Sunday, December 12, 2010
Therefore, I decided to try new Rally round the King rules by Two Hours Wargames.
This game is usually played with 400 points armies, where 200 is mandatory and called basic army, while other 200 can be selected by player.
Since I had little time, I decided to play a small game of 200 points per side, using mandatory armies.
Machine plays Rodentmen army, as described in the book. They use Penetrate center tactics. Horde is grouped in the center, while skirmishers and giant rats protect the flanks.
I played undead Egyptians I scratch build using rules from the book. Army of 200 points consists of 4 chariots (mounted dual, shock), 3 foot archers, 1 mounted archer, scorpion and one unit of foot guards (elite) with general. All undead have terror and fanatic special rules.
I positioned archers in front and melee troops in the back.
First activation saw horde moving forward full speed. In that way they entered into foot archers range. They fired in their activation hitting horde 3 times. Horde reacted by charging and connected with archers. This would be enough to rout almost any missile troop, but not undead, thanks to their fanatic ability. They received hits, but also succeed to wound horde.
Second activation saw continued melee, and horde managed to dispatch archers, but was left weakened.
I activated my melee units and they charged, routing first line of ratmen. Leader lost test did the rest, finishing the game with undead victory.
Therefore, game lasted only 2 turns. It was fun, especially after long brake from gaming, but the rules practically played themselves. Only tactical decision I made was deployment, after that system just brought me to conclusion. This may be similar to the real historical battles, where tactics were decided before battle and seldom changed in the event, but I would prefer little more freedom. On the other hand, this system is made to be played with 400 points, while I used only half of that, so maybe full points game offers bigger tactical possibilities. But this is something I still have to test....
Wednesday, November 17, 2010
It is Human Lord on Dipper armed with Great Milkbottle :)
It comes pre-painted but still requires lots of attention.
According to the people from my gaming group who already have similar experiences, it should keep me from wargaming for at least 3 months.
Therefore, posts on this blog will become little scarce...
Wednesday, November 3, 2010
Sunday, October 31, 2010
Word has reached Hadrad that the village of Montoress has been under siege for some time by monstrous creatures. Although the villagers have been able to hold off most of the attacks, occasionally one citizen will fall and be dragged off screaming into the surrounding forests, never to be seen or heard from again.Upon arriving at Montoress to offer their assistance, adventures were told that the marauders appear to be grotesquely enlarged insects! And during every attack, someone catches a glimpse of a humanoid creature in the background, apparently coordinating the attacks. This shadowy figure - often seen riding a giant red ant - is referred to as “The Insectomancer” for it is he who is orchestrating the chaos.Many weeks ago, the village sent its strongest warrior - Gorshyn - into the woods to put an end to the attacks. He never returned and is feared dead. He was armed with an enchanted weapon that they‘d like to recover.The townspeople don’t have much, but they offer our heroes to keep the Mace of Gorshyn if they are able to locate it and if they are able to defeat The Insectomancer and his fire art steed. They will also reward adventurers for any mutant insects they defeat and if they can locate the body of their fallen warrior.And so, elf ranger Vullesar, human illusionist Ganimed and dwarf trekker Hadrad were taken to the edge of the woods and pointed in the general direction the attackers retreat to. After several hours of walking, adventurers come across a huge pile of loose earth in the middle of an open glade. Climbing to the top for a better look, they discovered what it actually is - the largest anthill they have even seen.Entrance chamber was too small for all, so only Vullesar and Hadrad descended, while Ganimed held the rope for them.At the very entrance, elf ranger stumbled into Pit critter. He was able to see it on time, but while trying to destroy the monster, Vullesar was careless, got bitten and lost one health point.
Little bit deeper, Hadrad supprised Giant hornet. His second attack missed, and hornet stroke back, but dwarfs battle worn shield deflected this blow. The battle continued, and dwarf cut of hornets head with the precise blow of xis axe. But dying insect managed to sting our hero with the last breath. First quest point earned, but with a health point lost.Taking the wrong turn, Vullesar found himself in front of collapsed tunnel.
A ghost of fallen hero suddenly appeared in dwarf trucker's way. But Hadrad was not afraid, and just walked through it. Ghost dissolved behind him into nothingness.Retracing his steps, Vullesar took another tunnel. Unfortunately, this one was cut with the bone pile. Elf returned few meters back, started running and jumped over the obstacle, leaving it behind him.
The corridor Hadrad took ended with bottomless pit. It was not a problem for experienced trekker, who descended down the pit, leaving supports for legs and hands for everyone who might come this way after him.Moving on, elf detected wasp's nest. While removing it, Vullesar lost another health point.
At the bottom of the pit, Hadrad concentrated to decide where to go next. Therefore, he was really surprised when he was attacked by giant mantis! His battle worn shield was useful again deflecting the first blow, but the battle was fierce, and until the moment mantis died, dwarf was left with only one health point. This epic battle earned him second quest point and improved his knowledge, so he become level 3 trekker. One old wound felt better, but he was still left with only 2 health points, so Hadrad decided to leave the ant hill, and leave further explorations to Ganimed.Vullesar's way was suddenly cut with volcanic fissures. Elf was surprised to see them, but he managed to avoid being hurt by jumping from one rock to another. This experience was new to him, and made our hero a level 3 ranger. Proud of it, elf got careless, and burned himself, losing one health point he just recovered.
Wizard first encounter was frightened rat's nest. Invoking the image of a cat, Ganimed scared them even more, so they run away. In now empty nest, human found amulet of insight.
Wizard could not use it with his pipe of warmth, so he give it to his friend Hadrad.
Deep within the ant hill, ranger detected giant beetle. He eliminated it with three precise arrows, earning third quest point. On the insect body, elf found rune of stealth.
Ganimed got to the wobbly log bridge. He created illusion around it, and this way crossed securely to the other side, not having to be afraid to look down.
The next pathway the wizard took turned out to be unfinished, so he had to retrace his steps.
Vullesar surprised a green ooze, and eliminated it on the move.
Looking for the new enemy, Ganimed forgot to look down, and stepped into small ant hill. Ants crawled up his leg and bit him, so he lost one health point. Illusionist tried to escape, but his wiggling made ants only angrier, so they bit him again. Finlay, with only 4 health points left, human managed to run far enough from the pesky insects.
Entering the deepest level of the lair, Vullesar detected Insectomancer. He used rune of stealth, wishing to sneak on the monster, but it used arcane wizardry to prevent ambush, and elf lost one health point!
Battle raged for a while, and ranger managed to kill his enemy, but lost another health point in the process. He was lucky to found some healing herbs on monster's fallen body. Elf used them immediately, gaining one health point, therefore continuing this adventure with 3 left. 4 quest points were rewarded for killing insectomancer.
In the next room he entered, Ganimed found the body of a fallen hero. He picked up his mace and earned one quest point.
Behind Insectomancer's lair was a stable for giant red ant. Vullesar fired an arrow from distance, end it found it's mark. But then the red ant came charging, and ranger lost one health point. Elf fired second arrow, and then another one, trying to keep monster at the distance, but he was unable to load his bow for the forth time. Using arrow as dagger, he pierced creature's heart from point blank. But he was not fast enough, and ant acid heart him one more time, leaving him with just one health point!
With insectomancer and his steed dead, our heroes decided to bail out of ant's hill. But the road was closed for ranger, with bone pile standing in his way. Elf was too week to jump over it again, so Ganimed entered the corridor from other side, planing to remove this last obstacle.
Ganimed came ready, and started to clean the way through bones. It was the tough job, and he had to pause to take a smoke from his pipe of warmth, not knowing that it will be for a last time
(remove is success, but hero has to take defense roll. Defense is success thanks to pipe of warmth). Magic required for removing bones required drop of Ganimed's blood. So he cut himself losing one health point. He didn't even notice when his trusted pipe of warmth fell out from his pocket!
Angry because he has lost his his favored item, human got careless, and lost another health point, having only 2 left. And another drop of blood was needed for the magic, so Ganimed hurt himself again, having only one health point left. And this time, again, he lost an item, a mace of the hero, but illusionist couldn't care less. The road was finally wide enough for his elf friend to pass.
The road was finally clear, and the three friends were free to leave the ant hill. Although our heroes finished it barely alive, it was another successful mission! For their troubles, heroes were rewarded with Amulet of protection (level 14 item) that was given to Ganimed, who lost all his equipment in bone pile.
Tuesday, October 19, 2010
A big gathering of tribal healers happens in the village of Bufallospring, 5 (d10) days walk from Wolfdance. Gathering starts in 6 days (d6+d4) and lasts 4 (d4) days. Dragonfly and a group of other youngsters from the village leave to Bufalospring…
2 – Altered scene!
A hoard of buffalos roamed near the Wolfdance. Therefore, all warriors from the tribe are obligated to join the hunt, and are unable to travel to gathering. As a follower of Lhankor Mhy, Dragonfly is free to leave, but he has to go alone.
Trip was uneventful on the whole first day and the most of the second. But during the second night something happened.
What? NPC action, adjourn plan. Which NPC? 4: Villager of Sharprock.
Dragonfly set a camp under the great baobab tree… Somewhere around midnight, some screams were heard, and then a boy entered the area lit by the fire. It was son from Sharprock healer Bluegrass, who our hero has seen during the recent visit to their village. Boy shouted that his family (father, mother, grandmother and d4=3 kids) is under the attack by baboons!
Dragonfly took his weapon and run to help attacked family.
There are d10=3 baboons still attacking caravan. Seeing the newcomers, one of them turned from caravan and attacked Dragonfly.
Baboon is strike rank 8, Dragonfly strike rank 9.
Turn 1: Baboon hits Dragonfly’s left arm, but armor deflects this blow. Dragonfly misses.
Turn 2: Baboon hits Dragonfly’s left leg, inflicting 2 points of damage. Dragonfly misses.
Turn 3: Baboon misses. Dragonfly hits baboon’s chest, inflicting 3 points of damage.
Is this enough for the beast? Yes!
Wounded baboon screamed and started running away from the caravan. The remaining 2 followed.
Any defender seriously hurt? No.
Did baboons take animals pulling the wagon? Yes!
Group had to decide what to do while father of the family bandaged Dragonfly's bleeding leg. It was useless to follow animals, because baboons usually travel in larger groups and they will be ready to defend their prey. Best solution would be for father and the boy to undertake trip to the nearest village (1,5 days of forced march), purchase or borrow new animals and ride them back to the wagon (1 day trip back riding). In such a way, caravan could reach Bufalospring in the afternoon of the second day of the tribal gathering. Still for this scenario, it would be good if Dragonfly would stay with the rest of the family, to help defend caravan. Dragonfly could of course go by himself and still reach gathering on time, but the family promised him part of their earning at the gathering if he stays with them. Needing any lunar he can get, Dragonfly decided to stay.
Was than any unexpected event while the boys were gone? No!
Days were peaceful, so Dragonfly dedicated them to the training with the knife, ready to learn something from his fight against baboon. He needs 100% - 30% dagger skill + 4*3 for intelligence = 82. Rolled 75. His dagger skill increased by 5% to 35.
Are boys arriving on the third day as expected? Yes, but they are a bit late, because they needed time to acquire animals. Caravan can arrive to Bufalospring in the late evening of second day of gathering, and therefore will have only 2 days to finish their business.
Anything happened during 3 days caravan needed to reach Bufalospring? No.
At the evening of the second day of tribal gathering, caravan with Dragonfly in it entered Bufalospring.
The village was full of priests, healers, alchemist and sages. Following them, all kind of entertainers, thieves and merchants came.
After a good night sleep in the Bluegrass' wagon, Dragonfly went to gathering area. He takes listening test, trying to hear something that might be of interest for him. 30% limit, rolled 21. Yes.
What was the interesting fact? Inquire good.
He heard about the initiate of Challane Arroy called Issailar. She is looking for good but sick people to teach them how to heal themselves through movement.
Dragonfly approached Issailar and introduced himself as lay member of Lankhor Mhy, and that he is in a quest to learn dances. He asks if she is willing to teach him healing moves as a sort of dance.
Issailar has urge to teach everybody (25%) and Blugrass speaks about him as a good men (+10%). Also, Dragonfly comes from associate cult (+20%), but he is not sick (-25%). Additional 3% will be calculated for each point of charisma over 12, so 3*3=+9%. Total 39%. Rolled 70 - No!
Dragonfly decides to push his luck. He can understand that she is now occupied with sick people, but will she teach him once the gathering is over? Rolled 97! Fumble.
Issailar gets mad and refuses to speak another word with Dragonfly.
Dragonfly decided to try his luck at another place, but there was nothing he was able to spot for the remain of the day. He want back to Bluegrass' wagon to spend the nigh.
At the last day of the gathering Dragonfly spent 3 hours walking around before he was able to hear anything interesting. Finally, he noticed (what? Punish Status Quo) big crowd gathering near a preacher who claimed that priests of Chalana Arroy use old healing techniques, and that they are slowing progress in medicine. They will soon be punished with new disease for which there will be no cure.
Dragonfly stepped out and asked what can he, as individual, do to change it?
Preacher asked him and everyone else to destroy Chalana Arroy cult. Listening to that, Dragonfly decided that this speaker is mad, and left, continuing his search through the gathering area. But he was unable to find anything else interesting.
At the end of the day, Dragonfly met with the Bluegrass family. They have paid him promised percentage from their earning 2xd100 Lunars - 20+92=112 Lunars.
They also asked him if he would like to come back with them, and Dragonfly accepted.
Anything happened during 5 days long return? No.
Days were peaceful, so Dragonfly meditated about his listening skill. He needs 100% - 30% listening skill + 4*3 for intelligence = 82. Rolled 14. His listening skill increased by 5% to 35.
After 2 weeks of traveling, Dragonfly returned to Wolfdance.
End of scene 2.
Hero was not in control, so CF rises to 4.
Age of the hero: 16 years and 3 months.
Money left at hand: 443L.
Become rune lord of Lhankor Mhy
Learn 3 tribal dances. One learned, two to go.
Villagers of Wolfdance
Akhon Te, dance rune priest of Lhankor Mhy
Bluegrass healers family, Villagers of Sharprock
Issailar, initiate of Chalana Arroy, angry at Dragonfly
Mad healer who wants to destroy Chalana Arroy cult
Friday, October 15, 2010
This story is produced using Mythic GM emulator with RuneQuest 2nd edition (Chaosium 1980).
Story starts in the barbarian village of Wolfdance, in northern Prax, near Pairing stone, between Pavis and Adari, in the third age just before the Hero wars.
The main character is Dragonfly, charismatic young barbarian (CH15). He is a little bit smaller (CON 10, SIZ 10) and maybe not so fast and agile (DEX 9) as other boys in his generation, but he managed to proclaim himself as one of pack leaders (POW 12) thanks to his brains (INT 16), already mentioned charisma, and (only when necessary) his strength that allowed him to endure arm wrestling contests with most boys in the village (STR 12).
Mythic: I decided to start slow; therefore beginning CF will be 3, but it will not go below this level. To add little bit of action, all doubles will create some unexpected event.
Scene 1: Priest of Lhankor Mhy comes to Wolfdance to teach the young of the village how to read and write.
4 – as described.
Dragonfly, with his high intelligence, always wanted to become a sage. But the priests of Lhankor Mhy would not accept him earlier, declaring him to young. But then Dragonfly celebrated his 16th birthday, and was declared grown warrior.
A month later, when Akhon Te, dance priest of Lhankor Mhy, came to the village on his regular teaching pilgrimage, Dragonfly confronted her, requesting to become lay member of the cult.
Priest took some time to think, but finally she accepted young candidate (required 75, rolled 72!).
First task that was given to Dragonfly as a cult member was to learn as much as he can from Akhon Te. Therefore, he spent a week learning to read and write his own language (free to lay members!), until he reached 25% skill.
Noticing that he is a good student, Akhon Te decided to give Dragonfly a loan of 1200 Lunars. With 72 L he had saved through his early life, Dragonfly’s reaches count 1272 Lunars, adventuring kit, set of snares and a dagger.
Dragonfly immediately spent some of it to purchase two more daggers and some light leather armor that will not encumber him much (205L worth, leaving him with 1067L).
Dance priest explained Dragonfly that she does not need the money back. Instead, she will consider loan returned in full once the student learns and teach her 3 tribal dances from the neighborhood barbarian tribes.
Since Dragonfly was not much of the dancer (10%) he asked Akhon Te if she can teach him a bit of dancing. She agreed, if he pays a tribute to the Lhankor Mhy temple.
Mythic: how much is 5% training for dancing skill? 100L? No. 200? No. 300? Yes.
Dragonfly pays 300L. Training takes 3 days. He now has 15% dancing skill.
Next, he decided to go to nearby village of Sharprock and try to learn their tribal dance.
Mythic: is there a caravan going from Wolfdance to Sharprock? Yes.
Dragonfly went to the caravan master and asked him if he needs a guard to protect a caravan.
Mythic: does he? Extreme no.
The road is rather safe for a bigger group of travelers but not for someone who travels alone. Therefore, caravan leader offered his protection to Dragonfly. He can go with them, but has to pay for the trip.
Mythic: How much? D100? Yes.
Cost is 68 Lunars. Alex agrees to pay, so the caravan starts its trip.
Mythic: Anything happened on the way? No.
They reached Sharprock on the next morning. Dragonfly slept comfortably in one of the wagons, so he was rested and eager to learn.
Mythic: does Dragonfly know somebody in Sharprock who will be able to show him tribal dance? Yes.
Dragonfly visited local elder, who occasionally traveled to Wolfdance.
Mythic: is there a favor Dragonfly has to do for the elder in order to learn his dance? Near sure thing, but No!
Elder was happy to show his dance to Dragonfly. But can he repeat the moves? Dance test, needed 15 or less. Roll………………….02! Dragonfly managed to learn this dance with no problems. Satisfied, he decided to return to Wolfdance.
Mythic: is there a caravan going from Sharprock to Wolfdance? Extreme yes.
The same caravan that brought him to Sharprock was returning home. Dragonfly paid for the trip again and went to sleep in his wagon.
Mythic: Trip back is uneventful? Yes.
Next morning, young hero was home. He presented the dance he learned to the priest, and she was satisfied.
Then he made another donation to the temple, and asked her to continue his study, so she spent next 3 days additionally improving his dancing (to 20%).
Finally, Dragonfly took a week of rest, meditating on what happened during last few weeks. He tried to learn something from experience he gained. He needs 100% - 20% dancing skil + 4*3 for intelligence = 92. Rolled 46. His dancing skill increased by 5% to 25.
End of scene 1.
Hero was in control, so CF stays at 3.
Age of the hero: 16 years and 2 months.
Money left at hand: 331L.
Become rune lord of Lhankor Mhy
Learn 3 tribal dances. One learned, two to go.
Villagers of Wolfdance
Akhon Te, dance rune priest of Lhankor Mhy
Villagers of Sharprock
Monday, September 13, 2010
PLAGUE FURNACE AND PLAGUE MONKS
HELLPIT ABOMINATION (work in progress)
Tuesday, September 7, 2010
Warband can be seen on the photo below. Members are:
Elf noble Vuk Dewosteen, Q4, C3, Leader, Giant Slayer, 50 points, personality
Human wizard Chiriba Chiribu, Q3, C2, Magic User, 50 points, personality
Beastmen barbarian Zverka, Q4, C3, Lethal against statues, Berserk, Steadfast, 35 points
Elf scout Lisac Lukawy, Q4, C3, Long Move, Shooter: Medium, 44 points
Dryad Shhhush, Q3, C3, 34 points
War dog Cuca, Q4, C2, Animal, Long Move, 26 points
Human warrior Vitesko Odreda, Q4, C3, Heavy Armor, 30 points
Elf warrior Kopljak Visoky, Q4, C3, Heavy Armor, 30 pointsWarband starts from the southern table edge. Their goal is to destroy 3 big statues (Q5, C4, Artificial, Tough) and one huge (Q4, C6, Artificial, Tough). At the beginning of the game statues are in hibernation, and will wake in strict order, starting with the southern one.
I started by sending 4 models deep, to attack Huge statue (No 4) representing biggest threat. Other 4 rushed towards the southern statue (No 1) who will wake first.
Zverka the Barbarian activated with 3 dices, moved with 2 in HtH with Statue 1, and used last action to attack. Using his Lethal and Berserk abilities, he won the fight 11 to 9, and scored first wound. Statue 1 become Q6.
Statue 1 needed 6 to wake, but rolled 1 and stayed hibernated.
Same thing repeated in second turn. Barbarian won combat, this time 6 to 3 and killed first statue. Other models just continued to move.
Statue 2 needed 6 to wake, but rolled 5 and stayed hibernated.
Third turn was characterized with bad dices. Barbarian tried to activate first, but got only one success out of 3, ending the turn.
Statue 2 needed 6 to wake this time, but rolled 3 and stayed hibernated.
Turn 4 again seen barbarian in action, wining the combat against Statue 2 8 to 6, lowering it's Q to 6. Vitesko Odreda also attacked Statue 2 and was partially successful. He won the fight 9:5 (rolling 6). Not enough to kill it, but statue fell! While falling, statue partially covered leader's base, so there was 50% chance for him to be smashed (on 4+), but 1 was rolled, so he managed to jump away from the falling statue.
On the northern side of the battlefield, all models attacked Huge statue, but to no result.
Statue 2 needed 4 to wake, but rolled 3 again and stayed hibernated.
Turn 5 started with another attack from Vitesko Odreda. He won the fight against fallen statue 7:5 and killed it. Others rushed toward statue 3.
4 models on the north continued to attack huge statue unsuccessfully.
Statue 3 needed 6 to wake, but rolled 5 and stayed hibernated.
Human warrior was once more key to success in turn 6. He activated with 3 dices, moved toward statue 3, attacked with last action and wan the fight 7:5 rolling 4. Statue 3 fell!
Statue 3 needed 5 to wake, and rolled 5 so it is awake. It activated with one success, and used it to stand up.
Action on the north finally showed some results in turn 7. Dryad won the fight against northern statue 7:4 rolling 4, so the huge statue fell!
Statue 4 needed 6 to wake, but rolled 1 and stayed hibernated.
Statue 3 attacked elf warrior, but the combat ended with a draw 5 to 5.
In turn 8, Dryad was again successful against fallen statue 11:6, so the huge guy was reduced to Q5.
To the south, barbarian again used his lethal ability to reduce statue 3 to Q6 (8:6).
Statue 4 needed 5 to wake, but rolled 3 and stayed hibernated.
Statue 3 attacked elf warrior again, but lost this combat 7 to 4. Elf rolled 4 so statue 3 fell!
Vitesko Odreda was given the honor to kill statue 3, so he used it. To the north, Dryad had no problem reducing Huge statue to Q6, and then the Wizard stroke final blow ending this scenario with victory in turn 9.
One battle report using second scenario from Song of Statue Slayers campaign can be seen on Bren's Wargaming blog.