Showing posts with label hott. Show all posts
Showing posts with label hott. Show all posts

Tuesday, 13 February 2018

Swiss Miss

So there I was yesterday evening, with a newly-based Early Swiss DBA army all ready to go, and time for a quick game of something. I didn't really have my DBA head on, though, and neither do I have a proper opponent for the Swiss, so I decided to play HOTT instead, since I can do that without bothering to find and read the rules first.

I put together the following army - 4 x Spears (including the general), 6 x Warband, 1 x Shooter and 1 x Rider. The warband were the double-depth blade elements, so would fight double-double ranked. It looked impressive.

I got out the Ceidonians to oppose them, fielding 4 x Knight (including the general), 4 x Spears, 2 x Shooters and 2 x Blades.

Both armies pushed forward. I made the mistake with the Swiss of not only advancing their spears off a hill towards the Ceidonian knights, but also aiming the warband block at enemy spearmen who had stayed on a hill.

The first combats.

And the inevitable results. The Swiss lost three elements straight off, destroying a Ceidonian knight in return. They now had an enemy on the hill on one flank and a bloody great big hole in their centre.

The Ceidonians exploited their advantage ...

... and rolled up the Swiss foot before riding down their general.

The end. The Swiss lost eight of their twelve elements, whilst the Ceidonians lost a knight in the initial attack and a blade to a lucky kill by the one Swiss element that managed to get into a decent position.

Not an auspicious first game and, I suspect, a reflection of things to come in DBA, where enemy knights will ride the blades down rather easily unless countered in a cunning fashion. Obviously the Swiss spear should have stayed on the hill to face the knights (forcing a standoff, because the Ceidonians would have been daft to try the attack), leaving both armies trying to win the battle elsewhere.

Friday, 9 February 2018

Return To The Halls Of Horror

A couple of years ago I posted a Battlesworn scenario in which a group of SAVE envoys had to stop Fu Manchu enacting a dark ritual. It made use of not only of my collection of 1980s Citadel Call of Cthulhu figures, but of the wonderful floorplans GW put out at the time for horror RPGs.

Anyway, last night I played the scenario with Caesar. He took SAVE, whilst I got to be the evil Doctor.

SAVE have to get across the hallway, up the stairs, along the balcony and into Fu Manchu's chamber as quickly as possible. Fu Manchu has an endless army of skeleton minions dedicated to stopping them.

And not just skeletons; Jack the Ripper joined in the fun as well. There was plenty of fighting in the hallway.

Jack the Ripper was slain, but some of SAVE's figures were now wounded as well.

Fu Manchu's forces appear randomly, and most of them seemed to be coming from the archways on either side of the hall. This left the landings relatively free, so those agents of SAVE who got up the stairs found their way relatively unimpeded.

If you look closely, a mummy has joined the fight in the hall.

Time was running out; Fu Manchu enacted the first part of his ritual. Three successes would see him win.

The agents hit a bottleneck; a doorway. Beyond it was Fu Manchu's daughter, who could be used by him to cast spells without a line of sight. Through her he magically paralysed the mighty warrior Ranjit Singh in the doorway, delaying SAVE for a turn.

A SAVE gunman downed the mummy, but was seriously injured himself.

The Baron broke through into the corridor and engaged Fu Manchu's daughter. In normal circumstances this would have been a one-sided fight, since she is a simple, puny familiar, whereas the Baron is a might Brute, but he had been cursed earlier making  him far less effective in combat. She even wounded him.

The Baron got her in the end.

But her sacrifice hadn't been in vain. She bought enough time for Fu Manchu to complete the ritual. Even if SAVE had made the chamber in time, their way was blocked by his bodyguard, Hassan The Silent.

The final positions.

This was the first time I had played the scenario with a live opponent. It was a lot of fun, but we found that the bottlenecks are rather critical. The programmed Fu Manchu I was used to playing against didn't really exploit them, whereas I did, making Caesar's job pretty difficult. I need to rethink that part of the scenario when I play it again. But regardless of the outcome the game was great fun to play.

Geoff and Gary played HOTT, using large numbers of 15mm figures on 60mm frontages. It looked spectacular, especially at 48AP.

Gary's army was made up primarily of Demonworld beastmen, and looked awesome.

Bryan and Ralph played Team Yankee.

Geoff has been decluttering, and was giving away figures, so I now have a pile of 15mm medievals to sift through this weekend with a view to assembling a couple of DBA armies I've been keen to try. Thanks Geoff!

Friday, 5 January 2018

HOTT Times Three

The first Gong Garage Gamers meet of 2018 saw just three of us; the post-holiday season still eats into everyone's availability for gaming, especially as Australia effectively shuts down until the end of January.

We played three games. the first was very short. Geoff used Dark Elves with a hero general against my Dwarves. I had two pieces of artillery. Geoff deployed his general opposite the artillery. The first cannonade killed him.

On to the second game. Geoff switched the mantle of general to his magician (a magnificent spider-thing).

We both had a core of blades, and had knights facing each other on my right flank.

On the other flank our missile troops face off. The Dwarves would eventually wear down and destroy the Elven archers, but it was a long fight.And they never got back into the battle.

On the other flank the Drawves' giant rollers (knights) were up against Elf knights and a hero. They pushed backward and forward for several bounds.

An overview of the battle.

Eventually the Dwarves managed to destroy an element of Elf knights, and exploited the gap to turn onto the flank of the Dark Elf magician general.

This was a good long fight, with plenty of shoving back and forth, and attempts to exploit overlaps.

The third and final game saw a different iteration of my Dwarves (the artillery and knights were swapped out for a hero and a behemoth) face Caesar's Zulus. These were mostly blades, but with a magician and a dragon in support.

My behemoth was driven off by Caesar's magician.

The two lines of blades closed with each other.

The Dwarven hero caught some Zulus in the long-grass and slaughtered them.

This allowed him to swing onto the flank of the magician, and assist some blades in killing him.

Fierce fighting up and down the line saw the Zulus come off worse. Blades are good in a fight, but when an army has lots of them it's slow to react to a disaster on one of the flanks.

The Zulu line was broken up and the army fled, giving my third win of the evening.

I hadn't had my Dwarves out for a game of HOTT in ages, so it was fun to use them again. I have a few more elements to add to the army; I must complete them sometime.

Thanks to Caesar and Geoff for the games.

Saturday, 30 December 2017

Mongo vs Barsoom

And so we come to it; the final game in my Six by Six Challenge.

Although Flash Gordon united the races of Mongo into a great alliance, the planet still faced outside threats. And, ironically, one of them was warriors from another planet united by an earthman - Barsoom.

Flash assembled an army to meet the invasion.

1 x Hero General (Flash and Barin)
2 x Fliers (Prince Vultan and his Hawkmen)
2 x Warband (Prince Thun's Lionmen)
2 x Riders (Queen Fria and her Frigians)
2 x Lurkers (Arboreans)
1 x Airboat (War-Rocket)

The Barsoomian invaders looked like this.

1 x Hero General (John Carter)
4 x Blades (Warriors of Helium)
2 x Knights (Tars Tarkas and the Warriors of Thark)
2 x Airboats (Large Flyers)
1 x Flier (Small Flyers)

I dressed appropriately, if possibly in a biased way. And, yes, I'm listening to the soundtrack whilst writing this.

Flash opted to defend on a closed battlefield, hoping the threat of the Arboreans would keep the Barsoomians channelled into good going. Areas of brush would allow the Hawkmen more opportunity to outmanoeuvre the slower but more powerful Barsoomian aerial navy.

John Carter opted to lead his force through a gap, hoping to outfight Flash's aerial troops and bring his swordsmen into line before the varied Mongo forces could respond.

Flash advanced, but Vultan was obviously hungover, and didn't immediately respond to the order.

The Barsoomians pushed forward quickly, with their navy heading confidently into battle.

The first fights.

Things didn't go well for Barsoom. The first of a series of bad combat rolls which were to dog them in the early part of the game saw Vultan destroy their scout flyers, and other Hawkmen drive back one of their larger warships.

Exploiting their advantage, Vultan assisted the war-rocket in bringing down a mighty Barsoomian cruiser.

John Carter's navy was almost gone, and the battle was still in it infancy. Badly positioned to come to the support of his remaining airboat (mostly due to a patch of bad going), he rushed to shift the focus of the battle elsewhere, leading Tars Tarkas and the Green Martians into an attack on the Mongo left.

Flash responded with an excellent PIP roll ...

... which saw attacks all along the line The last Barsoomian airship was assaulted front and flank by Hawkmen, whilst Flash led the Frigians against the hordes of Thark.

Flash and Barin defeated the Green Martians facing them, and the Barsoomians were thrown back in disarray. A rapid defeat looked certain for them.

John Carter moved to reorganise what was left of his forces ...

... leading them in a fierce counter-attack.

He cut his way through the Frigians opposing him ...

... and attacked a band of Lionmen who had retreated to the rear of their army earlier.

Tars Tarkas did what he could to hold the Barsoomian right flank, but fell to Queen Fria (with some help from Flash and Barin).

John Carter was now hotly engaged with Prince Thun who was now assisted by the war-rocket, dispatched to bring back the earthman's body. It wasn't enough - the Warlord of Mars scattered the Lionmen.

The Barsoomians were now only 3AP from defeat. All the forces of Mongo had to do was destroy the last of their navy and victory would be theirs. But the Hawkmen couldn't do it; for round after round the battle ended in a draw.

John Carter rallied his army for one last desperate push, with helium's finest swordsmen rushing the Lionmen on one flank and Queen Fria's bird-riders on the other. John Carter went for the war-rocket.

The Barsoomian warship broke the stalemate, destroying the Hawkmen attacking it.

But elsewhere the Lionmen routed some of the swordsmen. Queen Fria fell back to avoid destruction.

John Carter destroyed the war-rocket. If he could catch Dale and Zarkov, who had a fled an earlier fight, he might be able to take them prisoner and force the army of Mongo to concede.

Unable to directly assist his friends, Flash ordered the Lionmen and Frigians into a coordinated attack on the Barsoomian swordsmen.

Victory! With the loss of the swordsmen the Barsoomian army was defeated.

Dejah Thoris held back her husband: "Leave 'em, John," she cried. "They ain't wurf it."

The two heroes met to discuss terms.

The Barsoomian losses: 13AP

And Mongo's losses: 9AP

This looked like it was going to be a quick win for Mongo after some terrible early combats for Barsoom, but John Carter held on admirably later on and came close to setting up a win. They were always on the back-foot, but didn't end up being a pushover.

And so that's it' I have played a sixth HOTT game with a new (or, in this case, partially new) army and with it I have completed my Six by Six Challenge.

6x6 - Game 1.6
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