Demo Game Scenarios

Galatea

Mongoose
As I will give a lot of demo games in the next time, I am thinking about how to make them interesting.

I don't wanna play the standard 5Caps /w Tripple Thud vs 15 Warrior Bugs.
In the end the bugs lurk around under the earth and no one has fun (heard of one demo game that went this way).

So I plan to create a couple of scenarios giving both, bug and MI Objectives to achive.
Here is where I need your inspiration/help.


Scenario one: 'Reach the Skyhook'

A very important research facility is about to be overrun by Hordes of Bugs. A small force of CAP Troopers has been send to evacuate the remaining scientists. They have information vital to the survival off the federation and must reach safety at all cost.

Estimated enemy forces: Small groups of Warrior Bugs rampaging through the facility. Bigger Bugs may on the way. Hurry is always a good idea.


MI Force:
8 CAP Troopers with one Tripple Thud Grenade Launcher.
The Sergeant has the Dirty Fighter and Fast Mover Qualities.
Start at the fortification (it is asumed they have landed within drop capsules in turn -1).

10 Scientists (count as civilians - see rebel army list in S&P38 for details) in a small fortification in the middle of the table.

Objectives:
Bring at least one Scientist to the Skyhook.

MI Special Rules:
-The Skyhook counts as retrieval point if the MI Sergeant is killed.
-The Scientist are well trained members of society and know that following the MI's orders and trying to escape is their only hope of staying alive.
They can never get out of command as long as at least 4 Scientists are alive.
If there are only 3 of them left panic will arise and they must use the retrieval point move as only possible action (as they are trying to get out desperately).


Bug Force:
3x5 Warrior Bug /w endless tide somewhere in the area.
3 Nest entrances somewhere in the research facility.

Reinforcements:
1 Tanker Bug in turn 4 (makes sure the Mobile Infantry WILL run for the skyhook).

Objectives:
Kill all scientists! Not a single one may reach the Skyhook!


Environment:
A terrain heavy industrial area.

A civilian wagon can be found in a garage inside the fortification and some other in the facility area.
They have the following stats:

Civilian wagon
Value: -
Size: 3
Move: 4"
Close Combat: D10
Target: 4+
Kill: 7+
Save: 6+
Traits: Wheels/8", Hits/3

Weapons: The front seat passenger may use it's own weapon to shoot out of the opened window.

Special Rules:
- Passengers: A civilian wagon can transport 10 people (individual model size 1). Embark or disembark is one action.
- If it hits a wall or another massive obstacle (must be more than just a Stop sign) by flinching role a D6 damage dice against the wagon.
- If the civilian wagon gets destroyed, role a D6-1 damage dice for every passenger.


Scenario start:
MI has first turn.
 
nice but a few more rules that are in the book, you need to do a demo that some one could buy the box then recreate for their friends,

just my thoughts.
 
Yes that one's a bit special, but it's got style.
(of course I'll print it and give anyone who wants, so they can play it at home, just need something to prox the civilians)


I'll do some easier scenarios, next is 'Some Bug blasting action' (destroying some Tunnel Entrances via weapons or Demo Charges).
 
This isn't really a demo scenario, more of an introductory game. Don't get me wrong, it looks awesome! But I have found for just a demo, the key is to keep it simple.
 
Problem is: Simple is boring.

There is nothing more 'not-SST' than 15 Warrior Bugs vs 5 CAPs with Triple Thud.

When you present your system you wanna catch the customer and suck him in. Give him something he will remember. You need to submit the 'feeling' of the game and the fluff ("BUGS! BUUUGS!"). You need to tell a story. In some way it's a mixture of Tabletop and RPG.

In the end the player will say "Yes! I rescued those Civilians even though half of my troops where slaughtered by these vicious Bugs!".

In a typcial demo game he will say 'Oh, nice, so I shoot some Bugs. What's that over there? Nice Game, bye!'.


Quantity is not Quality, especially when you want to present something and win someone for it.
A good presentation will provide you a crowded table, with people all fevering wether those guys will get the hell out of there or be spectaculary ripped apart.
 
my demo games have been very simple and done with whats in the box and no extra rules.

that said one thing i did do was give the MI 4-5 turns to reach a vehicle to retreive the top secret info (uses a ready action), this made the game very dinamic as it meant the MI had to get past the bugs rather than sit back and shoot.

but that was extreemly simple.

the key is in the terrain i feel, you need terrain that shows of the big thing SST has, and thats mobility.
 
Galatea said:
Problem is: Simple is boring.

Aye, there's the rub. Simple is good, but too simple is bad. Very hard to find a good middle ground. Give your scenario a try though; heck, I know that I would love to give it a try!
 
I've pulled a few demos the last months and I have to say that 1000 points can be too much if you take normal models. On the other hand you don't want to confuse the interested people with too many special rules because it bogs down gameplay too much.

I usually use 20 warriors and a tanker against 2 squads of 8 cap troopers with a Marauder officer. Depending on the way the game goes the bug player gets 10 warrior reinforcements to keep the game fun for both sides. I don't use the tunnel rules for demo games.

Whatever you do, be sure to print out some of Hiromoons army cards for quicker reference. They are in english but still help a lot. And place some other models (e.g. the plasma bug) directly next to the table to act as an eye catcher.

By the way in which shops are you planning to do your demos?
 
placing eye catchers is very risky. i've heard from people who where pretty pissed that all the cool models that stood around weren't available in a demo, even if you had tabletop experience.

Could be a Idea to make up scenarios using all the cool models and a few more special rules in case experienced tabletoppers want a look at the game.
 
Simple is better if what you're really doing is running an introductary game - especially to younger gamers. You what to show the core mechanics and flow of the game.

Cheers
Mark
 
cOwgummi said:
placing eye catchers is very risky. i've heard from people who where pretty pissed that all the cool models that stood around weren't available in a demo, even if you had tabletop experience.

That may happen, but I never had the problem so far. All I got was a lot of admiration for the plasma bug.

I try to keep the demo games small and if somebody asks why that bug is not on the playing field I politely explain it.
 
I would like to run demos based off the film. So only things actually in the film, e.g:
LAMI, Hopper Bugs, Tanker bugs and warrior bugs. Dredd_times and his son did that at Salute and it was quite successful. About 1500 points aside I think it was. I am personally put off by games bigger than 2000 pts, especially in paticipation, that just takes so long, the idea is to get the idea and investigate further by buying the rules and a couple of minis for it (the main boxed set).
 
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