My sons are getting older and involved in more and more extracurricular activities, meaning I have less and less time for games. Here's the 2 sides of a page version as played in the illustrations. Red decided to gamble and ordered his infantry to hold in the village on against every counter attack and ordered the Bodyguard and Hussars to mount up and CHARGE! This time, Fortune favoured the Brave. There was not enough daylight left to be sure of breaking the enemy's morale by fire alone. NOW or NEVER! Red's army was nearing its breaking point but Blue looked to be even closer to breaking. I've sort of run out of names and this isn't really a direct development from any of my other games but since the Model Major General never gelled, I've given myself permission to reuse the name. He decided to pull back his nearly exhausted battery and sent in the newly arrived Zouave Brigade to retake the town and drive the enemy back. Red's infantry had fought their way into the town and Grey's losses amongst his lead brigades had been heavy.
A full size game with double the number of units should be easily handled in an afternoon without tedium. The end result was a fast paced game with the sorts of decisions I wanted to make and a minimum of fussy stuff, but with some brisk action that could have made a good story and a nail biter of an ending where a gamble against the odds paid off with a last minute do or die cavalry charge by Red sweeping away the shaken enemy while a desperate Blue infantry charge against a battered Red unit resulted in a routed unit of Blue's Zouaves and a wounded Brigadier, all in just over an action packed hour.
The firefight was loud and bloody for both sides but Grey's last reinforcement had arrived and the sun was sinking. It suddenly seemed that maybe I needed to let go of a few of my habits, get drastic, and came up with something at a little bit different than what I've been doing for the last while but still familiar. I had recently taken another look at Neil Thomas and some of his rules philosophy. Red's infantry had started their assault with discouraging results. The opposing cavalry decided to play it safe and dismount for fire action until all of both armies was deployed.
The apparently Crack Grey gunners silenced a challenging Red battery and then continued to pound Red's cavalry. The first go was OK but still without that colour, especially around charges while having too much unimportant detail that I had felt maybe ought to be shown. So, when I set up the game that is currently on the table, I planned to use the grid but suddenly decided to do a new set of one page, off-grid, rules. Up until a few days ago, I wasn't really thinking about going off grid for this but my current Medieval/Fantasy rules were designed that way for compatibility with a friend and with our 16thC rules which are also one stand units, no grid, rules. The Bodyguard took a chance and got lucky, routing a unit of Grey infantry while the charge of the Mounted Rifles was repulsed by a dose of cannister. ( Both still useful and attractive options btw.) I wasn't sure if or how reverting to one-stand-is-a-unit basing would help but once done it didn't take long to start remembering such games from early this century that I had enjoyed before first losing the simplicity by a return to the old multi-element unit and then becoming fascinated by and converted to grids.
We'll be infiltrating two palaces, acquiring a diving helmet, swimming the entirety of the lagoon, and finally getting inside the place we meant to see in the beginning.What I have been searching for, for some years now, is essentially a game that has the simplicity, ease and speed of play of a stand=a unit games such as Morschauser, Volley & Bayonet, DBA, and the Portable Wargame but with just a little bit more tactical colour to feed the narrative ( since I play at lower scales of game and am not terribly imaginative at interpreting game mechanisms into narrative). We are onto part 7 of our Oceanhorn 2 walkthrough, and once you're through with this guide you will have seen everything you need to of The Great Lagoon.įinally, it's time to work our way inside Ootheca, and to do that we've got to destroy the rest of the Thunderstones, only that's far more difficult than we expected. Yes, we all knew this was a Zelda-like, but the comparisons to Skyward Sword are growing each day.
Oceanhorn 2: Knights of the Lost Realm takes a lot of cues from The Legend of Zelda: Skyward Sword.