We
marched into Fishewick and got crabs
Back
in the day when I had both 6mm and money, I bought a pack of
Pendraken's fishmen because I needed the Poseidon. A couple of
decades later (quick in wargaming terms!) these were the first
figures painted for Flashing Steel. I've added a pack of Khurasan's
creatures of the deep as males. Curiously the 10mm figures are
bigger than the 15mm. The militia is a mix of Old Glory with
officers, sergeants and green jackets provided by Rebel's pirate
hunters.
This game is a cut-down version of one planned for HTS proper (job). The inspiration comes from the film The City Beneath The Sea, based on an Edgar Allen Poe story of the same name. Let us presume that beneath the sea are old civilisations hampered technologically by their environment. One such off the coast of Cornwall aids the locals develop bronze technology, (Cornish tin was found in Chinese bronze) helping them mine under the sea and keeping their coast safe from invasion. One modern interpretation of Stonehenge is that it also functioned as a stock exchange. If you want tin from Cornwall, you had to go there first a get a chit.
The
industrial revolution and the opening of land routes erodes the areas
isolation. Some incident sparks a raid.
Here
we have the sleepy little town of Fishewick in the year 17--. That
puts this game in the Baroque SF period, which is pre-Victorian with
the emphasis on the biological rather than the mechanical. By what
means the militia learns of the invasion may never be know but
probably has something to do a character who either looks like
Vincent Price or the bumbling antics of a Doug McClure.
Readers may remember that I hate roofs, they get in the way and all roofless are modular to contain troops.
Readers may remember that I hate roofs, they get in the way and all roofless are modular to contain troops.
The
locals
Civilians
Q7 A9
Militia
Q6 A9 (I'm not going to differentiate other than dragoons go Fast.)
Flintlock
Rifle 2M max range. Penetration 2 Must reload, Slow reload
(-4-5+25-3) 13
Flintlock
Pistol 3S max range Melee Penetration 1 Penetration 1 Must reload
Slow reload (+1-3+10 +15-3-5 ) 15
Fishmen
Q7 A8 Slow Amphibious
Trident
Melee Assault Penetration 2 Melee 2 handed (15+20-4) 31
Net
Melee concussive Non penetrating Max range 3S (10-8-3) -1
CONCUSSIVE
target hit automatically flinches and is knocked down (prone)
Harpoon
gun Devastating No reload Max 2M one shot -10 (20-7-4-10) -1
DEVASTATING
A
hit from this weapon inflicts two point of damage.
Cannon
Blast Burst Max 5M Penetration 2 slow reload (10+35+25-2-3) 75
BURST
roll
two shooting dice at -2. Any roll of 1 or 2 means reload (misfire).
BLAST
an
explosion that affects multiple targets. Target unit receives one
flinch and two Q4 attacks irrespective of range, size and cover
modifiers.
Crab
or Lobster Q7 A4
Melee
pen 2 Affects only organics -2 (20-2) 18
The
Prologue
There
are 2 rallying points for the locals. The Seaman's mission near the
harbour (just past the pub and the home for fallen young ladies) and
the parish church. Each rally point (until over-run) rolls at Q7.
The number rolled above 7 represents the armed locals mustered that
turn. A natural 10 represents a Leader. Locals without a leader can
use reactions only.
Damn ingrates's, nary a one made the effort to save their betters
property (after the first few turns we sort of gave up). A shower,
an absolute shower.
Militia
will arrive on a 9 or 10.
Each
fishman unit comes ashore at a separate point. Each is presumed to
be just under the water, poised to leap.
The
locals
Civilians
Q7 A9
Militia
Q6 A9
Flintlock
Rifle 2M max range. Penetration 2 Must reload, Slow
reload (-4-5+25-3) 13
Flintlock
Pistol 3S max range Melee Penetration 1 Penetration 1 Must reload
Slow reload (+1-3+10 +15-3-5 ) 15
(When
you measure them out, the difference between 2M and 3S ain't worth
the candle.)
Fishmen
Q7 A8 Slow Amphibious
Trident
Melee Assault Penetration 2 Melee 2 handed (15+20-4) 31
Net
Melee concussive Non penetrating Max range 3S (10-8-3) -1
CONCUSSIVE
target hit automatically flinches and is knocked down (prone)
Harpoon
gun Devastating No reload Max 2M one shot -10 (20-7-4-10) -1
DEVASTATING
A
hit from this weapon inflicts two point of damage. (It's
a big bolt that can go right through one or more target.
Cannon
Blast Burst Max 5M Penetration 2 slow reload (10+35+25-2-3) 75
BURST
roll
two shooting dice at -2. Any roll of 1 or 2 means reload (misfire).
BLAST
an
explosion that affects multiple targets. Target unit receives one
flinch and two Q4 attacks irrespective of range, size and cover
modifiers.
(I had hoped this represents grape shot or similar, as a good hit
could effect 6)
Crab
or Lobster Q7 A4
In
use, the trident always rolled low. Nets, I got one entangle. Guns
killed a couple but not the devastation I'd hoped for. The cannon got
in place and I would have got away with it if it wasn't for those
pesky dragoons. Lobsters and crabs went down to decent volleys.
The
Caste
The
South Cornish Unaffiliated Militia
De
Volved's Dragoons 8 troopers and the Hon. Charles De Volved.
Picked
Men skirmishers 8 chaps plus Sergeant Plucker and Captain Prikk
(Prikk's
Picked Own)
Militia,
16 men with Sergeant McNasty and Major D' Issaster. (Who
can trace his ancestry back to the Spanish Armada, wot).
Tribe
1(Right) Cannon & 3 crew, 2 mixed (trident, net & gun) bases,
Leader & 2 guns
Tribe
2 (Centre) 2 lobsters plus team 4 handlers, 2 mixed with 1 extra
unarmed, Leader and 2 guns
Tribe
3 (Left) 2 crabs and 3 handlers including dominant female leader 1, 3
mixed, one with extra shooter, 1 with extra trident, Leader with
mixed.
The
Game.
I
got the initiative and started streaming up the beach like snails on
speed. Tony decided to split his forces by type and did well using
up my failed rolls to advance.
I
split off the cannon and moved it into position to thump his
infantry, but his dragoons came in 'ard and killed the crew, cutting
a swathe through my right tribe. I got a few of the cavalry, enough
to divert them back towards their infantry. This took them over my
lobsters, who gave chase and nearly caught the leader by his hacks
hocks.
(I didn't give the dragoons any plus in combat as they were not trained for assault. I thought he would have dismounted them in the buildings and snipe)
On
came my remaining centre tribe, who stopped and shot, then charged
into a volley that broke them.
My
right tribe had suffered most from the cavalry now faced the fury of
the light infantry, who trotted up to the drop and pored in the lead,
breaking my second tribe.
They frantically reloaded as the now-detached crabs came on strong. A volley brought them down bar two of the handlers who not only stood but charged in, killing one and shoving the unit back, which allowed them to reload and finish the job. By this time the cavalry had gone full circle and were ready to lend more support.
They frantically reloaded as the now-detached crabs came on strong. A volley brought them down bar two of the handlers who not only stood but charged in, killing one and shoving the unit back, which allowed them to reload and finish the job. By this time the cavalry had gone full circle and were ready to lend more support.
On
came my last heroic amphibians, even though Tony lost a couple of
troopers I was doomed I tell 'ee, doomed!
Next
time I'm going to try a more renaissance approach of halberdiers
protected by guns and net skirmishers.
This
was a more “us” test of the HTS beta rules than before. I liked
the play, leaders had more effect with lower Q units. Maybe I should
have made rifles Penetration 1. We got through this in an unhurried
3 hours of eating chocky bikkies.
Tony
won because he was able to use my reactions to get his quicker troops
into position and deliver a real sucker punch to my cannon – before
it could do same to his infantry. I repeatedly used leaders to turn
around double fails and keep some impetus going. My “fiddly”
shooting was fairly easy to handle, but produced nothing like the
full crashing volley that Tony could command. But, I wanted a
different approach and in smaller (pre blog) Flying Lead and Flashing
Steel games they had done better.
Flying
lead could have done it, but would have been a lot slower with group
activations.
Comments
on other rule systems would be welcome.
Advancing in 3 columns Tony took the risk, but it paid off |
Note the strategic chocky bics |
No comments:
Post a Comment