Saturday 23 February 2019

OAAH Attack of Village! Give us our General back!

Let your imagination encompass this small stage, see the riders both fair and foul race throughout the land.  

Now the putting down of tools and the donning of armour.  

Attend the groups of the determined as they mingle into the stalwart hosts.  


On they march, across hill and meadow until at last the assemblage is complete!  

See there the village and hill, bristling with new fortification and proud banners.  Now turn your gaze across the stricken field where the hordes of the captured Dai Oni gather in resolve.



Last time I used this map-.  Now I've moved the focus over and from 6 square to a more comfortable 5.  The village and hilltop has been hastily fortified by the survivors.  We have never used fortifications.  A village and such light constructions count as a 3 structure points (SP). Fortifications can be damaged only by Artillery, Siege Engines, Dragon Breath, Spells, and Melee attacks from Giants. Each die rolled removes 1 SP on a result of 5 or 6. When all SP gone, no protection.


Units defending it gain a +1 to D.  So the Monks in Square formation may not move. Is hit at +1 by missile attacks but gains +1 to Morale and +2 to D against the melee attacks of Mounted opponents. Plus has no flanks or rear, plus counts as facing in all directions. Also counts as if it lost TWO fewer stands in a melee, for purposes of determining who won that melee.

In this game the attacking giants are going to have to choose.  Fortification or defender!


Unit No. Points Total Bakemono
1 16 5 80 Goblin Rabble
1 8 27 216 Goblin Polearm
1 6 38 228 Goblin Polearm Riders
2 8 46 368 Goblin Wolf Riders Archers
4 16 29 464 Goblin Archers
0 0 58 0 Centepedes &Spiders

0 176 0 Kirin

2 82 164 Naga

1 116 116 Bakeneko

0 80 0 Baron Greenbaku





1 1 106 106 Armoured Oni

0 155 0 All Gods Are Bastards
1 6 73 438 Oni
1 0 76 0 Jorogumo, Spider Woman
0 0 148 0 Godzillasaurus
12 0 0 2180 Totals  About 10% more than defenders.
Units Figs Points Total Samurai
1 4 34 136 Follower Archers
1 8 47 376 Samurai Armored Archers
1 16 14 224 Peasant Mob

0 61 0 Abbot Shugenja
0 0 79 0 Samurai Cavalry
1 8 38 304 Samurai Infantry
1 6 29 174 Follower Infantry
1 12 35 420 Monk infantry

1 92 92 Samurai Cavalry General

0 242 0 Greater Dragon
1 4 72 288 Tengu
7 0 0 2014




Oni & Bakemono Red markers
The Son Q4,A4,D7. General Monster level 1, Resilient, 3 extra lives.
Resilient. a die for each hit suffered by the unit. On a 5+, that hit is ignored.

Oni Q4,A4,D5 Giant L2, Resilient, extra lives 2

Naga Q4 A5 D7 Giant level 3 Swamp walk

Bakeneko Q3 A5 D6 Fast, Sub general, Beast lord, Necromancer, extra 2 lives
At the end of any battle in his area, if victorious, the Necromancer may cause a single non-Undead, non-Artificial stand to come back to life as an Undead stand. Pass Q roll on 1D.
single die. If the die fails, the ritual is unsuccessful. The standQ4+, A1, D5, Undead

A) Rabble Q4 A3 D4 Devastating charge

B,C,D,E) Archers Q4 A0 D5 Shoot 1

F) Polearm Q4,A1 D4. Devastating charge.

G) Cavalry polearm Q4,A1,D6.  Mounted, fast.

H,I) Cavalry archers Q4,A1,D6. Mounted, fast, shooters 1.

General Dai Oni All Gods Are Bastards 4,5,7. Giant Level 2, Resilient, 4 extra lives, general.


Samurai Blue markers

General Q3 A2 D6 Cavalry general 3,2,6. General, mounted, fast, shooters 3

A) Samurai foot Q4 A3 D6

B) Samurai archers Q4 A1 D6 Shoot 3

Follower archers Q4 A1 D4 Shoot 2

C) Follower Q4 A3 D4

Abbot Shugenja Sub General Q3 A2 D6 extra 2 lives, slow
Alter Terrain 1,2 or 3 Actions on one unoccupied area anywhere. Target becomes rough or, if rough clear. terrain. One turn per action spent in casting the spell. Not create impassable terrain or water, may create a bridge or ford, a section of road or a path through forest or wooded. Turn a
hill into another hill type.
Rain of Arrows (2 or 3 Actions) missile attack of 1 die per action used. Hit at +1, and all results of one are rerolled.

E) Tengu Q3 A3 D5 Fly, Devastating charge

F) Monks Q4 A3 D4 Devastating charge

G) Peasant Q4 A1 D5 Rabble Horde

The Game.  We kept the same sides.  I've presumed that the units that had run away could be recovered with a little - encouragement.  Strange to have troops static behind fortifications.. I had 4 that "could" move,  my left to right:  my followers guarding the forest road, follower archers, Tengu and peasants.  *I considered the last 2 and the Monks to be under the Abbot sub-general.


The baddie, tied up, honest.


Tony had the initiative.  I moved my peasants to counter his archers on reaction.  Then he lost initiative and my peasants charged in, crushing them for lose of 2.


Raspberry blowing, arse slapping behaviour.


There are no facings on a horde, just as well as I gave up the initiative after moving my Tengu forward.  His best cavalry slam into them.  They die, but the cavalry goes as well.



Now my flank is 4 Tengu.


Tony's heavies move up.


Air mobile!



Whack into the rear, it would have been a different story if they'd got a reaction when they could have shoot n scoot.


Easy to imagine the leaping, shooting slashing mutual destruction.


Archers move to protect the Samurai.


The Naga swipes the archers who retire, fail morale and go.


Archers charge the Samurai flank.  These have a less than stellar response, but 3 remain.




Crunch!



A dead Samurai is restored.


Here comes the next wave-.


My followers move into the cultivated area just in time-.


The blue dice represent the strength of the fortifications.



The followers put up a good fight (better than the Samurai) but now the flank is open.


There is a division there.


The Naga attacks the fortifications, but gets peppered by the archers.




Seeing the way the wind is blowing, the archers charge the Oni and go down in glory.


In leaps the Bakeneko onto the General.  He goes down.  That nice chart again, he's captured.




The 5 on the Generals white dice seals his fate.  He loses 3 of his 2 lives.


Don't move.


The remaining Naga mashes the rest of the defences in a fit of pique.


The Shugenja-Abbott now steps up.  This area is repeatedly turned into rogue ground.


The archers just about move, rabble and polearm do a bit better.


At last failure allows the Oni and Naga access.


Meanstwhile the rabble are coming on strong.


The Naga attacks the fortifications but gets cut down.




In come the rabble who roll well- not only wiping out the in-square behind fortifications, but there was 2 dice left.  The sub general suffers these and loses a life.  So wounded, surrounded by piles of the dead-.



In come the Oni, no reactions so a free hand to slaughter and free.


The archers have swarmed forward-.


We didn't rush, as we were covering some rules not familiar.  Took us about 90 minutes.  So we could have banged this out in an hour, particularly if Tony had started closer.  Strange having a static force.  Good cinematic game, as always!

A note on figures and scenery:

Buildings (excellent) and Tori gate by Peter Pig.  Removable roofs and a hollow centre, so you can add troops on top and/or smoke for damaged.

(The gateway is a Peter Pig Tori, Sengoku statue and fencing)

Temple  Sengoku bits and counter.  I think the log barriers are from The Scene.

Bamboo barriers Museum Miniatures.

Naga, All gods are Bastards, Dixons Miniatures.  Years old, still in production in some obscure scale I hadn't heard of before- 28mm?

Alternative Armies, Sengoku range, all the goblins, followers, fencing.

Eurika, all the other samurai, Monks, Shugenja and last weeks cavalry

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