Tuesday, 31 May 2016

Flashing Steel Japanese Wako pirates

Thanks to the response to our recent Flashing Steel game got us thinking “way back when” we first got it there was mooted a Japanese game. 

I didn't much of an excuse to buy a few figures and following a small thread in TMP and/or the old yahoo site we did a few Japanese games pre-blog. Then came along OGAM and these drifted into history.

Now we present a different type of pirate, the Japanese Wako. I wanted a group that would not follow orders, a leader without leadership ability and a couple of individuals. As it happened, I got this fairly spot on. In reflection, Battlesworn would have given a similar result without the bookwork.


The Boss
Points 58
Quality 5+
Combat 3

Gang, Leader, Ranger/Light Infantry, Strong, Sword - Rapier



Rebel Priest -
Points 50
Quality 4+
Combat 2

Blur of Steel, Ranger/Light Infantry, Sword - Rapier



Archer
Points 32
Quality 4+
Combat 2

Bow and Crossbow, Ranger/Light Infantry



Stroppy Bandits x 5
Points 35
Quality 5+
Combat 3

Gang, Pole Arm, Ranger/Light Infantry


The locals, a Samurai and his cronies. I could have spent time making these more individual but erred on the side of laziness. The servant cost less to balance the points exactly.


Samurai Archer
Points 75
Quality 4+
Combat 3

Bow and Crossbow, Leader, Murderous, Sword - Rapier



Followers
Points 43
Quality 4+
Combat 2

Forester, Gang, Pole Arm, Sword - other



Servant
Points 25
Quality 4+
Combat 2

Forester, Green, Sword - other


You'll note that I'm using the same basic scenery as last week plus some of my “to hand” buildings. The bamboo is trial 3, this time guilty. I thought I had enough to do a decent table. Damn. I've a few I can upgrade but I need to buy another packet via Amazon and this time cut 'em in 1/3 not ½.






The Game. The wako have been rumbled and being chased by the local cop. We decided on a selection of start points and Tony won the initiative, but promptly lost it. 

 I pushed my men forward and sent one chap to watch their rear, just in case they tried anything sneaky. An exchange of archery saw one pirate badly wounded.

I managed to head them off at the junction. As their boss started down the rat run a follower charged him, to be beaten down. Another one, same result! The archer shoots one, making him withdraw, the priest moves up to intercept the servant charging in on reaction. Another wako comes to the aid of his boss. The Samurai charges in and engages him, but he's side-charged by another and gets knocked down. The servant takes on the monk, wins, and he's down wounded.

The archer wounds a follower at the back. Yet another wako runs in and 2 of them kill the Samurai. Mine go back out of range a bit sharpish, but I don't lose anyone. Now my end guy runs in, and out, then follows until he gets to run at the archer who turns and shoots him stone dead.

My last remaining 3 make the usual stupid gesture, but they're outnumbered--.

A good fast game, Tony was frustrated by his sides inability to carry out cohesive action. Pirates, herding cats, got it.

The Samurai side was more cohesive and responsive. Not as good in combat. I was able to use Tony's fails-as-reactions to push them forward and shoot.

The action was very cinematic, we could see it in our minds eye, and I'd advise you to give it a go.







My rear guard comes forward to take the pressure off.



The second follower goes for the leader, the servant for the monk.

In comes the Samurai, I've removed the building for ease.











He's BEHIND you!
No he's not 'ees deaded!
The wako are mostly 15mm.co.uk except for the archer.
The Samurai is an eureka and the rest Red Dragon.
























Monday, 23 May 2016

Flashing Steel Perfidious Pilfering Pirates!

Cunning plans, pirates, got to work. With Harry Paye Day looming on the local horizon like a treasureshipo in full sale twas time to get back to our Ganesha roots. Two groups of pirates one trying to capture a wagon, the other trying to stop them.

The scenery is something I've been meaning to do – individual plots for buildings. I'd already painted this thin foam to make modern roads, but carboot purchases beat me to it. The green, green grass is a not-as-self-adhesive felt notice board cover. This will improve, watch this space. Low dry stone walls are part of an on-going project. I have similar hedges and ½ n 1/2's somewhere-.

Nothing complicated. Here's they be.
Cpt Red Hook
Points 58
Quality 3+
Combat 2

Leader, Main-gauche, Sword - Rapier


Bonny Anny
Points 45
Quality 4+
Combat 2

Murderous, Pistol, Sword - other


Big John
Points 40
Quality 4+
Combat 2

Multiple Foes, Sword - other


Flash Jack
Points 45
Quality 4+
Combat 2

Brawler, Knife Thrower, Passing Strike


Hard Henry
Points 47
Quality 4+
Combat 2

Brawler, Impetus, Sword - other


Gunner Tom
Points 37
Quality 4+
Combat 2

Brawler, Double Pistols, Hawkeye/Poacher



Cpt Blackhat
Points 73
Quality 3+
Combat 3

Brawler, Leader, Strong, Sword - other


Miss Bobb
Points 55
Quality 4+
Combat 2

Brawler, Dashing, Pistol, Sword - other


Emlyn the Axe
Points 56
Quality 4+
Combat 2
Special Rules
Brawler, Forester, Murderous, Pistol, Strong



Arry
Points 28
Quality 4+
Combat 2

Hawkeye/Poacher, Pistol


Dan
Points 25
Quality 4+
Combat 2

Sword - other


Boots
Points 35
Quality 4+
Combat 2

Passing Strike, Sword - other



Game 1. So I decided that the cart would use the spare reactions and not bother to roll. Big mistake, the cart zoomed across the board like a Derby winner. Both parties got part way so - .

"Quick, catch it-!"
Game 2. Leaving the figures in place the cart “did a loop” back to the beginning and this time it diced for reactions, Q4 and slow move.
Better! I had Cpt Red Hook. Big John took on Emlyn, who smashed him down and then murdered him. Flash jack put Dan on his back with a decent shot and Gunner Tom shot Blackhat on his ass and both retreated to cover.

Hard Henry suffers from Emlyn and dies-. Poor Cpt Red Hook is now on his own (Bonny Anny got left behind and took no part) and suffered Emlyn to go down, only to fall foul to an attack by Miss Bobb who dispatched him. The rest of the crew leaped the wall to get at the 2 survivors-.






Game 3. Time running out we swapped crews, the cart got parked and we stalked down the road.
Big John takes on Boots, after a “hammer and tongs” gets the worse of it and dies. Meanstwhile, the ladies, Bonny Anny and Miss Bob face off, with Miss Bobb proving the better, striker her down then murdering her. Boots gets all upset, leaps in and is dispatched.

Captain Red Hook attemps Emlym, skill and waggly vs brute strength. Didn't work and he's deaded. Morale and his crew starts to break

Arry and Dan head for the hills, promptly chased. Emlyn of the axe takes on by Hard Henry, a clash-then on reaction Henry gets 1 more and Emlyn is down. Then a 6:1 results means that despite being on the deck he knocks Emlyn down! My turn- he gets up and kills the dread Emlyn!

Now comes the most unusual episode, possibly unrepeatable in most rules, but this is swashbucling. Gunner Tom is being chased by Dan and he's got unloaded guns. So he jumps into the water, Q check, no problem, gets in cover under bridge. Dan jumps in as well, on the other side. But he fails, so that's him in the water. Tries to get up on reactions, fails. Tries again, fails again. I took that as a drowning-. Tom gets away and Captain Blackhat and Arry take the cart.