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Monday, August 30, 2021

Arriba é Non Pasaran Updates

 

 

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.

8 comments:

  1. Replies
    1. Thanks Jonathon. I've another modified Panzer to do and that'll be it for the Armour.

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  2. The events table is looking good.

    Cheers,
    Helen

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    Replies
    1. Thanks Helen. I'm hoping I've got the Air Strike right.

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  3. Looks very interesting and thinking outside the square

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  4. Thanks Phillip. The game is set up so we will shortly see if it has all come together.

    This time its La Legion and Moors with artillery versus Government regulars with tanks.

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  5. Cheers Neil. It occurs to me that it could be extended further but I'll stick to this version for the moment.

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