Tuesday 14 November 2017

OAAH Beta - Back where it (15mm) All Began

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.

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!  
One good bit of the rules-units that are in the same terrain can attack together.  The fishmen start and then the crusties clamp in.  The fishmen are reduced and the pirates pushed back having taken the most casualties.
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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