Last 15 posts from Plastic Legions

A Quite Fall

Posted on October 4th, 2016 under , , , . Posted by

I have woefully, slipped away again from the blog. While I have been painting terrain and figuresfor my large fantasy project, I just have not made time to get the photos done and I’ve lost the urge to do alot of  “WIP” posts. I am currently worki…

Deadzone 2, Review and AAR.

Posted on July 10th, 2016 under , , . Posted by

Just in time for the end of month, I thought I’d  get my first stab at Deadzone 2 documented.  This wouldbe  the results of Mantic’s latest Deadzone Kickstarter that was funded on April 6th, 2015. I was for the quarantine pledge and 14 months later it delivered safe and sound.

 I’ve only ever played a couple demo games of the Original Deadzone, acquiring a handful of models along the way as I liked the look of them for generic sci fi gaming. 18 months after my initial Deadzone trials, I find myself with a bunch of models, my Kickstarter pledge delivered and exactly 1 Deadzone 2 Demo under my belt played at Adepticon this year.

While Mantic has retooled and geared Deadzone 2 to be the boardgame-esque companion game to its new “Warpath” game system. ( a 40K competitor large format Sci Fi wargame, ) I do think Mantic somewhat missed the boat here. Originally Deadzone was  presented as Mantic’s only Sci Fi wargame entry. Uniquely different from 40K  It had found itself a good niche. However it seems the resulting success of Kings of War, (almost entirely due to Games Workshop blowing up Warhammer Fantasy) somehow clouded  Mantic’s judgement into thinking a 40K style entry could do similarly well and the “new” Deadzone sort of just got piled in with that.

While I am glad it did it as I could care less about Warpath, and I am kind of thinking alot of gamers who like the genre will not care either ,because if you want a game “like” 40K you just play 40K, Which leaves a a small percentage of outcasts that like the genre but don’t like 40K , for whatever reason and want to invest in Warpath.

Regardless,  I like Deadzone 2, it reads quick , I like the mechanics with low model counts and a small board.  There no shortage of excellent terrain and models to be had, I’ve quickly found myself with 5 factions between trades, cheap buys on ebay and the Kickstarter. I now have Enforcers, Rebs, Plague, Veer Myn and Forge Fathers. not tons of models but enough I can field Deadzone teams for all 5 factions. It nice was  to actually play something with nice selection of Sci Fi models I’ve had for years. the fit is right.
Here is a walkthru of  my first actual game:. Factions are Enforcers Vs Rebs, on the new Industrial Terrain.
 I have some actual mantic models done here, mainly Rebs 5 of 8 models, but the Enforcers ,except for one , Pathfinder Sniper, are proxied by my Reaper Nova Corp  who seem to  fit right in. Terrain is all new from Kickstarter , with the exception of the grey command building which is from the Urban terrain set. Things are not totally done yet, I’m still getting into it but I modeled up the buildings and got the spray cans out a couple sundays ago..Here is how the game went:
The board- this is basic KS terrain set plus a couple Urban Sprues for the grey building.

 

 

Strike Teams at 150 points

Mission : Scour.

Enforcers

Sergeant- added Laser Rifle

Pathfinder Specialist- Sniper

Strider w/ Equalizer

3 Enforcers

Medi Pack

Enforcers (proxied Reaper Nova Corp, the Strider is a Robotech promo model from 2 year back)

 

 

Rebs

Commander with Sniper Rifle

Teraton

Sorak Specialist

Yndij Trooper added combat blades

4 Troopers

Medipack

Smoke Grenade

Frag Grenade

Ammo

AP Ammo

 

 

Rebs, a mix of Mantic and Reaper figures
Initiative:  5 Dice Recon Test, both Leaders have a 4+ recon value

Enforcers rolls 5 Successes

Rebs 3, Enforcers have initiative choose to deploy and go first.

Enforcer Strider and Sniper take Scout Moves

Reb Yndij makes Scout Move.

ROUND 1

TURN ENFORCERS

Command Dice, Enforcers roll 4 dice (+1 due to Tactician skill)

+1 Model and 3 Fight Dice,

Reroll the 3 fight dice.3 3 +1 Model,

Command Dice 2- +1 Model  2 Move Dice.

I activate the Strider who in a good postion thanks to its Scout move. It fires it massively powerful equalizer cannon at the Teraton who is partially visible, The Teraton ties the first shot with 1 success each, the Strider fires again this time the Teraton win 2 Success to 1.

So the shots miss.

Shoots and Misses…Teraton has more survive success than Strider had hits.
TURN REBS

Command Dice 5, (+2 for Tactician)

They get 2 Shoot. 1 move, 1 Splat, 1 Fight

Reroll Splat and Fight

2 Shoot, 1 Move, 1 Dice, +1 Model

Yndij Trooper fires rifle at Enforcer in open under bridge

3 Dice, +2 dice for open shot plus +1 dice for Elevated.  6 dice vs 3.

Yndij rolls a 8 and gets an extra dice ending with 5 success vs 0!! For the Enforcer.

The armor absorbs 1, but he takes 4 damage and is out.

Enforcer in foreground shot down by Yndij Trooper
Since Shooting is a short action and the model has not moved it fires again using the “fire for effect” ability of his rifle, if successful this can pin the troopers  this time at the two enforcers in the adjacent cube who have cover for the bridge strut  The Yndij gets 4 dice..while both enforcers get 3 Survive dice. ,  but enforcers get more successes so the burst of fire misses.

TURN ENFORCERS

Activate the Trooper that was just fired upon by Yndij,  Sprint Moves thru cube with Item recovering Item (ammo) on way.   I use the a +1 Model Dice to activate the already setup Pathfinder Sniper who gets 5 Dice in her shot at the  Yndij, thanks to the Sniper Scope, however the Snipe Shot is “heavy” so the shot is a “long or full action” the Sniper rolls 4 Successes one of which is an 8 so we roll an extra die…but stll end with 4 Successes…The Yndij Roll 2 Successes but both are 8’s so we roll two more and get a 3rd success..the Yndij has no Armor and takes 1 hit and is Damaged.  Lucky!

TURN  REBS

Use 1 Move Command Die  Then Teraton sprints to behind command building moving 4 Squares.

Use +1 Model  Command Die , to Activate Reb commander . She moves 1 square Fires AP ammo Sniper Shot at Strider its  6  success vs 3 Success ,  exactly what she  needed for 1 wound!  The Rebs luck continues

Seemed like a good idea, she did wound the Strider, but leaving her in postion to be blasted next turn, bad idea.
TURN ENFORCERS

Activate Enforcer Sgt, he climbs one cube then moving another on to the elevated walk way recovering

An item in the process we flip it over and its booby trap!..OOF….how he gets a bit of luck getting 2 survive success vs only one success for the exploding trap..he chalks it up to a misfire.

I use the last Enforcer command die +1 Model, to activate the last Enforcer who makes sprint action to join the other Enforcer  .

All Enforcers Models have moved.

TURN REBS

REBS have 2 Shoot Dice and one “ Xtra Die” Dice in the command pool.

REB Trooper (with Medi Pack) move 1 Cube up and heals Yndij Trooper of Wound

REB Trooper moves 1 and Fires for Effect you using a Shoot command die winning 3 Successes vs 2 and an Enforcer Trooper is Pinned.

Reb Trooper  moves 1 throw smoke Grenade block view of  forward Enforcer Trooper.

Reb Trooper Sprints, joins Commander,

Sorak, Sprint toward Item.

END OF ROUND 1

Check Smoke (3) smoke remains.

ROUND 2


The Strider vaporizes both the Reb Commander and Troop on the corner of the Red Building here.

 ENFORCERS TURN.

Command roll 4 Dice-  (2) +1` model,  1 Splat (special ability), 1 xtra Die

No reroll.

The Strider activates and immediately returns fire to Reb Commander in cover at the side of building.

It will use a command shoot die for a 4 Die roll, we get a whooping 4 success one of which is an 8 and we roll another for 5…no sense in even rolling the the 3 survive die, since the equalizer is AP4 the Reb Commander is obliterated!.

The  Strider then takes it second short action to fire at the Rebel Trooper in the same cube as the Reb Commander with the Commander down he is wholly exposed making this a 5 dice shot (+2 for in the open)

This time the Strider rolls 3 Successes but the Reb Trooper rolls NONE, he too is vaporized…

Enforcers just even it up big time, and Pass to the Rebs.

REBS TURN

Command Roll,  3 Dice since Reb Commander is Out of Action,

We Roll 3 “xtra Die” symbols and decide to keep it.

Teraton Activates uses it special action to Teleport to within one cube of the Strider, then a short action to move into the Cube with a Strider for a Fight.

The Teraton get 3 base dice in a fight plus 1 for moving into the cube this turn and 1 since the Strider is injured. And we also use an command “xtra die” dice  as well  for a total of 6. The Strider has a better chance trying to evade the attacks (survive) than try to fight back…

Since its larger model it get an extra dice. For a total of 4.

The Teraton scores 5 success vs 3 for the Strider,  for net of +2 the attacks are AP 1 essentially making it +3 the Strider’s armor is 3, so we fail to damage it… we need one more.

Striders are Tough!

ENFORCER TURN

Enforcer Sgt uses the Splat Command die to activate his special ability mobile infanty, this give him a free sprint action. He pick up an item (ammo) during this move he then uses his Rapid Fire ability to try to Pin the Ynidj Trooper down and keep him from attacking other teammates.

He successfully pins down the Ynidj 4 success vs 2.

Pass to Rebs.

REBS TURN

Sorak drops Frag Grenade make a Sprint Action to unclaimed item. He picks it up and it AP Ammo

Pass

ENFORCER TURN

SNIPER has to reposition in same cube to aim at other targets, since this counts as a short action and his weapon is “Heavy” he cant shoot.

Activate +1 Model Die to have pinned Enforcer stand up then make a short action move to cube with cover against Rebs approaching from left flank.

Pass to Rebs

REBS TURN

REB TROOPER Picks up Frag Gren left by Sorak, takes 2nd short action to base of  conveyor ramp

Pass

ENFORCER TURN

Activate Trooper who uses Fire for effect with Command Xtra Die to Pin down Reb Troop at Mine shaft entrance…he does so with a whopping 7 successes  (with exploding dice) vs 2 for the Reb

He then does this again at the Trooper on roof with his second short action but does not succeed.

REBS TURN

Pinned Trooper activates stands and shoots..a misses 3 vs 1 in favor of Enforcers

Reb Trooper on roof fires using last command xtra die at same Enforcer. And he does hit but

The Enforcer armor absorbs it.

END OF ROUND 2

Check Smoke (2) smoke remains.

Current Score ENFORCERS  6 VP,  REBS 3 VP

Yndij Trooper Pinned by Enforcer Rapid Fire.

 ROUND 3

ENFORCER TURN

(note on Initiative.  Enforcers continue to go first as initiative at the top of the round goes to the strike whose models finished all there turns 1st.  Since the Enforcers were initially outnumbered  8 to 6

Its difficult for the Rebs to finish the round 1st without several +1 model command moves. Considering the losses both sides have faced future turn may see the change in Initiative)

Command Roll 4 Dice = Shoot , Splat,, +1 Model.
The Strider Activates.  I quickly realize the Teraton shouldn’t have engage the Strider as this point it too hard to get thru that armor without some better  Strategy, The Strider simply takes a short action to move out of the cube. This give the Teraton a chance to attack against the Strider’s better Survive skill. Its  4 Dice vs 4 Dice and the Teraton win 4 to 3 but even with AP1 can’t get thru the Armor.

Now in the Adjacent cube the Strider can fire its powerful cannon point blank at the Teraton and it does.

And well the command xtra die plus our 2 bonus dice for 6 total dice… with exploding 8’s rolls a whopping 6 success !, while the Teraton  rolls all three of it success, its looking at 3 against this AP4 weapon, however the Teraton is “tough” so we remove 1 right away looking at 2 success then an Armor 1 for the Teraton meaning only 1 wound gets through…wounded.

Here we now play the enforcers xtra command shoot die for another chance 6 dice again, +2 for clear shot and now the Teraton is wounded. This time the Strider gets 4 success but the Teraton only gets 1, for +3 , we remove 1 for “tough” with net of 2, since the Equalizer is AP4 it bypass the armor for 2 Damage the Teraton is Down and out!

With the relative ease the Strider withdrew, I knew the Teraton was in big trouble
REBS TURN

Command Dice, 2 Moves , 1 Xtra Die

From here out is all down hill for the Rebs, losing the Teraton gave the Enforcers another 3 VP and they had 2 Items secure so they begin withdrawing

The Rebs end up losing another Trooper  from the Pathfinder Sniper during their own exit but The Rebel Yndij does grab a nearby item which turns out to be the mission Intel  worth 2 VP in this Specific mission

At the turn of Turn 4 all models have exited the board via their own D-Zone save the Pathfinder Sniper who was covering retreat sitting on an Item (ammo)

Final Score is 11 VP for the Enforcers, 4 VP for the Rebs

Enforcers had 1 Casualty,  a Regular Trooper.

Rebs had 4 including their main two units.

Enforcers left with 2 Ammo, 1 Frag Gren and 1 Med Pack they had brought but never used.

Rebs left with Intel, 1 AP Ammo, and 1 unused Ammo and Frag Grenade brought into the mission

I’ll go into detailed Campaign options when I write about setting up the next game but briefly.

The Enforcers Soldier died after rolling on the injury table and was removed from the Roster.

All remaining Enforcers got  at least 2 XP allowing them to level  up while the Sniper and Strider both had 3 XP, the Strider was clearly the MVP, getting commendation medal.

The Rebs all Survived but the Commander and Trooper miss the next game and the other Trooper lives  get his survive stat pushed to a 7+, The Teraton miraculously survives and is ready for the next game.

I had all models getting 1 XP, but the Sorak and Teraton (the MVP) got 2 XP with the Yndij Trooper getting 3XP, unfortunately the Yndij Trooper has no campaign options for Command Skills (as there is Yndij commander you can purchase) but the Teraton does, so he’ll be promoted to commander for the next match.

Overview.

A really fun game with some good dynamics, The Enforcers seem very difficult to beat, especially with the Strider without some sort of heavy Firepower..like the missile launcher as a counter. The Rebs really seem to need to concentrate fire a lot more than I did and use more teamwork, I left the commander hanging and that got her easily taken out, I can see the Teraton being a beast in melee against normal models, the Strider was a terrible choice to engage and it paid for it. 

Overall Kudos to Mantic for this fun little game, I’m enjoying the stuff and will surely model some more figures and terrain up soon, and that’s it for Deadzone 2, I hope was interesting and informative, if you have interest in the game.

Diehard Miniatures Kickstarter Review.

Posted on June 23rd, 2016 under , , , . Posted by

Last Saturday I received my Kickstarter Pledge from Diehard Miniatures a new company by sculptor Tim Prow, with Sculptors Chaz Elliot and Drew Williams..all guys with long lists of sculpting credits with A list companies like Reaper, Ral Partha, Wargam…

Otherworld Skirmish, Green Magic Part 2

Posted on May 25th, 2016 under , , , . Posted by

Picking up where we left off….

TURN 4,

INITIATIVE:    DEFENDERS 3, ATTACKERS 1.

Man, the attackers cannot get a break.

DEFENDERS, GREEN MAGIC,  1 FATE

3 Activation’s
SKELETON 1- Attacks Sorcerer –  2,2, misses twice, no luck here.

GHOUL 1- continues climbing up tower after Neb,  1st Agility test.. 5!,  2nd Agility Test he at the top and abut to reach Neb and rolls a  ..2!  He need s a 4! So the Fate point wont help, climbing wasn’t the best idea for this ghoul…He falls! (or was he pushed?!)

I was surprised to find in the manual that there no damage mechanic from falling from height, just  a stunned status if you succeed a -1 agility test, so I have added that if you keep missing your agility test and you hit the ground you take a STR 4 hit for every agility test you have failed on the way.

In this case the Ghoul had climbed 8 inches when he fell but  there is an additional 4 inches of cliff face he was able to enter horizontally on,  above that cliff face. before he started climbing. Falling he could potentially drop all the way to the bottom . So it would be 6 agility tests, the first he failed, the second he makes with a 6!, needing a five…should he have missed he could have potentially made the next with 6, then a 7 using fate..then he’d be out of options hitting bottom taking 6 Str 4 hits.more than enough to make him go Splat unless he was very very lucky.  As it stands he fell 2 levels caught himself and is “Stunned” so he is right back where he started at the beginning of his 1st activation this turn.

Again I am also surprised that Undead doesn’t have it own rules outside of “Damned” as  subtype they should be immune to  stun and scared status, I’ll probably implement that in future games but for know he “Stunned” until its removed.

THE LICH,

 The Lich is thru messing around he fires his Rob of lightning as his first activation and fires it at the Monk so he can use his Block ability and the Skeletons can swarm the Sorcerer. He is withing 6 inches and needs a  “4” and rolls a 5., he then rolls a 5 to damage the Monk who is only DEF 3…(needing a 3)

The Monk must then take a Defensive Statistic test or be Stunned he rolls a the required “4” So he wounded but not Stunned.

For his Second activation , The Lich is of course going to keep summoning…rolling all 3 Dice.., 3,3,5,+6  Or 16! Success.. the final 2 Skeletons on on the board.
The Lich has given activation tokens to two  Skeletons  already in play. via the Helm of Command  (leader 2)

SKELETON 3 – Since the Monk ‘s Blocker ability is still in effect, this Skeleton obliges and charges with his first Activation. And misses with a 3, on his 2nd activation he makes a follow up attack…rolling a 2, the Monk and Sorcerer are hanging in there but are totally surrounded..

SKELETON 5- can’t charge because there is not straight open path, but can move into base contact to join the combat vs the Sorcerer and then attacks with its 2nd activation but he also rolls a 2, (I am rolling 2’s like crazy)

Sucessful Mystic Web Cast!
ATTACKERS,  THIEVES GUILD,  1 FATE

3 Activation’s.

ELAZAR THE SORCERER :  In combat with two Skeletons, the Sorceror is again going to try to cast his Mystic Web, he can potentially immobilize both Skeletons attacking him and the one attacking the Monk..should he succeed!…rolling two dice.. we roll a 6 and 4!  + hit INT 5 =15 of the needed 12 so he succeeds!. For his second activation he’s going to Arcane Bolt the newly summoned Skeleton 6…hitting with a 6! the Skeleton is DEF 4, and  the wound roll is a 5! The Skeleton has a shield…and can avoid it the magic blast with a lucky 6 but rolls a 3! Destroyed…big round for the Sorcerer.
THE MONK.  (via Follower ability) normally would be getting to attack an immobilized Skeleton for most likely an easy kill, HOWEVER the Defenders have 8 models on the board..4 of which are now suffering status effects (3 immobilized and 1 stunned) that count toward a shaken or wiped out test. While the lich has a very high morale at 5,  we could potential force a Shaken or even Wiped out test in the end phase  and maybe get him to concede the battle IF we can take out some more of these active models. So we go with that. The Monk withdraws from  the Immobilized Skeleton 3 and moves into the newly Summoned Skeleton 7 behind him…I cant charge as the Skeleton is behind him and he has no Line of Sight, so I must turn and move as my 1st activation, attacking with my Second. He get to roll two due to “unarmed adept”  rolls a 5 and a 6 ! , then rolls the needed 4 on the damage roll, the Skeleton rolls a 4 on his Shield roll looking for a 6 to save but fails and is Destroyed!
Note the climbing, but fallen and stunned Ghoul on the right.
SCORPA THE ASSASSIN  has been sitting on an  Adventure Token for a full turn now, we need him in the fight so for his first activation I we turn the card..and it’s “THE CROWN” worth 2VP, I want him to fire his crossbow for his second activation but there are target in Line of Sight, so he moves 3 inches succeeds at an Agilty check and climbs 2” up to a cliff ledge for next turn.

Lastly I am left with Neb and Grym…

I go with NEB at the top of the Wall who look down and try to shoot his hand crossbow , the stunned hanging by his fingernails ghoul 1 who slipped and fell,  he’s within 6” inches and is stunned so Ned is +1 to hit he needs a 3,  and I roll a 3!  To damage he rolls a 5 and the Ghoul is done. For his second activation Neb secures the treasure at the top of the tower which was the Attackers main objective.

The Thieves had their biggest turn so far, the didn’t even need the their Luck or Fate .as the plan succeeded , we will see how it works out.

END PHASE

DEFENDERS,  had 7 models on the start of the turn, it went up to 9 thru Summons, , I assume we have to base it on 9, they are now down to 3 active models on the board, so 1/3 exactly, we need to resolve the status effect first as any skeleton shaking off the effect with move the Wiped out morale test to a Shaken., I roll 5, 5, 4 so with the Defenders unused fate point we free a skeleton and the Defenders catch a break,  The Lich must take Morale test at -1 or fail his morale is a 5, with the -1 he need a 3+ and he rolls a 2!..and fail so I roll the D3 and only roll 1 model  removed. so I remove  Immobilized skeleton 5 and battle continues!!

 TURN 5

INITIATIVE:  ATTACKERS 6, DEFENDERS 2,

ATTACKERS, THIEVES GUILD,  2 FATE

Seems as  if the tide is turning and  Attackers are in control right now, since we finally have 2 fate we certainly will buy that additional activation, meaning everyone from the Guild will get to go…

4 Activation’s

ELAZAR THE SORCERER:   Engaged with Skeleton is clear he’s got good Area of Effect for a Fireball if he can move to better spot. Activation 1, he disengages…opposed agility test   Sorcerer  3+3 =6, Skeleton 5+2=7 The Skeleton gets a free Strike..rolls a 4! Hit, Elazar has dodge, rolls a 4! (for Agility 3)  he succeeds and has avoided the blow!  Moves 3 inches away.

Activation 2, Cast Fireball…rolling 2 Dice..4+3 +5 Int = 12!  Success.  To hit he rolls a 3, one short so it scatters D6 inches, I roll a 1” in the direction of the Lich..and the template just clips his base..in stroke of good fortune it hits all 3 Skeletons and the Lich!

Now, the reason I didn’t bother trying to get the Lich in to begin with is Magic Resistance, every target is DEF 4 so I need 4’s., I roll a 5 for the Lich he’s hit, but then a 4 for the MR roll and he laughs it off.

My other rolls are 3,4 and 5 thou….two Skeletons get their shield roll and fail and burn away…, the 3 was on the immobilized skeleton , I can find it in the book when I got to look but I was thinking Immobilized models are DEF 1 and cant do anything,  regardless its webbed and I rule it destroyed.

Major points for the Sorcerer, really earning his points this game, all the Skeletons are down.

Fireball!!
SCORPA THE ASSASSIN:,  Activates nexts moving up the rock face into position to fire a Crossbow bolt at the Lich.  Activation 2 is his shot..he hits with a 4 which is what he needs given his move and fire rule ( his Crossbow shot is an upgraded 3+..and wounds the Lich with 5!, the Lich turns around and isn’t playing games anymore, he also has regeneration…LOL

RAIDEN THE MONK- we need to tie up the Lich if Neb is going to escape with recovered loot…The Monk activates with his “follower”  ability, and is determined to engage the Lich. His 1st activation is movement and he cant charge due to where the lich is positioned, so he moves to engage and his 2nd activation is a melee attack. However the Lich is fearsome, so as soon as end his move action he must make an immediate morale test.. needing a 4 and fails..so the Monk realizes he’s made a terrible mistake and now suffers the scared status.. attacking while Scared is a -2 Penalty, I am looking for 5’s and with the 2 attack dice we get I roll a 2 and 3..oof.

NEB THE THIEF is next….Neb climbs to level 2 of the Tower where there is an Adventure Token inside he ends his move on it, allowing it to be turned with his 2nd activation. It’s the Dice Lore card which is boon for the Defender!,  I talk about that if actually comes up..Nebs Turn ends..
Finally we have minor thief GRYM  who hasn’t been able to do much all game Zombies on the right , the Lich on his Left, he doesn’t  have many options, I decide to move him into some trees on his 1st activation then on his 2nd use his one-shot move silenty ability to move x2 past the zombie , on to a far adventure token.  7” from the zombie Just far away to work.

Many dead Skeleton left them feeling cocky.

DEFENDERS, GREEN MAGIC,  2 FATE

THE LICH.   is somewhat in tough spot here he is engaged in melee, but he needs to summon Zombies or else he’s going to have to take a wiped out test at the end of turn….

At the start of this activation phase the Lich is only receiving 1 Activation which is uses himself.

He’s got 3 Magic Dice and he also has  2 Fate , so I think I can pull it off,

Activation 1, try my new Disintegration spell with a DC of 13!,  we. Try 2 magic dice.. we roll a 5 and 2 for a 7 +6 Int =13!! Success.. bad new for Raiden the Monk who is Scared , wounded, and faces D3 S6 Hits..I roll a D3 and its 2…his DEF is -1 because of Scared so I need anything but ones and he is toast.. I roll a 2 and 6, and the Monk is Disintegrated!!! Oof.

Most likely to be Disintegrated!
Activation 2 is to Summon Zombies, I have on magic dice left and roll a 3! , +6 Int =9 not enough! But he has 2 Fate..we use one and get the required 10 to succeed. D6 Zombies appears I roll 5 but there are just 4 in the que so they all go on the board rising up out of the ground around Scorpa!!

The Lich is making his comeback., I had to reread the activation section because with the Zombies now on the board, I thought I might be able to get some activation however The Lich’s leader (2) ability was moot because when his activation began the Zombie where not on the board yet..(And the other lone zombie is too far away) and the Zombies- Mob Leader (3) rule doesn’t kick in unless a Zombie can be activated by an already available activation token which I don’t have…so the Lich’s turn ends.

TURN 6

INITIATIVE:  , DEFENDERS 6, ATTACKERS  3

DEFENDERS , GREEN MAGIC, 2 FATE

Plenty of activation’s to go around here, as the is six Defending models on the board  3 base activation and multiple activation thru Leader ( Helm of Command) and Mob Leader (Zombies)

THE LICH, Uses his Force of Will Power against Scorpa the Assassin and easily bests him with a 6, Scorpa is now Weakened, For his is 2ndActivation he use his 2nd Charge from his Rod of Lightning Firing it at Elazar the Sorceror, I roll a 4 to hit and a 6 to wound…The Sorceror is wounded, but he makes his DEF statistic test and is not stunned.

MOB LEADER ZOMBIE  is activated, using mob leader (3) he gives all the Zombies activation tokens…3  zombies move into base contact with the Weakened Scorpa!

ZOMBIE 1  finally activates and moves to minion thief Grym who is just out of range.

Surrounded by Zombies , Weakened by the Lich, somehow he survives.
ATTACKERS, THIEVES GUILD , 1 FATE

At this point I think its time for the Thieves to call it a day, there is no way they are taking down this lich, without some sort of super warrior type character which they don’t have. The Thieves only have 2  Activation’s.

SCORPA chooses to voluntarily withdraw from the Zombies, he is weakened, and they get free strikes, He’s not going to waste the action trying to regain his strength, he just runs..I roll 3,3,2, the Zombies need 5+ to hit so he’s free, his 2nd Action he makes a agility check succeeds with a 5 and climbs down the Cliff face.
For the 2nd Activation I have GRYM the minion thief  flip the adventure token and we draw a card, I draw wandering monster..there are no more in WM pool, so we draw again and get a Dragons Egg! (worth 2 VP)  I want Grym to voluntarily leave the board however he can not as there is a zombie within 6 inches of him so for his 2nd activation he turns and engages it..( can’t charge he’s facing the wrong way) He passes his fearsome test as the Zombie is damned and he is a minion and make base contact.
END PHASE, Scorpa  tries to regain his strength. Rolls a 5 and with out 1 fate to help out he does!

TURN 7

INITIATIVE:  , ATTACKERS  6, DEFENDERS 3

ATTACKERS, THIEVES GUILD ,  2 FATE

In a huge break the Attackers get the opposite luck and keep the initiative, they will also buy an activation. So they have  3.

SCORPA and ELAZAR both leave the board scoring for the Thieves Guild, I wanted to Sorcerer throw another Fireball but don’t want to risk rolling a 1, so they just leave.

NEB, makes an agility test. Rolls a 6 so he climbs the wall near the top of the tow
er steps where he is..

Long way down, Zombies coming up the stairs…JUMP!
For his 2nd activation I have him Jump!!!  I paid for 50 Feet of Rope for him because I thought  I would do a lot of climbing on this board. It however requires he make agility tests for each level  fallen he will be falling 3 levels here… he passes all three but we must use a point of luck here to make sure he does bumping a 2 to a 3 ( Neb has  an Agility of 5)  so he get to the base of the outside without damage.l

Unfortunately there are no activation’s left for Grym who just stands there.

Looks like 50 Feet of Rope was worth it , too bad about that failed morale check!
DEFENDERS, GREEN MAGIC,  1 Fate

Again plenty of activation’s to go around but not a lot to do

THE LICH  moves twice to get within striking distance of the remaining two Thieves!

THE ZOMBIES all move.

ZOMBIE 1 attacks Grym and rolls a 4 which the Lich uses fate to bump to a 5 to hit!

The Zombie then rolls a 5 to wound, Killing minion thief Grym! Oof
END PHASE
Neb is now alone on the board and must take a Shaken test first…he rolls a 1! Failing  and must be removed feeling the board…I guess the Lich scared the pants off him, worst case was he had the Objective Treasure which stays on the board!

GAME OVER.
Defenders, The Lich and company scored 8 VP, 3 for Kills and one for a fleeing character (Neb)

Who’s now failed morale tests end game twice in a row now definitely earning the  “Coward” disadvantage in future profiles.

Attackers , scored  2 VP  for models voluntarily leaving the board and 4 VP for treasure cards.  For a total of 6 VP

The Lich and his Green Magic win the day!, it was close thou should Neb have gotten off the board voluntarily the Attackers easily won.

Victory!

FINAL THOUGHTS

The end was somewhat anti climatic with the morale failure but overall a solid match, the Lich is beast and We barely used him to full effect,  he’s a hard one to bring down…without some real muscle with spell support for sure.

This is last of these type reports for awhile, I hope they were useful Illustrating how the game is played,  I’ll drop back to more narrative reports in the future as obviously these take awhile to get done.

We’ll be starting a narrative campaign in my fictional town of Blackbarrow in the coming months.

Otherworld Skirmish- Green Magic.

Posted on May 11th, 2016 under , , , . Posted by

Here is another walk through for Otherworld Fantasy Skirmish.  This scenario called “Green Magic” is named after a photo I took for LPL6 which features some of the defenders of this scenario and are its inspiration. While progress continues on my fantasy village of Blackbarrow and it all that it contains.  The game takes place on a small section of the table  I’ve broke out on to separate board  just for this play-thru.  I’ve started tweaking some home rules for the game, specifically spells where I feel its lacking but overall the rule-set  has really grown on me, I love the narrative nature of these games, I am going to continue these reports in the that style.

THE ENCOUNTER.  Theoretically a 250 gp per side game,  I am more concerned with balanced sides than actual point totals.  This battle features a host of Undead , led by a Lich facing off against members of the local thieves guild and their associates.  There are few tweaks to the standard rules for scenario purposes but the profiles are standard  and the game setup is based on the “skirmish” book scenario. The goal of the attacking team (the Thieves Guild)  is recover a specific  treasure item and any other treasure tokens they can beforehand and leave the board treasure in hand with the least of a casualties as possible, The Attackers get  1VP for each surviving Model as well as 5 VP for the special treasure item and any standard VP from Adventure Cards.  The Defenders get 2 VP for each Attacker for doesn’t leave the board of their own freewill, meaning if any Attacking models  Flee due to failed morale, the Defenders get the points,  Defeated Legend/Unique models are also worth an additional Victory Point to the respective side. This make the VP spread a  potential  max of “14”for the Defenders vs  “12” for the Attackers before any Adventure cards come into play.

THE BATTLEGROUND.  This once again takes place on my  2×2 battleboard, My Hirst Fieldstone Ruin which serves as the entrance to Blackbarrow dungeon is the setting of choice. Surrounded by heavy forest, the old ruin still guards the entrance to the infamous dungeon and fills that exact role on the larger table as well.

THE STORY.   The sole survivor of the last scenario I ran “Bait!” was Neb the Thief.  Neb used his new gotten gains to found the Thieves Guild of Blackbarrow and now has two Hirelings working with him.  Recently while scheming   at the Wayside Inn, they met  a traveler who claimed to be a survivor of another unfortunate Adventuring Party and to have escaped Blackbarrow Dungeon . He claims not to have escaped alone but with a partner who was carrying some extremely valuable treasure. Chased from the Dungeon they were separated and he last saw his partner  climbing to top of the ruined tower at the Dungeons entrance  while Undead swarmed from below.  Dropping everything  he ran, and claims his companion , badly wounded  surely met his end trapped at the top of that tower.  Treasure in hand. Neb obviously know he’ll need some additional help here, and who has been staying at the Inn these last months claiming to have cleared out Blackbarrow Dungeon? Why the 3 survivors of  “Burn Baby Burn” of course.
THE DEFENDERS,  GREEN MAGIC

Varga the Lich. The highest point creature in the current book other than Dragons, The Lich comes with host of awesome powers I’ll go into as we play,  he also has a slew of magic items in this case, the Helm of Command (leader -2), a Rod of Lightning (3 charges) , a Ring of Invisibilty,  a Scroll of Haste and a potion of Great Strength.  Spells are Raise the Dead, Strike Fear and Disintegration (*new spell)

*Disintegration- Whats a Lich without a Disintegration type spell?  

 I came up with DC 13, Touch, creates D3 Strength 6 hits, Once use per turn.  While the DC13 is higher than standard spells potentially wiping out most characters in one shot is a big deal but with Magic (3) and INT 6, I don’t think it will be too much of an issue.



3 Ghouls.  Standard servants of the lich, despite needing  5+ to hit, their Drain ability could get nasty, a good rank and file troop that doesn’t need to be summoned.


7 Skeletons. Starting off the board, they must be raised by the Lich via the raise the dead spell.  D3 per turn can arise..7 will make sure new Skeletons are coming on the board at least thru the 3rd turn.


5 Zombies.  Normally they must also be Summoned via the Raise the Dead Spell  at D6 per turn I am however going to allow Zombies to be played anytime a Wandering monster card is drawn,  (1 per card) or until all 5 are on the board or summoned by the Lich, which ever happens first.

THE ATTACKERS, THIEVES GUILD

(Evil Profiles)

Neb (Legend profile -Corsair)  Neb is back with an evil profile this time to fit the team. Extra point for Def and Agility, his skills are  Dodge , Set Traps, Treasure Hunter (1),  Thieves Tools(1),  Luck (1), Leader (1). He has an extra attack with a hand crossbow at 4+ and since there will be climbing involved I gave him the extra 50 feet of Rope ability for 5gp.
( I also think Legends and companions, should be able to purchase additional equipment above the basic profiles so I do that here)

Grym, Neb, Mott
Elazar (Legend profile –Sorcerer. )  The wizard has bumped up DEF and INT and the following abilities Magic (2) Magic Items (1), Arcane Bolt, Scrolls and Potions (1), Shield of Force Grimoire (Haste), Potion of Cure Wounds.  His Spells are Web and Fireball * (new spell)

 

 

*Fireball- what’s the deal with no traditional Fireball?

I came up with DC 12,  Range 18” Str 4 Attack Roll 4+ Blast 5” Scatter D6” On Fire. A more difficult to cast Pillar of wrath, with increased range and a bigger template.


Raiden the Monk (companion profile Myrmidon)   The Wizard faithful servant , has upgrade his Brawl attack to 3+ and has the following abilities:  Blocker, Follower, Dodge, Unarmed Adept, Critical Blow, and the “will..not..stop” special ability

Scorpa the Assassin ( Companion profile  Slayer)  The Assassin an extra base attack  with a Crossbow which has again been upgraded to 3+. The Assassin has the following abilities: Concealing Cloak, Dodge, Thieves Tools (1), Move Silently, Light Armor. He also has the special power Unseen Strike, allowing a one time double dice roll, for a single wound.

Scorpa, Raiden, Elazar
Finally I needed some Thieves for my Thieves Guild. The standard hireling profiles didn’t quite fit, these aren’t simple bandits, they are decent  thieves, so using the 15gp Veteran profile we have:

Mott and Grym,    Thieves.

Agility upgraded to 4, Pickpocket (1) and Move Silenty,  Brawl and Shortsword 4+.

PRELIMINARIES

As the band of Treasure Hunting Adventurers reaches the Ruins that guard the entrance of Blackbarrow Dungeon just after dusk,  they are welcomed by a sinister green glow.

At the start of the first turn, each side rolled a morale test to see if the other was surprised, both sides passed so each are aware of the other
.

The Lich and his Ghouls are deployed in the center of the ruin near the dungeon Entrance. The Thieves are in two group deployed in opposite corners on at the front of the ruin, Neb and his Thieves plan  to climb the tower to access the main treasure, while the Wizard and his muscle use range and AoE spells to destroy the undead from a distance. The Lich of course has other plans.

There are 9 Adventure Tokens placed randomly on the board, an extra token was thanks to Neb’s Treasure Hunter (1) ability.


TURN 1

INITIATIVE   Defenders 4, Attacker 3

DEFENDERS “GREEN MAGIC”  1 Fate

The Defenders currently have 4 Models on the board. So they start with 2 Activations, however the Lich wears the Helm of Command, giving him Leader (2) so all 4 models with Activate for the Defenders

Ghoul 1– Activates and use both actions to move where he can now has cover and Line of Sight on the interlopers.

The Lich.  His first activation is a special action, casting Raise the Dead, needing a 10 he uses only 2 of his 3 dice as he’s going to try to cast it twice. And get those Skeletons on the board, His first action to cast the spell is two dice and rolls an 8 with a 6 in the easily cast the spell… we roll a D3 and get a 1 so 1 skeleton enters play, He summons the dead once again with his second action. Rolling a “3” + 6 Int gives him a “9” one short of casting the spell, so he uses his Fate token to make it a success…this two skeleton join the fray.

Ghoul 2 – Activates from the Lich using his Helm of Command here moves twice toward a position of ambush or flank the Wizard group.

Ghoul 3– Activates from the Lich using his Helm of Command and does the same, expect he needs to climb down the rock face to woods rolling a 6 on an agility test , easily does.

ATTACKERS – THIEVES GUILD  0 Fate

The Thieves get 3 Activation’s, however Neb has Leader (1) and The Monk is a Follower of the Wizard meaning  5 members of the team will activate this turn.


Elazar The Sorcerer  Activates and having nice target of 3 Skeletons and a Ghoul cues up his Fireball Spell.  He only has Magic 2, and this spell needs a  “12” he rolls a pair of “4”s +5 Int = 13” the spell is successful! However he only rolls a “2” to hit so the spell is off target I roll the D6 Scatter and get 2 “ to Left,  Not too bad as it still hits one skeleton and Ghoul #2 whose on outside the wall. The Skeleton survives but is “on Fire” the Ghoul  is destroyed.

His second activations he fires an Arcane Bolt at same skeleton he targeted the fireball at but misses again.

Raiden the Monk . Activates using his Follower ability using both actions to move toward a nearby adventure token and intercept Ghoul # 3. After his first action he is 6inches away in a straight line so he charges the ghoul, and uses his enhanced brawl attack of 3+ which becomes a 4+ because of Charging., Ghouls are Damned but that doesn’t effect him as a Companion model. He rolls a “4” and hits..and thanks to unarmed adept gets 2 dice to wound..only needing a 3! But rolls a 1 and 2, the Ghoul survives.


Neb  activates and moves to the nearby cliff face to start climbing, he easily passes the agility test and climbs one level, he will have to climb many more levels to reach the top. as each “level” of climbing is 2″

Mott the Minion Thief Activates and follows Neb but fails his agility test and is stuck at the cliff face.

Grym the Minion Thief Activates and moves twice just reaching an Adventure Token.

Scorpa doesn’t get to activate this turn.

Here you can see wear the fireball set one Skeleton “on fire” and destroyed 1 Ghoul.

End of Turn 1
TURN 2

INITIATIVE   Attacker 3 , Defenders 1,

ATTACKERS , THIEVES GUILD   1 Fate

In a bit of poor strategy I have botched the use of  the “follower” skill by moving the monk too far away from the Sorcerer.  Since I want to move the Scorpa the Assassin as well this turn its either the Sorceror doesn’t go..and  I get 4 activations due to Nebs,” Leader (1)” OR none of thieves do and I get my base 3 tough call. I wont make this mistake again. The Monk is in base contact with a Ghoul, so  I choose to activate him first.
Raiden the Monk-  Attacks Ghoul  due to Unarmed Adept, he rolls 2 dice, needing only 3’s rolls a 5 and 1, so the 5 hits. Thanks to “Critical Blow” his unarmed attacks are STR 4 vs the Ghouls DEF of 3 he rolls a 4 to Wound and the Ghoul is down.  His second action he returns 6 to his Sorcerer mentor.


Scorpa the Assassin-  uses both activation to Move /  ending on the Adventure token the Monk originally went after. At least from this position he can try to flank someone, maybe

Neb- I then decide to move Neb as my 3rd activation so he can use his leader skill move the thief Mott. Neb activates giving an additional activation to mott, then continues climbing the tower each climb move , allows him 2” per activation Neb now has a choice to enter a window of the tower and proceed from inside or keep climbing,  Neb only needs a “3” for his climb check, and I roll a “2” on my second roll, however Neb had Luck (1) but we also have the 1 fate, we use the Fate  and he’s safe.
Mott- Activates and after failing his first attempt makes both agility tests ,he is now just starting to climb the tower.

DEFENDERS , GREEN MAGIC ,   1 Fate.

3 Activations.


The Lich activates giving the two Skeletons (#2 and #3) who are not on fire , activation tokens

The Lich. has line of sight on Scorpa the Assassin decides to attack him at Range. He’s more than 12 inches away so activation 1 is a 4 “ move , then the Lich uses he Force of Will ability rolling a “6” to hit. Scorpa must face the lich in an opposed INT test. Where the Lich is a “6” and his is a “3” I roll a pair of ‘3’s and the Assassin gains the “weakened” status.

Ghoul 1.  the lone Ghoul at this points activates, and moves 6” toward the outwall tower base and the climbing thieves.., He is able to make base contact but not  Charge the minion thief, Mott so he attacks as his second activation using his drain attack, hitting with the required  5 Drain is  STR +1 so in case STR 4 vs  DEF 3 and I roll a “3” good enough…Mott is also Weakened. 

excuse the legos needed something to hold up figures climbing the tower..note the Ghoul on , the Thief Mott.
Skeleton 1. Activates Suffering the “On Fire” status due to the Sorcerors 1st turn Fireball, needs to make a Morale test, Skeleton have a very high Morale of 5 being Undead they don’t care about being on Fire and he easily succeed, he make two moves the second of which is a charge at the Sorceror.  The Skeleton hits the Sorcerer with a 6!.. but rolls a 1 to damage him.

Skeleton 2 and 3  Activate via the Helm of Command,  both make double moves  and cannot quite  reach the Sorceror  but Skeleton puts himself between the Sorceror and his Monk while Skeleton 3 plans on joining the combat with making the Sorcerer’s life short and very difficult.

END PHASE,  Scorpa gets lucky and rolls a “6” shaking off his weakened status, Mott does not. The Lich is not happy.

TURN 3

INITIATIVE  Defenders 5, Attackers 3, 

DEFENDERS, GREEN MAGIC,  1 Fate

A bad break for the Attackers here as the Defenders seize initiative!

3 Activations..

Ghoul 1, – in combat with the weakened Thief Mott the Ghoul now attacks, The Ghoul being  “Damned” is “Fearsome” to minions but since they are in base contact the effect doesn’t apply.

Ghouls rolls a “4” to hit, I’ll the teams 1 Fate to bump it.. to the needed 5, the ghoul is STR 3, Mott Defense is normal 3 but now effective ‘2” as he is “weakened “ the damage roll of 4 is enough to put Mott down and out. For his second activation the ghoul starts climbing the Tower after Neb!, rolling a “5” for his agility test he proceeds two inches up the tower in hot Pursuit.
Climbing after Neb , Ghoul 1, Neb victoriously has reached the top!
The Lich activates. Unfortunately for the Lich, he has let his Skeleton move too far away from him to use the Helm of Command, his first activation is to move within 6 of them for the following turns
His second activation is to Summon more skeletons!  He rolls all his dice..and rolls a 6, 1 and 1, lucky for him its second activation or he’d be done for the turn, due to  the “taxing nature of magic” however 8 + his 6 INT is easily enough to get the spell off and he summons two more skeletons to the join the battle!

Skeleton 1 who is now in base contact with the Sorceror Elazar activates and attacks.  Rolling a 2, Miss and another 2, Miss again.

ATTACKERS , THIEVES GUILD, 1 Fate,

3 Activations

Elazar, The Sorceror with 5 Skeleton bearing down on him, sees a good opportunity to use his one shot mystic web spell, so makes a special action and goes for it. He rolls both his dice. And rolls a 1 and 2!! Even with 5 INT and if we used Fate and Luck we still be short! So the spell doesn’t go off and since I rolled a one Elazar is done..Ugh.

Raiden the Monk, his Loyal Follower activates thank to his ability and Charges  Skeleton 2, (the nearest) On the Charge Attack, he gets 2 dice (unarmed Adept) but misses. On his second activation he hits, 6,3, and gets the needed “4” to wound, the Skeleton has a Shield but rolls a 5, and is destroyed.
Next we need to something going with the Minion Thief  Grymand start scoring some points, hes been standing on an adventure token for 2 turns, so I have activate and flip it…

“Wandering Monster”  if you’ll remember I mention for this scenario the Zombies were pre summoned  and in the Wandering Monster pool, so Grym get a Zombie!, no treasure for him!.

A bunch more where he came from (the wandering monster board)
For his second action I have Grym drop back toward the others but the Zombie is also Damned so Grym , being a minion must make a morale test and he gets the required “4” passing so he moves away!

Since Neb cant use he leader ability as no one was close enough, the last activation is for him or Scorpa, who potent attacks are direly need, Neb however is being  pursued by a climbing ghoul so it I think it best to activate him and get to the top of the tower.. with a 4, and 6, Neb makes both climb checks reaching the tower and the abandoned treasure!


End Phase, downed models removed , no status effects to test.

I am going to end part one here ., Cliffhanger!! 

End of Turn 3, One Skeleton Dead, 2 Ghouls 2, One Thief Dead, The Lich cackles.

Milestones

Posted on May 9th, 2016 under , , , , , , , , , . Posted by

I was working on a new report for my most recent OWS game, and doing some blog maintenance when I realized I had overlooked posting about a couple of milestones. One. The blog turned 10 years old on March 31st, unreal..It didnt seem like 10 years., the…

The Wayside Inn

Posted on April 28th, 2016 under , , , , . Posted by

Every December or January, I seem to start some type of Hirst Arts project. This time I finally got around to building myself a proper Inn. Called “The Wayside” its in the mythical town of Blackbarrow. I gave me the chance to try to out some of the new…

Conan and the Lamentation of Kickstarter.

Posted on April 13th, 2016 under , , , . Posted by

I’ll admit to having a Conan fetish..It all started with the Savage Sword of Conan black and white Comics I started picking up around the late 70’s , a time when the rest of my friends where all about the original Star Wars movies. I quickly started go…

Adepticon 2016 Photo Dump

Posted on April 5th, 2016 under , , , , . Posted by

Adepticon 2016 has come and gone, I was there all four days but only played in the Bolt Action Nationals on Saturday and Sunday. The tournament was a personal let down for me, I wont dwell on it, other than to say I had host of things that bothered me,…

Otherworld Skirmish- BAIT!

Posted on March 30th, 2016 under , , . Posted by

This report has been overdue as I played this game a couple weeks ago , but needed to make time to cobble it all together which didn’t happen until till this week in this brief lull before Adepticon.

My latest foray in Otherworld Skirmish (OWS) is a scenario I teased after my last Dungeon Crawl  and it’s a scenario called “BAIT!” ,  its a heads up match up, featuring  two small teams. It’s essentially the “straight up fight” encounter from the rulebook, with one little adjustment based on the Size of one of the creatures involved which you will see in minute. 

THE ENCOUNTER-  BAIT! Is a 150 point game, with 4 models per side, I wanted to try some of the higher point creatures,  so I picked one I had recently painted up that I thought seemed very undercosted to lead a small team against 4 Adventurers,  The premise of BAIT! Is that our Adventures here were unwittingly led to this Small Mountain Cavern in search of a quest items, but they have been duped and the cavern is teeming will all sorts of nasty creatures and a lot more dangerous than they been led to believe. 

THE BATTLEGROUND ,  I’m using my 2×2 display board  with some cork scatter terrain I made for my Mars table and then I  painted some extra  Hirst cavern pieces I had to match, the fish tank rocks have their use from time to time came out of my Pirate Terrain box. Altogether it works for me as simple cavern.

Models L-R  WotC, Otherworld, Reaper, Otherworld.
THE DEFENDERS or CAVERN OF THE WORM

-Purple Worm   8 Speed, 5 Defense and Str 6 with Fearsome, Blocker, Smash and Monstrous Bite, I feel the Worm is under costed at only 70 points, you will as the game plays out whether my hunch was correct or not.

– Roper-  Always the nastiest buggers, two tentacle attacks as a single action that can immobilize, camouflage , invulnerable…this one also seems way undercosted at 15 points

– Rust Monster- This little guy should wreak all kinds of havoc if he ever gets the chance.

– Umber Hulk-  I looked for a good mix of Cavern Type beasts that I had painted, if you’ll note the Umber Hulk is a proprietary character owned by Hasbro so you can’t legally use the term Umber Hulk, so its not in the Otherworld rulebook nor do they make a model for it. In this case its just the Troll profile were I swapped out Regeneration for Onslaught and added its Special Ability to “Confusion”  I which I wrote down as “any model engaged must make opposed morale test or suffer “weakened” status”. 
The miniature is an early 3rd edition era model from WotC..

Overall the Defenders , by book listing are 125 points , I originally was going to drop a pair of trolls 
but having used one last game, I knew a pair here where overkill so I went with the Umber Hulk and led the point deficiency stand.  I’ll let you check out the game and be the judge if you think I am correct

SCENARIO RULES  –  Standard setup, it is a small board,  I ‘m  using all treasure cards we are starting with 9 adventure tokens. Since we have “treasure hunter (1) “ in play from the Thief. The Umber Hulk is a wandering monster and since the Worm is so huge it would be chaos on the board from the get go  so I am doing a delayed arrival   for the Worm starting on a 6+, on Turn 1, 5+ on Turn 2,  4+, 3+, etc…until it comes in by bursting up thru the center of the board.

All models are Otherworld.
THE ATTACKERS or DANTE’S DELVERS..
The Adventurers are one Legend and his three companions…coming in at 154 points

Dante The Valiant Warrior-  Dante is just  the basic legend profile with bumps to Defense  and the following skills, Heavy Armor, Martial Training, Onslaught, Weapons Master, Courageous, Leader (1), He has a Longsword and Throwing Axe

Karl the Aspiring Acolyte.- Carl got the bump to his magic so those healing type spells go off, a boost to his defense and he ends up with  following skills Cure Wounds,  Magic (2), Scrolls and Potions (1), Follower, Heavy Armor, Clumsy . If you’ll notice due to activation needs I gave him the disadvantage of being “clumsy” so I could take follower, that way Ill be about activate at least 3 of my 4 models before any Fate comes into play, Carl also has a potion of cure wounds as the spells, Blessing and Healing Touch.

Neb the Brave Burglar- Neb adds a point to his agility, and picks up the skills Dodge and Luck (1)  his full skill set also includes.. Set Traps, Thieves Tools, Treasure Hunter.

Killian the Wild Ranger-  Killian picks a point of defense , light armor and Martial Training so he can have the better long bow, his other skills are Concealing Cloak, Eagle Eyes and Dodge.

Scoring will be by standard VP based on the core chart on page 20

And with that, on with the game!

 

TURN 1.

Initiative-  Attackers 5  Defenders 1, – 2 Fate each

ATTACKERS- 2 Fate
Get two activations and will buy one more with their fate tokens for a total of three, with the Priests “follower” ability, it will mean everyone will activate this turn

 

Dante the Warrior

Action 1 moves 6” to Adventure Token

Action 2  we draw a card and its “to hit armor class wuh?” nice boon your next attach automatically hits roll damage as normal.

Karl the Acolyte

Action 1  using follower ability moves to follow Dante

Action 2- nothing

Killian the Ranger

Action 1 and 2 moves 12” to touch another Adventure Token

Neb the Burglar
Action 1 and 2 moves 12” to touch another Adventure Token

DEFENDERS- 2 Fate

Purple Worm
Since the Worm is coming in on die roll, its totally appropriate that I can use the fate tokens to effect that roll. Since the Thief and the Ranger  are in nice spot for the Worm should it come on, I’ll take it on a 4+ with the tokens…I roll a 2!..not this turn.

The Roper

Due to its Natural Camouflage The Roper can move quite along way without being seen by the adventurers in fact the need to be within 6 inches of it, to see or shoot at it based the highest INT on the attacking team being a “3” 
Action 1-  I decide move it up two inches that’s it
The Rust Monster 
stays where it is…

Umber Hulk 

In the Wandering monster que..ready to come on when the card comes up or I want to try to force him on which isnt this turn.
End Phase  – Nothing
TURN 2

Initiative-  Attackers 5  Defenders 1, –

ATTACKERS  – 2 Fate   again we will use both Fate Tokens to purchase an additional activation token

Killian the Ranger

Action 1  Standing on the Adventure from last turn, we can now flip a card..”PIT TRAP” OOF, I roll for the agility test needing a 5+ and roll a 4+ down he goes into the pit….defense is equal a 4 but I of course roll a 6 to wound so he is damaged by the Pit.

Action 2, I assume he has to climb out of the Pit with a standard agility test..The Ranger ‘s agility is 3, I should  have bumped his Agility I think instead of defense..but he climbs out on 5 with the standard test having taken 1 wound. I drop a 40mm disk down to mark the pit location.

Neb The Burglar

Action 1  Neb also standing on the Adventure token from last turn decides to flip a card. Hoping for treasure it turns out to be a wandering monster!..ugh so the Umber Hulk is coming in on the defenders go

Action 2  perhaps hearing something coming Neb decides to get the hell out of dodge and climbs some rocks toward the center of board adventure token, I am counting the rocks here as a level so he needs to climb and makes the agility test with 4

I am forgetting about the Thiefs “Luck” ability so I place the token near his so I remember, I probably was close enough (6 inches) that I could have used luck to help the Ranger avoid that Pit…oh well I already moved away..next time

Dante the Warrior,

Action 1..Knowing the Hulk is coming we start moving that way..the Priest cannot make into base contact so we are able to heal the Ranger on the Priest Turn..this could be bad..

Dante moves toward where the Hulk is going to Appear.. but can only move 6 inches because I need to activate follower to move the Priest.

Action 2 nothing

Karl the Acolyte

Action 1 activates….moves 6 inches next to Dante

Action 2  Cast Blessing… his INT is 3 so I use both dice to hope to roll a 5 on 2D6..I roll Snake eyes..argh…not good. Attacker Turn over..no Blessing

 DEFENDERS – 2 Fate

Umber Hulk

Action 1 –
 Placing him on the board I need to put him withing 6 inches of the Adventure Token that revealed, him it plenty of juicy spots to place him so he can charge the injured Ranger.

The Ranger must morale test against the Hulks Fearsome ability…his morale is 3 so I need to roll a 4+ and roll a 5 he’s not scared…crazy but he’s not

It’s a charge so make an attack at -1  he has Rend 4+ as his only attack and that is all he really needs.

The roll is a 2 but he has onslaught so we will reroll that. And it’s a 1 so the Ranger gets a brief respite

ACTION 2…second Rend attack is a “6” no avoiding that on…Rend damage is “brutal” meaning I roll two dice and pick the best one Strength 5 Vs Def 4 meaning he needs a 3….I get a 3 and 6 The Ranger has light armor so he gets a 6+ Save….and roll a 3….if the Thief was closer I would use Luck to reroll that but he’s too far.  The Ranger Falls..being this the bottom half of Turn 2, I will not be able to save the Ranger and he will be removed from play in the turns end phase.

Falls in Pit , climbs out , get steamed rolled by Umber Hulk..what a way to go.

Killian we hardly knew ye! (seriously I am going to miss his bow coming up)

Purple Worm

Is coming on a 5+  this turn…I roll a 2+ even with the Fate I am still a point short…oh well Next turn..
The Roper

Action 1- Slides another 2 inches

Action 2-   I was hoping he was close enough to snare the Thief but he just out of range AND the Thief cannot see him.. The Ropers Turn ends.

Rust Monster
Cant activate since I only had two activation’s.
TURN 2  END PHASE  The Ranger is removed from play. Presumably ripped to shreds by the Umber Hulk.

TURN 3

Initiative-  Defenders 4  Attackers 3. 
DEFENDERS 1 Fate.

Purple Worm
Time for the worm to bust out and make these guys shake in their boots!

Worms entry roll is  a 4+ now.. and I roll a 6!….the Worm comes exploding out of the ground right next to poor Neb.. Neb makes morale check and fails soiling his trousers at the sight of the Huge worm.. Neb gets a Scared token 
ACTION 1,
Its going to Spray Neb down with Poison and it needs a 4+ and rolls a 2!….

ACTION 2

Goes in for the monstrous bite needing a 5+ and rolls a 6!..off.. the damage roll is only 2+ being Neb base defense is 3 (-1) for being Scared vs Str 6!.  And it’s a monstrous bite, meaning D3 hits..and I roll a 6 so its 3..meaning Neb gets snatched up like he was in the outhouse in Jurassic Park

However Neb has Dodge and can avoid this on an agility test and he only needs a 3!…..drum roll please…he rolls a 3 so gets himself out of the way ..whew!

Only having Two activation’s, I need to activate the Umber Hulk and it needs to tie up Dante and he is only one that can threaten the worm…

The Purple Worm shows up…
Umber Hulk

Action 1 The Umber Hulk is facing away from Dante and about 7 inches away..so action 1 is just move toward the Warrior

Action 2 is Charge Dante rolls the morale test and passes easily with a 5 he is not afraid
.

The Umber Hulk attacks with Rend hitting with a 5 as with the -1 for the charge its- good enough

STR 5 vs DEF 5 I roll two dice looking for 4+ and roll a pair of two’s  Dante laughs the attack off..

Fate token wont help the Umber Hulk either.. the Defenders Turn Ends

ATTACKERS – 0 Fate

Dante the Warrior

Actions 1 and 2….two attacks on the Umber Hulk with his Longsword, He’s looking for 4+

However Dante must beat the Hulks confusion ability which is an opposed Morale roll both of their morales is 4, Dante wins 3 to 2 on the Dice so the attacks continue as normal

Action 1 Well use our Adventure card “To hit Armor Class Wuh?”  to guarantee the first hit..

 I get extra dice because the Longsword is Brutal. when I roll damage,  5 and 2…so the Umber Hulk takes a wound
Action 2  Attack 2, I roll a “1” but Dante has the onslaught ability so I reroll the 1 and get a 5! 
Two hits…we need 4+ to wound I roll a 6 and 1! . wow…Dante puts the Umber Hulk  down and out in one exchange , payback.
That was some luck for sure!

Karl the Acolyte

Karl is up next…using his Follower ability, I don’t have much for his to do..engaging the worm is nuts and its too far away and Neb is alive and uninjured. Unfortunately I didnt give him away to remove any statuses before the end phase. there must be some item or spell,  that’s not coming to mind right now.
Action 1 Cast Bless, target 8-4,3 +3 =10  we add another luck token to the pool.

Action 2  moves within 6 inches of Neb.

Neb the Burglar

Neb is going to try to move. He can try remove the scared status this turn in the end phase and there is an Adventure token right next to him (remember he cant see the Roper) with any luck will win initiative and he will get the hell out of there.

Action 1 move to token

Action 2 Draw Adventure Card. “bags of gold” worth 1 VP, nice…lets hope it pays off.,

END PHASE..

Neb is Scared but has all his hits remaining…I roll two dice and am looking for a 6, however I also have two luck so I can reroll – Roll 4,2   reroll 6,4, – Neb is no longer Scared.

TURN 4

Initiative-  Attackers 3.  Defenders 1   
ATTACKERS  1 Fate

Neb the Burglar

Neb is close enough now to see the Roper now..thankfully he gets to go first and is moving away there isn’t any safe place to be but he’ll use both actions to move away from all creatures but close enough to hopefully grab another Adventure Token.

Actions 1 and 2 Movement.

Dante the Warrior
Dante needs to engage the Worn and needs Karl to keep him alive while he’s fighting

Action 1. Dante needs to move into contact with the worm, he cannot charge because of terrain. And must pass a climb test and he does with the needed 4

Action 2 Charges the Purple Worm passing the Fearsome test with a 4, and attacks at -1  but this worm is Massive so that cancels out the -1 and he still needs the 4+ he rolls 3 we uses his onslaught ability to reroll and roll a 4, a hit!

I need 5+ to wound this thing DEF 5 vs my STR 4 but my attacks are Brutal so I get two dice..4,1  I use our lone fate to bump the 4 to a 5  he wounds the massive beast

Karl  the Acolyte

Action 1 try to move closer to Dante in case he has to apply any healing next turn but he has to climb to do so and Karl had the disadvantage – Clumsy. Meaning I roll 2 dice and pick the worst result,

Karl is quite lucky rolling a 6 and 4 passing on the 4 for the climb check, he move next to Dante. And is base contact with the worm too.

Action 2  Attack the worm its not a charge as I couldn’t attack last action due to LoS and climbing issues Karl needs to pass his fearsome test  and fails on 2!…oh not good  he can still make  a Normal attack with mace he needs a 5+ which drops to 4+ because of Massive  rolls a 2 and misses.
DEFENDERS ,

1 Fate

The Roper

Oh Karl if only you weren’t Scared,  Karl has unfortunately moved into Range of the Ropers Tentacles. So the Roper is Activating First hoping to remove Karl  from S
supporting The Warrior
Action 1  Special Action 2 Tentacle attacks  roll 5, 5  OOF.

Karl is now immobilized as well a scared this is very bad..

Action 2  Roper Drags Karl to his mouth so it can eat him next turn.

This went bad in a hurry.
Purple Worm

Attacks Dante

Action 1  Tail Slap to try to Stun him….it needs a 4+ but rolls a 1….

Action 2  Monstrous Bite…needs a 5+, rolls a 5+  

Str 6 vs Def 5 needs a 3 to wound, and roll a 6….Dante has a 5 + save from his heavy Armor..rolls a 2 not good enough.. I roll the d3 for wounds and it comes  2 
Dante takes 2 wounds  this is where he’d be needing Karl!!.

Turn 4 End Phase

Because Karl is immobilized he is considered out of play making the Attackers – Shaken

Karl is also effected by Scared and Immobilized statuses,  I am going to  try to remove Karls scared status first which I have to do before I can even try to remove Immobilized  I roll   andget a 2 dice and reroll 1 due to Karls Luck token however I do not get the required 6.

I now have to take the Shaken Test , I would normally need a 3 due to Dante Morale of 4, however this test is at minus-1  so I need a 4 but because Dante is Courageous I can reroll that…Roll 2! Ugh…reroll another 2!! Double uggh

Since I failed I lose D3 models….I roll a 1 here and since Neb is only one not engage he flees with his bags of gold figuring his comrades are toast…Bastard!.

Taking the gold and fleeing , leaving your comrades behind…we have all seen this before.

TURN 5

Initiative-  Attackers 5.  Defenders 3    1 Fate token each

ATTACKERS  1 Fate

Dante the Warrior

Dante need to kill this thing now or its game over.
Action 1 – attacks Purple Worm.. hit with a 6…need a 5 to wound roll 4,3 we will bump the 4 to 5 with our lone fate and the Worm take the second wound.. so far so good.

Action 2 attacks again!.. hits on 4 but doesn’t wound rolling a  4 and 1, nothing we can do about it! 
The worm has one wound left., only the luck of the dice will save him now.

Karl The Acolyte.

Karl being immobilized cannot do anything

DEFENDERS 1 fate

The Roper

Action 1,  Eat Karl..auto hits….Karls Def  3 becomes 2 because of Scared

Roper is Str 5 needing 2+  ugh..

Roll a 5 Karl is wounded but gets a 5+ save for heavy Armor..I roll 4 

1 Wound to Karl

Action 2 Eat Karl some more 
Auto hits..roll to damage 4, save for heavy Armor..roll 4  again.

Karl is devoured.

Burp!!

Purple Worm

Action 1 attack Dante

Tail Slap  hits with “5” Tail is +1 User Strength so STR 7 vs DEF 5..rolls a 6 but needs a 2+

Dante’s Save is a 5+, Roll 6+ he Saves it!…

Action 2 Attack Dante with Tail again…4! Hit…, I roll a 3 to wound…the Save.comes up a 4. not good enough I am afraid, normally he be stunned and I’d have him knocked prone due to “smash” but that’s his last hit.. Dante goes down and is worm food..
Double Burp!!!!!.
Victory Points…

By the Book 4 VP ( 3 models dead + Shaken Status)  to 1 VP (bags of gold)  in favor of the Defenders…although I think you need to award VP for adventure token captured vs still on the board.. Which in this case is a net +1 to the Defenders.. then I would give 1VP to the attackers for each creature knocked out here.  So +1 to them…
so the final score is 5 VP for Cavern of the Worm vs 2 VP for Dantes Delvers
FINAL THOUGHTS

Although Legends characters are super powerful….Dante could have easily slain the Worm with Luck or extra Fate in turn 5 with that “4” die roll., the Companions are not.., the Attacking team really needed two more good fighters here like a pair of Mercenary Henchman would have rounded this team out much better and balanced that would be for another 30 points Considering the by the book points for the Defenders were already 25 point under the Attacker Total AND I never touched the Rust Monster the whole game..that means the Worm , Roper and Umber Hulk (troll) were 55 points under costed….for my own games..I’ll probably bump the worm up to 100 points…The Roper is just nasty, I am thinking 30 points at least….The Trolls at 25 might be ok..due the fire Vulnerability but the Umber Hulk without the disadvantage, I’d move up to 30 points also

The Attackers had a bit of bad luck there with Ranger getting killed before he could do a thing…

The Cleric really didn’t get a chance to do much as far as supporting and it was also unluckly getting snatched by the Roper, with a that roll of double 5’s! 
I still am feeling magic needs boost  and more variety in spell choices. I didnt really get to use any of the companions support features at all, in the match..my feeling is after 3 games is that offense if is way more a priority to support.
We will see how they do next time against a horde of Undead in a scenario I call “Green Magic”

hopefully I’ll get chance to play it sometime in April.

Rogues Gallery

UMBER HULK- Dead, Killed by Dante

PURPLE WORM. Full , its just ate Dante

ROPER, Full it just ate Karl.

RUST MONSTER. Bored.

DANTE- WORM FOOD

KARL- ROPER CHOW

KILLIAN- the Pile of bones you always find in any RPG as the unluckly guy that came before you
NEB, alive at the Inn, gold in hand.


Bastard!!!!

9th Reconnaissance Battalion heads to Bolt Action Nationals! (Part II)

Posted on March 25th, 2016 under , , , , . Posted by

Adepticon is less than one week away and  I’d be remiss if I didn’t do the usual and post my current army finished and ready to for the Bolt Action National Championships next weekend.  Aaron and I actually got a test game in last weekend,  I was quite happy with how these guys played even with our game being a draw.

a whole squad of these guys are the SS Charlemagne Models who come with cast on patches, did my best to make them fit , authentic or not.

For my 9th Recon Platoon incarnation of my Hohenstaufen, I had to paint 4 new vehicles and about dozen troops plus a flamer team for this current  version of my German army. While I still have some boxes on the shelf  (mainly vehicles) that need built  at this point I can field well over 2000 points fully painted on the table.

Painting this current crop of models took me awhile and a lot of  late nights, I went a high as detail as I could via my skill set, most models have at least 2 some 3 layers of highlights. I also painted a lot of badges on the new guys something I hadn’t done before and used some individual decals on the some of the plastic models that snuck their way in. With the vehicles with the weathering and decals are a patience drill, rush it and it doesn’t look right.

Despite my Best Appearance award with my Brits in the singles last year, I have no disillusions of winning it again, I am sure it being a sponsored by Warlord Games as the  “U.S National Championship”  I’ll see a pretty diehard group, I know a couple of local multi Golden Demon winning players that are now Bolt Action players, not sure if they are playing but if so there will be some serious models on display I am sure.  I’m just looking to have some fun and win some games, because unlike WFB, I am actually a pretty decent player when I roll with a decent army.

The only hiccup in my list is can’t run my Captured Humber as an actual Humber, as Warlord has had the model out for years but has not released any rules for captured vehicles, which I think is a balance issue over an oversight. So my Humber MkIV will perform as a 6 Rad German Armored car which really means I just lose the Anti Tank gun and get another Autocannon.  I hurts me a bit as I only have one AT gun besides my Panzerfausts but its should be ok. I’m not expecting a lot of big tanks,  from any experienced players.
This is SdKfz 251/10 which mounts a Pak 36 and has the command special rule my HQ roll in this
As for Bolt Action, after this I’ll be on a break from that for awhile, There is new summer tournament in July I wont be able to attend, but I’ll be back for Operation Sting in the fall, with my Germans or possibly my British, with two squads of Gorgon Miniatures excellent British Infantry waiting to be built and both a Sherman and Cromwell tank, I definitely need to give them some attention. What ever I run it will have a new display board..I wanted to do one for this event but just didn’t have the time.
HQ getting dastardly
I’ll be at the hotel hanging out at Adepticon as of Thursday night my kids are with me so Friday we are going to play some games and hit the vendor hall, and probably some demos, I am bringing my Frostgrave board and a couple of warbands for that along as well so  I hope to find some pickup gaming space since both my Daughters and a couple friends expressed interest in playing that . So if you know me come on over and say hello, and since I am not playing anything until Saturday, I might actually get some blogging going on from the event as well, its been years since I have done that. Of course I’ll be back with full write up on my exploits the week after the event.
I love this vintage filter almost looks like it could be a real picture, almost

Kradshutzen Squad!

Viktor Grabner leads the column in his Captured British  Humber MkIV armored car

Group Shot

Hohenstaufen- 9th Reconnaissance Battalion Part I

Posted on February 29th, 2016 under , , . Posted by

Adepticon 2016 is right around the corner but due to some personal issues I have had to seriously scale back my participation  this year. This means  No Pirates, No Battle of Kursk , and even the Bolt Action Team Tourney is up in the air right now.  What is happening  for sure is, I will be there gaming Saturday and Sunday for the Bolt Action Nationals,  Hohenstaufen in hand.

Learning my lesson from my defeats at Operation Sting in the Fall and my success at the previous Adepticon  (where we went 2-1 in the team and I went  3-0 in the singles)  Its quite clear about what works well in Bolt Action and what doesn’t , One thing for sure that does not is a 400 point Tank hogging up all your points when most of the time is only  firing 8 MMG shots, which you can get from infantry for about 1/5 of the points…while it sure looked cool, playing it was a real bear.

Fast forward to my current list focusing on my other favorite WW2 force, Viktor Grabner’s, 9th SS Recon Battalion. Who charged across the Bridge at Arnhem during Operation Market Garden, went down in a blaze of glory and accomplished what I think Grabner  really wanted out of that mission, That we are still talking about him over 70 years later in 2016 and what a huge pair of balls the guy had.  As the story goes, After reconing the British air landings between Arnhem and Nijmegen , Graber was informed of the British capturing the northern end of the Arhmen Bridge,  His unit had been recalled for a reorganizing of forces and a correlated counter attack. However,  Grabner  wanted to take that bridge back very badly, personally.   He cooked  up a plan that by regulation only “serviceable vehicles” had to report back to HQ, so he temporarily disabled   22 of his units best vehicles and sent the rest of force  back the where they were recalled.  Grabner  stayed behind with about half his force, and the following day at dawn quickly put his vehicles back in working order and led them across the Bridge into the famous firefight, in which they suffered a 50% casualty rate, and were forced to retreat,  Grabner losing his life in the exchange.

There is a lot of information on “Grabner’s last ride”, including records of  what all the 40  vehicles present in his unit where , so that is what I drew my list from,   My 1250 point list is  made up of 5 Vehicles , Including Grabner is his Captured British Humber MkIV , and 3 Motorbikes. The entire unit is mounted in vehicles and dismounted it comes to 32 foot models.  Considering the house rules for the Nationals even like Vehicles can still fire, once troops dismount, The force is even better that when I originally came up with it.

The photo above is my Panzer II Luchs and my Kradshutzen Squad of Bikers, , The Luchs is a Recce Vehicle , as well as Grabner’s Humber,  and the Bikers are a small outflanking squad.  Then there are three transports,  a standard Hanomag 251, my SdKfz 7 I made for last year’s TT and my new 251/10 Command Half track which sports a Pak 36.  I’ll plenty of pictures up probably the week before Adepticon or earlier as I am in the finishing  stages of the other vehicles now and then have 10 infantry to detail and I am good to go. So I’ll be back for more on Grabner’s Last Ride  soon.

base10studios is Live!

Posted on February 21st, 2016 under , , , , . Posted by

While I actually have been working on various hobby stuff of late and still have quite a bit to do for my Bolt Action Germans for Adepticon (about 6 weeks out!) This took precedence for me. No surprise if you’ve followed the blog at all for the last de…

Otherworld Skirmish- Burn Baby Burn, Part II

Posted on January 7th, 2016 under , , . Posted by

PART 2

TURN 7 

“a creaky unlocked door is easily opened revealing a medium size room off set on its right with two prison . An ominous tension hangs in the air,  as if an invisible weight was suspended overhead”


DUNGEONEERS 1 Fate  2 Activations

This turn is simply movement, opening the door is free action allowing the Barbarian and the Assassin to enter the room while the Wizard and Monk wait but the door. The Assassin reaches the Adventure Token here on his second action so he can’t search until next turn. 
The Defenders having no one on the board, pass, so the Turn ends.

TURN 8

INITIATIVE:  Dungeoneers  5 vs  Denizens 1 :  2 Fate Each

Dungeoneers are going first this turn, and luckily we have 2 Fate. I buy an activation so the now have 3. This allows the Assassin to go first , not burning the Barbarians turn first and using the Leader (1) ability to activate him.

ACTIVATION 1- The Assassin,  Action 1: he searchs the room as a special action ( drawing a card as we remove the Adventure token) And again it’s a Wandering Monster card.  I roll to see who it is and it’s the….
And it comes floating right over the wall!!!
EYE TYRANT!!
Action 2:  As the Eye Tyrant levitates into the room, The Assassin takes a hasty shot with his Crossbow. He needs a 3+  but the Tyrant is a Flyer (flyers are very powerful in OWS as you will see) so the shot is at -1, I’ll  need a 4+ and roll a 4. On the wound roll its Str 4 vs Def 3 so I need a 3+ and I roll a”2”,  a miss.
ACTIVATION 2 – The Barbarian,   Action 1: He charges! 
Note: Flyers CANNOT be engaged in Melee, except my Barbarian has a Spear which has the Thrust ability which lets him attack flyers and get an extra die to do so, I he’ll get two dice to attack, and with onslaught I can reroll one of them.


First order of business is we do a opposed roll off for his Rage ability to see if he gets an extra attack.. Morale is 4 for both and the Tyrant wins, so no extra attack for Rage.  The Barbarian attacks once at -1 , and rolls 2 dice and they come up Snake Eyes! A pair of 1’s? what a way to start things off !  He does has “onslaught” so I get to reroll on die and roll  a 3,  just enough to hit!
I give up my second action to use his “great strength” ability this makes my Str 6 vs his Def 3 or a 2+ I roll a 3! , that’s a wound…but wait! The Tyrant has the Otherworldly ability  “Shield of Force” which negates any damage on a 5 or 6, I a roll a “6” so NO WOUND, ok this guy is going to be hard to kill.
ACTIVATION 3 – The Wizard Activates, Action 1:  he moves just a little to get a good line of sight and Action 2 : Casts  his Haste Spell on the Barbarian.  “Haste” if successfully cast will give him a Free Action “even if he’s already activated” 
I roll both my Magic dice, and roll a pair of 3’s for 6 plus his Intelligence of 5 for a total of 11, just enough as the spell needs a 10 to cast. 
The Barbarian attacks again, he rolls a 5 to hit, then a 5 to wound!, The Tyrant’s Shield of Force roll is a 2, even with his 2 fate I cannot stop it. The Eye Tyrant takes his first wound!.

ACTIVATION 4- via “Follower” The Monk, having no ranged attack, and having no way to engage flyers In Melee  is useless here, so I don’t even activate him,.
I do realize at this point thinking about the Monk, that the Web spell will Immobilize the Tyrant making it  no longer “flying” and the Monk can attack it, but first we need to get that Spell off which wont be easy as you will see.

TURN 8   DENIZENS 
EYE TYRANT ,  1 Activation 2 Fate

The Eye Tyrant has many abilities so I’m not sure where to start, I realize right away, things like Strike Fear and Tempest (Slow) are only good if you go First in a turn, going second you need to just blast away,

Action 1: I try an Arcane Bolt, (which is an generic magic missile that is an ability and not a spell) on the Barbarian as I have 2 fate and need to put him down if the Tyrant is going to have a chance. ,  I roll a 6 to hit, , …I roll another 6 to wound !, and then Barbarians save is 2, ouch

The Barbarian  takes his second wound  straight away and  now only has one hit left!

Action 2: 
The Tyrant casts “Pillar of Wrath” which is a Flame Strike, I like the fact that if you successfully cast it its coming down regardless if the to hit roll misses it scatters  and it’s a 3” Blast template  I can aim it anywhere within 12”  this fits nicely over both the Barbarian and the Assassin. He has 3 magic dice on his last activation I roll all three, it only needs a 10 ! I roll a 19, with his 6 Intelligence added. It’s cast, I roll the target roll and it’s a 6! Ooof.  This could be bad.

Both The Barbarians and the Assassin take Str 4 hits but the Barbarian’s Def is 5 so I need a 5, I roll a 3! , nope but I have 2 Fate so I burn both making it a 5! Hit…the Barbarian has a 5+ save, I roll and roll a “5” he lives!…Lucky

The Assassin is much easier to wound at Def 3 He is easily hit, he has the Concealing Cloak ability that does nothing for him here, He also has Dodge, I see that Pillar of Wrath flaming attack is treated as a “weapon” so that means he can try to Dodge it. He needs a 4+. And I roll another “5”  Lucky day for these two..they both survive the direct hit.

 

The Battle Continues 

TURN 9

INITIATIVE  Dungeoneers 6 vs Denizens 5 

DUNGEONEERS 2 Activations, 1 Fate

ACTIVATION 1- The Barbarian.

Action 1, Attacks with Spear, rolling two dice thanks to “thrust” ability against this flying menace. I roll a 2 and 4, good enough for a hit.  To wound I again sacrifice his second action, to use “great strength” so I need a 2+ to Wound, I roll a “3” and wound, The Tyrant uses his “Shield of Force” but again rolls a “2” and takes it’s second wound!.

ACTIVATION 2- The Wizard.  Realizing the Wizards web spell is the key to taking this thing down  we give that a try:

Action 1,  Wizard cast the the spell “Mystic Web” I roll a 6 and 1 for 7 plus the Wizard INT of 5 = 12!! Just enough to get the spell off, Unfortunately since I rolled a “1” on a casting dice this has two negative effects:

1-      Any caster upon rolling a “1” during the casting attempt exerts himself too much and is finished activating for the turn, drained

2-      Any “1” roll during the casting attempt, triggers the Eye Tyrants “All in the Eye” Special Ability automatically negating the spell (anti magic eye)

Pffffffff.

ACTIVATION 3   The Assassin , via Leader (1) takes an Aimed crossbow shot, hoping to get lucky His shot is a  base 3+ ,  adjusted for Aimed = 2+ ,  adjusted again for “Flyer” back to 3+ 
I roll a “1” , 

ACTIVATION 4 – The Monk,  via Follower.   Can’t do anything to injure the Eye Tyrant so I just move him away from the others knowing the Tyrant is going to blast them again next turn.

TURN 9   DENIZENS 
EYE TYRANT ,  1 Activation 
Action 1:   Casts Pillar of Wrath using all  3 Magic Dice again,  because his other two spells are only useful if he goes first in a turn.   Again the spell is easily cast  with a 4,2 and 6 + 6 INT for an 18.
Again the Barbarian and Assassin are Target and the spell is on target with a roll of “4” however both rolls to wound are terrible with a “3” and “1” and with no Fate to help out they both again avoid flaming death!.
Action 2:  Its clear to me against our heroes outnumbered 4 to 1, the Eye Tyrant is at  serious disadvantage, we need some other minions in the fray in order give it some flexibility and tie up the Barbarian, because If the Wizard just uses Haste again,  we will surely lose its last his sooner than later.

With that- I decide since the Tyrant is on it’s home turf, it knows all sorts of ways while flying to navigate around this Dungeon (only makes sense) so I have him fly over the wall out of LoS of the its opponents., Since its not physically in combat with Barbarian as its “Flying” we don’t risk an Agility test and potential free strike for leaving combat. So the Tyrant simply floats out of the room, to stay on the board and engage them later when we get something else on the board.

That ends this  combat for the time being.

The Eye Tyrants got many tricks up it sleeve.
 TURNS 10, 11, 12, and 13

The next 4 turns all involve me moving about the Dungeon toward Adventure tokens, I manage to uncover three more during the 4 turns all the While I am moving the Eye Tyrant on its Turns into a position where if another member of the Denizens faction is revealed, the Eye Tyrant can float in an join the battle, The Adventure Deck, however has other plans

The Next three card turned are:
Strongbox 1VP to the Dungeoneers

The “Power Gamer” card  which is boon to the Defender giving them a “3D6 choose the best die” Bonus on any attack, statistic or morale test.

The “Saving Throw” card another boon to the Defenders where the next successful melee attack is an auto miss, the only catch is you have to declare it in advance.This leaves only two Adventure tokens left
TURN 14

INITIATIVE   6 vs 6 !  No Fate

Since it’s a tie and the last round went to the Dungeoneers, this time its to the Denizens, so the Eye Tyrant goes first. At the end of turn 13, on the Assassins second action, I had him open the door leading to the hallway, this was not particularly wise seeing how the Initiative went .
I was hesitant to engage them as I really want the Troll on the board, but I just cant resist the juicy target I am seeing.

TURN 14  DENIZENS 
EYE TYRANT, 1 Activation , 0 Fate
Action 1:  I have the Eye Tyrant move a couple inches into line of sight of the group and well within spell range

Action 2:  Casting Pillar of Wrath I can target all 4 of them with one flame strike and I successfully cast it using all three magic dice again. To make sure I hit them , I use the “power gamer” card to roll 3 dice and pick the best one I roll a 1,4,and 6 , considering the “1” there I am glad I did. 

Rolling wounds against all them, again the Barbarian and Assassin avoid injury, they just seem totally flame proof  BUT the Wizard and Monk are not so lucky and both take wounds, (the Wizards Shield of Force roll failing with a “2”) 
Not the ideal outcome the Tyrant was hoping for , I now have to hope he can survive this next round and potentially escape again!.
The lure of this potentially being devastating to the Dungeoneer was to great, in the end it was a poor choice
TURN 14
DUNGEONEERS, 2 Activations, 0 Fate

ACTIVATION 1 The Barbarian  Action 1:  He has take a move action 1st in order to get line of sight Action 2:  He Charges!! Once again we try to make the “Rage” roll to see if he get the extra attac and .He fails it again!- I guess he’s just not that mad?
Since I am only getting one attack at -1,  I now uses the Tyrant’s “saving throw” card to declare this attack a miss, so it doesn’t matter what I do, I avoided the most likely cause of the Eye Tyrant untimely demise.

ACTIVATION 2- The Wizard. As tempted as I am to “Hasten” the Barbarian again , his one attack, against the possibility that IF I can get the Web spell off, I can get the Assassin and the Monk into melee for alot more chances  seems like the pragmatic thing to do. I decide to have him try to cast “Mystic Web” again , and again its successfully cast! but this time the Tyrant’s magic resistance nips it in the bud, I should have cast haste , Its just way to hard to cast spells against the Eye Tyrant (as it should be)
Casting Spells against the Eye Tyrant is just a lost cause.
ACTIVATION 3- The Monk, via Follower.  I again just move the Monk out of the way and potentially somewhere useful for the next turn.

ACTIVATION 4-  The Assassin, via Leader (1)  Getting down to eye level I see the Assassin has clear, unobstructed shot at the Tyrant (right in its mouth)  I go for the aimed crossbow shot.

I roll a 6 to hit! Then a “4”  to wound….Potentially a lethal blow , 
and the Tyrants , Shield of Force roll is a
It loses it last hit and is incapacitated.

And the Eye Tyrant goes down to an unceremonious crossbow bolt.

I was hoping for something a bit more epic, going to down to crossbow bolt was sort of anti climatic.
END PHASE – I remove the Eye Tyrant from the field.

Note:  In the end , I think The Tyrant as spec’d is a pretty tough monster , especially if not alone in the Skirmish, but at 100 points , more than any other creature in the rule book, except Dragons, I was left wanting more, I feel I pushed it as hard as I could as a solo creature, the spell selection just isn’t that great, other options were Sleep, which is great spell if you have a bunch of minions to swarm the prone victims, or summoning demons or animating undead but neither of those felt “true to form”.  I just didn’t get the right situation to get  Fear or Slow spells to be useful.

 I feel what it is lacking is both a third activation , or if we don’t want to open that door in the game, make it a free activation as an additional special ability, and then some sort of powerful beam attack of say strength 6 to mimic the infamous disintegration ray, then this thing would be the renown beast that terrorized millions of role playing gamers.




TURN 15


“ After defeating the horrifying Eye Tyrant, the wounded hunters continue the search for the missing artifact”

“It must here somewhere followed by a string of epithets from the Assassin as he kicks loose a crumbling section of wall”

(a strange living , writhing , Sound is heard ) “what’s that? The Wizard asks annoyingly, “Not good” the Monk flatly replies  . A long black line of large dung wreaking  dog sized rats ooze from the wall  quickly filling the room and hallway


( nothing happens here but the Adventure token is flipped , a wandering monster card revealed and the rats are rolled)

TURN 16

INITIATIVE 6 Denizens vs 1 Dungeoneers    3 Fate vs 2 Fate

DENIZENS  6 activations 3 Fate

Ok ,wow!  if I had just be able to wait it these rats really would have helped the Tyrant out, just by the activations, they are just rats but lets see what they can do, with mob leader 3 we will be able to use all that fate to increase die rolls.

I’ll spare you die rolls here, it was long fight with 12 rats, but needing 7’s to hit on the charge  and 6’s afterword, with 5+ at best to wound, even with the 3 fate they only managed to hit and wound twice and both times were dodged by the Assassin and Monk. 
The Dungeoneers killed 5 the first turn and 4 the next the last 3 scattering on a fail morale check during the end phase of turn 17

Thats alot of Rats!
TURN 18

INITIATIVE   Dungeoneers 5 vs Denizens 2  2 Fate vs 1 Fate

“Moving down the hall the dungeon walls turns to wet cavern stone, a sticky musty odor of rot hangs in the air, decaying bones and some filthy bedding indicate this is some large creatures lair”


DUNGEONEERS- 2 Activations, 2 Fate

I use the Fate to buy an Activation here so in case I uncover the Troll  The Barbarians isnt limited to go first in order for me to activate the Assassin. 
 I have the Assassin move over the last adventure token here and I draw a card and its “the Swing Log” a Trap card, The damn Troll has trapped his lair!  
The Swing Log is a Strength Test needing 7, the Assassin rolls a “2” is only Strength 3 so the 5 wont do it.. It’s a Strength 5 hit and easily hits on a 2+ and would have wounded him except “Dodge” saves him again with a 4+ save.

“Dodge” clearly a mandatory skill for lightly armored characters as long as their Agility is at least a 3

TURN 19, 20, 21

At this point I have cleared all 8 Adventure tokens , the Troll still remains in play and we have not recovered the Treasure card, I have the Dungeoneers make their way back toward the exit , the next 3 turns drawing a card each time.

I get the Golden Idol,  1 VP to Dungeoneers
Jewels, 2 VP to the Dungeoneers
A Spike Trap!! (which is disarmed by the Assassin, with a successful agility test)

Since we haven’t found the  “Treasure Chest”  card yet but have recovered more VP that its worth, and the Dungeoneers are close to the exit, I  decide I’ll call it day, I draw one more Card and its, of course, The Troll blocking their escape.

                          The Final Fight begins

TURN 22
INITIATIVE   Dungeoneers 4, Denizens 2,  1 Fate each

DUNGEONEERS, 2 Activations, 1 Fate

The Dungeoneers get very lucky here as the Troll did not get the jump on them.

ACTIVATION  1  The Barbarian.   Action 1: Charge!. Rage Roll again Morale of 4 vs 4 and I roll 4 vs 3 in Favor of the Barbarian
He finally get his extra attack, even with “thrust” I need use his Onslaught roll but hit both times, I need pass my test against Fearsome and I do,,with a 6.. to at a very good defense of 5, I need to roll 5’s roll a 4 and a 5 burning 1 fate to get the second wound, Normally this would kill it but this troll is upgraded so it has a third hit.

Action 2: I attack again Hit but do not wound!

ACTIVATION 2 The Assassin, via Leader (1).  Action 1: aimed shot,  3+, but increase to 2+ because its Large!…hit with a 6 but does not wound it with a 4!, ( need a 5)
ACTIVATION 3, The Wizard.  Action 1: Casts Haste on the Barbarian.. rolls 3, and 3 for a total of 11, a success!

Barbarian  attacks hits with a 4 and wounds with 6!  We put the troll down, its incapacitated.

The Troll get puts down, but with Regeneration, he can get right back up!

 ACTIVATION 4, via “follower” The Monk  Action 1: moves into a better position if the troll gets back up in the End Phase thru Regeneration

END PHASE

Before I remove the Troll, I roll 1d6 for each  on a 6 the hit comes back , I roll, 1,4,6, The Troll is back with one hit.

TURN 23

INITIATIVE   Dungeoneers 1, Denizens 4,  Fate 2 vs 1

TROLL – 1 activation , 2 Fate

Action 1, Attacks Barbarian,  hits with a 6 with a Rending attack, its Strength 5 its only needs a 4 + to wound the Barbarian , Rend is Brutal so I roll 2 dice and pick the highest, I roll a 5 and 1,

The Barbarian has a 5+ save and rolls a 1!!! He is down and incapacitated.

Last Stand of the Barbarian Chief,  He finally is killed in action.
Action 2:  Troll Charges the Monk!  Need a 5 on the charge to hit due to the -1, I roll a 3 but can use both fate to make it a hit. The Troll at Str 5 only needs a 2+ to wound the Monk and rolls a 5 but the Monk can Dodge on a 4+ and Does!.

DUNGEONEERS  2 Actions no Fate (used during Trolls turn)

ACTIVATION  1 – I need to Activate the Wizard First if  I want all three to be able to go

Action 1, Uses Arcane Bolt. The troll is large so it’s a 3+, he rolls a “1”

Action 2, Repeat Uses Arcane Bolt. The troll is large so it’s a 3+, he rolls a “1”

Sigh…

ACTIVATION 2 ,via Follower, The Monk
Action 1 Brawl attack Hits , cannot wound with 2

Action 2 Brawl attack hits, cannot wound with 3, needs 5

ACTIVATION  3- The Assassin,

Action 1:  Aimed Shot,  hits with a 6 and wounds with a 5!,  the crossbow is deadly again this day and the Troll falls..

took a couple rounds, but Regeneration is tough!!
END PHASE

I remove the Barbarian from play as he is dead.  As for the Troll, As far as I read it looks you roll for all a creatures lost hit when you check Regeneration which means it has a good chance of getting back up (and why fire is key against them) but I a roll a 2, 3 and a 5, and 3 Dungeoneers exit the Dungeon victorious, the 4th dying in battle at the last moment so his comrades could exit.. To Valhalla!!

Final Thoughts


Compared to my first game at only 4 turns long, this game at 23 turns was pretty epic. That’s completely due to placing all the Defenders as Wandering Monsters in the Adventure Deck.
 If I run something like this again I will make sure I get enough creatures on the board at once to make it a more even playing field. Should the Dungeoneers had facedany combination of two between the Spiders, Eye Tyrant and Troll, it would have been a very tough fight.  I thought the Characters performed well, The Barbarian was a total tank and damage sponge, The Assassins upgraded crossbow shot was absolutely ace, but lack of other range support really limited his chance to use his other abilities, The Wizard did ok, was very durable, but  just didn’t get the right opportunity to shine  
Note :On Wizards=the game. No question needs more spells!!! which shouldn’t be too tough as there is a zillion of them out there to rework!
The only let down was the Monk, it just wasn’t his element, he would have been a terror in my first game as hero against things like wolves and goblins, he tore right thru his Rats no problem but just didn’t have the luck against the tougher creatures.  On the Defender side, I’ve already commented on the Spiders and the Eye Tyrant, the Troll, upgraded was a very tough fight as you saw…If that monk had missed that Dodge roll and went down and the Troll had another turn, he easily could have killed them all.  As an “out of the box” minion 2 Trolls for 50 points is  very good addition to any Evil warband.

Next up, I running a single scenario on 2 x 2 board another Adventurers vs Monsters scenario called “BAIT!” I’ll let you guess who’s who there, it should not be more than single report, I’m going to run that one Faction vs Faction straight out of the book .hopefully I’ll get to this weekend, until then Thanks for reading!. 

Three make it out alive!

Otherworld Skirmish- Burn Baby Burn, Part I

Posted on January 2nd, 2016 under , , . Posted by

 Just in time for the New Year  I played my second game of Otherworld  Skirmish.  This time around  I decided to  push things a bit further and incorporate some higher level heroes, monsters and magic.  I am running a 200 pt (gp) game in a narrative scenario “style”.  As far as points go, its difficult with all the add ons to get dead on totals..so I am to keep them within the over threshold and within 5% of each other, In this case 206 vs 216 points (gp)

This encounter  is called “Burn, Baby , Burn” as its reminded me of RPG gaming with my brother when we were boys and used to play the worlds oldest role playing game at our local YMCA on Friday Nights, The first time we ran into this encounters primary adversary we were abruptly totally wiped out in all manner of nasty ways.  I guess we shall see how these fellows do tonight!

RULES UPDATES-  As mentioned in my last entry, I did need to get some clarification on a couple of rules and I since have, Mainly you’ll notice I was giving Charging characters an extra attack ,which was either wishful thinking or an artifact from other games I’ve played where “charging” always includes an attack. In OWS’s case, its simply movement.

If you’re not fully abreast of the rules, I’ll do my best here to be on point, a brief disclaimer I may screw some things up as I’m dealing with new rules, but bear with me, as if I do, I’ll do my best to clarify them.

THE ENCOUNTER-  I’m using my good old’ Hirst Skirmish Dungeon  a work in progress from 2010. Its great to have something like this for a game like OWS, never quite complete, ( I hope to do the full cavern section this year)  I am using the whole thing at its 3 x 2 size for a good old fashion dungeon crawl.  In order to do so, we have few rules adjustments.  
While the Dungeons “Denizens” are a “Faction” for game purposes we are setting them all up as “Wandering Monsters”  to be revealed via the Adventure Deck.  Normally in the standard Faction vs Faction play the Defending side can allocate 25% of its force as “Wandering Monsters”.  Other adjustments include  several of the Defending teams member have the “Animal” trait which, if you recall from my last game can cause said creatures to randomly act.  Since these “Animals” are defending their lairs, where just going to make them ruthlessly aggressive and ignore the potential random behavior check. Also its possible some creatures could retreat and return later in the game to be revealed again via the adventure deck, we’ll deal with that as it comes up.

SCORING- Standard VP’s will apply to both sides with a goal of eliminating the other team, the Attacking team has 4 Unique Models while the Defenders just have 1. The Attackers goal is to recover the Treasure Chest card from the deck which represents the special item they are looking for.  IF they can exit the Dungeon with the card in there hand, they’ve won regardless of score, if the game ends another way we will just compute the VP . No characters in this encounter possess the  “Treasure Hunter ” ability so we will be playing the game with 8 Adventure Tokens, In case the Treasure Chest  card doesn’t come up or all members of the other team are not revealed after 8 tokens are grabbed,  I’ll draw a card from the deck each turn as they continue searching until we get our finale.

THE STORY-   Again the simple narrative,  Four wicked men, bound in service of an evil deity at last reach the apex of a long, harrowing and bloody quest.  In the Dungeons of Blackbarrow an evil creature who hold allegiance to no being and bearing hatred of all things guards an ancient artifact. Recovering the artifact will free them from their servitude, while failing to do so will surely spell their Doom.

The ATTACKERS ( a.k.a  “The Dungeoneers”)

This time around with using expanded abilities for additional gold, and we are using  profiles from the Evil Characters and Companions section.

“The Barbarian Chief”- (Legend profile Merciless Warlord)  This time around our Barbarian Chief is an Evil Warlord possessing the following abilities -Light Armor, Great Strength, Onslaught,  Shield,  Leader (1) and  Rage , we’ve also upgraded his Spear attack to 3+ , his Defense has been upgraded . He also has the special power “first strike” which allows him to Charge more than once per turn but he can  only do it once. 

59 Points

“The Wizard” – (Legend profile “ Sinister Sorceror”)   The Wizard has the most upgrades buying an extra stat point  to boost both his Defense and Magic by one point, he possess the following abilities:  Magic (2) Magic Items (1), Arcane Bolt, Scrolls and Potions (1), Shield of Force

He’s purchased a Grimoire containing the spell “Haste” and a Potion of Cure Wounds

He also knows two other spells, Phantasm and Web for a total of 3.

70 points

 ‘The Monk”- (Companion profile- “Monstrous Myrmidon”).   The Wizard faithful servant the Monk, has upgrade his Brawl attack to 3+ and has the following abilities:  Blocker, Follower, Dodge, Unarmed Adept, Critical Blow,

“Follower”  is an interesting abilities which enables him to be activated if he stays with 6 inches of Wizard which as his bodyguard seems like a proper thing to do, consider we only have 4 models we are looking at only 2 activations for the attacking side, but with the Barbarian having Leader (1) and the Monk having the Follower ability that should be all we need to activate everyone each turn.

He also has an interesting power called “will..not..stop” which allows him stick around a bit longer should he lose his last hit..fitting!

34 points

“The Assassin”- (profile “Savage Slayer”)  The Barbarian’s  Lieutenant , The Assassin has an extra base attack , the Crossbow which has again been upgraded to 3+. The Assassin has the following abilities: Concealing Cloak, Dodge, Thieves Tools (1), Move Silently, Light Armor. He also has the special power Unseen Strike, which as you can guess allows an Assassin to do what he does best!..we’ll see if it works out…

43 points

The Bad Guys, all figures by Otherworld.
The DEFENDERS  (a.k.a The Denizens of Blackbarrow, a.k.a “The Denizens”)

“The Eye Tyrant”- yes the BBEG on this encounter is the proprietary monster, all Adventurers fear . we don’t call him the the “B” word as “Hasbro” of all people owns the right to that.  For OWS the Eye Tyrant has neat mix of Special abilities and spells that cover the basics of 10 eyeball lasers,  His abilities are: Arcane Bolt, Flight, Magic (3) Magic Resistance , Sixth Sense, Shield of Force, Telekinesis, Word of Command.  He also has Three Spells. Pillar of Wrath, (Flame strike) Tempest (Slow) and Strike Fear (crushes morale, negates leadership ability limiting activations)

Other than Dragons, he’s the highest price Creature in the rulebook, we shall see how he plays

100 points

“The Troll”-  The Tyrants Henchman is an upgraded Troll, I have boosted his hits and defense and added the powerful onslaught ability. His full abilities are: Fearsome, Large, Regeneration, Vulnerable Fire (1),Smash, and Onslaught. Since the Attackers do not possess any fire attacks and Regeneration is very unreliable (1 in 6 chance) that should even things out  and he should make a tough challenge for the Dungeoneers

40 points

2 Giant Spiders-  a pair of strong adversaries make their home in Blackbarrow,  depending on when encountered they could be a real challenge as well, There Venom attack is much better than standard poison, as previously mentioned I am toning down there “animal “ ability to suit the narrative of the game.  Also I don’t think these spiders are really “large” as compared to other models in the game with the “large” ability, so lets say they are simply  “large Spiders” as opposed to “giant” with the abilities are:  Blocker, Spring, and Wall Crawler.

20 points each for another 40 points.
12 Giant Rats-  Should not be much more the nuisance to the Dungeoneers, I threw in a 12 pack of Rats to suit the feel of the game and because I have them painted up.  They can Dodge and for every three one gets mob leader (3) so even with the standard two activations per turn I am giving the Defenders most should be able get to move.

36 points

The Badder Guys, Figures Otherworld, Games Workshop and Reaper.

With all that out of the way, lets get on with the Game!

DUNGEONEERS-

 

TURN 1

“Faced with two hallways leading off to blackness, the Dungeoneers chose the right hallway moving thru and archway, emblazoned with a grinning green devils head, they can barely discern a mysterious fountain at the end of the hall.”


With no Defenders yet on the board, I am still rolling initiative for purposes of calculating fate. Should someone show up via the Adventure Deck I’ll want fate points calculated in order to determine Activations. Activation for the Defender are going to be based on how many models are on the board as per normal.

Since The Dungeoneers can’t reach an Adventure Token in the first turn, Initative is actually irrelevant, I roll anyway 6 to 3 in the their favor, thanks Leader and Follower abilities all four models can Activate on the basic 2 activations the side receives. All models move twice down the long Hallway


TURN 2

“ As they approach the strange glowing fountain, the Assassin pulls a long expandable probe from his kit and moves to investigate, The Barbarian notice very faint ray  light peaking thru the stone at the alcove to his left.”


INITIATIVE Attackers 6 , Defenders 2

DUNGEONEERS-  2 Fate ( seeing I’ll be able to activate all my models these are saved for die roll bonuses should I need them) 2 Activations

ACTIVATION 1-  The Barbarian, Using the Leader (1) ability he gives an activation token to the nearby Asssassin , who will be investigating the fountain looking for traps (i.e flipping the Adventure Card)  uses activation 1 to move toward the alcove , I consider “searching for secret doors” a “special action” that can be found via an intelligence check , I rate this door a “7” and he tests rolling a “2” no luck, disappointing because if we turn over one of the defenders units here, I am going to want that door open, oh well.

ACTIVATION 2- The Assassin, moving into contact with the Adventure Token, we reveal with our second action. The first card is drawn and it’s a Poison Trap! Similar to the door check I just spec’d its an intelligence test to trap the gas in bottle he apparently has handy or it’s a strength 6 hit (ouch) he geta bonus from the Thieves Tools (+1) but easily makes it on a “5” nice.

ACTIVATIONS 3 and 4- with the first Adventure Token out of the way, The Wizard activates, who in turn activates the Monk with his Follower ability, they back track down the hall and enter the other hall with a move x 2.

TURN 3

“The Assassin locates the secret door the Barbarian failed to see finding the secret catch to to release the stone slab”


Nothing happens this turn other than movement. Finding the secret door lets the Barbarian catch up to Wizard and Monk and take the point I ended up needing to use both activations here, so the Assassin could activate first without the aid of “leader”, to get the door open so the Barbarian could move x2 thru the door, this meant the Monk and Wizard didnt activate this turn, which wasn’t a big deal as they are now in position to enter the large hall when the next adventure token lies, 

Secret Doors
Turn 4

“ Carefully entering the large hall,  it’s entrance flanked with ominous statues, the Dungeoneers eyes light up at sight of a gold demonic idol on a blood stained altar to the side of the chamber, however a strange noise is heard is obvious they are not alone!”

INITIATIVE  Attackers 4, Defenders 3

DUNGEONEERS,  Fate 1 , 2 Activations

ACTIVATION 1,  Barbarian Activates, using Leader (1) he give the Assassin an Activation.  Action 1. I move the Barbarian to the adventure token near the center of the room near the Altar. Action 2 , He searches allowing me to flip a card… It’s a Wandering Monster card , so the Defenders are on the board!  I roll the Pair of Spiders, So they come dropping down from ceiling one in front and one behind him.  It doesn’t look good for the team leader, but his friends get to go first this turn.


ACTIVATION 2,  The Assassin,  first action is move toward the room, where he immediately sees the Red Spider( two spiders the female has red marks, the male green) I decide he’ll fire his Crossbow, which he’s 3+ to hit, However Crossbows are “Move and Fire” which in OWS means if you move you take a penalty so that 3 + plus is now a 4+, the with no other modifiers it’s a clear shot, I roll a 4 hitting the spider! But the follow up to wound is “1”, it does no damage.

Shoots, Hits!, but doesnt wound.., definitely reminds me of WFB.
ACTIVATION 3,  The Wizard,  moves into the room having a clear sight at both Spider he decides to cast his Arcane bolt at the Green Spider., Action 1= Move, Action 2,- Arcane Bolt,  Not a spell but an Ability it’s a 12” 4+ , S4 attack which hits and wounds! The green spider with a “6” and “4” on the dice!

The Wizard and Monk enter the fray, the wounded token in the hall is Assassin activation token accidentally flipped over
ACTIVATION 4, The Monk, Unfortunately, the Monk does not have line of sight with either spider at the start of his activation, so Act I, is I move him into the archway and he has plenty of room with his 6 inch move to get into base contact with the Red Spider, its not a charge so we move to Act 2, which is his attack, I use his improved “brawl” attack which thanks to his abilities “Critical Blow” and “Unarmed Adept” let him make full strength brawl attacks (usually -1 str) AND roll two to hit picking the higher, as result he hits easily and just manages to wound with a “4”

LARGE SPIDERS,  1 Activation, 0 Fate

Now the Spiders get to go, but  the only have one activation, so it makes sense it goes to the one in Combat with the Monk, its gets two actions, its vemon attack should it hit is “brutal” meaning roll 2 dice and pick the better one.

Act I, Venom Attack is a “3” not quite good enough, Act 2 is a “6” a hit,  the Monk’s Defense is only a 3 versus Str 4 Attack , the Spider rolls 2 dice looking for a “3” and gets both!,  The Monk should be wounded however he has the Dodge skill, allowing the first attack in a turn to damage him to be negated by an Agility test. He needs a 4+ to succeed, I roll a “3” but we have 1 point of fate which I apply to the die roll and Fate says the Monk narrow avoids damage with a lucky dodge..The Defenders are not happy!

 TURN 5

Giant Spiders Attack!”

INITIATIVE : Attackers 2, Defenders 5 
LARGE SPIDERS, 1 Activation 2 Fate

The Spiders go first this time, which was pretty important for them, they also get 2 Fate, since there are only two models for the Defenders on the board, they would again get only 1 Activation, but Fate says both Spiders will activate, as I buy the second activation with their fate.

ACTIVATION 1, Green Spider, Action 1,  I have the Spider decide to try out his “web” ability and that becomes my first mistake of the game. I’m thinking “web” is like “web” the spell however its really the same as using a “net” from the weapons chart which uses the “entangle” weapons ability only having a 4” range and knocking a figure prone, where it can just stand up next turn,  I don’t catch this until I am doing this write up, SO as I played it:  I have the Spider cast “Web” per the Spell needing a 4+ and he gets it. Since it’s a 3 inch template…I can target the Wizard but place it so it Immobilizes both the Wizard and Monk!, “Immobilize” Is a powerful status effect in OWS that cannot be removed until the end phase, so if this battles continues past this turn it will do so without them, and it will also trigger a morale check..OUCH. 
Action 2, for its second action, Green Spider Charges the Barbarian, taking its Venom attack at -1, it needs “5”, I roll a 5, since Vemon is “brutal, I get to roll 2 dice against the Barbarian’s tough defense of 5,  needing a 5 again, I roll a 4 and 5. The Barbarian has a 5+  Save with Light Armor and Shield abilities but I roll a “2” so the Barbarian takes his first hit of the game, and I place a wounded token by him.

Rules Note:  I definitely feel Giant Spiders are very overcosted at 20 points each.  as they are listed  “Animal and Large” are really negative abilities   (absolutely in this specific encounter, Large has some positives in certain situations) The Spiders “web” attack is very weak, compared to the spell
I feel this was solid battle at 40 points as I played it. Had I played them straight out of the book, I dont see it a challenge here at all.
Big turn for this Spider, Webs 2 models and Charges the 3rd for a wound!
ACTIVATION 2, Red Spider  locked in Combat with the “Immobilized” monk, I cant find in the book anything about Melee attacks against “Immobilized” models..I assume its same as “stunned” as that is how its listed under Ranged attacks so I use that which is +2 to hit and +1 to wound,
Action I; Venom attack, I roll a “3” only needing a “2”  and only needing  a “2” for Damage and I roll twice as the venom is brutal roll a a “1”  and “3” so the Monk is also wounded and very likely will get taken out here, but for Action 2, I roll another “1” on the attack and it misses, the Monk is very lucky here.

It was highly likely the Monk was killed with the “immobilized ” status, but Fate said otherwise.
Turn 5
DUNGEONEERS,  1 Activation, 1 Fate

Thanks to the Immobilized models we don’t count them for Activation purposes so instead of 2 Activations we only get one! ( Are you seeing how good the “Web” spell is here?) Fortunately by dumb luck the Assassin is exactly 6” inches from the Barbarian. I moved him with little thought during the last turn and little bit either way he’d be out of range to activate.

ACTIVATION 1 , The Barbarian, using Leader(1) by a hair is able to also Activate the Assassin, The Barbarian first Action is to attack the Spider chewing on him, He need a 3+  to hit and with “Onslaught” I can reroll but don’t need to with a “3” to wound I need a “4”  but if I burn my second action, I can use his “Great Strength” Ability and only need a 2+, I do an thankfully did as I roll a “3” which puts the Male Spider at 0 hits and Incapacitated.

ACTIVATION 2, The Assassin , again fires his Crossbow, using both Actions we take an Aimed Shot so he’ll need a 2+ , but we are firing into melee, but luckily firing into melee is not as dicey in OWS as it is in other games, If roll a “1” where I miss anyway, I am hitting someone else in the exchange in case, “The Monk’ thankfully I roll a 5 and it’s a well placed hit. Damage is the big deal here as I need a 4+, I roll a “3” but again Fate says the Monk is to be saved and we push that to 4 stealing the Spiders second hit and Incapacitating it as well.

END PHASE-  The First time I need to mention the End Phase so far this game, both Spiders are removed from play, and the Monk and Wizard are still under the effect of the “web” spell.  Status effects like “Immobilize” can be removed by rolling a D6 for remaining hit on the effected model. On a “6” the status is removed. For the Wizard with 3 hits, I roll 3 dice and he rolls a “6” and is free. For the Monk with only one hit remaining,  rolls a 2 and is still stuck!

TURN 6,

“ The Dungeoneers, regroup after a tense battle, cutting the Monk free, the Wizard pours a thick oily concoction down his throat and he rises to his feet none the worse for wear.”


With no enemies in play and the next, closest Adventure Token more than a turn’s move away, I use one action from the Barbarian as a “Special Action” to free the Monk, and Move, I then have the Wizard use the Cure Wounds Potion on the monk , (easily passing the Intelligence test to do so), and then move, The Monk and Assassin both moving twice down the dark hallway, 
 The game continues in Part 2…..

 

 

Into the unknown!