čtvrtek 2. ledna 2020

2019 in Review

... or, BattleTech and not much anything else

 This blog has been rather inactive in 2019, and I have no hopes it is goint to get dramatically better in this year. Not much time, not enough players (not much time to solo either) etc etc. 
Enough whining, let's look at what I was up to in 2019:

Melee

I have backed the SJG kickstarter for The Fantasy Trip for both small game boxes. I didn't have much hope of playing it, but I felt it would have been (correct tense?) nice to really own the game that I discovered quite soon after beginning my quest.

Still sitting unplayed on the shelf, though.


AoS: Warcry, Warhammer Underworlds




I suckered myself into buying these (Warcry starter box, WHU Shadespire and Beastgrave), it's all my fault. The minis, the terrains, all the possible games... I'm slowly painting through the Shadespire starter, but it's rather an excercise in perseverance than anything else. All these (Warcry in particular) would hardly classify as kids friendly, so no hopes in getting them to the table soon. I really have to stop buying fantasy minis, no matter how tempted - oh, did I mention that I also purchased 16 Warriors of Chaos to make them into Tablut pieces (along with some elves from Blood Island set)? 

Kill Team



Well I do have one game of this under my belt, but it was a solo test game. Turns out that space marines vs chaos space marines make for a rather uninteresting match, and with all these rolls and rerolls before a single hit... I don't know. I like the 30k and 40k lore, I like the miniatures, but the rules are rather meh. Still I hope to play a game of KT using Rogue Planet rules (not being the first to do it) - or maybe Harder than Steel? 

And finally...

BattleTech


The only miniatures game I really played in 2019. I have backed the KS Campaign (late pledge still available!) without any regrets, because plastic 'mechs are exactly what this game needs. BTech indeed goes from strength to strength, even the tiny community in my country grew significantly after the release of the new boxes - from the two tournaments in 2018, where the number of players oscillated between six and eight we went to two tournaments with ten and twelve players - and there are at least four planned as a part of a league for this year!

I took part in two tournaments: One set in the Clan Invasion Era, where I used the plastic CityTech clan minis of  Dire Wolf and Timber Wolf, adding a metal Locust IIc to get my ass kicked. Actually, I won one of the three games (against another clanner), but lost to a SW era reinforced lance (Shame!) and Arrow IV firing squad. Even with general free upgrade to 3/5 warriors, 6K BV2 is quite hard on Clans in mech-only games.

Clan on clan, baby!

The second tournament had a SW Era and max 4 mech restriction, so I decided to put to use the remaining CityTech minis - apart from the Javelin they are rather horrible, but boy do they inspire conversions and mods...

17th Skye Rangers

However, the lance is pretty weak in Succession Wars era - won some, lost some, scored only a single hit with the damn Victor in all three games!!! and ended up in the middle. I had fun though, and I plan to use this lance with appropriate versions in later eras.

The next tournament has the Civil War, mech only restriction, so it is high time to put together the metal RFL-8D and (sigh) the Bushwacker.

All in all, I hope to enjoy pushing little plastic dudes in 2020 and wish you the same!

pondělí 21. května 2018

[BattleTech] Battle for Dubnica

In my last post I wrote about training for a tournament - so here are the results!

I won. Than would usually be a good news, however, thanks to my ignorance (and TO's benevolence) the victory was rather undeserved.* Not having TechManual at hand I wasn't aware of BV2 increase on each mech in C3 network (and noone told me), so I entered the competition with approximately 1k BV2 advantage. Well, I had fun, and I hope my opponents had some too (with challenge included).

The tournament consisted of three games with different scenario in a swiss system.

My Lance:


  • AS-7CM - an anchor of the whole lance, due to its armor the best place for a C3 master. Also, slow as a glacier. About as tough too.
  • TDR-9r - trooper, workhorse. ECM (I had thought there would be more c3 lances) an active probe were a nice bonus (and a ticket to the frontline).
  • SDH-9D - light mech hunter (AC5 with precision ammo), striker (2xMML worth of SRM? Yes, please!) and support with semi-guided LRMs.
  • OW-1C - about the best Owens one can get, with target acquisition gear, active probe and all lasers.

Game 1 - Battle lines

Each player had to place two objectives, one in the middle of the battlefield, one in his rear. Points were scored for destroying/crippling enemy mechs and holding objectives (or having an uncontested home one) at the end of sixth round.


My opponent had Thor Prime, WVR-9M, JM-7D, COM-2D. My lance sallied forth, having taken both center objectives with SDH and TDR. While titans exchabged greetings on my left, right wing hosted much more fierce battle of lesser mechs: TDR fought JM while being flanked by COM, chased by SDH. OW did not contribude much and was put to better use by taking opp's home objective.

Thor decided to chip in on the right too (by that time the JM was on the ground and TDR just refused to die). I had remarked that it would be hilarious if the Owench charged Thor's rear, and this idea was immediately supported by nearby players and my opponent as well. Hilarious indeed: Owens charged the Thor, dodged the incoming fire and hit it hard - part of the damage went to the head. After that Thor fell, scoring more dmg to head and killing its warrrior. Wiped the rest of enemy forces in round five.

Game 2 - Recon in force

5 recon objectives on each side of the board, points awarded for every examined objective on opponent's half and destroyed/crippled mechs.


This time I had met a force better tailored against C3: Vulture IIIA,  RFL-3N2, PHX-3PL and Arctuc Wolf equipped with ARAD missiles. As dreadful as it seemed, Arctic Wolf bit the dust due to ammo explosion in round 1 or two, becoming just a target of opportunity in the rest of the game. This shocked the opponent enough to keep out of my half of the board. As usual, big boys played with each other, failing to reach any conclusion, while the lesser mechs fought like hell. I have managed to destroy PHX and finish off the wounded Wolf, while my Thunderbolt acting as a bullet magnet remained standing.

Game 3 - Scoured land

Two buildings of CF40 are placed on each half of the map, you get points for keeping your together, destroying opponent's and destroyed/crippled mechs.


This time I was facing a striker lance of 6th Lyran Guards: GLT-10B, BHKU-0, NG-4S, WFL-2; all on a lovely 3d board with a river flowing between my and oppt's home edges. That striker lance was like a pack of velociraptors, any pair of them able to outflank and core my Atlas from behind. I put AS on my right back, guarding the buildings and the bridge while sending SDH on the left flank to watch a pass and OW with TDR on the right to pillage and burn. My opponent erred in the deployment, sending three mechs on my left (they jammed a bit in the pass) which left only a BHKU on my right.

BHKU ran anound TDR and OW (giving some, but getting twice as much) to join with GLT in order to shut down c3 network, preferably along with the Atlas. I had to send TDR back, so after a while AS and shot up TDR were against GLT and WFL  that were eager to avenge their comrade, while SDH lured NGS away from my rear. Again, TDR just would not die. Missing one arm, ecm, probe and most of armor it retreated in the last round, much to the chagrin of my opponent. In a rage his mechs destroyed both my buildings and Nightsky tripped an Owens, but the final score was my two buildings vs one of his, his Black Hawk and a crippled Wolfhound.

Summary: I had seven hours of great time (that is, until I learned about the c3 bv2 thing), and adding to that countless hours of putting together a lance and testing it against my local bt player I can say I regret nothing. What's next, aside from waiting for the new boxes to arrive? There should be a 3039 tournament in the autumn, and until then I mean to try sort-of-linked games in 3039 period, inspired by the warchest system.

*) A trial of grievance is scheduled for the next 3050+ tournament.

středa 4. dubna 2018

Let's face it

Long time no blog, right? Well, my quest for the grail of a perfect skirmish game has come to ... a pause. An indefinite pause - it may a mere fortnight before I play a skirmish again, or it may take a year or more. The quest will have to wait till the stars are right.

However, on a more positive tune: Battletech! The thing is still frail as there is only one other person to play with now, but we got some games in and it is good. Me and my BT pal are also going to another tournament in a few weeks, so here are some pics from the sweating part (bleeding part comes later).




It was a good and tense game, in which my early grave mistake was balanced by sound tactics and incredible luck in later stages. Yes, I gave that Battlemaster a headshot with heavy PPC  :-)

Also, this is my first blog written entirely on my phone, so please excuse the brevity and style.
And try to get used to it, as it -sadly- won't get better anytime soon.

úterý 28. listopadu 2017

[BattleTech] My First Tournament!

or, Not bad, after five games...

I got lucky. There's a wargaming club beyond the borders that is still relatively close, and some of its members are fond enough of BattleTech to organize a tournament. I got even more lucky and could schedule a whole day for the event, so there was no hesitation as to whether to go or not. The journey there was not too adventurous, but still gave me enough time for sight seeing.


Trencin Castle. Definitely  L4-5 fortified terrain.

It was nice to meet other players from all at least three distinct regions. The atmosphere was friendly, as was the tournament itself - it was a fair competition without any waac attitudes. Unfortunately, the games started little later than expected, so only two of three rounds were played, but at least it allowed me to get home before midnight.

Having unpacked my mercenary lance "Ronin's Tonnes" I felt satisfaction for all the evenings spent painting and those nerve wracking decisions on paint scheme. Even composing the lance was a tremendous fun in itself: I could field any 3-5 mechs totalling 5000 BV2, and although proxying and borrowing were options, I used mostly what minis I had available:
  • Archer ARC-5W (70t, 1337 bv2): heavy missile boat with reasonable speed and armour
  • Charger CGR-3K (80t, 1656 bv2): typed as skirmisher, this was my all-purpose heavy mech.
  • Wolverine WVR-7K (55t, 1331 bv2): medium brawler, fast, well armoured and deadly at close range
  • Owens OW-1D (35t, 655 bv2): scout, whose purpose was to tag enemy targets for indirect fire and grab distant objectives. I had to proxy it by a plastic Jenner.
 
Archer, Charger, Wolverine, Jenner

Game 1


I knew this game was going to be tough. My opponent was more experienced and well equipped, having a nice mix of mechs from a slow 100t beast of Fafnir to a small and nimble Snow Fox. Fafnir was extremely intimidating, fielding weapons that could rip a heavy mech apart in just one round. Avoiding it would be a good strategy, however, the scenario awarded points for controlling objectives on each starting line and most importantly in the middle.

Round 1-2: Glorious synchronized advance


Round 2-3: Deploying to position, Owens running from the beast.
In the first few turns, everything went according to the plan: Archer was in cover, raining death on those tagged/spotted by Owens, Charger and Wolverine intercepted enemy light mechs on the flank. The same mechs then dashed past them and threatened to occupy or neutralize my home objective.


Round 3-4: Enemy lights attempt abreak through, Owens tagging Rifleman.

I did not want that to happen, so both Charger and Wolverine chased them, managing to down a Raptor. The Snow Fox was too cunning and quick to suffer any serious damage, and I had to reinforce the center, so I sent Wolverine to chase it away, and Charger back to front. I belive this was the first serious mistake I made - I should have done it vice versa, as the Fox easily escaped the cc oriented Wolverine.

Round 4-5: Raptor's a toast, WVR securing the rear, CGR returning to the fray.
In the middle all went from ok to horror as Fafnir came to range. I managed to rough opponent's Rifleman, but my Owens had an arm shot off and scurried beyond the hills. My Archer got between Fafnir and Rifleman, falling under the weight of fire. It managed to stand up and advance, only to get shot in the back by the Fox. With reactor shielding breached, Archer was out of action.

Round 5 ends: Archer shot to pieces by Fafnir and SnowFox.
As a last ditch I ran my Charger to the top of the hill, hoping to kick the head off the Fafnir - never got the chance as it was shot to pieces.

Round 5-6: WVR and Owens securing objectives, Charger goes banzai (and boom).
Having lost two mechs and both center objectives I could only console myself with my and enemy rear objectives and a single light mech destroyed. Even then, it was a great, exhausting game.

Game 2


This game's scenario was nearly identical, only differing by a single middle objective. My opponent for this game (son of my previous opponent :) brought two heavy missile boats supported by two light mechs acting as spotters. This time, I believed I had a stood a reasonable chance.


Round 1-2: Both sides advance in good order.


I did not expect my opponent to go for the objective with his heavier mechs, so I rushed in as fast as possible. Fortunately, my JennOwens got to the objective first, and I didn't mean to abandon it. Enemy Raven hid in the forest, while Gambit rushed to meet Owens. Both spotted, tagged and shot each other, and following semi-guided indirect fire obliterated them both. Fine, no more lapses in calling Owens a Jenner! And also, hooray for an exchange of 600pts for 700+ pts and limiting enemy options!


Round 2-3: Owens and Gambit playing a game of TAG. They both lose in the end.

The only active mech my opponent had after the first blood was the Raven. Though it was not as sneaky and fast as the Snow Fox, I held back my Wolverine in case of a breakthrough attempt and sent Charger to flank. This time, the decision was right, because Wolverine had more armour that Charger, and I was sure it would be needed to hold the central objective, which was now secured by Archer.

Round 3-4: Charger flanks, Archer holds, WVR deters Raven.

Raven wasted its time running around the hill tagging my mechs, while the Charger got his sights on opponents Yeoman. Wolverine and Archer stood on the hill like Old Guard, getting shot by 60+ missiles each turn.

Round 4-5: Archer quite beaten up, WVR joins the hill party.

Much better picture of the hill party.

Meanwhile, the flanking succeeds.

Fortunately, my opponent was enjoying himself too much with Raven acting as spotter, and suddenly he found out that the game is coming to an end and his Raven can't reach my home objective. Too bad. Furthermore, he kept pouring everything into those poor bastards on the hill, almost completely ignoring 80 tons of hurt coming for his Yeoman.

Round 5-6: RVN too slow to capture my base objective, ARC fails to stand up.

You're one dead missile boat.

In the end, the Yeoman was destroyed, but so was the Archer, and Wolverine had very little armor left. I guess that this time I won due to luck (few crits to the Wolverine and I might loose the objective in the last round) and the all-rounded composition of my lance and general utility of its mechs (as opposed to rather specialised list the opponent had).

End: RVN puts ARC out of misery, WVR stands fast, CGR kills Yeoman.

Summary: It was GREAT! Although I ended up on the fourth place, I had lot of fun, with fine people. It is rather fascinating how deep the game experience can be with only eight mechs on board. True, my inexperience meant lot of table searching and few rules questions, but even then I love the game just the way it is. Streamlining it and scaling down the complexity makes it into a completely different game, one that has problems to stand out among today's multitude. Yeah, I'm looking at you, Alpha Strike.

čtvrtek 12. října 2017

Battletech!

Or the obligatory "I'm not dead!" post.


2016 was a good year in general, but regarding the hobby it was rather disastrous, and this year is only marginally better. There is too little spare time - and so many rulesets to try yet! Also, my main gaming buddy switched to multiplayer boardgames, so there you have it. From my little spare time I spent some on boardgames, some on painting (see my orc warband below!) and most on browsing the rulesets and acquiring new ones.

Blurry and Furious!
I have recieved my preordered Rogue Stars, only to decide it would be a pain to teach someone tired enough after day's work, but I still like the idea of really small SF groups thriving through a shady bussiness. Perhaps I may try Void Pirates, or wait for Harder Than Steel? Or man up and finally try the Savage Worlds (Showdown)?

Finally, Battletech happened.


You know Battletech, don't you? I mean, who doesn't? For more than 30 years players pick or design their huge, armoured and weapons-bristling mechs (piloted robots) and send them against each other. While I don't think that huge bipedal weapon platforms can ever reign the battlefield, I like the setting, the feeling and the detail as the bolts start flying, the armour of your mech falls off (or evaporates outright) and the systems fail (or evaporate too). I also like the turn structure, and I just have respect for a game that has changed very little in over thirty years and still gets played! Actually, I think Classic Battletech is like a T-Rex: It's ancient, it's cumbersome, but you simply have to respect it.

That's 100 tons of massive respect on the left,
55 tons of respect in the center,
and 20 tons of "okay" respect on the right.
(Image taken from a wallpaper to HBS computer game )

However, my road to Battletech wasn't as straight. At first I found the rules for Adeptus Titanicus, with the pre-plotted orders, different body parts etc. While I was charmed, there was no reasonable way to play it with something more than self-made paper chits. Then came Imperial Knight: Renegade (itself just an upgrade of Godbreaker Clash, a WD minigame), which I still hadn't purchased, but liked the rules, and gravitated more and more to big stompy robots. What I did was to purchase some EM4 Steel Warriors and Samurai Robots Battle Royale from Ganesha games - not a bad game, and close to my favourite Song of Blades and Heroes, but  ultimately not what I wanted.

Then, finally, Battletech happened for me. On a whim I acquired some second hand plastech minis (Made of evil plastic. Really, not bad - Evil. Because whenever you try to remove the awful moldlines, it just won't let go - and you can forget about using a file...), intro rulebook, maps and record sheets for almost nothing, and talked my friend into trying it.

Phoenix Hawk vs Shadow Hawk
We had started a duel of Hawks  that is yet to be concluded, if ever. (Fortunately, in Battletech, SaveGame is incredibly easy. You just write your mech's position and facing to its recordsheet and you're done.) However fragmented and incomplete, the game impressed me enough to try harder and finally discover another BT player in my area. We had some pair vs pair games, and that's where I got to the slippery slope and just had to have more.

More!
Not only I have purchased more maps and mechs - I wanted a more intense experience. So we went 3:3, and finding out about a tournament nearby I pledged to take part, making it the first ever tabletop tournament in my life. The tournament is still to come, but I'm already having tremendous fun building the list (traditionally, mechs fight in four-member formations called lance) and running simulations. It also means that I'll have to paint some more miniatures, yay!


And more!
To sum up: Classic Battletech is a wonderfull game. It may be a bit oldschool with all its character record sheets, bubbles to cross out, tables, modifiers and time requirements, but in return you get a cinematic experience, coupled with an excercise in tactics. The game has been here for thirty-some years and offers a rich universe to explore, enjoy and smash to pieces with your huge robots. You can start with as little as a free pnp download, you can wait for starter box sets coming the next year, put one together from available map sets, lance packs and paid downloads, or you can scour the bazzars for a good catch. Either way, it is worth a try.

pondělí 10. října 2016

[Bladestorm] Well, that was a disaster...


Recently, I got an opportunity to organise a skirmish game after a long time. With the same players as usual, I decided for something new - a system that offered interesting decisions even with low model count. At first I had thought of Open Combat, but considering all its paperwork I picked Bladestorm instead. Why? It offered more weapons, interesting turn structure, single combat roll for both hit and wound, more choices for the player (which attack to block, whether to put one's skill to attack or defence,...) - and I wanted to try it for almost a year. It looked like a solid plan. How could anything go wrong?

I have read the rules there and back. I knew there are point values for everything, but I decided that we all roll our characters and minions, with the dwarves being slower and more cumbersome, but also tougher and more disciplined, goblins being rather a small and nimble nuisance and orcs rather average. So far, so good.
 
Quite a long trek for short legs...

But, I set the limits and averages not having played at least a small solo demo. And, which was worse, in my pride (and ignorance of the flow of the game due to the sin above) I decided not to use one of the rules - the "death die" (it is not used in the intermediate rules anyway).  As a result, it was difficult to hit anyone, but a hit that succeeded was likely to kill a character, or at least take more than half of HPs, calling for a morale check - thus the game was dull, until the moment someone felt extremely unlucky.

...let's do it again.


So, have I learnt from my mistakes? I believe so: Two weeks later, the dwarves (in teams of 2 and 3) had to escape with a secret map of the underground tunnels stolen from the orcs. How-ever, many things changed...

Having pity with their short legs (and considering the time limitations) I used only a single map. In best case, the dwarves had to break through a week and negligent garrison of the fort (an orc archer and three night goblins) - quickly, because on their heels were another three orcs, and the pursuit was closed by black orc boss with another two goblins.

My opponents made a tactically sound decision to let the map-bearer run for it, using the rest of their force to tie the garrison and get in the way of the pursuers. And, with a bit of luck, escape too.

The archer took a key position.

Things went more or less just as planned - one of the three goblins from the garrison was mown down, orc archer took a position of such strategic importance that he wasn't able to participate in combat and the key dwarf, heading round the fort, was tied by a single goblin.

That brown bead means a failed morale check. At least his shame didn't last long.

The goblin didn't last long, but kept alive and stabbing long enough for the first pursuers to arrive, and suddenly, there was enough greenskins for everyone. Except the Axe-dwarf, who obeyed his orders and ran.


Almost there. Note the massacre in the background.

The rest of the dwarves put up a resolute defense, with their leader even showing his back to the orc boss only to stop possible pursuers. The only one who could do anything to cross the dwarves was the dumb archer, so he charged the escaping longbeard, hitting him hard - being hit even harder in return. By then we had ran out of time, so we decided that the dwarves eventually succeeded, though at a cost.


Summary: Bladestorm is a fine game. Its RPG roots are quite apparent, as it offers enough granularity to distinguish fighters of the same race, of the same type, from each other. I can well imagine awarding them experience and improving their stats - assuming they survive the deadly encounters, because not even the steel clad knight nor the nimblest of elves is safe from a random hit getting through. I also like the turn structure, although the "move or shoot" rule is a bit harsh on ranged attack types. Having played SoBH and Open Combat I also miss any kind of push-back. The reception in our group, however, is rather a mixed one. One guy likes it (used to be GM, so he's open to new ideas and he's not afraid of stats and modifiers), the not so much (in the late evening, after work). Well, gone are the days of our youth... With second edition is on its way, I hope that the issues can be amended with some training, because Bladestorm deserves it.

P.S.: Regarding the turn structure, I'm coming to like the one used in BattleTech, LotR or Blood Eagle (there may be a difference, but the gist is the same) - Everyone moves (alternating or player by player), then, everyone fights. Maybe next time? Or maybe I'll go wild and try the reactive nature of Rogue Planet... (Just to see their heads pop, muhahaha)

středa 23. března 2016

Open Combat - AAR&R

Report and Review Mixed Together

Bad form, I know. Anyway, here goes: Saturday night, when all the household was silent and peacefull, I decided to finally try (and even play!) Open Combat. Not eager to set up the terrain  I opened the Melee Box, set up the Goblin Slayer Dungeon, decided on a simple treasure hunt scenario, picked the core of warbands and got to the first plus of Open Combat:

Statting up

In some skirmish games, you are just given fixed values and point costs. In some, you have the freedom to make up your own stats, but use of calculator or even a spreadsheet or app is necessary - there's nothing wrong with that approach, especially when you can see the underlying formula, but Open Combat has another one: Each point of a characteristic, each weapon (except fists and nails), each special ability costs exactly one point. Quite refreshing, isn't it?

There are five basic stats in OC:
  • Speed (needs no explanation)
  • Attack and Defence - their comparison gives the number of dice the attacker rolls (capped at three)
  • Fortitude - HP, can be regained through resting
  • Mind - seemingly useless, but there are mental abilities using and affecting this stat - and the first three stats are halved when the Mind reaches 0.
In addition to the stats there are rules for equipment covering most of pre-gunpowder weapons, and twenty special abilities, divided between combat skills, physical and mental abilities. Note that there is no magic - that's right, no list of spells. You can always proxy some of them by combination of weapons and abilities, but still, no fireball. Twenty abilities can seem as too few, however, along with open-ended stat system they cater for most needs. On the plus side, it's less rules to keep in mind - and if you really want more rules, you can always make them up : )

There are no hard and fast rules for any stats (the system is supposed to balance itself), but you can find many sample characters in the 2016 edition. At least similar mindset is required during warband creation though, if you don't want to meet opponent's skaven slave as strong and tough as your ogre (although you can explain it by suitable narrative). Fortunately, I got to create both warbands so I made my own rules. 

I wanted a humanoid, no matter how tough, to go down in two attack actions when all goes wrong, possibly even in just one attack. As the maximum damage a character can inflict in single attack on open plain is 3, I choose that to be the baseline Fortitude. Weak humanoids would be For 2, tougher ones For 4, heroes anywhere between 4 and 6.

Another nice thing is that the attack and defence scores are independent of actual equipment: You can have two guys with a sword, and while one has Atk 7, Def 3, the other may be less experienced and more defensive with Atk 4 and Def 4. Hell, you can even throw in a skaven slave with Atk 6, as he can be unbelievably agile and determined - there are no limits!

In the end I came up with following two warbands - they are rather small and weak, as the recommended warband renown is 150, but this is good enough for the demo. Also, it would make the bookkeeping easier.

Dwarves
NameSpdAtkDefForMinWeaponsSpecialRenown
Leader35454AxeFocussed Blow, Exert24
Axeman36453Great AxeFocussed Blow23
Defender34543Spear, ShieldResolute22
Crossbowman33343Crossbow, AxeAim, Shooter*20
Breakpoint:16

*) Houserule: +2Atk for ranged attack.

Orcs and Goblins
NameSpdAtkDefForMinWeaponsSpecialRenown
Orc Boss46553Two CleaversIntimidate, Ambidexterous28
Orc Warrior44432Sword, ShieldShield Bash20
Orc Glaiver44332GlaiveFocussed Blow18
Red-caped Goblin42221Spear, Shield13
Blue-caped Goblin42221Spear, Shield13
Breakpoint:12

At first I intended to use Orc Bowman, but for the sake of different numbers I sent in the goblins. Yes, O&G are 2 pts stronger - however, they only need to lose 12 points of For/Min to throw in the towel.

Scenario

OC offers 5 base scenarios, further modified by variant deployment or other parameters, with ample designer comments. Most of the scenarios are supposed to take place in 2'x2' area with enough terrain, so that the action begins immediately.

I used a modular hexagonal dungeon map, and being in no mood for studying their rules (late night, remember?) I came a simple treasure hunt:
  • There were three tokens marking possible locations of the Object. 
  • Character could spend one or more actions by searching: 
    • Roll the amount of dice equivalent to actions spent, pick one. 
    • 1 - fail, lose initiative, 2-4 nothing found, 5 - seen something! remove other tokens, 6 - Got It!
  • The game is won by any warband that carries the Object off the board through its entry point.
 

Game

The dwarves, being the good guys, came in through the door (kicked in, which can be interpreted as an attempt to knock). With a speed of 3 they were in slight disadvantage, usual in this type of scenarios. The Orcs & co. sallied from the dark corridor and managed to reach the first possible location, while sending the gobbos to flank / check the other locations.

The dungeon size ensures a short game.

Dwarven crossbowman shot at the hulking orc boss, hitting its left arm. The brute only snorted, bellowed at the red caped goblin to "Get'im!" and paid no further heed. Axeman and defender rushed to form a line of defence, while their leader searched the well. With years of experience, he discovered the Object at first sight! This simplified the decision making for the orcs considerably, reducing their strategy to refined "Surround and Beat'em Up".

The Object found!
Thing did no go that smooth, however. The surrounding part was easy, beatin'up - not so much. One goblin engaged the crossbowman and the other threatened the leader, while the axeman stoically bore the brunt of the attack, knowing well that the payback comes soon. He hefted his axe and swung it hard, throwing both orcs away and biting deep into the wall.

[Actually, in this attack I rolled both Solid hit and Fail: Turn over, and because of the two handed weapon attribute had to apply them both. And I promptly forgot about the Leader special ability, granting three re-rolls per game. Oh well, live and learn.]

The goblins have their use, after all.

His heroic moment gone, the axeman was soon finished off. On the other hand, both goblins were gone - although the blue one acquited himself well, wounding the dwarven leader - and the rest of the green band had lighter or heavier wounds. Unable to help his comrade, the leader grabbed the Object and headed for exit. Seeing that, orc boss took the matter with crossbowman into his own hands, with his remaining two underlings attacking dwarven defender in vain.

[In OC, damage in combat comes from two sources: Direct hits, and being forced back with no room for retreat. (Un)fortunately, the brave dwarf was equipped with a shield (minimizing the effect of the force backs) and was Resolute (minimizing the occurence of force backs).]

The crossbowman may have been a lousy shot, but he had definitely fight in him enough to kill the annoying goblin and go toe-to-toe with orc boss. He would have succumbed, no doubt about it, but the dwarven leader hit the exposed flank of the brute, sending his opponent bleeding in front of the wall. Crossbowman took the hint, and and with one mighty strike he fell the beast. Seeing that, the remaining orcs fled in panic, leaving the dwarves victorious.

Game over for green team!

Summary

Well, that was quite an appropriate amount of fun for nine miniatures and one hour of playing.

Open Combat falls somewhere between Melee and ASoBH regarding the amount of detail, bookkeeping is probably on the same level as in Melee. I used to play Melee as overlord vs a band of four dwarves where each player controlled a pair, and I am not sure there is enough detail to use this configuration with OC. But if I tossed in more dwarves (or Elves?) and split the players into two warbands it might be worth a try. I guess I'd need a bigger dungeon though.

neděle 6. března 2016

En Garde - Gladiators? (Part 1)

Hey, I bought En Garde too! But while it is generic enough to be used for any pre-napoleonic historical period - or even fantasy - I guess I do not have a plan to play it like that in short horizon. Actually, I struggle to find enough time for a trivial painting, not to mention finding enough time and opponents for a proper game. (And neither do I have purchased and painted the two foundry swashbuckler warbands I crave, but that's another story.) The combat in En Garde is what I can use right now, though. It is detailed enough and allows for choices and bluff even in duel - so why not use it for gladiators?

Some changes would have to be made, however. 
  1. Partial armour: All point costs are multiplied by six, e.g. basic Rank 1 character costs 6x4 = 24 points. This is because the armour may cover only parts of the body (expressed in sixths), and is subtracted from attack roll only on a successfull armour save roll (i.e. rolling same or under the armour coverage, combined from heaviest to lightest). 
  2. Shields would work differently. Both parma and scutum would give a "shield token", which could be used for enhanced defence (and perhaps shield bash?), the latter would also add +1 to defence roll.
  3. Defender could reduce the wound score by backing off - which wouldn't gain him much popularity though...
  4. More ploys (shield bash, showing off, sidestep...), more weapons (net, cone, flail)
  5. Algorithm for audience appreciation (probably positive points for attacks, negative for defence, extra for flashy moves)
  6. Possible bonus for flanking?
So these are the main differences just from the top of my head. I'll try to cobble up something less vague, test it and then refine and post, but in the meantime, don't hesitate to throw your suggestions at me.

P.S.: On quite unrelated note, I have finally got Advanced SoBH, which I have more or less played allready in the Fightin' Funghi incarnation, and revised Open Combat which is well worth the long waiting - and I can hardly wait to play it. But I guess I'll just have to :-/

úterý 15. září 2015

You have my axe!

Or, Why I think you might want to support Hammer and Forge

https://www.kickstarter.com/projects/9742092/song-of-blades-hammer-and-forge/description


Reason #0: For those who have no idea what SoBH is

Song of Blades and Heroes is a small scale skirmish game from Andrea Sfiligoi of Ganesha Games. With simple rules and streamlined play, the game can be learned in one play and enjoyed in many following ones. 

The cornerstone of the rules is a character, having two main stats (Quality and Combat) and a number of special rules/traits. Quality of a character represents its willpower, training, attitude and willingness to act. Every time you want the character to act, you have to roll its quality or better on one or more dice - and here comes the beautiful push-your-luck aspect of the rules: Every die that failed to meet the quality means either a possible reaction of opponent's character, or even the end of your turn. This mechanism ensures that you never know how much are you going to achieve with your warband on your turn, and puts you before the choice of playing it safe or -perhaps- achieving more.

There are many expansions and even standalone versions of SoBH, with hundreds of pregenerated characters, but you are free to create your own, using a calculator that can be downloaded from Ganesha Games (or even using a formula, rules' costs, pencil and paper if you're inclined that way).

Reason #1: Advanced Song of Blades and Heroes

These are basically the advanced rules from Fightin' Funghi (reactions! weapon rules! mighty magic!), but without the fluff and few funghi related rules. On the other hand, they include other traits, more rosters and a campaign system probably different from the one in FiFu (with warband advances). 

I have backed the Fightin' Funghi, and yet I mean to have these as an add-on.

Reason 2#: The miniatures

Dwarves, dwarves and more dwarves! And undead dwarves... And extra cool barbarian dwarves! (These made me back at a level higher than just the pdf of the rules.) And some hobgoblins, too.

Oh, and if your pledge is high enough, you get ... wait for it ... even more dwarves, for free!

So, what are you waiting for?

středa 26. srpna 2015

And now for something completely different...

Or, I have a battleship and I'm not afraid to use it

I like fantasy skirmish. However, having two space fleets blasting at each other is a joy I can't resist. In the past, I have had a game or two of Full Thrust with quite unsatisfying ships taken from the Galactic Emperor, but when I was browsing an e-shop this summer, I noticed Fleet Commander 1: Ignition. I looked at the photos ("hmmm, a game with plastic spaceships, cool") and description ("Spaceship battle in 60 minutes?") - and those got me so interested I had to download and read the rules.


The plastic ships are nice - each side gets 4 frigates (class 1), 2 destroyers (class2) and 1 battleship (class 4), with the two sets having a different design. They are claimed to be pre-painted, but it is rather a bold claim to make. Either way, they are ready to use straight out of the box.

The game pits two equal forces (depending on scenario) against each other on a 5x5 grid, which puts it in the camp of abstracting the whole theme rather than simulating it. It is dice driven - each turn you pick three dice (move, shoot, shield) in any available combination, roll them and use the results or keep them for later use.

The results can be "diagonal", "orthogonal", "any direction" or "special". Direction results are used to move/attack/defend in a direction, while the specials can be used to charge the Weapon of Doom mounted on your battleship, or to react in your opponent's turn in the advanced game.

There is no randomness in combat: you just nominate the attackers (based on the dice and circumstances), total their attack stats(1 for frigate, 2 for destroyer, 4 for battleship), and nominate a single target that gets all the love, unless the opponent has a shield or special result to use. You eliminate 8 classes of the opponent, or fulfill another victory condition, you win the game. Simple as that.



Games: The first game we played was a basic game, without additional rules, and it was fun nonetheless. Rules explanation, setup and game - it all took only 50 minutes, although my brilliant tactics (along with a proton cannon and opponent's blunders) probably contributed considerably. Despite having lost, my friend insisted on another game.

Just ate electric death!

The second game was a full one, with frigates becoming nasty hit-and-run buggers instead of strategically valuable speedbump, destroyers being a long ranged threat and special results being much more than special weapon fuel. We both picked the same special weapons: Proton Cannon for me (basically a battleship killer, dealing damage equal to 2x target's class) and those annoying Drones/Fighters for him (they stick to a target ship and deal 2 damage on opponent's turn until it succumbs or shoos them away). Some lessons were apparently learned, because the asteroid fields blocked shooting lines, and opponent's battleship hid behind them.

Yes, the half-painted fleet is going to win. Again.

Enemy frigates became quite a nuisance, jumping close to my destroyers, hitting both for 25% of their hull points and jumping away again.

The battleship launched figthers at my frigate, which went down in three turns.

However, when launching the fighters the enemy battleship got too close, and I was able to get her in me sights, scorch her with my proton cannon and giving her all the goodness from one battlegroup. The opponent then tried to hide his capital ship behind a screen of lesser vessels, but these merely delayed the hungry predator of my battleship. 

After that I only mopped the remnants of opponent's scattered forces and claimed another victory, only to hear promises of revenge next time.

Sound effects not included. Add your own.

Summary: So, did we like it? Hell yes. Although the game can't deny its abstract side, it still feels like a space battle directed from a command centre (rather than from the bridge of a ship). The rules are easy to learn, but the game is far from easy to master - there are meaningfull choices every turn, and the placement of one's fleet and terrain is extremely important. I believe this game is going to see a lot of plays, and I'm sure I'll get the expansion with cruisers. 

And should it become stale one day, I can still play Full Thrust with those beautiful ships.

P.S.: As I'm not using this blog to log my boardgame plays, don't expect much posts in the next month or two - yes, it is that good ;-)

pátek 26. června 2015

[FiFu] It's a kind of Magic...

Long time no play - so when there was an opportunity, we had to use it well: As a premiere for my goblins and for a larger mayhem in general. Also, I was looking forward to see FiFu magic in action.


Gorm's Ironclads

Objective: Kill goblin shaman. (Secondary objective: Rout the goblin warband)
  • Gorm: Q3+ C3, Leader, Group Fighter, Heavily Armored, Block, Short Move @ 78pts
  • Goth'Rack: Q3+ C3, Boiling Blood, Fearless, Unruly, Stubborn, Block, Short Move @ 48pts
  • Ragnar: Q4+ C3, Hammering Blow*, Heavily Armored, Short Move, Steadfast @ 42pts
  • 3 Warriors: Q4+ C3, Heavily Armored, Block, Short Move, Steadfast @ 36pts
  • Lorm: Q4+ C3, Crossbow, Heavily Armored, Short Move, Steadfast @ 42pts
  • Skadi: Q4+ C2, Crossbow, Good Shot, Heavily Armored, Short Move, Steadfast @39pts
Notes: 8 characters, 357pts
*: scratched the AND WINS condition. 7pts should be worth spending.

Night Goblins

Objective: Let the intruders come... and destroy them! (Rout the dwarves)
  • Leader: Q3+ C2, Huge Weapon, Leader, Low Kick (personal squig) @ 70pts
  • Shaman: Q3+ C2, Stubborn, Unruly, Spellcaster: Blast, Courage, Noxious Cloud, Protection From Arrows @ 60pts
  • 3 Skinkslayers: Q4+ C2, Block, Dashing, Gang @ 29pts
  • 2 Bowmen: Q4+ C2, Poison, Short Bow @ 27pts
  • 5 Warriors: Q4+ C2 Melee Block @ 18pts
Notes: 12 characters, 361 pts - Yes, they have a 4 point advantage (I want the dwarves to drown in the green sea, after all :) but the leader is rather pathetic and the spellcaster has a rather limited quality - and is the enemy's main objective.

The Game

Joining two D&D maps gave us a nice playing area with underground mushroom garden/forest on one side and an abandoned dungeon on the other. Nice playing area... not. We declared the bigger mushrooms / groups of bigger mushrooms linear obstacles - they didn't block LoS, but gave -1 to shooting and to continue through them one had to pass the Q test. This made moving in a coherent group a little challenging.

The dwarves arrived and goblins rush to meet them.
I was both feeling confident and afraid of the dreaded crossbows, so my goblins advanced to an area with less mushrooms and more LoS blocking cover.


The plan was simple: Leader with common warriors and a single archer went to block (and perhaps charge through) a great pass on my right. The Skinkslayers went through the middle, along with the remaining archer, and the shaman was sent to the left to both distract and harass the enemy.


The plan worked - for some time. Dwarves feared goblin magic, and all goblins (except the shaman) feared dwarven crossbows. The shaman even got to cast the Noxious/Spore Cloud, but sadly, something went wrong in the incantation and a nameless dwarven warrior managed to react in time, running away from the shrinked area of effect. Had it worked, one warrior and one crossbowman would be neutralized.

Spore cloud in action - see them run, ah hahaha!
With a well cast Protection from Arrows the shaman got very confident, even willing to act as a living shield for the Skinkslayers. The elite goblin warrior gang was well known for using up every advatage given, and this was the same case. The bowman assigned to shaman's wing spotted some dwarves massing on the far right, and hurried to take an advantageous position.

Impervious shaman as a living cover
The shaman sensed an opportunity to impress these simpletons even more, and got even more cocky: He joined the bowman, hoping to envelop thegroup of dwarves in a spore cloud - but his pride proved to be his undoing.

Tactical blunder thoroughly exploited
Ragnar (the dwarf with a huge hammer) seized the initiative, and with a nameless warrior charged across the battlefield. While his comrade slipped on the mushroom and was subsequently shot, Ragnar engaged the proud shaman. The bowman, probably hoping to earn favour of their new shaman, because "selflessness" is just a strange, meaningless sound among his kin, tried to exploit the mild advantage in numbers - but he was struck down, barely conscious.

Ragnar's about to make a Mushroom Puree
[And here the reactions came into play: Anything I'd try to do would most likely have one or more failed activation dice, enabling Ragnar to attack the hapless shaman.] Just as the spellcaster was going to throw his pot in defense, the dwarf was faster, and his hammer squashed the greenskin all across the floor. And walls. And perhaps even ceiling.

After the inevitable moral check
Thus the dwarves succeeded in their mission, and the best I could hope for was a revenge. The last goblin  bowman to snipe at dwarven leader, but Gorm's shield stopped the poisoned arrow. That poor sod got another chance, but under all the stress broke his shortbow. While the Skinkslayers regrouped, the goblin chieftain sent all the warriors forward, advancing behind them. But it was too little, too late.

Among goblins, "Elite" and "Boss" means you know when to run...
In a short moment, the last bowman and two warriors were dead. Being really experienced combatants, the Skinkslayer gang decided to get lost, quite simultaneously with goblin leader. The dwarves had only a single wounded, and surely they did bathe in glory, money and beer upon their return.

Summary: OH MORK WHAT A DISASTER! And I have noone to blame for it but me myself! I got too cocky with the shaman, sending him forward without any meatshields... 

Otherwise, the game was great. We played with unrestricted reactions, and saw it was good - I had been afraid they would only strengthen the warband with better quality, but in the end I was able to use them for risky moves and the whole game was more lively. I had only few opportunities to use magic, but even now I like the sheer amount of spells. And the new special rules: Weapons, armour, all kinds of stuff... just excellent, I can't recommend it enough! And if you don't like the funghi theme and explicitly don't want to buy that book, just wait for the next Kickstarter. It should contain dwarves, hobgoblins and even a vanilla ASoBH.