Saturday, 16 April 2022

Rogue Stars Trouble at't Venusian mill revisits.



Since we did this one recently (7 March) it's proved popular with our local Wednesday group.  I took a few pics and will give you a brief overview.  Alas, I do't have enough to do me usual job but I hope it will encourage you to take my ideas, run with them, slap 'em up against the wall then recycle as firelighters.



The grassy knoll.  First one was me 'n Matt.  As per the first one I diced for the the defenders original positions.


Here come the bad guys, a few arrows fly, pistol shots.


In dashes Xenephon who takes out the cook.


Now Vince trounces the young master! Round the back the leader kills the Boss!



I was going to change the effect of the smell grenades to 1stress/1pin and a flee move if within 2".  Plus a "smelly puddle" to be avoided.  But I didn't and these flee the pong - far.


The old girl moves (failed "morale" at turnover)  Random dice moves.


Another one struck down!


Off she goes!


Finally one is shot down by the Gaffer but it's too late, the mill is overrun!




Game 2.  Matt took the defenders and me the Venusians.  Matt placed his in defence.


First up my leader is shot by the Boss at long range, wounded!


The fence proves a difficult obstacle and then out she comes!


With a tailslap she leaves a parting gift.


That was all I got as it got a bit frantic & my phone battery is a bit decrepit.  Suffice to say that pistols brought my poor chaps down.


Entoyment - well it's been since the Thursday before the first lockdown.  Tables a bit too big & the place was crowded and not over ventilated'

First game was young Barry using the Venusians with initiative.  I diced for rough position.  Matt played umpire and the big lady.

NOT the start!  Matt uses small dice (no respecter of thick fingers)  red for stress, yellow for pins, red for wounds.  Other for other effects including empty gun or bow.  Barry proved master of the very long shot taking out the Colonel & his missus.  Fast moving attackers took out Mr Smyth and attacked the young master AND savagely beat up the poor triceratops!



The young 'un did quite well, ducking & diving.  Ambidextrous & hail of fire puts a LOT of lead in the air.


He's put down by an arrow skimming over the top of the wood.  The gaffer ran on morale & the cook attempted first aid intervention.


A quick aside on the 32mm provided terrain.  Um, they have no idea have they?  Never done a quick google-  Quite nice though.


Second Game was a 3-way betwix consenting adults.  Both Barry and I had lizard teams and Matt had his own mercs.  I photographed the sheet but failed to check - alas, it was unreadable.

Barry, based to the right,  I was bottom left & Matt top left.

Barry placed one of his archers up high, in cover and again proved the master of the long shot.  

Here he has one down while the other moves in. 

A couple more heads Barry's way as I'm not doing well in the reaction stakes.  (you dice off for them when available)

A couple come for me!

Another complication for Barry.

First one of mine - headshot and dead.


Faced with only 1 up front, I start to stalk.

That's Barry's leader --  https://www.youtube.com/watch?v=ArNz8U7tgU4


Barry's being pummelled and I can't get off the base!

I had another badly injured despite heavy cover.  Mine went down to head shots and poor rolling!


Game 3 and a change of pace.  Matt has this free trader group based on some obscure TV programme?   Gor bless GZG.

Dense terrain and an alien statue that imbues psi talents.  NB, there are 20 of these and we diced.


I managed to get it sight of the damn thing, but a lizard archer got there first and gained healing.  With this and the natural abilities of the beasts I was outclassed--.




Crom! Not that it did me any good!  Now the beast get in close--.

The Captain is down, but avenged.




The poor pilot ends up fighting them off, aided by shooting from the desperate doctor.



But then the doctor attracts attention.


Alas her the company is sundered.


Game 4.  I put this corporate team together for the follow - on game.  My point man goes down at maximum (12") range!




The crew make haste in touching the idol-.


I advance in good order, but the Captain gains teleport, ends up at the rear of my column and blows 2 away-- My phone gave out here despite my frugal use.





Tuesday, 12 April 2022

Rogue Stars More Moo's



Dearest reader  I must confess to being in somewhat of a funk. Stuff is not to be found, new projects have drawn to a halt.

My recent missive on campaigns is moot, for finding the time drawing near I had to concede failure. So finding a box with such diverse subjects from my last 2 I quickly printed off the relevant playsheets from which a selection was made. I couldn't find the crashed starship scenery so I gave up and used what I could find. Hey ho.  Still, games and fun were had.

Now the text above won't wrap. Gor bless blogger.

I got this message on the site formerly known as facebook:


Hello! I just wanted to tell you how inspirational your blog is! I've only just discovered it after you shared that link about Geek Gaming Senics base ready range on that thread on 15mm Fantasy group page. You've given me some ideas for future projects using rules I own that I hadn't even thought of using for 15mm Gaming!


Feedback really helps keep bloggers going! I hope at least some of you say

"that's good, but I can do better."


First we present The PLO vs Mootants. There is no reason or logic.

It IS what it IS.


Peoples Liberation of Oz (PLO) Black  
Gestalt. +1 for each unwounded.  When 1 goes OOA all 1 stress.
Crawl 1”  Sneak/hidden/walk 2”  Run 4”  Sprint 6”

Bidett  Psionic Master 3 Leader 2  Martial arts 1 Weaponmaster 2 
Refraction Field  Armour 1   Force sword 4 energy 
Blink  TN15 1 stress. 2” move, Crit fail 1 damage.


D’eath Psionic Master 3 Martial arts 1 Weaponmaster 2 
Refraction Field  Armour 1    Force sword 4 energy 
Blink 
Mindbolt  -1 every 5” 1Dam at torso

Jehovoos Psionic Master 2 Martial arts 2 Kevlar torso 2   Vibroblade 3  
Blink 
Bolster +1 morale.
Encourage +1 activation
Guidance  +1 reaction

Lagland Psionic Master 2 Martial arts 2 
Refraction Field  Armour 1  Force sword 4 energy 
Levitation 8” move,  1 action 1 stress.
Electrokenisis Damage 2 ranged attack.

Mortimer Psionic Master 1 Martial arts 3  Kevlar torso 2  
Healing  removes wound, temporary cripple, staggered 4” -1 each 4”


Locals - the Mootants  

Hard to kill. 3 remove wound token.  +1 shot at.  +1 combat.

Cyborgs Big, Steadfast  Tough2 

Bionic Eye  +1 spot.  Half range of aimed shot.  

Combat computer.  Tech 10 roll gains +2 to hit.  

Zap pistol 3 Electrical, Energy, Short range.  


Gert, Udderly, Sally, eX , Yellow and Zally


The PLO advance with a complete lack of caution.





Bidett fails to blink but manages to strike his opponent down with a "voom".


This is just showing orf ones levitational prowess.  Tonys crutch makes a nice backdrop.


The PLO continue their advance.


Now the Moo's - bang!  - Miss!  A second bang and Jehovoos head explodes. Mortimer, all the way in the back legs it on morale. Being a gestalt, the stress & pins pile up!

Bidett moves in on reaction -  he's bit of a  um, target.


Bidett has a 3, Sally a 20.  He again fails to blink as his head is mashed by the gun butt.


Lagland's turn to run, leaving just D'eath all pinned up--. That was - quick.



For our second game we introduce the force from Uranus to the Moos.  Oh no, I'm not going to go there.

Militia  Heavy firepower.   5 hail of fire tokens.    Walk 2", Run 7", Sprint 9"  

                                                             

Glorious Leader  Huge, Extra legs3, Leader 1 Tough 2 

Laser cannon  6 Heavy, Blind, 2 handed, Energy.   Anti Psi helmet 


Drone Master Big, Extra legs3, Veteran +1 Action/Reaction Tough 

Heavy blaster  6 2 handed, Energy. 


Trump Ton  Big, Extra legs3, Tough     Heavy blaster  6 2 handed, Energy. 


Drones 1-3 legs3,    Zap rifle  4 Electrical, 2 handed, Energy.


Technician  Extra legs3, Tech 13    Motion detector 


Guard Extra legs3, Reactive, Force shield Legs 1 rest 4 Melee optimised. 

Monowire blade 3 Armour piercing 5 



The game.  I sneaked in the Bleeding Idol and Cyberhead.  I took the Moos & spread 'em around.


First out of the gate, Trump-ton slips through the Moos back passage.


Now the leader & guard.  My lot fail reactions & spotting rolls.  Silly Moos!



The guard rushes the, um, guards.


Aha!  Meanstwhile Trump -ton is spotted and an intense firefight at point blank range with big weapons at big targets ensues.  But over that we shall draw a veil.


Now the central fight turns into a brawl.  Zally is down, wounded.



The other Sally Guard sallies forth and knocks the guard down.



Drones venture closer.  There's some long range exchange of fire to keep others at bay.


"Ooh look, targets!"


Banging away, Trump-ton is finally laid low.


Long range shooting finally works.  Sally gets shot & wounded!


With a Blam!  Trump-ton is revenged.


The Bleeding Idol is in the tentacles of Uranus.  


Close in girls!  Bang!



Hah hah!  Shit-.


Hah!



Now we get a shed load of 20's  I rolled 5 ---.


Downed so the Drone master moves in.


With one Moo left that was it.  The forces of Uranus win.





Wednesday, 6 April 2022

Campaigning - letting the dice decide.

 


Campaigns are the meat and drink.  I've done quite a few basic linked-scenario games.  These work well if you're inventive and willing to extrapolate.

Who, What & When? I've been working up to a 4 sided Sumerian campaign for Song of Blades and Heroes.  Seems a good a place as any.  This basic setup works for any low tech setting.  Later with a bit of adaption.

I was thinking of adding scouting/intelligence/luck roll. 

Let's use a D10.  I'm doing this ultra-generic so apply your own labels.

The Macro
The Nation (or biggest factor)
The Army.
Command.
Commander.
Micro
Local command readiness.
Local command morale.
Small force leader.

How to work those results in.  Here I'm talking SOBH or other Ganesha games.

Readiness is kit level, experience and training.  So poor, 3,  readiness means more raw troops with lighter weapons. C1 or 2 unshielded javelins.  5 is the average C2 with spear or pike. 7 C3 veterans with decent armour.

Morale is Quality.  If we take the average of 5 as Q4, 3 as Q5  and 7 as a few veterans with Q3.

Where? OK, that's the clear as mud bit done.  I've been thinking of a campaign background for Sumerian games.  I cannot draw maps to save me life.  A square map with a central vertical river.  A road connects the towns and a military highway "goes south".  There are irrigation canals from the river & the area is highly cultivated.

I'm presuming 2 campaign/raiding seasons.

Year 1 early season there's a complete lack of ability and interest.  So we roll again for season 2. The results are averaged. Macro gets rounded down, Micro up.

I could have rolled 2 warbands per side, then allocated per mission, but I'm keeping this simple.

Top Left.  Dirka Dirka (naked with mostly javelins) hill tribes.  These have resources, mineral and wood, that the Sumerians need, but they don't do trade.

The Nation. 2 +6 =4
The Army.  7 +9 = 8
Command. 2 +6 = 4
Commander. 3 +3 = 3

A)  The nation is doing poorly, the tribes are willing to fight but there is little infrastructure and no good leader to unite them.

B) The nation is doing better.  Being well fed the warriors are more willing to make war.  The war leader has made strides in preparedness, but is no firebrand.

Micro (this is one tribe, so for every area of conflict do a separate roll?) 
Local command readiness. 0 +4 = 4
Local command morale. 8 +3 = 6
Small force leader.  9 +3 =6

A)  A charismatic local war leader has arisen, with good organisational skills.  He is facing problems as the locals don't expect to be raided and show no interest in raiding.  Hunting must be good.

B) At a local level there is more ability to raid, but the edge has been blunted by inaction.
Tribal troops will be Q4 C1 with slings and bows (good morale but less prepared, not fast)  Warriors can go to Q4 C2 Javelin and the leader Q3 C3 with an add-on.

Top right. Hissinsyds.  Lizard swamp dwellers.  Their land, if drained, would be perfect for grain production.  They are a warrior culture, but not overly interested in expansion.

The Nation 6 +2 = 4
The Army.  2 + 3 = 2
Command.  2 +9 = 5
Commander.  1 +8 =4

A)  The nation is prosperous, does not fear attack and is concentrating on non military matters.
B) The nation has not done well, but a new war leader has brought about improvements.

Micro
Local command readiness.  3  +7 = 5
Local command morale.  4 + 0 = 4
Small force leader.  9 +8 = 9

A)  There is an energetic war leader, but the local tribe is not willing to raid.

B) The war leader has made progress in readying his tribes warband.  They might raid.

The warband is ready for war, but some will be Q5.  Leader is superior, so Q3 & C3-4 with add ons.


City state of Eeer

The State.  5  +1 =3
The Army.  0 +5 = 5
Command.  9 + 1 =5
Commander. 3 +0 =3

A)  The State has enjoyed prolonged peace and has used its military resources on civic projects.  There is a core of talented organisers who have overseen this work, but the commanders military prowess and experience is lacking.

B) The state is stagnating, but conscription has been raised and the new army drilled but competent bureaucrats have moved on and the commander remains.

Bottom Left.  Town of Aaarg faces the foothills and the Dirka Dirka.

Micro
Local command readiness. 1 +8 = 5
Local command morale. 9 +2 =6
Small force leader.  8 +8=8

A)  The local force is suffering from the army's lack of preparedness but are willing and well led.
B) Influx of new troops, now there is a force capable of raiding.
The force is equipped and good morale, So Q4 C2 with most shielded javelin.
Leader is Q3/C3 mounted and 1/2 add ons.

Bottom Right.  Town of Uuug faces the swamp of the Hissinsyds.
Micro
Local command readiness.  0+5 = 5
Local command morale.  0+7 =7
Small force leader.    6+2 =4

A)  The local force is totally unprepared despite having a decent leader.
B) With the resupply of the army there's a war leader and new drilled recruits.  This force could raid. 

The force is equipped and good morale, So Q4 C2 with most shielded javelin.
Leader is Q4/C2 mounted with no add ons.  As there is a call for a champion, one should be Q3 and good shot.  Probably a veteran.

Turning words into actions.  We have a season, it's late summer so harvests are in and stocks replenished for winter.  Easiest way is to do an opposed roll.

Why?
1 Resource raid.
2 Probe.  Will retreat if 25% casualties.
3 Slave raid on settlement.
4 Destroy!  As much damage as possible.
5 Kill the enemy leader.
6 Ambush.
7 Cut the supply chain.
8 Set up an advance camp.
9 An unexpected direction.
0 Send out your champion!

Who or what order is all part of the negotiation.  For ease, roll yer D10 and add the current leadership score.  Top one goes first.  If both equal then it's a meeting engagement, roll both sides objectives.

Aaarg vs (leader) 8 (dice) 2 =10    Send out your champion!
Dirka Dirka.   (leader) 3 (dice) 6 =9.    Set up an advance camp
Aaarg has sent out the war party before they can begin construction.  (Total 19- no.3)

Dirka  vs (leader) 3 (dice) 6 =9  Send out your champion!
Aaarg  (leader) 8 (dice) 4 =12  Resource raid.
Aarg's work party has started gathering timber for weapons but they are spotted and the Dirka come out in challenge. (Total 21 - no.2)

Uuug vs (leader) 4 (dice)  9 = 13  Send out your champion!
Hissinsyds.  (leader) 4 (dice)  7 = 11 raid.
Uuug  have advanced to a stream crossing and issued the challenge. (Total 24 no.1)

Hissinsyds vs  (leader) 4 (dice) 3 = 7 Set up an advance camp.
Uuug (leader) 4 (dice)  7 = 11 Send out your champion!
The Hissinsyds have started to gather in order to protect a river crossing when the Uuug approach.  (Total 18 - no. 4)

Well now, we have 4 games with a bit of reason'd etre.  Could be one evening, possibly 2.  Easy to carry on, the warbands either improve or get replaced with a swathe of FNG's.

Here's the bits for you to cut n paste, probe and dissect.  Please comment!

The Macro
The Nation (or biggest factor)
The Army.
Command.
Commander.
Micro
Local command readiness.  (kit level, experience and training)
Local command morale.  (Morale is Quality)
Small force leader.

1 Resource raid.
2 Probe.  Will retreat if 25% casualties.
3 Slave raid on settlement.
4 Destroy!  As much damage as possible.
5 Kill the enemy leader.
6 Ambush.
7 Cut the supply chain.
8 Set up an advance camp.
9 An unexpected direction.
0 Send out your champion!