Tuesday, 6 March 2012

Songs Of Kong And Kaiju

As many of you will know one of my guilty pleasures is watching Godzilla movies, so it will come as no surprise to find that I therefore play giant monster games from time to time. I have had good times with both 'Monster Island' and 'Giant Monster Rampage' in the past, but was intrigued by Ganesha Games' 'Mighty Monsters' because of the creative way it used the 'Songs Of Blades And Heroes' (SoBH) system to run giant monsters. Each monster is, in effect, treated as a warband, with its body parts being the individual elements. You activate the parts like you would individual figures in SoBH - activate the Legs to move, the head to launch your fire-breath and the Arms to throw a building. It seemed such an odd, and unique, approach that I decided to buy and download a copy, and I gave it a quick run-through this evening.

I couldn't be bothered going down into the basement to find my official Bandai giant monsters, so I used what was to hand - Lego minifigs. However some of these are more than suitable, as anyone familiar with the recent Collectible Minifigs will know. Which is why I was able to go for the classic matchup ...

From the depths of the sea, via a hefty dose of radiation: GODZILLA:

Click On Any Picture To Make It Bigger

And against him, the King of Skull Island - KONG:



Their stats were taken from the book, but in order to even up the points I dropped a lot of Godzilla's special abilities - the Toughness and Regeneration went altogether, and I downgraded the Radioactive Blast.

Godzilla's main weapon is his Radioactive Blast (even downgraded) and he's tougher than Kong. Kong is more of a close combat specialist, being a Massive monster with the Grapple ability and Intimidation.

I set a very basic terrain, with a mixture of rubble and standing buildings, and started the monsters on opposite sides of the table.


Godzilla went first, and activated his legs to move into range with his Radioactive Breath. He got 3 actions from 3 dice and moved rapidly to the centre of the table. Activating his head for 3 dice only gave him 1 action, but he took a long range shot anyway, which missed - this was something of a risk, since a ranged combat roll of '1' means that the attack has run out of energy and cannot be used for the rest of the game.

With two activation failures for Godzilla it was now Kong's go. He needed to close up fast, but even a maximum move this turn wouldn't get him into close combat. So he opted to close up to the nearest building - 2 actions from 3 dice on the legs allowed that, the first action being used to move to the building, and the second to kick it, collapsing it into a pile of rubble. The plan was then to throw the rubble at Godzilla, which involved activating his arms. However he only go 1 action from 3 dice - enough to pick up some rubble, but not enough to throw it. And the 2 failures meant it was now Godzilla's turn again.

Godzilla decided to close the range for his Radioactive Breath first, rolling 3 dice against his legs. He got 3 failures, and it was Kong's go again.

Now was Kong's moment. A bold 3 dice were used to activate his legs, and 3 Actions got him into close combat with Godzilla:


His plant was to grapple Godzilla, hold him in place and bite with his Fangs to inflict some serious damage. So first he activated his arms, rolling 3 dice and getting 2 actions. This was enough for a grapple attack, but the dice were against him and he missed. The bite was still worth doing, though, so he activated his head for 3 dice, getting 3 actions and allowing a very powerful bite attack. This hit, inflicting 1 wound on Godzilla.

In 'Mighty Monsters' wounds are tracked by substituting wound dice for your activation dice - each wound substitutes one die, the normal white ones becoming yellow, then yellow ones becoming red. Certain failures on yellow dice, and all failures on red dice, cause lasting and cumulative damage effects on the monster. It makes doing anything risky.

It was now Godzilla's turn again. He was still aiming to go for the ranged attack option, so opted to activate his tail first; 2 dice gave 1 Action and allowed a tail sweep, which could potentially knock Kong off his feet. He missed so badly that Kong got a free attempt to grab the tail and throw him instead, but Kong missed as well. Godzilla then activated his arms to attempt a Grapple (which allows a throw). again, he missed. There was now no other option; it was time for the Radioactive Breath at point-blank range; 3 dice netted 2 actions, allowing a powerful attack. This doubled King's defence score and scored 2 wounds.

It was Kong's turn again. He activated his arms, got two actions and punched Godzilla, inflicting 1 wound. He went for a kick, activating his legs for 3 Actions - the kick was even better than the punch, inflicting 2 more wounds on Godzilla - his activation dice were now 2 pinks (I don't have any yellow) and one red. Things were looking bad for the big lizard. Finally Kong activated his head and performed an Intimidation attack; a mighty roar which caused Godzilla to lose one action of his first activation next turn.

Godzilla resorted to desperation and took the once per game option of going Berserk. This heals one wound, and gives three automatic actions with your chosen body part - in this case Godzilla's head. Once more he poured forth his Radioactive Breath, and another good combat roll inflicted 2 wounds on Kong - Kong was now on 1 red and 2 pink dice. Godzilla then took a gamble, activating his tail for 3 dice and getting a lucky 3 Actions. A mighty Tail Sweep knocked Kong off his feet:


Kong started his turn on the ground, but got 2 actions for his Legs, allowing him to stand up and kick; he missed. He then went for a 3 dice activation of the arms - the pink ones both rolled ones, and the red one also failed; this meant three rolls on the wound table, and saw Kong knocked out.

Godzilla was the victor.


ROAR!

So how does it work as a game? Well, it seems quite fiddly but I was playing it solo, for the first time and at the end of a long, tiring day, so my concentration wasn't at its best. With familiarity I can see it rattling along nicely. The game did seem a little static, but I suspect that more monsters, or scenarios and objectives would change this. The mechanisms are interesting, and whilst odd they actually seem to work. There's a lot of combat options, but again familiarity with the game should make them easier to remember. It's certainly one I will try again, possibly with my 'real' monsters.

Finally, since we know that Godzilla and Kong were really actors in suits, let's meet the cast:


Update: Rereading this report, and the rules I can see that I made at least a couple of mistakes. Firstly I finished Godzilla's last turn early; he could have activated his Arms as well. Mind you, with wound dice stocked up maybe not doing so was a good idea. In addition I allowed him to shoot when he was in close combat, which isn't allowed. This would have actually made for a less static game as well.

Monday, 5 March 2012

The Weird Greater East Asia Co-Prosperity Sphere

In the comments on the previous post there was some discussion on the make-up of a Weird WWII Japanese army for HOTT, on the lines of my previous efforts with the Germans, Soviets and (currently) Americans.

It was suggested that giant robots were the way to go.

Foolishly I said:
Again, for the Japanese I will go for a contemporary approach - sadly giant robots weren't part of popular Japanese culture on the 1940s. Neither were cute schoolgirls with big guns :) 
So, no giant robots:


And no cute schoolgirls with guns:


OK, so the first one isn't a robot, but it could oh so easily be one. And the individuals in the second poster are schoolboys rather than schoolgirls. But it just goes to show that you shouldn't rule out anything when it comes to propaganda posters, which are an excellent source of material for any fantasy WWII army.

Of course, whilst searching for those posters I found this pro-Polish one:


You want to do an element like that don't you? Admit it.


Sunday, 4 March 2012

Painting In Progress - 04/03/2012

A shot of the in-progress general's element for my Weird World War II American HOTT army:


Hints of some of the other elements can be seen beyond the general. I'll leave you to work out what they may be.

Saturday, 3 March 2012

A Night Of Chaos

Once again it was just Caesar and I for the fortnightly Gong Garage Gamers meet, so we abandoned the idea of 96AP HOTT and settled for 72AP instead. However we still went for our original plan of doing Epic 40K HOTT.

I had prepared two armies for the game - Imperial Guard vs Chaos.

Here is the Chaos army; an improbable mix of Slaanesh and Khorne.

Epic 40K Chaos army based for 'Hordes of the Things'
(Click on any picture to make it bigger)

The troops were:

1 x God (Chaos Greater  Demon)
4 x Behemoths (Titan, Hell-Strider, Tower Of Skulls and War-Altar of Slaanesh)
1 x Hero (Khorne Champion)
1 x Magician (Slaanesh Champion)
6 x Knights (Chaos Marine Land-Raiders and Juggernauts of Khorne)
8 x Blades (Chaos Marines)
4 x Warband (Daemonettes and Bloodletters)
2 x Riders (Slaanesh Beast-Riders)
2 x Beasts (Chaos Dreadnaughts)


Against them was an Imperial Guard army:

Epic 40K Imperial army based for 'Hordes of the Things'

This consisted of:

2 x Paladin (Commissar and a group of Grey Knights)
1 x Hero (Imperial Inquisitor)
2 x Behemoth (Super-Heavy Tanks)
2 x Artillery (Self-Propelled Guns)
4 x Riders (Rough Riders and Bikes)
12 x Hordes (Guard Infantry)
9 x Knights (Tanks and Gorgons)
2 x Warband (Ogryns)
2 x Beasts (Sentinels)

I didn't make a note as to how each of us divided up our commands, but the Imperial Guard had all of their tanks in one, and the Guard infantry in another, whilst Chaos had all of its Behemoths in a single command.

I took the Imperials, and defended. The flanks of the battlefield were covered by a ruined city at one end, and an area of rocks at the other, with a range of low hills down the middle. Here are the armies set up:




The Imperials are on the left and Chaos to the right. That's the God just off-table.

The Imperials had a tricky job ahead of them. I had planned to hold on both flanks, and use the tanks to smash through the Chaos centre. But that was where he had put al his huge war-machines, and in HOTT this meant a battle between my Knights and his Behemoths. And we know how that would turn out ...

Here are the centres of both armies:




Both armies advanced slowly towards each other, partially through caution, but mostly through lack of PIPs. This did allow the Imperials time to shuffle their troops in the centre to avoid their Knight general facing off against a Behemoth, though.

Here is the advance, from the Imperial left, centre and right respectively:




At this point, Caesar, playing Chaos, made a mistake. His CinC was the Magician general in charge of left flank. Oddly enough he was faced off against my CinC, the Imperial Inquisitor on my right flank, protected  from magic by the Grey Knights. And Caesar's mistake was to push his general ahead of the rest of his army. I didn't miss the opportunity - a Paladin in contact, supported by the Hero general as an overlap:


It looked like game-over before it had really started.

Until:


The Grey Knights were beaten by one point, and destroyed! First blood to the forces of Chaos.

By now battle was well and truly joined in the centre, with the Chaos war-machines rolling over the Imperial tanks:




However Caesar made his next mistake; he didn't pull his Magician CinC out of trouble, so I leapt in with my Hero general. Both c-in-c's faced off in an epic duel:


This time the dice favoured the Imperium:


The Chaos army had lost its commander. But all was not lost; this was their first loss, but the Imperium had lost both the Grey Knights and a tank, so had higher losses, Chaos would fight on.

Of course, there was a chance that the CinC's command would become demoralised, but all Caesar had to do was roll more than a '2' for their next PIP roll:


Oh dear. The command  became demoralised, and with no general in charge there weren't enough PIPs to stop most of the troops fleeing. This pushed the Chaos losses over those of the Imperium, and the battle ended in an Imperial victory.

With time left in the evening we set up a 24AP game using the same armies - Slaanesh against the Imperial Guard. This was a tense game, with both sides attacking with their right flank and refusing their left. The Imperium lost most of its tanks to Slaahesh war-machines, but Slaanesh lost its beast-riders and many Chaos Marines to Imperial bikes and sentinels. The endgame consisted of the Slaanesh war-machines trying to destroy enough Imperial troops to force their army's demoralisation before the Imperial bikes and sentinels reached their stronghold. Sadly for the Imperium they managed it.

Obligatory pictures:

The initial setup:


Slaanesh redeploys its Riders from one flank to the other.


The Imperial Riders and Beasts.


The Imperial Riders deal with their opposite numbers. Hordes advance in the centre whilst Slaanesh war-machines move up to the left of the picture.


The Slaanesh Behemoths and Knights are about to destroy the Imperial Knights.


Both sides are now destroying their opponent's left flank, but the Imperium is losing more troops..


A last run to the Slaanesh Stronghold falls short as the rest of the army is defeated.


It's great to think that I've had more use out of my Epic stuff playing HOTT than I ever had using it for Space Marine or Epic 40K.

Thursday, 1 March 2012

Memoir '44 - The Invasion Of Denmark

Memoir '44 - Invasion Of Denmark
(Click on it to see it bigger)
I'm a bit of a fan of Memoir '44. Indeed more than any other game it scratches my WWII itch - I've tried various miniatures rules and, whilst they are fun I never have the desire to amass armies for any particular one. I did dabble with some stuff for 'Rapid Fire' about 15 years ago, but that was about it.

But I bought Memoir '44 a few years ago, and loved it. It's a game rather than a serious simulation, but it's fun gives me a chance to play a range of battles at different scales and in different settings with a minimum of resources. It satisfies me, and that's all you can ask from any game. In one evening, for example, we moved from the streets of Stalingrad to the forts of Eben-Emael via Abyssinia and the deserts of North Africa.

Anyway, I have dabbled with scenarios from time to time, mostly through the editor on the Days Of Wonder site when it was free. At some stage I will shell out the $7 for the downloadable editor, but until then I shall go with what I have.

Anyway, I thought I would share a scenario here.

It's for Operation Weserübung, the German invasion of Denmark in 1940. It is inspired by and, indeed, heavily based on one for the Tac miniatures rules and published in a booklet one author of which was The Land Of Counterpane's very own Richard Crawley.

To be honest whilst the Tac scenario gives a great game every time (and we did it at least twice when I was with the Staines Wargamers) this isn't a great Memoir '44 scenario. But it's an interesting event, and it was fun to try and fit a whole country onto the game board. It is best played twice, with each player seeing how well they can do as the Germans - the Danish player's role is rather static.

It's an odd scenario, with play taking place along the long axis of the board.

You can download the scenario a a PDF HERE.

The picture above shows the initial game set-up. If it resembles your board then you've probably done it right.


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