Never,
they say, reinvent the wheel. Sound advice. There are times, dear
readers when one's vision and megalomaniac streak makes you want to
go large. Then you realise that the rules (ahem, Harder Than Steel,
coughs loudly in meaningful way, looking over glasses) have not been
released yet.
And, just
to rub salt into the open pustular sore, some B'stard releases what
you crave (as opposed to actually need, this being a serious
addiction).
http://dropshiphorizon.blogspot.co.uk/2016/04/mad-mecha-guy-15mm-flying-skiff.html
I have
been working on some models of the Chumley, Warner and Patel bespoke
contraptions for the discerning explorer, but ran out of, um, steam.
So this is
a pale shadow of what is to come, oh my co-conspirators. Many moons
ago when the Earth was a younger green and pleasant land I pitted a
horde of Pyrats agin me stalwart Dorsetshires. This combination
worked so well that I'm going to reuse it here, but with Flying Lead
as opposed to its close relative Flying Steel. I'm going to make a
few radical modifications based on the Quar rules. With a good dose
of OGAM.
Command
Activation.
Senior
Officer rolls first, can use or pass down activations to next
level, who can then roll and add that activation to their total.
This had the effect of units nearest the CO moving first.
Middle
officer's roll can now be used to activate a base, vehicle or
unit as per normal group activation, except that 1 activation works
on whole unit, not just 4.
2 fails
still passes over initiative. Failed initiative = no end phase move.
End
phase. Any unit not activated can perform either a move OR shoot
activation. Start at one side and apply common sense (these move
into range, so then these shoot). Can move into contact, but not
fight. Caught unit can disengage if got initiative or reaction.
Shooting/fighting.
Attacker uses 1 dice per 4 full combatants. Add C and weapon
modifier to dice total. Defender uses 1 dice per 4 full combatants
plus C. Every +3, 1 dead. +1 one repelled from base +2, 2 repelled
from base, each requiring an activation to return to coherence.
This is a
follow-on to our last game. The Prince has yet to return so his
brother Prince Humper is in charge. There is a consecutive game to
follow as I'm trying to catch the feel of those pulp productions
possibly perfectly.
Forces of
the Dread City Republic of Bananos, dread city of the Death Cult
priests!
High
Priest CO with bodyguard Q3 C2 Fanatic, Long range +2
Sub
commander with maiden guards Q3 C2 poor shots, fanatics, Medium range
+2
Maiden
Guards Q4 C2 Fanatics, Poor shots, Medium range +2
Chosen
(zombie) shooters Q3 C1 Long range +2
Chosen
(zombie) rabble Q4 C1 x 3
The
Expeditionary column of Prince Humper of Allumpa.
City
Infantry, ½ shooters, ½ swords. Q3 C3 poor shots X2.
Sub
Commander Biggus Dickus, A human transported Hero, Q3 C4
Mercenaries
1/2 shooters ½ swords Q4 C2 poor shots. X2.
Japanese
Allies
Chumley,
Warner and Patel bespoke contraption plus 4 fighting crew , Vehicle
C5 Q4, Medium
Crew Q3
C3, Dashing x2 Infantry can be detached as separate unit(s)
Japanese
may seem odd, but Space 1899 says there are several trading posts.
I'm extrapolating that Samurai who disagree with the changes in
culture at home would welcome the chance to live a more traditional
life on Mars, where the tribal Martians present an ideal enemy.
There's a
mix here. Martian Empires Martians, Irregular Miniatures Mohicans,
smaller samples from my Japanese collection, as the Martian 18mm are
quite small-. I hope you like the
http://www.ralparthaeurope.co.uk/shop/1879-c-126/samsut-c-126_146/
Plus a pack of cultists. I'm often accused of painting “too dark”
so decided to go the other way, quite pleased with these. You'll
detect the influence of The Last Empire raised dead.
Playing
the game. The rules made for quick turns with most units doing
something or totally failing-.
Tony took
the mixed force and won the initiative. All his moved forward,
putting mine in danger-. My zombies surged forward and I started to
move my zombie shooters, as they were to be my hinge-.
On came
the constructions, grinding through my zombies. Ouch. Zombie
shooters should be able to destroy or impede them, but 3 fails in a
row-. My leader can see 2 machines coming right at him. Recall the
maidens! They leap in and destroy a contraption due to Tony rolling
bad for once!
One
Japanese crew cannot resist going hand to hand and lose one! Even the
CnC gets stuck in-.
If I'd
costed it, I think the Princes party overwhelmed the city. I need to
make and get more, cavalry, artillery, city heavy infanrty.
I hope you
will take something from this and our Giant Rat game of June 2014.
If you need to go Large, go for it, have fun.
Prince at the back, Hero to the front. |
My CnC looks awfully exposed- |
My Sub-commander gets stuck in- |
NEVER give a zombie a cunning plan---- |
The Prince gets stuck in- |
"They shall not pass!" |
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