IntroductionI was at a bit of a loss as to which game I should host at the Helensburgh Club this week. I like to rotate through my "stable" of rule-sets, but several of the more popular ones have had an outing quite recently and so they were out of consideration. I've got reasons for holding off on running All Things Zombie and Full Thrust (all will be revealed in due course), so they were out too. So, it was time to crack open the Doctor Who Miniatures Game (DWMG) again! [Please don't interpret this the wrong way: DWMG is a fine game, but the subject matter doesn't lend itself well to the large, multi-player games which I provide at the club].
- Monster: 6 daleks (1 supreme [black], 1 sub-commander [red], 4 warriors/drones [grey]), plus 3 pig slaves. Actually, I would have used a lot more pig slaves if I'd had the models. Although either daleks or slaves can capture humans, only the slaves can run; the daleks are somewhat slower than a human.
- Villagers: 10 civilians. These are controlled by the Good players, but are a separate force as far as leadership is concerned (i.e. they cannot be led by other Good models). None of the civilians is a leader.
- Good: Initially, there are no Good forces on the board. However, the player may roll at the start of each turn for reinforcements, needing a '1' on turn 1, a '1-2' on turn 2 and so on (though a '6' is always a failure). Once it is determined that a reinforcement is due, roll to see what arrives:
- Tardis, Doctor, 2 companions
- UNIT truck, Brigadier, 4 troopers
- UNIT truck, Captain, 4 troopers
- UNIT truck, Sergeant, bazooka team, 3 troopers
- UNIT truck + MMG, 5 troopers
- UNIT truck, LMG team, 3 troopers
|Another quiet day in Chessex-under-Wold. The squire argues with some tennants, a schoolmaster leads a small field study group and a very rich little girl is escorted home from a party by her 2 nannies.|
- Villagers start in the centre of the village. They may not voluntarily move closer to a visible enemy.
- Monster forces may start anywhere along the table edges.
- If selected as a reinforcement, the Tardis may be placed anywhere on the table. All enemies within 12" of this point must immediately take a morale test (and flee for 1 turn if they fail).
- UNIT reinforcements may enter along either end of the road.
- The Daleks are a medium-tech (1970s?) version; they have high defence and dalekanium armour, but no force fields. They're still plenty tough, mind!
One pig slave and one dalek drone fled in terror from the unearthly noise, but the rest of the monsters held their ground. From the Tardis, a young woman (Amy) ran towards the villagers. One of the pig slaves immediately pursued, but couldn't quite capture her.
Then, more leisurely, the Doctor and his robot dog, K-9, stepped out of the machine - only to find that he was surrounded by angry monsters!
grey drones. One of the drones was still in the village's main street, but the other was pursuing the villagers, near to the river bank. It wasn't close enough to capture any, so it shot one person dead before being recalled by its leader to deal with the ever-increasing numbers of UNIT soldiers.
ConclusionSo, who won? Here are the standings:
- Monster: 5 out of 6 daleks destroyed, all 3 pig slaves lost. No captives.
- Villagers: 1 civilian shot and killed. All the rest thoroughly traumatised; taken to a UNIT facility for debriefing (and memory redaction?)
- UNIT: 3 soldiers lost. Several troopers in line for some serious medals!
- The Doctor: Both the Doctor and Amy were injured. K-9 was destroyed (though he could be rebuilt?).