Wednesday night is Master Chef night. We get together and over a tipple or two and chew the fat about wargames, work, life, the universe.
Last couple of Wednesdays we've been discussing a the classic Traveller: Broadsword. At this moment in time - with us both facing a lot of pressure in the day job, conceptually simple, slick 1-2 hour games work best.
So, I propose a BROADSWORD based campaign a la Ghost Recon transposed to frontier worlds. Traveller meets Firefly, small forces, known mission environments all run from a Broadsword Class Cruiser with an Imperial 'letter of marque'! Luuverly!
The "Classic" Broadsword unit was 2 platoons of humans, a platoon of vargr, with 2 ATV (APC) and two armed shuttles. Task orientated missions allow you to pick whatever you want from that in terms of TOE!
Kit TL was ACR, PGMP and battledress - OK lets be realistic. In our verse, battledress and PGMP kit is a bit like finding a bankrobber in full osprey bodyarmour with a PKM - Unlikely. Let's think more along the lines of Critical Mass Light Recon or GZG NAC.
Rules can vary per game - our own Traveller-Crossfire house rules, ASQL, Ambush Alley, Force on Force, Mutants and Death Ray Guns, FAD. In fact the campaign elements of FAD can be used for determining the squads/platoons, recruiting and various 'grunt' campaign elements far more slicker than Traveller/Mercenary can.
New miniatures etc can be dropped in as they come on the market or are required by the scenarios. Each game provides focus for what to collect/paint in terms of miniatures, accessories and terrain for the next game or two.
For example: Mission 1 The Farm:
Experimental orbital Stealth Fighter has crashed landed in a remote farming region of planet XYZ. Local ground forces have secured the crashsite and taken the pilot/s captive. The game has 3 Acts, each of which can be played as a separate mini game.
Act 1: Infiltration: Cross the river, take out the guards/patrols, recover the 'black box' and destroy the fighter.
Act 2: Rescue: Move to the farm, secure the release of the pilot/s (there may be a counter-attack - always loved the GR1 Defend Missions!)
Act 3: Extraction: Get back to the extraction zone through converging enemy patrols!
What else to throw into the pot - Swordworlders? Fringe, dissident colonies? Fractious balkanised continents? Zod incursions?
So do-able...when do we start!