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Archaic - N'Aldaan (2022, jun, 10)

Before the game Peter aired an interesting deployment suggestion; when Unit Cards placed and rolls for revealing. The one reacting to the opponents just revealed -could when flipping his lots swap amongst just revealed Unit Cards. I found this step -from the Strategic Unit Card placing -to be an interesting Tactical shuffle -before Operational Unit Activation. So, we gave it a shot and it was a great tweak of revealing as it allowed us both to react to Unit emerging from the dust-clouds…

Then we discussed some Unit Abilities which should be permanent Effects instead. So, they don’t require activation to impact the flowing Battlefield. The N’Aldaan Battle Banner each extend the Generals Order distribution range with 8 Inches. So, with 2 Battle Banners a General can pass an Order up to 24 inches for free. Passing one out of this will consume 1 Order Token for every additional 8 inches.

I gained the Initiative and placed 1 Unit Card face down, then Peter -until all placed. Where a roll for Unit revealing amount -as pre game suggested- resulted in roll of 4 so I flipped 4 central Units (2x Command and 2x Core). Peter then flipped 4 of his right army Units (2x Command, 1 Auxiliary, 1 Core) and due to my revealed center, he decided to swap his Pikemen and Miko Shrine.

I rolled 3 and revealed more center Units (1 Core, 1 Auxiliary, 1 Support) and decided to not shuffle just revealed units, to which Peter also revealed center (1 Command, 2x Core). Again, he decided to shuffle slightly and swapped his General for his Naginata.

Lastly a (obsolete as we only had 2 Units left, and it’s an average die) roll of 2 made me reveal my last 2 flanking Core Units and even thought I was tempted (I should have done this, but more about that later). Peter revealed his last 2 units (1 Core, 1 Auxiliary) -none of us shuffled this time.

This slight shuffle of Unit Cards due to opponent force revealing was interesting and as such went very swift -so it’s a keep!

 

Pouring our 9 Unit Activation Tokens in our picking-cups, Unit Cards replaced with miniature Models. We placed Unit Orders. I decided to keep initiative. Then, I rolled for shared Unit Activation Token picks for Game Turn 1, Phase 1.

R1, P1; I rolled 2.

I drew 1 Command and 1 Auxiliary; So, I advanced with a center Unit of Spears and a Shaman in their cover.

Peter drew 1 Command and 1 Auxiliary; And advanced his Battle Banner and his Suhemar Wrestlers.

 

R1, P2; Peter got Initiative and rolled 3.

He drew 1 Command, 1 Core and 1 Auxiliary; Advanced with his Pikes, Shrine, and Kabu-Oder

I drew 1 Support, 1 Core, and 1 Auxiliary; As such could only fool around with the Shaman, but advanced with the Mammoth Unit and the Clubbers -greatly considering the hostile Bowmen across the [treeless] wood at the center.

 

 

R1, P3; Peter got Initiative and rolled 4.

He drew 1 Command and 3x Core; So, he activated his General, advanced with Naginata, Swords, and moved and fired with his Bows, which caused 5 Wounds on my Mammoths Unit.

I drew; 1 Command and 3x Core. So, I advanced with Haze-Spinners and Spears. Then used the General to reach far away to re-activate the Shaman at the right. Making it heal the wounded Mammoths Unit. Finished off with a flanking advance with the Ljostari Elk Riders.

Then Game Turn 1 was over and we poured surviving (all) Unit Activation Tokens into our pick-cups.

 

Game Turn 2, Phase. We placed Orders at Units and I handed a ton from General to Healer beside the wounded Mammoths Unit.

R2, P1; I rolled 11 and Peter 5 for Initiative... lucky me and I rolled 5.

I picked; 1 Command, 1 Auxiliary and 3x Core. First thing was to make the General have the Healer to try clear all Wounds and it worked. Then I moved my Haze-Spinners and declared a charge -but alas- my General was too far way so they where not Immune to Phycology and I had to roll Morale to do the charge -I rolled 12, utter fail! Then the Ljostari Elk Riders moved and declared a flanking Charge on both Naginatas and Swords. Resulted in 2 greatly decimated enemies and a heavily wounded Ljostari Elk Unit. Then my Mammoths Unit charged the Suhemar Wrestlers (halted at their 3 Inch range to enemy rear models front) -delivering their blows to all models, the Suhemar could hit back with their front rank and gave 4 Wounds. Concluded by moving Spears near the Mammoths -for next Game Turns charging. [At this point we discussed the beardy level of Archaic been able to buy 2 Champion Levels. Ending with an agreement that they would go down to max 1 -but something starting to bubble in our heads regarding Orders in general…]

Peter picked; 2x Command, 2x Core and 1 Auxiliary.  He moved remaining Swords, Naginatas and Suhemar close to my wounded Mammoths Unit and used the General to reactivate them so they attacked my Mammoths -resulting in a heavily wounded Mammoth and Rider barely surviving with 1 Health left each. Then he activated his Shrine and charged the wobbling Mammoth and killed it off -receiving 2 Wounds on the Shrine structure.

 

R1, P2; I got Initiative and rolled 3.

I drew 2x Support and 1 Core; I charged his Pikes with Spears and here we had a discussion about the Ready Order and Weapon ranges -So, I halted at 4 inches where the Pikes Wounded my Unit, then I moved in to 3 inches so I could attack -and Pikes also fight back. I killed his Pikes but due to their longer reach and thus 1 round of free attacks [Only works if receiver has the longest reach] I ended up with 7 Wounds. Here we discussed the previous agreement about Wounds distribution, casualty removal and Healing. And agreed that damage is counted up per model, so for each that goes down its laid prone and can’t fight in the ensuing melee. Then a Healer can attempt to restore it in the Phase, and if not at Phase end the prone models are removed as casualties.

Peter drew 1 Command and 2x Core… and as it had become really late due to much chit-chatting and rules clarification and army list talk, we decided to just do some quick rolls for his Kabu-Oder who charged and Mesmerized my Haze Spinners who died to Fire Lamp and War-fan/Spiked Bell hits. Then his Archers fired at my wounded Ljostari Elks and killed all but 1…

 

Then we had a brief talk about the Game and its most cumbersome part -Orders!

We decided to remove Fatigue, then I suggested we should remove Orders completely! And replace it with a Units legal Activation types printed directly at its Unit Card. So, when a unit is activated, it simply places the Unit Activation Token on top of the Cards Icon it chooses to perform -General and other Command Point distributors, can then have the [Action] Token as the only Order -that can be given and placed as an additional Unit Activation slot that is either unused or stackable. Here you see the suggestion used on Haze Spinners who performed a Charge as their Unit Activation and has been given an additional Order activating a move as they eradicated their enemy totally.

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