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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)

pátek 30. ledna 2015

SoBH: Taking the Fort pt.2

Warm-up in the Pit

In continuation of our unofficial Pit Fighter campaign, my untested Orc faced an equally fresh Undead last week.
  • Orc: WS 31, S 33, T 30, I 34, W 12
  • From the jaws of victory...
  • Undead: WS 32, S 31, T 31, I 33, W 13
I thought I had a victory in my pocket, as the higher initiative was always a great factor. Well, I was wrong. The Orc dashed to his opponent, refused to dance to his tune and charged him straight. Unfortunately, what should have been a decapitation (or a stunning blow at least) only made a dent in Undead's helmet without any further effects. In return, the Undead slashed at Orc's arm drawing blood, and added the insult to the injury by almost knocking his helmet off. 
Stunned as he was, the Orc managed to avoid a flurry of attacks and then lunged forward. The undead however blocked his attack, and already the first of his ripostae was enough to send the Orc to the ground.

Looks like I'll have to take the Undead next round - so far I'm losing 1:2 on victories and it's about time to settle the score.

Taking the Fort - SoBH

While the scenario and pieces were exactly the same as in the prevoius post (Melee Box, DnD map, more or less straight up fight), this time I decided to try SoBH with adjusted profiles: All the troops had Q4+, while both leaders were Q3+. Because turnovers are fun - when they have a chance to happen to both players.

I also used some of my special rules, Reach (counts as outnumbering if adjacent to engaged friend), Heavy weapon (if your total melee combat score is higher than opponent's one, add +1 to your total score) and Reload (takes two actions to reload). While I like them as they are, I wasn't apparently the only one who wanted more difference between weapons - and our pleas where listened to: The Fightin' Funghi ruleset is basically advanced SoBH!

Now for the game itself: I let the dwarves rush to their fortress, and then I ran my orcs from the more distant corner through tight passages. The dwaves were completely taken by surprise.

In a kunnin' move, the Orcs entered from an unusual corner.
Obludd ruled his minions with an iron hand and succeded in beating a semblance of discipline into them. The dwaves were still reeling from such an unexpected move (and scored the first turnover).

Confused and spread, the dwarves were in a difficult situation.
The orcs split into two groups, one was heading to the doors while the other was supposed to keep the dwarves at bay.

The dwarves are still quite spread...
An orc warrior apparently feigned being hit by a crossbow bolt, which stirred the pride of dwarven warriors and two of them charged forward.

The missile exchange was rather ineffective.
The second one to reach the orcs was mobbed and brought down, while another axeman still ran to the enemy.

Charging piecemeal against a group - that's a recipe for disaster.
The dwarven spearman still had some teeth, however, his best chance was a heroic (and a rather stupid) death when the axeman near him succumbed to superior numbers and Obludd's choppas.

Sending the dwarves one by one...
A lone axeman fought on, as the retreat was something unthinkable.

The dwarves didn't flee, so they were butchered.
After a short fight even the third of melee warriors got death instead of dishonor, and dwarven morale began to crumble. We ran out of time at that point, but I had only a little doubt about the possible outcome. 

Summary: I was happy about a more level playing field and my opponent was glad to play. Next time I'll prepare a different scenario, and -because I'm a backer- use the playtest rules of Fightin' Funghi.


pátek 16. ledna 2015

Skulldred - Taking the Fort

This report is long overdue, the actual game took place at the beginning of December 2014. Better late then never, though.

It was supposed to be the Vallley of the Kings evening, but in the end, neither of us was actually too eager for a soulless euro... Which was fine, as I had brought my Melee Box, DnD maps and the rules for Skulldred. I used some stats from the previous game, toned down the power of both crossbows and bows and cobbled some stats on the spot. Anyway, who among gentlemen cares about points?

The abandoned dwarven outpost was to see another battle - while the dwarves under Gorm the Hero fully understood its strategic importance in the upcoming battle, boss Obludd the Green Menace just saw no point in sharing the fun and the loot with the main host.

The boss shouts, the rest runs.
Old dwarven locks were no challenge to Gorm's company, so they were easily able to claim the fort as their own. Crossbowmen rushed to their posts, while pair of fighters prepared to ambush the orcs. Inexplicably, Obludd was behind his boys, even further than usual (but you can only get so far with three actions on three turns).

Driving the herd forward.
Both sides knew about each other. The orcs were staging at the corner, while dwarven leader got so paralysed by considering the tactical benefits of double surprise attack that he did nothing in the end. This was probably quite valid idea.

The fun starts at any moment...
All hell could have broken loose when the orcs took the corner and charged in, but one of their halberdiers decided to have a polearm duel with more skilled dwarven spearman (which he lost) and another got shot at point blank. Archers proved as ineffective as ever, but at least they deterred the lurking dwarven pair.

Fun is being had, everyone -except the two orc halberdiers- rejoices.
The fighting was fierce, but the spirits of the mountain were with Gorm, who was nearly slain by raging orcs. (In two rounds we burnt almost all our dreadskulls. Epic!) The ambushers finally tried their hand in the flanking manoeuvre and took down one archer, who was instantly avenged by his boss. Then, in the thick of the battle, something unexpected happened - two crossbowmen joined forces and killed Obludd!

Bested in hand to hand by a crossbowman? The Boss actually died of shame.
With the expression of disbelief the beast toppled over and confusion started to spread among his boys - this would be bad for a warband relying on organisation and tactical precision, but the boyz simply pressed on, while the archer for the first time shot true and killed the flanking spearman.



The green fury about to wane.
No matter their efforts, the orcs were outmatched, and after Gorm killed the swordsman, the archer let loose one last arrow and ran away.

Summary: Skulldred really delivers, but I'd like to have a more complete version. Next time we may try this scenario in SoBH with readjusted stats (all troops Q4+, leaders Q3+).
 

sobota 8. listopadu 2014

Small Munera, Grand Melee

Munera as a Starter

The stars were right again on Thursday's evening, giving me the opportunity to have some fun with friends and dice. And little plastic humanoids, of course. We were waiting for the third to the party, so a few games of Munera Sine Missione (with house rules, as all games that evening) took place. I used my Mordheim pit fighters (described here), rules version 2.2 and a house rule, giving each player six tokens of value one to six to use instead of rolling for AP. 

In the first bout (quite short), I took Empire fighter and my friend took an Orc. The contrast between lightly armoured Empire and the heavy armour of his opponent promised and interesting game - which it was right into the moment we rolled double six on attack (special event, defender takes 2d6 dmg). Armour or not, the Orc went down. Fine enough.

Nimble and hard-hitting Empire vs heavy Orc

In the second bout I took the Undead, and thanks to my exquisite maneuvring (and opponent's tactical blunder) I managed to get an attack to opponent's rear - only to have my fighter knocked down because of a special event! The Orc then capitalised on such a turn of fortune by bashing his adversary with a shield, causing a second knockdown and ending the game. My friend was not too pleased with such an easy victory, so he played "what if..." attack with an axe instead of a shield - and rolled a special event knocking the defender down!
   
We politely ask the spectators not to throw banana peels to the arena...
This was too much for the both of us, so we made up another house rule: When doubles in attack are rolled, roll another d6. 1 - attack fails (as if the defender rolled higher), 2,3 - attack hits for 1dmg, 4,5,6 - resolve special event.

The third bout went smoothly, I could only regret not having the latest version of the rules to use "working the crowd" that gives you something to do with unspent AP after driving away the opponent. I am beginning to like Munera for what it is - light and quick gladiatorial game that offers itself well to modifications.

Main Dish - Melee on a Map

Recently I purchased D&D maps to use in our games, because proper terrain is not too portable and quite unwieldy to take into public transportation. (Not to mention it's time consuming to make one.)  I intend to use the maps for SoBH, Skulldred (as soon as the next beta or full version is released) and Melee. Melee was the first game with miniatures we played and it could accomodate any number of players, so Melee it was. As usual, I could not resist the temptation of house rules:
  • Damage was reverted to the original, however, characters could wield a single handed weapon in two hands, getting either +1dmg or reducing the ST requirement by one.
  • Dmg reduction and DX penalty of armour reverted to the original too, but every level of ST above average (see GURPS) reduced the DX and MA penalty by one
  • Squares: every 2nd diagonal counts as two units away, characters have three front squares, four side squares and a single rear square.
I cobbled together a scenario where the dwarves had to control the bridge and fort by 10th round and gave them one more fighter to compensate for the pressure. The dwarves split into two teams, four of them stormed the bridge while another three tried to flank the orcish garrison.

Moments before the clash...
The battle of the bridge was as bloody as expected, with occasional crossbow bolt to spice up the party. My orcish archers were good enough when shooting, but I made the mistake to equip them by a mere knife as CC weapon. They were able to inflict two damage at most, and as I decided not to use HTH combat, their only job was to distract the enemy.

Confined area did not offer much space for tactical finesse.
Pole weapons were deadly in both attack and defence, and their ability to jab at enemy two squares away created some interesting situations. One day I'd like to try a scenario where two bands of mostly pikemen or spearman clash; I believe the results would not be quite dissimilar to "bad war".

The bridge got slippery with blood.
Dwarven axemen had AdjDX of 9, which meant they missed three or more in five attacks. However, when they did hit, their enemy was usually hacked in half. If there were more space to maneuvre, they would be even more deadly in flanking attacks. 
In the end, the dwarves did not push hard enough. Although most of the orcs were either dead or almost incapacitated -with the exception of archers, who got as much as they gave (i.e. nothing)- the fort was still in their green hands by the end of the tenth turn. 

The game was enjoyed by all and the set of rules again showed its timeless qualities. I am looking forward to more games of Melee.