Below are the playsheets. The basic stats were formatted to the right, but this being blogger--.
I had 3 levels of this game:
Level 1 a simple "head them off at the pass." Aimed at novice players.
Level 2 introduces the barge and smaller flyers. For those used to Rogue Stars and other Ganesha games.
Level 3 is the one below, the all bells & whistles version. This one was the only one used.
We played 3 games in the 6 hours, didn't rush! The Sparkly Duck of Initiative and the
Yellow Duck of Reaction (pictured above) proved their worth and will be used until I get a load from the British Museum so I can have specific ducks per period. We'll probably start with a Faustus Furious duck race. Having seen the reaction to chariot racing with chariots on water - this should prove -- interesting!
The aim of the game was to get all the wagons and herds to the village.
We managed it once (well played Barry!) With loss of only one wagon to the big slicey giant getting it from behind.
Both sides started with the basic force and the flanking/relief forces on. Usual method - 6 for second turn, 5 from third. I further divided the relief into smaller batches, the idea being that there was variety if someone wanted to jump in.
I haven't included the points, as these on a playsheet are a distraction.
Euxinus
Lacus Wagon train Level 3 Russians!
Wagonmaster
Quality 3 Combat 3 Defense 6
Sub
leader, Shoot1, Mounted,
Fast, 2 extra
lives
Sub
commander
any units in same square +1 rolls. No morale roll on death.
In
combat, rolls 3 extra to-hit dice. If these total 5 or less,
commander dies.
4
Medium cavalry
Quality 4 Combat 3 Defense 5
Mounted,
Fast, Shoot1, extra lives 2.
3
Wagon* Quality 4 Combat 3
Defense 7
Chariot
Level
4,
Shoot 2,
Resilient, extra lives
2
4
Crossbow
Quality 4 Combat 1 Defense
5 Shoot2 (L3 only)
Breehr
carrying Artillery. Quality 4
Combat 2 Defense 6.
Monster
L3,
Tough.
Tough
rerolls all hits.
On 4,5,6 hit is saved.
Artillery
deployed**. Quality 4 Combat 2
Defense 5
Artillery
Level 2 Extra
Lives 2. Tough.
Breehr,
large, detatched. Quality
4 Combat 3 Defense 6.
Monster
L3,
Tough.
IF
Disordered,
will retire then move
in
random direction.
If collides with unit will attack.
Hearder
on Breehr. Quality 4 Combat 3 Defense 6.
Monster
Level 2,
Tough, Shooter 1, Beast
lord.
Beast
Lord works as general for beasts, Eeegar and individual Breehr,
only.
16
Eegar herd Quality 5 Combat 1 Defense 4
Rabble
(lose 2 per kill)
Fast, Animal,
If
not controlled/led by hearder, D6 morale. Fail random movement. Pass
Circle.
*
Wagon Hint. They
can go off-road but very slow in rough where they can only defend.
“Stacks”
8 each of 16 (maximum) in an area or 1 “fills” a rough area.
They
can attack by ploughing into things. This will always disrupt
the opponent.
They
can form a Laager with another unit inside . This makes them more
vulnerable to artillery and giants but gives them +1 defense.
**Artillery
Hint. Artillery hits in any
adjacent square.
Hits
on 4+. Tough & Resilient ignored.
Takes
1 (group) action to deploy.
One
group action to shoot in Activation OR Reaction, NOT both.
May
automatically shoot (as normal) overflying units regardless, this is
treated as reaction.
Shooters
Hint. You can automatically shoot any flying unit entering your
square.
Euxinus
Lacus Relief forces
General.
Quality 3 Combat 3 Defense 6
Mounted,
Fast, Extra lives 3.
General
any units in same square +1 rolls. Morale roll on death.
In
combat, rolls 3 extra to-hit dice. If these total 5 or less, general
dies.
4
Medium cavalry
Quality 4 Combat 3 Defense 5
Mounted,
Fast, Shoot1, Extra
lives 2.
4
Crossbow Quality 5 Combat 1 Defense
5
Shoot
2, Drilled.
Drilled.
Reroll 1 failed activation (not reaction) dice. (L3 only)
Breehr
with Howdah mounted Artillery Quality 4
Combat 2 Defense 5
Artillery
Level 2, Extra
Lives 2, Tough
Tough
Reroll any hit.
On 4,5,6 hit is ignored.
IF
Disordered,
will retire, morale
test. If failed then move
in
random direction.
If collides with unit will attack.
Artillery
range is any
adjacent square.
Hits
on 4+. Tough & Resilient ignored.
May
move and shoot. Each takes one action.
May
shoot in Activation OR Reaction, NOT both.
May
automatically shoot overflying units regardless, this is treated as
reaction.
Shooters
Hint. You can automatically
shoot any flying unit entering your square.
Galley.
Quality 3 Combat 4 Defense 6. (L3 only)
Airship,
Flying,
Resilient,
Extra
lives
4
Resilient
Saves
hit on 5 or 6.
Artillery
load
Quality 3 Combat 4 Defense 6.
2x
size 2 , 1
x 3, 1
x 4 Extra
lives 4, resilient.
Galley
1 action required to move. 1 Action/Reaction
to shoot any ONE gun
Being
shot at. Ground hits
come of the boat. Ariel hits can target
artillery piece(s)
Any extra hits come off another artillery.
Herculis Ambush
force Russians!
General.
Quality 3 Combat 4 Defence 6
Mounted,
Fast, Extra lives 3.
General
any units in same square +1 rolls. No morale roll on death.
In
combat, rolls 3 extra to-hit dice. If these total 5 or less,
general dies.
4
Scouts Quality 3 Combat 3
Defense 6
Scout,
Fast, Savage
Savage
at end of melee count as giving I extra hit.
6
Swords cavalry. Quality 4
Combat 3 Defense 5
Mounted,
Fast, Drilled, Devastating charge, Extra lives 2.
Drilled
may reroll 1 failed
activation dice.
Devastating
charge, rerolls
any 2’s that don’t count as a hit.
3
Crossbow Quality 4 Combat 1 Defense 5 (L3 only)
Shoot
2
Magician
on Flyer Quality 3 Combat 1
Defense 5 (L2 &3)
Airship
Size 2, Fast.
Spells:
Lightning
bolt, 1,2,3 actions, 1D per action special damage.
Range
1 area, 1 target only on a unit, but reroll any miss on any extra
lives personality/monster.
Rain
of Arrows, 2 or 3 actions, target in same
area, 1D per action used.
Hit
at +1. Any 1’s rerolled.
Eagles
eyes, 3 actions, +1 next shooting on target. No range
restriction on shot.
Grenadier
Flyer Quality 3 Combat 2 Defense
5 (L2 &3)
Shoot
0, Fast, Airship Size 2 , Grenades.
Grenades
1 use, hit on a 4, ignore resilient & tough. Against fort hit
5,6. Always disrupts. May damage road (crater) on 3,4,5,6.
Flyer
Hint. Flyers are vulnerable to shooters, who automatically shoot
if you overfly.
1
Action/Reaction required to move, shoot or drop grenades.
Herculis Follow-on
forces.
Russians!
6
Lancer cavalry. Quality 4 Combat 4
Defense 6
Mounted,
Fast, Drilled, Devastating charge, Extra lives 2.
Drilled
may reroll 1 failed
activation dice.
Devastating
charge, rerolls
any 2’s that don’t count as a hit.
Teshuwaan
Rex Quality 3 Combat 6
Defense 8
Giant
3, Devastating charge, Trample, Tough, Extra lives 4
Devastating
charge, rerolls
any 2’s that don’t count as a hit.
Trample
if
kills half enemy unit, mar reroll any failed dice. Any “left over”
go on any other unit in same square.
Tough
rerolls hit. On 4,5,6 hit is ignored.
IF
Disordered,
will retire then move
in
random direction.
If collides with unit will attack.
Barge
Quality 4
Combat 2 Defense
5 (L3)
Airship,
Flying, Artillery
size
2, Resilient, Extra lives 2
Resilient
Saves hit on 5 or 6.
Carrying-
12 Borderers Quality 4
Combat
2
Defence
5
Shoot1,
Devastating charge.
Devastating
charge, rerolls
any 2’s that don’t count as a hit.
To
deploy the barge must stop &
drop 1 Action/Reaction.
Deploy 1 Action.
Barge
is landed until it lifts off (1 Action/Reaction) then may move.
Artillery
range
any adjacent square.
Hits
on 4+. Tough & Resilient ignored.
+1
dice if higher. (flying)
May
move and shoot. Each takes one action.
May
shoot in Activation OR Reaction, NOT both.
May
automatically shoot overflying units regardless, this is treated as
reaction.
Russian
Gunboat. Quality 3 Combat 3 Armour 6 (L3)
Airship,
Flying, Fast, Resilient Extra lives 3
Artillery.
2 x Artillery size 3. Flaming projectiles, Resilient, Extra
lives 3
Flaming
Projectiles cause an extra dice against fortification or
airships.
Skyships
1 action/reaction
required to move. 1 action/reaction
to shoot any ONE gun
Being
shot at. Ground hits
come of the boat. Ariel hits can target
artillery
piece(s).
Any extra hits come off another artillery.
The Game. All the games had the same, simple objective: stop the convoy by heading them off at the pass.
This was game 2 (or 3?) Betwix me (attacking) and Barry (who has played 2 games of OAAH) and Ian- a new player.
A couple of rounds in - I Have The Duck! Sorry. Barry's steaming down the track. at this stage he's got further than anyone-.
The relief force waiting in & on the wings. Big dice gives number to activate. These were split betwix ground & aerial forces.
The proud Duck of reaction in play!
This flank is in no rush.
Up comes my grenade armed boat!
Not a proper wargames table without coffee.
My cavalry hit the undeployed artillery.
In comes my Grenade boat - it succeeds in blowing a hole in the road but is in turn dispatched by the mounted artillery.
Does a little hole stop Barry? No, dammit! The galley blocks the path of the Russian gunboat.
First one in. Ever.
now the herds are moving up on the flank. I had a plan to get my cavalry over there--.
The size 4 gun does damage. The galley take some, both disordered.
Slugging it out! The galleon is down!
Meanstwhile those wagons keep on rolling.
Now the barge has made its entry. Hang on - a herds, got home!
The ground mount has sneaked into range and the Russian is brought low!
The barge drops the borderers. It's rather unhealthy around here--.
Oh look, another wagon in the rough! That damn artillery takes out my Magician!
Now here's fun-- the barge fires at the Breehr. It loses a life, It's out of control. Back it goes into the General, both losing another life.
Nasty big Teshuwaan Rex catches the last wagon from behind and destroys it. And the herd slips quietly by.
The barge takes out the artillery. it was a life or death duel. Considering the 2 boats and polishing off gunboat and hurting my artillery, this was the most effective unit on the table.
Noooooooo! Both the second herd and his General--.
That's it. I hold the pass but the supplies got through!
Last game was a "quickie". I was packing up as we went. Everything on the table in a glorious big mash-up!
It takes 2 to tango!
Alternative armies recent release of the 2 big beasties allowed me to field a range of Breehr
This is the artillery in deployed mode waiting to be swapped out. Artillery & crew are irregular wood elves.
This is an old Space 1899 illustration.
Another fun set of games!
ReplyDeleteJoyous!
ReplyDeleteThank you! that's my best comment received yet!
DeleteIt's a Man's life on Mars! :-)
ReplyDeleteRegards, Chris.
I got Tango'd! http://theminiaturespage.com/boards/msg.mv?id=525189
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