Sunday, September 6, 2009

The Timmerland Estate Affair

When reports of fiendish creatures found their way onto the Prelate's desk, he had no choice than to send a contingent of men to investigate. His first choice was the famed Witch Hunter Randell Burrie. To aid Randell, he sent the capable captain Tealwood and a group of determined soldiers. Since the latest report was at the Timmerland Estate, Mr. Burrie headed there to check the disturbance.

Mr. Randell Burrie (star) - REP 5, AC 3, Hardiness 3; Weapon: magical sword & pistol.
Pistol: IMP 7, RNG 6
Magical Sword: IMP 5, -1 to opponent’s hardiness
Dual Class
CV: 6

Captain Tealwood - REP 5, AC 4, Hardiness 2; Weapon: sword & dagger
Sword: IMP 5
Elite Melee Trained
CV: 5

4x Arquebusiers - REP 4, AC 2, Hardiness 0; Weapon: arquebus & dagger
Arquebus: IMP 7, RNG 24
Dagger: IMP 4
CV: 1

6x Swordsmen - REP 4, AC 4, Hardiness 0; Weapon: sword & shield
Sword: IMP 5
CV: 1

Total CV: 21

Quest goal: Check both buildings for survivors and check all the PEF on the board.

For ease, all PEF have a REP of 4.

The heroes split up with each controlling 2 arquebusiers and 3 swordsmen.

The situation at the start of the game. The question mark tokens are the PEF markers (there is one hidden behind the left building).

T1(2/1): Soldiers move first. Randell moves up the road and Tealwood moves to the right getting LOS to one of the PEFs, but it was just some unfettered farm animals...


T3(1/4): One PEF moves into the complex, the other moves directly towards Randell's party. Randell and his group moves up looking for the enemy, but finds nothing of note.


T5(5/2): Both Hero groups move up towards the buildings. The main body of the Enemy force (as a PEF) moves around the building coming into sight of Randell's group. It consists of: 1 Alpha Lycan (Big Bad), 2 Brotherhood Lycan, 3 Pack Lycan, and 4 human cultists (it's been a while since I've read the book and didn't understand the gaps for the recruit column in the Lycan Brotherhood so I just decided to improvise). It turns out that there were so many enemy figures that they didn't all fit in the space around the house. Decided to place the human cultists in their own separate group coming out of the house's front door...

The PEF is transformed into 10 figures. There isn't enough room to place all the models behind the building...

1 Alpha Lycan (Big Bad) - REP 6, AC 4, Move 16, Hardiness 4; Weapon: Massive Axe
Terror, Magic Resist
Massive Axe: IMP 7
CV: 10

2 Brotherhood Lycan - REP 5, AC 4, Move 12, Hardiness 2; Weapon: Arm Blade
Arm blade: IMP 5
Frenzy, Magic Resist
CV: 6

3 Pack Lycan - REP 5, AC 4, Move 12, Hardiness 0; Weapon: Spear
Spear: IMP 5
CV: 2

4x Swordsmen Cultists - REP 5, AC 4, Move 6, Hardiness 0; Weapon: Sword & shield
Sword: IMP 5
CV: 2

As soon as both enemy groups appear, they encounter a hero group within 12" and both separately test a Test of Wills (as least that's what I went with). The cultists get the drop on the captain's men and they test to charge! As they move in, one arquebusiers draws a bead on the lead cultist and fires but misses. The two groups merge in a scrum. The cultists are able to get numbers on a swordsman scoring a telling blow and putting him OOF (5 dice are rolled for the cultist and only 3 dice for the swordsman). The first cultist scores 2 more successes and takes the swordsman OOF). Captain Tealwood manages to do a bit better fighting both cultists beating them both back but when he is in single combat, the cultist holds his own (Tealwood won with a single success pushing them back 1", then when he was by himself the combatants rolled the same number of success and the combat ends).

The bulk of the Lycan's come in view of Randell's group and even though terror griped the men's hearts, they charged the beasts! A single swordsmen made contact with a Pack Lycan and manages to hold his own at the start of the combat (the Lycan was rolling 8 dice - 5 for REP, +1 for frenzy, larger base and the spear to 4 dice. I managed to roll only 2 successes for the Lycan rolling 4 sixes and 2 fives. The swordsman actually won by 1 success)! But the Lycan pushes the swordsman back and the end locked in combat (the Lycan wins by one and pushes the swordsman back and the finally roll equal the fight is over)! The captain seeing his share of wounded push on, but one of the swordsman stammers back.

T6(4/2): Both arquebusiers fire at one of the cultist but both miss. The swordsmen move to attack the cultists. It looks grim for the Captain's men as another Swordsmen is OOF (a lot of die rolling, but the better REP cultist continue to prevail).

A second swordsman moves to fight the Lycan, but the man that moved up is no match for the Lycan and is OD!

The other two continue to parry attacks! Randell sees an opening on a cultist once the swordsman fighting him is OOF, but misses. A couple swordsmen move back to regroup as reaction to their fallen comrades.

A pack Lycan and the Alpha fail their charge test and stand back. The rest of the Lycan forces moves in and a huge melee about the complex starts!

At this moment, three of the swordsmen are either OOF or OD. The cultist have managed to get the arquebusiers into the fray.

A cultist takes an arquebusier down, but the other holds his own! The Captain is pitted against two opponents, but only pushes them back. Randell gets into melee with a Pack Lycan is outclassed and is wounded, but survives the onslaught. A second arquebusier is killed by a Pack Lycan. Both an arquebusier and a swordsman flee off the board and even Randell chooses to retire. At the end of the turn, the heroes are in bad shape. Only 1 arquebusier, 2 swordsmen, Tealwood and Randell are alive.

The remaining heroes are attempting just to stay alive.

T7(1/2): The final arquebusier is killed by a Pack Lycan and the heroic swordsman is finally killed. Captain Tealwood survives the attack as does Randell, but is startled not once but twice in the combat! On their turn the remaining heroes retreat off the board.

The Aftermath: The two routers and two wounded swordsmen return to base, but the other figures are never heard from again. All in all 2 swordsmen and 3 arquebusiers are killed in the exchange with none of the enemy even being taken out of the fight. Our heroes will want revenge!

Notes: This game was inspired by the games that were played a couple of weeks ago on the yahoo group for Two Hour Wargames, but I never got a chance to play them until now. Once I got the rules in my head, the game went pretty fast. I forgot due to the speed in some places to actually take pictures and the like, but all in all, a good time. I have some questions about the rules, but I’m sure they will get answered quickly on the yahoo group dedicated to the many THW game systems.

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