Thursday 24 March 2016

OGAM Achaean Greeks to Dragon Rampant

An unusual post, this. I'm going through my Achaean Greeks (of which I have a few) to organise some comparison games of Dragon Rampant and King of War.

I'm doing this in reverse, as I'm geared up for OGAM, which is a far superior, simpler, faster product than either of the new games, which are aimed at those familiar with other mainstream games.

Here are specific Dragon Rampant forces for Pan or Artemis, Pallas Athene, Hades and Ares. Each has a core of “mundane” units, which are the ones who take up the space. To these I add the “specials”. Finally I have the unattached to allow further choice.

Pan or Artemis (the “countryside alliance”)

Pan Bellicose foot reduced unit 12-1 6
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Fear courage tests from being attacked -1
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
As Commander Goader one unit 6” automatically moves per turn

Artemis reduced light missiles 12-1 6
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 4+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12
Sharp shooter
As Commander Sky Darkener one unit within 6” automatically shoots per turn

a) Centaur heavy riders 4
Attack 5+ Attack value 4+
Move 5+ Defence value 5+
Courage 4+ Max move 5”
Armour 3 Strength 6
Counter charge an attack on 7+, meet in middle.

b) Centaur light riders with javelins 3
Attack 7+ Attack value 5+
Move 5+ Defence value 6+
Shoot 6+ Shoot value 5+ Range 3”
Courage 5+ Max move 6”
Armour 3 Strength 6
Skirmish ½ move & shoot 7+, all shooting-1
Evade skirmish on attacking unit ½ move & shoot 7+, all shooting-1 no closer than 3”
Attacker then makes move, if contacts skirmishers armour reduced to 1.
If evade fails, no move or shoot, armour reduced to 1.

c) Centaur archers 4
Attack 7+ Attack value 5+
Move 5+ Defence value 6+
Shoot 6+ Shoot value 5+ Range 6”
Courage 5+ Max move 6”
Armour 3 Strength 6
Skirmish ½ move & shoot 7+, all shooting-1
Evade skirmish on attacking unit ½ move & shoot 7+, all shooting-1 no closer than 3”
Attacker then makes move, if contacts skirmishers armour reduced to 1.
If evade fails, no move or shoot, armour reduced to 1.

d) Large Cyclops reduced heavy archers 12-2 with weighty missiles 3
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 7+ Shoot value 4+ Range 6”
Courage 4+ Max move 3”
Armour 2 Strength 12

e,f) Cyclops 2 units mixed light infantry (fighters & missiles) 5
Attack 6+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 6”
Courage 4+ Max move 4”
Armour 2 Strength 12

g) Satyr bellicose foot 4
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Ranger normal stats in rough terrain
Fleet footed normal move in rough terrain

h,i) 1 unit Satyr archers or- 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12

2 units Satyr skirmishers 2 each
Attack 7+ Attack value 6+
Move 5+ Defence value 6+
Shoot 7+ Shoot value 5+ Range 6”
Courage 5+ Max move 4”
Armour 1, 2 vs shoot only within 6”Strength 6
Fleet footed normal move in rough terrain
Skirmish ½ move & shoot 7+, all shooting-1
Evade skirmish on attacking unit ½ move & shoot 7+, all shooting-1 no closer than 3”
Attacker then makes move, if contacts skirmishers armour reduced to 1.
If evade fails, no move or shoot, armour reduced to 1.



j) Dryads, reduced unit heavy archers 12-6 7
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 7+ Shoot value 4+ Range 9”
Courage 4+ Max move 3”
Armour 2 Strength 12
Invisible.
No ranged attacks except spells. Can be seen during attacks
Cannot be passed through.

Druid Reduced mixed light infantry 1:12 9
Attack 6+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 4”
Armour 2 Strength 12

This army can be split in 2 by adding some of the extras bellow.
God 6
Heavy centaurs 4
Centaur javelin 3
Centaur archers 4
Large cyclops 3
Cyclops mixed 5
Cyclops mixed 5
Satyr bellicose foot 4
Satyr archers 4 or 2 skirmishers
Dryads 7
Druid 9

Pallas Athene reduced elite foot 6-1 6
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain

Odysseus reduced elite foot 6-1 8
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 9”
Courage 3+ Max move 3”
Armour 4 Strength 6
As commander Commanding may reroll failed move, attack or shoot within 6” once per turn

a&b) light infantry spear 5
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive

c&d) light infantry with javelin 6
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 3”
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive & Javelin

e&f) light archers/slingers 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12

Athene 9
Odysseus 8
Light infantry 5
Light infantry 5
Light infantry javelin 6
Light infantry javelin 6
Light archers 4
Light archers 4

Hades reduced elite infantry reduced elite foot 6-1 10
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Fear courage tests from being attacked -1
Ranger no reduction for terrain
Flyer fly over any, no closer than 3”
No cover.
Retreat full move.

Grateful Dead Hero reduced elite infantry reduced elite foot 6-1 10
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain
Fear courage tests from being attacked -1
Never battered, ignore fear.
Round casualties up, not down
Mystical Armour every strength point lost, roll D6, if 6, ignore loss
As commander Brutal any unit 6” autotatically rally with loss of 1

Summoner, summons undead or creature units within 3” and/or 1.5” of enemy
Reduced skirmisher 6-1 4
Attack 7+ Attack value 6+
Move 5+ Defence value 6+
Summon 6+
Courage 5+ Max move 4”
Armour 1, 2 vs shoot only within 6” Strength 6
Fleet footed normal move in rough terrain

a) Skeleton light spear 5
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Courage 0+ Max move 4”
Armour 2 Strength 12
Offensive
Never battered, ignore fear.
Round casualties up, not down

b) skeleton bellicose foot 4
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 0+ Max move 4”
Armour 2 Strength 12
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
Never battered, ignore fear.
Round casualties up, not down

c) skeleton light archers 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 0+ Max move 6”
Armour 2 Strength 12
Never battered, ignore fear.
Round casualties up, not down

Hydra reduced elite infantry reduced elite foot 6-1 11
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain
Venemous any Attack died rolling 6 does 2 damage
Fear courage tests from being attacked -1

Hades 10
Hero 10
Summoner 4
Light spear 5
Bellicose foot 4
Light archers 4
Hydra 11


Ares Bellicose foot reduced unit 12-1 6
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
Mystical Armour every strength point lost, roll D6, if 6, ignore loss

a) Myrmidons bellicose foot 4
b) Thracians bellicose foot 4
c) Amazons bellicose foot 4
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.

light infantry, javelins 6
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 3”
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive & Javelin

Chariots, reduced heavy cavalry 6-3 7
Attack 5+ Attack value 4+
Move 5+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 6”
Courage 4+ Max move 5”
Armour 4 Strength 6
Counter charge an attack on 7+, meet in middle.

Achilles Bellicose foot reduced unit 12-1 6
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 3 Strength 12
Shiny Armour
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
As commander Boneshaker one unit 6” passes attack order (not wild charge) per turn.

Ares 6
Myrmiddons 4
Thracians 4
Amazons4
Light infantry jav 6
Chariots 7
Achilles 6



Spare troops

Kohen the Barbarian reduced elite foot 6-1 6
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain
As commander Formidable, attacking/defending can reroll 2 failed dice

Light slingers 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12

3 units hordes 1
Attack 7+ Attack value 6+
Move 6+ Defence value 6+
Courage 5+ Max move 6”
Armour 1 Strength 12

any of these can be split into 2 units of scouts, although I've found these useless-.

Mixed unit light infanty/bow 5
Attack 6+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 6”
Courage 4+ Max move 4”
Armour 2 Strength 12

Unit light infantry spear 6
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive

2 units light infantry javelin
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 3”
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive & Javelin


One major-or change, I'm using CD movement trays for most units, also gives a slight gap as opposed to the gaping maw given in the  rules.


Mixed foot, Myrmiddons & skellies

Light spear  & javelins, Oddyseus & Thracians

Chariots & archers

Archers, slingers Dryads & light javelin

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