Showing posts with label report. Show all posts
Showing posts with label report. Show all posts

Friday, 14 September 2018

Black Powder 123

We had an evening of Black Powder Napoleonics yesterday, playing the simple six-unit 123 scenarios our group enjoys. The aim was to play a couple of games during the evening, but really I was only up for just one game - I'm still shattered from our long, long weekend away.

Caesar and I played a scenario which concerned controlling a house in the centre of the board. Our forces were nominally French (Caesar) and Russian (me), but the troop stats were identical and fairly generic. Oddly enough, however, the units seemed to mostly perform according to the figures used to depict them, which was lucky.

Caesar made the opening moves, and quickly seized the house.

I didn't mess around, and threw my three infantry units at the objective. Caesar was covering his occupying force with a second infantry unit, but they were forced into square by my lurking cavalry.

I attacked Caesar's square, hoping to remove the garrison's only current support before the main attack. Amazingly, and frustratingly, the square held on for turn after turn. However Caesar failed command rolls in order to bring up the rest of his troops, leaving his garrison isolated.

I attacked the house, making use of my unengaged units to provide as much support as possible. The French garrison found itself in a desperate, losing struggle.

Caesar finally got his cavalry into action, driving off the Russian supports, but then falling back from some infantry behind them.

Caesar's infantry square finally broke, allowing all of my infantry to assault the house. This saw the end of the French garrison as well.

Caesar now only had one unit left capable of assaulting the house, and there was a Russian line between it and the garrison. With time running out (there's a turn-limit) he conceded.

Caesar failed to get enough units around the garrison to prevent the Russians from massing their forces against it. The units that were there, and which bore the brunt of the attack, were the same ones he would have had to use to retake the objective, so when that 'opportunity' presented itself they were no longer present.

Thanks to Ralph for organising the evening and to Bryan for adjudicating our game. It's a while since I've played Black Powder, but a surprising amount of it came back to me as I played.

Wednesday, 12 September 2018

Swiss In The Outback

Apologies for the lack of activity here recently. We've had a lot on the go, partially with rehearsals for our forthcoming burlesque debut, but mostly with us going away for a week to the annual 'Priscilla, Queen of the Desert' festival in Broken Hill on the far side of NSW. I'll be doing a post covering our return visit to the Mad Max Museum in the next couple of days, but firstly I thought I'd share some pictures of my gaming activity.

I took my Swiss DBA army on our road-trip, as well as the Ceidonians masquerading as Medieval Germans. I set up a game of DBA, with a Medieval German army facing the very earliest of the Late Swiss lists - so an action c1415.

The Swiss attacked, and inevitably the Germans went for an open field in order to maximise the effectiveness of their knights.

In fact there didn't really seem to be a compelling reason not to pile the knights straight in.

The results were mixed, but didn't favour the Swiss, who lost two blocks of blades in exchange for one element of German knights.

The Swiss fought back with a counter-charge.

But it was soon all over as the German knights pushed forward and rode the Swiss down. It was a quick game; it took me longer to get everything out of the car and set it up than it did to play.

Catherine fancied a game. Rather than spend a hot Friday afternoon teaching her DBA with armies that sometimes give a very one-sided game, we played HOTT, since she's familiar with that. We used the same armies - almost. The Ceidonians swapped a steam-tank into their army, whilst the Swiss substituted more blades and some mounted crossbowmen for the two DBA psiloi elements.

I took the Swiss, and defended.

The two armies advanced towards each other.

Swiss pikes met Ceidonian spears, whilst the tank drove back the Swiss halberdiers.

Catherine's knights prepared a charge up the hill into the main mass of Swiss infantry, who are less vulnerable in HOTT than they are in DBA.

The spears and pikes shoved back and forth, whilst the steam-tank pushed back the Swiss. Too far, in fact; the tank was surrounded and destroyed.

Catherine threw in the knights against a Swiss line somewhat disrupted by their attempts to destroy the tank.

The knights were repulsed, whilst Swiss blades turned the flank of the Ceidonian spear formations.

More knights fell, and the Swiss continued to roll up the Ceidonian line. The Swiss won a decisive victory: 12-0. It was too hot to play another game.

The Swiss had 4 x Spears (including the general), 7 x Blades and 1 x Rider. The Ceidonians had 4 x Knights (including the general), 4 x Spears, 1 x Shooter, 1 x Behemoth and 2 x Hordes.

Aside from DBA and HOTT, we spent several evenings in pubs in Silverton and Hay playing Fluxx, Love Letter and Exploding Kittens. But we always do that.

Friday, 31 August 2018

Medieval HOTT

Gary and I played a couple of games of HOTT last night. People have brought along their medieval DBA/HOTT armies, so that was the theme for the evening. In both games I used my Peter Pig 'classic' Arthurian army.

For the first game, Gary fielded a generic medieval setup, with a Knight lord and a small retinue, and a ton of peasant Hordes.

Gary's mob defended a hill, and I charged. I would have been rude not to.

Arthur and his trusted companions took the position of honour on the right, supported by Merlin. Merlin had a couple of goes at scaring off Gary's giant, but failed.

In the centre the lesser knights ploughed into and through the peasants. There was much slaughter.

Lancelot faces the giant.

The peasants were scattered, but Gary's lord had a seemingly endless supply of them.

(I brought Gary to the brink of defeat, then had two really bad PIP rolls and couldn't finish him off. He countered with two brilliant PIP rolls and pretty much brought back all of the Hordes he'd lost.)

Killing peasants no longer seemed a viable way of crushing Gary's army, so Merlin stepped in and, supported by some knights, took down the Lord himself for the victory.

In the second game Gary's lord decided to field no peasants, more knights and ...

... subcontracted a dragon for aerial support.

The dragon came on early. I pushed forward with my army, hoping to put pressure on Gary and make him spend PIPs on things other than moving the dragon. Merlin sat this battle out, being replaced by Galahad the Paladin.

The dragon ate one lot of knights, gobbled up Galahad and then went after Arthur himself. Arthur was having nothing of it, and lopped off the dragon's head.

Arthur and his heroes pushed forward.

Gary's Lord was pushed back almost to his stronghold, but his lesser knights came rushing to his aid. Arthur's knights found themselves pressed on all sides.

Foot soldiers cut down an other group of Camelot's finest to give Gary the win.

This was a closer game than the first. We went into what was destined to be the last round of combats with both of us 2AP away from breaking. Gary took down one of my knights, but a final combat could have seen his Behemoth recoiled off the back of the board, which would have broken his army as well, and edged me ahead by 2AP for a narrow win. Sadly I didn't manage the recoil.

Peter and Dave played DBA, using double-sized medieval armies. They used Burgundians and French. Dave picked up a win based, it appears, on Peter's appalling PIP and combat rolls.

I do like a nice game of basic 24AP HOTT.

Friday, 24 August 2018

Thomas And The Death Race

We played Gaslands once again, last night. We had planned to try a non-race scenario, but with five players and one of them new to the game, we opted for the easy Race option again. However we played with the full sponsor rules, and Audience Votes as well.

Here's the starting grid.

I ran Thomas, sponsored by Scarlett Annie
Caesar ran the ram-car Dreamline and the buggy Rhapsody In Blue, sponsored by Slime.
John ran Til Death Do Us Part and a rocket-armed car the name of which escapes me, sponsored by Rutherford.
Jason ran three buggies: Please Don't Touch, Stay On These Roads and Devil In My Car, again sponsored by Slime.
Ed ran Georgia Lee and Miss Murder, sponsored by Idris.

I kept the run to Gate 1 fairly clear and as short a distance as possible, on the hope it would reduce some of the carnage before the race opened up. It didn't.

Thomas is a big vehicle, and made for an interesting start-grid, with people trying to avoid being near him.

And away we went! Miss Murder forged ahead with nitro, whilst some of the buggies ramped up the speed and roared away to the first gate. Thomas plodded doggedly forward, assuming that things would get out of his way or get crushed. Only John hung back, hoping to escape the rush and then come back from behind. He did take the opportunity to slice up Stay On These Roads with a chainsaw though; our first casualty.

Passing space was tight at the first gate. Thomas took the first shooting damage as Miss Murder crossed the line and activated its weapons.

Chaos ensued. Thomas sliced into Miss Murder ...

... but came under fire as Caesar and John's buggies crossed the line and got guns and flamethrowers into action. Thomas ended up riddled with bullets, and on fire. Meanwhile Dreamline smashed into Georgia Lee and destroyed it.

Finally Please Don't Touch entered the fray, piling in with its ferocious spikes and setting off a chain of collisions, wrecks and finally an explosion which saw Miss Murder, Dreamline and Thomas all eliminated.

But what's this? Thomas back again? Well, yes. The Audience Votes system allows a player to respawn one vehicle from their team if they have enough votes and if they have no remaining vehicles. It keeps players in the game until the end. So weakened, but defiant, Thomas's crew got him back into action.

Briefly, anyway. John's car came in from behind, pulled up under my rear deck and unloaded rockets into me, destroying Thomas again - a respawned vehicle only has half of its starting hits.

At this point John had to go home, so his vehicles pulled out. This left four of us in the game, and we'd all been totally eliminated, so were each running one, weakened, respawned vehicle. Thomas was a wreck (under repair, it has to be said), but Dreamline, Georgia Lee and Please Don't Touch were all making a run for the next gate.

This stage of the game saw some great high-speed driving. Caesar kept himself ahead of Please Don't Touch, but suffered from a hail of grenades and small-arms fire.

As the three cars passed Gate 2, Thomas plodded slowly back into action.

I reasoned that rather than try to catch up I was better off trying to engage the leader, so turned off course. By now the three other vehicles were past Gate 3 and were in a run to the finish. I got off a harpoon shot, which didn't achieve much ...

... but he buzzsaws and small-arms proved effective in destroying other vehicles.

"What fun!" said Thomas.

Unfortunately simply destroying other vehicles doesn't cut it, since they pick up enough Audience Votes to respawn almost immediately, so were straight back into the race. Ed got Georgia Lee back in action after a slicing from Thomas, and used a spectacular slide and skid to edge the car's nose over the finish line for the win.

The game was a lot of fun; I was especially pleased with how the terrain I am putting together looked in terms of adding character to the race. We didn't encounter too many rules issues, despite using a whole range of things for the first time. The Battlehammer perk proved popular and deadly - it adds a vehicles hazards to smash attacks, making reckless drivers into deadly rammers. I also found Boarding Party useful, since it allowed me to bring my considerable firepower to bear even after a collision - and Thomas is all about collisions.

Respawning does change the nature of races, since it's not hard to keep bringing a single vehicle back. This meant that it was quite hard to take down a race-leader, and in my case it made it impossible for me to really get into a winning position from behind; if I eliminated an opposing vehicle, by the time I'd negotiated the required gates it would have respawned and moved on from where I killed it. Much of this is down to my having a vehicle not best suited to a race, though, and the point of the respawn rule is to keep everyone in the game until the end, which it certainly achieved.
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