A quick post on my updates to Arriba é Non Pasaran. I thought it would be useful to see how the game now works before we go to the second game .
First the new Events Table.
As you can see Air Support is now possible. I’ve also tried to reflect
the political dissatisfaction at the actions of high command that, sometimes,
effected units on both sides. Once again, on the turn of an Event Card you throw a D12. the score dictates the event.
Event Table
Score |
Event |
Effect |
1 |
Anarchy |
Anarchists need to have a meeting -no further movement from them this turn. |
2 |
Vehicle Breakdown |
The last vehicle to move breaks down. |
3 |
Non Pasaran |
Nominate one of your engaged Republican units as exempt from all guts checks for the rest of the game. |
4 |
Arriba Espania |
Nominate one of your engaged Nationalist units as exempt from all guts checks for the rest of the game. |
5 |
Inertia |
All infantry units currently engaged take no further action this move. |
6 |
Panic |
The last militia or conscript unit to receive its second pin panics and spends the next 2 turns retreating at a run. |
7 |
Stray Artillery Rounds
|
Throw a D12 and measure the score in inches from the centre of the table in the direction indicated by a throw of the compass dice. |
8 |
Wandering Dangerous Bull-
Infantry must not be contacted by the Bull and must move out of the way if contact is possible in the next turn. |
1. Place a Bull on centre of the table. 2. Throw a compass dice then a D6. The Bull moves in the direction indicated for the D6 score in inches each turn.
|
9. |
Republican Air Strike
|
Your plane flies in a straight line along the enemy’s line. You mark 2 bomb points where it will bomb. At each, throw a D6 and measure the score in inches from the bomb point in the direction indicated by a throw of the compass dice. Your bomb explodes there. You fire your Cannon once at
any available target using HMG stat’s |
10. |
Francoist Air Strike |
Ditto above. |
11. |
We are nothing to them |
The last unit to move is
dissatisfied. It moves to the nearest
cover and takes only defensive action for the rest of the game. |
12. |
We owe it to our hero! |
The last unit to move is
inspired. It gets an additional
move-now! |
I’ve also sorted out,
to my satisfaction, the arrival of reinforcements to the front. Extract follows:
"Assets arrive on the table edge of the purchasing player. For each Ammo resupply place a pack mule on the baseline of the purchasing player.
To deploy your purchase, place its Unit Card face up on the table then throw a D3. The score indicates the number of turns that must elapse before you can add the appropriate card to the Card Deck. Place the D3, score upmost, on the Unit Card as a reminder."
That’s it for now. Next, the game.