Sunday, November 29, 2009

October 7, 986 – Outskirts of Altengard

The alpha creature sniffed the air a second time sure now that there was food to be had at this small dwelling. Not only from within, but there were many large horses about. The real question was, how much blood would be on his massive axe when it was all said and done…

1 Alpha Lycan (Star) - 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
Frenzy
CV: 2

Total CV: 28

Raid Encounter roll was an 8 so there are 28 CV of locals about. Since this was an inn, I decided that if I rolled doubles, the type would be: Drunk (CV: 1) – REP 3, AC 2, Move 8, Hardiness 0; Weapon: Improvised Weapon (IMP 3). There are no other buildings in the area, but there are four horses found in the corral on the opposite side of the road.

4 Knights, 2 Skirmishers, 6 Infantry (2 inside), 5 Arquebus (2 inside), 4 Drunks (2 inside), 3 Polearms (1 inside)

Here is the setup for the raid. You can barely see the alpha and his pack on the right. The two brotherhood are on the far left.

Stats for the other combatants are in the following format:
Name (REP/AC/move/Hardiness/RNG:IMP)

Knight (5/6/12/0/-:7 or 4)
Skirmishers (4/2/8/0/36:5)
Infantry (4/4/6/0/-:5)
Arquebus (4/3/6/0/24:7)
Polearm (4/3/6/0/-:6)

The defenders are set up in a random fashion. I split the board into 6 areas and I rolled a d6 for each figure. Once the location was determined, I placed them in a spot that I figured would be if they were on patrol. Funny how of the 24 figures only 7 are inside the inn. Word about the Lycans has spread and perhaps this raid is more of a trap???

As the Pack moves closer to the Inn, it appears that the humans are waiting for them. Hopefully how the human are spread out will help them keep their injuries to a minimum.

The alpha moves his group of pack lycans into melee. The human stand their ground in the test of wills (I knew I should have used the star ability and picked 6 successes instead of 4) and the lycans all charge. The arquebuser doesn’t manage to do anything with his shot, but the skirmisher manages to take a lycan OOF with a well-placed arrow! Both Knights hold their own even though they are outclassed. The poor drunk is sliced through without a care by the pack lycan and one of the knights retires a normal move on the crisis test! The Brotherhood lycans are unable to go due to the activation number.

The same skirmisher manages to take out another pack Lycan OOF. The arquebuser manages to hit the alpha, but the alpha shrugs off the blow, roars and moves to engage (with 3d vs 6d rolls well enough to hit, but then just forces a control test which the star ‘fails’ and engages in melee). The knight wants to charge in, but can’t manage to force himself to do it (the alpha star picks ‘6 successes’ and the knight can’t hope to beat him). The rest of the humans move to create groups in order to fight better (or fail to charge the final pack lycan.

The lone skirmisher on the right is taking out the pack lycans without worry...

The alpha cleaves the arquebuser in half and the skirmisher ‘hero’ routs off the board. A second knight races over to help take out the final pack lycan and after a couple of minor successes manages to run him through (OD result). The rest of the humans stand in wait (I rolled a 6 for the lycans again and a 5 for the humans).

The alpha lycan moves to attack Lord Byron (the leader of this group) but they are evenly matched. The brotherhood lycans finally move into the battle, one charging an arquebuser who fails to hurt him as the lycan comes crashing close. The arquebusers screams of pain force a second arquebuser and a polearm fighter to flee in terror (both failed the crisis test). The second brotherhood lycan attempts to charge the last skirmisher, but halts in place instead (same number of successes on test of wills). The final skirmisher wastes no time in firing at the dumbfounded lycan hitting the foul beast and seriously wounding it (Since they are now within 12 inches, there isn’t a second test of wills so the skirmisher fires her short bow at the lycan rolling 3 successes to 2 hitting it. The result of OOF stands after rolling on the hardiness check)! The alpha seeing that he is outnumbered, fails the crisis test and retires (there are now only 2 lycans remaining).


How the tables have turned for the lycan. Who knew bows are the way to go!

The alpha retires off the board, but the brotherhood lycan doesn’t get the message. The skirmisher rounds the forest looking to take a shot, but misses and the lycan charges in. The second shot manages to hit, but doesn’t faze the lycan who rends the skirmisher in two which causes the nearest swordsman to flee (and a second to retire). The two knights on the flank dispatch both wounded pack lycans. The final lycan grabs his other brotherhood lycan buddy and flees off the table.

The encounter wasn’t a total loss muses the alpha after a couple of days. Sure the pack is smaller, but the two that survived are more powerful then when they started. Perhaps next time they will dine on horse flesh…

The alpha gained a Social status that it lost by fleeing the battlefield. One Brotherhood went up in REP and both went to hardiness 3.

Friday, November 6, 2009

Savage Worlds - Crown of Kings Round 2

Okay, after mulling over my “defeat” by the dragon in the last episode, I decided to do some research on Savage World combats. Thankfully, right on their website in the download section gives a one page survival guide to SW combat. After downloading, printing and reading, I wanted to face this dragon again with a couple of changes of strategy. Also, I wanted to count the number of rounds and see the time it took. Remember this is supposed to be a RPG game and a two-hour battle would try me as a gamer!

Here is my setup for the game. The map is under a piece of plexiglass so I can use a wet erase marker to take notes. Notice all the game counters included with the game.

Started @ 2:14
Ended @ 3:07

Result: total party death in 11 turns…. How it happened:

Turn 1: Dragon is shaken by a great attack by Marcus, but it recovers quickly and causes a wound on Marcus after a soak roll. Merula casts deflection on Janine and Janine moves in and attacks the head (called shot), but fails to cause any damage

Turn 2: Dragon gets a joker and hits Marcus for 4 wounds and he begins to bleed out. Ramel fails to heal Marcus.

Turn 3: Marcus dies (a roll of 2 – 3 = death). Ramel intimidates the dragon with a success?!? Dragon recovers and hits Ramel but rolls a 6 for no result

Turn 4: Dragon again hits Ramel but only shakes him. Janine wild attacks to the head (the modifiers are in her favor; +1 for gang up, +1 for trademark weapon, +2 for wild attack and +2 for dragon’s size with the –4 for a called shot) and connects with a 27 (3 wounds). Of course, if the dragon gets the two GM Bennies, it uses one to soak. An awesome roll of 17 completely negates the damage.

Turn 6: Ramel hit for 3 wounds and is unable to soak them.

Turn 8: Janine hit for 5 wounds and soaks 1. On the Incapacation Table, she scores a raise meaning she is stunned, but is busted (die type loss to strength).

Turn 10: Janine hit for 5 more wounds and starts to bleed out. Ramel tries to flee combat, but is hit for 2 wounds. He also starts to bleeds.

Turn 11: Janine continues to bleed out; Ramel expires. Dragon hits Merula for 1 wound (she soaks 2), then two more wounds on the second attack. She Full defenses and tries to run, but gets hit while fleeing and receives another wound going unconscious…

Now I’m curious if my “new” play style is the cause of death or the awesome rolling/cards for the dragon at the beginning of the combat. I’m feeling that my tactics were sound, but the awesome cards that the dragon got was what did me in. Also, the two GM Bennies that I gave the dragon saved it when Janine did her wild attacks to the head. I sent a message to the Dark City guys to see if I’m suppose to be giving GM Bennies out, but I haven’t got an answer yet. Again, I’ll “reset the power button” and go at this again…