Blazing Naginatas at dawn.
In some respects this
is a rerun of our April 15. The first, home, side is identical. I
went into quite an in-depth look at the rules in that article, so if
you want more let your appendages do the walking.
I must stress that
there is many a muckle before the beam. We are using beta version
3.3 which is a couple of years old now. We think its pretty workable
or we wouldn't keep playing it. When Tony proposed this game I had
to think: Battlesworn, Flying Lead or Flashing Steel?
I had this notion that
there was a gap in the library and the market. There's several
largish fantasy games out there, but they are all pretty poor
quality. All yougoigo and lots of stats and dice rolling aimed at
the players who have little or no experience of a decent game!
So this one is a dust
the cobwebs off game. The next will be a rerun of a game we did
several times to test Dragon Rampant. The third will be a big bits to the
wall all-out grind of a Japanese fantasy game to test the rules until
they squeal!
400 points is a small game, this one is 572, a large is
800. Next is 1,542. So big is going to be 2,000. Ish.
The plot is this. The
leader is heading somewhere with a small bodyguard. There is a guard
force available and peasants from the village will assemble at the
alarm. They will be expected to line up for the progression, but not
to be armed in any way.
Here's something you
haven't seen for a while, my old Purbec Terrain. Most of this is
30-odd years old. Back in the day it was the best available and the
only one I know of where the tiles are reversable. Very close
observers will see a change in the room with the return of furniture
from our shop. The table is an oak campaign table that has graced
shop and attended pirate events.
The
Home Side
“Accountant”
(single figure) Q3 C3, Armoured 3, Leader, Sword @ 84 (M*8+6=14)
4 warrior monk bodyguards & 8 guards with naginata's C4, C2, impetus, 2 handed weapon @ 30 (M3)
2x8 peasants with bamboo spears Q5, C1 (untrained civilians with some enthusiasm)spear @ 8 (M1)
4 warrior monk bodyguards & 8 guards with naginata's C4, C2, impetus, 2 handed weapon @ 30 (M3)
2x8 peasants with bamboo spears Q5, C1 (untrained civilians with some enthusiasm)spear @ 8 (M1)
Points
572 29 models, so max size unit 10 Morale =66 break 22
(Impetus gives a +1Q in first bound only) (M= Morale points)
(Impetus gives a +1Q in first bound only) (M= Morale points)
Attacking
Side.
Last
time I had a
more sedate, armoured side. This time I'm going for a more
aggressive force:
“Patron” (single
figure or in unit below) Q3 C3, Armoured 3, Leader, Sword @ 84
(M*8+6=14)
2 warrior monk with
naginata's Q4, C2, Dashing 2 handed weapon @ 30 (M3)
1
warrior monk with big hammer, Q4, C2, Dashing, mace @ 24
(M2)
1
warrior monk Armour 2 with standard & sword
Q4, C2, Dashing@ 51 (M8)
1
warrior monk (single figure) Q4 C2 Longbow, fast shooter, good
shot, sword @ 44 (M4)
“Boss”
Armour 2 sub commander, lead from the front, 2 handed weapon,
sword Q4, C3 @ 59 (M9)
2x5 Bandits, Q5 C3 naginata, dashing @ 25 (M3)
Points 572
17 figures, so max size unit 6 Morale =118 break 39
The Game. This is
essentially an ambush. My force, the raiders, have got as close as
they dare, ready to run out, hit the enemy then run. Sounds simple.
But if there's no chance of discovery then it can be a one sided game
that's not fun to play. So, there are guards, a guard tower and
people milling about. Look at the first scene of Seven Samurai, the
whole series of events is sparked by a wood collector overhearing the
bandits.
So round one, the
Accountant starts walking towards the village. A dice is rolled and
a 6. The guards spot something and yell at the accountant and
banding the alarm triangle.
Consternation on my
part, I get the archer going, a hit at long range sending a peasant
reeling and stopping the accountant getting too close for most of the
game. I send one bandit mob screaming down the road. If I could have got these in contact in 1st move, I'd have got +2 ambush plus +1 for being unformed. Oh well!
Now its time for the
monks on both sides to get involved. The defenders squeeze past the
peasants and clash with the aggressors. Numbers tell and the smaller
unit gets the upper hand. By this time the first bunch of attackers
had been isolated. We are both ex-reenactors and can remember fights
like these.
The archer works his
way forward hoping to get a shot at the accountant. One good
shot----.
Eventually the peasants
get pointy bamboo (2 actions near a building) and the plus helps.
One group of survivors charge up hill at the archer and take him out
(how Kurosawa is that?) The rest engage the bandits while the monks
filter in from behind. I'm not sure if this would be allowed, but it
looked and felt right. All figures stayed within contact. The
armoured bandit leader faced off 4.
The Patron noticed the
spearmen on the hill and rushed to take them, one bandit should have
followed, but didn't. The patron goes down,
poked to death with sticks! That breaks my force as
I've lost the standard bearer. Tony had lost a lot, but mostly
peasants so he wasn't close.
An excellent game, fast
(considering its been a while). Everything we needed was recorded on
a ¼ of a folded A4 sheet. You get a side advantage to help each be
more realistic. I had given the attackers the Ambush advantage, that
worked. Tony had the Unyielding, allowing him to ignore 3 wounds.
He didn't use them, keeping them for the accountant!
Note the wargaming Elixir, ginger beer without which nothing is possible! |
Guards guarding |
Yes yes, the Accountant Comes!
Those on the hill are my dead, not reinforcements! |