I threw my remaining 2p bases on the table, arranged then filled in with my crystal forest bases. |
I had the equivalent
to writers block and real life and larp life has got in the way.
So, lets get back to the beginning.
Many, many wonderful years ago I bought a fishmen army from
Pendraken. But they were to big to use with 6mm, (no internet or pics in them days) so I used the
excellent Poseidon figure and the rest got left.
Then comes along
our first real-life larp pirate group needing training. In quick
succession comes Ganesha's Flashing Steel and Old Glory's pirates. I
love it when a wotsit comes together.
Now, all these years later here are the
fishmen, the first 15mm figures I painted. Played with the bases and
added metallics but other than that-. Amazing how long firm hold
hair spray lasts! Same with the pirates, although I think there's a
couple of Rebels hiding in there.
Old figures, new rules. It
occurred to me that I haven't covered the costing process properly,
so lets do that as there are relatively few types in play. There is
(at present) a spreadsheet builder as opposed to the database used on
other Ganesha games. You'l note that the database allows me to copy n paste but the spreadsheet doesn't.
Let's start with the basic close in
combat pirate. Note- these ARE the beta rules, so the final
published version may be tweaked:
Pirate Close Combat. Quality,
some experience and disciplin, so lets make them a normal Q4.
Fighting, a mix of normal weapons,
Attack 2.
Defence. No armour at all, D4. That
gives me a total of 9 per figure.
Now we can add the extra apps- could
add terrain specialists, ambushers, devastating charge but I'm going
with fear. This bumps the total to 13.
Shooting pirates. As these are
less demonstrative, removing the fear and adding shooting 2 gives a
total of 14 each.
Cannon. Ignore the crew, they
are “furniture”. I haven't got any Q3's, so I'm going to make
this one a bit better Quality 3. Combat 2 (presuming they've side
arms) Armour 4 . Artillery comes in grades, Artillery 3 relates to
light gunpowder artillery. I'm adding Resilient to give them some
small chance of survival. That makes a total of 23.
General. I'm being lazy and
nicked Hook straight from my previous game. So, Quality 3, Attack 3 Armour 4
Shoot2, Hero, 2lives and (very basic lead from the front) General
37.
Making 4 followers up to Bodyguard at
+1= 4
That's it- quick summary:
Pirate Close Combat. Quality Q4.
Attack 2. Defence. D4. Fear. 12@ 13 = 154
Shooting Pirates. Quality Q4.
Attack 2. Defence. D4. Shooting 2. 24 @ 14 each = 336
Cannon. Quality 3. Combat 2
Armour 4. Artillery 3. Resilient = 23
General. Quality 3, Attack 3
Armour 4 Shoot2, Hero, 2lives General 37.
Bodyguard at +1= 4
Sub Total of 554.
Lobsterman 4 2 6 Shoot2 Drilled
Amphibious 9 @ 27 = 243.
Total 797
Fishmen. Obviously similar
procedure.
Trident, bigger weapon than her
human counterpart so Attack 3, Defence 5 as thick skinned, although
there's no water on table, Amphibious. Total 14
Net. Although doesn't kill,
does entangle Quality4 Attack2 (using net?) Defence5 Shoot1 total
17.
Gun. Quality4 Attack2 Defence5
Shoot2 Fear Projectile (bloody great big pointy thing) total 20?
Technically fear is an artillery weapon thing, but if you think of
the Byzantine fire syphons and early hand guns (watch 1st
Quasimodo or Seven Samurai) the effects are far more morale than
mortal. A shaft that can go through 2 or 3 will do that to you!
I've guestimated the result at 20.
Artillery 3 2 5 Artillery2,
Resilient. A bit smaller, a bit stronger than it's human counterpart
for 1 whole point more 24.
General Another lead from the
front type, either the male or a dominant female. 4 3 5 General
Amphibious 3x lives. @35.
Crustaceans. I've kept these
simple, I could have them a beasts with a handler, upgrade to a small
monster, adding a bit more. Q4 Attack3 Defence8 Tough, Amphibious
@34.
Trident 4 3 5 Amphibious. 10 @
14 = 140
Net 4 2 5 Shoot1 Amphibious. 16
@ 17 = 272
Gun 4 2 5 Shoot2 Fear,
Amphibious. 8 @ 20 = 160
Artillery 3 2 5 Artillery2,
Resilient. @ 24.
General 4 3 5 General Amphibious
3x lives. @35.
Crustaceans. 4 3 8 Tough, Amphibious 5 @ 34 = 170
Total 801
So the total so far is 631 without the Crusties and 801 with. The latter is a better score, so the pirates need some allies to make up the 247 difference. So let's add something different:
Lobsterman I've already done these, so- 4 2 6 Shoot2 Drilled Amphibious 9 @ 27 = 243.
My playsheet. Everythings there. I make the odd note to help write there posts.
The game. I took the pirates 'cos Tony could not remember running the fishmen.
The game. I took the pirates 'cos Tony could not remember running the fishmen.
I started well, heavies, cannon and general right up there.
Tony does quite well with reactions, well poised for first attacks.
In come the guns, but fail to get a fear reaction and die.
In come the crusties, much nashing and horrible cracking noises.
And they're through, losing none(!) crash n nash into the pirates, sending them fleeing.
"Shoot!- Shit!" |
That cost the gun crew dear, leaving them open to nets to storm in.
Another pirate unit goes down to a well placed charge.
Command group combat, (blue) not enough. White's the General. They lose and go back. Crabs do poor, but still enough (nasty claws vs no armour) to kill 2.
I need the General to rally. Crap.
Death of Captain Hook. Could have been worse, been crabs-.
The gods of dice are against me!
Double attack, pirates concentrate shooting on fishmen- big mistake! |
Pushback, the unit marker shows going back in disorder.
The marker gives direction of march. In this case going back in disorder. The occupied terrain is impassable to humans but rough (double move) to the amphibians.
at the end I had nothing left-
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