Showing posts with label Too Fat Lardies. Show all posts
Showing posts with label Too Fat Lardies. Show all posts

Sunday, 7 May 2023

What a Mountie!

What a Cowboy is a brand new set of rules from Too Fat Lardies for playing Hollywood-style, wild west shootouts.  I jumped on the pre-order, and when the game arrived, I summoned some of my What a Tanker gaming mates around for a test drive. Apologies in advance for the poor quality of the photos.  I was more focussed on playing the game!

Since I live in Canada, just for fun I decided that we'd play a scenario with Mounties in the Yukon, rather than the Hollywood staples of the dusty Southwest or flat prairie.  We tried scenario 3,  'The Rescue'.  The Mounties had arrested a trapper for DnD and were holding him in their outpost cabin, when his mates decided they needed to bust him out of the hoosegow.  Each side had two shootists and two greenhorns, two armed with six shooter pistols and two armed with rifles.  

Here is the basic layout.  Two Mounties were at the cabin, and two came on at the far end of the board.  The four trappers came in on from the bottom of the picture.


Obligatory moose shot (just be glad I didn't pull out the beavers!)


The trappers advance onto the table


Constable Fraser dives for cover behind the laundry as Sgt King moves up to support with his rifle.


Trapper Bob and Sven Olafson move up alongside the creek.  Constable Macleod is forced to seek cover in the woods.  The little clouds of smoke are pin markers, used when a character dives for cover or hits the dirt.



Sgt Fraser has suppressed trapper Beardy MacBeardface with rifle fire, while the crazy Scotsman has pinned Const Fraser (again).



Standoff between Const Fraser and Angus the crazy Scotsman.


Angus has been taken down, while Trapper Bob tries to make his way into the NWMP cabin.  Not visible, but Const Frobisher is inside the cabin with the prisoner.


Next, Trapper Bob was killed.  At the end of this turn, the two remaining trappers failed their 'Ride or Die Test' and fled the table.



We all enjoyed the game.  As always in a first playthrough, we had a few questions, but since we are already familiar with the What a Tanker engine, the game came to us quite quickly and we were confidently taking our turns.  The game is fast and cinematic.  With a bit more experience, we will be better at using the Bitcoins Bonanza tokens and remembering to check our Desperado cards.  We are also looking forward to getting a chance to use some more advanced characters (gunslingers and legends), adding in horses, getting some Brawlin' (hand to hand combat) and more.


Wednesday, 9 September 2020

A Little Gaul on Gaul Action

 I have jumped on the Too Fat Lardies bandwagon, and purchased their brand new Infamy, Infamy rules for "Large Scale Skirmishes in the Ancient World".  The focus of the game is on Romans vs Barbarians, with a sideline in Roman Civil Wars, like the war between Caesar and Pompeii, or Anthony vs Octavian, or the Year of the Four Emperors.  So after receiving my 'full bundle' package in the mail, I slapped a bit of paint on the poker chips:



And then decided to use the card deck for my first game, and maybe try the poker chips later.  (I,I has an activation system similar to Sharp Practice, where each leader gets to act when his card or his poker chip is drawn)

The focus of the game is on the Romans, and it has lots of special rules to accommodate Roman drill, especially for the armies of the late Republic (the time of Julius Caesar and the civil wars), and for the early Empire (including the conquest of Britannia and the Year of the Four Emperors).  However, I don't have any suitable Roman figures at the moment (although I considered using my Late Romans as a proxy for EIR).  Instead, I pulled out my old WAB Gauls, blew off the dust and decided to field them for a bit of Gaul on Gaul.

One of the nice things in I,I is that the TFL have decided to differentiate between Gauls, Germans and Britons, rather than just lumping them all together under the single banner of 'barbarians'.  So the Gauls come off as being a sort of pre-feudal group, with noble warriors mounted on horses, or on foot, supported by a levy of warriors and some more common folks.  They feel a bit like a medieval host, rather than barbarian mobs.  I split my Gauls into two groups.

Blue force are Gauls, formed around a core of noble cavalry, well armed and armoured, with a supporting group of nobles on foot leading two groups regular warriors, along with some slingers and tribal (skirmish) cavalry.  

 


Facing them is Red force, the Belgae.  These are all on foot, and include noble warriors with three groups of regular warriors, some tribal levy, slingers and for fun, two groups of naked fanatics!  Because where's the fun in a Gallic army if there aren't any naked fanatic warriors?


I diced for the scenario, and for the table layout.  The brown felt is a marsh, there are forested hills on either side of the table, leading to a small settlement.  The Gauls are to escort a wagon carrying barrels of wine to the village, and the Belgae intend to stop them. 


Gauls deploy at the end of the table furthest from the village.  The Belgae have a deployment area along one of the long edges, but also have a selection of 'ambush points' from which they can also deploy warriors.  The solid red disks below show the locations of the ambush points.



What follows is a quick pre-game test where various factors are considered, such as how strong each side is in skirmishers and cavalry, who can be counted on to counter or neutralise the other side's ambush points. 

And then the game begins!  Blue Leader II starts things off, deploying a classic swine's head formation with his noble warriors up front backed up by two groups of warriors in support.  First lesson learned:  build some movement trays!  The bases of the individual figures catch too easily on the Hotz mat, and they fall over far too easily on the sides of the hills.  Movement trays will speed up the process of moving troops around.


Blue IV comes up next, and out leap his light tribal cavalry from their ambush point in the marsh!



Not to be outdone, Blue Leader I (the warlord, status III) deployed next, taking full advantage of the cavalry's increased deployment distance to push ahead of the lowly walkers.


And finally the Belgae get a chance to deploy some troops, when Red V comes up, bringing the tribal levy maneuvering through the woods.


And the Tempus Fugit card is dealt (Latin for "time flies"), and the first turn ends.  For those used to CoC, the terminology is a bit different in I,I.  Where CoC has phases and turns, I,I instead has turns (which end when the Tempus Fugit card is dealt) and Acts.  The end of an Act is analogous to the end of a CoC turn.


First card up in Turn #2 is for Red IV, and his Gaesatae.  These mighty warriors spend a signa card to allow them to ambush (from the disk with a '1' on it), and they rush down the slope to attack the Gallic noble warriors.

Strictly speaking, that ambush point had been converted to a normal deployment point during the pre-game scouting phase, but I decided to overlook that to see how the ambush rules work.  And so, on to the first combat of the game!  On review afterward, I found that I made a few mistakes, so bear with me as I try to correct them through the narrative.

Firstly, all units, foot or mounted, are supposed to have approximately the same frontage, so the two units of Gaesatae attacking the one cavalry unit is not correct, it should be either two groups of foot against two of horse, or one unit of foot against one unit of horse, each with another unit in support.  But as I played it, two groups of naked, screaming fanatics barreled down on the front group of horse, while the nobles in the second rank supported their mates.

As it played out, the Gaesatae killed all the nobles in the front rank, and inflicted so much shock that the remaining group of horse fell back behind the rest of the Gallic horde.  Had I played it properly, the balance of dice would have been a bit less favourable to the Gaesatae, but it would still have been in their favour.  As Fanatics conducting an ambush, they started out with 6 points of fervour, while the Gallic nobles didn't have any.  Fervour is a characteristic that only barbarians get to use - the warriors get riled up, and fervour is a measure of their enthusiasm.  Fervour gives bonuses for movement and fighting, and also allows the warriors to soak up shock (they don't count any shock until all their fervour is used up).  

Here are the remaining nobles, with their shock (the livestock) and their warlord (in the blue cloak), he is trying to rally them so they will return to the fight.




Meanwhile, having pushed back the nobles, the surviving Gaesatae in their wild frenzy pushed on against the warriors on foot.  This next combat didn't go quite as well.  The Gaesatae are hard hitting, fighting as elite warriors in the first round of any combat, but their numbers are few, and, being naked and all, they tend to take a lot of casualties.  This makes them pretty brittle.  


This second combat went much worse for the nekkid blokes, and the survivors were pushed back off the table.  Losing the fanatics had an impact on the Belgae force morale, a bigger hit to their own side than they had managed to inflict on the Gauls.



Next, the Belgae deployed some slingers to harass the Gauls.  More a nuisance than a threat, but none the less a way to whittle down the enemy before the main engagement.


The Gallic response is to send their tribal skirmish cavalry to chase away the slingers.



While the skirmishers battle on the flank, the Belgic warlord advances his big horde of warriors slowly along the valley.  He has been gradually building up fervour among his warriors, so they will be ready for the coming fight.  The white dice in front of the warriors show that fervour is now up to 5 points for each group, while the levy groups (red dice) are down to 1 point of fervour each.



On the flank, the Gallic tribal cavalry chase down the Belgic slingers.  I made some mistakes with the skirmish cavalry, allowing them to move together.  Skirmish cavalry groups should move separately, they can't coordinate as mounted warriors, so each group should have rolled separately for movement, which would have led them to spread out.  Also, skirmishers can't support each other, whether on foot or mounted, so that was another advantage that I mistakenly gave the Gauls.



After this, I stopped taking photos.  The Gallic tribal cavalry eventually circled around the back of the Belgae, then attacked the tribal levy in the flank.  As I mentioned, they were more effective than they should have been, as they nicely coordinated their actions and supported each other.  My intention was for the tribal cavalry to throw javelins and harass the Belgic levy, but I rolled high for movement and assumed that they were required to charge.  Not so, skirmishers may always stop short of formed enemy groups.  However, since I pushed them in, they ended up punishing the levy, and further whittling away at the Belgae.

In the end, the Belgae had a strong force of foot warriors in a mob in the centre of the valley.  They were still very strong, but all of their support had been stripped away through the encounter.  Each group (and each leader) that had been killed or chased away reduced the Belgic force morale, so that by this time they only had one point left on their FM table.  Considering that the Belgae were surrounded, and the Gallic morale was still high, I decided to call the game there and give the victory to the Gauls.

Infamy,Infamy is a good, solid set of rules, with many mechanisms which will be familiar to TFL fans.  I'm going to try again sometime soon, maybe try against a Roman force so I can see how the silly Roman tricks work out.

Thursday, 19 March 2020

New markers for Chain of Command

After my Chain of Command game last week, I realised that my collection of markers for this game was inadequate.  Here are the first few of the new markers.



I've updated my quick and dirty Patrol Markers with some that are a little bit neater.  The gold maple leaf on red represent the 1st Canadian Infantry Division.  At least, it's supposed to be a red background:  next time I will try to find a better colour printer 8^)  The black and white marker shows the insignia of the Fallschirm-Panzer-Division 1. Hermann Göring.  When each marker is locked, it can be flipped over to show its updated status.  I realise now that 5 is an odd number to choose.  Most scenarios call for 3 or 4 markers, and there is one scenario (Flank Attack) where one side gets 6, but none actually require 5 markers.  I suppose the markers could also be re-purposed (for example, as jump off points), so I'm not too fussed about how many there are.


Tracking which leaders were wounded and the severity of the wounds got to be a bit of a hassle in the game, so I've made some markers.  They are marked differently on each side, either -1 C.I. to show that the JL or SL has had his command initiative reduced by one, or wounded to show that he's out of action until the turn end.  These can also be used if a FOO is wounded.


These are some 'covering fire' markers.  I couldn't think of a good way to show covering fire, which is really a bunch of bullets fired in the general direction of an enemy team or section in order to get them to keep their heads down, so I went with smoke clouds.  It's exaggerated but hopefully gets the point across without having to put a plastic chit on the table.  These are each 4" long, representing a single team's fire.  A full section can cover 9", in which case two of these can be put down side by each to show the greater amount of cover fire being thrown down.


And finally, a bunch of 3" smoke markers!  Each of these smoke clouds is on a 3" disc, so the extent of each smoke cloud's area of effect should be easy to measure. Smoke was a big part of the last game, and will likely factor in any game with British, Commonwealth or Imperial troops.


Tuesday, 29 January 2019

What a Tanker dashboards

At the last Trumpeter meeting at Bonsor, I tried out What A Tanker, the latest bit of fun from Too Fat Lardies, thanks Craig for hosting!  The game is great fun, fast playing with lots of decisions for the player to try.  When I got home, I logged on the interwebs and bought a copy of the PDF (and was fortunate to find that the Lardies were having a sale!).

One thing that Craig had commented on was a slight dissatisfaction with the dashboards.  Using tokens on the boards can be a bit risky as if the board is bumped, the pieces can slide around, leaving questions of where each marker was before the bump.  My idea (we'll playtest this upcoming Friday) was to cut out a couple of sheets of cork board and use push pins to keep things in place.

I suspect a new dashboard will be needed for each game as they will get repeatedly punctured over the course of a game, but they'd likely need to be replaced anyway if (for example) it becomes necessary to record damage. 





PS - I didn't mean to print out WAT twice! The PDF crashed the printer first time, so I only have one full copy, plus the first attempted print that only printed about half the pages!