Showing posts with label Onus. Show all posts
Showing posts with label Onus. Show all posts

Tuesday, 25 March 2025

Apparently this is the 500th Post

Well I was hoping to do a big sort of celebratory type of post, but the reality of life and just trying to stay on top of things means that this will be a mixed post instead. Which is sort of disappointing, but not surprising, as I have been juggling a bit at the moment. 

First up I was out on the moor at the weekend - after much concern about the weather, a couple of really nice days (apart from the fun of finding so lost kids in the mist/fog) - it was meant to be mainly check pointing, but I managed a good few steps around the moor (full kit on the Saturday). 

TL - the view from the Dartmoor Inn. TR - looking back north while heading to Higher Wilsworthy. BL - the river around Standon Farm. BR - the mist coming in in the afternoon around Beardown. 

TL,TR, BL - Sunrise at Peat Cot. BR - a bit of sun around Deancombe .

On Friday evening - as the good lady was out (in NYC), Steedo popped over for a game of Onus. Only our second. I was initially planning to start a campaign, but on reading the rules though a 1000 point game more appropriate. Steedo chose the Spartans and I went for the Athenians …

This was a great victory for the Spartans - twice as many points killed compared the my Athenians, there was some poor dice rolling from me, but I think I was simply out played. I certainly didn’t you the combined Hoplites and attendants well (my peltasts didn’t see much action) and my right flank was ridden over. Not a good day - but the game played and was packed up in around 3hours, which included numerous rule checks.  I could try and have claimed a draw as we killed each others generals on the last turn. 

Overall a splendid weekend. 

Morts 

Thursday, 6 April 2023

Onus - first play - Carthage versus Roman

Steedo came around for a first play of the kickstarter of Onus we bought into. I had read the rules and watched a you tube video (Steedo had read half the rules and watch some of the video). I set up two 1000 point armies with a standard general each for Rome and Carthage - the Romans had a couple of Equites, Hastai, Princeps, Velites, Archers and one unit of Triari. The Carthaginians had 2 Cavalry, 2 Lybian spearman, 2 Skirmishers, 2 Punic Phalanx, 1 Punic Archers and 1 armed civilians. We added some terrain from the expansion - some extra rules for us to deal with (just wood and hills).

Steedo picked the Romans and set up first. We both managed to set up our cavalry opposite each other - obviously both planning a sweeping flank attack.

Below the initial deployments and the first few turns - where Steedo attacked on my left. He had unfortunately underestimated my skirmishers, who managed to put some damage on the first unit of Roman cavalry - but they were overwhelmed in the end - however the skirmishers demise allowed the Punic cavalry to force the Romans from the field. Then Steedo decided to charge a Punic Phalanx - this was not a good idea. 


Over on my right flank my other unit of skirmishers were doing a great job of holding up a unit of Hastai in the woods … for most of the game, before they were forced to flee. 
The later turns below saw the main bodies of heavy infantry move into combat - my left flank was secure, but both the cavalry units were significantly damaged - the right was in a stalemate, although my archers had charged and destroyed a unit of Velites, but were now being pressured by some more Hastai. 

The centre was where the game would be decided - I charged my Phalanxes and Spearmen forward into Steedo’s Princeps - who promptly played a card which stopped my general’s phalanx actually fighting that turn … which was annoying. However the other phalanx was able to weaken the Princeps on the other side. A push of pikes then when on for a couple of turns as we tried to manoeuvre units into position. Steedo made a couple of mistakes around this time as he allowed his archers to be isolated, then surrounded and destroyed and he was also unable to get the Triarii with his General into position to do anything. So eventually one Princeps unit was forced to flee and the other destroyed, giving me enough points for a victory - we had decided on 50% casualties… final scores on the doors Carthage 510 points, Roman 50 (sort of makes up for the pastings I’ve been on the receiving end of in Kill Team recently).

So what did we think of Onus? We liked it. The order cards remind me of Maurice (and the Airfix game), and are a challenge to use correctly or have enough of … hand management is tough. If you activate units you can only pick up 1 card at the end of your turn, if you don’t activate any units you can pick up 3 cards, but you are effectively passing and giving the initiative to the other player. 

We also kept forgetting to turn over an event card before every ranged attack or melee … some of the cards can be devastating. You can then add cards to your hand to support your attack - but sometimes you just don’t have enough cards. 

We got a bit stuck on the Javelin rules - so we need to read up on them. Also I might have to institute a “house” rule that if a unit becomes broken it loses any special formation it was in - Steedo had Wall of Shields on 2 units which became broken, but the rules read that they would only lose the formation if the fled. 

A good learning game - we plan to get another in then start a Campaign - between us there are 11 campaigns (with about 70 battles), along with all the other stuff.

Morts