Showing posts with label gong garage gamers. Show all posts
Showing posts with label gong garage gamers. Show all posts

Friday, 13 July 2018

Road Warriors

Last night I ran a couple of sessions of Machinas for the Gong Garage Gamers. I used the road-chase setup we've used at MOAB - one target being pursued by multiple teams of scavengers, with the winner being the person who brings down the target. This encourages a nice mix of co-operation and competition, although the latter does tend to be the more popular option.

The first game saw three players chasing a lone motorcyclist. Caesar went pink, with Woman King and Lola, Geoff ran the two rat-rods Please Don't Touch and Rhapsody In Blue and John ran two gun-cars, Mr Apollo and Georgia Lee.


Early on the biker was forced to fend off a dangerous challenge from Please Don't Touch, surviving by the skin of his teeth.


John concentrated on thinning out the opposition; Georgia Lee shredded Rhapsody In Blue with its twin machine-guns.


Please Don't Touch seemed to be on the verge of finishing off the bike, but the loss of his consort proved too much, and he pulled out of the chase.


This now left Caesar in prime position to attack the bike, and he wasted no time - the rider was impaled on Woman King's front-mounted spikes.


Geoff had to go, so we ran a second game with two teams of scavengers. John opted to run the chase, giving me a chance to run a pair of pursuers. I used John's newly completed duo, Just Married and 'Til Death Do Us Part. The former has a veil of chains to make passing it more difficult, whilst the latter is equipped with a deadly front-mounted chainsaw. Caesar ran a couple of muscle-cars, Ommadawn and Stationary Traveller. The target was the tanker Industrial Disease. This was going to be a tricky game; most of the pursuers were lightly armed, with only a few handguns between them, and a couple of rams. Victory seemed to rely on getting in front of the tanker and wearing it down rather than a direct confrontation.


That was certainly my plan; get Just Married in front of the tanker to slow it down, and then bring up the chainsaw-armed consort. My run to the front was less than successful, however, with Ommadawn sliding across for a ram as I came up on the outside.


Caesar opted for a similar approach, and tried to pass the tanker, but narrowly escaped being bashed off the road by it.


I had another go. I failed, and Just Married was wiped out.


At the rear of the pack 'Til Death Do Us part was biding its time, building up momentum. With Just Married gone, I had nothing to lose. I moved in on Ommadawn ...


Sliced ...


... and diced.


Caesar had got Stationary Traveller in front of the tanker, hoping to wear down its ability to stay in the chase. Industrial Disease concentrated on trying to pass the car in front, and failed to notice the chainsaw coming up on the inside.


Industrial Disease was sliced open like a tin of sardines.


To the victor the spoils!


Both games were great fun, and actually saw the chases brought down which is a rarity in my experience.


Friday, 29 June 2018

More What A Tanker

We played a couple of games of 'What a Tanker' last night, but I forgot my phone and didn't get any pictures. So here's some 'Girls und Panzer' fan-art from Excogitatoris-Logica from this site.



We did actually use T34-85s. I ran two of them (although Theo took one over in the second game), Colin ran a Stug and Ralph ran a Panther. The terrain was a mix of impassable woods, lines of trees and low rises. The terrain actually worked very well, with all of us manuevering to make the most of it and make the enemy's shots more difficult.

One report covers both games. Ralph brought his Panther down the middle, got it into a nice position and was then destroyed. Colin then spent the rest of the game heroically fending off two Russian tanks with his Stug, getting in several hits before eventually succumbing. The Stug is a tricky customer. Whilst it's limited by not having a turret, its low profile makes it harder to acquire, and the Tank Destroyer trait essentially gives it an automatic aim. The T34s both survived both games.

Meanwhile there was also a game of Saga. I think Caesar took some pictures of that, but I haven't seen them yet.


Friday, 22 June 2018

More HOTT

On a cold winter's night there's nothing better than a couple of games of HOTT. So it's a good job I had a couple last night. I played Geoff, and he used my boring  bog-standard High Elves. I used The Spawn of Tiamat.

Here's the first game. I defended and did a weighted attack on Geoff's left.


It was a fairly quick game. Geoff's line of shooters and spears was a tough nut to crack, but a couple of lucky combats destroyed his archers, and then a second charge by the various elements I had classified as knights destroyed his spear general to win the game.


Geoff defended in the second game, and chose to run his mounted as riders rather than knights. I attacked his left again, and despite their position on the hill got an advantage over the Elven cavalry.


Meanwhile my chaotic beasts worked their way around his other flank, hiding in the woods to avoid the accurate Elven archery.


Unfortunately from that point onwards it all fell apart. Geoff had his Elf Prince hero in reserve, and took out my hero (Tiamat's consort, Qingu), before destroying my right flank.


His spear-line pushed forward, engaging Tiamat herself.


My beasts put up a valiant fight on my left, and Tiamat managed to ensorcell the enemy hero as well. Both armies were hovering on the verge of breaking, when Geoff lined up a fantastic set of combats and destroyed 7AP of my army in one turn, including Tiamat herself. With an undeployed dragon in my army, the 18AP I lost meant I had a single beast on the board. I think this is possibly the largest defeat I've eve had in a game of HOTT, although the 18-10 scoreline testified to a bloody game.


So, one game each. Not a bad evening.

Meanwhile others were playing Black Powder in 15mm, in preparation for a Waterloo game on Sunday.


And Gary and Caesar played Maurice -- Austrians and Ottomans.


Gary was trying out an experimental activation mechanism, using sub-commanders, which allowed multiple groups to activate during a turn. It looks like it was mostly successful, although the size of the game meant that they didn't finish the battle by the end of the evening.




Friday, 15 June 2018

Maurice Campaign - Round 2

JohnP and I finally managed to get together an play our outstanding Maurice campaign game last night. It was a cobbled together affair; John doesn't own an army, but uses figures borrowed from Caesar. Caesar couldn't make it, so dropped off the figures at my place during the afternoon. Neither of us own a deck of cards, so Peter provided those. And I have a fast turnaround on a Thursday evening these days, and am prone to forgetting things. Which, in this case, meant my army list and my phone. I managed to reconstruct my list (and the casualties from the previous game) from memory, and John obligingly took a few photos on his phone.

Still, on with the game.

The war didn't end after the first round, something both I (The Electorate of Haapasaard-Skando) and John (The Irish mercenaries of Cearbhall's Cataphracts) had hoped for. Both of our armies had mauled each other badly in their first encounter, and consisted mostly of conscript troops. The old enemies faced each other the plains of En y Bold, with the Irish defending this time.

As I said above, there aren't many photos. John concentrated his force on his left flank, where the objective was, so I massed my cavalry, put them in column and swung them around his right, with my Cossacks lurking in some woods. The infantry were to pin the Irish from the front. 

It was a good plan. John responded by bringing his heavily outnumbered cavalry over, and most of the photos are of that getting a thorough beating. 





One Irish unit did break through the Swedish cavalry line, but the Cossacks dealt with it. Unfortunately this cost me time and cards, and I ended up badly coordinating my strong cavalry presence with the infantry, who were now too far back from the battle to be useful.



In a bold move, John pulled his infantry right back, turning it to face the Swedish horse, and their musketry steadily annihilated them. My attention was focused on pushing the infantry up in support, whilst replenishing my cards which had been depleted by the cavalry action. As my cavalry slowly disappeared the Swedish infantry engaged first the Irish artillery and then their infantry rearguard. The damage was done though; the two wings of the Swedish army were too far apart to support each other, and casualties were mounting quickly. The Cossacks attacked an exposed Irish infantry flank, but two charges failed to break the line. One round of shooting saw the Swedes pull back; the Irish failed to inflict any serious casualties, whilst the Swedes routed the centre of the Irish infantry line and came close to breaking one of the Guard units as well. Both armies were teetering on the brink, but it was the Irish who broke one more Swedish cavalry unit to win the battle.

Neither army saw much in the way of post-battle promotions. In fact the Swedes saw nothing. But this battle saw the Ottoman/Swedish/Austrian alliance sue for peace, ending the first war. This means, I believe, that all of our conscript troops (the bulk of the Swedish army now) get to be trained for the next battle.

It was unfortunate that I hadn't brought my phone; there were three other games on the go whist John and I were playing. Dave and Geoff played HOTT, Peter and Ralph played Black Powder Napoleonics with 15mm figures and, finally, Ian and Gary had another go with the WRG 1685-1845 rules (another Napoleonics game)

Friday, 8 June 2018

HOTT!

I played HOTT last night for the first time in what seems like ages. Just a couple of games, but they really hit the spot in what's been a bit of a rough, stressful week.

Peter was my opponent in both games, and went for the 'Try a Dragon' option in both of them.

In the first game I used Prester John, attacking Daenerys Targaryen's ex-slaves and mercenaries. And dragons. Peter ended up with a couple of woods in his deployment area, which made his setup and command quite tricky.


The cream of both armies was on one flank. I attacked; knights and elephants led the assault, whilst wild warriors rushed to secure the woods.


The battle swung back and forth, but the Targaryen army got the worst of it, with mobs of freed slaves being cut down in the woods, and Prester John's knights riding down the Dothraki and the Unsullied. Then the dragons arrived.


Unfortunately they were too late to turn the tide of battle; another charge by the knights saw Daenerys's bodyguard cut down, forcing her to mount a dragon and abandon what was left of her army.

A rare win for Prester John (who actually took no part in the fighting).


In the second game Peter decided to give my Hawaiians a try. They are a tricky army, that only start with 14AP on the table - a total of six elements. The rest of the army consists of a god, a dragon and some lurkers, so the army relies on luck to get the best troops into play. I used my Fishmen - a force of spears supported by artillery, missile troops and a mighty sea-troll.


The core of the Hawaiian army - spears backed up by their hero king. In the woods are the rank and file warriors, classed as warband.


Pele the volcano goddess put in an early appearance. She watched the battle for a couple of turns, then got bored and went away.


The Fishmen closed on the Hawaiian centre whilst their missile-troops engaged the warband in the woods.


The Fishmen had dragged their artillery right across the battlefield, ready to take a pop at the Hawaiian general. Just as they got it into position the Mo'o (dragon) appeared and destroyed it.


The climax of the battle. The Mo'o attacked the flank of the Fishman army, whilst their troll attacked the Hawaiian stronghold. The troll died, but the spears held, and eventually ground down the Hawaiian troops to pick up a win.


Also on show last night was an AWI game put on by Ian, featuring 25mm figures and using the old WRG 1685-1845 rules.


American troops tried to hold a hamlet full of supplies against marauding British and Loyalist troops somewhere in South Carolina.



There were plenty of players, who were apparently obliged to communicate with each other by courier. Eventually the British prevailed in what looked like a very entertaining game.


Friday, 25 May 2018

New Saga

Last night we gave 2nd Edition Saga a go. Obviously the best way to try out a new version of a game is a leisurely on-to-one, with time to look things up. So that's exactly what we didn't do. We played a six-player game, three factions on each side, and did it with some pleyers who hadn't played any Saga at all. Easy.

On the left, Gary, Bryan and myself ran Vikings, Normans and Welsh respectively, whilst on the other side Dave, Caesar and John ran Vikings, Normans and Scots. We played the bridges scenario; at the end of seven turns the winning side would be the one with the most points of troops on the enemy side of the stream, which can only be crossed by the bridges.


Caesar went wild and galloped cavalry across both of the bridges. This went as well as you'd expect.



With the Norman cavalry mostly wiped out by archery, the infantry of both sides advanced towards the bridges. At the bridge in the foreground Bryan's Norman's eyed up John's Scots, neither wanting to push forward into the other group. At the further bridge, Dave and Gary's Vikings both made a rush for the middle, and bloodshed ensued. Caesar's depleted Normans annoyed the enemy with archery, whilst my Welsh acted as a reserve in the centre, again using archery with great effect.


Indeed they pushed up to support Gary's Vikings on the bridge, and killed the opposing Viking warlord.


The two Viking forces pretty much slaughtered each other, and we reached the lat turn of the game with no side having got troops onto the enemy side of the river. Our force made one last push. The Welsh archers peppered the Norman warlord with arrows, forcing his bodyguard to protect him. But the loss of the bodyguard opened up a gap in the Viking/Norman defence line, and a small group of Welsh levy slipped through to establish themselves on the enemy side of the table.


Gary followed up with his warlord ...


... but the Norman warlord cut him down in an epic duel.


At the other bridge, Bryan's Norman foot had hurled themselves into the Scots on the other side of the stream, and also created a gap. Bryan threw his warlord into the fight, throwing back the Scots again, which allowed him to also establish himself on the opposite bank.



And that was it. The Norman/Welsh/Viking alliance had won a narrow victory.

We had to do a lot of looking up of rules, but overall the new edition of Saga ran fairly smoothly, with a lot of the rules now streamlined, and some interesting changes and additions to the various battle-boards.

Meanwhile Peter ran a game of Maurice, introducing three new players to the game, who will become new factions in our ongoing campaign. 


At some stage in the next few weeks they will take to the field with their own campaign armies, along with John and I, who have yet to fight in this round.;
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