Friday 17 May 2019

FS Pirates, Crabs and Terror Birds.

Flashing Steel is where we first saw the Light of Ganesha Games.  The rules came out roughly the same time as the Old Glory pirate line.  A match made in the snug of a dark and dingy tavern where sailors gather to tell their salty tall tails to civic dignitaries dressed as ladies.

Last game (pay attention at the back!)  the Pirate Captain was captured!



Terrain.  I found these palm trees, I'd done them a year or so ago and they got buried.  I've added in the latest ones.


Tile - Tony found these lino samples at a car boot and dumped them on me (as usual-) to do something basic.  Then there was the 20 odd cake boards.  I wanted an oasis for my last series, so here it is started later but better than never.  It's reversible with added shapes!

Total playing area 1 square foot each.




Bosun Bates
Points 75 Quality 4+ Combat 2


Brawler, Gang, Leader, Pistol, Sword - Rapier
Brawler no penalty multiple opponents
Gang +1 cbt other gang within close
Leader any Long & LOS +1Q
Pistol 2 actions load. Short +3 1st +2 2nd , +1 3rd, 4th 0/end.
Rapier +2

Crewe
Points 55 Quality 5+ Combat 2


Brawler, Dashing, Gang, Pistol, Sword - other
Dashing move & attack 1 action.

Gibbs 40 Quality 5+ Combat 2 Brawler, Gang, Sword - other
Sword +1
Pip
Points 44 Quality 5+ Combat 2


Gang, Pistol, Quick Reactions, Sneaky, Sprint, Sword - other
Quick reactions +1 free hack
Sneaky, cover 1pt better any hit by 1 or 2 a miss.
Sprint 1-per-game 2 moves per 1 action.


Sprue 63 Quality 5+ Combat 2 Blur of Steel, Brawler, Gang, Main-gauche, Sword - other
Blur of steel attack every action
Main gauche (axe) roll 2 different coloured D, if win with both opponent Q 1D. If wins 2nd only, parried no damage.

Keith
Points 23 Quality 5+ Combat 2


Drunkard, Hawkeye/Poacher, Musket - light
Drunkard Q check after deployment. Fails, drunk -1 Q +1 C + morale.
Hawkeye +1 shooting is aimed shot.
Musket Light 2 actions load. Not shot in same actions. Make Q if 1 (2 if drunk) shot self.
Medium +2 1st, +2 , 2nd +1 3rd, 4th 0/end.

Captured Captain
Points 70 Quality 3+ Combat 3


Brawler, Leader, Murderous

Brawler no penalty multiple opponents
Murderous defeats enemy close combat attack again.
Leader any Long & LOS +1Q
Demon Male
Points 68 Quality 3+ Combat 3


Brawler, Gang, Leader, Strong
Brawler no penalty multiple opponents
Murderous defeats enemy close combat attack again.
Leader any Long & LOS +1Q
Gang +1 cbt other gang within close
Strong C+1

Demon Shooter
Points 23 Quality 4+ Combat 1


Gang, Musket - heavy, Slow, Strong
Musket Light 2 actions load. Not shot in same actions. Make Q if 1 shot self.
Medium +3 1st, +2 , 2nd +1 3rd, 4th 0/end.
Slow 1 movement per turn.

Demon Trident
Points 36 Quality 4+ Combat 3


Gang, Pole Arm, Slow, Strong
Polearm +1 always knock down.

Demon Netflicker
Points 46 Quality 4+ Combat 3


Brawler, Gang, Slow, Strong, Whip
Net (Whip)
Beaten on Odd Distract no aim shot or order their next turn.
Beaten on Even Disarmed.
Double or more Prone.
Loses on 6:1 v net disarm.

Crab or lobster
Points 43 Quality 5+ Combat 3


Fear, Great Defense, Murderous, Strong

Fear target/attacker morale Q-1 when charged. Loss = no charge.
Great Defence when hit 3D Q
Killed 3 passes = KO
KO 2 passes = Fallen.
Fallen Pass on 1D no effect

Terror bird 71 Quality 3+Combat 3 Cavalry Lance, Fear, Mounted, Murderous, Strong

Lance C +1 1st attack
Mounted Long move 1 per activation C+1

Encounters on initiative swap.

Half points of remaining party.

Shore, Crab/lobster 43, Trident handler 36, Netflicker 46.
Patrol, Male 68, Shooter 23, Netflicker 46.

Shrubbery. Patrol, Male 68, Trident 36, Shooter 23.
Birds. 71

Cave Mouth. Guards. Trident 36, Shooter 23.

Cavern- Male, 3 Halberds, 3 Shooters, Net. 291


Better Weapon
2 Cavalry Lance, Trident.
3 Rapier
4 Sword, Main gaunche
5 Musket butt
8 Bare Hand.
Beaten by Better always Fallen.  If Better Beaten, further -1 to score.

The Game.  The Plot!  My plan was simple, really.  The pirates had to transverse 3 boards:  beach, shrubbery then dungeon.  Arriving just in time to save (or join) the captain in a fate similar to death.

Each encounter would be half points of the remainder.


I'll go over the rules as we go.  Flashing Steel is a variant of our other favorite rules Flying Lead.  It's too old for actions & reactions but we've grafted 'em on.  If yer don't like it, I'll spit in yer eye!

So-  Tony took the pirates and we shifted initiative very quick throughout.   Leaders can push (activate) up to 4 per 1 action.  This speeds up a small game no end!




Netflicker goes for the flank.



Bang!  One down-.



"Just sniff my hand".  While the others sneak by.



Then he goes Bang!  That's not fair!


From out of the deep, a new menace arises!




Ganging up to clobber, doesn't seem fair-.





Something crabby this way comes and Pip must fight it.


Pip is shoved back and the trident bearer gets up.


(Drunk) Keith is being stalked.



This lot is a bit harder than the first group, who broke & ran.



Pushed back into the water "come on!"


Gibbs attempts to get revenge.  In the back a debate continues.  Polite pirates "after you" -  "no, no my dear chap, I insist-".



Thrust, parry- evenly matched.  With so much going on in such a small area, laying down the measuring stick works well rather than trying to get it in every angle.



Gibbs is pushed back (beaten by odds or even dice, pushback or fallen) Crewe comes in, Bang, a close miss!  In he goes and gets clobbered!



Spue is put down-.


Crewe's up, Gru moves on to another opponent.  Pip engages with the Netflicker.  This was a real ding-dong.  Then he loses his sword to a flick!



Crewe is dead!


If you look up at the Crab's stuff- Great Defence looks fiddly, but it's quickly done.  If you've an amazing fighter or an armoured character it works well.  Here the poor thing failed and it's down and vulnerable.  One bit I like, if you injure a fallen opponent, they're gone.


So- can he get in there and kill it - ah- no.  That's one reaction for me and initiative swapsies.


The bosun shoots another on reaction.


There's one of those pauses you get in combat.  Everyone's separated.  Then the Netflicker goes for poor young pip and kills him.  That's 50% casualties, morale.  The pirates run for the boats!





Game 2.  My turn with the pirates.  Instant turnover.  Tony's male struts forward.


My bosun can push 4, so Pip stays at the back, refusing to move.  A 3 dice roll turn, really quick!



Tony does the same.  Being slow they can only make 1 move action.  So a shooter shoots going Big Bang!  and Sprue has met his Waterloo.


With 4, I can get them all moving, "form line, big chap with net - Fire!"  I had 2 for me leader (Netflicker got the reaction & moved up)  I got mine moving, then gave volley order.  They all shot the brute, rolling one dice using the lowest plus.  The Netflicker gets -3 for the 3 shooting him.  He's gone, revenge!  But we're all empty.



The male infuriated that his main squeeze is snuffed, rushes in and takes on Gibbs.  But he sees 'im coming and strikes him down like a dawg.



Me pirates show a lean pair of heels, 'cos there's danger behind and a crab is in pursuit!



All is well!  I'm into the shrubbery and only lost 1.  I hadn't considered using my Japanese village board like this, but It works!


"Forward Men!"  Real problem with pirate bases, trying to make 'em work on different terrain.  Pip's & (drunk)  Keith's are my latest attempt.


OK, it's not a terror bird.  I couldn't find them, even though I used 'em a couple of weeks ago AND I've lost me bloody camera.  I have too much stuff!


Avast!  Goes Crewe!  Now here's the twist-


A patrol is moving up on them-.


A Big Bang and Crewe is hit!  The fell beast leaps on him, gobling up his soft and cwewy bits before his mates very eyes!


Oh crap- there's not one loaded.  And everyone fails their fear roll.  Reload!


The male moves up under cover, the shot shooter does to, reloading for the use of.


The beast realises it's being boxed in and retreats (logical reaction diced for, it has food)



Bosun goes forward, encounters the male and gets killed!



The pirates have had enough, they head back to the relative safety of the crab infested beach!




Well!  That was a nice change!  Lately I've been lazy and used Rogue Stars for everything.  Horses for courses.  We've used these rules for Japanese games with 1 or 2 armoured figures.  Rogue stars armour works better with grades of armour.  Group activations make the difference.  Hope you enjoyed this, more to come!

BIG Thank you 

for those leaving comments recently.  It is appreciated.


2 comments:

  1. Very nice terrain and cool batrep, as always!

    ReplyDelete
  2. Very nice indeed, makes me want to get some pirates ;)

    ReplyDelete