pátek 20. února 2015

Fightin' Funghi Playtest

As you may know, I'm a backer of Fightin' Funghi,or, Advanced SoBH. The new ruleset includes bunch of interesting special abilities, now called "Traits", new rules for armour and shields (still w.i.p. with at least three variants possible) and  reactions (Even in SoBH, it may always be your turn! :) How does it play? 
Read on (and brace yourself for another bunch of crappy photos)!

After his adventure in the Northern Mountains, Lothar managed to rebuild his Bad Company, and soon found a offer fitting such highly skilled professionals - deliver a secret message. A single messenger could do it, sure. But a messenger could be captured, interrogated, killed and replaced by another. Having a slight doubt about this, Lothar accepted. 

Little did he know that Gorm's Ironclads were after him, paying spies here and there just to get a trace of the man who shamed them.

Bad Company

Objective: Pass the most men through the opposite corner.
  • Lothar the Black: Q3+ C3, Leader, Light Armour, Shield
  • Antar: Q3+ C3, Veteran Group Fighter, Unruly  
  • Wilhelm: Q4+ C2, Fearless, Crossbow, Good Shot, Light Armour
  • John: Q4+ C2, Good Shot, Shooter: Long, Reload (taken from Short Bow)
  • Udo: Q4+ C3, Light Armour, Shield
  • 3 Halberdiers: Q 4+ C3, Heavy Weapon, Light Armour

Gorm's Ironclads

Objective: Get Lothar.
  • Gorm: Q3+ C3, Leader, Group Fighter, Medium Armour, Shield, Short Move
  • Goth'Rack: Q3+ C3, Boiling Blood, Fearless, Unruly, Stubborn, Shield, Short Move
  • Ragnar: Q4+ C3, Hammering Blow, Medium Armour, Short Move, Steadfast
  • Gimli, Robur the Scabby: Q4+ C3, Medium Armour, Shield, Short Move, Steadfast
  • Lorm and Skadi: Q4+ C2, Crossbow, Good Shot, Medium Armour, Short Move, Steadfast

The Game
Lothar was not surprised. Something always had to go wrong, just as this time, with those dwarves blocking his way. The last time, he had ran away from them, leaving his dead men behind - he had to. Through clenched teeth, Lothar muttered "No more running." At his command, his men began a cautious advance towards the dwarven barricades.




Shooters are being sent as a vanguard, while the dwarver take positions.

Wilhelm takes cover while a dwarven bolt whizzes past.
Seing that the enemy has crossbows, men of the Bad Company took cover wherever they could. At Lothar's nod, Antar headed into the woods - he enjoyed working alone anyway. The rest of his men dashed to Wilhelm.

Sometimes I read laments that ranged attacks are weak in SoBH - give me a pair of crossbowmen, and I'll teach such people the error of their ways. Crossbow is a trait in FF, it is really powerfull to one long distance and still menacing up to two. You have to reload it, however, and in order to do so, you must stay in place.

Strange as it may seem, noone is eager to buy the farm.

Poor Ragnar can't stay but fears to leave - because it's always my turn.
FF Reactions are new to SoBH - generally, if you fail any activation dice, your opponent may use them to attempt actions of his own. Although the reaction rules still need some adjustment (my oppinion), they shift the whole tactical paradigma and present more choices for both players.

No reload on my watch!
"Aye, I'm watching you..." said John in a low tone, as he drew his longbow. One of the dwarven crossbowmen just bent to reload his weapon, which was quite a lucky decision as he took an arrow on his shoulder plate. Wasting no time he vanished behind a rock few moments before Gorm ordered all his lads back.


Seing their enemy retreating was a welcome sight, so Lothar's men needed little incentive to rush forward. However, their advance was contained by Ragnar and Gimli, while Robur stomped to the forest to check Antar.

See those two? Surely the beginning of an epic duel.
Ragnar swung his hammer at Udo, but the swordsman managed to avoid the attack and seeing the dwarf off-balance, he returned the blow. Steel rang on steel, but aside from a notch on the helmet, Ragnar was unharmed.

Armour is yet to gain a final form in FF, but there is a variant available on Facebook group where it provides an armour save roll. If it is successfull, the result turns to a less harmful one: OOF to Knockdown, Knockdown to Recoil, Recoil to a tie. This rules add one more roll to combat, but we didn't feel it as an inconvenience. It brings more granularity without adding another combat roll modifier.

Near the edge, the blood starts to boil.
Armoured or not, there's only so much two fighters can do against trained men in more than twice their number. As his dwarves fell, Gorm could not restrain himself any more and lanched himself at the enemy. Loud roar from his left suggested that Goth'Rack finally got out of his gloomy mood into a more productive state of mind.


However, cold blooded John was not the one to be scared by a tattoed madman. The ferocius attack broke his bow and threw him back. John got ready for a hand-to-hand, only to see his foe collapse!

I like Boiling Blood. It is something like more controlled berserk, empowering you significantly - however, you'd better clean your surrounding in the rage, because you may collapse at the end of turn. My opponnent was quite unfortunate, getting a decent bonus to C but lousy combat roll.

Have at them!
Reactions can be great indeed. In one case (following picture), Robur got one failure and two actions - no doubt he was about to use them on a power blow, but Antar managed to react and strike first (although not that hard). It didn't matter in the end as both combats were tied, but the possibility was there.

A very private battle.

Finally, Lorm had had enough. He sneaked around the stunned swordsman, sprinted, drawing his shorsword, and finally thrusted it into Lothar's side. Lothar collapsed, and something had broken in his men. Two managed to sneak past the Ironclads, but rest of them ran away in random directions.

The dreaded morale check cascade about to begin.

"Hold!" Shouted Gorm, as the crossbowman raised his shorsword for a coup de grace. "I have a better idea..."

All of the Bad Company had ran away, without any casualties except Lothar. Perhaps they were able to deliver the message without him, but I doubt it - the confusion was too great. Moreover, the dwarves achieved their goal, which means a decisive dwarven victory!

Summary: The game didn't take any longer than our usual games of SoBH, and the new rules for reactions, weapons, armour and special abilities were fun. However, the reactions need to be either changed or house-ruled, because currently, there is no limit as to who can react to what, which may lead to quite gamey approach, like reacting with a figure on the other side of the table.
Anyway, I'm glad I took part in this Kickstarter project.

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.