Вы находитесь на странице: 1из 2

HOOKS FARM

Demo Game

"The affair of Hook's Farm was one of those brisk little things according to H.G. Wells in his famous book LITTLE
WARS. The scenario was originally played by H.G. Wells and his son in their living room in 1912. We cannot imagine a
better scenario than this one to introduce you to the FAIR and SQUARE rule book of TIN SOLDIERS IN ACTION!
Mission
TAKE OR HOLD HOOKS FARM AT THE END OF THE GAME
Terrain
The playing field shows the left flank of the historical battlefield
as laid out by H.G. Wells in his living room.
The altitude level of the following squares C-F:3-6, G-H:4-5.is
one (1) with gentle slopes.
Forests, and slopes should be dealt with as described in the rule
book (see Terrain). Hooks Farm (D4), Cottage F2 and Hovel G4
are houses made from wooden toy blocks.
Duration
The battle takes up to 5 rounds and ends after the final card of
the 5th round.
Deployment
From the outset, the blue army is completely deployed in A-H:13. A single unit can be placed in D4. Row 1 represents the blue
army's direction of withdrawal. The red army is than deployed in
A-H:8. Row 8 represents the red army's direction of withdrawal.
Victory Conditions
The most important square for victory in this game is Hooks
Farm. That side, which at the end of the game occupies D4 is
the victor. A player, whose commander-in-chief succumbs to
professional risk, may not call himself a victor.

Variations
Hooks Farm Not Yet Occupied By Blue (Red Advantage)
The Blue army could not be permitted to set up a unit in D4
at the beginning of the game.
Red Military Genius (Red Advantage)
The General H.G.W. of RED could be played as a military
genius with one (1) feat at his disposition.
Meeting Engagement
Set the blue army up in A-H:1.
Variable Duration (Red Advantage)
The battle takes up to 7 rounds. Applying the rules for
variable end of battle: the game is terminated, if on one dice
a six is rolled: after the 5th turn with 2D6, after the 6th turn
with 4D6 and after 7 rounds, the battle automatically
comes to an end.
Different Artillery Types And / Or Infantry Weapons
In 1912 was the rifle and muzzle-loaders outdated. You can
rate all artillery as heavy muzzle-loader or even as medium
breech-loader and all infantry units with breech-loader or
even repeating rifles and modern artillery. (WWI setting)

Alternative Battles

Napoleonic Setting
All infantry units will have 18 tin soldiers with muskets and not only 12. All artillery units should be heavy muzzleloaders guns.

ORDER OF BATTLE
ACE Commander-in-Chief (1 tin soldier) (D3)

Cavalry Brigade (G3 or eliminated in the solo-game)


12 tin soldiers, average professionals, light cavalry with close combat weapon
OOOOOO OOOOOO

KING Commander (1 tin soldier) (D4 disordered)

1. Infantry Brigade (D4 disordered)


12 tin soldiers, average professionals, infantry with rifles, skirmishers
OOOOOO OOOOOO

2. Infantry Brigade (D3)


12 tin soldiers, average professionals, infantry with rifles, skirmishers
OOOOOO OOOOOO

1. Artillery Battery (C3)


4 tin soldiers, superior professionals, foot artillery with medium muzzle-loader guns
OOOO

QUEEN

Commander (1 tin soldier) (E4)


3. Infantry Brigade (E4 disordered)
12 tin soldiers, average professionals, infantry with rifles, skirmishers
OOOOOO OOOOOO

4. Infantry Brigade (D5 or eliminated)


12 tin soldiers, average professionals, infantry with rifles, skirmishers
OOOOOO OOOOOO

2. Artillery Battery (F3)


4 tin soldiers, superior professionals, foot artillery with medium muzzle-loader guns
OOOO
Remark: The battle order for red and blue are identical, but the blue defender has one (1) unit less. This unit must be
eliminated before the game. Good choices are the 4. Infantry Brigade or in a solo game the cavalry?
Using The Modular System
It is wholly possible to play this battle with pure imagined armies of your own, assembled according to the module system:
Red or Blue Army: 3 commands (one infantry and 2 other commands)
Blue must discard any one unit before the game or red can choose one of the blue units which will not participate.
Solo Game
Use the set-up in brackets for blue in the order of battle. The blue units will follow the pattern described on page 215 in
the rule book when activated. If D4 is empty will a blue unit in an adjoining square or the cavalry try to occupy it with a
move action. Use the variable duration variation and start rolling dice at turn 5 for an easy game (maximal 7 rounds) or
start rolling in turn 3 for a real challenge (maximal duration 5 rounds).
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

LIKE AND FOLLOW US ON


FACEBOOKTIN SOLDIERS IN ACTION
FOR MORE SCENARIOS, UPDATES, AND NEWS!

Вам также может понравиться