Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Wednesday, January 14, 2009

Rescue the Priestess - SBH game

Saviors of the Savage Lands – Rescue the Priestess

With the priestess in the hands of the Wolfen, Jareth and his band knew they have but one chance to save the priestess from a grisly fate. With only Pip slightly wounded, they stalk Onyx and his gang back to a heavily forested location and wait for their forces to split up before rushing in to save Verlia.

Everyone in the band was healed except for Pip who was +1 Quality. I don’t have any Fame points and my money is fairly low so I press on with what I got. Hopefully there won’t be any major issues…

Scenario Rules:
I decide that for the rescue that the Wolfen warband is split into two forces. Half are guarding the priestess and the other half off doing ‘something’. I also decided to play with the 400 point Wolfen warband I created in the previous game (see that post for the Wolfen stats). For reinforcements, I’d roll 1d6 at the beginning of Onyx’s turn. If the die roll plus the turn number was 7+, the reinforcements would arrive in the middle of the left or right side of the battlefield and activate normally. In order to free the priestess of her bonds, a single model in base to base contact must take two actions in a single activation. If I can manage to free the priestess and get her off the board without her fleeing or being killed, I’ll receive 50 silver pennies once I get her to the shrine. Models killed before the reinforcements will only grant half their cost for VP purposes (rounded down).

The Wolfen (399 pts)

Guarding force
1x Hunters @ 57 (56 was a typo)
3x Fangs @ 51

Reinforcements
Onyx @ 132
1x Hunter @ 57

Okay, this being my third or fourth game of SBH, I am still learning the strategy for the system. I haven’t played much DBA/DBM so the doubling method isn’t my strong suit. So when I set this game up and play it, I got killed in turn 2! Yep, turn two. I think the entire game (including set up and writing down the action) took 10 minutes TOPS! My problem is that I placed Jareth in front of Erdan and Durgon as a screen and a Fang attacks Jareth knocking him down. I roll 2 dice for Jareth’s activation and I fail both. This passes the turn over to the Wolfen and the Fang in combat with Jareth makes short work of him (6+5 vs 2+4). The resultant leader loss makes two of my models flee off the board (I’m only about 1 long on the field anyway). The 50% warband check results in everyone but Durgon retiring from the field.

So, I do what any person growing up in the computer age does… I press the ‘reset’ button and chalk that up as a learning experience and reset the game to play it over. No one (including myself) wants a 2 turn battle report! For all results below, the die roll is the second number for all combats so "5+4" means that I rolled a 4 adding to the modified combat score of 5.


The terrain is set up as a nice wooded area that the Wolfen can get plenty of ambushes if they can manage it.

Turn 1 & 2: The Heroes move up and so do the Wolfen (no reinforcements).

Turn 3: Erdan aims at a Fang and knocks him prone [5+4 v 2+4]. Flashfire engages the lone Hunter. Durgon moves and power attacks the fallen Fang killing it [6+2 v 2+5]. No reinforcements, but the Hunter attacks Flashfire after a Fang moved up to help (I rolled 3 dice, but only got a single success), but the Hunter is knocked prone [4+1 v 4+4]!

Turn 4: Durgon moves and attacks fallen Hunter, but are evenly matched [6+3 v 3+6]! Erdan moves to attack the same Hunter, but manages to kill it [6+6 v 2+5]! Flashfire attacks the Fang and kills him outright [5+5 v 3+2]. The single remaining Fang makes a morale check and moves back a move (50% total warband). The reinforcements arrive on the right side of the board and both begin to move into range.

Turn 5: Erdan and Durgon move to help free the priestess. Onyx attacks Pip knocking the Halfling prone [5+6 v 3+5].

Turn 6: Durgon frees the priestess and the Heroes surround Onyx. Erdan power attacks Onyx, knocking him down [5+6 v 3+3], but the heroes can’t capitalize. Onyx attacks Jareth after a Hunter moved into contact, but they are evenly matched [3+5 v 2+6].


A huge melee occurs. Flashfire must be busy cleaning her claws after the kill (note the new bases)!

Turn 7: Xaria casts a Power 1 transfix at the Hunter and he fails the check becoming transfixed (I rolled a 1). Erdan power attacks Onyx, but they are evenly matched [3+5 v 2+6]. Jareth attacks the transfixed Hunter killing him [4+6 v 3+5], but he ends the turn due to two failures. Fang attacks Erdan but are evenly matched [3+3 v 3+3]. Onyx attacks Jareth, but is knocked down [3+1 v 3+4].

Turn 8: Erdan power attacks Onyx, but again they are evenly matched [5+3 v 2+6]. Then Jareth attacks and Onyx is wounded [5+3 v 3+2], but the turn ends due to two failures. Onyx gets up and attacks Jareth pushing him back [3+5 v 2+3].

Turn 9: Durgon power attacks Fang, but is saved by his heavy armor [4+3 v 3+5]. Xaria casts a power 2 transfix at Onyx, but he shakes off the effects. Jareth attacks Onyx, but is pushed back [3+2 v 3+5]. Erdan power attacks Onyx knocking him to the ground [3+6 v 3+2]. Pip power attacks Onyx, but it knocked prone [5+3 v 3+6]. Pip uses his last action to stand. Onyx attacks Erdan, but again is knocked prone by his actions [4+1 v 2+4]!

Turn 10: Durgon lunges at the Fang pushing him back [4+5 v 2+6]. Both Erdan and Pip attack Onyx wounding him [6+4 v 2+4] and [5+4 v 2+5]. Onyx again tries to hit Jareth, but is knock prone [3+3 v 3+6]!

The final moments of Onyx as he is seriously wounded (at 6+ quality), fallen and surrounded by heroes!

Turn 11: Erdan finally kills Onyx [6+1 v 2+2]. The heroes surround the lone Fang and Durgon moves up and knocks the Fang to the ground [4+2 v 2+2]. Jareth makes the killing stroke ending the game [5+5 v 1+5].

Wrap up: What a difference the reset made. I think I’m starting to figure out the strategy - at least a little bit. Of course, good die rolls helped out a ton (the reinforcements coming a bit late and all the fallen results on Onyx when he was attacking). In hindsight, I had an action remaining in turn 2 to engage Erdan with a Fang and I should have done that instead of staying at range or moved so he was outside 1 long. The result would have been the same (Erdan would have been combat 4 to the Fang’s 3), but I probably would have moved Durgon first to help the combat values a bit. A model with tough and hero is a very rough combatant. Even when the model is at a quality 6+, you can’t count them out due to the free success!

I was awarded 50 silver pennies (and 50 fame points) due to freeing the priestess and I gained a whooping 318 VPs. Since all my heroes survived, I have 6 shares so everyone is awarded 5 XP. After paying for upkeep, I have 99 silver pennies remaining. Perhaps I need to make rules on how you can buy magical items and the like in this campaign. Currently, money is only used for upkeep and to purchase Mercs.

XP values after this game:
Jareth: 9
Xaria: 11
Erdan 12
Flashfire: 7
Durgon: 7
Pip: 8

I might spend 10 XP to make Erdan a personality. Then I can buy Hero once I get enough XP, but I’m torn on my own rules. I want ‘personalities’ to be rare which is why you have to spend XP just to become a personality, but I only have 12 XP after 3 games.

Final Thoughts: Now I know that some people would scoff at the reset that I did since I’m playing a campaign. Don’t worry; I feel a little bit dirty about it as well. Once I finished my first turn with Jareth in the lead, I remembered how brutal the Wolfen in combat were. I thought of moving him behind my front line (like what I did in the reset), but decided to just roll with it (see where that got me). So, I still had some time to play and I already had the game set up so I just started over (plus, who would have thought that I would have done so awesome in the second attempt). My second reason for the reset is that I needed a write up for my battle and a two turn game would have been pointless. At least with that much XP, I can start testing the campaign system (even if it is my personal creation). I did roll to see what happened to Jareth just in case I wanted to use the original results (he would have suffered a minor wound being +1 Quality for the next game).

Saturday, January 3, 2009

The Sorcerer's Manor - Savage Worlds

At Origins this year, I picked up the Savage Worlds Explorer’s Edition rule book. I’ve always enjoyed the concept of the system and the book was a reasonable price so I figured what the heck. Unfortunately, I haven’t been able to play any games with it, not even any Savage Worlds Showdown (their miniatures game based on their RPG rules).

Fast forward to November of this year when it was announced that Dark City Games was going to release their great solo adventures for the SW system. Imagine the old “Choose Your Own Adventure” books, but for wargaming! I jumped at the chance to purchase Crown of Kings and immediately started to figure out the SW rules and make four novice characters. Recently, the fine people at DCG re-released one of their free sample modules for SW. I couldn’t pass the chance of take a test drive with the rules before jumping into a full module.

My characters are based off the pre-gen characters available from Pinnacle Entertainment Group (PEG), the makers of Savage Worlds:

Merula Lanus [Human]
Agility: d6, Smarts: d8, Spirit: d6, Strength: d4, Vigor: d6
Fighting d4, Investigation d6, Knowledge (Arcana) d8, Spellcasting d8, Notice d6, Persuasion d4, Streetwise d6, Taunt d4
Pace: 6; Parry: 5; Toughness: 5
Hinderances: Curious, Death Wish, Habit
Edges: Arcane Background (Magic), Attractive, Power Points
Powers: Light, Bolt, Defection

Marcus Twohands [Human]
Agility: d8, Smarts: d6, Spirit: d4, Strength: d6, Vigor: d6
Climbing d6, Fighting d8, Lockpicking d6, Notice d4, Stealth d8, Streetwise d4, Throwing d8
Pace: 6; Parry: 6; Toughness: 6
Hinderances: Greedy, Overconfident, Outsider
Edges: Ambidextrous, Thief, Two Fisted

Janine Blackhair [Human]
Agility: d6, Smarts: d6, Spirit: d4, Strength: d8, Vigor: d10
Fighting d10, Gambling d6, Intimidation d6, Notice d6, Taunt d6, Throwing d4
Pace: 6; Parry: 7; Toughness: 8 (2)
Hinderances: Bad Luck, Outsider, Pacifist (Mi)
Edges: Berserk, Trademark Weapon (Battle Axe)

Ramel Ramelson [ Dwarf]
Agility: d6, Smarts: d6, Spirit: d8, Strength: d4, Vigor: d6
Faith d8, Fighting d6, Healing d6, Intimidation d6, Notice d6,Persuasion d6, Streetwise d4
Pace: 6; Parry: 6 (1); Toughness: 7 (2)
Hinderances: Arrogant, Big Mouth, Loyal
Edges: Arcane Background (Miracles), Power Points, Low Light Vision
Powers: Boost/Lower Trait, Healing


Here is my set up. I bought a plexiglass sheet so I can write notes if needed.

Since this is a downloadable programmed adventure, I don’t want to spoil any of the fun if someone wants to check it out and play it. For that reason, I will only give some of the highlights!
Against a living statue: Ramel gets a second joker (two in a row) and hits. Both damage dice Ace (An ace is when a die rolls the maximum number – in Ramel case two sixes. Any die that aces is rerolled and the amount is added to the final total) and the resulting damage amount is 19 well enough to crumble the statue.

Against Spiders: Ramel critically fails a vigor roll for poison. I state that it doubles the potency of the poison. Ramel, his body wracked in pain scores a might hit and scores a killing blow (I aced a damage roll). Then Merula moves up and attacks a spider and amazingly hits doing an unheard of 15 points of damage killing the spider.

Against the shadows: Janine rears back with her battle axe and crushes the shadow with a 26 damage points enough for 5 wounds (If you equal the toughness of a model, you score a ‘shaken’ result. For every 4 over the toughness is a wound. Most models have only 1 wound. Wild Cards (like all of my characters) have 4 wounds. The toughness of the shadow is 6, so 6-9: shaken, 10-13: 1 wound, 14-17: 2 wounds and so on). Since the shadow was a wild card, this was an amazing help!

Here's a shot after the final battle before the characters make their way out of the manor. Notice all the notes scribbled about including the map, turn counters and the shadows damage.

All in all, it was a great time. I really like the Savage Worlds system and it really makes the Dark City Games really shine! The only issue is that it’s a 'long' adventure. This sample game took about 6 hours to play from start to finish. I hope that the actual adventure will be faster since I'm more confident on the rules and the like.

Wednesday, December 24, 2008

Warrior Heroes - The rise of a star?

Warrior Heroes - Armies and Adventures

I finally got through enough of the rulebook to give this game a play. I have had ATZ (All Things Zombie) from Two Hour Wargames for a while, but had yet to try it out (I’ve since decided to stay in fantasy/ historical 25mm gaming). I’ve been meaning to purchase their fantasy version of their system, but when I saw this, I jumped at a chance. The rulebook is fairly robust, but that’s due to all the options that this game gives. I really need to get more historical/fantasy basic troops (I have a ton of hero types, but general troops are sorely lacking).

With that preamble taken care of, I followed the rules of how to make a star (there is a very nice download that goes through it as well). Since I had just bought a bunch of Confrontation models, I felt that the easiest army would be the Brethren.

Star – unnamed
Brethren (from the heart of Ekra) – Full Sun alignment
Rep: 4
Hardiness: 1
Weapon: Long Sword (IMP 5, FR 1”, MIN 4)
AC: 4 (scale)
Melee troop – Warrior (Elite Trained)
Social Standing: 2

This gave me 6 CV of followers. As it turns out, I rolled the exact same thing for all of them:
3x Brother Sergeants, Rep: 4, AC 4, Lance (IMP 7/4), Move 12; Elite trained

It’s funny that my star is the only non-mounted troop in the bunch!

So, March 986: My small band is in search of evil on the borders of Ekra. Most of the month goes by peacefully except for a confrontation in a small village. It seems that a knight and his retainers (a mixture of 8 foot troops) from Altengard were in the area and only some calm talking on my part, the matter ended peacefully (6d for the knight vs. 4d for Star and amazingly both passed 4 dice)!

[I rolled 10 CV worth of characters and ended up with a knight, 5 arquebusiers, 2 skirmishers and a spearman. We had a round of talk the talk in a village – clear terrain and it ended peacefully.]

April 986: We had a little problem with the local Authorities in a city of Altengard. It seemed that they did not want 4 heavily armed ‘characters’ in their town and I’d be damned if I was going to surrender my family’s blade. The knight would not back down no matter what and in a moment of distraction, charged me!

[I again got a walk the walk result on the encounter table with an even amount of CV – 9 in this case. Again there was a knight, 2 skirmishers, 3 infantry and 2 spearmen. This time, the knight scored a single success more than the star and the battle was on! I decided that the battle took place on one of the many city streets in the area. I don't have many buildings so I made due.]

Initial knight attack – Evenly matched (2 successes each).

Turn 1 (K6/S6): Nothing happens


Here you can see the 'city' setup. The small walled squares in the middle represent buildings. The other two sergeants move around to intercept the foot soldiers!

Turn 2 (K2/S1): Swordsmen charges star, passes enough dice and with a 1 pass on the quick move table gets to melee. 1S/1B (1 Success/1 Block) vs. 2S and are evenly matched. Knight attacks 6d vs. 4d and pushes Star back 1”. Melee continues 6d vs. 3d – Evenly matched. Knight’s footmen move to a side street to engage. Brother Sergeant charges (<>Turn 3 (S5/K2): Knight attacks Brother 6d vs. 4d (1S vs. 3S) and is only stunned due to protected armor (lance is IMP 4 since it isn’t the first round of combat). Melee continues 1d vs. 4d, but both are evenly matched with 1S. Swordsman moves and attacks outnumbered Brother with 4d vs. 4d (2S vs. 1S) and the horse rears back 1”. Melee continues 4d vs. 4d (4S vs. 2S) – Brother OOF. The closest two models make a morale check and one of the Sergeants routs!

Turn 4 (K3/S1): Knight charges flank of the final sergeant and a melee ensues (I determined that the sergeant would not get its lance special since it was being attacked in the flank) 6d vs. 4d – Evenly matched. Brother attacks knight 4d vs. 6d (4S to 3S). Melee continues 4d vs. 5d – Evenly matched!

The Knight Charges the flank of the sergeant on a side street!

Turn 5 (S5/K4): Knight attacks sergeant 6d vs. 4d (4S vs. 1S/1B). Brother OOF.

Postgame results: Both OOF sergeants are still OOF and the router is heading for home. The star completely recovers, but I determined that he was captured. On the advancement front, the star gets a Rep increase to 5, a Hardiness increase to 2 and a social standing increase to 3, but is immediately back to 2 due to being taken out of the fight (which I don't think I agree on the social advance).

Yep, it took longer to create the scenario for the second month than it took to actually play the game. How will the star get out of the dungeons alive? – Stay tuned.

Tuesday, December 23, 2008

Escort the Priestess - SBH game

While Durgon and Flashfire recover from their wounds, Jareth is enlisted by the local church to escort a priestess of renown to a nearby shrine. The only issue is the shortest route is through Wolfen lands. The Wolfen are very territorial, but hopefully a small band of adventures will be able to slip through undetected.

Being down two characters and two still recovering from their wounds, I am in a real pinch since my total combat value will still be used for the game (300 points). To that end, I enlist the use of some followers. I figure with two spearmen and a swordsman that I’ll have enough muscle to get through the Wolfen territory. Also, it’s all I can buy with my fame points so it will have to do. Followers don’t add to your total combat value so it’s a good way to supplement your warband if you have the fame points.

I roll for the enemy warband and it’s going to be 3/2 bigger than my own. That’s means I’m going to be facing off against 400 points of Wolfen. It looks like I’m going to be hard pressed in this game.

The Wolfen (399 pts)

Onyx @ 132
2x Hunters @ 57
3x Fangs @ 51


Models from Rackham - I got a great deal on them

Onyx – Personality (132)
Quality: 3+, Combat: 4
Special Rules: Big, Hero, Long Move, Stealth, Tough

Hunter (57)
Quality: 4+, Combat: 3
Special Rules: Big, Forester, Long Move, Stealth, Shooter Medium

Fang (51)
Quality: 4+, Combat: 3
Special Rules: Big, Forester, Long Move, Savage

Here are the stats for the Priestess (named Verlia):

Verlia – Personality (65)
Quality: 4+, Combat: 2
Special Rules: Cleric, Fearless, Independent*, Magic Resistance, Pacifist*, Short Move, Stealth, Tough

New Special Rules:

Independent (0) – Models with the Independent special rule do not gain the benefits (or penalties) from a figure with the Leader special ability.

Pacifist (-5) – A model with the Pacifist special ability is oppose to the use of violence as a means to settling disputes. As such, this model may not move into base to base contact with an enemy figure, does not grant any modifier in hand to hand combat and may not initiate combat with an enemy figure.

Scenario rules

If Verlia makes it across the board in 10 turns or less, the player will gain 10 x # non-killed models in silver pennies. If it takes 15 turn or less, the payment is 5 x # non-killed models in silver pennies. If she makes it across the board at all, it’s 3 x # non-killed models in silver pennies.

Since this was played solo, I had to set up the ambush rules. The Wolfen does not start on the board, but roll a single die on their turn to determine if they are placed and get to take actions. Each model in the enemy warband will take a Quality test rolling 3 dice to determine how far they must set up. On 3 successes, not within 1 medium; on 2 successes, not within 2 Mediums bands; on 1 success, not within 3 Mediums bands and at no successes, must be set up at the board edge.

Turn / Activation #
1 / 6+
2 / 4+
3 / 2+
4 / Automatic

Turn 1: Jareth rolls a 1 and 2 and the activation ends with only Erdan and Pip moving up. The Wolfen do not activate since I rolled a 2 for them.

Turn 2: The Heroes all move up and the Wolfen again don’t activate [1] - Dice rolls in bold.

Turn 3: Heroes move up and are close to the center woods. The Wolfen activate this turn with a roll of a 6. Onyx passes 2Q and sets up within 2 M. The Hunters pass 0 and 1Q and the Fangs pass 0,1 and 2Q. With the Wolfen having Forester, there is going to be a lot of ambush bonuses (I rolled up the terrain randomly).


It's an ambush - Protect the Priestess at all costs (road from terrain pack by Your Move Games)!

Turn 4: Erdan takes a shot at the Fang in the open, but misses [3 + 2 vs. 3 + 5]. A Hunter was closer, but due to Stealth and next to the woods couldn’t be targeted. I assumed that a character could then ignore that model for targeting purposes. Onyx moves up and with the help of a fang, kills a spearman [5 + 5 vs. 2 + 3].

Turn 5: Erdan shoots at Onyx (closest in view), but fails to hit [5 + 1 vs. 4 + 5]. The swordsman moves next to Onyx and the spearman attacks [4 + 1 vs. 3 + 1] and forces Onyx to retreat. Xaria tries to transfix a fang with a 1 power spell and succeeds as it rolls a 1. Onyx attacks swordsman, but are evenly matched [5 + 1 vs. 2 + 4]. A hunter ambushes pip and kills him [5 + 3 vs. 2 + 2]. The transfixed fang rolls 3 dice, but fails all dice.

It's looking grim for the heroes with Oynx blocking the route out!

Turn 6: Erdan shoots at the hunter than just killed Pip and knocks him down [5 + 2 vs. 3 + 2]. Xaria casts a spell and fails two dice so this will end the heroes’ activation. She wants to spell the knocked down hunter, but the better target is the transfixed one and kills it [4 +5 vs. 3 + 1]. She was outside the short range band on the fallen model, but not the transfixed one. I went with the better kill chance. Onyx attacks the swordsman and knocks him down [5 + 4 vs. 2 + 4]. The Fang next to the swordsman gruesome kills the fallen warrior [6 + 6 vs. 2 + 4] – he’s savage after all! A fang ambushes Jareth after the heroes retreat and they are evenly matched
[5 + 3 vs. 2 + 6]!

The Hunter in the forground is 'Fallen' (notice the new counters).

Turn 7: The Spearman attacks and knocks a fang down [4 + 6 vs. 3 + 3], but the heroes can’t capitalize since Jareth rolls two failing activation dice and the turn passes. The fallen warrior stands up, but then Onyx fails two dice as well and can only move up.

Turn 8: Spearman gets 3 successes and power attacks a fang knocking it down [1 + 6 vs. 2 + 3]. Jareth rolls 3 successes and power attacks the fallen model but can’t get a kill stroke [4 + 1 vs. 3 + 2]! Xaria moves back and spells the fallen fang [4 + 6 vs 3 + 4] killing it! Onyx power attacks the spearman and gruesomely kills him [5 + 5 vs. 1 + 2]. The heroes move back, but Xaria flees. On the 50% loss morale check, Verlia flees and the heroes have nothing to escort and retire off the board.

Wrap up: What a mess. The Wolfen builds with how the terrain was set up were brutal. Being able to avoid the penalties from the forest with a big move made them a tough opponent. Add in the fact that they are Big and with ambush, they are a force to be reckoned with. At 132 points, I was worried on how much I spent on a single model, but Onyx was worth every penny. I guess the next campaign game will be to save the priestess!

I was awarded no silver pennies since I lost the priestess, but I did gain 102 VPs. With 4.5 shares (Followers count for shares, but don’t actually gain XP), Jareth and Erdan gain 2 XP. Pip and Xaria gain 1 apiece. Pip is again wounded (+1 Q per rulebook this time), but at least I’ll have my full warband for next time. I’m down to 61 silver pennies after paying for the upkeep costs on my warband (after each game, you lose a number of silver pennies based on the number of characters played in the game) and the lost followers. I’m still working on this part of the campaign rules so things might be changing as I play

Final Thoughts: I don’t want all these games to be on equal footing so that’s why I made a table to determine the amount of the enemy’s point total based on the heroes warband, but an extra 100 points might be a bit too much! Of course, if I would have rolled 2/3 of my warband size, I wouldn’t be complaining. I do need to tweak that chart to make the values a little closer. Lastly, I’m not sure if the point costs for the new special rules are right, but since they were used on a model that didn’t adjust either warband’s size; I’m okay with them for the time being. Honestly, Pacifist probably should be adjusted (or just be a scenario special) since that model can just be ignored by the enemy since it can’t do anything in the battle in anyway.

New Campaign rules

Followers: Each character participating in the game may locate a follower for the upcoming battle by spending fame points. The point cost of the model is the amount of fame points that must be spent in order to recruit the follower. The follower’s point cost must be less than or equal to 2/3 the recruiting character’s point cost (round normally). Followers count for purposes of XP shares, but do not gain XP. If killed in action, must be paid 1/10 their point cost in silver pennies (rounding up) or 1/5 their point cost in fame points (rounding normally). A follower that survives the battle may be kept for the next battle by spending 1/5 their point cost in fame points. A follower will stay around for a total of 2 battles before seeking instruction somewhere else.

Upkeep costs: At the end of the battle, a number of silver pennies must be spent for the warband’s general upkeep (provisions and maintenance). The cost is dependent on the number of models participating in the game. Followers count for this total, but Mercenaries do not. If the group does not have enough money to pay for the upkeep, each model that did not get the required upkeep makes a 2 dice quality test. Each failing results lowers the quality or combat of the model by 1 for the next fight.

# of models -> Cost
1-3 -> 10 SPs (Silver pennies)
4-6 -> 12 SPs
7-8 -> 16 SPs
9-10 -> 22 SPs
11-12 -> 30 SPs
13-15 -> 40 SPs


Character Advancement: The following table shows the number of XP needed to move to the next level in both quality and combat. To add a special ability, it cost the special’s point cost in XP (so heavy armor cost 5 XP). In order to add any of the personality specials (Leader, Hero Tough, etc), you must first spend 10 XP to become a ‘personality’ and then they cost as above. After any expenditure, remember to recalculate your character’s new point total.

Quality / Combat / XP
-- / 1 / 1
5+ / 2 / 4
4+ / 3 / 9
3+ / 4 / 16
2+ / 5 / 25

So to raise your combat from 2 to 3 costs 9 XP points.

That's it for now. Look for the Priestess rescue in the next episode!

Friday, December 12, 2008

More painted miniatures?

Yep, I can't believe it either, but while I was finishing those boxers, I finished painting some fantasy figures I had in various states of completion. I like the cleric one so much (mini from Privateer Press) that I made an upcoming scenario for her. With my vacation done, I’m not sure when I’ll get back into painting, but I have plenty of unpainted Warmachine and Hordes models that could keep me busy until… well, forever!

In other news, Fantasy Flight Games were selling off their stock of Confrontation and AT-43 models for 66% off and I couldn’t resist getting my hands on some fairly cheap, pre-painted plastic miniatures (most boxes were 10 dollars apiece). In the end I spent way too much, but I now have a good selection of models from the Army of the Griffin and the Army of the Wolf. I’m definitely going to be using them in an upcoming scenario!

Sunday, November 30, 2008

Saviors of the Savage Lands

Since I bought the Song of Blades and Heroes rule book at Origins, I have been inching to play it. I wouldn't say it's the only reason that I finally got the work completed on my gaming area, but it is definitely one of the reasons. The first thing I needed to do was to create a warband for a campaign. I figured that I would stay within the 300 pts (with 100 pts of personalities) and after thinking about it, I came up with this. As you can see from the picture, the band poses for a picture near the ruins of a farmhouse.

Jareth - Personality (60)
Quality 3+, Combat 3
Special Rules: Leader

Xaria - Personality (38)
Quality 4+, Combat 2
Special Rules: Magic-User

Erdan (60)
Quality 3+, Combat 4
Special Rules: Forester, Shooter: Long

Flashfire (49)
Quality 5+, Combat 5
Special Rules: Animal, Flying, Heavy Armor, Long Move, Shooter: Short

Durgon (50)
Quality 3+, Combat 4
Special Rules: Fearless, Heavy Armor, Short Move

Pip (40)
Quality 3+, Combat 3
Special Rules: Free Disengage, Shooter: Short, Short Move, Stealth

I hope to be using this band of characters soon. We will see how they do in their first outing!