úterý 21. dubna 2015

[SoBH/FiFu] Down By Law

This time, I wanted something new in our games, so Gorm's IroncLads had to participate in a man-hunt. Their task was to cooperate with other companies in order to capture or eliminate a band of outlaws that formed around an escaped pit fighter. The pit fighter and his band had their lair in an old keep, and reckoning that their current position is untenable, they decided to either break through the encirclement or die gloriously.

Gorm's Ironclads

Objective: Kill, incapacitate or demoralize half or more outlaws.
  • Gorm: Q3+ C3, Leader, Group Fighter, Heavily Armored, Block, Short Move
  • Goth'Rack: Q3+ C3, Boiling Blood, Fearless, Unruly, Stubborn, Block, Short Move
  • Ragnar: Q4+ C3, Hammering Blow, Heavily Armored, Short Move, Steadfast
  • Gimli, Robur the Scabby, The Other Warrior: Q4+ C3, Heavily Armored, Block, Short Move, Steadfast
  • Lorm: Q4+ C3, Crossbow, Heavily Armored, Short Move, Steadfast
  • Skadi: Q4+ C2, Crossbow, Good Shot, Heavily Armored, Short Move, Steadfast


Outlaws

Objective: Freedom or death!
  • Pit Fighter: Q3+ C4, Inspiring, Master Duellist, Terror
  • Bowman: Q4+ C2, Shooter: Long, Good Shot, Unerring Aim, Reload
  • 3 Outlaws: Q4+ C3
  • Halberdier: Q4+ C3 Heavy Weapon
Inspiring is a version of Leader, who can't issue commands but still gives Q bonus to figures in 1xL. Terror represents the renown of a veteran pit fighter, just as Master Duellist represents his combat skill. Perhaps giving him C3 and Combat Master would be a better choice, but in the end it had no effect on game.

The Game

As soon as a patrolling bowman rushed in with the bad news, the outlaws set to motion. The plan was to break through the dwarves no matter the cost.

Dwarves appear...
Most of the group headed out through the main entrance, while two men volunteered for a diversion through a ruined tower. Or perhaps they saw better chance of escape there.

Breached tower, later known as an oasis of peace and tranquility.
Ironically, all they managed in the whole game was to enter the tower and stare menacingly at the grim dwarf with big hammer blocking their way. (This was the main argument for lifting the restrictions on reactions - both those men and the dwarf were of Q4+, so none of us didn't want to risk activating them, when there was so much happening on the other side of the keep. Another point for FF!)

The other side of the keep was where the fun was being had.
Things went a bit more lively where the leaders were. Missiles crossed the air and fighters were closing in. Perhaps the ale was a tad too strong last evening, perhaps it was too early, but the dwarves didn't advance in their characteristical coordinated fashion. (Until then I thought I had been the only one with such horrible activation rolls...)

The dwarves spread out in fear that their quarry might run away.
Still in clutches of a hangover, Gorm ordered his lads to charge, and threw himself forward. Gimli and another warrior also joined the fray, determined to show the pit fighter how not impressed they were, while Robur and Goth'Rekk intended to flank the enemy (and take down the pesky archer).

Up close and personal. Also, reactions galore.
All changed when Gorm was struck down (as another victim of the dreaded 6:1 split). Robur fled and Gimli retreated. The dwarves then had the advantage of two to four, and intended to use it.

This was Ironclads' best chance for a kill...
Goth'Rekk failed to fell the bowman but he had little time for regrets as the pit fighter charged him. And knocked him down. And stylishly took out him of action.

...which they failed to realize.
The bowman headed for the ruined tower, hoping to stay out of sight of at least one crossbowman, but soon after that the remaining dwarf in contact was mobbed and brought down. This was too much for poor dwarves, and they retreated.

A good moment to reconsider plans.

Summary: This game was formed by the bad luck of my opponent - he may have even trumped my horrible activation failures from games past. He was also quite pressed by dwarves' short legs - the fear of the outlaws running away made him to spread his men in a rather risky fashion. I have to agree that some scenarios favor more mobile warbands - either I raise the quality of his dwarves, or give him cavalry (which is quite hard to do without the minis) or we'll have to make mixed warbands. We've also agreed to try the "reactions" without any limits on LoS and distance, which might eliminate staring contests such as the one around the tower.

sobota 28. února 2015

[FiFu/SoBH] Indoor Fighting

I got a bit verbose with the introduction - if  you want, you can skip right to the game.

Lothar's gaze was fixed on the tip of the shortsword. He did not regret anything. This time, he may die, but all his men were alive and the enemy suffered heavy casualties. "Hold! I have a better idea..." Who said that? With that thought, his spirit fled.
"Pity he can't see his men running away like rabbits." said Lorm, still pointing his weapon at unconscious Lothar. Gorm was fishing something in his bag. "Aye. Now go check Gimli and Ragnar."

Lothar opened his eyes again, almost instantly forgetting all those weird dreams. The first thing he saw was a bearded face with deep eyes. "So, you're awake. Good." The dwarf gave him something to drink and then fed him. None of this made any sense.
The next day, more dwarves came. "Stand up." Lothar wanted to look down on the dwarves with disdain but being so weak, all his effort went to staying upright. The dwarven nurse smiled. On his command, Lothar was tied, hands and legs. Still naked. "Gimli, pay the bill and ready the wagon."

The day was quite warm and sky was clear, yet the Small Square still had a pond of mud in front of the alehouse. Avoiding the pond was quite difficult in a busy hour like this, especially when some dwarves had the great idea to halt their wagon on the dry ground close to the pond. Some people stopped to watch, because something was certainly going to happen. First, an armoured dwarf jumped down and walked through the people to the pound. Next, some clothes and stuff were thrown into the mud. By this time, a small crowd gathered. "The audience is here, we can't let them wait!" Then, a naked man was kicked from the wagon into the mud, landing square on his face.
"This is going to cost you, dwarf..." The words almost drowned in the mud and (not only) dwarven laughter, but Gorm heard them. The commander stopped laughing and looked Lothar in the eyes. "Remember, my name is Gorm Haraldson, captain of the Blue Peak Ironclads. Do not shame me ever again." With that, he sat on the wagon and rode away.

As the crowd dispersed, one man remained, his face without a smile - as usual. Wilhelm helped his former captain to stand up and dress, playing the old game of good news - bad news. Good news were that they had lost no man but Lothar that day. Bad news? Their message had arrived late, and now, Udo was self-appointed leader of Bad Company. Clearly, Lothar had a position to reclaim and vengeance to enact. But first, there was a job to be done.


Bad Company

Objective: Find and retrieve the signet ring.
  • Udo: Q4+ C3, Block, Leader 
  • Lothar the Black: Q3+ C3, Block, Unruly, Hatred:Gorm
  • Antar: Q3+ C3, Veteran Group Fighter, Unruly  
  • Wilhelm: Q4+ C2, Fearless, Crossbow, Good Shot
  • John: Q4+ C2, Good Shot, Shooter: Long, Reload (taken from Short Bow)
  • 3 Halberdiers: Q 4+ C3, Heavy Weapon
I have made Udo the leader, although without upgrading his quality. I'm certain this will cause trouble from which Lothar will try to benefit. Lothar is not inspired by Udo at all, and he hates Gorm with a passion. The shield may be represented by Block trait in FiFu, basically giving an armour save.

Gorm's Ironclads

Objective: Find and retrieve the signet ring.
  • Gorm: Q3+ C3, Leader, Group Fighter, Heavily Armored, Block, Short Move
  • Goth'Rack: Q3+ C3, Boiling Blood, Fearless, Unruly, Stubborn, Block, Short Move
  • Ragnar: Q4+ C3, Hammering Blow, Heavily Armored, Short Move, Steadfast
  • Gimli, Robur the Scabby: Q4+ C3, Heavily Armored, Block, Short Move, Steadfast
  • Lorm: Q4+ C3, Crossbow, Heavily Armored, Short Move, Steadfast
  • Skadi: Q4+ C2, Crossbow, Good Shot, Heavily Armored, Short Move, Steadfast
Both Ragnar and Gimli recovered, and Lorm proved to be as deadly in melee as from afar, raising his C score for close combat. Armour got simplified in this iteration of FiFu rules: Either it is calculated in C score, or represented by "Heavily Armored", which is more or less Heavy Armour without penalties.

The Game

This game was a treasure hunt - both warbands were hired to retrieve a lost signet ring from a plundered castle. I incorporated new rules for shield and armour, and decided to house rule reactions to 2x long, LoS and not engaged or engaged with activated figure.

I put together two maps from Shattered Keeps an placed three treasure tokens more or less in the middle between the two warbands - forgetting that the stunties have wee legs and therefore short move. Honestly. It didn't help that I set the same Q score for troopers and character from both sides, something my friend still hadn't got used to. Due to our house-limits on reactions there were plenty of turnovers, but that belonged to SoBH and we were quite content with it.

Warbands rush in from the opposite corners
Shooters are rightfully feared in our games, and it was the same this time - especially with the reactions in place. Peeking from behind the corner, or keeping an eye on "fire lanes", shooters were worth their salt.

While shooters keep each other in check, Lothar finds the treasure
"I've found it! I got it!" Shouted Lothar, perhaps too loud. Men on the other side of the building turned to retreat, but the halls also echoed with the stomping of heavy boots. A bolt whistled past Wilhelm, who in turn shot Lorm.

Rushing forward, Lorm is incapacitated
"Any orders?" Asked Lothar with a grin, taking Udo by surprise. (Yes, three failures - turnover.) A surprise that the dwarves exploited all too well - all of a sudden, they were around the men of the Bad Company. Lothar could have led the withdrawal - but there was a status to be won back. He threw the ring to Udo (who failed to catch it, of course) and headed back to meet the Ironclads.

Be a winner, or a hero? Lothar would like to have both.
Udo managed to find the ring and ordered his men to retreat - and cover him. In an unusual fit of discipline, most of his men obeyed.


The fray was fierce - men were mown and shields shattered.
Here, the reactions came to the full bloom: They were used to put men into the way of charging enemy, to knock the defender aside and charge forth, to create local pressure points... as an example, I tried to stand up one of the knocked down halberdiers, and while I didn't want to risk a turnover with Q4+, I wanted him to succeed. Of the two dice I rolled, one failed. Robur, who was adjacent, managed to use it to smash the halberdier's head with his hammer, causing a gruesome kill (good thing I didn't name the halberdiers). The following morale check went almost great, with only one halberdier staying in place and the rest of the men grouped around Udo (who was conveniently out of the checked range).

The otherwise insignificant halberdier is going to influence the game...
They were all shaken a bit, but then Lothar saw a familiar figure - and threw himself at Gorm, thinking little of the consequences. Much to his surprise, men of the Bad Company followed him.

While men charged back, Udo knew better.
After a proper scrap, a sudden lull in fight occured. Gorm, noticing that the ring is gone and his dwarves disorganized, ordered a proper withdrawal, while the men tried to talk some sense to rabid Lothar. Both sides more or less succeeded, and both sides lived to fight another day. Also, there could be little doubt about the real leader of the Bad Company - now, Lothar has only the vengeance to fulfill. As the winner of the game, I have also given the trait "Steadfast" and name Yira to the single halberdier that didn't run.

Summary: This game was quite close in the end, considering how lopsided it looked after first few turns. We had to finish before a proper conclusion, but Udo got the ring and the fighting could have gone both ways, so I declared it a minor human victory without any further casualties. I liked how the reactions worked, they became rather a spice than a bread and butter of the game. The change of rules for shield and armour was definitely for the better - the rules are more straight, and shields/blocks are even stronger than before.