Publisher/Date:
Lone Canuck Publishing (2019)
Product Type:
Scenario Pack
Country of Origin:
Canada
Contents:
6 scenarios (Q7-Q12) on cardstock
The Quick 6 II scenario pack is a small pack of 6 scenarios (thus the name, for those of you a little slow on the uptake) created for the 2019 West Coast Rumble, an annual ASL tournament organized each year by George Kelln, who not coincidentally is the honcho behind Lone Canuck Publishing (which published this pack, for those of you a little slow on the uptake). The pack is thus a sequel of sorts to the original Quick 6 pack which debuted in 2018.
Like its predecessor, the scenarios are are purposely small in size and played on a small board area. The actions are a mixed bag of settings, including Soviet Union 1942 (Soviets vs. Germans) and 1944 (Soviets vs. Germans), France 1944 (Americans vs. Germans, British vs. Germans [2 scenarios]), and Germany 1944 (Soviets vs. Germans). Boards need to play all the scenarios include 2, 4, 56, 57, 62, and 3a/b. Each scenario uses half of one of these boards, with the exception of Q8 (New and Untested), which uses all of board 3a. No scenarios use overlays.
No scenarios use Night, Air Support or OBA rules. Generally, the SSRs are short and sweet. Every one of the scenarios does one odd SRR, though: “Each side’s SAN may never be < 2; any action which would reduce a side’s SAN to <2 instead Pins that side’s sniper.” It is not clear what purpose this rule serves, especially as the scenarios are small enough that sniper action alone could possibly determine who wins or loses. It may possibly be a “grudge” rule, though that’s not certain (“grudge” rules are SSRs that are put in scenarios not because they are needed to help simulate the specific historical action depicted in the scenario but rather because the designer has developed a dislike for an ASL rule, or lack thereof, and unilaterally decides to re-write the rulebook via the SSR method).
The scenarios are all 5.5 to 6 turns long, which is perhaps average for tournament-sized scenarios, though one often sees scenarios that are 4.5 or 5 turns long. However, the scenarios tends towards the below-average in size. All but one of the scenarios are small in size; the exception is (barely) medium-sized. A typical scenario might be Q11 (Demented with Grief), which pits 10 attacking British squads (with six SW) against 8 defending German squads (and 2 SW, plus fortifications). Often Lone Canuck products feature scenarios that are not merely small in size but are truly tiny in size (like 5 squads vs. 3 squads). Luckily, this product features no real “Antman” scenarios; most are small but at least have a certain modicum of forces. What they don’t have, oddly enough, are any vehicles–all of these scenarios are infantry vs. infantry scenarios.
Two of the scenarios feature or are intended to feature, for one side, machine-guns in pillboxes fortified with Wire and Mines. Such “machine gun nests” are increasingly showing up in recent Lone Canuck products.
The scenarios here are basically for people who want fast-playing, meat and potato actions. Or, given the absence of vehicles, perhaps just meat actions.
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