Things have been quiet on the blog simply because I've been too busy gaming! I've been frantically playtesting my own rules for an X-Com-like solitaire game. Based on Earth in the 1950s, the game features a shared dice pool mechanic for moving and firing that neatly replicates the feel of "action points" without any bookkeeping. The aliens are driven by a strategic and tactical AI that sometimes has surprised me with really clever moves. And finally campaign rules drive both the alien encounters and the advancement of human technology and human troop quality (as they get better at hunting the aliens).
I think it's a good sign that I've enjoyed every game that I've played-- even if no one else likes it I'm having fun! I'll be posting some playtests shortly and may even put together a demo video to highlight how the game works. And eventually, I will probably follow Matakashi's lead and post most of the rules for free online, then offer a low-cost pdf for convenience.
In the grim darkness of the far future there is only Thursday. I never quite got the hang of Thursdays.
Friday, February 26, 2016
Friday, December 18, 2015
Christmas Game 2015 - Christmas Present Pile On
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| Why yes, that snowman IS wearing a fez! |
The first few games used simplified Napoleonic rules with the Rat King attacking Christmas Village to steal the presents and ruin Christmas. The stalwart Teddy Bear Brigade (from Eureka Miniatures) defended the village with the help of the Bumble and reindeer and snowmen. Later a little adult cynicism crept in and I ran a game where the Rat King was a freedom-fighter trying to free the elves after Santa had sold out and forced them all to make cheap electronic toys instead of high quality Euro games.
Then there was the infamous game that another member ran one year involved Walmart mercenaries with automatic weapons arriving in 18-wheeler trucks to bust up the Toymaker Union after they went on strike for higher wages and more time for reinder games. This was deemed too cynical and poor Walt was laughingly banned from ever running the Christmas game again, but it was a lot of fun!
So as a tribute to the ghosts of Christmas games past, I present this year's Christmas Game which I will be running for my family. I'm making the rules and checking them twice, but there might be a few holes or confusing bits so feedback is welcome.
The game is totally free as my Christmas gift to readers. As an experiment in self-publishing, I'm also offering it as a pay-what-you-want title through the Paypal Donate button below.
If you like it and play it with your family, please let me know in the comments!
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| Fimo snow people and presents and an igloo for home base |
Christmas Present Pile On
The Rat King has discovered one of
Santa's Pre-positioned Gift Depots and has sent his minions to steal
the presents and ruin Christmas! Only a nearby village of friendly
snow people can stop him. Get the pile of presents back to your base
as quickly as possible. Running them back is safer (unless you get
hit by a snowball!) and throwing them is quicker but more difficult.
Throw snowballs at your opponent to force them to drop any presents
they are carrying and send them back to base to warm up!
Download
Download the game here for free.And if you want to give back a little ($5 suggested):
Sunday, November 29, 2015
Havoc Game 4 AAR - Chapter 1 Finale
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.
We
open, then, on the following scene: At a troglodyte village, the Roman
prefect Cornelius "The Butcher" Tacticus and a small bodyguard are
negotiating with S'slith The Destroyer for supplies and perhaps to gain
some new recruits. While the Butcher has never seen such creatures
before, the advantages to the Empire of having troops who have natural
armor and are at home in the marsh are obvious! But how well do they
fight? Their negotiations are interrupted by a runner who throws
himself at the feet of S'slith and rasps and hisses what is clearly a
warning. The Amazons are on the move and are about to attack the
village!
Meanwhile,
back onboard ship the crew is making repairs as best they can when
suddenly the lookout cries from the top of the shattered main mast --
"Thar she blows! Wakes spotted a-stern!"
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
Despite
the advantage, the Amazons lose momentum and the Roman player (me) is
kind of lost. I've noticed that for our games I spend so much energy on
setting up the scenario, re-reading the rules, getting army lists
together -- that I usually get a bit lost when it actually comes to
playing the game. In this case, I started with a defensive move --
firing the ballista at the Amazon berserker line and narrowly missing
both the aimed-at berserker and the standard bearer just beyond her. In
response, the Amazon Cavalry Archers volley-fired and hit the
Troglodyte command squad -- in a nightmarish deja-vu scene from game 3,
my main Named character, the Magus, and the standard bearer were all in
danger on Turn One. In fact, I spent a Havoc token to save S'slith the
Destroyer, and the poor standard bearer went down with dozens of Amazon
arrows piercing his scaly hide.
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).
On
land, the Troglodytes close with the Amazon berserkers and MASSACRE
them to a man -- er, a woman. The Roman victory celebration is measured
in micro-seconds as the Roman player (me) realizes that the Amazon
player (my wife and mother to my child) forgot to add in the MAD die
from being close to the Amazon standard bearer. 3 Havoc tokens are
awarded to me for what becomes known as the Resurrection battle and that
one MAD die makes all the difference as only 2 of 6 berserkers are
taken down.
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 .
Of
the battles in the assault phase not already mentioned,
I prioritized the following -- S'slith had to live, it would be great if
the Magus survived, and the Troll...was on his own, probably. And
that's pretty much how it worked out. S'slith the Destroyer, despite
spending his Havoc tokens, is taken down by his heavy cavalry opponent.
S'stinky the Small summons his spellcraft and succeeds in sucking the
life-source of the Succubus into his sorcerous sphere! (Using all his
remaining Augments to boost his own attack rolls). And finally, the
Troll kills the heavy cavalry he was facing but is in turn brought low
by the Amazon Harpy. (At least he managed to kill something before
dying this game! see game 2)
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.
The Amazons open up with more sea creature carnage as the deadeye crossbow shot of sea hag Zephyre Wavenhair takes out another sailor, and the mermaids (Meradwyn, Sealanna and Laenaya) run
roughshod over the remaining sailors, including Rick the Eye whose eye
was unfortunately distracted by the mermaid's great beauty. Only Nimble
Jack and the Fencer remain for phase 2, though not before a few more
lesser sea creatures are taken out by pistol shot.
On land, the Amazon Behemoth (Medusa) charges the Magus only to be charged in turn by the Butcher. (Some
modern revisionist historians may claim that the Butcher was actually
running away from the Harpy Skyclaw when he accidentally bumped
into the Medusa. Were the Butcher still alive he would have these
historians put to the sword. Regardless, this clever application of the
Third Law did mean that the Harpy was left without a target for her
fury).
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.
At sea, Nimble Jack kills the mermaid, Sealanna, but is ridden down by her sister, Laenaya.
The Amazon Cthulhu Magus unleashes his spell and the Living Figurehead
comes alive. 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?
In the Assault phase, the Behemoth unleashes
an 11 MAD dice attack, boosted by Havoc tokens and 3 Augment from the
centaur magus. The Butcher and the Roman Magus are cut to ribbons.
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!
I force a cut scene and we take 2 last moves to end the game. The Amazon Sea Hag Zephyre Wavenhair fires
her crossbow to kill one of the newly arrived Shark Knight heavy
cavalry. The remaining Shark Knights chase her down and get their
revenge.
And
in the final move of the game, the Fencer uses his last remaining Havoc
token to leaps from the gunwales, slide down the broken mast and skewer
Sharkey the Amazon shark-man (Zigmal the Tooth) before Zigmal even knows there is a threat.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?
Tuesday, September 22, 2015
Interlude -- Roleplaying "Inspectres"
In addition to my wargaming hobby, I'm quite fond of several indie RPGS. Over the summer I had a chance to run Inspectres -- the "not-Ghostbusters" game. It went off beautifully and the write up of our play has garnered some nice comments here:
http:/ /www. story-games. com/ forums/ discussion/ 20359/ inspectres# latest
http:/
Sunday, August 23, 2015
Havoc Game 3: Battle for the Temple - Part 1
(Part 1 can be found here.)
Turn 2
The Amazons spend a Havoc token to retain momentum heading into Turn 2.
Phase 1 - The damned archers and their volley fire are performing excellent area denial tactics. Before the game started, I had planned to rush my skirmishers, cavalry and a behomoth around in a wide flanking maneuver. The archers put paid to that plan in turn 1 and my only idea now is to let the Amazons advance on our side of the temple so that the Ballistae can act in support. The skirmishers will hide for a turn and then re-emerge, hopefully catching some of the approaching Amazon light cavalry in the flank. The first part of that plan works -- the archers volley fire on the turtling 1st Legion and there are no casualties. But it's still a psychological effect -- I really want to get rid of those archers and I can't see how!
Over on the Roman left flank, the purple winged Nefario Daggarius, Knight Furioso, flies over the woods and charges 2nd Legion in the flank and in Phase 2 the chariot joins in (luckily causing no Impact Hit casualties!).
On the Roman right, the ballista manages a kill on the only Amazon cavalry figure that can be seen -- but this has the unanticipated benefit of splitting the unit in half, forcing the Amazons to spend a move to get the unit back into cohesion.
At first I was thrilled to cause a ballista casualty, but then I realized it was slowing the Amazons down when I really wanted to get into grips with them (so to speak) with my behemoth. This desire is made more urgent when the behemoth and Roman cavalry have to withstand another round of volley fire (which is tense, I tell you!) even though no casualties were caused (really bad luck here for the Amazon player).
In the assault phase, any disappointment the Amazon player may have felt about the archer's performance was quickly dashed away as the Roman 2nd Legion suffered 50% casualties under attacks by Amazon skirmishers, cavalry, heavy chariot and the Knight Furioso.
The Roman player (me) has not yet realized exactly how badly the game is going for him.
Momentum is retained from the previous turned, so the Amazons move first and sure enough, Knight Furioso Daggarius starts the turns off by killing an elephant! Single-handed! And after the Roman Magus enhanced the elephant's already high armor roll with 2 Intervention tokens. As an after-thought, she then flies across the board, off-handedly sends a Roman demon back to the hell it came from and then flutters safely to ground behind cover, completely untouchable. Ouch! (And OMG that was cool!)
On the Roman side, the Musician "sounds the maneuver." Captain Claudius has finally figured out just how bad a shape his force is in and seizes on a desperate plan to seize the day. He charges against Kezra Fairwind, the Fencer, hoping to bring her down with an Impact Hit. He fails utterly and realizes the Fencer will cut him to ribbons if he attacks alone. So, spending his last Havoc token, he charges the chariot from behind...and fails utterly to kill it, too. Sigh.
Still under "sound the manuever" the ballista hits (seriously, this is way out of character for me with guess weapons) and kills an Amazon Spearwoman and scares an archer almost 5 feet away. And finally the standard bearer joins 3rd Legion.
(Note: We desperately need a cheat sheet for what you can spend Havoc tokens on during a cut scene)
Turn 3
The Amazons spend a Havoc token to retain momentum heading into Turn 3. Sound familiar? While the Roman luck with the ballista has been wonderful, it's been balanced by losing every momentum roll so far. And after the disastrous cut-scene the Romans just don't have the Havoc tokens to spare.
On the Roman right, the Amazon berserkers charge into 9th Legion. In the assault phase, this turns into an absolute massacre.
And Father Benedict seems to have lost his mind. He bathes in elephant's blood to recharge his infernal powers. (This time choosing augment instead of intervention tokens).
The archers are actually scared away by the ballista and with the Amazon advance on the left flank they don't have very many targets left anyway. They start relocating toward the right flank.
On the left...well, the less said the better. A brief bit of inspiration by Captain Claudius kills off the Amazon chariot, but he only has two men remaining from 1st Legion. 2nd Legion and the last elephant have moved to a blocking position to protect him, but the Amazon behemoth is in position to charge next turn along with all of the Amazon Named.
Captain Claudius took one last desperate look around, the screams of his men echoing in his ears, and ordered the Musician to "sound the retreat".
There were a lot of new elements in this battle, despite our two previous games. I don't feel like I used the demon skirmishers to their full potential -- but I'm also really not sure how to use them. No, that's not true -- on further reflection, I needed to have them declaring combined assault maneuvers every turn. I let them get split up and defeated piece-meal.
My one bit of tactical brilliance came late in the game, when I had 2nd Legion split into a line with every model 1 inch from the next. The Amazons weren't going to get through there. The Romans would die, but it would give Captain Claudius time to regroup a little. It wasn't much, but if the game had gone on (and we did end up playing one more turn the next day -- see below) then that delaying action would have been critical.
I'll admit that this game caused quite a conversation in our household. Despite the Amazon's winning, my wife wasn't happy because it seemed like the game basically fell to whoever could keep momentum the longest.
The player with momentum has two huge advantages: 1 - she moves first so can dictate (to some degree) which match-ups will take place during the Assault phase. And 2 - she attacks first in the assault phase.
It's that second part that we are particularly having problems with. Defending against an attack has proven nearly impossible except for Swords and Shields who take the Total Defense mode. Our declaration of melee attacks, which we once thought exciting, goes much faster as the momentum player declares "everything in attack" and the defending player responds "everything in defense". Occasionally in this game I declared a single die or two in attack just for fun -- but the figures never survived the attack to respond so it seemed quite pointless. And while The Swing, where the non-momentum player gets to move units out of close combat, is a key part of Havoc -- I simply very rarely had any survivors to use it with.
So my wife posed the question -- does whoever have momentum win?
To test this theory, we actually played one more turn of this game on the next night and gave the Romans Momentum. And the Romans then proceeded to annihilate the Amazons. The game totally flipped. So does that mean we're right? It will take more games to find out. We aren't giving up -- the next game is planned -- but it's making us think. I'm hoping that we figure out how to counter the Momentum Advantage.
Turn 2
Momentum: Amazons
The Amazons spend a Havoc token to retain momentum heading into Turn 2. Phase 1 - The damned archers and their volley fire are performing excellent area denial tactics. Before the game started, I had planned to rush my skirmishers, cavalry and a behomoth around in a wide flanking maneuver. The archers put paid to that plan in turn 1 and my only idea now is to let the Amazons advance on our side of the temple so that the Ballistae can act in support. The skirmishers will hide for a turn and then re-emerge, hopefully catching some of the approaching Amazon light cavalry in the flank. The first part of that plan works -- the archers volley fire on the turtling 1st Legion and there are no casualties. But it's still a psychological effect -- I really want to get rid of those archers and I can't see how!
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| Charge of the Knight Furioso! |
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| Amazon Chariot charge against 1st Legion |
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| Amazons advance under the cover of arrow fire |
At first I was thrilled to cause a ballista casualty, but then I realized it was slowing the Amazons down when I really wanted to get into grips with them (so to speak) with my behemoth. This desire is made more urgent when the behemoth and Roman cavalry have to withstand another round of volley fire (which is tense, I tell you!) even though no casualties were caused (really bad luck here for the Amazon player).
In the assault phase, any disappointment the Amazon player may have felt about the archer's performance was quickly dashed away as the Roman 2nd Legion suffered 50% casualties under attacks by Amazon skirmishers, cavalry, heavy chariot and the Knight Furioso. The Roman player (me) has not yet realized exactly how badly the game is going for him.
CUT SCENE!
A tie on the momentum roll results in the first Cut Scene of the game. Groan! This is going to go badly for the Romans as the Amazon Named are perfectly poised to take advantage and the Roman Named are...not.Momentum is retained from the previous turned, so the Amazons move first and sure enough, Knight Furioso Daggarius starts the turns off by killing an elephant! Single-handed! And after the Roman Magus enhanced the elephant's already high armor roll with 2 Intervention tokens. As an after-thought, she then flies across the board, off-handedly sends a Roman demon back to the hell it came from and then flutters safely to ground behind cover, completely untouchable. Ouch! (And OMG that was cool!)
On the Roman side, the Musician "sounds the maneuver." Captain Claudius has finally figured out just how bad a shape his force is in and seizes on a desperate plan to seize the day. He charges against Kezra Fairwind, the Fencer, hoping to bring her down with an Impact Hit. He fails utterly and realizes the Fencer will cut him to ribbons if he attacks alone. So, spending his last Havoc token, he charges the chariot from behind...and fails utterly to kill it, too. Sigh.
Still under "sound the manuever" the ballista hits (seriously, this is way out of character for me with guess weapons) and kills an Amazon Spearwoman and scares an archer almost 5 feet away. And finally the standard bearer joins 3rd Legion.(Note: We desperately need a cheat sheet for what you can spend Havoc tokens on during a cut scene)
Turn 3
Momentum: Amazons
The Amazons spend a Havoc token to retain momentum heading into Turn 3. Sound familiar? While the Roman luck with the ballista has been wonderful, it's been balanced by losing every momentum roll so far. And after the disastrous cut-scene the Romans just don't have the Havoc tokens to spare. ![]() |
| Sands are stained with the blood of Romans and Demons |
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| War can do strange things to a man... |
The archers are actually scared away by the ballista and with the Amazon advance on the left flank they don't have very many targets left anyway. They start relocating toward the right flank.
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| Last moments of the Amazon chariot |
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| 2nd Legion prepare to sell their lives dearly |
Captain Claudius took one last desperate look around, the screams of his men echoing in his ears, and ordered the Musician to "sound the retreat".
Aftermath
Ouch! The Roman invasion was well and truly squelched. Squelched like the sound of Roman sandals wading through elephant blood. From turn 1 when the Amazon archer volley decimated the ballista crew and command squad, the Romans were left reacting instead of acting.There were a lot of new elements in this battle, despite our two previous games. I don't feel like I used the demon skirmishers to their full potential -- but I'm also really not sure how to use them. No, that's not true -- on further reflection, I needed to have them declaring combined assault maneuvers every turn. I let them get split up and defeated piece-meal.
My one bit of tactical brilliance came late in the game, when I had 2nd Legion split into a line with every model 1 inch from the next. The Amazons weren't going to get through there. The Romans would die, but it would give Captain Claudius time to regroup a little. It wasn't much, but if the game had gone on (and we did end up playing one more turn the next day -- see below) then that delaying action would have been critical.
I'll admit that this game caused quite a conversation in our household. Despite the Amazon's winning, my wife wasn't happy because it seemed like the game basically fell to whoever could keep momentum the longest.
The player with momentum has two huge advantages: 1 - she moves first so can dictate (to some degree) which match-ups will take place during the Assault phase. And 2 - she attacks first in the assault phase.
It's that second part that we are particularly having problems with. Defending against an attack has proven nearly impossible except for Swords and Shields who take the Total Defense mode. Our declaration of melee attacks, which we once thought exciting, goes much faster as the momentum player declares "everything in attack" and the defending player responds "everything in defense". Occasionally in this game I declared a single die or two in attack just for fun -- but the figures never survived the attack to respond so it seemed quite pointless. And while The Swing, where the non-momentum player gets to move units out of close combat, is a key part of Havoc -- I simply very rarely had any survivors to use it with.
So my wife posed the question -- does whoever have momentum win?
To test this theory, we actually played one more turn of this game on the next night and gave the Romans Momentum. And the Romans then proceeded to annihilate the Amazons. The game totally flipped. So does that mean we're right? It will take more games to find out. We aren't giving up -- the next game is planned -- but it's making us think. I'm hoping that we figure out how to counter the Momentum Advantage.
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| Amazons triumphant! |
Wednesday, August 19, 2015
Havoc Game 3: Battle for the Temple - Part 1
Having whet our swords on two smaller games, my wife and I decided to have a blow-out, 2000 point game of Havoc with all the bells and whistles. She took her standard Amazons and I took the Romans -- with the addition of a Roman cleric who had been trafficking with infernal powers and had summoned a demon behemoth and a Horde of smaller demons.
Sunday, August 16, 2015
Havoc Battle #2 - Cavalry and Behmoths
We played our second "learning" game of Havoc
last night. In game one we learned the basics of using infantry and ranged combat,
so this game concentrated on learning the rules for cavalry and magic.
Just for fun, I threw a behemoth into the mix - this lovely troll from
the D&D pre-paints range:
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