Friday, 22 November 2024

Songs of our Ancestors

On Thursday night Mitch set up a small table so we could try out the 'Songs of our Ancestors' rule for a Quar skirmish. My force was made up of a standard platoon, 3 sections each of 3 Quar, 2 armed with Bogens and 1 with a Ryshi rifle led by my Yawdral. 

The rules are pretty much like all those by Ganesha games, needing 'successes' for your troops to do anything. Failures allowing your opponent to steal the turn.

The Yawdral encouraging the Quar forward

2 sections advance towards the ruined village

My 1st section occupied a ruin and set up camp for pretty much the rest of the game.

Dastardly Royalists pushed forwards


A lone Royalist about to meet a grisley end

With both sides manouvering into position my Crusaders got a crucial steal of the turn, allowing them to pout some devastating fire in the Royalists. Taking out 1 and sending the others scurrying for cover. Mitch was having difficulty getting all his troops moving each turn as with bad dice rolls I kept stealing the turn. This was allowing me to keep my forces on the move and isolating his troops.

Take that ya Royalist fiend

Led by my Yawdral, we stormed one of the buildings, throwing grenades and taking out 3 of the enemy at close quarters. The Royalists were now on the run. Their right flank position was overrun and most of their troopers were prone or shaken. It was then that my Yawdral caught his Royalist counterpart in his sites, taking him out with a single shot. With their Yawdral down, morale tests were required across the remaining Royalists. Only 1 passed. The remaining troopers fled the field.
Another Royalist is down

Crusader 'fire and move'

It's all going wrong for the Royalists

'Got him'

A very fun and fast game. The rules are definitely a lot more smoother than Clash of Rhyflers. There were definitely less rule querying and head scratching. I got the best out of my Crusaders by keeping them on the move with the sections supporting each other. You have to get in close as the Royalist infantry have longer range rifles  and take delight at pinning you down at range. So another glorious victory for the 22nd 'the Double Ds', Devious Ducks.

14 comments:

  1. Good looking game, Neil! Richard, over at My Wargaming Habit recently posted on Command & Control and friction in rules. Do you think these rules have too much friction with the activation failures and opponent interrupts?

    ReplyDelete
    Replies
    1. Cheers Jonathan, I felt the rules were perfect for a skirmish game. Easily simulating the fog of war

      Delete
  2. An entertaining game by the looks of it.

    ReplyDelete
  3. A very attractive game and fun for you, although perhaps not so much for Mitch, with his run of bad dice rolling?!
    I get what Jon is saying, a bit of friction may be good, but being completely stymied by the dice God's may be too much?

    ReplyDelete
    Replies
    1. Cheers Keith, Mitch is famous at our club as a player you can guarantee will roll poorly. It doesn't matter which rules we play.

      Delete
  4. As I said on FB, I have a copy of these rules. I mainly keep it for the lore and such. I haven't played the game in a LONG time. I have a vague memory of not really enjoying the activation push-your-luck mechanic, especially for group moves. But at this point it's been too long to have any insights. Kinda how I haven't had cottage cheese in forever because not liking it the first time. 😁

    ReplyDelete
    Replies
    1. I quite enjoyed the mechanics games definitely flowed faster the Clash of Rhyflers

      Delete
  5. Good looking game Neil. Enjoyed the report.

    ReplyDelete