Wednesday, 12 June 2019

Cannon, Cross and Crescent game and houserules

Another Battle of Cannon, Cross and Crescent (available from Wargames Vault), with a few more houserules used.

First off with the activation cards, we used a deck with a card for each squadron (so 3 cards each in this game), and the deck is shuffled and squadrons activate when you draw their card. Also we added two jokers to the deck, one for each side, and when these are drawn you roll to see if your wrecked ships sink (on a 6), and also you move or set fire to any captured ships. Once all cards are drawn we shuffle the deck and start again for the next turn.

Squadrons only arrive on the table on a roll of 3+ when they draw their activation card, rolling to see whether this is left (1-2), centre (3-4), or right (5-6) table third.

We used slightly modified factors for the ships, the main one being gunnery. Heavy guns roll to reload at the start of each squadrons activation provided they are not in contact with enemy. Heavy guns roll to reload on a 6 for Ottomans and 5-6 for Venetians. We also gave Venetians a longer range for their heavy guns - 900 rather than the 600 the Ottomans have.

We didn't include this rule for the game, but in future games we think we will also make light guns only 200p range, and only firing if not in contact (i.e. effect assumed to be subsumed into melee ).


Here's a photo midway through the battle, my Galliots have been sunk or captured by two squadrons of Venetian Galleys on the left, who have only lost one galley in return, and my three Laternas (largest galley class) on my right were damaged early on by Venetian heavy guns. However I've overwhelmed the Venetian squadron on my right with shear number of galleys and boats.

End of game, I've wrecked or captured all of the Venetian Squadron on my right, and captured four more galleys from the Venetian fleet. One of these was lost when it tried to board and capture another captured Venetian ship and ended up being captured itself! This last galley lost in ignoble fashion meant half the Venetian fleet was lost so that was end of game.

Counters we have been using. Grey for heavy guns fired and needing to be reloaded, blue for wrecked (and chance to sink), brown for ship damaged, and black for crew casualties. Two black for captured.  My three Laternas spent most of the game unsuccessfully trying to repair so ended up taking no part in the action!

Houserules seem to work well for us, and reduce the predictability of when you will be able to activate your squadrons and fire heavy guns!




Thursday, 25 April 2019

Kings of War - Herd vs Orcs & Undead

A game of Kings of War using my Herd vs Nick's Greenskin and Undead combo. 
Loot scenario  - three loot tokens (green circles), whoever has the most at the end of the game wins!

I go first and advance the Herd! Grabbing Loot tokens, one on the right (in forest) is easier to guard for me.  

But this one on the left and the centre one will be tougher.

Lines meeting...
 
My Longhorn regiment in the middle ends up smashed by the Orc Horde, which turns to flank my Tribal Warrior Horde.

My Tribal Warriors don't have the power to smash through the Skeletons in time before they are flanked, and the Mummies with regenerate and life leech smash away at my other Longhorn regiment.

But my Harpies have the loot tokens and are dragging them back towards me... as my front line disintegrates!

Normally Harpies can fly up to 20", but while dragging the loot tokens they only move 5". Will they get away?! Gobbos in hot pursuit!



 I fly in my Chimera to slow try and give my chariots a chance...

But not enough damage done, and the Orc Horde kills the Chimera, and the other units my chariots.  Only the Harpies left here, who decide to drop their Loot token...

...and charge the rear of the Gobbos who are pursuing my other Harpies!

The Gobbos are wounded but get away and charge my Shaman, if they kill him they will be able to stop my other Harpies.


But my Shaman holds...

And in his turn gets lucky smashing the wounded Gobbos and dispersing them!

The game ends turn six. Despite most of my army being destroyed while only knocking out two enemy units in return, I have two of the three loot tokens and so win the game! The loot must have been as valuable as the one true ring or something!

A fun game with close result. One more turn or better roll against my Shaman it would have been game over for the Herd. Also reminded me what an elegant system Kings of War is, must play some more games of it.

Saturday, 20 April 2019

Early Imperial Roman vs Pergamon - ADLG 28mm

Pergamon rebels against the cruel dominion of Rome! Ancients ADLG in 28mm.


Roman left wing  - Cataphracti, Cavalry and Numidian Light Horse under an Ally general.

Roman centre, Elite Legionnaires under a Strategist General, and some skirmishers.

Roman right wing - Auxiliaries and bowmen.



In lower half of photo below, Pergamon army from left to right, Heavy Spearmen, Pike,  Mercenary Galatians (6 of the 8 units being under the command of an Ally General), and then Lancers and Light Horse.  The Roman left cavalry wing (right in photo), is unreliable and won't advance, so my Pergamon army advances to crush the remainder of the Roman army while they hesitate.

The Lines close.

With Roman Cavalry still not committing, my CinC charges the weak point of the Roman line in heroic Alexandrian fashion!

Legionary on the end of the line waving a Galatian head around re-thinks his life choices.

Last survivors of a bloody skirmisher battle between the lines!

But then with perfect timing (and threats from the Roman CinC) the Roman cavalry suddenly decides to commit to the battle, flanking my cavalry charge! Just in time to save the Legion.

And on my left, the Roman Auxiliaries have managed to flank my spearmen too.

Legionnaires now feeling more confident, having tempted in my cavalry!



The lines crash.

And carnage ensues! The Legionnaires with their Strategist General rallying them to renewed effort time and again, cut through the Galatians and only lose one unit.

On my left my spear is decimated by the flanking attack, but manages to rout the bowmen. 

I had spent my points on more troops rather than good generals! I can neither rally my troops nor send in reserves - especially with my generals all fighting in combat and distracted! The Pergamon army breaks, but the Roman army is also only one unit off breaking. A close run thing indeed.

(Incidentally, yes there was some terrain, some rough ground left flank that both sides ignored!)