Sunday, 25 September 2016

Machinas Chases

It's been a while since I've played Machinas, so I thought I'd better brush up on the rules before MOAB next weekend, as we're hoping to run a few games on the Saturday.

I have been looking at a simple chase set-up, with some pre-generated targets, run by me, being chased by two or three scavenger vehicles, run by a player. Last year I tried it with the player as the target, but the target doesn't really get too many decisions to make, so this year I thought I'd swap it around and see how it goes. If more than one person wants to play then they can all take a group of scavengers, but only the player who takes out the target actually wins, so knocking out your allies in the name of competition would be more than encouraged.

Anyway, I randomly rolled a setup, and got my 1930's hobo roadster, Tom Sawyer being chased by a gang of three bikes.


Two of the bikes mounted decent guns, whilst the third was an interference vehicle whose role was to get in front of the target and control the pace of the pursuit.

The chase opened with one of the bikes closing up on Tom Sawyer.


Unfortunately the roadster mounts a big machine-gun which faces to its rear. The bike's rider wasn't up to getting out of the line of fire, and a hail of bullets shredded the vehicle and its crew before they could line up their shot.


The second armed bike closed in. The roadster initially held it off ...


... but on the second attempt it scored a damaging hit on Tom Sawyer.


The interference bike shot forward off-road, and a second burst from the other bike saw the roadster swerve back. Both bikes were now ahead of their target; not an ideal position.


The bikes attempted to drop back.


But a lack of concentration saw then swerve too close to each other.


The rider of the gun-bike swerved, losing ground.


Now behind the roadster he was in a perfect position to resume the attack, but his nerves were shaken and he broke off the pursuit.


This just left the unarmed interference bike in play. The roadster tried to run it off the road, but it was too agile.


However its rider also lacked nerve, and he too broke off the pursuit.


Tom Sawyer lived to drive another day, albeit with some bullet-holes in his bodywork.

A second chase saw the armoured tanker Industrial Disease being pursued by the flame-thrower toting Anarchist and a companion on a trike. The companion was armed with Molotov cocktails.


The trike went straight into the attack.


But despite the trike's greater speed, its rider misjudged his attack, and the tanker's driver swung his wheel to the right, crushing the vehicle.


The Anarchist barely avoided the flaming wreckage of his companion, but kept up the pursuit.


With his flamethrower primed, he positioned himself for his run.


Engine roaring, he manoeuvred onto the tail of the tanker ...


... but he too misjudged it, and the tanker swung into his path. However the car is made of stronger stuff than the bike, and held off the attack, with much scraping of paint and grinding of metal.


The Anarchist prepared for another pass.


This time he got in his shot, scorching the tanker's armour.


However he couldn't get into position for another attack after that, and a couple of turns later gave up the chase.


The games ticked along nicely, and I think the basic setup should work on the day. My aim is to make the targets just a little tougher, individually, than their pursuers, so that the chase is more of a challenge and won't necessarily end on the first attack.

I also used these games as a chance to try out my massive modifications to the weapons and equipment in Machinas, as well as some changes to how interactions with vehicles behind you work, as the more I play this game the more I realise that the rules for tail guns and dropping back weren't really that well thought out. I'll write more about my changes in another post.

I'll take along all my vehicles, of course; last year we finished the day with a fine race, and it would be nice to do that again.

Saturday, 24 September 2016

Munera Sine Missione 2.4

With MOAB only a week away, I have finally written up some of the changes that Victor and I have been making to 'Munera Sine Missione'. They can be found in Version 2.4, which you can find linked from my Free Stuff page.

The changes include some adjustments to critical hits, new and modified skills for campaign games and a streamlining of the weapon definitions and traits, as well as minor tweaks to the wording and intent of the core rules. The next version will probably be the one that I finally put the campaign system in the rules. It's about time I did that.

Enjoy, and if you're in Sydney next Saturday, come and see us at MOAB and give the game a try.

Convoy - Extra

Thanks to John Purvis, and the magic of a Phone With A Battery That Doesn't Die After An Hour, I now have a picture of Gary's Viking warlord being killed by a cow.

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The man with the cow appears to be beating up the dog.

The rest of the report is HERE

Friday, 23 September 2016

Convoy!

This week saw more Saga at the Gong Garage Gamer. The scenario wasn't called Convoy, but it involved one side getting some bases of stuff (which mostly looked like plastic cows) from one edge of the table to the other. The other side had to stop them.

We randomised all kinds of stuff, and ended up with Gary (vikings) and myself (Welsh) facing John (Normans) and Caesar (anglo-Danes) and their six bases of plastic cows.

Here are the Normans, ready for the off.


The Welsh were spread out to try and cover the routes across the table, with bow-armed levy lurking in the bad going to make the crossing harder for everyone.


On the other side of the table, Gary's Vikings faced off against Caesar's Anglo-Danes.


John got right on with things, sweeping his Norman cavalry across the table t attack my big band of warriors in the flank.


They had to run the gauntlet of my archers on the way in, though, so not all of them made it.


My warrior warband suffered badly, and the Norman warlord went in to try and finish them off.


Meanwhile the remaining Norman horse were seen off by another band of warriors and some more archery. One horseman retired to the Norman baseline to watch the remainder of the fight.


This left the Norman warlord isolated. The Welsh formed up, menacingly.


The Norman lord charged, and was cut down


Caesar provided a strong escort for his bases of cattle.


Viking berserkers charged in, but Caesar formed a strong line and held them off, whilst the cattle crept across the tale behind it.



I tried to use my archers to shoot the cows, but they used intimidation to stop me.


The Berserkers got the Anglo-Dane warlord, and Anglo-Danes had a go at the Viking lord.


Gary's least finest moment - his warlord and a berserker attacked one of the baggage elements, and were driven off by a farmer and a particularly vicious cow.


Sadly at this point my phone did its increasingly common trick of running out of power. A shame, as it meant we failed to capture Gary's finest moment. Recoiled by the vicious cow, Gary's warlord was isolated from the rest of his force. Five Anglo-Dane hearthguard attacked him. They didn't score a single hit. The warlord scored five hits, each of which was converted to a kill. With one swing of his axe, the Viking slew five elite enemy warriors!

He then attacked the baggage element again, and the cow ate him.

John and Caesar then just used every dice they had to move their baggage as fast as possible across the table, through a big gap in our line. There was little we could do to stop it, and no way we could win, as the strange victory conditions essentially required us to prevent any exits at all; once one piece got off, the best we could get was a draw. Our tactics boiled down to trying to destroy enemy units, in order to eliminate the oppositions Saga dice and therefore their ability to move things.

In the end we conceded.

Here's a final shot of my bow-armed levy.


The game was fun, but we found the victory conditions of the scenario a little odd, in that it seemed relatively easy for the side moving the baggage to force at least a draw. In addition they had no time limit in which to get their stuff to the other side, so there was no urgency in moving it. None of these issues are things which can't be fixed in future games, however.

Thanks to Gary and Caesar for providing figures.

Ralph and Theo played Bolt Action.


This tank is not on fire!



Sunday, 18 September 2016

Cthulhu!

Today I painted another Reaper Bones purchase - their Eldritch Demon, which is, for practical purposes, a useful game-sized Cthulhu.


Like all of the Bones figures, it was a pleasure to paint; very little effort required in either assembly, cleaning or doing justice to the detail.

I just need to do the base now, but he's part of a larger project, so that will get done when the other figures are completed.
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