Sunday, 11 June 2017

Power Legion - Superman's Enemies

This post has the Power Legion stats for some of Superman's greatest enemies.  (I'm still having problems uploading photos so this is just text for now):-

Doomsday


Doomsday (1,625 Points)
M A S K
d4 d10 d20 d20
Damage Resistance d20+10 Activation d10
Armor d20, Martial Arts d20, Lethal HTH Attack d20, Strong Will d20, Super Leap d20, Regeneration d20, Sealed Armor, Boost, Armor Piercing (On Lethal HtH), Berserk Fury 


Lex Luthor

Lex Luthor (838 Points)
M A S K
d10 d10 d6 d6
Knockout  d6 Activation d10
Force Field d8, Leadership d10, Mastermind d10, Gadget d20, Gadget d12, Gadget d4


Lex Luthor in Armour


Lex Armor (1,299 Points)
M A S K
d10 d8 d12 d12
Damage Resistance  d12+4 Activation d10
Martial Arts d10, Armor d8, Force Field d12, Ranged Damage d20, Lethal HTH Attack d8, Flight d10, Leadership d10, Mastermind d10,  , Armor Piercing 


Bizarro

Bizarro (1,498 Points)
M A S K
d4 d12 d20 d20
Damage Resistance  d20+6 Activation d12
Armor d12, Flight d20, Ranged Damage d20, Strong Will d6, Superspeed d10,  

Darkseid

Darkseid (2,068 Points)
M A S K
d12 d10 d20 d12
Damage Resistance d12+6 Activation d12
Strong Will d20, Armor d12, Regeneration d20, Telepathy d20, Telekinesis d20, Teleport d20, Leadership d12, Ranged Damage d20



Sunday, 28 May 2017

Power Legion - Defenders

This post provides Power Legion stats for some of the loose group of heroes known as the Defenders.

First the three founders:-

Doctor Strange



Dr Strange (1,414 Points)
M A S K
d6 d8 d10 d8
Knockout d8 Activation d12
Strong Will d20, Tactics d12, Magic d12, Flight d10 (Device: Cloak of Levitation), Entangle d10, Shield d12, Ranged Damage d12, See Invisible (Eye of Agamotto)

Hulk

Image result for heroclix hulk


Hulk (916 Points)
M A S K
d4 d6 d20 d12
Damage Resistance d12+5 Activation d6
Armor d10, Strong Will d8, Martial Arts d8, Regeneration d12, Super Leap d20, Berserk Fury 

Prince Namor the Sub-Mariner

Image result for sub-mariner heroclix

Sub-Mariner (492 Points)
M A S K
d4 d8 d12 d10
Damage Resistance d10+2 Activation d8
Armor d4, Superswimming d4, Flight d4, Martial Arts d10, Strong Will d10
Secondly the early recruits

Valkyrie



Valkyrie (670 Points)
M A S K
d4 d8 d10 d10
Damage Resistance d10+2 Activation d8
Strong Will d6, Armor d4, Weapon Master d12, Lethal HTH Attack d12 (Device: Sword: Dragonfang), Ranged Damage d10 (Limited: One-use Iron Spear), Flight d8 (Device: Aragorn the Winged Horse)

Silver Surfer


Image result for silver surfer heroclix

Silver Surfer (1480 Points)
M
A
S
K
d8
d12
d20
d20
Damage Resistance
d20+5
Activation
d12
Ranged Damage d20, Healing d20, Flight d20, Armor d10, Boost , Sealed Armor , Immaterial 

Clea


Image result for "clea" heroclix

Clea (1,018 Points)
M
A
S
K
d8
d6
d6
d6
Knockout
d6
Activation
d8
Shield d10, Teleport d12, Magic d12

Daimon Hellstrom

Image result for Daimon_Hellstrom

Daimon Hellstrom (936 Points)
M A S K
d6 d6 d8 d10
Knockout d10 Activation d10
Ranged Damage d10, Strong Will d20, Healing d10, Lethal HTH Attack d10 (Device: Trident), Flight d4, Tactics d10, Force Field d20

Nighthawk

Image result for nighthawk heroclix


Nighthawk (416 Points)
M A S K
d4 d8 d8 d8
Knockout d8 Activation d8
Flight d6 (1 Tricks: Aerial Acrobat), Lethal HTH Attack d8, Acrobat 

Power Man

Image result for luke cage heroclix


Power Man (498 Points)
M A S K
d6 d6 d10 d10
Damage Resistance d10+4 Activation d8
Armor d8, Martial Arts d8, Tactics d8, Regeneration d4

Hawkeye

Image result for hawkeye heroclix


Hawkeye (780 Points)
M A S K
d4 d8 d6 d8
Knockout d8 Activation d8
Ranged Damage d8 (Device: Bow), Marksman d12, Gadget d10, Gadget d8, Gadget d6, Gadget d4, Acrobat , Fire into Melee 

Yellowjacket (Hank Pym)

Image result for heroclix yellowjacket

Yellowjacket-Hank Pym (613 Points)
M A S K
d8 d6 d8 d8
Damage Resistance d8+3 Activation d8
Flight d6, Ranged Damage d8, Stealth d10, Martial Arts d8, Armor d6, Immune to Flare , Difficult Target 

And a later addition to the roster:-

Ant Man



Ant Man (575 Points)
M A S K
d8 d6 d4 d4
Knockout d4 Activation d8
Flight d4, Entangle d8, Ranged Damage d6, Invisibility , Flying Kick , Difficult Target 
Shrinking is not easy to mimic in Power Legion so I've treated it as invisibility with growing to attack as Flying Kick.  I've used Ranged Damage and Entangle to represent his Insect Control.





Sunday, 16 April 2017

Song of Void and Stars - Star Trek

   About five years ago I did some playtesting of a Ganesha Game for starship combat, Song of Void and Stars.  Unfortunately the game never saw the light of day but I did write up two battle reports.  The first, using Wizkids Rocketmen ships was featured on the Song of Void and Stars blog.  The second was due to be published there but sadly never was.  I've recently found the document and photos and thought I'd publish it here.

Star Trek Battle Report

This battle report is based on a clash between a Federation and a Romulan Task Force.  It takes place in the Chalcis System, close to Chalcis III and its moon.

Federation Task Force

USS Farragut (Nebula Class) C4 Q3, Indirect CV 5, Move Medium, Range Long, Doctrine: Battleship, Shield Generator, Evasive Thrusters, Power Flux De-coupler, Engine Shielding

USS Hood (Excelsior Class) C3 Q3, Indirect CV 3, Move Medium, Range Medium, Shield Generator

USS Stargazer II (Constellation Class) C3 Q3, Indirect CV 3, Move Short, Range Medium, Shields, Escort Support

USS Victory (Constellation Class) as above

Romulan Flotilla

Makar (D’deridex class) C4 Q3, Indirect CV 4, Move Medium, Range Long, Doctrine: Battleship, Shield Generator

Terix (D’deridex class) as above

Pi (Talon Class Scout Ship) C2 Q3, Indirect CV 2, Move Medium, Range Medium, Shields , Escort Support

Chi (Talon Class Scout Ship) As above


  Both forces close in on Chalcis III using the planet’s mass to mask their intentions from their enemies.

  The Federation took the initiative when the Stargazer II accelerated ahead of the task force and launched photon torpedoes at the Pi.  The rest of the Federation Task Force followed more cautiously.
  The Pi pushing its impulse engines to near maximum headed for cover behind the moon.  The Chi broke away from the cruisers on an intercept course with the Pi. Both Romulan Cruisers held their fire and moved towards the Federation ships.

  The two Federation Escorts headed for the Red Planet, the Stargazer II fired more torpedoes at the Pi.  In an effort to overload its shields the Excelsior fired its Phasers at the Pi.  The beams struck the smaller ship, piercing its shield and damaging several of its systems.  The Farragut also targeted the Pi with a sustained shot from its main Phaser array.  The beam damaged the Scout’s weapons but the small ship survived.

  The Chi sheltered from the Federation ships fire behind the Red Planet’s Moon.  The Terix moved to cover the Pi’s flight, launching torpedoes at the Farragut as she went.  The Makar increased power to its impulse engines and powered directly towards the Farragut firing a sustained Phaser burst at her foe.  The Farragut’s shields flared but held.  As the Pi made a run for the cover of the moon, her repair teams managed to get her shields and systems back on-line but she was too slow to avoid the Stargazer II’s torpedoes.  They struck her as she ran, if she hadn’t raised her shields she would have been vaporised, as it was her shields absorbed some of the impact before collapsing.  The resulting damage destroyed her port wing and several of her weapon systems.

  The Stargazer II manoeuvred to port to try to intercept the Photon torpedoes speeding towards the Farragut but in the event was only able to destroy the Pi’s Torpedoes heading for herself.  The Farragut ignoring the homing torpedoes turned across the path of the Makar, firing a sustained burst of Phaser Fire at the Romulan Cruiser.  The Makar’s shields absorbed the burst but were temporarily depleted.  The Excelsior and the Victory held their fire waiting for a better shot.  The Terix’s Torpedoes brought down the Farragut’s shields but did no other damage.

  The Makar flew alongside the Farragut raking her with Phaser fire resulting in damage to several of her systems.  The Farragut’s Power Flux De-couplers were ineffective.  The Terix tried to finish the job the Makar had begun by firing a sustained burst of Phaser fire at the federation flagship and launching a large spread of torpedoes at the weakened vessel.  She scored a series of hits on the hull of the Farragut destroying some of her weapon systems.  The Pi continued towards the moon, whilst the Chi performed a slingshot around it.  She headed towards the Farragut, launching Photon Torpedoes towards the Federation Cruiser.



  Seeing her flagship taking damage the Stargazer II flew alongside her and tried to destroy one of the incoming torpedo spreads but her Phasers went wide and the torpedoes continued their inexorable flight towards the Farragut.  The Hood placed itself between the Terix and Farragut firing a sustained burst at the Romulan.  It brought down the Romulan’s shields but did not damage the ship.  The Farragut followed the Hood, turning so that the Torpedoes about to strike her did not hit her aft.  At the same time her repair crews brought her systems back on-line and she launched a spread of torpedoes at the vulnerable Terix.  The Victory, lagging behind her allies fired a sustained Phaser burst and a Photon Torpedo spread at the Makar.  The Phaser shots brought down the Makar’s shields and the Photon Torpedoes caused damage to her systems.  The Farragut’s torpedoes damaged Phaser emitters on-board the Terix.  At the same time the Farragut was struck by two Torpedo spreads.  Her shields collapsed and multiple hits crippled her main Phaser array and caused damage to most of her remaining weapons.  Just as it looked as if the Pi might reach the safety of the moon, she was struck by several torpedoes and with her shields still down; there was nothing to stop them tearing her apart.


The Terix closed with her crippled foe, the Farragut, aiming to deliver the Coup de Grace.  Turning across her line of flight and firing a sustained Phaser burst into her already badly damaged hull.  Pushing her crew to the limit, the Farragut fired her Evasive Thrusters and was able to dodge the Terix’s fire.  The two other Romulans manoeuvred without firing.

  The Farragut managed to strengthen her shields and fire Photon Torpedoes at the Terix.  At the same time, the Hood fired a sustained Phaser burst at the Terix and launched more Photon Torpedoes at the Romulan.  The Phasers destroyed the Romulans damaged weapon arrays.  Seeing the vulnerable Romulan dead ahead the Stargazer II laid in an intercept course, firing Phasers and Photons as she went.  The Phasers scored some damaging hits on the Terix’s systems.  The Victory performing an emergency heading change put most of her power into her impulse engines and cut across the aft of the Makar firing Phasers and Photons.  The Phasers brought down the Makar’s shields but otherwise she was unharmed until the Photons struck damaging her Phaser Arrays.  The Terix’s defences were completely overwhelmed by three Photon Torpedo spreads striking her at once.  Explosions blossomed along her length as she slowly collapsed in on herself before vanishing in a fireball.

  The loss of the Terix shook both the Makar and the Chi but they did not flee.  In fact the Makar was able to repair the damage to its hull and bring its Phaser Arrays back on-line.  She skirted the planet’s upper atmosphere firing Phasers and Photons at the Victory.  The Phasers tore through the Victory’s shields damaging her hull and Phaser Arrays.  The Chi repaired its system damage and launched a torpedo at the aft of the Victory.  They tore through the Engineering Section breaching the warp core.  There wasn’t time to launch escape pods before she was ripped apart.

  The battle now came down to the crippled Farragut, Hood and Stargazer II against the shaken Makar and the Chi.

  The Hood turned to starboard and fired a sustained Phaser burst against the Chi.  The Scout’s shields flared as they absorbed the impact.  The Stargazer II fired her Phasers and Photon Torpedoes as she manoeuvred around the Chi.  The Scout with its shields already overloaded by the Hood was no match for the Victory’s barrage and she blossomed into a growing ball of plasma.  Seeing the futility of continuing an unequal fight the Captain of the Makar, gave the order and her Helmsman took her out of the system at Warp.  With the Farragut crippled the Federation task Force was in no position to pursue.



   The blue gaming stones were used to mark the shields on the various ships.

Wednesday, 29 March 2017

Power Legion - W.I.L.D.C.A.T.S. 2

When I posted my conversions of the WILDCATS super team I missed a couple of members that exist in Heroclix form.  These were Mister Majestic and Ladytron.  This post rectifies that oversight.

Mister Majestic

Mr Majestic (1,178 Points)
M A S K
d8 d10 d20 d20
Damage Resistance d20+5 Activation d10
Flight d20, Martial Arts d12, Strong Will d12, Armor d10, Ranged Damage d12, Leadership d8, Sealed Armor 

Ladytron

Ladytron (688 Points)
M A S K
d6 d8 d8 d8
Damage Resistance d8+3 Activation d8
Ranged Damage d10 (Cybernetic Machine Gun Arm), Armor d6, Damaging Aura d10 (Limited: One-use, Electricity), Berserk Fury 

Thursday, 1 September 2016

Song of Drums & Tomahawks Second Play


This week we tried a second game of Song of Drums and Tomahawks.  This time we tried a scenario driven game.  My Provincials had sent out a patrol to capture an evil French Spy from their base, the Inn they captured before.  The French and their Indian Allies were trying to rescue the poor Italian priest the wicked British had dragged away from his flock.

The Provincials forces comprised:-

Garrison
One Officer
One Grenadier
Four Line Infantrymen

Patrol
One Sergeant
Two Rangers
Four Line Infantrymen

The French and Indians forces were:-

Indians
One War Leader
Four Warriors
One Young Indian Warrior

French
One Officer
Four Marines

This is the Inn garrisoned by the Provincial's Officer and a small group of soldiers.


This is the patrol with their prisoner in tow.


This is the end of turn one with the patrol hurrying back to their base with their prisoner.  The French are close behind and the Indians are hiding in one of the woods.  The patrol has gambled on the Indians being in one of the woods on far side of the board.  They moved in a group using the March move.  We allowed the Rangers to use this group move even though they normally wouldn't have been allowed to.


The Indians were in one of the woods on the far side of the board but quickly moved out using the Indian File group move.


Luck was with the British as they were able to double time whilst the Indians faltered and failed to move at all, meaning their French Allies didn't appear.   The patrol rushed onwards whilst the Indians slowed. Only the Young Warrior managed to move to get close to the patrol.


The French finally appear in not so hot pursuit.


The patrol slowed as the Indians managed to finally catch up, making for cover from which to snipe at the soldiers even though the Inn was in sight.  The Grenadier had opened the gates in readiness.  Two of the Provincial Infantrymen stopped and fired at the Indians.  They both missed but the Grenadier was able to knock down the foremost Indian.


More fire from the Inn knocked down a second Indian.  Things looked good for the patrol.


The French were far, far behind.


When it appeared safe the patrol faltered and the Indians managed to recover and come howling into the attack.  The Sergeant dragged his prisoner and a single Soldier and pressed on, just failing to reach safety.  The garrison began to sally forth to help.  The Grenadier charging into contact, while the War Leader engaged one of the Rangers and the Young Warrior attacked the stragglers.


The officer tried to grab the Priest and run back into the Inn but he tripped and his side lost the initiative.  The Indians rushed into the attack.  One of the stragglers killed the Young Warrior but was then shot by another Warrior who drew his scalping knife and began to move to collect his trophy.  The Grenadier was knocked down by the Warrior he was fighting despite his strength and a soldiers support.  The War Leader killed the outmatched Ranger he was facing and another Indian caught the Provincial's Sergeant making him release his prisoner.  The Priest had a chance for freedom.


The Provincial's Officer was having none of it he slapped the Priest across the face, grabbed him and hauled him back into the Inn, winning the game.  The British Sergeant attacked his outnumbered opponent and just like last week ended up on the ground.   The rest of his force engaged in inconclusive skirmishing with their enemies.


To be honest this was the third time we'd played this scenario.  The first two occasions were on a smaller board and both the Indians and French started off the board.  The French came on after the patrol crossed the third hex and the Indians came on after a scoring equal to or under the current turn number starting in turn two.  They would come in on either board edge, chosen before the game began.  This didn't give too much of a game with the patrol easily outstripping its pursuers.  Below are a few photos from these earlier games:-

The Indians making use of their Woodsman ability and in Indian File.


The patrol outpacing their French pursuers.


The patrol almost safe.


The French scatter to fire on the patrol.


In the second game the patrol was outguessed by the Indians and had to double back to avoid them.



Friday, 26 August 2016

Song of Drums & Tomahawks First Play


This is an after action report on the first game of Song of Drums and Tomahawks a couple of us played last night.

     I took the British and my friend Mark took the French.  My force was comprised of:-

1 British Officer
1 British Sergeant (a drummer in the photos)
1 British Grenadier
2 British Rangers
3 British Soldiers

Mark's force was:-

1 French Officer
1 French Sergeant (Customised to drop the Primitive Weapon but add a Musket)
3 French Marines
1 French Courier de Bois
1 Civilian (with a Pistol and Strong)

The location of the battle was at a remote Inn in the far north of the British colonies.  The aim of both sides was to capture the Inn, the French to loot and burn the British to occupy.  The first picture shows my forces deployed on the board edge.  Mark's troops were in the wood on the far side of the Inn.



This is a close-up on my Provincial Troops.


Mark's troops went first and his Marines took up position on the far side of the Inn.  His Courier de Bois tried to outflank the British. The rest moved to occupy the Inn.  The British moved up the two Rangers firing on the Marines.  First Blood to the British when a lucky shot wounded one of the French Marines.  The Courier de Bois was knocked down by more Musket fire.  The photo below shows the scene with the British Sergeant in the Inn yard aiming to occupy the Inn.  Harder to see is the British Grenadier by the front door of the Inn.




Things didn't go well for the British with return fire from the Marines wounding the Ranger who had brought down their friend.  The Courier de Bois recovered before he could be finished off and the French occupied the Inn first knocking down the British Sergeant in the yard.  The British Grenadier still couldn't get inside.



Things went from bad to worse with the French civilian wounding a soldier with his pistol from an Inn window.  The Sergeant failed to get up and the Grenadier still couldn't get through the door.


 The British Grenadier burst through the door and attacked the French Sergeant.  The Sergeant easily defeated the Grenadier leaving him wounded on the floor.  The British Sergeant regained his feet and followed the Grenadier through the door but couldn't come to grips with the burly Frenchman.  The French civilian knocked down another British Soldier.  Things were going very badly for the Brits.  To make matters worse the vulnerable Courier de Bois had made it back into the lee of the Inn.



The Brits through a combination of bad luck and poor choices did very little for several turns.  Their Sergeant was driven back by a series of attacks by his French opponent.  More Frenchmen entered the Inn.  It looked like the end for the plucky Brits.



Another turn of British inactivity with their Sergeant driven back again by his opposite number.  The remaining British Ranger was knocked down by musketry from the French Marines.



In following up his success the French Sergeant had moved in front of the open door.  The British Officer taking careful aim with his pistol fired and brought the French Sergeant down.  Two French casualties now to three British but the morale tests made by the French meant the two remaining Marines disappeared back into the woods and the Civilian abandoned his place to fall back.  The Courier de Bois was made of sterner stuff and didn't move.


Most of the British gathered outside the Inn gate whilst the Sergeant faced the French Officer and Civilian inside the Inn.


All the focus was now on the interior of the Inn.  The British Officer sent in a Soldier to support the Sergeant.  It looked to be too late when the Sergeant was knocked down by a shot from the French Civilian.



The British started to move up to support the Sergeant.  He made it back to his feet and into contact with the French Leader only to be knocked down again.


The climax of the battle came in the interior of the Inn with the British Sergeant repeatedly knocked down yet surviving attack after attack.  Finally with support from the Soldier he killed the French Officer and most of the Frenchmen fled leaving the field to the British.

The final view inside the Inn.


It was a close game with my poor play and poor luck almost costing me the game after 4-5 turns.  It was the lucky shot that killed the French Sergeant that turned the game in my favour.  I probably should still have lost as my Sergeant had to survive several attacks whilst knocked down.  When the tables were turned his luck held and he killed his opponent.

The rules work well but there are a few differences to other Ganesha rules most notably the Group Action rules.  These only allow certain types of troops to move as a group and then only in groups of the same type of troop e.g. Regulars, Rangers or Indians.  Each of these groups has their own type of group move and Leaders usually get to move along with their troops.  The weapon rules are similar to other Ganesha rules but Muskets are pretty powerful though not super-weapons.  Overall a good set of rules.  Next time we'll try some other troops with perhaps some Indians.