Oldhammer Ahoy

Vyper

Member
Erny":7rrl9rah said:
Vyper":7rrl9rah said:
As discussed in the car on the way back, I'm going to try my best to bring some kind of Lizardman force on a giant turtle with me! I have no idea if that will work rules-wise, but I'm sure we can make it fit. :grin:

Do we have an 'official' set of rules to work towards regarding ship sizes, amount of crew and so on?

Very maneuverable but slow? Perhaps the crew could be a more Marine Iguana like species so they can hold their breath better when the turtle dives?

I was thinking that it would be unmaneuverable and slow to be honest, but not reliant on wind direction for movement.

I think the rules are using 5th edition, so it would be crewed by Skinks and Kroxigor (which are aquatic anyway) with Salamanders for artillery.
 
Did anyone say boating? That sounds very very interesting.

Dwarven attemps to building a fleet (in a german forum, very crazy stuntie) forced me to build something drillakilla like. So, in a little rush, I built this little thing for my gobbos. Next attempt shall get a real drilla instead of a simple ram spike:







And when the stuntie mocked up about sinking it with his girocopters, I added a removable deck and some air defense specialists:

 

antipixi

Member
This is the perfect reason to use some of the many, many pirates I bought when I got a copy of Legends of the High Seas. Now to plan a galleon worthy of my painting skills! (So a toy bath tub with a sail it is!)
 

Harry

Moderator
Wow! :shock:
Can't believe how much interest there is in this so quickly.
Started this thread in my lunch break ... come back to it after a few hours work to find three pages of excitement.
Now I'm really excited. :grin:
 
Ohh yeah, meant to say, turtles are far from slow when they are in the ocean!

Where are all the marine biologists on the forum when you need them. :)

1.8 – 10.1 km/h (Leatherback sea turtle, In The Water, Swimming)

8 km/h on average (Averge adult Shark, In The Water, Swimming)
 

Harry

Moderator
Fimm McCool":2n6eo9t6 said:
Harry, you were excited on sunday... I'm amazed it took you this long to start the thread! Driveway perhaps? :)
Yup ... two solid days of building stone walls. Knackered!
Punishment for weekend away. :cry:
 
I suppose we need to decide if this is going to be a one day game or a 2-3 day thing. This will help to shape the vessels and extras (flying nasties etc) that people will want to bring. Might I suggest that each day of the 3 be treated as a separate battle with different objectives that are all linked so that folk who can't make all 3 days get a chance to launch their boats or other folks get to go off and play other games during the weekend? Another advantage is that you could have an open sea, Armada type affair followed by a attack on a port or harbour?
 

Harry

Moderator
I think we should plan to do multiple short games.
So lots of folks can join in and have a game without needing to be there all weekend.
We can come up with various scenarios.
Maybe plan to have one BIG battle with everything on the table at some point in the weekend. :twisted:
 

Harry

Moderator
Also been thinking about Boat and Crew size.
The generals compendium version of the rules has:

Small ships : 4-10'' Min 5 Crew / Max 25 Crew / Max 1 War Machine
Medium ships : 11-18''Min 8 Crew / Max 40 Crew / Max 2 War Machines
Large ships : 18+'' Min 10 Crew / Max 50 Crew / Max 3 War Machines

These numbers are per deck! But I think we should make these numbers per ship and forget multiple decks and to keep games small and make the crew painting less of a challenge we should reduce the crew maximums a bit.

Small 5-20 Crew
Medium 8-25 Crew
Large 10-30 Crew

NOTE: These numbers are NOT individual figures but a total of unit strength. All infantry and even single Characters have a unit strength of 1, Ogres, Trolls, etc. have a unit strength of 3 and War Machines have a unit strength of 3 .... other stuff has a unit strength = to the starting wounds.
 

Thantsants

Member
Actually I've just remembered my favourite Fantasy ship ever - the one off of Time Bandits!



Crewed by Goblins of course - unless I can find a bunch of minis to represent six time travelling Dwarves and an 11 year old boy :mrgreen:

I wonder what scale I'll need for the Giant's head - more than 54mm!
 

Golgfag1

Moderator
Being one of those who took part in the ' on the way home conversation' I'm heartened by the way this is going - but I would like to remind you all that - if, we're invited back to Foundry next year, their largest tables appear to be 8 x 12 , we can't rely upon their marque being available, so cannot assume that their rooms around the courtyard will allow us to push two of these tables together.
So, I'd like to propose a few restriction on ship/boat/submarine/carrier sizes and the amount of points which can be spent on crew and arms (before the arms-race takes off in earnest). 8-)

How about maximum base size 6 inches wide by 18 inches long and up to three decks high (think about it); as for points cost I haven't yet seen a copy of the Ahoy rules, so suggest 500 points per 6 inches in length with an extra 500 per deck - what do you think?

First thoughts

Paul / Golgfag1

The idea of a Slaanesh ship still worries me! :o :shock: :? :o :shock: :?
 

Niibl

Member
Point values definitely sound better than numbers of miniatures.
25 Trolls would be perfect for my Trawler / Troller ship but still: points please.
6" width might be an issue for an 18" paddle wheel ship but this would not be the oldhammer forum if one or two extra inches would be a problem.
The ship has to look good though :!:
 

Fimm McCool

Member
Golgfag1":3a7mi45d said:
How about maximum base size 6 inches wide by 18 inches long and up to three decks high (think about it); as for points cost I haven't yet seen a copy of the Ahoy rules, so suggest 500 points per 6 inches in length with an extra 500 per deck - what do you think?

Sounds a good plan. I'll have the banana boat ready as an aside! :)
 

Mister Rab

Member
Right, I've rooted out the Man O War rules, Gary Chalk's "All the Nice Dwarfs Love a Sailor", The General's Compendium, and a fan-made set for Warhammer pirates/general naval which seems to be called Yarrpocalypse. Time for some readin' 8-)

On a wider point, I'd agree with the suggestion to have smaller, linked games rather than one whole-event-monster, much as I still grin broadly whenever I think of The Siege ("What did you do at the Siege of Avalone, Daddy?"). Perhaps a naval encounter (whatever rules chosen, maybe even Man'o'war itself?) on Friday to determine the number that reach the beach? Extra players could then take command of a ship/group of ships from those preplanned to keep it running smoothly, rather than just keep adding them. On Saturday morning, the harbour could be attacked, with rearguard naval actions taking place on another table. On Saturday afternoon the tropps would disembark and the ground fighting begin, with whatever objective. Sunday could then be drive out the infidel/escape with the treasure/secure a beach-head for a mythical "further game".

Of course, an entirely naval engagement would be cool, too.

Small chunks of of goodness, with some kind of idea beforehand of "how much" and "why", even if not "who".

My tuppence.
 
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