The Invasion of Goza

The ancient flag of Goza is believed to represent the helmeted faces of three original Jendari Pilgrims looking east from the Boskovan Mountains to Goza.
The Harkovian flag sits alongside the Volkovian flag with the Rose representing the Kovian Colonists of the Jendari Pilgrims. Har meaning North in Kovian and and Vol South. Instead of white and gold representing snow and sunlight the Harkovian flag is blue and red, the blue depicting the sea surrounding Harkovia and the red representing the blood shed by Harkovians at the Siege of Oden Khan in 1062AC during the War of the Three Dragons.

So my long planned Global War has finally kicked off. With Harkovian Drop Troops making a name for themselves in the early stages of the invasion of Goza.

The hope is that a push through Goza and into the Rin Empire will cut out the heart of the Jendari Collective and the rest of the Collective will surrender.

Gozan Defence Militia patrol through the ruins.

The rules I used were a Deathzap specific variant of my Universal Skirmish Rules and they worked really well, I’ll post them soon, but they’re not all that different from the original rules. It was really nice to see the game play out with a pretty low casualty rate, however I might make some rules adjustments.

Harkovian Drop Droops sighted!

One change will be melee. I think melee should be very decisive. There was a lot of toing and froing when the figures got close up to each other, but once they’re essentially at point blank I think either one needs to die, or retreat rather quickly. The slow melee is a hang on from my Universal Skirmish rules, and it makes sense there, there’s a big focus on melee. But in modern/futuristic combat (other than in Dune) melee should take the back seat.

For Goza and Rin!

While Deathzap does have skirmish variants already and they certainly do work, I’m just having a lot of fun with my Universal Rules.

The Harkovians push back hard.

Campaign wise I’m still unsure on how to move forwards. Going for something simple like a game of Risk has a certain appeal, or going back to my flowchart campaign from Oltra keeps that simplicity.

The Gozans respond in kind and use their superior numbers to flank Harkovian positions.

The big advantage of the flowchart is that the campaign can’t grind to a halt, and I can make sure that any possible outcome will be exciting (even if I don’t like where it’s going).

The Harkovians falter.

The big advantage of the Risk style campaign is that it takes very little to get up and running. I’ve already got the map and I won’t have to imagine troop movements and the logical progression of the war, I’ll actually be playing it out.

But the Harkovians hold out long enough to see the morale of the Gozans shift and they fall back. The Harkovians establish a foothold in Goza.

I’m excited to see how things develop!

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