Monday 2 December 2019

OAAH Cabbage Crates over the Ruddy Red - the first all-flying games?

Rules note-.  Of Armies And Hordes isn't a set of aerial combat rules.  It can use such elements.  This is us playing around with what is there.  Please enjoy, constructive criticism very welcome! 

Tick -Tock.  Getting ready for Beach Head.
More bits prepared but I need to FOCUS and complete.


I want to use aerial elements for most of the 3 levels of game on offer.  I've been working on these Blotz ships for ages and they are NEARLY done - not quite.  But crewed up.  Adding screws (there's no way I'm going to rig, that's past my skill level!), next, with the barges needs to have some weight to balance out figures. 

The ships would be easier to handle if the flight bases were fixed - but that would limit-.  I may fix the galley.  Pondering---.

Do you like the cloth?  £6 from Amazon.  I got a nice terracotta one I'm going to use on the day, so this is going to be my everyday use one.

This fits --- https://www.youtube.com/watch?v=Ml4wAnvfM4M&list=PLxMDqKIRz91QejfS6NTLeHoewn3scxhj8

Game 1  I just did there - so no points.  Both Long move, Resilient, 4 lives.  Russian 2x3 artillery, galley 2x2, 1x3, 1x4 artillery.  For this one we played the method I used with the Halloween ducks.

Methodology.  The ships were taken as 1 unit, with one action allocated per ship movement and battery. All hits are to the ship. If you're running a simple game or mixing with other troops this works well.  I've done this with all games so far using smaller sleds.

Off we go, maneuvering for position and cover.






Boom!  Gunboat lets loose with all guns!  1 hit.


A hit-.



Reaction allows a dodge into cover.


Tony goes high, but I get away!



Get in close!  blue marker shows gun unloaded.


The gunboat gets an effective hit from the size 4 and goes down in flames!  So die all imperialist dogs!


That worked, a little "flat", but if we were maneuvering other ships, ground units - quite adequate. 

I must think, check up on fear/flame/plague projectiles.  Plus!  Big mistake- a hit by artillery always disrupts.  That reduces you options even if it doesn't damage.  This too needs pondering and rule checking.

Game 2  2 winged horrors (Q3, Monster 3)  Fast, 3 lives.  Barge 3 lives, 8 fighters Shoot3 (guns & small deck guns that don't qualify as artillery)  Not fast.

Manoever - the barge chugs forward while the nasties head it off at the pass!




Getting in close-


Bang!  Fight!  The monster loses 1 life and kills 2.



Crash!  More shooting, 4 hits out of 4 - heads explode in fountains of gore.


More manoever, it's nearly away!


Here it comes- only 6 fighters left.



Equal, 1 kill each.


Now 4 and 2!


It took 6 fighters, but the peril is passed.


That worked well - OK, it would be nice to have the figures, I'm going to do it.  Irregulars elves have both handgunners and crossbows that would make perfect fighting crew.  This could be mixed with lower level action no problem.


Game 3  Now we Rack It Up, which is like Cracking On.  Each artillery & ship is it's own unit and rolls own dice.  To hit the ship artillery needs a 4, to hit a battery it takes a 5 as "in cover".  If above, no cover and you gain a dice--.

I'm not going to say it again.



Hit to the ship disrupts it, takes damage.



Small gun destroyed, size 3 takes a hit!


Gunboat takes a second hit on reaction.



The galley has now lost it's size 3 and 1 size 2.  The galley has lost 2 hull and tries for cover.


The gunboat loses a battery on reaction.


Rather than clutter the ship I decided to use counters as a simple method of ship status.  This shows me that 2 guns are gone and 1 unloaded.  If I'd taken hull damage I'd have added cotton wool tufts to the upper deck.



New wargaming T shirt.


Once again it's the size 4 that's the ship killer.  Tony failed a reaction that could have crippled me-.



That worked well!  Would be easy to have a couple of charts for damage effects on ship and/or guns.  This method is not suitable for use with other troops as the multiple units give very rapid turn overs.  2 to 5 ships is possible, but I'd work up to it.  If used with smaller shed style ships I'd make them 1 unit per ship & magicial or light gun.  2 units if carrying borders.  This would allow larger ships to rake the decks and borders to boldly go.

This has been a fascinating and enjoyable test.  There will be more!


You want Wargaming Porn?  You got it!

First 2 offerings for a rejuvenated Achaean OGAM Winter Olympics in the new year.  Chiron for Doinysus, who will get the party ponies and Spot.






Lovely model from Battle Valour.  I built up the coat with superglue and baking soda.  I used sample pots for the body, wet blending.  It sucked up a lot of paint!



Started, but it's going to be a while - worth it, though!




Alternative Armies wee beasty with Splintered Light riders.  Intended to be use as general & army standard.  I tried out superglue & baking soda to both strengthen and to lightly fur/feather the back.  I like this stark black & white pattern suitable for a high steppe predator.



Blotz barges with Splintered light crew.  I need to work on the screws, this will also need to balance out any load.




Russian gunboat.  Planning a different gun-load with marines.





1 comment:

  1. Oh wow, that looks brilliant, I'm really digging the look of these airships.

    ReplyDelete