Have we abandoned OAAH? Oh no! I have been Cracking ON. I'm using this sacred time (Blessed Be) to try my hand at a participation game with new players.
February is close man, real close. If I lose it there, I'll be in a real world of hurt.
This was an interesting relearning curb. Many moons ago in a situation far, far away I was being taught how to deliver CLAIT, a basic word processing & computer skills course. Lesson 1. Tell me how to use a mouse.
If you think you know a set of rules, try this. I'd welcome any creative criticism & I hope this will help peeps get into this excellent set of rules.
Cracking on with scenery. I've never made specific bits for these rules. Base material 1 cakeboard. Double layer for Quackajima. Single for 2 single-square built up areas and 1 double. Sealed with hobby paint & PVA then coat of ground cover. Set with extra firm hairspray. Job done & a good one.
Hang on! Sacred generic no-more-nails fixed Quackajima. I scoured the top layer around it then fixed with PVA. Very pleased with the result! I didn't expect it to stay together being backpacked but it took it like a pro.
New flight stands. A bit of cotton wool internal & external. I tried clear acrylic filler. Bad mistake! Stunk our flat & to be honest the whole block.
Takes chalk well. A quick slosh under the tap & its gone, no problem.
I was looking at Quackajima and decided the mouth should be black and to outline the armour. The surface is white gesso thickly applied which has left a chalky surface. I went to work with a felt tip. Looked fine. Next morning, the black had bled and it looked even better!
BTW, you'll see a few duck related terrain pieces. The bulk of these are from the British Museum. We go almost every time we go to Smoke and I like to support its trading rather than shove notes in a box.
Applelogies for pictures. my all-new cheapest Amazon Fire tablet takes crappe pictures, as you can see.
Plus, my hand was really, really playing us as it was both humid & cold, so a bit shakey.
February is close man, real close. If I lose it there, I'll be in a real world of hurt.
This was an interesting relearning curb. Many moons ago in a situation far, far away I was being taught how to deliver CLAIT, a basic word processing & computer skills course. Lesson 1. Tell me how to use a mouse.
If you think you know a set of rules, try this. I'd welcome any creative criticism & I hope this will help peeps get into this excellent set of rules.
Cracking on with scenery. I've never made specific bits for these rules. Base material 1 cakeboard. Double layer for Quackajima. Single for 2 single-square built up areas and 1 double. Sealed with hobby paint & PVA then coat of ground cover. Set with extra firm hairspray. Job done & a good one.
Hang on! Sacred generic no-more-nails fixed Quackajima. I scoured the top layer around it then fixed with PVA. Very pleased with the result! I didn't expect it to stay together being backpacked but it took it like a pro.
New flight stands. A bit of cotton wool internal & external. I tried clear acrylic filler. Bad mistake! Stunk our flat & to be honest the whole block.
Takes chalk well. A quick slosh under the tap & its gone, no problem.
I was looking at Quackajima and decided the mouth should be black and to outline the armour. The surface is white gesso thickly applied which has left a chalky surface. I went to work with a felt tip. Looked fine. Next morning, the black had bled and it looked even better!
BTW, you'll see a few duck related terrain pieces. The bulk of these are from the British Museum. We go almost every time we go to Smoke and I like to support its trading rather than shove notes in a box.
Applelogies for pictures. my all-new cheapest Amazon Fire tablet takes crappe pictures, as you can see.
Plus, my hand was really, really playing us as it was both humid & cold, so a bit shakey.
For the first game there were 2 players a side and initiatives and reactions were shared as-an-when.
Second game Tony took the Blue force and this was the attacker in both instances.
The table was arranged in the same way both times: game 1 was 8x7, game 2 our usual 6x6 with the attackers base being water.
I did the basic grid then rolled a D6 in each square. 1's are rough ground (game 2 had 1 area) 6's have buildings, objectives. 5's are almost interesting and I use as points for roads.
Doesn't look much, but enough for one side in a decent game.
Blue Force. Attackers
Side
1) Air Mobile
Witch
General Quality 2 Combat 3 Defence 5
General
+1 activation, Reaction & morale if in same area.
Adds
1D if fighting normally or extra3 if leading from the front.
Flying
Hint, if you fly over enemy shooters – you get shot.
Fast
can use an activation or reaction to move 2 areas (or 1 rough)
Difficult
Target -1 to hit.
A) Unit
3 Witch Finders (Scouts) Quality 3 Combat 2 Defence 5
Flying
See above.
Fast
can use a activation or reaction to move 2 areas (or 1 rough)
Skirmishers
get an extra move to “dip in, shoot, get out” IF target cannot
catch you.
Difficult
Target -1 to hit.
Scouts
If you win the scouting roll, can set up anywhere.
B
& D) 2 Fokker Ducks Quality
3 Combat 3 Defence 6
Undead(crew)
See below
Airship,
Flying Hint, if you fly over enemy
shooters – you get shot.
Hint,
debussing takes 1 action into a clear area but no movement.
Carried
combatants can fight against flying foes.
Resilient Reroll
kills (not Artillery or Spells) on a 5-6 saved.
Extra
Lives 2
(fixed)
Artillery size 4. 4D shooting (action OR reaction*) range 1
square. 4+ to hit.
Hint,
casualties cause disruption.
*Hint,
if initiative swaps before you can shoot, you can do so on reaction.
You
can move and shoot if you have 2 actions or reactions.
Each
carrying
C
& E) 1 unit of 12 Skeleton
Infantry. Quality 4 Combat 1 Defence 5
Undead
Immune to poison &
fatigue, may not be pushed. +1 v archery,
not
artillery or spells
Blue
Side 2) Water Born.
General
(should start in Viaduck) Quality 3 Combat
3 Defence 6
General +1
activation, Reaction & morale if in same area. Adds 1D if
fighting normally or extra3 if leading from the front.
Undead Immune
to poison & fatigue, may not be pushed. +1D v archery, not
artillery or spells
Mounted +1
against infantry, cannot enter woods.
Tough Reroll
kills (not Artillery or Spells) on a 4-6 saved.
Extra
Lives 3 0 0 0
F Unit
of 4 Lesser Witches Quality 4 Combat 2 Defence 5
Flying Hint,
if you fly over enemy shooters – you get shot.
Fast
can use an activation or reaction to move 2 areas (or 1
rough)
Skirmishers
get an extra move to “dip in, shoot, get out” IF target
cannot catch you.
Difficult
Target -1 to hit.
Shooters
+2 1D6 per half number
of shooters, +2 to
defeat targets
Defence.
If
charged, you can shoot +1 on D6. No shoot +2 on 1 D6 each.
Hint,
against anything big and nasty where only a 6 will do it – shoot.
G
& I , 2 Viaducks Quality 3 Combat 3 Defence 6
Undead(crew)
Immune to poison & fatigue,
may not be pushed. +1D v archery,
not
artillery or spells
Boat
Hint, debussing takes 1
action into an area but no movement.
Carried
combatants can fight against flying/aquatic foes.
Resilient Reroll
kills (not Artillery or Spells) on a 5-6 saved.
Extra
Lives 2 G)
0 0 H)
0 0
(fixed)
Artillery size 3. 3D shooting (action OR reaction*) range 1
square. 4+ to hit.
Hint,
casualties cause disruption.
Hint,
if initiative swaps before you can shoot, you can do so on reaction.
You
can move and shoot if you have 2 actions.
Each
carrying
H
& J 6 Cavalry Quality 4 Combat 3 Defence 6
Undead
Immune to poison &
fatigue, may not be pushed. +1D v archery,
not
artillery or spells
Mounted +1
against infantry, cannot enter woods.
Fast use
a activation or reaction to move 2 areas (or 1 rough)
Devastating
charge Reroll any “2” unless that’s a kill.
Extra
Lives 2
H) 0
0 0 0 0 0 0 0 0 0 0 0
J) 0
0 0 0 0 0 0 0 0 0 0 0
Locals
Side 1 raised by Bakeneko
demon cat.
General
+1 activation, Reaction & morale if in same area.
Leads
from the front, adds extra3 white D.
Fast can
use a activation or reaction to move 2 areas (or 1 rough)
Extra
Lives 2 0 0
Spell
caster:
Alter
terrain. 1,2,3 actions/duration. Cast on unoccupied
area.
Clear
to Rough, Rough to Clear, Bridge or Ford, Road or Path, alter Hill
type.
Rain
arrows. 2/3 actions. 1 attack D each, +1. All 1’s are
rerolled.
Not
special damage.
Giant
undead Gashadokuro
construct. Quality 5 Combat
4 Defence 6
Giant
Level 3 Rolls 3 D6 in combat.
Undead.
Immune to poison & fatigue, may not be pushed. +1D v
archery,
not
artillery or spells
Extra
Lives 2 0 0
A 16
Heavy undead infantry. Quality 4 Combat
1 Defence 6
Undead
See above
Rabble
suffer 2 casualties per kill
Undead See
above
Undead See
above
Shooters
+1 1D6 per half number of shooters, +1. v target Defence.
If
charged, you can shoot but get +0 on D6. No shoot +1 on 1 D6 each.
Hint,
against anything big and nasty where only a 6 will do it – shoot.
Side 2 Local locals.
General
+1 activation, Reaction & morale if in same area.
Leads
from the front, adds extra3 white D.
Tough Reroll
kills (not Artillery or Spells) on a 4-6 saved.
Fast can
use a activation or reaction to move 2 areas (or 1 rough)
Extra
Lives 3 0 0 0
Dai
Oni Shamen Quality 3 Combat 2 Defence 5
Tough Reroll
kills (not Artillery or Spells) on a 4-6 saved.
Fast can
use a activation or reaction to move 2 areas (or 1 rough)
Extra
Lives 2 0 0
Spell
user:
Destroy
undead (only) 1,2,3 actions. 1 attack D each of special
damage.
Range
1 area or as part of attack.
Effect.
On 4+ removes 1 figure or 1 life. Disregards Tough or Resilient.
Hint,
airships and boats have undead crew – so can be targeted.*
Chaos. 2
actions. 1 targeted unit disordered. Range 1 area.
Imperial
Dragon Quality 3 Combat 4 Defence 8
Flying Hint,
if you fly over enemy shooters – you get shot.
Monster
size 3 Rolls
3 D6 in combat.
Extra
Lives 4 0 0 0 0
D Unit
6 Dai Oni Quality 4 Combat 5 Defence 5
Fast can
use a activation or reaction to move 2 areas (or 1 rough)
Tough
Reroll kills (not Artillery or Spells) on a 4-6 saved.
Extra
Lives 2 0 0
0 0
0 0
0 0
0 0
0 0
Quality
4 Combat 4 Defence 5
Fast Can
use an activation or reaction to move 2 areas (or 1 rough)
Resilient
Reroll kills (not Artillery or Spells) on a 5-6 saved.
Extra
Lives 2 0 0 0 0
0 0
0 0
0 0
0 0
0 0
0 0
* I got confirmation of this from Andrea. Easiest way is to think of this spell is anti-undead artillery.
Getting organised. Clipboard per player (Poundland) with playsheet and army list as above sans costs. New counters and old. Although we found the unit markers more confusing than helpful. Extra set of rules & playsheets, army lists.
A great bunch who are learning to accept, if not understand, my sense of humour and my concept of playing for FUN without argument and even finishing games.
I had hoped for 4 players, but I got 3. This had me running the Locals Side 1 raised by Bakeneko demon cat. Quackajima was in the middle & there was a fishing village and a couple of scattered holdings.
a quick turnover & I got me skellies up. I lost one to the skirmishing scout witches.
The invaders skellies bomb down the road.
Cavalry backed up with Fokkers.
My heavies & the cavalry clash, I go back disordered. Excellent markers by Blotz.
Oni clash with infantry and spank them.
The witch general tries the shamen. Should work, 4 dice vs 1, higher stats. But the witch comes in cackling and the shamen goes Bop! The witch rolls 1 normal & 3 white-general-dice. The shamen was already down one and dies-just. But he kills her, and the 3 white total 4, so the witch is dead!
The shamen had managed to reduce one Fokkerduck to one life. The artillery cheesed the oni.
Scouts dip in and shoot my heavies.
That's all I got, sorry. We all had fun- there were a few questions. all agreed they would play again, which is good!
Game 2. Thursday. 'er in doors had been away with her Meanids so I had The list. Never mind, pull stuff out of bag & backpack. A few breakages, problem with converted figures.
I again took the defenders (sheer laziness as I can set 'em up) This time there was a decent built up area and roads leading to the offset Quackajima. I had a unit of oni & the dragon on the right and the archers left of Quackajima (Archers left of Quackajima - directed by Orson Welles in a cinema near you!) Tony got a Viaduck on, but over to me! My oni surge forward.
Come back!
Deployed cavalry disgorged by a viaduck.
Today we are mostly eating ginger. Thortons ginger creams cost the same as a duck. Hang on-.
Lesser witches gather in a mass. One thing we considered was flying units. You'll note the ducks & dragon is (usually) higher. If you consider each are as a box. High flyers are "on top", ones like these witches are "in". Artillery/spells can shoot "down, up & out" but others are unable.
Fokkerduck starts pounding my oni.
Those disordered tokens are excellent. Like the rest, I got 'em in red & blue.
Deployed ducks! Note my Bakemeno general betwix the buildings. Flying types gain no benefit from road nor suffer from rough.
Now my oni crash into the cavalry before they can move!
Pushed back.
My general makes a hasty retreat.
Witches skirmish with my heavies.
General joins the oni, sending them forward!
Costly, but I've broken the cavalry.
But they're in range of the Viaducks artillery. Lesser than the Fokkers, but still effective.
Tonys cavalry general sniffs out my pussy.
I had to do it! My lesser oni charge the docked viaduck, but get pushed back suffering a casualty (they've 2 lives, so reversing the figure is the easiest)
The rough goes, archers get artillery, losing 2. Cavalry charge in on reaction - I was trying to get the archers into cover.
Ouch.
I send the Gashadokuro into the witches (giants are level with uphill troops, so stands to reason it can reach them) It dies! Plus 1 witch!
My remnant oni charge the survivors of the crash who have been resembling-. "That's my leg!"
They get pushed back for loss on 1 oni.
My heavies go into the BUA, the lesser witches go high.
So does the dragon Bru-hah hah hah!
My rabble go in to the flushed survivors. Now here's the thing. Both score exactly what's needed to destroy the other. M.A.D.
Dragon devours witches!
Onto the other witches! Sorted!
Meanstwhile, back at the harbour- The oni get clobbered by artillery BUT the Via ducks lost a life and the shamen is there, he just needs to roll-.
Better than that. 1 reaction & a rollover!
The remnant cavalry charge the disordered oni. They die, but they push them back.
That allowed the Viaduck to destroy the shamen with its artillery!
Now (I'm changing the sequence for clarity) dragon swoops on the general.
In a desperate attempt to protect my pussy the heavies charge the cavalry. They bounce off.
The remnants gather around the general.
The general takes the risk and charges my heavies. They go back.
Then artillery. My mistake corrected - second cause of disruption removes a stand.
Again the general. Back they go. Oni charge and the general goes down!
So ends the defence of Quackajima!
Main difference in games was the initial layout. Excellent games with excellent people.
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