Saturday, 15 June 2019

Scythed Chariots and Galatians - 1st Corp

Some more ancients - a couple of scythed chariots and yet more Galatian mercenaries (from naked Celt range). These figures are from 1st Corp, a bit smaller than Aventine and Victrix figures, but will look ok with them on the table still I think.



I ended up cutting down some of the blades on the scythed chariots a bit, as it's a gaming piece and long blades are impractical from that perspective and will just end up breaking. This is another reason I chose 1st Corp, the smaller size of the chariot model in general! There's also a mysterious cow "catcher blade" thing that goes under the cab I think, which I left off due to uncertainty and fact that it won't be seen there anyway.



  



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.