To contact us:

Wednesday Night Gamers of Alexandria

Del Stover (President for Life)

DelStover@WNGA.org

WEDNESDAY NIGHT GAMERS OF ALEXANDRIA

More on our Historicon Games

Here’s a little background of some of the games we’ll be hosting in July.

The Tau Are Among Us

T-161, Fri 1 p.m.

 

Players: 3, Hours: 2, Scale: 25mm, Period: Sci-fi, Rules: Tabletop Battle System, GM: Del Stover, Sponsor: Wednesday Night Gamers of Alexandria

 

Workers are dying at a small Adeptus Mechanicus outpost on Altair III—and Inquisitor Gideon Ravenor has been sent to investigate. Why send a member of the Ordo Xenos? Perhaps because of rumors that Tau warriors have been seen—yet cannot be found by the local military. Or perhaps the Inquisition is interested in a new model of Tau stealth suit rumored to exist. Play will take place on a dedicated-diorama-quality table seen in the February 2010 issue of Wargames Illustrated, accompanied by video briefings, movie clips, and other special effects. Learn more about our game—and table—at www.wnga.org.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Hidden Movement

 

In The Tau Are Among Us, Inquisitor Claudius Titus is sent to Altair III, a human-occupied world along the disputed Damacles Gulf. There, he finds that an invisible enemy is killing workers and military personnel—but there is little pattern to the murders. Two men are working on an isolated piece of machinery and one is killed, the other spared.

 

It’s as if someone was “toying” with the human settlers.

 

In a way, that’s exactly what’s happening. The Tau have chosen to test their new experimental Stealth Suit under “combat” conditions.  The goal is to move among the population and test the stealth qualities of the suits. It is much more useful to kill one man in the middle of a crowded cafeteria than another working alone behind a building.

 

This Stealth Suit is far superior to earlier models, which merely attempt to match the color of its surroundings (providing a camouflage effect at a distance). This experimental model actually bends light waves around the suit wearer, making the suit virtually invisible.

 

On the game table, hidden movement can be “clunky.” Yet, for this game to work, an accurate system of tracking the Tau movement is essential, as a margin of error greater than one inch could skew the game. (Is the Tau behind a rock—or next to it? That could affect the modifier of a human movement tracker device.)

 

For a time, I thought about drawing a map. But I wasn’t sure I could draw one accurately enough, and it’s just satisfying to have a token on the table. What I didn’t want, however, is the old standby of putting out lots of tokens to confuse the issue, with only one really being the invisible figure.

 

So I came up with a new approach: A 40mm base scenicked like the terrain, with three small features (a big rock, a piece of fencing, a rusty tool) that act as pointers.

 

What the Tau player will do is put the token wherever he or she wants, being careful to point one of the terrain features at the spot where the Tau stealth suit stands. Then the player simply measures the distance (everyone turn your backs!) and makes a note.

The fun part is that the Tau player can  move his token 6” or 24”, without the human players really understanding why the token is moving so much. And, in essence, the token is totally useless as a hint of where the stealth suit really is.

 

At last, that’s the theory. We’ll see how it works out.