Showing posts with label moab. Show all posts
Showing posts with label moab. Show all posts

Monday, 2 October 2017

MOAB 2017 - The Sunday

Sunday at MOAB 2017. And I played in my very first DBA competition.

It was a six round competition covering Armies from the Book 3 and Book 4 sections of the lists, so 600AD onwards. In fact I think every army used was from Book 4. Armies of the Crusades and of the Wars of the Roses were popular. I took my Mound Builders.

My head's al lover the place at the moment, so I can't remember half of the armies I faced, or the names of most of the people I played. Sorry.

My first game was against Lachlan who was using some version of Italian Condotta. A version that had littoral as its terrain type. Anyway, we spent a few turns rearranging our lines, after he landed some light cavalry from ships. I advanced and got my archers into play before he was quite ready, and killed a couple of elements.


He advanced his army, but did so piecemeal. More archery saw his army break, with no loss to me.


Things were going good, I though. Sit tight and shoot and I'll be sorted.

Then I faced Patrick, with his Wars of the Roses army. A feature of this competition was that you could used any of the variants in your chosen list, in each game. Including allies. So Patrick saw my army, and used the flexibility of his list to maximise the number of blade elements he had; he then dropped most of his archers, chose his own list as an ally, and had more blades.

He then proceeded to chop my army to pieces.


I've lost a game somewhere; obviously I didn't take a picture of one of them, and can't remember who I played or what they used. I think this next one was my fourth game, and I was up against a Burgundian Ordnance army. Where Patrick chopped me to pieces, this gentleman shot me to pieces. His archers were equal to mine, and he had two artillery pieces as well.


I tried a flank attack through the cover of some woods, and totally messed it up by having my general too far away from it to be effective..


I went into lunch with one win and three losses under my belt. After lunch I faced some Komnenan Byzantines. I felt good about this one, as he seemed to have plenty of horses for me to shoot, and nothing to shoot back with.


In fact the battlefield was a billiard table, he went straight into the attack, my archery as he came in was ineffective, and his spearmen and other foot cut my archers to pieces in melee.


They even became the only player all day to take out my command litter.


My fifth game was against Robert, who was using a Later Crusader army. I made a better effort at the flan attack through the woods on his flank in this one, but was let down by combat rolls. He then attacked me and, once again, my army was rolled over by heavy foot.


Played five, won one, lost four and I went into my last game battling for that important last place. My opponent was Peter, who was using Early Crusaders. He had a pile of knights and spears.


I tried a new tactic in the battle, putting the expendable hordes in front of my main troops, and throwing the whole lot towards his impetuous mounted. The aim was to break up his knights, forcing them to pursue ont the tougher elements behind where they's be overlapped.


It worked, although I was very lucky. I scored a couple of kills with archery early on, and then sacrificed hordes to suck his knights onto my nobles. Although a dangerous fight - he kills me on a win - I felt I had nothing to lose. A drawn combat saw me destroy his general's element, and give me my second win of the day.


The final scores. The number to the left of the slash is the number of wins the player had, and to the right their element kill differential. Mine was bad because, although hordes don't count towards my losses in game terms, they did count as a lost element for tie-break purposes. Since I lost hordes in every game by design, I lost points each time as well.


It was an enjoyable event. I'm less familiar with DBA than I am with HOTT, so struggled in some games, and I certainly took a difficult army to use in the environment we were in. You'll notice that all of my opponents were some combination of knights, bows, blades and spears; European medieval armies predominated, and did well. Saying that, someone was using a Siamese army, but I never got to fight that. He and I were pretty much the only players to buck the trend. The fact that you could reconfigure your lists, if it was allowed, meant that certain armies would always be favoured. I kind of missed the variety you get in competitive HOTT armies.

So I took a knife to a gun-fight, but I still got in a couple of hits ...

Saturday, 30 September 2017

MOAB 2017 - The Saturday

It's the October long-weekend here in New South Wales, and that means it's time for MOAB. Regular readers of this blog will know that for the past couple of years this has meant Victor and I running games of Munera Sine Missione on the Saturday, and playing HOTT on the Monday. But not this year. Firstly there's no HOTT on the Monday; the number of players has declined to the point that it wasn't worth running it. Instead I'm playing DBA, which will be something of an experience. And the gladiators have now been dropped in favour of Machinas. Victor and I brought this in a couple of years ago as a side-game, but it proved so popular that we made it the only game this year.

If you've been following the blog you will know the setup I'd decided on. Each player would run a pair of scavengers, with one of more groups competing (or maybe co-operating) to bring down a chase on the roads of post-apocalypse New South Wales (or modern-day Wilcannia). Victor produced a nice board, and some tumbleweed, whilst I provided the road itself, wrecks, buildings and the vehicles. Here's was the setup we used to lure in our first punters.


We ran three games during the course of the game, and all the players seemed to enjoy themselves, as did the interested spectators we attracted.


In the first game, Max himself had to push his V8 Interceptor to its limits in order to avoid the attentions of three players. A VW Beetle with a flame-thrower pressed him hard here; he responded by trying to run it off the road. Almost succeeded too.


One of the other scavengers did manage it though. Competition was fierce.


It wasn't a good day to be a motorcyclist.


The pack thinned out, through crashes and vehicles dropping out. Max held on ...


He almost came a cropper when his brakes locked and he skidded back towards the fearsome excavator, but some skillful driving on his part (which, in game terms, involved chucking every last bonus dice he had into the roll) saw him survive.


Max lived to drive another day, as the pursuers all finally gave up.


Another game. This time the Big Yellow Taxi was the chase, and proved a tricky foe with guns and rockets to the front and rear.


Once again the scavengers competed with each other for the rights to the kill; this blue rat-rod was the first casualty.


Attacks on the taxi saw some of the pursuers pull ahead, leaving the taxi having to try and pass or destroy them in order to keep the chase momentum going. Damage meant that it lost both of its guns, however.


The spiky car tried its best to thin out the pusuers and go for the kill, but its young driver hadn't mastered the art of expending bonus dice (despite frustrated parental guidance) and it never managed to set up a winning pass in order to bring the spikes to bear.


Finally the chase settled down to the taxi and the fearsome spines of Rock Lobster. The taxi held it off, and escaped, but it was a close-run thing.


The final game of the day saw the hobo-roadster Tom Sawyer pursued by two gangs featuring mostly bikes, plus the deadly digger/ute combination.


A biker learned that tailing a car with a  rear-mounted machine gun wasn't always sensible. He survived, but was wounded, and lost his bag of molotov cocktails.


The digger tried to pick off competing motorcyclists from the rear.



The pack thinned. Some motorcyclists broke off. Others fell to Tom Sawyer's gun. Eventually the roadster and the ute met in single-combat.


A win for the scavengers!


I was really pleased with how smoothly the game ran with the various modifications and house-rules we have for the game. We got to try a variety of vehicles and, whilst I think vehicles equipped for bashing have a slight edge, the balance of size and equipment is about right. At the end of the day, the games were a lot of fun, although running them all day was utterly exhausting.

Next: Sunday competitive DBA!

6x6 - Game 4.6

Sunday, 24 September 2017

More For MOAB

I finished off a few more scenic bits and pieces for MOAB this afternoon.

Firstly, some shacks and tyre-piles for Machinas.




And also some huts suitable for a Mound Builder village, for the DBA event.


Everything was 3D printed from files I found on Thingiverse. The huts were resized as well.

Monday, 3 October 2016

MOAB 2016 - The HOTT Tournament

Today was the annual HOTT tournament at MOAB. It was part of the international GBnU HOTT enterprise organised by Terry Webb, with a theme of historical armies. Most people went at least part of the way down that route. I didn't, fielding Cthulhu Rising, a mashup of my old 24AP Pendraken Fishmen with a few new elements to bulk it out to 36AP - including Cthulhu himself (or, at least, a smaller, designated representative).

The Army consisted of:

Cthulhu (Behemoth General)
6 x Spears
4 x Shooters
1 x Lurker
1 x Artillery
2 x Warband

So not a fast, mobile army, but one with a bit of firepower and staying power, and a few elements to allow for some punch. Here it is, ready for its first game.


And here's three of the boards, ready for the off.


In my first game I played against John, who was using a Welsh/Celtic army with lots of warbands, some riders a magician and some allied tree-people (behemoths and more warband).

He set up a board with a very sense wooded terrain, which messed up command and control for both sides, and left the battle being fought in the gaps between the trees. Here the Fishman line, supported by their general, advances on the tree-people.


On the other side of the field, a group of Welsh warband moved towards the Fishman shooters and their artillery.


This really became the main action, with the shooters and artillery cutting up the warband quite badly, whilst supporting elements skirmished in the woods on the flank. Cthulhu was obliged to come across in support.


The battle dragged on for a while, and we were close to timing out, so I threw my spears and magician in on the other flank, hoping to get some risky kills against the warband there. The warband were seriously down in terms of factors, but only needed a winning score in order to destroy my double-ranked spears. A single bad combat roll could have seen everything go wrong.


John decided to concede, rather than hold out for the draw, giving me a rather hollow victory.

I had another army in play as well; one player didn't have a suitable force, so borrowed my Elves (yes, also not historical). Apparently they behaved well, being a nice simple army to use; riders, spears and shooters mostly.


My second game saw me up against Peter's Greeks, masquerading at Alexander the Great's army, but with a trio of allied behemoth monsters.


This was a quick game. Alexander was a hero general, he got pushed up in the front line to within range of my magician, was ensorcelled and that was the battle over.


With lots of time in hand we carried on playing as a friendly, assuming Alexander hadn't been lost. On my left flank my shooters and artillery did good work keeping the disorganised Greeks off-balance, but my attack on the right, led by Cthulhu, stalled, and Cthulhu was routed off the edge of the world by Alexander's body-double.


This was Caesar's army. It started off as something conventionally medieval, with a bit of dragon action, but he ended up with a core of knights supported by two artillery and six beasts. This was a terribly bold choice, was lots of fun to play (apparently) and died horribly in pretty well all of its games.


Caesar did manage this glorious moment, though; a Welsh tree-man ally surrounded on four sides by dogs. Probably a wet, smelly end for the tree ...


My third game - Geoff. Geoff was using a medieval army of blades, knights and shooters, with a couple of riders and a protective paladin as the only fantasy concession.


A stalemate in the centre ensued, with me unwilling to shift my spears off a hill to face his blades in the open, and Geoff unwilling to commit to a frontal assault, since his flanks would be compromised.

After my shooters weren't up to the job of holding off Geoff's knights, Cthulhu had to step in and so the job himself, pretty much wiping them out.


Geoff brought his reserve across - the paladin and some riders, and created a strong line which I faced with spears, Cthulhu and my magician.


We fought. My magician died...


... and eventually the paladin rode down some spears to give Geoff a well-deserved win.


The final game. Mathematically it was impossible for me to get first place (I think), but a win could give me a solid second place.

I faced Martin - the Might Martin - who was using Ancient Egyptians with a whole load of stuff in them - blades, riders, a hero, shooters, behemoths (behemoths were very popular) and a magician.


We got stuck in fairly quickly, although with so many different elements in play there was a lot of line shuffling and blocking in order to sort out good match-ups and avoid bad ones.


I made my main attack on my left, where my warband were opposite the Egyptian's blade general. However I wasn't willing to throw them in for the instant kill until I had some support on the flanks, and try as I might I couldn't achieve that.


In fact I ended up in the position. On the right my shooters and artillery had pretty much eliminated the Egyptian missile troops, but Martin threw in chariot riders on both flanks, destroying some of my elements and turning both flanks.


I actually stabilised the situation, driving off the chariots on the right, allowing me to advance my shooters onto his flank. However I had taken quite a few losses, and my army was wavering and close to breaking (as was Martin's, it has to be said). I threw in my warband, hoping to get a kill on the enemy general, but rolled very, very badly and lost them. Along with another loss this but me on 17AP lost - 18AP would see the game lost. Victor called time, and I scraped a lucky draw.

With two wins, a loss and a draw I was, oddly enough, equal with Martin, but we had a strange, card-based tie-break system as well, and I won that, putting me in second place behind Geoff, whose no-nonsense medievals had carried the day to give him three wins and a draw.

Thanks to Victor for organising another great tournament.

And that's MOAB over for another year.
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