Downtown is released by GMT games and is a raid
scale product modelling the US activities in the area of Route Package 6. Pak 6
at the time was the most heavily defended airspace in the world and experience
gained here has led to the development of some of the airpower doctrine used
today by the US. It hasn't stopped them forgetting the odd lesson here and there
though!.
First Off a very big THANK YOU to both Tony Curtis at GMT Games LLC and Lee Brimmicombe-Wood who kindly have given permission for us to do a limited print run of the Downtown data cards and Play Aid for use with the Minis game for the Newbury Demo. These two are definitely on my Christmas card list.
Downtown covers USAF and USN operations in the the middle of Route Package 6
which contained the hardest targets in North Vietnam. It is well researched and
has proved popular with both "normal" gamers and those with "military"
backgrounds. The game is complex and takes a while to get used to. The DRV
player has the biggest challenge and it takes a lot of work to set up a
integrated air defence system.
Upon opening the box it was apparent that I had made the right decision.
Aircraft operate at one of 4 heights (the same as Thud Ridge), operate as
flights (which meant the model count would be about the same and the movement
rate for a loaded aircraft was about 5 hexes. I envisaged playing this on a hex
mat from Eric Hotz with 2" hexes. This meant that the ground scale/movement was
also about the same as Thud Ridge.
What wasn't good from my perspective was the map being 30"x 22" and my chosen
scale being 2" hexes. The Hotz mat is 37 hexes long by 26 (fully usable)
hexes wide (the other two being half hexes) The gaming surface was just too
big. But this is only because of what the game wanted to model. I could take
any scenario (not the campaign games) and with judicous orientation could put it
onto the gaming surface. What it did meant was that I would need a lot of
terrain markers and any high ground had to be sufficiently modular to be moved
around.
The upshot of this was that, it appeared to be the right scale. It allowed
full utilisation of the models I wanted to use as well as having a good support
network. The game is also supported by a Vassal Module which I found vital in
moving the game from board to table once all the scenario pieces were plotted.
The downloadable planning maps can also be used if you can't run vassal
(remembering the license conditions on Vassal please).
Armed with my new hotz mat, a set of Tumbling Dice USN and USAF aircraft off
I went to play.
The work we have been doing is to take the solo rules and slim them down as much as possible with a card driven decision system. This would then allow 2 players to play cooperatively as the US (as most gamers like having models on the table) against the DRV. From the Colours Game at reading this produced some really good player interactions which is what I wanted to achieve. It also means that the Solo gamer is also catered for so I get to play as well when adrift of opponents.
The rules changes can be dry so we also need to look at terrain options as the Downtown map is well designed and adds flavour to the games. The team at Fight's On kindly provided a set of target markers for the game which you can see below along with a couple of my home made efforts of specific targets for the game at Newbury. Mine were taken directly from the DT map itself whereas the fight's On markers are generic. Madness can come from the home made route so if you want to get going quickly then these guy's get my recommendation.
Some early shots of the Newbury Colours 2010 table. The base is a Hotz European Fields map with 2" hexes overlaid. The water area representing the Gulf of Tonkin was then hand painted a were the rivers and roads/railways. The idea being to replicate the Downtown play map.
The Target areas are built from 2" hexes with Styrene strip relief added and painted to match the mat.
For 2011 we would be using a larger map to allow for operations off to the North and the Chinese Border
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