Wednesday, 22 March 2017

Scum of the Earth FAQ

A few simple Q&A's from the past week or so.

How many units should I have to play a game?
We assumed 3-4 units for starting out, moving to 6 or 7 for a "proper" game.

How are figures based?
Use the figures you already have based.
To get the frontage the rules assume, bases should ideally be in the 20-25mm wide range.

The number of figures per base is up to you: In 25 and 28mm, we assumed people would use individual figures while smaller scales will probably want to stick a few guys on each base.

Units are 6 bases for infantry (occasionally 5), 4 for "dragoon" types and 3 for proper cavalry.
Artillery is one gun and 3 crew figures.

What happened to the beta version?
Since it doesn't look super nice and had some differences from the final rules, it was taken down.
You should still be able to access it through your Library on the Wargame Vault.

I am working on a Demo version which will be available to take its place.

What does a unit represent?
We follow the approach of games like DBA, AK47 or 1 Hour Wargames where units are intentionally vague.
They could be companies, battalions or even regiments as you find the need.

Mostly, they're just your troops.

Doesn't a sliding unit scale mess with range, frontage and a million other things?
It does, but the game works out okay in any event.
Essentially, we assume that larger units also have correspondingly more ability to project themselves.
To take an example, a company of troops can only spare a few men to range ahead but a division may well have an entire battalion skirmishing.
This means that we can justify retaining the same weapon ranges across the scale options.

Players with very specific situations can of course adjust to taste.

Do I have to use the Average dice?
We recommend it as it produces the sort of even performance that characterizes linear warfare, but you can throw it out and just roll a D6 instead and the game will work just fine.

Weapons seem inconsistent across periods?
They are at times.
The  aim of period rules is always to reflect the period in question.
So a given weapon may be more or less effective for a particular period, because of how it relates to other weapons in use and the troops employing it.

I have things to say about my favorite historical period!
Good!
Let me hear what you have to say.
The intention is that missing periods are filled in over time and trait lists get expanded as we go.

Will there be other games based on this engine?
Probably yes.