Friday, 1 November 2019

OAAH Halloween 4 sided game.


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.







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







Red Force.


Locals Side 1 raised by Bakeneko demon cat.

General Bakeneko Quality 3 Combat 2 Defence 5
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



B 16 Rabble undead infantry. Quality 4 Combat 1 Defence 4
Rabble suffer 2 casualties per kill
Undead See above










C 12 undead archers. Quality 4 Combat 1 Defence 5
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.

Dai Oni General Quality 3 Combat 6 Defence 6
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






E Unit 8 Oni
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.

Game 1.  I occasionally go to a Wednesday night group-cum-soup kitchen run by my old mate Matt Hay in the wargame stuff storage space in which he lives (there is sleeping space between one table & wall, I've no idea where cloths, etc. live)  An eccentric bunch of lovely players who are a bit less than mainstream for most clubs.  Matt then feeds, waters and generally mothers these poor waiths and strays, forcing them to play Rough Stars, OGAM and Full Thrust as well as more on-trend games.

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.


Activated markers work, plus using them for reactions & failed reactions.


Dragon tries the Fokkers, but goes down in flames.


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.


The Bakemono turns the area betwix the cavalry and the archers into rough ground.  Simple marking!  We used to use a dice, but this can be moved, knocked or reused.  Remove one each turnover.  Sorted.



Fokkerduck starts pounding my oni.


Those disordered tokens are excellent.  Like the rest, I got 'em in red & blue.



Second cavalry deduck with general.



Deployed ducks!  Note my Bakemeno general betwix the buildings.  Flying types gain no benefit from road nor suffer from rough.


Just to prove it can be done, the sham brings down a Fokkerduck by destroying its crew.


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 need to get that shamen duck hunting!



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)



Shamen moves up.


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!



Cavalry eyes my pussy with envious eyesockets.  And there's the Fokkerduck with artillery, a general and a full infantry unit---.


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.


Dragon has 4 lives - kept them all so far but goes down.  He rolls crap and the general goes on.



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!





My general tries arrow spell against Fokkerduck, it fails and dies to artillery.  Oni and cavalry size up.



So ends the defence of Quackajima!

Main difference in games was the initial layout.   Excellent games with excellent people.

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