Showing posts with label team yankee. Show all posts
Showing posts with label team yankee. Show all posts

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, 18 November 2016

Tank Thursday

It was a quiet club-night last night. I didn't have a game organised, and the planned large game fell through, so I ended up as an observer. But that was OK as I also ended up as a taxi service for my daughter and had to leave early.

There were two games on display. First up, Geoff and Peter played GHQ's micro-armour rules. These looked quite interesting, although some of the mechanisms, and the proliferation of markers, betrayed their apparent board-game roots. Each 1" base represents a platoon, and the game has an interesting orders system where you select a mode for each group of bases, but then roll to see how many of those groups you can then automatically activate.

Geoff's Russians were defending a farm.

Peter's Germans were attacking them.

As I left the Germans had just reached the defences, I don't know what happened next.

Bryan and Ralph were on the other table, teaching Daniel the ins and outs of Team Yankee.

Next week sees more Maurice, I believe.

Saturday, 25 June 2016

Saga Team-Up

We got Saga out again on Thursday, but this time we played a scenario where two forces were allied against the other two for the whole game, rater than the chaotic alliances of the previous game.

We chose the alliances randomly, and so it was that I, playing the Welsh (again), found myself teamed up with the Normans, under John P. Meanwhile Caesar took Vikings and was teamed with Gary, playing the Jomsvikings.

This was our setup. As the Welsh I was happy to sit in rough terrain with my javelins, tempting and taunting enemy units into range and then throwing things at them and running away. John mixed some of his Normans in with my troops, which led to a little bit of a traffic jam.

On the other side, the Viking Alliance were heavily weighted to their right flank, which was opposite very little of our forces.

With a lot of Vikings opposing them, John pulled his Norman horse over to our right. This set the pace of what we thought might be a short, and rather uninteresting game, as our side ran away (or 'redeployed') and the Vikings tried to catch us.

Here's a shot of the whole field, showing the Vikings towards the top, and the Norman/Welsh Union at the bottom.

However we hadn't really got how the Jomsvikings work. They can force us to either lose troops, or give them Wrath points. The latter can be spent to move our units in a way of the Jomsviking's choice. Not wanting to lose troops - even the expendable levy - we conceded those points, and found to our disadvantage just how useful they are. Our troops, in their carefully prepared positions, soon found themselves moving to meet the oncoming Vikings, including this unit of rather vulnerable looking levy.

And the Norman cavalry, who were stuck with no choice but to charge the oncoming Vikings with very little in the way of support. They didn't last long; an unlucky combat on one side saw one unit wiped out with virtually no loss to the enemy, whereas the other unit inflicted casualties but was then routed by Viking trickery. And that was pretty much it for the alliance's cavalry.

I started working the Welsh board as best I could, showering the advancing Vikings with javelins, then running away when they tried to advance to combat. This led to the Vikings edging forward into and arrow/javelin kill-zone.

Some sturdier Welsh warriors joined the fight. They were also armed with javelins.

The Vikings finally brought the Welsh to battle. However casualties from missile weapons meant that the Welsh could bring their Strength in Numbers ability to bear. They lost the fight, but it was close and casualties were heavy on both sides. But the Welsh were happy to trade levy for warriors.

This is the last photo of the game, as my phone ran out of juice afterwards. Some Welsh hearthguard were drawn out of cover and attacked by Vikings and ended up getting wiped out.

At the end of that combat the Vikings were ahead on pints, and had just enough to claim a victory. However some more accurate javelin-throwing saw more Viking casualties, which evened things up to them having a mere winning draw. A final charge by the Norman warlord against a group of isolated Jomsvikings could have tipped the result either way, but in fact whilst the Vikings were totally destroyed, the warlord succumbed to his wounds immediately afterwards, leading to no change in the relative scores.

So the Vikings could claim a winning draw in what finally proved, in the second half, to be a tense and interesting game. I'm still not a great fan of Saga, with the Jomsvikings' ability very much being an example of how the things you can do with your board don't seem to directly represent anything on the table; they just seem to be able to magically make enemy figures disappear, or mind-control them, and I can't equate that to any kind of 'real life' capability. That said I find most of the Welsh board fairly logical, with their abilities relating to use of terrain, numbers and missiles.

Thanks to Gary and Caesar for putting on the game, and for John as well for adding in his toys.

Ralph and Brian played Flames of War 40K, with burning tanks ...

... and helicopters with snakes on.


Friday, 18 March 2016

More Battlesworn

I played a couple of games of Battlesworn last night, at what was a particularly well-attended club meeting. It's a while since I've played, and we were all a bit rusty, but once we got going the games rattled along very nicely. Victor put in a guest appearance from Sydney, and brought the new supplement, Knights and Knaves, which he was involved in developing. This has new rules, several new classes and a solo system, and looks worth getting if only for dipping into.

For my first game I used Goblins (Four Fighters, four Rogues two Shooters and a Brute/Tank) against Caesar, who was using Vikings (Four fighters, a Leader, two Shooters, a Bard and two Brute/Berserkers). Bard and Beserker are types from the new supplement, which Caesar boldly decided to try.

Here we can see one of my Rogues surrounded by Viking warriors, whilst some of his friends prepare to come to his aid. In fact the Rogue killed the Viking leader on a later turn.

My troll (Brute/Tank) tried to finish off one of the Viking Berserkers, but couldn't manage it. Berserkers get extra combat dice the more wounded they are, so it's best to try to take them down quickly. By combining them with the Brute trait, Caesar had a couple of dangerous warriors. Their downside is that they have situations where they must enter close-combat, using up some of the player's initiative actions.

In the end the Goblins lost. Against al odd the Berserkers survived, and the Bard never got into action, stuck near the Viking baseline for most of the game, unable even to see the rest of the warriors.

I then played Victor, who used some old Citadel Orcs (Four Fighters, a Shooter, two Brute/Tanks and a Brute/Cavalry) against my Eves (Four Fighters, six Shooters and a Warmage/Leader). This was the first time I;d tried magic, which always reads in a slightly confusing fashion, but was simpler to use than it looked.

Owing to our partial implementation of the Escalation rule for draws (also from the new supplement), one of my Shooters found himself attacking two Orcs in hand-to-hand, alone and unaided. He lasted surprisingly well, after being in combat for eight full turns before finally being cut down.

Victor used his much smaller warband cautiously, working onto the flank of my force.

This led to my Leader, Elrond, launching into an attack, which subsequently got him killed, with dire effects for the rest of my warband. Deprived of his talents, both in leadership and protective magic, we were quickly cut down, although it was a close game with the Orcs only being one kill away from defeat themselves.

It was good to get in some more games of Battlesworn, which has an interesting system and which I don't think we play enough.

Other games last night included Full Thrust ...

... and the inevitable Flames of War Fantasy Team Yankee. Yes, those are burning tanks. Yes, Ralph was there.

Thanks to Victor for keeping our games on track and for bringing the new supplement along.

Friday, 15 January 2016

Return Of The Jedi

In 2002, MB Games released a neat little Star Wars tie-in boardgame called Epic Duels. Although t went out of print in 2004, it acquired a small following and minor cult status.

In its basic two-player form, the players chose one of a set of characters that come with the game. One chooses one of the six Light Side characters and the other one of the six Dark Side characters. The characters available span the original trilogy, and the first two of the prequel trilogy. Yes, it is possible for Anakin Skywalker to fight Darth Vader. Each character has one of two supporting minor characters - Han Solo has Chewbacca, for example, whilst Obi Wan Kenobi is supported by a couple of Clonetroopers. In addition each character has their own deck of cards, which is used to drive combat and their special abilities. Like a lot of good games the mechanisms are simple, and it is the unique card decks which drive the game and make for the different interactions. You win by killing the opposing major character; the other characters are just fodder, although the mechanisms do have a incentive for you not to just kill them straight away.

I'd not played the game for many, many years; certainly not since we came to Australia, and probably for a good few years before that. I'd taken it off the shelf a couple of weeks ago as a possible option for New Year, and it had been sat taunting me ever since. So last night I arranged to play it with Caesar's son Kaleb, who has started coming along to our Thursday evening sessions at the ripe old age of 10 (nearly 11 though).

We set up the suggested starting pair of Count Dooku vs Obi Wan Kenobi. I played the baddie.

As you can see the game is played on a square-grid. There are four board included with the game, each based on a scene from one of the films, and each offering some limitations in the way you can move or shoot.

The game also comes with 31 pre-painted miniatures. The quality of the pre-paint isn't brilliant but I've never bothered doing anything about it.

Obi Wan and Dooku got stuck into each other pretty quickly, but I had the cards to support the Count with his super battle-droids ad the Jedi was soon worn down and defeated. Indeed it was one of the droids which finished him off.

In the second game Kaleb chose Luke and Leia, whilst I wet for a non-Jedi pairing - Jango Fett and Zam Wessel. The latter, minor, character has some useful assassination skills, and it was those which ended the game fairly quickly for the Skywalker twins. Kaleb got a bad draw of cards which gave him a ton of non-combat special abilities, but little in the way of defence. Zam Wessel simply shot Luke down, assisted by a few neat tricks from the bounty hunter.

Han Solo vs Boba Fett? Oh go on then. Boba Fett is supported by Greedo, of course. Han shot first, but Greedo survived just long enough to shoot better.

Chewie provides the heavy combat support in this pairing, but it wasn't enough to prevent Boba Fett knocking out Han with a long-range shot.

And so to the final duel of the evening. Kaleb had got the hang of the game now, and looked through the decks deciding who he fancied trying based on their card options. I just went with my heart - I wanted to be motherfuckin' Samuel L. Jackson or, as he's known in the Star Wars universe, Mace Windu.

Kaleb went for Emperor Palpatine, who is an interesting combatant with a few special attacks, plenty of defence, some evil card-discarding abilities and offensive firepower from his Royal Guard.

This was a long duel. Mace Windu has some great abilities, but needs to build up a decent hand to make the most of them. whilst I danced around doing this, I got hit by evil force-lightning, and had soon lost plenty of hits. Eventually though, I got my act together, and was able to leap in for a trademark whirlwind attack, which destroyed both guards and severely injured the evil Palpatine. He rallied well, and I was soon on my last legs, but I finally put together another useful card combination which allowed me to zip across the board and cut the Sith down for victory.

I really enjoyed playing this game again after so many years, and I hope Kaleb did too. He was unlucky in a couple of games with his early card draws, but certainly got it together as the Emperor in the final game.

Other games were also on the go. We had to move into the posh office this week, as you can see.

Caesar and Peter played a couple of late-medieval DBA games - Burgundian vs Swiss first, I think, followed by Burgundian vs Henry Tudor's English. The first game saw the Swiss defeated entirely by artillery fire, whilst the second saw Caesar defeated when he realised that he wasn't playing HOTT.

Gary and Bryan tried out Team Yankee (a sort of 1985-era Flames of War) using 6mm figures. Unless Ralph is reading this, in which case they were using 28mm figures and I took this picture from a long, long way away.

My kind of teeny-tiny game.
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