Sunday, 26 June 2016

6mm mounted crossbowmen

I have previously posted (HERE, and then later HERE) about my quest for some mounted crossbowmen for the 6mm Medieval Scandinavian army I am painting up next for L'Art de la Guerre. Finding myself with a few spare moments last week I finally got around to painting up my two elements of cheap and nasty, yet quite passable conversions. So without further adieu, here they are, painted up in Kalmar Union yellow and red. 




Saturday, 25 June 2016

Thar she blows!

The Galleys & Galleons expansion, Fayre Winds and Foul Tides, is nearing completion with everything written, just needing to be edited, cleaned up, re-written and edited again. To get a load of the different new rules out on the table in a single match we played a five way game this week using the 'Thar She Blows' scenario from the core rules.

I took control of the 72 point sea monster in the centre of the table, the other four players took control of roughly 100 points each in their allocated corners: two Dutch cromsters (small armed merchantmen) Utrecht and Haarlem, the Spanish airship Nombre de Dios, the ghostly galleon Bluebeard's Revenge, and the steam powered monitor Crocodile supported by a dinky little drebbel (a prototype submarine) Damp Doxy. At the end of every turn I earned a victory point. They each earned a victory point for every point of damage they did to me (or each other) and a bonus 10 points for being the ship to have killed me within the 10 turn limit.

In the opening rounds, I moved my sea monster towards the Dutch cromsters, keeping it submerged to avoid their gunnery. Meanwhile, the monitor and the drebbel also moved in the direction of the Dutch. Opening gunnery from the cromsters quickly sank the drebbel, setting the tone for the evening's game.

Taking advantage of the inter-vessel fighting, I rose to the surface to ram the cromster Utrecht, causing limited damage only, but then being able to swiftly turn and swim away.

By this point, the airship and the ghost ship were starting to close in and Mr Fishy McFishface was feeling the heat. Luckily, much of the heat was directed at other vessels on the water's surface, and I was fairly safe down below. The airship, likewise, rose to high altitude and while not impervious to enemy gunnery, roll well enough to shrug it off.

The gunfight on the surface continued to rage. In order to do a spot more ramming, I had to return to that same surface, and quickly started to accumulate damage/wounds.

Some well timed ramming finished off the Dutch cromster Utrecht, while the others were distracted...

And then in the second last turn I turned my attention on the ghostly galleon, Bluebeard's Revenge. I gave her stern a damn fine ram, only for her to turn around (figuratively speaking) and grapple my scaly hide, sending a stream of spectral pirates over the side, putting an end to my aquatic rampage, and winning the game.

All the new rules worked well together, although lumping them all on a couple of the less experienced players saw a few bewildered looks to start with. Due to low dice rolls, gunnery was fairly rubbish for much of the game, and all critical hits resulted in further hull damage which meant there were no big explosions to contend with. 

We used the new weather rules which saw a couple of turns becalmed on the table with little or no movement from the sailing vessels, while the steamer just kept on chugging away. It's ironclad top deck saved it more than once and the turreted guns worked well, even if unsupported by useful die rolling. 

In all, each player had a distinctively flavoured command, it was a good, fun game and a successful run through the expanded rules.

Wednesday, 22 June 2016

Heroic Shades

My Greek force continues to grow, however slowly. Here is a new unit of six heroic shades, undead spirits of fallen hoplites. As my force is pseudo-Hellenistic, I felt that some ghostly hoplites would add a little bit of period flavour. The figures were gifted by gaming buddy Jim and painted up in ghostly green. I believe they came from Northstar some time ago.

Tuesday, 21 June 2016

Savages from the far north - two more OGAM games

Last week saw my Artemisian chorus take to the stage once more to take on the vile Hibernians from the far north (and then off to the west a bit). Artemis was accompanied by Atalanta and my heroic centauris, as well as the Kalydonian Boar. In support were my eight hypaspists, four satyr archers and four dryads. We played two games and used the same forces in each.


In the first game, set among some Grecian ruins, I put Artemis and her dryads in the wood in one corned, with the hypaspists and Atalanta nearby. The satyrs and centauris were across the stream while the boar was hiding at the back of another woods. Unfortunatley my satyrs turned up to the game drunk and, with a Q5 proved very hard to activate throughout the game.

The Irish had a werewolf and a large unit of slingers posted just out side the boar wood, a unit of armoured nobles and two small units of unarmoured nobles by the river, along with a druid and their foul god Lugh. Off in the ruins was Cu Chulainn in his chariot. 

Using foul play and druid's charms, my opponent was able to either add/remove a piece of terrain, or else switch the location of any two legends on the table. Forgetting that the Kalydonian Boar was suffling through the woods behind his slingers, he switched his werewolf for Atalanta. Atalanta appeared adjacent the slingers, and the werewolf just beside my hypaspists.

First blood went to Atalanta who, supported by her old porcine nemesis started to destroy the slingers through a mixture of archery and melee.

Here the slingers can be seen being pushed back across the stream while the werewolf kept running between Atalanta and the hypastpists, never actually committing to combat.

Cu Chulainn came trundling round behind the ruins to take part in a co-ordinated attack on the hypaspists, slamming into their left flank while the armoured Iriah nobles took them in the front and wolfie finally entering the fray on their right flank.

Up till this point, I had been having too much fun with Atalanta and Artemis had failed to do anything. As Cu Chulainn lost his combat and recoiled, Artemis shot him down with ease.

Unfortunately, in the centre of the table shortly afterwards, Lugh, encouraged by many invocations from his followers, dashed into short range and made a mighty aimed shot with his spear at Atalanta. He rolled a 1! It wouldn't have been too hard to escape this shot unscathed, except that I rolled a 2 and took a spear in the head for my troubles.

I seem to have stopped taking photos after the loss of my wee archer. The end result was that I had neglected to use my goddess until it was too late. By the time I got her moving, I was heroless and down to only one unit who could still invoke (the hypaspists), but they were engaged in a melee which kep pushing them off towards the edge of the table. In a fateful move, Artemis was killed by Lugh and could not be re-summoned. The hypaspists fled on her death, and it was all over.

****

In the second game, there was a nice wood in the centre of the table. Thinking I'd be smarter with deployment this time, I set up everything except the centauris and hypastists inside it. Most of my stuff could shoot and I was excited about getting nice little ambush bonuses.


Then that bastard of a druid (at least I heard his parents weren't married, might have just been a rumour) made my wood disappear. Instead of being the wood of dreams, it became the field of despair. Sigh.


This game was much faster and more bloody with all six legends on the table being killed off in the first couple of turns. The first to go was the Kalydonian Boar, spitted on Cu Chulainn's magic spear. But then the ginger Irish hero was soon shot to pieces and everyone carried on much as before.

Artemis was the first god to die...

But then summoned back straight away, she in turn took out Lugh.

This god-slaying continued for a number of turns, each death causing one of more of our mortal units to slowly retire towards table edges.

In the end, the last active figures on the table looked like this. All I had to do was to roll a 3+ to summon Artemis back and it was going to be all over for the Irish. I rolled a 2. Two turns in a row. In the end, the damn slingers shot at my hypaspists and caused them to recoil off the table. Defeat snatched from the jaws of victory...