Saturday, May 29, 2010

Tannhauser Battle Report #2 Operation “Feminist Revolt”

This is my second Battle Report, and this will be a unique Tannhauser combat experience. Operation “Feminist Revolt” is a Boys versus Girls Death-match. You will need Operation Novgorod and at least one male expansion figure. This will be a very long post.

Setup follow the Death-match rules distribute the crates on each objective and each action circle. Each player then chooses five Heroes (no troopers or Voivodes are used), One player gets five male heroes and one gets five female heroes. Each player receives 2 command points per turn.

We played this on the Castle map, but it could be played on any map.

Note: for the purpose of this report the front door is to the south.

Team Rosters

Boys

Girls

Heizinger-with Combat Pack Yula-with Stamina Pack
Zermann-with Stamina Pack Eva-with Combat Pack
MacNeal-with Combat Pack Tala-with Stamina Pack
Brown-with Combat Pack Irina-with Stamina Pack
Gorgei-with Combat Pack Irishka-with Combat Pack

Note: MacNeal’s Medal of Honor replaced with the Boxing Bonus Token.

Turn 1. Boys win deployment and initiative.

Barry deploys first blocking the door leading to the stairs, this may turn out to be a fatal mistake. Eve bursts in through the front door, and takes up position in the hall to the left of the foyer. Ozo Zermann moves down the stairs, and uses his celerity to take up a position in the foyer. Yula rushes straight at the demon Zermann, she attacks with her Kreuger rolling 8, 6, 7, 6, 1. Karl only counters with a 10, 5, 5, 8, suffering one wound. Karl spends one CP to counter attack but is unsuccessful.

Then Gorgei moves down the stairs and takes up a position just in front of and to Barry’s right. Irishka comes up behind Yula and fires the Kaali at Karl. (We were unsure of how to use the Kaali so we rolled a Automatic weapon attack and if a Meteop was placed we added three auto-successes.) She rolled 3, 7, 7, 7, 9, and placed a Meteop at Karl’s feet, adding another 3 auto-successes. Karl only rolled 0, 1, 3, 3, and succumbs to the withering fire and the Meteop.

John, Tala, Hermann, and Irina all deploy and take up strategic positions.

Turn 2. Girls win initiative.

Tala moves from the hall to the left of the foyer, into a position to toss her TNT in front of Barry and Gorgei. Gorgei is killed instatnly rolling only a 10, 2, 2, 4, Barry on the other hand rolled 5, 5, 9, 7, receiving one wound. He spends a CP to heal his wound. Barry takes a couple of steps over the debris left by Tala’s TNT, and tosses a gernade between Yula and Irishka in the foyer. They each suffer two wounds; Irishka spends two CP to heal her wounds. Barry steps back into the hall, north of the foyer.

Eva moves quickly down the hall and attacks Barry with Strafe; rolling 10, 9, 6, 3, 2, Barry counters with only 4,1 and suffers three wounds, he spends the Boys remaining Cp to stay above his last stat row. Coming to Barry’s defense John steps in to the hall and opens fire on Eva with his Flash Gun. He rolls an amazing 10, 10, 8, 9, 3, with his natural ten he rolls another 8 and a 1; with his plus two bonus from his Nighteyes his roll is an astounding 12, 12, 10, 11, 5, 10, 3. Eva never had a chance rolling only 10, 6, 2, 1, she dies there in the north hall. John then steps back to his safer location.

Suddenly Irina steps around the corner firing at Barry for third time this Operation, but she misses and he is unharmed. Hermann then draws a small amulet from his pocket, and begins to chant, focusing his mental energy on Yula he rolls 5, 4, 8, 3, while 4, 4 ,5, 2. Wining his mental duel he commands Yula to turn and attack Irishka, she rolls 4, 4, 4, 1, while Irishka rolls 0, 7, 7, 2. Still under Heizinger’s control she moves into the hall just to the right of the front door.

Irishka now alone in the foyer steps across the north hall and fires at Capitan MacNeal rolling 10, 10, 1, 6, 3, plus 3 auto-hits from a Meteop landing at his feet. John does manage to roll 5, 1, 8, 9, to block 3 wounds surviving with only a single hit point remaining.

Turn 3. Initiative roll, Boys 1, Girls, 9; the Boys spend one CP and roll a 10 to win initiative.

Barry heads down the hall towards Irina and Tala blazing away with his heavy machine guns. He rolls a 10, 7, 2, 5, 5, plus two bonus dice with a another 10 and a 9, for an impressive 4 hits, Irina counters with 6, 9, 8, 2 receiving one wound, while Tala rolled 9, 9, 7, 4, also receiving only one wound. Both spend one command point to counter attack, Irina rolls 10, 9, 8, 1, while Barry rolls 1, 7, 7, 3, receiving yet another wound. He spends 1 CP to keep his health two rows from death. Tala counter attacks with her S&W rolling 9, 10, 4, 3. Barry unfortunately rolls only a 3, 1, 1, 9, and finally dies after surviving five attacks.

Yula moves across the south side of the map to the left of the foyer, and uses a first aid kit to restore her to full health. While in the north hall John moves into the foyer to attack Irishka, but only manages to wound her once, due to his low health status. He steps back into the hall to provide cover for Heizinger, but he won’t be there long. Tala rushing up from around the corner, fires her S&W rolling 10, 9, 2, 2, while John only rolled 10, 3, 2, 2, and he finally succumbs to his wounds.

Hermann then pulls a crystal skull and begins to chant Sha-na-ra, but Irishka’s mental fortitude is too much for the aged Marquis. Then Irina takes a few pot shot at the marquis but he is unharmed.

Turn 4. Boys win initiative.

Hermann and Irina exchange pistol fire but neither are injured. Tala opens up a crate and finds 2 CP. Irishka uses two CP to move into a position to attack Heizinger, she rolls 10, 10, 5, 6, 2, plus 3, auto-hits from the Meteop. Heizinger counters with 9, 8, 7, 5, suffering three wounds, he spends 1 CP to heal one. None of the other girls are in range to be effective.

Turn 5. Girls win initiative.

Irishka again attacks Heizinger, with her CV twice the Marquis SV it finally looks like the General will get to met the denizens of the U-Worlds. Irishka rolls 9, 5, 4, 2, 1, plus 3 auto-hits from a Meteop, Hermann counters with a 4, 2, 2, 9, which is not enough to keep him alive.

The Girls win with only one causality, while the entire male team was wiped out. In the final analysis it was the Boys choice of entry point that may have been their undoing. The Girls superior speed allowed them to control the map and confine the Boys to a narrow hall, trapping  them near their entry point.

Friday, May 28, 2010

Vehicle Rules Update

First take a look at the vehicle map here: Vehicle Map Beta 5.

Now, there are currently two vehicles to chose from.

The Union has their Jeep, a M151 Multiuse Utility Truck or MUT. The MUT is a Light, Unarmored, Large, Wheeled, Vehicle.

It’s stats are as follows:

Combat Value Stamina Value Mental Value Move Value

-

4

-

4

-

4

-

3

-

3

-

2

jeep.jpg

The Reich on the other hand have a model 108 Horch built utility truck. It is also a Light, Unarmored, Large, Wheeled, Vehicle, with similar stats.

Combat Value Stamina Value Mental Value Move Value

-

4

-

4

-

3

-

3

-

3

-

3

Horch

Now currently the vehicles, do not have “character cards” or any health counter (so you’ll have to keep track of damage by some other means), but they do have a single equipment slot on their hoods for future expansion.

Vehicle Rules:

· Vehicles move only on the Vehicle Path Sectors (which is indicated by the gray double headed arrows and shaded Path Circles). A Vehicle occupies all shaded Circles in a Sector.

· They are considered adjacent to Path Circles adjacent to their current Vehicle Sector.

· Their line of sight is determined by the Path colors within their current Vehicle Sector, and they may be targeted from Circles within their line of sight (they may not be the target of a Hand to Hand attack.

· Vehicles must have a driver to move (only a Hero may drive).

· If a Vehicle is deployed it replaces one Hero, or two Troopers.

· A Character may dismount or mount a Vehicle only to or from an adjacent Path Circle.

· A Vehicle will only block movement when occupied by at least one Character, when unoccupied a Vehicle counts as Three Path Circles, and it is not necessary to Bull-Rush an empty Vehicle.

· Vehicles must move logically, e.g. a four Wheeled Vehicle may not turn within a single Vehicle Sector. Vehicles may Bull-Rush Characters, but not other Vehicles.

Vehicle traits:

· Armored: only the Vehicle may be a target, not the Characters within.

· Unarmored: both the Vehicle and passengers may be targeted.

· Light: Vehicle has a three row stat grid.

· Heavy: Vehicle has a four row stat grid.

· Small: when Bull-Rushing a character, a Small Vehicle does no damage, but receives a two point bonus to the result of each die.

· Large: when Bull-Rushing a Character, a Large Vehicle does damage equal to the number of success, and receives a three point bonus to the result of each die.

· Massive: when Bull-rushing a Character, a Massive Vehicle, automatically scores four successes, which may be countered by the defender’s shock roll, movement of a Massive Vehicle is not impeded by Character. If a Massive Vehicle ends its movement on a space occupied by a Character the Character (if they survive) is moved to an adjacent circle.

· Tracked: Vehicle may turn (up to 180°) within a single Vehicle Sector.

· Wheeled: Vehicle may not turn within a single Vehicle Sector.

That completes the current vehicle rules, I hope that some of you will be able to play-test it and report back on game-play.

Tuesday, May 25, 2010

A Call to Arms (Your Actual Mileage May Vary)

This post edited on 5/25/2010 to reflect Pete’s suggestions.

Here it is the beta 5 which is hopefully the last beta; now I’ve posted one with the Vehicle Sectors and one without (for those who only want the map). First is the Vehicle Map, Vehicles will move from double arrow symbol to symbol, also they will be considered to occupy the shaded circles within their current sector (the arrow’s length is the length of the sector). The amount of movement will vary by vehicle.

Now here are the Highest resolution images I can post, those of you who can please print one or both and let the play-testing begin.

Jungle w Vehicle sectors-1

Here is a plain version of the jungle map (no vehicle sectors).

Jungle beta 5-1

Map Stats:

100 Path Circles (I think, that’s about 40 less than the average map)

4 Entry Points

2 Primary Objectives

2 Secondary Objectives

6 Action Circles

15 Vehicle Sectors, and 3 Entry Points for use by vehicles.

Remember, the Jeep Vehicle is a few posts down. Everyone should be thinking of scenario ideas. A vehicle rules update will follow soon, along with a Reich vehicle.

Monday, May 24, 2010

Jungle Map Beta 4 & Vehicle Path Ideas

Alright, I’ve greatly reduced the number of path circles and made some other minor changes. I’m very happy with this version of the base map, and aside form error correction, and art refinements, this will most likely be the final version. Now, for the vehicle system I’ve worked up six new art styles and I think one of them is a winner.

First the Beta 4 map.

26x26 beta 4

Next the art samples, I personally like number 2 but my wife likes number 4. 5 and 6 have only a minor difference.

path samples copy

Please comment, and tell me which you like.

Saturday, May 22, 2010

Beta Three.

Ok, here is the Beta Three, I’ve reduced the overall number of Path circles, and tried to use some “hills” to break up some of the excessively long Paths. I’ve changed the Vehicle Track art, but I’m still not completely happy with it (suggestions welcome).

Here is the latest lo-res sample image.

Hopefully some the Path changes make this a more useful map in general. Then at least I’ll have a good map even if the vehicle idea flops.

I’m going to continue to think out how to mark out the vehicles track/ path better, and hope to have a working solution by Monday.

Friday, May 21, 2010

Tannhauser Vehicle Map Beta 2

Ok folks, here is a beta of my vehicle/ jungle map.

It currently has no objectives or action circles. We’ll see those in the third beta. This is a standard 26x26” Tannhauser map, but keep in mind this is a lower res sample.

The current vehicle rules follow below, keep in mind they are based on Tannhauser 1.0.

Vehicle Rules:

· Vehicles move only on the Vehicle Track (which is indicated by the gray boxes surrounding some of the Path Circles.

· They are considered adjacent to Path Circles adjacent to their current Vehicle Track Square.

· Their line of sight is determined by the Path colors within their current Vehicle Track Square, and they may be targeted from circles within their line of sight (they may not be the target of a Hand to Hand attack.

· Vehicles must have a driver to move (only a Hero may drive).

· If a Vehicle is deployed it replaces one Hero, or two Troopers.

· A Character may dismount or mount a Vehicle only from or to an adjacent Path Circle.

· A Vehicle will only block movement when occupied by at least one Character, when unoccupied a Vehicle counts as two Path Circles.

· Vehicles must move logically. E.g. a four Wheeled Vehicle may not turn within a single Vehicle Track Square. Vehicles may Bull-rush Characters, but not other Vehicles.

Vehicle traits:

· Armored: only the Vehicle may be a target, not the Characters within.

· Unarmored: both the Vehicle and passengers may be targeted.

· Light: Vehicle has a three row stat grid.

· Heavy: Vehicle has a four row stat grid.

· Small: when Bull-rushing a character, a Small Vehicle does no damage, but receives a two point bonus to the result of each die.

· Large: when Bull-rushing a Character, a Large Vehicle does damage equal to the number of success, and receives a three point bonus to the result of each die.

· Massive: when Bull-rushing a Character, a Massive Vehicle, automatically scores four successes, which may be countered by the defender’s shock roll, movement of a Massive Vehicle is not impeded by Character. If a Massive Vehicle ends its movement on a space occupied by a Character the Character (if they survive) is moved to an adjacent circle.

· Tracked: Vehicle may turn within a single Vehicle Track Square.

· Wheeled: Vehicle may not turn within a single Vehicle Track Square.

Jeep Rules: Unarmored, Light, Large, Wheeled, Vehicle

The M151 Multi-use Utility Truck or “MUT” is a four wheel drive, most terrain vehicle. It is a rugged, reliable, but unarmored vehicle. It has a maximum governed speed of 40 MPH.

Stats:

CV-SV-MV-Move

- 4 - 3

- 4 - 3

- 3 - 2

The Jeep has a single equipment slot on its hood for future use.

Monday, May 17, 2010

Tannhauser Vehicles

I love games like Halo where you can be on foot and in a vehicle. So, I began to wonder is there a way to make path-finding work for a vehicle. I have an Idea that doesn’t really apply to the current maps, as they’re close quarters or indoors. But I’ve been working on a jungle map that’s mostly outdoors. I’ve taken the map and added a second set of larger path circles (keep in mind the circle art may change). The larger circles are of course for vehicle and as they’ll share the foot path color line of sight is of course simple.

veh-map copy

Here is my Idea of a vehicle, now I think a card board cutout is fine, it can carry three passengers, and the M2 machine gun provides a double combat bonus, and the light circle is actually an equipment slot for NOS or other useful “jeep tokens.” Of course a mini must be in the driver’s seat for it to move. The flip side of the of this will feature a destroyed jeep derbies image. The jeeps stats for now are 4 Hit points, move points are 3, 3, 1, vehicle path circles.

jeep copy

Sunday, May 16, 2010

Tannhauser Battle Report #1

This will be my first (and last if response is low) Tannhauser Battle Report.

Let’s get started with a scenario overview and faction roster.

matriarchiflag Versus   reichflag

Matriarchy v. Reich

Tonight’s scenario takes place on the Tesla Priory map. In the scenario the Reich has launched a surprise attack on the Priory disabling its Force-Field Generators. The Reich objectives are to disable the Automated Antiaircraft Cannons (secondary objective), and obtain the control circuits from the Field Generators (Primary Objective) before the HE-111 bombers arrive and obliterate the Priory. The Matriarchy must tie in the Back Up Generators (secondary objective), and Restore the Force Field (primary objective), protecting the priory form even the heaviest bombardment.

The game is over when one side completes both Objectives or after 10 turns (which is a draw).

Matriarchy Roster:

Zor’ka in command with Combat Pack.

Irina assigned to Primary Objective (Dexterity) with Combat Pack.

Gorgei with Combat Pack.

Voivodes A+B equipped with Scretcha and Denitsa; and Voivodes C+D equipped with Soud and Nesretcha. Voivodes are assigned to both objectives (Mechanics).

Reich Roster:

Heizinger assigned to Primary Objective  (Reasoning) with Combat Pack.

Karl assigned to Secondary Objective (Weaponry) with Combat Pack.

Eva assigned to Primary Objective (Sangfroid) with Stamina Pack.

Schocktruppen with Custom Pack (per 1st ed. rules) MP40, Grenade, and First aid Kit.

Stosstruppen with Combat Pack.

Turn 1: Reich wins Initiative.

Turn one was rather uneventful just deployment and maneuvering. However the Matriarchy were able to gain map control and Gorgei obtained 3 Command Points from searching a crate. The Matriarchy used this effectively to move further than expected.

Turn 2: Reich wins Initiative.

The Stosstruppen moves first attacking Irina who’s blocking Karl’s path to his objective. He rolls 10, 6, 3, 2, plus two bonus hits for a total of 4 hits. Irina’s Tesla coil blocks 1 hit and she rolls 9, 8, 7, 2, blocking 3 more, and she suffers no damage. Irina then uses one CP to counter attack with a CV of 3; she rolls 7, 3, 2, 2, (at this point my wife had forgotten to read the rules for the Nagant Special, no bonuses were applied) the Stosstruppen rolled 8, 9, 3, 6, no damage for the Stosstruppen. The Stosstruppen remains to block her path.

Irina then attacks the Stosstruppen, her CV is 5 and she rolls a 5, 8, 6, 2, she rerolls the 2 and gets another 2 so with the plus one bonus the roll result is 6, 9, 7, 3, for 3 hits; the Stosstruppen on the other hand rolls a 2, 2, 1, 6, blocking only 1 hit and receiving 2 wounds. the Reich uses 1 CP to heal the Stosstruppen, leaving them with 1 CP. Irina then attempts to Bull-rush the Stosstruppen (per 2nd ed. rules requiring no action) rolling 1, 4, 4, 6, in a Stamina duel; the Stosstruppen counters with only a 2, 3, 4, 4, and Irina passes by.

Meanwhile on the other side of the map the Schocktruppen opens fire on Gorgei with his MP40 (CV 5+1); he rolls 3, 2, 2, 5, 6, while The Steel Major rolled 10, 10, 8, 2, and is unharmed. The Schocktruppen remains on the same path with no Move Points left. Since turn about is fair play, Gorgei opens up on the Schocktruppen with his twin “Papa Shaw” machine guns (CV 5+1). He rolls 10, 10, 6, 8, 7, with a plus 1 bonus it became 11, 11, 7, 9, 8. The Schocktruppen never stood a chance rolling 2, 3, 4, 5, blocking only 1 of Gorgei’s 5 hits, and dies on the spot.

Heizinger hearing the exchange of weapons fire moves to a “safer” location. While Voivode C attacks the Stosstruppen rolling a shocking 8, 9, 7, 9; with the Stosstruppen rolling only 10, 5, 3, 1, with only 2 HP left, he too succumbs and dies. In the meantime Voivode D completes the Secondary Objective and restores power to the Field Generators. Things are not looking good for the Reich.

But there’s still the wrath of the Blutstrum Division, Eva attacks Gorgei with Strafe and rolls 10, 9, 9, 8, strangling him to death. However Eva herself comes under threat of both Voivodes A and B, but manages to come out unharmed. She even spends the Reich’s remaining CP for the turn to Counter attack Voivode B but is unsuccessful. Zor’ka remains ominously silent, while Karl attempts to find another path to his objective.

Turn 3: Matriarchy wins Initiative.

The turn opens with the Voivodes A and B moving in to defensive positions, and Voivode A completes half of the Primary Objective. Heizinger concerned with Voivode D’s proximity fires at with his Wather, rolling 4, 4, 9, 6, while the Voivode being a small target rolled 9, 8, 7, 2, and is undamaged. Showing rather human emotion the irked Voivode D moves to attack Heizinger wounding him once, Heizinger spends a CP, and feels better.

With the Reich confused and blocked from their objectives the confident Irina moves into the Priory and finishes restoring the Force Field, the Reich are defeated.

Causality Report:

Gorgei, Stosstruppen, and Schocktruppen.

Well that brings to a close my first Battle Report, hope it isn’t too long. Any questions, leave them in the comments section.

Thursday, May 13, 2010

Path Tokens a Beta Concept

StormKnight of the FFG forums inspired to create a set of tokens that can be used to create “bridge” between to full maps.

Now the rules for these are still in flux, but I have a few ideas.

paths.jpg Here is a test set it needs printed at 7.6 in. x 9.5 in. You can then punch them out with a 1 1/4 circle paper punch (or you can cut them out, if your awesome with scissors. I’ve included two entry points, three action circles (which could double as Objective Circles) and two colors of paths circles.

Now I would use these to create a “tunnel” between the Catacombs Map and The Castle map (If you have Novgorod you’ll have two copies of the Castle Map). I’ve played a game with both maps and entry points became somewhat confused.

You could also use them to connect my tile sets, available to the right. I welcome any other ideas or suggestions.

The background texture is courtesy of Ryan Ellis.

Tuesday, May 11, 2010

The Latest Mythopoeia

Here is a link to the latest Tannhauser Mythopoeia PDF.

Tannhauser-Mythopoeia-5-2010

This revision deletes all game rule info as it will soon change. Also there are some minor corrections some reference updates, and minor additions to the Fan-opoeia section.

As a bonus I’m posting a PDF version of my scenario “Operation Recovery.”

Operation Recovery.PDF

The tokens for this scenario can be found on this post: http://miah000.blogspot.com/2009/11/operation-recovery.html

Ps. Does anyone read this blog?

In Honor of the Trooper Pack Announcement

Here is a medic pack a worked up for use with either Union Trooper.

MEDIC.jpgThis is a set of four tokens that may replace either pack and special item for one of the Union Troopers.

The First is, Combat Medic Badge: (special item) allows the trooper to use an action to heal one wound of any/all adjacent ally/allies.

Second, the Colt .45 1911 A1, from the game rules, see page 35.

Third, the First Aid kit, from the game rules, see page 37.

Finally, Field Surgical Kit, allow the trooper to use an action to heal all wounds of one adjacent ally. (Discard after use)

Hope you enjoy.

Also note a minor revision of the Mythopoeia should appear soon.