One Hat to rule them
And into darkness lead them
Planning for my Bridge Head game is making me examine everything. My timing is perfect - the new Museum Miniatures waves of figures are an aid to making the visual aspect. Blotz persuaded (begging and grovelling works!) to produce Troy.
Amazon purchases include:
cork coloured carpet tiles
wooden goblet and coloured gems
cork sticky bits self-stuck as activated barkers
bingo markers for praying, awed, etc. These didn't work that well.
OGAM is a subtle game. I have three different types of standard infantry, and now I seek to make them act, well, different.
A shield and a poking spear. Not to dissimilar with their hoplite descendants. I'm using: Spear Q4 C2, Greedy* @ 12.
Pike using. Standing in line, a solid wall rather than an offensive force: Pike Q5 C3, @ 15
Javelin armed. Not as effective as their looser cousins, as they cannot take a run-up and prefer to stand in line. They are best used offensively, charging in. They can also stand off and pelt lesser foes. I'm dividing these into 2, first is the Q4 C1 Dashing. Greedy Shooter short. . @ 12. These are clumps that would skirmish if in 4's.
Second are the more regular troops who use javelins and throwing as opposed to long and poking: Q4 C2 Shooter short.
Chariots. The rules say you cannot use mounted AND armoured. To my mind that's a chariot mounted hero. I'm making no distinction betwixt Legend and Mortal - this is the base.
Earlier long thrusting spear jouster. Let's take the Legend Nestor’s son Antilochus Q3 C3 Mounted Armoured 84. You can add Long move for the boy racers. Dashing represents the final spurt.
Hero who dismounts. Most obvious is Achilles Q3 C3 Dashing. Dashing represents the hopping on and off the chariot. Shooter Short is the main offence.
Javelin armed chariot hero. I'd remove dashing, as they're more likely to stop and throw rather than risking a fast rush? You do get the boy racer. Q3 C3 (2?) Mounted. Armoured (most) Shooter short. Here I'm thinking Menelaus, who's never going to dismount.
* Greedy reflects the habit of stripping gear from a fallen foe.
Apollo Q2 C4 Shooter Long Legendary shooter one ranged attack per action.
Prophesy Roll 3 dice BEFORE game, can swap for C or Q dice any unit.
Bard Once per game 2 actions gives target 3 activations
Burst of light 1 action not reaction. All 2xlong. Shadowform back to normal. All mortal shooters no shooting end NEXT turn.
Healing 2 actions 1 per turn, single mortal to life.
Plague attack 1 unit once per game. Mark unit, -1 Activations & Combats.
Legends All in chariots.
Lycians Sarpedon leader, Q3 C3 Mounted Armoured Shooter short. Greedy. 84
Lycan (general) Glaucus. Q3 C3 Mounted Armoured Shooter short. Greedy.84
Polydamas (dismountedTrojan general)
Q3 C3 Armoured. Dashing. Shooter short. Greedy. 84
Agenor. (Dismounted) Q3 C3 Armoured. Dashing. Shooter short. Greedy. 84
8 Lycian archers Q4 C2 Greedy Shoot M Lycan @ 17= 136
4 Lycan jav Q4 C1 Greedy. Shoot S @8 = 32
8 Lycan Spear Q4 C2, Greedy. Shoot S @15 = 120
8 Trojans under Agenor Spear Q4 C2, Greedy @12 = 96
4 Javelin Q4 C2 Shoot S Greedy. Dashing @19 = 76
Ares Q2 C5 376
Group fighter, cannot be outnumbered.
Combat master, every activation can be used for a separate attack.
Hammering blow. Roll 1, enemy free hack. 6 +2.
Shapeshift Boar Q2 C4 Long move,
Forester, no reduction for moving through woods.
Dashing, attacks in the same activation, without requiring a second activation.
Poison. For every casualty caused, roll a D6, If 5,6 another casualty.
“Reduced” Aphrodite. Q3 C3 Transfix. Love conquers all. 100
Xanthus. Q3 C4 Amphibious. Combat master. Dashing. Gargantuan. Invulnerable. 162
Pandarus (archer) Q3 C3 Shooter M. Good shot 76
Aeneas (Dismounted) Q3 C3 Armoured Greedy. Shoot S 84
4 Javelin Q4 C2 Shoot S Greedy. Dashing @19 = 76
2x 8 Spear Q4 C2, Greedy 192
8 Archers Q4 C2 Greedy. Sh M @ 17 = 136
Hera Q2 C3 Shadow form, Breathtaking beauty, Tremble before my might. 200
Ajax the Lesser Q3 C3 Mounted Armoured Dashing. 92
Idomeneus of Crete Dismounted. Q3 C3 Armoured Dashing. Greedy.
Shooter S good shot. 82
Ajax the Mighty, Q3 C4 Armoured. Group fighter. Greedy. 100
Menelaus Q3 C3 Mounted. Armoured. Greedy. Shooter S. 84
6 Jav Q4 C2 Shooter short @ 18 = 108
8 Cretan city spearmen. Q4 C2 Shooter short. Greedy. @ 15 = 120
4 Cretan city archers Q4 C2 Shooter Long. Good shot. Greedy @ 19 = 76
8 Telemon steady spear Q4 C2, Greedy @ 12 = 96
8 Myrmidons Q4 C3 Dashing. Shooter S. Greedy. @ 27 = 216
4 Slingers Q4 C1 Greedy Shoot Medium @10 = 40
Athena Q2 C4 248
Prophecy Roll 3 dice BEFORE game, can swap for C or Q dice any unit.
Shapeshift Owl Q2 C3 Long, Flying.
Odysseus Q2 C3 Stealth, Free disengage. Armoured. 98
Nestor’s son Antilochus Q3 C3 Dashing. Mounted. Armoured. Greedy. 86
Diomedes Q3 C3 Dashing. Mounted. Armoured. Greedy. 86
Achilles Dismounted. Q3 C3 Dashing. Shooter S. Good shot.
Greedy. Invulnerability. 114
8 Ithican Spear Q4 C2, Greedy @ 12 = 96
2x8 Pylians Pike Q5 C3, @ 15 = 240
8 Argos Spear Q4 C2, Shooter S Greedy @ 15 = 120
3x4 archers/slingers Q4 C1 Greedy Shoot Medium @10 = 120
I tried advancing Achilles and the Myrmidons by a Long from their camp. This didn't really work. I may abandon it and have a rethink. Do I abandon the camp?
A confused melee of multiple chariots! I'm pissed at my hand stopping me painting - you can see what you've done or the pile left to do-.
For once all units activated!
Hera in shadow form (needs a drybrush) does her "Do you know who I am?"
Initiative swap gives the "sudden death" of reactions to the melee.
Aeneas charges the Cretans but comes off worse!
Pounded to bits!
Getting close! Can they damage them before they are un-awed?
Grinding of the Gods. Sneaky Athena has just enough to kill Apollo - but then initiative swap.
Ares uses a reaction to get close. He kills Hera who promptly returns!
Troy - The Gods Go To War!
Using Of Gods And Mortals
Trojans and Lycan allies
Aphrodite and the river god Xanthus
Heroes of legend and their troops.
Heroes and exotic troops.
Of Gods And Mortals
3 “levels” of forces:
Each side has 1 God. Powerful forces (count as 8 in combat) Has “Apps” that define their powers.
Legends. Less powerful (count as 4 in combat)
Each God has up to 5. (Usually) Less powerful “Apps”.
Mortals. Make up the bulk of the forces.
A group of 4 (up to 3) can pray, giving their god an extra activation dice. They can return a “dead” god.
Every god, legend or mortal unit has 2 stats:
Quality. The number needed to gain an activation, reaction or morale on up to three D6.
Activation. 1 fail gives a potential reaction.
2 fails causes initiative swap. 3 fails - both.
Combat. The basic + to a single D6 roll.
Further +/- gives the result.
For each 3 above the opponent gives a death.