Monday, 6 April 2015

Song of Spear and Shield Beta test Medieval Samurai

Beta test Song of Sword and Shield Medieval Japanese

Let me walk you through the trial version of the rules, particularly the ones we overlooked during our chariots trials.

The force builder is already up, so you can play with that. http://www.ganeshagames.net/extra_info_pages.php?pages_id=17

I'm hoping your already used to the Ganesha way of doing things? This, of course, is evolving.

Three SOP's may be different than your used to:

Activation a unit or individual self-activates rather than as a group-activation by a leader. Each unit is presumed to have an officer.

Reaction. If you've played Battlesworn or OGAM (recommended!) you'll be used to reactions. Each unit and single figure uses up to 3 dice per activation. Any failed dice can be used by the other side as reaction per one unit (who has not already reacted). Using the 2 fails as reaction then activating same unit as the start of your turn can be very powerful, and a good use of a tactical reserve.

In the Beta rules reaction isn't used but there are free actions in certain circumstances as you will have seen in our chariots games. One we didn't use is that instead of contacting-without-combat (as with most of the rest) the attacker stops 1short away, at the units zone of control, at that time missile armed troops can attempt to shoot them.

Combat result. Each combat is 1:1 rather than the abstract method used in OGAM, but a defeat of 1 over armour and its out. That means that an unarmoured or lightly armoured unit can melt away under longbows or against double handed weapons (that can do a+2 strike for 2 activations).

The rules are designed to pit diverse units against each other, the good old “What If” that so many other rules seem to despise. Watch out for those Airfix type plastic soldiers, each can supply a side (or 2) don't worry about force balance, because the rules don't.

The M figure is morale, see below. Ignore for now.

Side 1
Armoured “Abbot” (single figure) Q3 C3, Armoured 3, Leader, Sword @ 84 (M*8+6=14)
up to 18 warrior monks with naginata's** C4, C2, impetus, 2 handed weapon @ 30 (M3)
up 16 peasants with bamboo spears Q5, C1 (untrained civilians with some enthusiasm)
Q5, C1, spear @ 8 (M1)
(Impetus gives a +1Q in first bound only)

Side 2 I want a more sedate, armoured side as a strong contrast. I can choose from:
Leader, Q3 C3, mounted regular horse, longbow, expert horse archer, sword @ 120 (M12+8=20)
Cavalry Q3 C3, mounted regular horse, longbow, expert horse archer, sword @ 90 (M9)
(I have dismounts identified by same letter bead, painting, available with sword or bow)
Standard bearer Q4 C2 armour 2, sword, standard @47 (M4+3=7)***
8 Samurai archers Q3 C2,armour 3 longbow, good shot, @66 (M6)
8 Samurai sword Q3 C2 armour 3 2 hand weapon, @48 (M5)
8 follower bow Q4 C2 armour 2, longbow, sword @39 (M4)
8 follower naginata. Q4 C2 armour 2, 2 handed weapon @32 (M3)

This makes the Samurai marginally better controlled and equipped than their lesser cousins.
(these forces are mostly from Eurika Miniatures and come in 8 infantry/4 cavalry)

Unit size is maximum of 1/3 of figure count.

Regular Leader(s) have an effect of +1 Q at long. If they are lost the force becomes shaken and a Q roll is required, loss will route the unit****.

Irregular Leader(s) lead from the front***** and the +1Q is only effective if the leader is as close to the enemy as his troops. Loss of a leader is a big M loss, but no Q roll required.

Side 1 option 1 (Game 1)
Armoured Abbot Q3 C3, Armoured 3, Leader, Sword @ 84
Warrior monks with naginata's Q4, C2, impetus, 2 handed weapon 14 @ 30 =420
Peasants with bamboo spears Q5, C1, spear 16 @ 8 = 128
Total 632 (Morale 14+42+16= 62. Shaken at 20, broken at 31)
31 figures gives a maximum of 10, 2 units of 7 monks, 2 units of 8 peasants, 1 individual.

Side 1 option 2 (Game 2 ) we can bump up the monks but lose the impetus
Armoured Abbot Q3 C3, Armoured 3, Leader, Sword @ 84
Monks Q4 C2 armour 2, 2 handed weapon 17 @ 32 = 544
Total 628 (Morale 14+51=65 shaken at 22, broken at 32)
18 figures = units of 6, so that's 3 units of 6, one including the Abbot.

Side 2 option 1 (Game 2)
Leader, single figure, Q3 C3, mounted regular horse, longbow, expert horse archer, sword @ 120
Cavalry Q3 C3, mounted regular horse, longbow, expert horse archer, sword 3 @ 90 = 270
Standard bearer Q4 C2 armour 2, sword, standard @ 47*
Samurai sword Q3 C2 armour 3, 2 hand weapon, 2 @ 48 = 96
Follower naginata. Q4 C2 armour 2, 2 handed weapon 3 @ 32 = 96
Total 629 (Morale 20+27+7+10+9= 73, shaken 24, broken 36)
10 figures in total, so 3 units of 3 (Samurai and Standard) and 1 individual figure.


Side 2 option 2 (Game 1) if we lose the cavalry we can have:
Leader, single figure, Q3 C3, mounted regular horse, longbow, expert horse archer, sword @ 120
Samurai archers Q3 C2,armour 3 longbow, good shot, 4 @ 66 = 264
Standard bearer Q4 C2 armour 2, sword, standard @ 47*
Samurai sword Q3 C2 armour 3, 2 hand weapon, 2 @ 48 = 96
Follower naginata. Q4 C2 armour 2, 2 handed weapon 3 @ 32 = 96
Total 623 (Morale 20+24+7+10+9= 70, shaken 23, broken 35)
(if force 1 option1 loses a peasant, 624) 13 figures, = units of 4, so the units above stand.

Morale* Calculating Morale Value
To calculate a model’s morale value, do the following:
1) take its point value, divide it by ten, round up;
2) add +3 if the figure is a subcommander or standard bearer;
3) add +6 if the figure is the overall Leader, or a personality
4) subtract -1 if the figure is Stubborn and/or Light Infantry;
5) halve the total if the figure is part of a open order unit;
ignore all of the above and use a value of zero if the figure is Expendable.

When a side passes its Shaken limit, it opponent gets +1 Q over the next full bound. Doesn't sound much but if you're already losing it can be a hammer blow.

If your going to play a lot it's worth doing a spreadsheet that will work out your force and you print n play. Or you can make a quick reference sheet like this one to keep track of losses.

Terrain

There were several vicious fights between monks and samurai, often in built up areas. An open area with buildings around the fringe stops the Samurai from simply keeping their distance and shooting the monks to bits. Inspiration came from the superb illustration of Yoshizaki Gobo in Osprey's Japanese Fortified Temples and Monasteries. I could add a bridge, barricades and pavices (well no, I haven't got them, more for the “todo” list) or consider ambush. In this game the terrain is selected by the forces, not the other way around. It evolved in the planning as a 650 points game (we use a 27” table & 15mm, roughly the same points value as one of our larger chariot games). The points maximum per size of table depends on type. The more Long moves/shooting you have, the bigger the area needed. Despite the small size of the Samurai force the cavalry are hemmed in and longbows are almost instantly in range. I was after a courtyard type encounter so this felt like what I wanted to achieve.

Having whittled down the possibilities, the rules now provide some character to each force.

From the National Rules selection, these are from amongst the “less sexy” ones.

Favourable Omens for the Monks
Once per game, the player may reroll any one die on a Combat, Quality or Morale roll. The result of
the reroll is final. This rule may not be used in combination with any other rerolls. 
Tony used this once, and got a 1 both times.  Fickle things, the gods of small dice.

Efficient for the Samurai
The player of an Efficient force may ignore one turnover once per game. The failed activation rolls
are still lost, but do not cause a turnover and the player may go on activating his other
figures. Use this ability once per game, during your bound, right after rolling a turnover.

Note also this rule, which in a previous game I used to defeat Achilles.

Redress the Lines
Once per game, the highest ranking leader in the force may order his troops to redress the lines.
This may be attempted ONLY during the player’s bound.

Any units attempting to Redress the Lines make a Morale roll on one to three dice (player's choice) versus a Quality of 2, regardless of the actual Quality of the figures. Per every success rolled, all the models get to perform one movement action away from the enemy and towards the friendly baseline.

No contact or ranged attack may be performed during this withdrawal. If the player rolls more failures than successes on the morale roll, then the movement turns into a rout and the unit is removed from the game.
To use this order, at least one leader must be on the tabletop.
A Shaken force may use a Redress the Line order.


Standard**
Give this rule to a standard bearer. If a standard is part of a close order unit, one model in that unit
may reroll one melee die per bound. The result of the reroll is final, even if worse than the previous
result. During a Redress the Lines order, units may gather around the standard as if it were a leader.

 
Two handed Weapon***
This generic category includes most two handed mauls, large swords, including naginata and polearms excluding thrusting pikes and spears. Such weapons require two hands to use (the model may not use a shield). Models with two-handed weapons may spend TWO actions on a power attack, having a total of +2 on the attack.

 
 
 
 
This may seem a lot of bother, but you can see that I have a variety of units “on the shelf” that can be dusted off at need. Preparation pays, we find we can spend all of 10 minutes agreeing and assembling a game. We often play scenarios with little regard to points.

The Games. Tony chose the 1st Monk option and I took the second Samurai. I was attacker and got the initiative.

Starting positions
My first round was boring, but Tony's impetus and uber-dice rolls saw him leap towards my throat! Round 2 resulted in one movement-. I got a good round of shooting in that knocked off some peasants. My (sword) Samurai got good results so I sent them against Tony's right peasants, locking the 2 units. Tony got good, risking moving his Abbott up to “pull” his troops forward, (making max use of his +1****) sending his monks into my Samurai which killed 2, leaving 1 to face all of his spearmen. Now his other monks chased my general and piled into the flank of my archers. One loss put me into Shaken.


Now it was my turn to gamble. My General (Isimo) rode out to within a long of Tony's and wooosh, one dead leader. Tony's left wing collapsed and routed. Now do these troops count towards morale? If so, he was broken. We counted both as shaken and ignored the +1. Tony didn't need it, his spear got 3 activations and moved down to threaten my archers rear while the monks moved to the front of my archers, taking the pain of reaction shots, killing 3. 


I got my followers into his spear. Nasty attacking spear and I traded 1:1, which was a loss and that was my turn. Tony attempted to launch his monks at my archers – and total failure. That one dice roll won me the game, sort of!
Errors 1 + 2. The monks with initiative should cost 36, not 32 – I think what I did originally was no armour, which would have made 30.

Loss of (all) leaders means individual rather than group activations, so game one would have ended sooner with the same result.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
Game 2 This time the Samurai (me) was defender. I placed one impenetrable wood. I also gained initiative.

I had a plan that nearly worked. I started by spreading my deployment too wide, the idea was to try and get local equality in one place while using my archers to tear apart another unit.

Moving my cav to my left, I forced Tony to pivot. I had hoped to break his force up, but it didn't happen, he got good rolls and kept all his units within the leaders influence throughout the game. 
 
 When you have Samurai there is only one thing you can do with them. I sent them against the front of Tony's leader, the idea was to back them up with my followers on the flank so that I'd have equal numbers but the slight edge in quality. Didn't happen, so my chaps died when his other unit pivots into it. My followers finally get into the fight and kill two.
 
 
On the other flank my archers took a heavy toll, killing one unit. I'm on the brink of being shaken and Tony is steeling himself up engage my Samurai. Now we had a Japanese stand off. If I bring my archers in close, they are going to get chased. If I stand off, I risk Tony's leader coming up on my flank.
 
 But now we are both shaken but Tony's leader's unit is down to half. He fails an activation and I decide to take a gamble, withdrawing my Samurai and sending my General Isimo into combat against Tony's leader. Then my archers take on his infantry, only killing one in 6, and the General held his own. Then 7 and he rolled two fails. That was the break Tony needed and he killed the General! He sent his monks screaming at my Samurai, who broke except one brave hero who got cut to pieces. 

 
 
Error 3. I should have played my “efficient” here to ignore the failure and used the one initiative and free disengage for cavalry to get out of dodge. I might have been able to shoot Tony to a break, or he might have been able to charge me and slice up the horses.



So I got the result I expected, except I lost-. Quality can win over quantity sometimes. Not always!





























Cutting CD's and basing walkers - a quick update

Hello to all the new readers!  I hope, oh my gossips, you'll excuse the quickness of this article, but I'm getting behind.

A while ago Tony discovered you could cut CD's under water.

Another breakthrough, we were discussing why and he mentioned the vibration dampening effect.  Got me to thinking.  I'd just rebased some GZG walker tanks and wasn't happy.  So a quick test -.

CD's coated with No-More-Nails can be cut with very sharp scissors or snips.

Here are the walkers on their original good quality ply bases as intended for Gruntz.
Note the shadow, compare with final shape below



Note the warping (it's on a level surface) after the undercoat - I don't spray.
 
















Here are the same in my water-cut finish, represented by the larger area removed from the CD.






Now here is the final article.  Note that there has been no extra glue, the vehicle is simply pressed into the stuff.  Some have had a little lifting and required a bit of superglue, but this one is straight from being hacked about and it will stand being reversed and shaken. No warping.  Proper job. The finished base is slightly thinner than a coin based infantry figures. 

 NOW I can finish painting them for Tony's Southpaw space raptors to use in the near future.

Monday, 23 March 2015

Flying Lead. Godzillasaurus Unchained! A Venusian VSF Adventure - Part 1

He's BEHIND you!
I don't know why I bother, I offered Tony a choice of 3 evil villains to do the dastardly deeds chronicled below:

Fu Man Chou and the deadly Chou clan, as seen in the last Giant Rat of Sumatra game.

Greenbackusama, or if you prefer Baron Greenback and crew, normally seen as the command in my oriental OGAM goblins.

Dominar Rigel, with of course, his female bodyguards, as recently featured in Dominars.

 
This is a simple VSF game based on Venus (Mars having been done recently). The evil Dominar has captured a dread Godzillasaurus and is heading for the nearest port to transship it to Earth. He has the aid of his faithful, truck driving, bodyguards (not the ninja, though!) and a flock of savages from the dread highlanders (as their homeland rises a full 2 metres above the swamp, most of the time).




The Dominar controls the Godzillasaurus by the power of his superior technology. If he fails an activation or suffers any adverse combat result the beast will be free of his control if he then fails a Q test on one dice per failure. He can regain control by spending 2 actions per one Q test, a success regains control but a failure is the complete loss of control-.

Godzillasaurus may attempt to break free of his chains which has C3. Double succeeds, treble destroys the vehicle. He may leap free of the moving vehicle on a successful Q test, landing 1 Short away. A failure lands him on the deck 1 short away, requiring 2 actions to get up.

If Godzillasaurus is hit and get an adverse result while chained to the lorry, the driver makes a Q test, failure results in a crash. A double result gets an overturn and a Q test -2 all in the vehicle to survive.

Godzillasaurus gets a free hack per move and will always spend one action (or 2 if mounted) to eat fallen prey or carrion, after which he will spend 1 action giving a roar, which causes fear, requiring all within Small a Q test -3, at Medium -2 and -1 at long. To gain the leader advantage, the figure must be closer than the target.

A dinosaur strapped to the back of a steam powered lorry, hmmm, could reuse this plot – possibly with Fu Man Chou and the Ying Tong? Releasing the beast at the houses of Parliament after a chase through the East End?

In the meanstwhile, Inspector Wafflin-Smythe and his pal Pinky Bublington (regular readers will remember them from the last Giant Rat of Sumatra game) are rushing to head them off at the pass. This time they have swapped their traditional Gurkha stalwarts for a posse gleaned from the local constabulary, who are Venusians under the command of one Sergeant T Atkins.

This particular Venus is the one from Space 1899, steaming swamps haunted by giant dinosaurs that match the “earlier versions” most of us grew up with. Large herbivores like Brontosaurus live in the swamps, big predators like Godzillasaourus are relatively slow moving and roar a lot. Humans are very slow moving and vulnerable in the swamps, which teem with nasty bitey things.

The Good Chaps (RED)
Inspector Wafflin-Smythe 112
Pinky Bumblington 71
Sgt Atkins 60
Venusian Militia (h)Jones, (i)Pike, (j)Frasier, (k)Walker, (l)Godfrey, (m)Dru, (n)Gru, (o)Barney, (p)Mcgru, (q)Cuthbert (Dibble and Gibbs are on leave) @27
Hunting brake 24
Lorry 38
Total 575



Points 112
 Inspector Wafflin-Smythe, British
Quality 3+


Combat 3
-Pistol, CQB Specialist, Crack Shot/Marksman, Fearless, Hero, Steady Under Fire, Strong, Weapons Expert

Pinky Bumblington, Chap about the Club and his Purdy Dinosaur Gun

Points 71 Quality 4+ Combat 2


-Pistol, Jungle-craft, NCO/Second In Command, Sniper,Stealth

Weapon  Points:22
Armor Piercing, Lethal vs. Soft Targets, Range: Long, Slow Reload, Sniper Scope
 
Sgt Atkins, a good sor
Points 60 Quality 4+ Combat 2
-Pistol, -Single Chambered Rifle, Jungle-craft, Specialist

Militia

Points 27 Quality 5+ Combat 2
Special Rules -Single Chambered Rifle, Poor Shot, Strong





Lorry

Points 38 Quality 4+ Combat 2
Special Rules Personnel Carrier 15 passengers, Vehicle
 
 

Brake*

Points 24 Quality 4+ Combat 1
Special Rules Personnel Carrier 3 passengers, Vehicle
 



The BAD guys (BLUE)
Dominar 86
The Minders 3x71 = 213
Venusian highlanders 5x39 = 190
Godzillasaurus 48
Lorry 38
Total 580

Dominar

Points 86 Quality 3+ Combat 1
Special Rules -Taser, Body Armour, Leader, Long Move, Personal Communication Device
 
 

Minders 3

Points 71 Quality 4+ Combat 3
Special Rules
-Shuriken/Small Thrown Knives,, Fanatic, Personal Communication Device,
Sprinter Combat Fiend
 
 

Mounted Venusians

Points 39 Quality 5+ Combat 3
Special Rules -Thrown Javelin, Chucker, Long Move, Mounted, Strong
 
 

Godzillasaurus

Points 48 Quality 5+ Combat 5
Special Rules Armored +1 (Thin), Off-Road, Vehicle
 
 

 
*Normally such vehicles would be considered off-road, but not on Venus, which would require something similar to a swamp buggy. Of course this Peugot hunting brake is fitted with the export self munging reciprocator (the cast iron model, not the later aluminium) whereas on Mars it would be fitted with the ovaloid self lubricating overhead wangling munger, due to the impact of corrosive dust. See, I've worked car shows and can pontificate self angrandising bollucks like any enthusiast.



The scenery. I wanted something different, the sort of causeway common around here in the stone age. Folded cardboard topped with clip together scenery gave a height of about 20mm. The swamp and forestry bases I'd made for early America helped the look, with some handy “fog” to cover the cracks.








The vehicles were a lucky find the week before, as had the brake and model T used originally for Trouble at t'mill. But I've learnt a lot since then, so now I've based, painted and inked. Half way through I decided to try pom-poms in the open cabs. The Venusians were purchased when they came out. I tried a metallic green topped with a darker green but I couldn't get them right. Second time round I'm fairly pleased. I have a lot of these silly dino's and even more proper “old style” dinosaurs, so we will return to Venus.

The Game

Tony got initiative, which switched very frequently, thanks to his cavalry and my Pinky. I got on Tony's flank and decided to dismount from the brake to get Pinky into a firing position with the van moving up to dismount the troops as close as possible.



Tony got a good role for his cavalry and sent them screaming in. Differences in technology aside, 2 javelins in your engine will ruin your plans. Out of the 11 in the vehicle, I got Sgt Atkins, privates Pike and Barney in good condition, the rest ended up in an awful mess-. Then it came down to the hand to hand fun. Sergeant Atkins put up a good fight, but went down. The two privates got knocked about then Barney got skewered. The chaps did a job shooting baddies off their mounts but were unable to kill them with just a pistol. Things were looking bad for me when Godzillasaurus broke loose!

Tony's troops scattered out of the way, except for one poor chap who didn't make it. Distracted by its happy meal, Godzillasaurus came under control again. Dominar called in the girls, who made the mistake of trusting him (well, they are young) as Godzillasaurus (unchained) was free again. It went for the nearest, who put up a hell of a fight, repeatedly being pushed back until the others could come in and beat the poor beast into submission, getting it down and dominated in the swamp.

Pinky did manage to get his act together and got off one shot that missed. Wafflin-Smythe teamed up with Pike, who kept getting 3 activations and taking Venusians out. Now they faced the girls. Pinky went first, knocked down by a near hit with an arrow then skewered by a Venusian javelin. Pike took out his killer with a 6:1 shot.


 

Now came the girls. Wafflin-Smythe first faced with the sword. He sent her staggering back and then down. Pike rushed in with another of his three activations. Fixed bayonet, strong strike, her on the ground and he still went crashing down then gutted. Fighting against 2, the inspector went down, dying by the sword.





A lot of what-ifs here. We could replay this one a dozen times! The complete disparity of technology did nothing to outbalance the game. Godzillasaurus worked well, not over-powerful but the perfect wild card.


The Dominar, Godzillasaurus and the bodyguards got away and can proceed with the evil plan. Oh joy,

I need to come up with a sequel or even two which breaks my no-sequels rule after Giant Rat of Sumatra.

 No plan survives contact with an enemies javelins.



So the Dominar takes the brake and looks at the map. If he takes junction 2 and gets on the B2377 he can head for the Japanese trading post at Moss Ida. The main problem is that it's run by Baron Greenbackusama and his hired guns. Can they get Godzillasaurus off-planet? Is there a service station? All will be revealed in the next thrilling instalment!