Saturday, 2 April 2016

OGAM Thunder and Lightning, power and rain, a Japanese perfect storm!

There seems to be a time every year when my life turns Japanese. I'm building some larp stuff at present and after pulling all my Achaeans out of their (11) boxes it suddenly occurred to me that I'd painted some more (mundane, from Eurika via Fighting 15's) Japanese that I hadn't used yet. My original plan was to get Athene out, but then I decided to do the most diverse forces possible. A mundane high quality force with one legend and a mythic with 5 legends.


Ryujin, the Dragon King 396 points Q2 C5
Amphibious, Gargantuan, Shapeshift (human form: Q2, C5), Water God, Weather Control, Armoured, Flying, Part Waters

Warlord 144 points Q3 C3 Armoured, Mounted, Long Move, Shooter (Long), Bard, Rare (1)

Chosen Samurai (CO) Q4 C3 Armoured, Fanatic, Mounted and Long Move, Shooter (Long) and Good Shot. 32 points @8 =256

Samurai (CO) Q4 C2 Armoured, Steadfast Mounted and Long Move for 15 points. Shooter (Long) and Good Shot for 10 points. 8@ 47= 376

Samurai (CO) Q4 C2 Armoured, Steadfast 16@ 22 = 352

God 396
Legend 144
Mortals 984
Total 1,524

Raijin, God of Thunder 368 points Q2 C4
Lightning, Weather Control, Flying, Long Move, Hammering Blow

Kirin 124 points Q3 C3 Flying, Shooter (Medium), Dashing, Long Move, Armoured, Rare (1)

Jorogumo, Spider Woman Q3 C2 Labyrinth The Labyrinth Trait represent the Jorogumo binding her targets with spider webs. 2X 60 = 120

2 Nure-Onna, Snake-Bodied Woman Q3 C3 Amphibious, Huge 2x72 =144

Warriors (CO) Q4 C2 Armoured 16@20 points =320

Warriors (CO) Q4 C2 Shooter (Medium) 16@20 points =320

Spider demons Q4 C2, 15 animal-2 greedy (q test destroys enemy) -3 Dashing 8@ 14 =112

God 368
Legends 388
Mortals 752
Total 1,508

I've gotten some stick because I called KOW & Dragon Rampant “clunky” and slow. So I'm going to take my time (longer than it took to play) to describe the first 2 rounds.
Tony took the mythic. I used a box file to block off and we both set up more like Battlesworn, but I guessed this could be a long game. He struggled to get them all on and adopted a crescent formation.
He won the toss and started a general advance.

In DR you'd be lucky to get 1/3 to move, in both I'd be sat back twiddling my thumbs.

I was lucky as there were enough reactions to move most of mine forward. So as he advanced, so did I, just like real encounters. He got most of the way along before failing, so the play moved to me.

I continued to advance and got my archers to take out a spider. Now like uses likes reactions. I needed to get my dragon into the fray, reducing units and taking out legends. But I got 1 fail. The thunder god can use lightning once a turn. You can shoot on reaction. This he did, taking out my only legend.

In the other systems Tony would have been twiddling thumbs bar the one piece of shooting. That ended the round, so any at-the-back troops can take a move forward. Again, not possible.

I was working up a three-pronged attack. My left dragon & archers were keeping his archers busy, my central archers started a running battle with the spiders while my right Samurai engaged the goblins and the spiderwoman.

Then the Dragon took out some archers and a spiderwoman, the legends and god headed his way. At the clash Raijin got lucky and knocked down Ryujin, but it didn't last long and a chomp! Took him down due to rolling a 1 with a hammering blow. Morale, one group of archers goes off, most of the rest goes back. But you cannot keep a good god down. Up he pops thanks to Greenbacks Greenies. The Kirin went for my cavalry, Raijin my Samurai, and Ryujin the Nure-Onna. Time for another clash, and again the god of thunder goes. More retire, a couple of small units dissapear.

Up he pops again for the second time. My Samurai are looking ragged, cavalry reduced, legend dead. Tony's numbers have evaporated but I'm still outnumbered. The spiders make a break for the rear of my Samurai and I'm hard pushed to hold them. But Tony's are suffering so it's back to the brawl again – and it's another 1. The thunder god is done. More lose morale and there's not enough. Mine are left holding a stricken field littered with dead.

What a good game! Trading punches all the way. Fast, furious and we both had to think. Tony had the advantage of having troops to invoke and other forces to protect them. Quality will out.











a foaming cup of nut brown meths














A single Samurai takes on a hoarde of ravening beasts while a Dragon God'
s got your back - how manga is that?






Chase me! Chase me!












Greenbakusama "Big god with hoirns, three volleys rapid!"


Thursday, 24 March 2016

OGAM Achaean Greeks to Dragon Rampant

An unusual post, this. I'm going through my Achaean Greeks (of which I have a few) to organise some comparison games of Dragon Rampant and King of War.

I'm doing this in reverse, as I'm geared up for OGAM, which is a far superior, simpler, faster product than either of the new games, which are aimed at those familiar with other mainstream games.

Here are specific Dragon Rampant forces for Pan or Artemis, Pallas Athene, Hades and Ares. Each has a core of “mundane” units, which are the ones who take up the space. To these I add the “specials”. Finally I have the unattached to allow further choice.

Pan or Artemis (the “countryside alliance”)

Pan Bellicose foot reduced unit 12-1 6
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Fear courage tests from being attacked -1
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
As Commander Goader one unit 6” automatically moves per turn

Artemis reduced light missiles 12-1 6
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 4+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12
Sharp shooter
As Commander Sky Darkener one unit within 6” automatically shoots per turn

a) Centaur heavy riders 4
Attack 5+ Attack value 4+
Move 5+ Defence value 5+
Courage 4+ Max move 5”
Armour 3 Strength 6
Counter charge an attack on 7+, meet in middle.

b) Centaur light riders with javelins 3
Attack 7+ Attack value 5+
Move 5+ Defence value 6+
Shoot 6+ Shoot value 5+ Range 3”
Courage 5+ Max move 6”
Armour 3 Strength 6
Skirmish ½ move & shoot 7+, all shooting-1
Evade skirmish on attacking unit ½ move & shoot 7+, all shooting-1 no closer than 3”
Attacker then makes move, if contacts skirmishers armour reduced to 1.
If evade fails, no move or shoot, armour reduced to 1.

c) Centaur archers 4
Attack 7+ Attack value 5+
Move 5+ Defence value 6+
Shoot 6+ Shoot value 5+ Range 6”
Courage 5+ Max move 6”
Armour 3 Strength 6
Skirmish ½ move & shoot 7+, all shooting-1
Evade skirmish on attacking unit ½ move & shoot 7+, all shooting-1 no closer than 3”
Attacker then makes move, if contacts skirmishers armour reduced to 1.
If evade fails, no move or shoot, armour reduced to 1.

d) Large Cyclops reduced heavy archers 12-2 with weighty missiles 3
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 7+ Shoot value 4+ Range 6”
Courage 4+ Max move 3”
Armour 2 Strength 12

e,f) Cyclops 2 units mixed light infantry (fighters & missiles) 5
Attack 6+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 6”
Courage 4+ Max move 4”
Armour 2 Strength 12

g) Satyr bellicose foot 4
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Ranger normal stats in rough terrain
Fleet footed normal move in rough terrain

h,i) 1 unit Satyr archers or- 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12

2 units Satyr skirmishers 2 each
Attack 7+ Attack value 6+
Move 5+ Defence value 6+
Shoot 7+ Shoot value 5+ Range 6”
Courage 5+ Max move 4”
Armour 1, 2 vs shoot only within 6”Strength 6
Fleet footed normal move in rough terrain
Skirmish ½ move & shoot 7+, all shooting-1
Evade skirmish on attacking unit ½ move & shoot 7+, all shooting-1 no closer than 3”
Attacker then makes move, if contacts skirmishers armour reduced to 1.
If evade fails, no move or shoot, armour reduced to 1.



j) Dryads, reduced unit heavy archers 12-6 7
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 7+ Shoot value 4+ Range 9”
Courage 4+ Max move 3”
Armour 2 Strength 12
Invisible.
No ranged attacks except spells. Can be seen during attacks
Cannot be passed through.

Druid Reduced mixed light infantry 1:12 9
Attack 6+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 4”
Armour 2 Strength 12

This army can be split in 2 by adding some of the extras bellow.
God 6
Heavy centaurs 4
Centaur javelin 3
Centaur archers 4
Large cyclops 3
Cyclops mixed 5
Cyclops mixed 5
Satyr bellicose foot 4
Satyr archers 4 or 2 skirmishers
Dryads 7
Druid 9

Pallas Athene reduced elite foot 6-1 6
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain

Odysseus reduced elite foot 6-1 8
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 9”
Courage 3+ Max move 3”
Armour 4 Strength 6
As commander Commanding may reroll failed move, attack or shoot within 6” once per turn

a&b) light infantry spear 5
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive

c&d) light infantry with javelin 6
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 3”
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive & Javelin

e&f) light archers/slingers 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12

Athene 9
Odysseus 8
Light infantry 5
Light infantry 5
Light infantry javelin 6
Light infantry javelin 6
Light archers 4
Light archers 4

Hades reduced elite infantry reduced elite foot 6-1 10
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Fear courage tests from being attacked -1
Ranger no reduction for terrain
Flyer fly over any, no closer than 3”
No cover.
Retreat full move.

Grateful Dead Hero reduced elite infantry reduced elite foot 6-1 10
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain
Fear courage tests from being attacked -1
Never battered, ignore fear.
Round casualties up, not down
Mystical Armour every strength point lost, roll D6, if 6, ignore loss
As commander Brutal any unit 6” autotatically rally with loss of 1

Summoner, summons undead or creature units within 3” and/or 1.5” of enemy
Reduced skirmisher 6-1 4
Attack 7+ Attack value 6+
Move 5+ Defence value 6+
Summon 6+
Courage 5+ Max move 4”
Armour 1, 2 vs shoot only within 6” Strength 6
Fleet footed normal move in rough terrain

a) Skeleton light spear 5
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Courage 0+ Max move 4”
Armour 2 Strength 12
Offensive
Never battered, ignore fear.
Round casualties up, not down

b) skeleton bellicose foot 4
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 0+ Max move 4”
Armour 2 Strength 12
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
Never battered, ignore fear.
Round casualties up, not down

c) skeleton light archers 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 0+ Max move 6”
Armour 2 Strength 12
Never battered, ignore fear.
Round casualties up, not down

Hydra reduced elite infantry reduced elite foot 6-1 11
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain
Venemous any Attack died rolling 6 does 2 damage
Fear courage tests from being attacked -1

Hades 10
Hero 10
Summoner 4
Light spear 5
Bellicose foot 4
Light archers 4
Hydra 11


Ares Bellicose foot reduced unit 12-1 6
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
Mystical Armour every strength point lost, roll D6, if 6, ignore loss

a) Myrmidons bellicose foot 4
b) Thracians bellicose foot 4
c) Amazons bellicose foot 4
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 2 Strength 12
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.

light infantry, javelins 6
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 3”
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive & Javelin

Chariots, reduced heavy cavalry 6-3 7
Attack 5+ Attack value 4+
Move 5+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 6”
Courage 4+ Max move 5”
Armour 4 Strength 6
Counter charge an attack on 7+, meet in middle.

Achilles Bellicose foot reduced unit 12-1 6
Attack 5+ Attack value 3+
Move 6+ Defence value 6+
Courage 4+ Max move 4”
Armour 3 Strength 12
Shiny Armour
Wild charge when in range can only be given attack order.
Counter charge vs foot, an attack on 7+, meet in middle.
As commander Boneshaker one unit 6” passes attack order (not wild charge) per turn.

Ares 6
Myrmiddons 4
Thracians 4
Amazons4
Light infantry jav 6
Chariots 7
Achilles 6



Spare troops

Kohen the Barbarian reduced elite foot 6-1 6
Attack 5+ Attack value 3+
Move 5+ Defence value 4+
Courage 3+ Max move 3”
Armour 4 Strength 6
Ranger no reduction for terrain
As commander Formidable, attacking/defending can reroll 2 failed dice

Light slingers 4
Attack 7+ Attack value 6+
Move 6+ Defence value 5+
Shoot 6+ Shoot value 5+ Range 9”
Courage 4+ Max move 6”
Armour 2 Strength 12

3 units hordes 1
Attack 7+ Attack value 6+
Move 6+ Defence value 6+
Courage 5+ Max move 6”
Armour 1 Strength 12

any of these can be split into 2 units of scouts, although I've found these useless-.

Mixed unit light infanty/bow 5
Attack 6+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 6”
Courage 4+ Max move 4”
Armour 2 Strength 12

Unit light infantry spear 6
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive

2 units light infantry javelin
Attack 4+ Attack value 5+
Move 5+ Defence value 4+
Shoot 6+ Shoot value 5+ Range 3”
Courage 4+ Max move 4”
Armour 2 Strength 12
Offensive & Javelin


One major-or change, I'm using CD movement trays for most units, also gives a slight gap as opposed to the gaping maw given in the  rules.


Mixed foot, Myrmiddons & skellies

Light spear  & javelins, Oddyseus & Thracians

Chariots & archers

Archers, slingers Dryads & light javelin

Monday, 21 March 2016

Southpaws Ambush in Southpark

Hello playmates! Sorry for delay in posting, life keeps throwing large lumps at me which gets in the way of wargaming. I know! Still. We first started using these PAU vehicles in Jan & April 2014. Not quite finished yet, need new wheels. 2 years, not bad.

Ganesha's site is down and I didn't have time to worry too much so I used “prior knowledge” to run the game without bothering with points.
I'
I've just added stowage, managed to drop whole force-

A quick look at the forces.
PAU 2 patrol cars armed with missiles (indirect, stationary) and plasma gun (direct move n shoot) command car with HMG with AP ammo. 2 trucks with nothing. The patrol would have a mounted section or APC as normal.

Southpaws, scout section walkers one each missile, indirect, railgun direct long range and plasma direct short range. Like its opposition would normally have an attached APC or IFV, or those nice heavy suits or skimmers.




The Game
I set up a road network, added ruins. I found the bits of scourers I'd painted for my bamboo attempts. I think they work. I envisage a mix of stone & wood buildings that burned well. I added a few wrecks. Note to self, need more wrecks and craters.

I came in on the lower section, the patrol vehicles are off-road capable but the lorries aren't. That makes the flyover (different from my first one, a bit steep-). I proceeded, sending a (patrol)car forward. Tony used a reaction to thump it with a missile, stunning it.

That forced me to a halt, so I started to “waddle” my tail end charlie over the road onto the rough. Tony decided to use his close-in plasma armed vehicle to draw fire. This worked well, the middle lorry was thumped, crew bailed out. My command car and patrol car stunned!

That allowed his railgun scout to cross my path and begin stalking over the flyover to roll me up. But I managed to get my car up n running and thump his scout with a missile. Brewed it, but the crew escaped (another use for the excellent unarmed special forces).

My lead car suffered another missile hit, brewing it. Time to go! I managed to get a truck away but the railgun brewed my patrol car and my command car got it stopping to pick up the first lorry crew.

A good, fast little game.




















My shadow basing technique 

This isn't a wtreck its waiting for wheels!

I've  several of these, added GZG missiles to the pylons & a nose gun

Add caption




A penny, destroyed pompom & stuffing





Tuesday, 1 March 2016

Dragon Rampant first game

Astute readers such as your honoured selves will realise that this a continuation of our King of War/Hordes of The Things test of 3rd January 2016. I've recreated the terrain and used the same troops.
This, in turn is a much simplified version of our other January game  OGAM  gets wet, that I'd advise you to peruse.

Japanese.
Goblin light foot 3
Goblin light missiles 4
Spiders lesser warbeasts 4
Oni greater warbeasts 8
Spiders heavy riders 4
Total 23

Achaean
Spearmen light foot 3
light foot javelin 4
skeleton light foot 3
archers 4
Satyr & amazon scouts 2
Chariots heavy riders 6
Total 23

pre-game test
On our 3x3 board this gave us a near edge-to-edge game. Although a 3x2 table would have speeded up the process. We halved movement & shooting and started with 1” seperation that soon got ignored completely.

First thoughts.

No playsheet. The reference sheet is useless. And needing a flowchart-.

YougoIgo, we've been spoilt, the idea that I can make a brew while my opponent moves-.

So many fiddly pluses. We are used to the simple and elegant Ganesha method, this felt “clunky”.

Slow, one complete turn for both of us saw one movement.

Dice, rolling 12 we kept getting the same result.

Using reduced units-doesn't feel right, they don't occupy the same frontage and makes it annoying.

In conclusion, after comparing Dragon Rampant, Hordes of The Things and Kings Of War the winner is OGAM, which gives a faster, better balanced and simpler game.

The Game.

Tony won the initiative, couldn't find it in the rules so I placed unit 6”in, then Tony's Japanese.

It took ages to get troops to move by which time all cohesion was gone.

On my right Tony got his Oni's up and into my spear, a ding gong battle which I finally lost. At one stage I did get my chariots to charge them, but I bounced off with no casualties.

On the other flank his heavy spiders crashed into my javelins – I couldn't get them to throw. I eventually got my skirmishers into the temple, then Tony got his beast to charge and wipe them out.

Back to my right we finally got the archers in range of each other and managed one shot each in the entire game.

On the left it was skeletons vs goblins and I actually broke the unit. By this time the Oni had demolished the spears to one.
I conceded as Tony was in possession of the objective and I had nothing to push him out with.

Slow, clunky and annoying. We may try again.






The pen marks the original 6" deployment




The pompom represents a casualty on this reduced unit















We used 2 cups, 1 with 6, 1 with 12 dice in for speed.  Memsaab was a military observer