Friday, 10 November 2017

OAAH beta rules Waco Island campaign.

Never had this happen before, bit worrying.  I did this report and it's just vanished!  I copied some details for the next game so I must have wiped it somehow-.


15 men and a dead Samurai's chest.


I stole these from my local club. 

1 Forward Push.    The Wako crew and the hunters seek to recover a chest from the Farm and get off-table with it within 15 turns. Action takes place from dusk, action 1-5 -1 shooting, 6-10 -2, 11-15 -3. After 15 turns it's pitch black and each side will melt away.

Objectives: 1 prominent hill 2 crossroads 3 farm buildings in a fielded area. Each gains one victory point for every turn it holds an objective without being attacked.

The roads are hedged, both the hill and farm buildings overlook the crossroads.

2 Head Hunt. The winner of the last game has run the opposition down either in a wooded or village area. Choice of edge and turn.

Objectives are the Captain, Bosun and one other chosen target from the last game. First kill gains a point plus 1 for every enemy group routed and loses one for each own group (not individual) leaving table in good order.

3 Alone in the dark. The winner of the last game again has choice of edge and turn. Village or woods not chosen above.

Each side rolls a D6 per model. 1-2 deployed normally, 3-4 deployed normally but not within 1M of any other figure, not in a group, 5-6 deployed on the right near flank not within 1M of any other.

Objectives are the Captain, Bosun and one other chosen target from the last game. First kill gains a point plus 1 for every enemy routed and killed compared to own.

Action takes place from dusk, action 1-5 -1 shooting, 6-10 -2, 11-15 -3. After 15 turns it's pitch black and each side will melt away.

4 Infiltrate the camp. The winner from above has discovered the opponents camp in a lightly wooded area by a stream. The defender sets the terrain and deploys. The attacker chooses one edge. Attacker gets 1 point for every 3 men or leader killed. Defender gets 1 point for every 3 men or leader killed or group off table in good order.

5 Secure the high ground. The loser from above has gained a fortified point. With night and a high tide approaching the attacker has 15 turns to take the blockhouse. The attacker may deploy from any side but not within 2 areas.

Both sides get 1 point for each opponent killed or fled off the table. Every attacker leaving in good order by a specific point gains 1 point.

Action takes place from dusk, action 1-5 -1 shooting, 6-10 -2, 11-15 -3. After 15 turns it's pitch black and each side will melt away.

6 Supply drop. Both sides are suffering supply problems so seek the warehouse district for essentials. 6 markers are spread amongst the buildings. Holding any gains 1 point, but on a 6 there is (1 only!) shot, powder and muskets making any shot out of that building an aimed shot. Stores cannot be moved.



Game 1- Forward Push   The Waco crew and the locals seek to recover a chest from the Farm and get off-table with it within 15 turns.  
Objectives: 1 prominent hill 2 crossroads 3 farm buildings in a fielded area. Each gains one victory point for every turn it holds an objective without being attacked.  The roads are hedged, both the hill and farm buildings overlook the crossroads.

First Game Forces
Wako Pirates
Dread Pirate Lord 3 2 6 Shoot 3 General 34
Bosun 3 2 6 shoot3 27

Armoured wako 4 3 6 6 @ 19 = 96 (1 lost)
Armoured wako with bow 4 1 6 Shoot3 @ 24 = 96  (Lost)
Followers bow armed 4 1 4 Shoot2 @ 12 = 96  (lost)
Followers 4 3 4 16 @ 11 = 176
Cat spirit 3 3 6 Monster L2 Beast Lord, Necromancer, Fast, 3lives 85
Lightly armed rabble wako seamen 4 1 2 Horde 38 @ 6  = 228 (Lost 12)
Total 1002

Bakemono Locals
Local Goblin lord 3 2 5 Sh1 Fast, Difficult tgt, General 2lives  43
Mounted goblins 4 2 5 Sh1 Fast, Difficult tgt, 4 x 19 = 76
Champion 3 3 6 Hero, 3lives  52
Samurai Goblin 4 3 6 4 x 19 76
Bows 4 2 4 Shoot2, 12  x 26 = 312
Polearms 4 3 4, Devastating chg, 8 x 13 = 104
Hordes 5 1 2 Horde 16 x 5 = 80

Fox spirit 3 2 4 Difficult tgt, Beast lord, 2lives  25
Spiders 4 2 5 Poison, Animal, 6 x 14 = 84
Boar spirit 3 3 5, Devastating chg, Monster L2, 3lives 55
Shamen  3 2 6 Sub commander, Alter terrain, Windstorm, Summon monsters, 4 lives about 100
Total 1,000


I took the Goblins & Tony the Wako's.  I got the initiative and used my cavalry to secure the crossroads, taking the first casualties.



Tony's archers move forward and wipe out my cavalry.





My wee beasty spiders try their luck.




They get shot n stomped, but take the archers with them.


My centre-


a lucky roll allows my polearms to crash into the flank of the follower archers.





Meanstwhile another good roll allows a horde to run screaming at my archers.  The few survivors are charged by the piggy who goes down.







Chronic rolling on my part, we both finally get a unit into the farm.




General gets a facefull-



Having a time limit is good.  I need a clicker style counter as we lost track using dice, but this felt about right.