New Trait: Gang (3 points on the builder)

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Andrea Sfiligoi
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New Trait: Gang (3 points on the builder)

Unread postby Andrea Sfiligoi » Fri Mar 13, 2015 4:48 pm

This Trait may be applied only to models with a maximum Q of 4 and C of 2. Models with Gang may perform Group Activations without the presence of a Leader. They still get a +1 to Q rolls if in range of a Leader and the bonus from Gregarious.
If a model in the Gang is Gruesomely Killed, however, all models in the Gang test Morale at -1.



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Re: New Trait: Gang (3 points on the builder)

Unread postby Andrea Sfiligoi » Fri Mar 13, 2015 4:51 pm

I'll be trying this Trait with Orclings (smaller orcs) and Googans (a race of very small goblins, mostly Q4 C1 Rabble Gang). Let me know if it works. The point cost is a bit of a big question mark - 4 points each for a gang of 4-5 models would be enough to upgrade one as a Leader. But a Leader has an additional disadvantage (the Morale roll if he dies).



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Re: New Trait: Gang (3 points on the builder)

Unread postby Andrea Sfiligoi » Fri Mar 13, 2015 4:52 pm

By the way, Googans are just an excuse to use smaller scale figures with 28mm figures. I have some 1/72 plastic Orcs and Goblins that will do nicely.



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Re: New Trait: Gang (3 points on the builder)

Unread postby Andrea Sfiligoi » Fri Mar 13, 2015 4:56 pm

I will probably rule that Gang figures may not perform Concentrated Fire to avoid them turning into hit teams :-)




Jcrozier
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Re: New Trait: Gang (3 points on the builder)

Unread postby Jcrozier » Fri Mar 13, 2015 5:06 pm

That looks a great rule. And I like the idea of smaller orcs - which gives the option of a Tolkienesque approach where orcs and goblins are the same thing, but come in a variety of sizes.




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Re: New Trait: Gang (3 points on the builder)

Unread postby Sam_Pate » Sat Mar 14, 2015 9:46 pm

This may help bring some of the weaker races into the game more. I would love to field some goblin warriors, but their poor quality and low combat kind of stop me. Also helps fit the image of them rushing around as a collective.




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Re: New Trait: Gang (3 points on the builder)

Unread postby Jcrozier » Sun Mar 15, 2015 10:44 pm

Andrea, on the Concentrated Fire thing, would that apply to leader activations as well - so that a leader can't give a group of Gang archers orders to shoot one target? Or would it just apply to "auto activations"?

Either seems reasonable to me - perhaps the gang is too unruly to listen to complex orders, or perhaps they'll do what their bigger and betters tell them - but if they can't do Concentrated Fire at all, it should probably have a bearing on the points cost.

As an aside (and almost certainly beyond the scope of FiFu), I think that there's a rich seam to be mined in varied group-activation methods. The basic SOBH group system works really well for generic "warbands" (bands of adventurers or marauders), and the Gregarious rule is brilliant for ratmen and certain sorts of orcish creatures. The Taskmaster rule for orcs that Andrea has mentioned on the Yahoo board (+2 to Quality checks, but with the risk that the underlings kill their master is tremendous: it captures the flavour of that scene in LotR in which the tracker orc shoots his uruk boss. As I mentioned on the Yahoo board, I've tried out an "Elite" no-leader activation for well-drilled soldiers, and the guy who's doing Imperial Roman skirmishes seems to be doing something similar for his legionaries; this seems to work pretty well. You could have a "Pack" rule for wolves, hounds and primitive humanoids (apemen, families of trolls), where creatures must do group activations and must follow the Regroup rules - i.e., they have to end each set of actions in base-to-base contact - so that they have the advantage of always moving in concert, with the melee advantages that that brings, but lose tactical flexibility. And there are doubtless all sorts of other possibilities: a "Guard" rule where troops activate as a group around a leader and move with him, for example, or a "Horde" rule where Rabble creatures between Gang and Swarm size might activate in outsize groups of 15 or even 20.

As well as being enjoyable for their "simulation" effects, I think these sorts of rules might allow for battles with relatively large numbers of troops at relatively little cost in playing time.



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Re: New Trait: Gang (3 points on the builder)

Unread postby Andrea Sfiligoi » Mon Mar 16, 2015 5:16 pm

Good ideas. Another thing I want to add is race-specific group moves, eg. the Elves Spearwall, the Dwarves Steelwall, etc.



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Re: New Trait: Gang (3 points on the builder)

Unread postby Andrea Sfiligoi » Mon Mar 16, 2015 5:17 pm

That would apply only to auto activations. It seems unfair to penalize the gang IF the leader is around.




Jcrozier
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Re: New Trait: Gang (3 points on the builder)

Unread postby Jcrozier » Mon Mar 16, 2015 8:59 pm

That's good to know - and nice and simple.

The race-specific moves sound very good indeed. For some reason, one of Stephen Donaldson's Thomas Covenant books that I read as a kid comes to mind: there was some sort of pseudo-orcish species in that (Ur-viles? Demondim?) that used a V-shaped formation like the Viking "boar's snout", only with a magical element. I could see an orcish "flying wedge" working well, with a champion or war chief at the front (or indeed a boar-rider!).

Another possibility, for orcish wolf-riders or nomad horsemen, would be a sort of caracole or Parthian shot: advance, shoot, retreat. Now, this is perfectly possible under SOBH rules on an individual basis; all you need are three activations. But there might be room for troops specialising in this maneouvre to do it more easily, perhaps as a type of concentrated fire. Perhaps bow-armed orcish wolf-riders and other fantasy Hun equivalents could do it as a group move with concentrated fire if they get a group activation and succeed on three dice instead of the usual one for a group shot. Or perhaps the group could move, fire (without concentration) and move on two activations rather than three if they have the requisite special rule. Reactions would make this a less unbalanced rule than in conventional SOBH, as there's room for counter-fire and counter-charges (the riders are probably going to come within Medium to have the best chance with their shot). The real Hunnish tactic was apparently tremendously effective, carried out as it was in an ongoing wheel.




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