homeland hex, the Arabs recruit six army points in Highport and six in Fort Vigilance. If a recruitment hex is occupied by troops from another nation the number of recruits arriving is halved in that turn. These recruits must be placed in an unoccupied adjacent land hex to their normal recruitment hex. If no such hex is available no recruitment is possible. If the Arab nation has lost one of it’s recruitment centres it can carry out full recruitment at the other, if it loses both the above rule concerning half recruitment applies.

  3. Spotting
  4. Each nation nominates a human player to act as spotter. This player can then view the figures in all army groups from a distance of ten feet for thirty seconds. Figures in army groups are kept screened off during all other parts of the game.

  5. Movement Plotting
  6. Each nation plots any movement for each of its forces on the strategic map and gives the instructions to a referee. Army groups containing foot units can move one hex across country or up to two hexes on road. Army groups consisting entirely of mounted troops can move one hex across country of up to three hexes on road. These instructions should include starting hex, finishing hex and hexes passed through. Any nation in control of both ports can move up to twelve army points of troops in one direction once per movement phase, a roll must be made on the storm table to see if a storm occurs.

  7. Movement Execution
  8. Referees move army counters on the strategic map one hex at a time as per the relevant nations instructions. If at any time two or more armies of different nations enter the same hex a tabletop battle is played out using Hordes of the Things rules. If opposing nations agree they can opt not to fight a battle and remain in the same hex or move on if they have remaining plotted movement. If at least one nation wishes to fight a battle, troops of other nations can withdraw to an empty adjacent land hex or one occupied by their own nations troops if such a hex is available but suffer 4D6 army point losses due to desertion. When a battle occurs any further plotted movement is lost.

  9. Battle
  10. If any battles occur due to stage three these are played out on tabletop using HOTT rules. Armies that arrive in a battle hex after the battle has begun arrive in the tabletop battle on bound four if there is a one hex delay or bound seven if there is a two hex delay. The defending side in a victory point hex can call on the aid of four hordes subject to the availability of figures, for the duration of the battle. This simulates the local populace being forced into service. Players can nominate one eligible element as a general for each complete 24-army points fielded, subject to a minimum of one general per army. The losing army must retreat one hex to an adjacent land hex; this may initiate a further battle which will be played out in the following turn. If the retreating army moved to the hex where the battle occurred it must retreat in the direction from which it came. If the retreating army did mot move before the battle occurred it must retreat towards the nearest friendly victory point hex. If neither of the above apply the controlling player can choose the direction of retreat.

  11. Victory Point Calculation

Referees calculate victory points for each nation as per the victory point table in their nation briefing.

 

Storm Table

 

Die Roll

Result

1

Excellent weather - no effect.

2

Excellent weather - no effect.

3

Excellent weather - no effect.

4

Man overboard - lose one element.

5

Stormy seas – lose two elements.

6

Gale warning – lose three elements

 

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