Oldhammer Ahoy

Golgfag1":1rv0v6ls said:
OK Coop,

As I'm currently looking at various options for the type of race and vessel I'm considering bringing to this bun fight - can I have a Mine-layer (work in the same fashion as cannon but only hitting the hull), on the basis that If I do, I don't take any other large missile weapons (bolt thrower, cannon or stone thrower); or an aircraft carrier on the basis - it's just that after seeing the eight gyro-copters in the army picture section - I thought it might be quite fun to have something similar buzzing around the sky's above the table or even balloons trailing behind my empire ship dropping barrels of napalm from above? All just ideas at the moment - but as others are /were considering submarine type creatures/ swimming giants - I think them worth considering - as others might want something to counter these innovations! :lol: :lol: :lol:

Oh, and can we have flying creatures (harpies and the like) or even flying boats otherwise how are we to hit the ship on the giants head?

All grist to the mill, all grist to the mill 8-) 8-) 8-)

Paul / Golgfag1

I'm a great fan, for games like this, of making models conform to the rules not the other way around. I know that's not very 1980s add-a-new-table-for-every-new-model in style (known as Ameritrash in boardgaming) but there you go. Big games need to keep it simple.

Minelayer - When I wrote Axles and Alloys (http://axlesalloys2.blogspot.co.uk/) I allowed mines as round counters that were placed behind the car at any point during the move. If somebody then drove over them there was a Saving Throw allowed otherwise it was an automatic hit to the car's wheels. I'd consider something with aquatic mines - a counter dropped behind the ship, a Saving Throw based upon the class of the ship that ran across them, and if that fails an automatic cannon hit to the hull. Would probably limit ammo for this though, otherwise you get a table seeded with so many death-traps that it ceases to be fun.

Aircraft Carrier - With infinite fuel and ammo for Gyrocopters, a flat-top seems superfluous. However then I realised what it could be used for is it spawn new Gyrocopters, such that in the End Phase roll d6 per lost Gyrocopter - on a 4+ one respawns on the flat-top. Airfields could be done in the same manner with a structure present (control tower etc.) the loss of which knocks the airfield out of action. I probably wouldn't give crew on an aircraft carrier soft cover or hard cover though - it's just open.

Flyers/Wading Giants - if the T and W of ships match up with that of land structures (such that they appear to be on the same scale) then any creature that smacks a ship is using existing WFB rules which is good. A Dragon simply moves when activated and it's attacks all work against crew or hull in the usual fashion.

Subs - In my experience once you add hidden subs and the resulting ASW to naval wargames the complexity increases exponentially to the point where it is not worth it.

Time Bandits ship- I'd just treat the head as part of the hull. Probably not a wind-powered ship.

Coop
 
Like the ideas Coop,

though I think we might want to consider limiting the amount of ammunition a vessel can carry to encourage boarding actions and replenishment of fuel and the like for airborne types such as gyro-copters etc -say ten shots pre-cannon etc. on the basis that these are ship-borne and thus have to limit what they can carry on the grounds of the limited storage aboard ship.
Let's say one of my balloons can only carry five large barrels (which needs at least two men to prepare and drop), which limits the level it can rise to, for each barrel it drops it can raise one level, thus it can only carry two barrels at high level and for each level it drops a barrel from it the barrel deviates 1 D6 in a random direction for each level it falls from - thus, it can carry more barrels at low level, is more accurate; but is vulnerable to anti aircraft fire and at high level it is prone to being inaccurate but safe from AAA. Although, it could carry ten small barrels (which only need one man to prepare and drop) but for these - there's a proportional drop in performance (say smaller template and less strength of blast, no multiple wounds etc).
Hmm, this is starting to get interesting - will go away and draft a proposal for people to consider before I go too far down the road of building my fleet! :twisted: :twisted: :twisted:

Paul / Golgfag1
 
I can't see why we would do anything other than use the Warhammer Ahoy rules ... as written
(Nice simple set of naval battle rules).

It's OK to write additional rules to fit your ship rather than build ships to fit the rules providing you remember one thing ... You need to write them for your opponent to have fun ... (rather than to be as over powered as possible) ... then you can't go tooo far wrong.
If you don't care about winning and just want to add some fun to the game you can pretty much just slap whatever additional rules sheet you like on the table for your Balloon, Sub, sea monster, etc .... saying "it works like this ...." ...as long as it is as likely to blow up as it is damage your opponent you can't go too far wrong. :D
 
Re: AW: Oldhammer Ahoy

Coop,
wouldn't a separate thread be appropriate for detailed rule developement?
You know, with a word document, document versions etc.
After all there are still many gaps.
Paddle wheels and oars for example (and floaters like that ghost ship from dreadfleet).
Btw, I think that the most important decisions would be ship sizes, crew sizes, number of guns and means of propulsion. That way people can start with their ships and their crews.
 
OLDHAMMAAAARRRRRGGGGHHHH!!!!!!

Will have to read properly through the rules you've posted Coop as I've had a few drams of rum with my hearty crew this evening but your title certainly captured my imagination!

I propose renaming this thread/game OLDHAMAAAARRRGGGGHHH!!!

Number of repeated vowels, consonants and exclamation marks to be agreed ;)
 
Re: AW: Oldhammer Ahoy

Harry":19kw7b82 said:
All covered in the Warhammer Ahoy rules.
I assumed that much.
No reason to reinvent the wheel then.
Sadly it is available from their Yahoo group only and I refrain from joining due to the Yahoo cellphone policy.
 
Re: AW: Oldhammer Ahoy

Niibl":1js822rb said:
Harry":1js822rb said:
All covered in the Warhammer Ahoy rules.
I assumed that much.
No reason to reinvent the wheel then.
Sadly it is available from their Yahoo group only and I refrain from joining due to the Yahoo cellphone policy.

John'll get you a copy...
 
John'll get you a copy...

That would be great :)

Meanwhile the evil bay sent me "my" ship, well at least the basis for it.
16" long and enough potential for conversion work to keep me busy through the winter.
Checks with some of my models worked out fine so far.
 

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I have a copy of the free Warhammer Ahoy rules now as well as the other set mentioned earlier in the thread. If anyone wants them PM me and I'll send you a dropbox link.
 
Cool. We need a better looking table than that though! Harry, you already have one, of course! ;) My ship's arrived! But with the Kickstarter updates to do (we completed, yay!) picture will have to wait...
 
10606039_10152617364512279_4967094109145874521_n.jpg


The hulk arrived! The little boat in front is going to be the goblin tug which is hauling the orcish wreck behind it.
 
Excellent thread! Here are some photos for inspiration. These were taken from the the lovely Warhammer General's Compendium book (out of print)

I'll post some more later.

Joao
 

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More photos from General's Compendium.

Joao
 

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A few more. Including an atmospheric shot of an Undead fleet reaching an Empire port.

Joao
 

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