Monday, 17 February 2020

OAAH MARS Beachhead Participation Game

The Day is here!  Participation game is go.

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 (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 (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(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.



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