THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS
THE CRUCIBLE RULES SYSTEM HANDBOOK
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Training Day’s - Slammers versus the West Riding Yeomanry
Game 2: Slammers kick the WRY
Fiona took two Slammer’s troops - a Tank Troop
(three regular blowers and a command blower)
and a Combat Car Troop (three cars and a
Command car) as these would be just the sort of
individual forces people can play for a couple of
turns for a sort game at a show.
Troops are commanded by a Sergeant and she
had a Sarge with Elite skills (Jack ‘Ripper’
Scratchard) in the command tank and a regular
sergeant in the Command Car. As these were
both obvious vehicles, again, using the Leading
from the Front rule, this gave an extra bonus to
their leadership skills. In addition, Jack had the
Elite skills of Dead Eye (plus 1 QR when
shooting) and Snap shot (the ability to fire on
the move).
I ran a single detachment of the West Riding
Yeomanry (effectively 4 medium tanks, 3 infantry
and some APCs) and they were always going to
have a tough time of it as they were out-pointed
and a little out-gunned. Again, they had infantry
secreted in a building: three TUs including their
commander, Lieutenant Cain, with Elite skills of
Inspirational Leader (more leadership points);
Tank Hunter (the ability to spot the weak points
on an AFV and exploit them, always losing one
from the target’s defensive value with
Buzzbombs), Dauntless (better at rousing the
men and removing suppression) and Double tap
(the ability to rapid fire weapons - in his case
buzzbombs - for only one leadership point).
Cain and his men hid on different floors of a big
tower block with a commanding view of the
Slammers from whatever direction they cam in
from and I distributed the rest of the WRY
around the town.
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John Treadaway - January 2014