NOTE: UPDATED with pictures! Dec 20, 2015
NOTE: I'm going ahead and posting this without pictures for now. I hope to come back and add them. As noted below, when this was written we were expecting a baby in two weeks. Well, that was two months and two weeks ago! It's taken me this long to find time just to write it up and post it and I'm afraid it might be another couple of months if I took the time to finish the pictures. So here's the narrative and hopefully the pictures will follow. Enjoy!)
NOTE: I'm going ahead and posting this without pictures for now. I hope to come back and add them. As noted below, when this was written we were expecting a baby in two weeks. Well, that was two months and two weeks ago! It's taken me this long to find time just to write it up and post it and I'm afraid it might be another couple of months if I took the time to finish the pictures. So here's the narrative and hopefully the pictures will follow. Enjoy!)
Intro
This game didn't turn out quite as expected (well, except for the part where I lost -- although my wife insists it was a tie. More on that later),
so it provides a fitting end to this chapter of our ongoing Roman
versus Amazon battles. It introduces two new factions and I think the
next games will feature one or both of them -- and might segue into a
bit of Legends of the High Seas battling (I've had the rules for a while
but have never actually played them).
All this being said, we also have a baby due in 2 weeks or so. So gaming time might be...limited for a while. :-)
Scenario
One
thing I like about Havoc is that it's so easy to slot in different
miniatures and still have a balanced game. My wife has had several
mermaids painted up and recently added some Cthulhu-ish piratical types
from Reaper Miniatures. And also one neat figure that is like the
figurehead from a ship. From the desire to use these figures came the
scenario and also a bit of a retroactive continuity applied to the
previous games.
It
turns out that this was not a Roman invasion of the Amazon lands. It
seems instead that the Romans were shipwrecked! They decided to split
their force -- fast cavalry rode ahead of a main body to try to cut
through the land and back to civilization (the demise of this force was
the subject of games 1 and 3) while a smaller band stayed with the
sailors to try and parley with the natives and eventually repair the
ship. This led to game 2, where the desert nomads were trying to sell a
Troll to the Romans and to the current game.
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Setup
Setup
The
small Roman legion and Cornelius "The Butcher" Tacticus start within
the village. Arrayed around them are 16 Troglodyte skirmishers with
"The Rush" Named attribute. S'slith the Destroyer, the magus S'stinky
the Small and a standard bearer round out the force in the village.
Just outside, 3 heavy cavalry mounted on salamanders stand ready --
though, oddly, they seem rather small for a troglodyte...
Out
at sea, 9 sailors (count as crossbowmen) take aim at the approaching
school of sea creatures -- mermaids, cthulhus, shark-men and other sea creatures -- and prepare to defend their ship under the direction of their Captain (a Fencer).
So
there are 2 areas under attack simultaneously -- a land battle and a
sea battle. At sea, the Roman ballista mounted on the ship can fire to
support the land battle.
Special Rules
The Amazons, since they were attacking, had +1 die to roll for Momentum on the first turn.
The
Living Figurehead: The Living Figurehead is a magical construct on the
Roman ship. When the ship wrecked in a storm on the coral of the
Amazon island, the Figurehead sacrificed herself to beach the ship on a
sandbar to ensure her sailors would live through the gale. She now lies
lifeless and inanimate, her wooden body frozen like the statue she
started as.
Special
Objective: The Cthulhu Magus watched the ship die and is fascinated by
the strange magic held within the Living Figurehead, Tempestia Pallentides.
He wishes to retrieve the Figurehead and take it for further study. To
that end, he has gathered a raiding party of mermaids, shark-men and
other creatures of the sea. His objective is to USE 4 AUGMENT TOKENS to
bring the Living Figurehead back to life (as a Behemoth). However,
should this be accomplished, the Shark Knights will rise to bring
balance back to the sea -- represented by 3 Shark Knight Heavy Cavalry.
In the Pre-Game Ritual, each player was awarded a token for having a finely painted army.
Turn One
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After
that, I quickly moved the skirmishers to form a defensive line and
moved S'slith and the Magus into cover. Not a good start.
The
rest of the phase was simply advancing other troops -- the only notable
action came when "Rick the Eye" (this pirate figure was named for my
friend Rick way back in 2005 - nice to see the figure back in action
after a decade!) nailed the Deep One, Varag, with a fine pistol shot made as Rick dangled from the railing.
Phase
Two. The focus stays on the sea battle as the mermaids (light cavalry)
and toad-man (heavy cavalry) are within charge range. They swarm
aboard and massacre 3 of the crew, though the Roman artillery crew
manages to hold off the charge of the toad-man, Grogomon, long
enough for the Fencer to join the fray and slay him (in the Assault
phase) using a combined attack and 3 Havoc tokens. Rick the Eye sets
his sights on Captain Cthulhu the Destroyer (Z'ur'dri the Destroyer) who is shielding the Cthulhu Magus (Acthirralb Z'aiolko).
The magus is making a bee-line for the Living Figurehead and barely
notices when Rick the Eye's shot rings out and ends the Captain's
tentacly existence (despite Havoc tokens used in defense AND being in
cover - really bad luck for the Amazon player).
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The
Amazon light cavalry archers, robbed of their volley fire targets,
charge the troglodytes on the Roman left flank. Carnage ensues as 3
troglodytes are taken out due to impact hits.
It's
kind of at this point that I realize I made a big error in
positioning. My trogs are only going to be able to take on the Amazons
in two-on-one battles -- and I realize with a sinking feeling that if I
lose momentum next turn they are going to be cut to pieces in one-on-one
battles before I can get them out of the way.
The sound of the Amazon Musician "sounding the maneuver" brought me back from my reveries.
An Amazon heavy cavalry and a Knight Furioso (a demon) charged
into contact with S'Slith the Destroyer and the Troglodyte Magus
(respectively). This looks bad -- although the Magus does have 4
Augment tokens. I realize he actually has a chance to win the battle if
he spends the tokens on himself - but I really need him to help out
S'slith as well.
The Roman troll is charged by another Amazon heavy cavalry and the second Amazon Knight Furioso (Skyclaw, a
harpy). The remaining heavy cavalry cut effortlessly through the Roman
Legion and by the time Impact hits and the assault phase are resolved,
only 2 remain standing, effectively eliminating them as a fighting
force. The Butcher manages to stand his ground against the impact hit
and in the assault phase lives up to his name as he butchers (with one
Augment from the magus) the heavy cavalry who dared to charge him .
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Turn the Last, also known as the Cleverly Named Turn Two
So
to recap -- both players have lost their "Destroyer" Named characters
and neither managed to actually do any destroying. Both players spend
tokens and the Amazons emerge victorious with Momentum for this turn.
And the Roman tactical error with moving the skirmishers ensures this will be a quick game.
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The Cthulhu magus, Acthirralb Z'aiolko, hiding behind Skull Rock, charges up his magical energy and prepares to summon life back into the Living Figurehead.
Phase Two
The
Amazon Musician again sounds the maneuver and send the Harpy winging
across the battlefield to charge the Roman heavy cavalry (the one bright
spot for the Romans last phase) The remaining two heavy cavalry cause
more carnage amongst the cavalry archers and one manages to trample into
the Harpy. The Amazon chariot mows down the last two troglodyte
skirmishers.
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And while the Shark Knights rise from the depths at the stern of the vessel, who is to say whether it is the magic which attracts them or the blood in the water?
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The
Roman heavy cavalry with lance is just the thing to kill the Harpy,
finally. And the Fencer aboard ship kills the last mermaid, Meradwyn.
It's pretty clear how this game is going but we decide to play one more turn and it's a...
CUT SCENE!
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AFTERMATH
So remember those
"small" troglodytes? The heavy cavalry on salamanders and S'stinky the Small ? Turns out they are actually goblins! One of the remaining
knights raises his visor, looks at the carnage the Amazons have just
wreaked upon their opponents and says in a suspiciously Bronx accent,
"Well, that's the end of Stinky, boys. We better be's gettin' back to
the Boss. He ain't gonna like this. He ain't gonna like this one bit."
Outcome: The Amazons, in pursuing the Romans back to their ship,
have inadvertently set off a turf war with the orcs and goblins, who
consider this their territory. They are now aware of two threats -- the
Romans and the Amazons. The Amazons clearly have won the land battle ... for now.
At
sea, the creatures of the deep have been awakened by the Cthulhu
Magus. This will no doubt lead to some naval combats, as my wife has a
band of pirates painted to go with her sea creatures. And I have a long
dormant fantasy pirate collection of miniatures with Orc, dwarf and
Pi-rat (skaven) pirates plus the conventional(?) skeleton and human
crews. The Cthulhu Magus looks around at the carnage -- just about
all of the sea creatures had given their lives to protect him, allowing
him to get to the Figurehead and restore her powers, bringing her to
their side. But what does Cthulhu care about a little bloodshed? He has
what he came for. He sounds the signal and swims off in retreat with the
Figurehead and last remaining sea creatures. The pirates, with their
surprise shark knight backup squad, have won this front ... again, for
now.
Tactical thoughts
I
lost the game by not realizing my biggest strength -- mobility. With
16 skirmishers, there should never have been a case where they were
involved in a one-on-one battle. But I got panicked by the early
success of the Amazon heavy cavalry and the threat of the Knights
Furious. After that. it was all over.
When
we set up the scenario, I thought I'd have a decent chance at the land
battle and would probably have trouble in the sea battle until the Shark
Knights were released (who were 1/3 of my army points). In the end,
having so many missile units (I used the Crossbowman profile to simulate
the pirate's pistols) and one good Named melee unit (the Fencer) worked
way better than anticipated.
The
Amazons won the land battle handily and the Romans won the sea battle,
so we tied there. The Amazons gaining their objective of the Living
Figurehead gave them one more point for the win.
House Rules
Momentum rule
We
used the rule suggested by Brent Spivey (in a comment to a different AAR on this blog) of giving the
player without momentum an extra die in the momentum roll for the next
turn. We like this rule, as it seems to force a better back-and-forth
of momentum -- or if you really want sustained momentum, you have to
spend the Havoc tokens to be able to keep it (or be really lucky!).
We'll be using this going forward.
Artillery no-guess rules
A discussion on Delta Vector led to my developing "no guess" artillery
rules which were used here for the first time. It worked splendidly and
got rid of the one bit of the Havoc rules that I just really didn't
like -- the "guess the distance" rule for artillery.
For
this game, I used a RAT of 2 for artillery crewman because I didn't
want it to be too overpowering. It was actually a little
under-powered. My new recommendation is to use RAT 3 for trained
artillery crew. If that crew should be killed and then replaced by
regular infantry, then the replacement crew only has a RAT of 2 (which
was another niggle that I didn't care for - that artillery crew could be
replaced by regular infantry and yet retain the same skill level -
which was actually the skill level of the player at guessing distance).
I
also reduced the initial impact hit from 10 to 8 because I think the
rolling to-hit will actually be more accurate for most players. This
needs a bit more play-testing, as I only managed a single artillery shot
this game. But my gut feel is that the slightly reduced hit is still
scary enough. It still feels right, so I'm going to keep it as is for
now.
Artillery with To-Hit rules
Artillery
crewman now have an RAT of 3. Should the crew be killed and regular
infantry re-crew the artillery, then their RAT is only 2.
Reduce the initial impact to 8. (Drop the 10 from the sequence, in other words. One "bounce" is lost)
Roll to-hit based on the target model RDF as normal.
On a miss, roll 1d6. On 1-3, the shot is short. On 4-6, the shot is long.
Roll
1d6 and move the target back or forward along the path from the
artillery piece in accordance with the results of the first roll.
Example.
I miss and roll 1d6, scoring a 3. The shot falls short. I then roll
1d6 again and score a 4. I move the impact point back 4 inches from the
target on the line which intersects the artillery piece.
This does mean that the original target could be hit if you are lucky in your deviation and bounce rolls!
Thoughts
It's
interesting how introducing my wife to wargaming has led me to
re-examine my own relationship with miniatures. She isn't interested in
collecting armies -- she wants to buy neat miniatures and create her
own theme that ties them together. After years of collecting miniatures
in the same pose and painted the same way for Warhammer fantasy, I was
really quite envious when she just went to Reaper and bought all the
cool miniatures that I never bought because they didn't fit the army
list. What was I thinking?