
Wednesday, 14 March 2007
Tuesday, 13 March 2007
Victory at Last
At last, a victory on the WAB battlefield, albiet a small won, and one acquired not more than a few hours ago at my regualr gaming group.
Colin and I had arranged a game using the Raid Secnario for a change of pace. This scenario, published in the Sheildwall rules, is meant to represent the conflict surrounding a raid on a small, poorly defended village. Its a race against time as 500pts of attackers race to defeat 250 of defenders before a relief column arrives.
As Colin plays Vikings (Norse from the Western Isles, to be precise) it naturally fell to him to be the agressor, while a small band of my Norman Milites, dismounted and lead by the local Comte, lead a hastily assembled milita in the defence of the village.
I neglected to take Colins army list home with me, so I will graciously ask him to publish it in the comments section after this post. However, oit consisted of four units, each of about 10-15 vikings, including one unit of Hirdsmen. Three of these units were armed with javelins, shields and light armour, the leftmost one deployed in skimrish formation. Behind the middle foot section (I hesitate to call such small bands units) came a section of archers.
In defence of the village, from left to right, were 12 dismounted Milites, with no leader, standard bearer or musician, crouched behind the patchy village walls. The gap where a gate would have been in a more affluent village was held by 2o farmworkers (stats taken from the Raid scenario) armed with handweapons (representing a mix of billhooks, sickles, hoes etc) arrayed in three ranks and led by the Comte himself. To the right of these qyuaking peasants, were five of the Cmotes servants, armed with improvised weapons and stones. Hiding in the village, were five women and children, well back from the action.
At first sight of the dragonships off the Normandy Coast, the Comte - handily visiting one of his bastards with a small escort of his Milites, sent his squire riding back to his castle to summon reinforcements. The scenario called for these reinforcements to begin arriving on a random dice roll at some point after turn 3.
The reinforcements would arrive in the form in 10 mounted milites (again, with no leader, musicians or standard bearer) who were hadily out hunting in the nearby woods. Accompanying them were twenty-one freemen armed with spears, who had been acting as beaters.
Alltogether, including reinforcements, this force amounted to some 750 points, most of them leadership 4 and leadership 5 peasants. Significantly, my "general" was only a Comte and therefore my army did not benefit from the Army General rule allowing all nearby troops to use the generals leadership.
The battle opened immediately badly for Colin. A volley of javelins and arrows aimed at the milites on the left brought down only one of the beaily armoured spearmen, In the centre, the Viking Mate and his captains most faithful retainers charged home against the farmworkers. As Vikings cause fear in units with a leadership of less than 7, a panic roll was required. This was failed, but the sheer numbers of men in the unit. along with the Comtes imposing presence, prevented the hastily assembled mob from fleeing. However, so terrified were they by the awesome reputation of the northman (and perhaps forgetting that their lords were themselves once vikings, that they would need a 6 to score a hit.
Unramarkably, all nine of the mighty Vikings who could reach a target managed to land a blow on their opponent (WS4 vilkings need a 3 or more on on a D6 to hit a WS2 foe) but incredibly only two suffered a wound and, without armour, fell to the ground in a heap. Egged on by the ferocious young Comte, the terrified peasant s struck back but only the Comte was able to land a blow (twice in fact) both of which were turned by the stout shields of the raiders. However, Colins glee turned to annoyance and then dismay as he first realised that my three ranks meant that I had won the combat despite his not loosing a single man and then watched his elite unit fail a panic test and flee.
The Comte, not yet wanting his men to leave the safety of the barricades and leaving their flanks open to attack, held the all-too-willing peasants under his command at the gate, allowing the viking elite to flee. Seeing this, the left most group which had thrown their javelins at the milites (actually lead by the Viking Captain) also broke and ran, as did the archers behinf the first group.
So it was that when the rightmost group of Vikings looked up in glee from the sight of two dead servants pilling their life blood behind the walls and three more turn and run, they saw the rest of their ships crew fleeing the field like women.
The Comtes timid peasant escrt were all too happy to remain within the village boundaries while the only other efective unit on the field, the milites, were old and canny veterens to wise to leave th e safety of the walls at this early stage in the battle. The only Norman movement was the three fleeing servants, whose flight took them near the five terrified mothers sheltering their children in the shadows of the rear wall. However, the five terrified women did not flee at the sight of the three pampered "castle boys" running towards them. They had faith in the stamina and bravery of their men.
So it was that, realising they were not pursued save for the jeers of their comrades on the right, the entire Viking army rallied. The archers took revenge by firing a volley into the peasants, killing several, while the centre group advanced once more towards the peasants and let fly with javelins, killing one more. Meanwhile, the left group of Vikings advanced tanatalisingly close to the Milite position on the left of the field, theri javelins felling another brave young knight in his prime. On the right, the bravest group of vikings on the field moved around to the right flank of the village, seeking entry through a gap in the poorly maintained village wall.
At this point, sensing his flank about to be turned and knowing that he was about to be assaulted on three quarters, lead his men, peasant and Milite alike, into a wild sally. Taken completly by surprise (no peasants had ever been foolish enough to actually attack THEM before) the viking veterns in the centre stood their ground and slew several peasants, but actually took more casualties than they inflicted and lost the combat AGAIN, although this time their desire for vengeance and plunder (as well as their shame) overcame their desire to live.
On the left, the surviving Milites charged over the wall and into the fray against the VIking Captain and his crew. A fierce melee ensued, in which the ferocity, toughness and numbers of the Vikings was negated by the skill and armour of the Norman warriors. Though many fell on both sides, Viking and Knight alike remained firm.
On the right, the three servants, shamed by the courage of the women, turned to gather stones and return to the fight (under the RAID special rules, units less than five strong o not automatically break and may rally). Bravely, three unarmed men moved towards the breech in the right flanking wall and three stones at a dozen armoured, rampaging vikings.
On the Viking turn, the archers moved towards the breech in support of their colleagues, whose javelins brought down only a single servant, while the other two remained steadfast in their defence of the cowering women and children behind them.
On the left, Viking and Milite struck simultaneously. heaby armour alone could not save the brave, but young, knights from the heavy blows of the norse captain and his men, but they reused to break and reduced the party facing them to just eight men against five battered and bloody survivors
In the centre, the Comte slew two vikings, and his men slew one more. Although by now reduced to a bare two ranks rank, there were now only 9 elite vikings facing the Comte and his ten surviving farmhands. The peasants refused to break and neither did the Vikings but the end was now in sight.
At this point it was now my turn 3 and the reinforcements could now enter the board. Colin's hopes had rested on getting his men entrneched in the village before these reinforcements arrvied (hence my charge on turn two to delay this and decrease the chance that his vkings could pursue beaten units into the villgae itself). Inside the village, they would be safe from a massed cavalry charge (the tightly packed huts meant I would only be able to charge my Mounted milites two knights breast, reducing the chance of an automatic break due to their ferocious charge ability). Additionally, two of his three melee units were reduced to a half dozen figures or so, the only one with more than ten was sitting with its flank exposed to any reinforcements within easy charge distance of my table edge and without the villages protective walls around it.
In addition to the knights, the unit fo libres I has purhased as reinforcement held nearly as manyu melee troops (21) as Colins entire army at this point, and while they carried only spears and had no armour protection, their rank bonus meant they would overrun anyone who would stand against them.
At this point, Colin conceeded, even without waiting for the reinforcement roll to be made. We both agreed that this time he had been the one killed by the dice (those farmhands should have been broken on turn one) but that the game had been fun overall. I suggested that next time we should both agree on a unit size cap and that I would leave out the Milites to keep things interesting past turn 3. In truth, mu inlcusion of mounted troops in my reinforcements really stacjed the deck in my favour.
COlin had gambled that he could have outflanked me due to his greater number of units, but he had lost sight of his objective by not sending his skirmishers on the left (led by his general) around the back of my line to torch buildings (25 vp per building) and kill the women and children (another 25 vp each ) while pinning my two main combat units (the farmhands and milites) in place with his other units.
I on thether hand, felt justified in sticking as many farmhands (at 2 points each)as I coudld afford into one big unit as I had to spend at least 50 points on villagers and needed to take at least 5 of each type (farmhand, servants and women/children). As the farmhands were the most melee competant I picked a large number of them to offset their hideous combat deficiency and give them my single permitted charavter as a leader. The gamble paid off (but just barely) and I should by rights have been loosing four of five or them a turn.
I do believe however, that taking the horsemen (while realistic- after all, who else would be able to get to the village in time to save it if not horseman) was not sportsmanlike. At the very least, I could have made them flemish, taking away the lances and fercoious charge so that colins troops would have some chance against them. But to competely fair, next time I will leave mounted troops out altogether.
Next week, 2000 pts vs Julians Moors and then a Lord of the Rings scenario the week after.
Colin and I had arranged a game using the Raid Secnario for a change of pace. This scenario, published in the Sheildwall rules, is meant to represent the conflict surrounding a raid on a small, poorly defended village. Its a race against time as 500pts of attackers race to defeat 250 of defenders before a relief column arrives.
As Colin plays Vikings (Norse from the Western Isles, to be precise) it naturally fell to him to be the agressor, while a small band of my Norman Milites, dismounted and lead by the local Comte, lead a hastily assembled milita in the defence of the village.
I neglected to take Colins army list home with me, so I will graciously ask him to publish it in the comments section after this post. However, oit consisted of four units, each of about 10-15 vikings, including one unit of Hirdsmen. Three of these units were armed with javelins, shields and light armour, the leftmost one deployed in skimrish formation. Behind the middle foot section (I hesitate to call such small bands units) came a section of archers.
In defence of the village, from left to right, were 12 dismounted Milites, with no leader, standard bearer or musician, crouched behind the patchy village walls. The gap where a gate would have been in a more affluent village was held by 2o farmworkers (stats taken from the Raid scenario) armed with handweapons (representing a mix of billhooks, sickles, hoes etc) arrayed in three ranks and led by the Comte himself. To the right of these qyuaking peasants, were five of the Cmotes servants, armed with improvised weapons and stones. Hiding in the village, were five women and children, well back from the action.
At first sight of the dragonships off the Normandy Coast, the Comte - handily visiting one of his bastards with a small escort of his Milites, sent his squire riding back to his castle to summon reinforcements. The scenario called for these reinforcements to begin arriving on a random dice roll at some point after turn 3.
The reinforcements would arrive in the form in 10 mounted milites (again, with no leader, musicians or standard bearer) who were hadily out hunting in the nearby woods. Accompanying them were twenty-one freemen armed with spears, who had been acting as beaters.
Alltogether, including reinforcements, this force amounted to some 750 points, most of them leadership 4 and leadership 5 peasants. Significantly, my "general" was only a Comte and therefore my army did not benefit from the Army General rule allowing all nearby troops to use the generals leadership.
The battle opened immediately badly for Colin. A volley of javelins and arrows aimed at the milites on the left brought down only one of the beaily armoured spearmen, In the centre, the Viking Mate and his captains most faithful retainers charged home against the farmworkers. As Vikings cause fear in units with a leadership of less than 7, a panic roll was required. This was failed, but the sheer numbers of men in the unit. along with the Comtes imposing presence, prevented the hastily assembled mob from fleeing. However, so terrified were they by the awesome reputation of the northman (and perhaps forgetting that their lords were themselves once vikings, that they would need a 6 to score a hit.
Unramarkably, all nine of the mighty Vikings who could reach a target managed to land a blow on their opponent (WS4 vilkings need a 3 or more on on a D6 to hit a WS2 foe) but incredibly only two suffered a wound and, without armour, fell to the ground in a heap. Egged on by the ferocious young Comte, the terrified peasant s struck back but only the Comte was able to land a blow (twice in fact) both of which were turned by the stout shields of the raiders. However, Colins glee turned to annoyance and then dismay as he first realised that my three ranks meant that I had won the combat despite his not loosing a single man and then watched his elite unit fail a panic test and flee.
The Comte, not yet wanting his men to leave the safety of the barricades and leaving their flanks open to attack, held the all-too-willing peasants under his command at the gate, allowing the viking elite to flee. Seeing this, the left most group which had thrown their javelins at the milites (actually lead by the Viking Captain) also broke and ran, as did the archers behinf the first group.
So it was that when the rightmost group of Vikings looked up in glee from the sight of two dead servants pilling their life blood behind the walls and three more turn and run, they saw the rest of their ships crew fleeing the field like women.
The Comtes timid peasant escrt were all too happy to remain within the village boundaries while the only other efective unit on the field, the milites, were old and canny veterens to wise to leave th e safety of the walls at this early stage in the battle. The only Norman movement was the three fleeing servants, whose flight took them near the five terrified mothers sheltering their children in the shadows of the rear wall. However, the five terrified women did not flee at the sight of the three pampered "castle boys" running towards them. They had faith in the stamina and bravery of their men.
So it was that, realising they were not pursued save for the jeers of their comrades on the right, the entire Viking army rallied. The archers took revenge by firing a volley into the peasants, killing several, while the centre group advanced once more towards the peasants and let fly with javelins, killing one more. Meanwhile, the left group of Vikings advanced tanatalisingly close to the Milite position on the left of the field, theri javelins felling another brave young knight in his prime. On the right, the bravest group of vikings on the field moved around to the right flank of the village, seeking entry through a gap in the poorly maintained village wall.
At this point, sensing his flank about to be turned and knowing that he was about to be assaulted on three quarters, lead his men, peasant and Milite alike, into a wild sally. Taken completly by surprise (no peasants had ever been foolish enough to actually attack THEM before) the viking veterns in the centre stood their ground and slew several peasants, but actually took more casualties than they inflicted and lost the combat AGAIN, although this time their desire for vengeance and plunder (as well as their shame) overcame their desire to live.
On the left, the surviving Milites charged over the wall and into the fray against the VIking Captain and his crew. A fierce melee ensued, in which the ferocity, toughness and numbers of the Vikings was negated by the skill and armour of the Norman warriors. Though many fell on both sides, Viking and Knight alike remained firm.
On the right, the three servants, shamed by the courage of the women, turned to gather stones and return to the fight (under the RAID special rules, units less than five strong o not automatically break and may rally). Bravely, three unarmed men moved towards the breech in the right flanking wall and three stones at a dozen armoured, rampaging vikings.
On the Viking turn, the archers moved towards the breech in support of their colleagues, whose javelins brought down only a single servant, while the other two remained steadfast in their defence of the cowering women and children behind them.
On the left, Viking and Milite struck simultaneously. heaby armour alone could not save the brave, but young, knights from the heavy blows of the norse captain and his men, but they reused to break and reduced the party facing them to just eight men against five battered and bloody survivors
In the centre, the Comte slew two vikings, and his men slew one more. Although by now reduced to a bare two ranks rank, there were now only 9 elite vikings facing the Comte and his ten surviving farmhands. The peasants refused to break and neither did the Vikings but the end was now in sight.
At this point it was now my turn 3 and the reinforcements could now enter the board. Colin's hopes had rested on getting his men entrneched in the village before these reinforcements arrvied (hence my charge on turn two to delay this and decrease the chance that his vkings could pursue beaten units into the villgae itself). Inside the village, they would be safe from a massed cavalry charge (the tightly packed huts meant I would only be able to charge my Mounted milites two knights breast, reducing the chance of an automatic break due to their ferocious charge ability). Additionally, two of his three melee units were reduced to a half dozen figures or so, the only one with more than ten was sitting with its flank exposed to any reinforcements within easy charge distance of my table edge and without the villages protective walls around it.
In addition to the knights, the unit fo libres I has purhased as reinforcement held nearly as manyu melee troops (21) as Colins entire army at this point, and while they carried only spears and had no armour protection, their rank bonus meant they would overrun anyone who would stand against them.
At this point, Colin conceeded, even without waiting for the reinforcement roll to be made. We both agreed that this time he had been the one killed by the dice (those farmhands should have been broken on turn one) but that the game had been fun overall. I suggested that next time we should both agree on a unit size cap and that I would leave out the Milites to keep things interesting past turn 3. In truth, mu inlcusion of mounted troops in my reinforcements really stacjed the deck in my favour.
COlin had gambled that he could have outflanked me due to his greater number of units, but he had lost sight of his objective by not sending his skirmishers on the left (led by his general) around the back of my line to torch buildings (25 vp per building) and kill the women and children (another 25 vp each ) while pinning my two main combat units (the farmhands and milites) in place with his other units.
I on thether hand, felt justified in sticking as many farmhands (at 2 points each)as I coudld afford into one big unit as I had to spend at least 50 points on villagers and needed to take at least 5 of each type (farmhand, servants and women/children). As the farmhands were the most melee competant I picked a large number of them to offset their hideous combat deficiency and give them my single permitted charavter as a leader. The gamble paid off (but just barely) and I should by rights have been loosing four of five or them a turn.
I do believe however, that taking the horsemen (while realistic- after all, who else would be able to get to the village in time to save it if not horseman) was not sportsmanlike. At the very least, I could have made them flemish, taking away the lances and fercoious charge so that colins troops would have some chance against them. But to competely fair, next time I will leave mounted troops out altogether.
Next week, 2000 pts vs Julians Moors and then a Lord of the Rings scenario the week after.
Monday, 26 February 2007
Moorish Battle Report
This is a report of a battle that took place slightly after Xmas at Glasgow Gaming Group (G3 to it's friends). Ive been meaning to put it up for some time as it has been sitting on my hard drive at home. However, with no home internet access and no disk drives in the PCs at work, it has taken me this long to publich it. Thankfully, the happy day when my broadband was installed has come and gone. Regular blog service will resume immediately. Arn't you pleased?
THIRD TIMES THE CHARM!
Prince Eduardo d’Rolas, Counte de Toledo set his stallion prancing merrily back and forth amidst the rank of his grinning men, knowing that in all the mounted host around them, not one man could be happier than he. He rode at the head of the finest band of mounted warriors his city could produce, Cabbelero Hidalgoes, with their bright lance points and pennants jutting into the breeze, mounted Jinites, farmers too poor for armour but rich enough to own a fine horse waved javelins in the air. Lance armed serjeants, the Cabelleros Villainous, rich merchants son and poorer knights, thumped leather-gloved hands against chests and thrust lances skyward. While more conservative knights, still favouring the hit and run tactics of javelin and throwing spear, clanged the hafts of their weapons against their shields.
Finally, after one bloody defeat and an even bloodier stalemate against the armies of the dreaded Berber El-Julian, Eduardo could taste the victory in the air. He, the young prince, had out-manouvred the wily old general. The African had concentrated his heavy forces of Berber spear-men and mercenary Christian Knights ("Traitors!" spat Eduardo) in the centre, leaving only a thin line of skirmishing archers and cross-bowmen to defend his left. A left against which Eduardo had carefully moved his entire wing of massed cavalry. Soon, his Cabelleros Villainous and Cabelleros would crash through the skirmish line, threaten the enemy rear and eventually join in the slaughter as the shock cavalry charged home.
Victory was inevitable. Only a fool could lose this battle.
*************************************
This was indeed, the third battle between Julians Almohad Army and my own. In the first two, I had used my Norman list. The first battle was a total rout for the Christian forces due to some bad positioning on my part. The second battle was a bloody stalemate (with two equal strength, quality units battling it out on each side at the end of the game) that could have gone either way but in the end tipped in Julians favour. This one would be different. For one thing, I was using an "in-book" army, Spanish Christians, to fight Julians Berbers. For another, I now had a larger selection of troops types. In the first two games, I had been forced to pit the same army I used against Colin’s vikings against an Army crawling with spearmen and archers. That’s right, my army, a third of whose points were tied up in a single shock cavalry unit, with only twelve archers in the whole host, went up against an army which historically tore cavalry based forces apart with missile fire until they had no choice but to charge the spearmen head on and be torn up some more.
* Sigh * I was so hoping he’d be fielding Andalusians.
Now though, I had invested in ten Cabelleros Villainous (handily usable as Serjents in my Norman army), Seven Jinites (also usable as Javilin and Throwing spear armed Serjents) and Seven Cabelleros (Knights on horseback with Javelins and usable as Breton knights in my Norman army). This gave me more options, as well as the ability to draw his spearmen units of out position with my two units of fire and flee skirmishing cavalry. I was much more confident about this battle. And after set-up was over, I knew from a glance I would win. Whats more, from the expression on Julians face when he remembered light cavalry could skirmish through rough terrain, my opponent knew it too. Bwahahahahah! Sweet revenge was to be mine!
Photo’s: Alas, my camera packed in on the way to the club. No big loss really, since most of our stuff was still naked and I wont be able to upload the images anyway on account of my broadband still not having been installed. Next time though, I promise.
Scenery:
From left to right: On my side of the table sat a patch of rocky ground we would treat as rough terrain. Almost directly opposite (but slightly to my right) on Julians side of the board sat a high hill. To the left of this, in the centre of the table, sat a field of standing crops (central to my plan, and placed by me:, something that drew some very curious looks from Julian). Just to the left of this on my side was a small ruin (also placed by me, restricting charge lanes in the centre and confusing Julian even more) and finally, also on my side of the table, a small wood.
Armies & Deployment:
The Christians.
Despite knowing full well that Juliens army would be chock full of spearmen and archers I had deliberately gone for 2000 points dominated by mounted troops, strange as that may seem. The plan was to concentrate these mounted troops on one flank opposite Juliens archers, concentrate against that point of the line and break through, then roll up the sides. Consequently, I deliberately deployed my foot archers (aquelleros) and two units of spearmen towards the centre, drawing in Julians own heavy forces.
My Army (2000pts) (from left to right):
Left Flank
7 Cabelleros (Skirmishing Knights) Light Armour, Shield, Horse, Javelins and Throwing Spears. Leader, SB, Musician
Positioned just behind the rough patch of rocks on my left. Skirmish formation.
7 Jinites (Light Cavalry), Shield, Horse, Javelin, Throwing Spears, Leader. These were positioned just to the right of the Cabelleros and were also in skirmish formation with the crop-field on their right.
10 Cabelleros Villainous (Light Shock Cavalry), Shield,Horse, Lance, Leader, SB and Musician. PLUS the unit was led by a Cantador who came up with nothing on the Song Effects table. These were positioned directly behind the Jinetes.
10 Cabelleros Hidalgos (Heavy Shock Cavalry) Shield, Warhorse, Lance, Heavy Armour, Leader etc plus two characters: Unit Commander Prince Eduardo (actually using the Rey statline) and the Army Standard Bearer.
These were positioned just to the right of the Villainos. Yes, that’s right, directly behind the crop-field. Strange eh?
Centre:
21 Peones (Light Spearmen) Shield, Spear, Javelins. Leader etc. These were positioned into the narrow gap between the crop-field on their left and the ruins on their right.
21 Mercenary Spearmen (heavy Spearmen). Large Shield, Spear, Javelins, Leader etc. These troops were stubborn and deployed directly behind the Peones.
Centre-Right:
The ruins were held by 11 Skirmishing Artelleros, or archers, armed with bows.
Right:
10 Skirmishing Artelleros, armed with bows, positioned in the woods.
ENEMY DEPLOYMENT
This isn’t very exact in terms of troop numbers and equipment as I’m operating from memory once again. Check the comments at the bottom of the post. Maybe Julian will give a fuller breakdown later. Julian really played into my hands with his deployment, something he realised himself very early on the game.
From my Left to my Right:
12 Skirmishing Archers: Positioned directly opposite the rough ground and to the left of Juliens hill. Facing my Cabelleros.
12 Skirmishing Archers: Placed directly in front of the hill, facing my Jinites.
12 Skirmishing Crossbowmen: Directly behind the Archers and on the crest of the hill.
Centre:
20 Berber Spearmen and five archers led by Army General and Standard Bearer. Just to the right of the hill.
20 Berber Spearmen and five archers. To the right of the previous unit.
24 Black Guard Spearmen with large shields, light armour and javelins (NOT, as I incorrectly assumed, armed with spears- I would suffer for this assumption later).
All three o the units stood opposite the crop field, though the Black Guard stood opposite my Spear units.
12 Christian Knights. Traitors (Yahboo!) Complete with lances and ferocious Charge. Exactly to the right of the Black Guard.
Right:
12 Javelin and Shield armed skirmishers.
THE PLAN:
Julian had played right into my hands. Broadly, I had deliberately denied my right (as had Julian) and lured Julien into my lightly held centre by offering a nice juicy target. I must admit to being surprised that he stood by and watched as I placed as those Horsemen on my left, but by then he couldn’t place his Spearmen on the left even if he wanted to, as that flank was already pretty much crawling with skirmishers by this point. The plan was to hold the right flank with my archers and to cautiously move my spears alongside the crop-field. I was hoping Julien would forget in the heat of the moment that the leading Peones were light infantry. This would enable me to spring a nasty surprise on him if it worked.
Meanwhile, on the left, the Jinites would make towards the Archers at the base of the hill as if to charge them, only to veer off suddenly and distract the spearmen to the right of the hill with javelins fire. I must admit that I was a bit worried about this tactic when I saw all those archers at the back of those units, but as I was willing to write of my Jinetes as an expendable unit anyway this was no great concern. Meanwhile, the Villainos, having sneaked into charge range of the corssbowmen BEHIND the archers, would charge. If I was lucky, they would hit the crossbowmen after wiping out the archers and if the archers fell back voluntarily, I’d have the crossbowman as a starter.
The Cabelleros meanwhile, were to destroy the archer unit operating before them. With the left flank gone, I would then have skirmishing cavalry behind Juliens spearmen, Shock Cavalry in front, and Spearmen threatening his centre.
It all seemed so nice and simple, I could practically see it as if it had already happened.
TURN 1
The game opened with the traditional missile barrage after all the skirmishers on my side of the table (save those in the ruins) took their free skirmish move. I lost a pair of Jinites to this fire, but the more heavily armed Cabelleros were able to shrug off the few arrows that hit. Julien made a mistake here (in my opinion) by firing his crossbows as the Jinites instead of the Cabelleros. After all, he already had a good chance of killing the Jinites with the bows but the crossbows would have reduced the Cabelleros saving throws by from 4 to 5. And as the Cabelleros posed the greater threat I would have gone for them. Still, Julien WAS trying to break those Jinites in the first turn (he knew fine well what my plan was) and in the end it may well have paid off.
The only other movement was from the right, where the javelin men ran towards my archers in the woods. Meanwhile, the mercenary knights began a long wheel that would take them across the front of the spear unit and towards my left flank. The Black Guard marched forward towards my Peones.
On my side, my Left Flank thundered forward, the Jinites and Cabelleros moving into Javelin range with the Villains behind them. Meanwhile, the Hidalgo’s executed a lovely little manouvre that slotted them in directly behind the Villanos. My javelin throwing was pretty poor, killing only a single archer despite a total of nine hit’s. My Peones also managed a particularly fine set of throws against the Mercenary knights now riding parrallel to the crop field towards the left of the battlefield. The knights were hit in the back by 6 of the seven missiles but only two managed to wound the heavily armoured warriors . Both these tough knights shrugged their injuries off.
TURN 2:
Julians forces opened fire again. The combined fire of 21 archers proved too much for the Jinites. Reduced to just two warriors, they turned tail and fled. Earlier than I had hoped true, but this was a minor setback which did not alter my plans at all.
The crossbowmen had an unusually lucky day, bringing down FOUR of the dangerous Cabelleros Villanous. The two units of Berber spearmen rotated to face my left at an oblique angle while the Black Guard guard continued to advance. The mercenary knights positioned themselves so they would be able to charge my own knights in the flank if they advanced any further, this took some manouvreing to set up the correct angle and in the end they did not travel a great distance.
Meanwhile, the javelin men closed to missile range but failed to injure any of the skirmishers in the woods.
With a great and rousing yell, the cavalry charge on the left began. The left most unit of Berber Archers unwisely chose to stand and shoot (not that they had anywhere to run too) and faced the terrifying sighte of 5 of Toledoo’s finest knights thundering towards them. However, despite scoring several hits, only one of the knights wounded their opponent and the stubborn archers refused to run before the bewildered mounted warriors.
On the right, the Villainos and their musical leader were equally bewildered. The archers had broken and run before them as expected, but the thunderous charge of the six remaining lance armed Villanous into the scattered ranks of Crossbows had an extremely un-nerving effect – on the Villainos. Despite hitting four of the crossbowmen with their lances, no less than three of them had the affront to pick themselves up and carry on! What was going on, were their weapons made of wood (well, yes, the lance shafts were but...). Had some villain replaced their steel points with candlewax fakes? Whats more, the seemingly immortal crossbowmen managed to slay yet another of the mounted Spaniards as he stared in tearful bewilderment at the shaft of his ineffective lance. The combat was a draw!!!
Not only that, the crossbowmen also had a musician, forcing a roll off and ensuring that it was the ViILLAINOS who lost the combat!!!!! What on earth was going on? Luckily, the Cantador managed to steady the nerves of his men with a rousing song and the remaining five warriors fought on.
(Yup, I failed to wound a str 3, nearly armorless target three times with a STR 5 attack!!!! Needing just threes to wound!)
Meanwhile, as every other Christian unit on the battlefield looked on with feelings ranging from confusion (for the Spaniards) to amused laughter (from the Christian mercenaries who’d swapped out the Spanish war-lances for tourney lances the knight before), the Peones crept steadily through the crops to creep within charge range of the Mercenary rear. Grinning at the thought of again loosening their missiles upon the traitors, they became confused in the mire and could not quite reach as close as they had hoped.
(I gleefully spotted an opportunity to take advantage of my light infantry. Julian had moved the Mercenary knights seemingly out of javelin range leaving their backs exposed to the Peoni. I tried to march move my javelins within eight inches of them, preventing the knights from marching away or charging (or counter-charging for that matter!). This would leave own knights (the Hidalgos) in a perfect position to charge the Mercenaries across the corner of the field the next turn without having to worry about a counter-charge from their opposite numbers on the Berber side of the battlefield. BWAHAHAHAHAHAHAHAH! I laughed the most bestest, most maniacal "I`m an evil genius and your screwed" laugh I ever laughed only to choke on it when Julien pointed out that my peoni were only 7 and ¾ inches away from his knights to begin with. Meaning that I couldn’t march my Peoni up to Juliens rear because Juliens knights were a formed unit within 8" of ME!!!!! GAAAAAAAHHHHHHHHH!
And what was worse, with my failure to march, my poor old Peoni were now right slap bang in the charge range of Julians elite Black Guard infantry. DOUBLE GAAAAHHHHHH! I mean, what’s an evil genius to do? I’d ended up trapping myself! The Peoni manouvre was supposed to clear the way for my own elite mercenary spearmen to move forward and engage the enemy elite. Now all they could do was shuggle off slightly to one side and watch the impending slaughter.
Thats what I get for forgetting the first rule of warfare (real and tabletop) KEEP IT SIMPLE STUPID!!!
TURN 3
As might be expected, the Black Guard charge hit home. Half-in-the-field, half-out, most of the troops barely able to see the enemy through the crops or even catch a glimpse of their own banner, a full third went of the unit went down to Black Guard (led by their hate inspiring Imam) before the remainder turned and ran. They had put up a brave struggle, with three of the black guard being struck by spears or javelins which failed to wound (again!). But, alas, Julian was not sharing my dice troubles this day. Soon not only had the remainder of the unit been chased down, but they ran smack into my merc infantry as well before they could even fire off a single javelin. Ah well. Ah hell!
Just as obviously, the skirmishers on my right charged the archers in the wood. A hilarious combat ensued, in which not one of my archers was even hit. On the other hand not one of the four African hit by arrows suffered a wound although THANKFULLY one at least succumbed to an archers dagger across the throat. If anything, this wretched incident probably increased my woeful "wounds to hit" average for the night. Even Julien couldn’t believe it.
He could believe it even less when not one of my Cabelleros failed to hit a Berber archer and yet I still only managed to kill one of the little buggers! Then the cheeky little bowmen turned round and killed two of my knights!!! I couldn’t believe it. What was going wrong? The plan, the plan.
Eduardo’s bowels turned to jelly. How could those measly little archers have held out against those knights for so long, with their swords, javelins and throwing spears.
"Hold on", thought Eduardo. "Throwing Spears"? The young prince slapped his hand against his face and shouted across the battlefield at his cavalry caommanders. "You idiots, you forgot to launch your throwing spears when you charged!". Across the battlefield (and across the table) El-Julian (and his real-life counterpart) began giggling girlishly.
As if that were not bad enough, the Villainos again failed to wound a single crossbow-man. To add misery to the situation, the crossbow-men hit back, dropping all but the standard bearer, the musician and the warrior-minstrel, the Cantador. These three worthies all promptly turned their "tales" (pun intended, sorry) and fled (as was the Python reference), right past the general and army banner bearer. Indeed, Eduardos cries were not enough to steel the blood of his finest warriors, the Cabelleros Hidalgo’s, and only the presence of Toledo’s great banner kept these proud men from running off themselves.
What a disaster! Could things get any worse?
They did, in the very first turn of the combat, the charging Black Guard managed to win the combat by a large margin, killing three of my spearmen for no losses. After such a horrendous start, only their stubborn ability saved them. And now, in the first round of combat, it was gone already. I didn’t even have anyone left who could strike back. (Does that mean I had my first 100% hit to wound ratio of the game? You know, given that I didn’t actually fail any wound rolls?)
The farce on the right continued, with not a single combatant killed, or even wounded, despite the fact I had charged my second archer unit (the one in the ruins) into the fray at the beginning of the turn. Again, it was a drawn combat, with the javelin men and archers chasing each other with daggers through the woods like elves and goblins playing a game of hide and seek.
Only on the left was there eventually some success, as the Cabelleros FINALLY drove of the last of their opponents, catching them just before the edge of the table. The cheering knights suddenly felt the party atmosphere drain away when the leader tapped one of them on the shoulder and pointed at the 22 very nasty looking crossbowmen and archers on hill to their left. All of whom appeared to be leering in their general direction.
And worst of all, the most embaressing incident of all befell poor Eduardo and his knights. Seeing that all was lost and knowing decisive action was needed to save the day, the brave youth led his knights charging across the corner-field towards their treacherous brethren (say, wasn’t that the fellow in front the chap who so kindly donated those extra lances the other night?) only to fall a short by a HUGE distance.
Yeah, like a whole ¼ inch. At this point Eduardo began to realise that this was not going to be his day. However, it was only seven thirty and we had a whole evening to kill so we kept on playing.
TURN 4 and Juliens turn FIVE
On turn four, Julien, not wanting to risk a counter-charge from my knights, marched them back the way they had came and proceeded to pelt the Hidalgos with crossbow bolts (as it happened, it only took the archers to finish off the last three Cabelleros. This they did by charging them. Despite hitting with every single attack and actually wounding twice (Hurrah!) only one archer was killed (the other saved by his light armour). Since one of my own knights perished, this would ordinarily have been a drawn combat. Alas, both units had musicians this time, and the Cabelleros lost the roll. So, in total, a loss of 22 mounted figures (including one character) in return for the loss of just over a dozen skirmishers. Not a bad return on his investment for Julian.
An investment that grew after the crossbowmen slew one of the Hidalgos. "Sod this for a lark" said Eduardo, and the Hidalgos duplicated the manouvre of their Mercenary companions, heading back to their own edge of the field and towards the centre.
Meanwhile, on the far right, the archers finally managed to make their wounds rolls and slew three of the Berber Javelin-men. The remainder broke. Typically, both archer units failed their leadership tests and set off in pursuit. Only five inches though, placing both in a rather useful position to charge the flank of the Black Guards in the next few turns – hopefully breaking them before those mercenary knights arrived!
The fight on the centre was quickly developing into a stalemate. Unable to wound a bloody thing I was at least proving to be successful with my armour saves for a change. Thankfully, I had decided to buy mercenary spearmen who could be equipped with a large shield rather than the Guard Spearmen who had an extra point of BS because without this extra point the whole unit would have broken long before.
However, despite the next 3 rounds of combat (Juliens turn 4 and 5 and my turn 4) being technical draw’s, I had to make break tests each time because of Juliens African Drums.
I lost my round of combat on turn 4 despite the fact I had charged the black guard in the flank with one unit of skirmishers, who actually succeeded in killing more black guard than the spearmen had in the last two turns. Alas, these chaps did NOT pass the break test and ran away.
In the meantime, the crossbows continued to play merry havoc on my Hidalgos, despite a march-move, killing two more.
MY TURN 5
"AT LAST" screamed Eduardo as he led his surviving mounted troops into a charge against the Black Guard. Clearly eager to make up for his previous arrogance, Eduardo fought like the demon he (as a good Christian) certainly was not. All three of his lance attacks hit, all three wounded (needing only twos) and all three actually killed! Hurrah! Eduardo screamed to the heavens as his blood boiled. Victory was not lost! Around him, his knights accounted for two more of the Black Guard and another pair fell beneath the hooves of their horses.
The Mercenaries, cheered by the presence of the man who was paying their pay-checks (and wishing to ensure he lived to deliver their wages) found new life in their exhausted limbs and brought down two more. The slaughter would have been far greater had the second unit of archers been able to partake of it, but their path to the slaughter was blocked by their fleeing comrades, who had suddenly stopped to watch was going on with great interest. (Raising the question: why can’t skirmishers charge through skrimishers? That rule makes no sense).
Only a single Spanish warrior (a spearman) was killed in return. This would truly have been a great victory, but despite the ferocious charge the Black Guard had thus far been victorious and so while they wavered, they stubbornly held their ground.
TURN 6
The last two units of spearmen (who up to know had done nothing except for the archers in their back ranks) moved to take up killing positions running north to south in a line perpendicular to line of the Black Guards anticipated retreat. This line consisted of the remaining archer skirmishers to the north, spearmen led by the general just to the south and the last unit of spearmen practically in the crop field. Meanwhile, the mercenary knights charged the unit of archers which had just rallied and drove them off again .
My luck had truly turned by this point. All the knights managed to do was kill one archer. My own archers managed to kill a knight but as they had a standard and ferocious charge the archers broke regardless of their feat. Alas, the pursuing knights crashed straight into the second Spanish archer unit, who had already watched in terror as their companions and neighbours fell beneath the hooves of these heathens!
With the arrival of the Spanish Knights, the Black Guard were clearly in danger of routing. Miraculously however, they held on for a another round thanks to the presence of their hatred inspiring Imam and the African drums, though by the end of Turn 6 less than a dozen were still in the fight. However, on my turn 6 the Mercenary Knights again won their combat (again, with one casualty on either side – go archers!) and ran the fleeing Spaniards down.
Turn 7
With a mighty shout, Eduardo strikes down the Imam and the remaining Black Guard break into a panic and flee. Despite the bellowing of their Prince and Army Standard Bearer, the 5 Hidalgoes and the remaining Spearmen pursue the four fleeing Berbers into the gauntlet of death and slay them all. Their glory is short lived however, for the Spearmen, charged in the flank, panic with the loss of yet one more comrade and flee despite the fall of a traitor knight to another spearman’s sword. The hero is the first to fall, as his comrades flee around him and the mercenary leader closes in for the kill....
Eduardo and his knights have no time to mourn this latest loss however. In that same instant they are charged by the skirmishing archers, the Berber general and his spearmen. Though no knights fall and a single archer does, with the flank attack bonus, their many ranks and their standard, the Berbers win the combat (one last humiliation for Eduardo). Despite their horses, blown from a long day of charging about the battlefield, the Knights are caught and killed to a man. Eduardo himself is the last to fall, unable to pry himself loose from the stirrup of his panicking horse he is dragged a god twenty feet before coming to rest. The last thing he see’s is the grinning face of El-Julian before an African Spear pierces his broken heart.
Meanwhile, atop a ridge, the last three survivors of Eduardo’s army, three cowardly Villianos, watch their masters death... and remember.
CONCLUSION
What was that saying about eggs and chickens? I really believed I had the game in the bag. What’s more, so did Julien. Who (very gleefully, I might add) assured me more than once that "my dice are killing you." That’s what I get for using my opponents dice. The battle was incredibly bloody. In fact, from my entire army, only three models survived the battle – and that’s only because they ran of the battlefield after the crossbowmen didn’t pursue them in turn X!!!! For all that, Julian lost an Imam, his best spear unit and two units of skirmishers. Not a bad days work for a war-gamer. Certainly a game to remember, filled with moments of gore, bloodshed and riddled with moments of gratuitous laughter (universally at my expense). But how could I have lost?
Well, mostly it was luck. That, and my own supreme arrogance and smugness. I have to learn to keep my plans and my ploys simple. Too complicated just means too much that can go wrong. Secondly I need to stop forming up columns. Sure their good for deception purposes and for screening more valuable troops, but they often just get in the way –even when you have (or especially even when you have) a nifty manouvre planned. Remember Brian, these arn’t trained soldiers your working with, they’re little lead figures with no minds of their own. Oh, and distance, Distance, DISTANCE! When I am ever going to learn to judge distances. Twice I was let down by my ability to estimate an inch at a glance, and it hurt me both times.
Other things to remember:
7 Mounted Skirmishers in a unit is not enough. They reach the automatic break point far too quickly. Ten is better.
I need crossbows. (On order since before Xmas)
Sticking archers into a spear unit works very wel defensively. It will up my rank bonuses while keeping that seven long frontage I like so much for aesthetic reasons (lets you have the leader in the middle and 3 on each side. Five miniatures across just doesn’t look right) and will discourage folk from charging or sending in skirmishers.
REMEMBER the rules! You didn’t spend all those points on throwing spears for nothing.
Buy a Crusader Bishop for next game. Hidalgos rock! Hidalgos with HATRED (and who therefore re-roll failed attacks) are rock harder!
Bring a rulebook next time!
And oh yeah,
DONT USE JULIANS DICE!!!
THIRD TIMES THE CHARM!
Prince Eduardo d’Rolas, Counte de Toledo set his stallion prancing merrily back and forth amidst the rank of his grinning men, knowing that in all the mounted host around them, not one man could be happier than he. He rode at the head of the finest band of mounted warriors his city could produce, Cabbelero Hidalgoes, with their bright lance points and pennants jutting into the breeze, mounted Jinites, farmers too poor for armour but rich enough to own a fine horse waved javelins in the air. Lance armed serjeants, the Cabelleros Villainous, rich merchants son and poorer knights, thumped leather-gloved hands against chests and thrust lances skyward. While more conservative knights, still favouring the hit and run tactics of javelin and throwing spear, clanged the hafts of their weapons against their shields.
Finally, after one bloody defeat and an even bloodier stalemate against the armies of the dreaded Berber El-Julian, Eduardo could taste the victory in the air. He, the young prince, had out-manouvred the wily old general. The African had concentrated his heavy forces of Berber spear-men and mercenary Christian Knights ("Traitors!" spat Eduardo) in the centre, leaving only a thin line of skirmishing archers and cross-bowmen to defend his left. A left against which Eduardo had carefully moved his entire wing of massed cavalry. Soon, his Cabelleros Villainous and Cabelleros would crash through the skirmish line, threaten the enemy rear and eventually join in the slaughter as the shock cavalry charged home.
Victory was inevitable. Only a fool could lose this battle.
*************************************
This was indeed, the third battle between Julians Almohad Army and my own. In the first two, I had used my Norman list. The first battle was a total rout for the Christian forces due to some bad positioning on my part. The second battle was a bloody stalemate (with two equal strength, quality units battling it out on each side at the end of the game) that could have gone either way but in the end tipped in Julians favour. This one would be different. For one thing, I was using an "in-book" army, Spanish Christians, to fight Julians Berbers. For another, I now had a larger selection of troops types. In the first two games, I had been forced to pit the same army I used against Colin’s vikings against an Army crawling with spearmen and archers. That’s right, my army, a third of whose points were tied up in a single shock cavalry unit, with only twelve archers in the whole host, went up against an army which historically tore cavalry based forces apart with missile fire until they had no choice but to charge the spearmen head on and be torn up some more.
* Sigh * I was so hoping he’d be fielding Andalusians.
Now though, I had invested in ten Cabelleros Villainous (handily usable as Serjents in my Norman army), Seven Jinites (also usable as Javilin and Throwing spear armed Serjents) and Seven Cabelleros (Knights on horseback with Javelins and usable as Breton knights in my Norman army). This gave me more options, as well as the ability to draw his spearmen units of out position with my two units of fire and flee skirmishing cavalry. I was much more confident about this battle. And after set-up was over, I knew from a glance I would win. Whats more, from the expression on Julians face when he remembered light cavalry could skirmish through rough terrain, my opponent knew it too. Bwahahahahah! Sweet revenge was to be mine!
Photo’s: Alas, my camera packed in on the way to the club. No big loss really, since most of our stuff was still naked and I wont be able to upload the images anyway on account of my broadband still not having been installed. Next time though, I promise.
Scenery:
From left to right: On my side of the table sat a patch of rocky ground we would treat as rough terrain. Almost directly opposite (but slightly to my right) on Julians side of the board sat a high hill. To the left of this, in the centre of the table, sat a field of standing crops (central to my plan, and placed by me:, something that drew some very curious looks from Julian). Just to the left of this on my side was a small ruin (also placed by me, restricting charge lanes in the centre and confusing Julian even more) and finally, also on my side of the table, a small wood.
Armies & Deployment:
The Christians.
Despite knowing full well that Juliens army would be chock full of spearmen and archers I had deliberately gone for 2000 points dominated by mounted troops, strange as that may seem. The plan was to concentrate these mounted troops on one flank opposite Juliens archers, concentrate against that point of the line and break through, then roll up the sides. Consequently, I deliberately deployed my foot archers (aquelleros) and two units of spearmen towards the centre, drawing in Julians own heavy forces.
My Army (2000pts) (from left to right):
Left Flank
7 Cabelleros (Skirmishing Knights) Light Armour, Shield, Horse, Javelins and Throwing Spears. Leader, SB, Musician
Positioned just behind the rough patch of rocks on my left. Skirmish formation.
7 Jinites (Light Cavalry), Shield, Horse, Javelin, Throwing Spears, Leader. These were positioned just to the right of the Cabelleros and were also in skirmish formation with the crop-field on their right.
10 Cabelleros Villainous (Light Shock Cavalry), Shield,Horse, Lance, Leader, SB and Musician. PLUS the unit was led by a Cantador who came up with nothing on the Song Effects table. These were positioned directly behind the Jinetes.
10 Cabelleros Hidalgos (Heavy Shock Cavalry) Shield, Warhorse, Lance, Heavy Armour, Leader etc plus two characters: Unit Commander Prince Eduardo (actually using the Rey statline) and the Army Standard Bearer.
These were positioned just to the right of the Villainos. Yes, that’s right, directly behind the crop-field. Strange eh?
Centre:
21 Peones (Light Spearmen) Shield, Spear, Javelins. Leader etc. These were positioned into the narrow gap between the crop-field on their left and the ruins on their right.
21 Mercenary Spearmen (heavy Spearmen). Large Shield, Spear, Javelins, Leader etc. These troops were stubborn and deployed directly behind the Peones.
Centre-Right:
The ruins were held by 11 Skirmishing Artelleros, or archers, armed with bows.
Right:
10 Skirmishing Artelleros, armed with bows, positioned in the woods.
ENEMY DEPLOYMENT
This isn’t very exact in terms of troop numbers and equipment as I’m operating from memory once again. Check the comments at the bottom of the post. Maybe Julian will give a fuller breakdown later. Julian really played into my hands with his deployment, something he realised himself very early on the game.
From my Left to my Right:
12 Skirmishing Archers: Positioned directly opposite the rough ground and to the left of Juliens hill. Facing my Cabelleros.
12 Skirmishing Archers: Placed directly in front of the hill, facing my Jinites.
12 Skirmishing Crossbowmen: Directly behind the Archers and on the crest of the hill.
Centre:
20 Berber Spearmen and five archers led by Army General and Standard Bearer. Just to the right of the hill.
20 Berber Spearmen and five archers. To the right of the previous unit.
24 Black Guard Spearmen with large shields, light armour and javelins (NOT, as I incorrectly assumed, armed with spears- I would suffer for this assumption later).
All three o the units stood opposite the crop field, though the Black Guard stood opposite my Spear units.
12 Christian Knights. Traitors (Yahboo!) Complete with lances and ferocious Charge. Exactly to the right of the Black Guard.
Right:
12 Javelin and Shield armed skirmishers.
THE PLAN:
Julian had played right into my hands. Broadly, I had deliberately denied my right (as had Julian) and lured Julien into my lightly held centre by offering a nice juicy target. I must admit to being surprised that he stood by and watched as I placed as those Horsemen on my left, but by then he couldn’t place his Spearmen on the left even if he wanted to, as that flank was already pretty much crawling with skirmishers by this point. The plan was to hold the right flank with my archers and to cautiously move my spears alongside the crop-field. I was hoping Julien would forget in the heat of the moment that the leading Peones were light infantry. This would enable me to spring a nasty surprise on him if it worked.
Meanwhile, on the left, the Jinites would make towards the Archers at the base of the hill as if to charge them, only to veer off suddenly and distract the spearmen to the right of the hill with javelins fire. I must admit that I was a bit worried about this tactic when I saw all those archers at the back of those units, but as I was willing to write of my Jinetes as an expendable unit anyway this was no great concern. Meanwhile, the Villainos, having sneaked into charge range of the corssbowmen BEHIND the archers, would charge. If I was lucky, they would hit the crossbowmen after wiping out the archers and if the archers fell back voluntarily, I’d have the crossbowman as a starter.
The Cabelleros meanwhile, were to destroy the archer unit operating before them. With the left flank gone, I would then have skirmishing cavalry behind Juliens spearmen, Shock Cavalry in front, and Spearmen threatening his centre.
It all seemed so nice and simple, I could practically see it as if it had already happened.
TURN 1
The game opened with the traditional missile barrage after all the skirmishers on my side of the table (save those in the ruins) took their free skirmish move. I lost a pair of Jinites to this fire, but the more heavily armed Cabelleros were able to shrug off the few arrows that hit. Julien made a mistake here (in my opinion) by firing his crossbows as the Jinites instead of the Cabelleros. After all, he already had a good chance of killing the Jinites with the bows but the crossbows would have reduced the Cabelleros saving throws by from 4 to 5. And as the Cabelleros posed the greater threat I would have gone for them. Still, Julien WAS trying to break those Jinites in the first turn (he knew fine well what my plan was) and in the end it may well have paid off.
The only other movement was from the right, where the javelin men ran towards my archers in the woods. Meanwhile, the mercenary knights began a long wheel that would take them across the front of the spear unit and towards my left flank. The Black Guard marched forward towards my Peones.
On my side, my Left Flank thundered forward, the Jinites and Cabelleros moving into Javelin range with the Villains behind them. Meanwhile, the Hidalgo’s executed a lovely little manouvre that slotted them in directly behind the Villanos. My javelin throwing was pretty poor, killing only a single archer despite a total of nine hit’s. My Peones also managed a particularly fine set of throws against the Mercenary knights now riding parrallel to the crop field towards the left of the battlefield. The knights were hit in the back by 6 of the seven missiles but only two managed to wound the heavily armoured warriors . Both these tough knights shrugged their injuries off.
TURN 2:
Julians forces opened fire again. The combined fire of 21 archers proved too much for the Jinites. Reduced to just two warriors, they turned tail and fled. Earlier than I had hoped true, but this was a minor setback which did not alter my plans at all.
The crossbowmen had an unusually lucky day, bringing down FOUR of the dangerous Cabelleros Villanous. The two units of Berber spearmen rotated to face my left at an oblique angle while the Black Guard guard continued to advance. The mercenary knights positioned themselves so they would be able to charge my own knights in the flank if they advanced any further, this took some manouvreing to set up the correct angle and in the end they did not travel a great distance.
Meanwhile, the javelin men closed to missile range but failed to injure any of the skirmishers in the woods.
With a great and rousing yell, the cavalry charge on the left began. The left most unit of Berber Archers unwisely chose to stand and shoot (not that they had anywhere to run too) and faced the terrifying sighte of 5 of Toledoo’s finest knights thundering towards them. However, despite scoring several hits, only one of the knights wounded their opponent and the stubborn archers refused to run before the bewildered mounted warriors.
On the right, the Villainos and their musical leader were equally bewildered. The archers had broken and run before them as expected, but the thunderous charge of the six remaining lance armed Villanous into the scattered ranks of Crossbows had an extremely un-nerving effect – on the Villainos. Despite hitting four of the crossbowmen with their lances, no less than three of them had the affront to pick themselves up and carry on! What was going on, were their weapons made of wood (well, yes, the lance shafts were but...). Had some villain replaced their steel points with candlewax fakes? Whats more, the seemingly immortal crossbowmen managed to slay yet another of the mounted Spaniards as he stared in tearful bewilderment at the shaft of his ineffective lance. The combat was a draw!!!
Not only that, the crossbowmen also had a musician, forcing a roll off and ensuring that it was the ViILLAINOS who lost the combat!!!!! What on earth was going on? Luckily, the Cantador managed to steady the nerves of his men with a rousing song and the remaining five warriors fought on.
(Yup, I failed to wound a str 3, nearly armorless target three times with a STR 5 attack!!!! Needing just threes to wound!)
Meanwhile, as every other Christian unit on the battlefield looked on with feelings ranging from confusion (for the Spaniards) to amused laughter (from the Christian mercenaries who’d swapped out the Spanish war-lances for tourney lances the knight before), the Peones crept steadily through the crops to creep within charge range of the Mercenary rear. Grinning at the thought of again loosening their missiles upon the traitors, they became confused in the mire and could not quite reach as close as they had hoped.
(I gleefully spotted an opportunity to take advantage of my light infantry. Julian had moved the Mercenary knights seemingly out of javelin range leaving their backs exposed to the Peoni. I tried to march move my javelins within eight inches of them, preventing the knights from marching away or charging (or counter-charging for that matter!). This would leave own knights (the Hidalgos) in a perfect position to charge the Mercenaries across the corner of the field the next turn without having to worry about a counter-charge from their opposite numbers on the Berber side of the battlefield. BWAHAHAHAHAHAHAHAH! I laughed the most bestest, most maniacal "I`m an evil genius and your screwed" laugh I ever laughed only to choke on it when Julien pointed out that my peoni were only 7 and ¾ inches away from his knights to begin with. Meaning that I couldn’t march my Peoni up to Juliens rear because Juliens knights were a formed unit within 8" of ME!!!!! GAAAAAAAHHHHHHHHH!
And what was worse, with my failure to march, my poor old Peoni were now right slap bang in the charge range of Julians elite Black Guard infantry. DOUBLE GAAAAHHHHHH! I mean, what’s an evil genius to do? I’d ended up trapping myself! The Peoni manouvre was supposed to clear the way for my own elite mercenary spearmen to move forward and engage the enemy elite. Now all they could do was shuggle off slightly to one side and watch the impending slaughter.
Thats what I get for forgetting the first rule of warfare (real and tabletop) KEEP IT SIMPLE STUPID!!!
TURN 3
As might be expected, the Black Guard charge hit home. Half-in-the-field, half-out, most of the troops barely able to see the enemy through the crops or even catch a glimpse of their own banner, a full third went of the unit went down to Black Guard (led by their hate inspiring Imam) before the remainder turned and ran. They had put up a brave struggle, with three of the black guard being struck by spears or javelins which failed to wound (again!). But, alas, Julian was not sharing my dice troubles this day. Soon not only had the remainder of the unit been chased down, but they ran smack into my merc infantry as well before they could even fire off a single javelin. Ah well. Ah hell!
Just as obviously, the skirmishers on my right charged the archers in the wood. A hilarious combat ensued, in which not one of my archers was even hit. On the other hand not one of the four African hit by arrows suffered a wound although THANKFULLY one at least succumbed to an archers dagger across the throat. If anything, this wretched incident probably increased my woeful "wounds to hit" average for the night. Even Julien couldn’t believe it.
He could believe it even less when not one of my Cabelleros failed to hit a Berber archer and yet I still only managed to kill one of the little buggers! Then the cheeky little bowmen turned round and killed two of my knights!!! I couldn’t believe it. What was going wrong? The plan, the plan.
Eduardo’s bowels turned to jelly. How could those measly little archers have held out against those knights for so long, with their swords, javelins and throwing spears.
"Hold on", thought Eduardo. "Throwing Spears"? The young prince slapped his hand against his face and shouted across the battlefield at his cavalry caommanders. "You idiots, you forgot to launch your throwing spears when you charged!". Across the battlefield (and across the table) El-Julian (and his real-life counterpart) began giggling girlishly.
As if that were not bad enough, the Villainos again failed to wound a single crossbow-man. To add misery to the situation, the crossbow-men hit back, dropping all but the standard bearer, the musician and the warrior-minstrel, the Cantador. These three worthies all promptly turned their "tales" (pun intended, sorry) and fled (as was the Python reference), right past the general and army banner bearer. Indeed, Eduardos cries were not enough to steel the blood of his finest warriors, the Cabelleros Hidalgo’s, and only the presence of Toledo’s great banner kept these proud men from running off themselves.
What a disaster! Could things get any worse?
They did, in the very first turn of the combat, the charging Black Guard managed to win the combat by a large margin, killing three of my spearmen for no losses. After such a horrendous start, only their stubborn ability saved them. And now, in the first round of combat, it was gone already. I didn’t even have anyone left who could strike back. (Does that mean I had my first 100% hit to wound ratio of the game? You know, given that I didn’t actually fail any wound rolls?)
The farce on the right continued, with not a single combatant killed, or even wounded, despite the fact I had charged my second archer unit (the one in the ruins) into the fray at the beginning of the turn. Again, it was a drawn combat, with the javelin men and archers chasing each other with daggers through the woods like elves and goblins playing a game of hide and seek.
Only on the left was there eventually some success, as the Cabelleros FINALLY drove of the last of their opponents, catching them just before the edge of the table. The cheering knights suddenly felt the party atmosphere drain away when the leader tapped one of them on the shoulder and pointed at the 22 very nasty looking crossbowmen and archers on hill to their left. All of whom appeared to be leering in their general direction.
And worst of all, the most embaressing incident of all befell poor Eduardo and his knights. Seeing that all was lost and knowing decisive action was needed to save the day, the brave youth led his knights charging across the corner-field towards their treacherous brethren (say, wasn’t that the fellow in front the chap who so kindly donated those extra lances the other night?) only to fall a short by a HUGE distance.
Yeah, like a whole ¼ inch. At this point Eduardo began to realise that this was not going to be his day. However, it was only seven thirty and we had a whole evening to kill so we kept on playing.
TURN 4 and Juliens turn FIVE
On turn four, Julien, not wanting to risk a counter-charge from my knights, marched them back the way they had came and proceeded to pelt the Hidalgos with crossbow bolts (as it happened, it only took the archers to finish off the last three Cabelleros. This they did by charging them. Despite hitting with every single attack and actually wounding twice (Hurrah!) only one archer was killed (the other saved by his light armour). Since one of my own knights perished, this would ordinarily have been a drawn combat. Alas, both units had musicians this time, and the Cabelleros lost the roll. So, in total, a loss of 22 mounted figures (including one character) in return for the loss of just over a dozen skirmishers. Not a bad return on his investment for Julian.
An investment that grew after the crossbowmen slew one of the Hidalgos. "Sod this for a lark" said Eduardo, and the Hidalgos duplicated the manouvre of their Mercenary companions, heading back to their own edge of the field and towards the centre.
Meanwhile, on the far right, the archers finally managed to make their wounds rolls and slew three of the Berber Javelin-men. The remainder broke. Typically, both archer units failed their leadership tests and set off in pursuit. Only five inches though, placing both in a rather useful position to charge the flank of the Black Guards in the next few turns – hopefully breaking them before those mercenary knights arrived!
The fight on the centre was quickly developing into a stalemate. Unable to wound a bloody thing I was at least proving to be successful with my armour saves for a change. Thankfully, I had decided to buy mercenary spearmen who could be equipped with a large shield rather than the Guard Spearmen who had an extra point of BS because without this extra point the whole unit would have broken long before.
However, despite the next 3 rounds of combat (Juliens turn 4 and 5 and my turn 4) being technical draw’s, I had to make break tests each time because of Juliens African Drums.
I lost my round of combat on turn 4 despite the fact I had charged the black guard in the flank with one unit of skirmishers, who actually succeeded in killing more black guard than the spearmen had in the last two turns. Alas, these chaps did NOT pass the break test and ran away.
In the meantime, the crossbows continued to play merry havoc on my Hidalgos, despite a march-move, killing two more.
MY TURN 5
"AT LAST" screamed Eduardo as he led his surviving mounted troops into a charge against the Black Guard. Clearly eager to make up for his previous arrogance, Eduardo fought like the demon he (as a good Christian) certainly was not. All three of his lance attacks hit, all three wounded (needing only twos) and all three actually killed! Hurrah! Eduardo screamed to the heavens as his blood boiled. Victory was not lost! Around him, his knights accounted for two more of the Black Guard and another pair fell beneath the hooves of their horses.
The Mercenaries, cheered by the presence of the man who was paying their pay-checks (and wishing to ensure he lived to deliver their wages) found new life in their exhausted limbs and brought down two more. The slaughter would have been far greater had the second unit of archers been able to partake of it, but their path to the slaughter was blocked by their fleeing comrades, who had suddenly stopped to watch was going on with great interest. (Raising the question: why can’t skirmishers charge through skrimishers? That rule makes no sense).
Only a single Spanish warrior (a spearman) was killed in return. This would truly have been a great victory, but despite the ferocious charge the Black Guard had thus far been victorious and so while they wavered, they stubbornly held their ground.
TURN 6
The last two units of spearmen (who up to know had done nothing except for the archers in their back ranks) moved to take up killing positions running north to south in a line perpendicular to line of the Black Guards anticipated retreat. This line consisted of the remaining archer skirmishers to the north, spearmen led by the general just to the south and the last unit of spearmen practically in the crop field. Meanwhile, the mercenary knights charged the unit of archers which had just rallied and drove them off again .
My luck had truly turned by this point. All the knights managed to do was kill one archer. My own archers managed to kill a knight but as they had a standard and ferocious charge the archers broke regardless of their feat. Alas, the pursuing knights crashed straight into the second Spanish archer unit, who had already watched in terror as their companions and neighbours fell beneath the hooves of these heathens!
With the arrival of the Spanish Knights, the Black Guard were clearly in danger of routing. Miraculously however, they held on for a another round thanks to the presence of their hatred inspiring Imam and the African drums, though by the end of Turn 6 less than a dozen were still in the fight. However, on my turn 6 the Mercenary Knights again won their combat (again, with one casualty on either side – go archers!) and ran the fleeing Spaniards down.
Turn 7
With a mighty shout, Eduardo strikes down the Imam and the remaining Black Guard break into a panic and flee. Despite the bellowing of their Prince and Army Standard Bearer, the 5 Hidalgoes and the remaining Spearmen pursue the four fleeing Berbers into the gauntlet of death and slay them all. Their glory is short lived however, for the Spearmen, charged in the flank, panic with the loss of yet one more comrade and flee despite the fall of a traitor knight to another spearman’s sword. The hero is the first to fall, as his comrades flee around him and the mercenary leader closes in for the kill....
Eduardo and his knights have no time to mourn this latest loss however. In that same instant they are charged by the skirmishing archers, the Berber general and his spearmen. Though no knights fall and a single archer does, with the flank attack bonus, their many ranks and their standard, the Berbers win the combat (one last humiliation for Eduardo). Despite their horses, blown from a long day of charging about the battlefield, the Knights are caught and killed to a man. Eduardo himself is the last to fall, unable to pry himself loose from the stirrup of his panicking horse he is dragged a god twenty feet before coming to rest. The last thing he see’s is the grinning face of El-Julian before an African Spear pierces his broken heart.
Meanwhile, atop a ridge, the last three survivors of Eduardo’s army, three cowardly Villianos, watch their masters death... and remember.
CONCLUSION
What was that saying about eggs and chickens? I really believed I had the game in the bag. What’s more, so did Julien. Who (very gleefully, I might add) assured me more than once that "my dice are killing you." That’s what I get for using my opponents dice. The battle was incredibly bloody. In fact, from my entire army, only three models survived the battle – and that’s only because they ran of the battlefield after the crossbowmen didn’t pursue them in turn X!!!! For all that, Julian lost an Imam, his best spear unit and two units of skirmishers. Not a bad days work for a war-gamer. Certainly a game to remember, filled with moments of gore, bloodshed and riddled with moments of gratuitous laughter (universally at my expense). But how could I have lost?
Well, mostly it was luck. That, and my own supreme arrogance and smugness. I have to learn to keep my plans and my ploys simple. Too complicated just means too much that can go wrong. Secondly I need to stop forming up columns. Sure their good for deception purposes and for screening more valuable troops, but they often just get in the way –even when you have (or especially even when you have) a nifty manouvre planned. Remember Brian, these arn’t trained soldiers your working with, they’re little lead figures with no minds of their own. Oh, and distance, Distance, DISTANCE! When I am ever going to learn to judge distances. Twice I was let down by my ability to estimate an inch at a glance, and it hurt me both times.
Other things to remember:
7 Mounted Skirmishers in a unit is not enough. They reach the automatic break point far too quickly. Ten is better.
I need crossbows. (On order since before Xmas)
Sticking archers into a spear unit works very wel defensively. It will up my rank bonuses while keeping that seven long frontage I like so much for aesthetic reasons (lets you have the leader in the middle and 3 on each side. Five miniatures across just doesn’t look right) and will discourage folk from charging or sending in skirmishers.
REMEMBER the rules! You didn’t spend all those points on throwing spears for nothing.
Buy a Crusader Bishop for next game. Hidalgos rock! Hidalgos with HATRED (and who therefore re-roll failed attacks) are rock harder!
Bring a rulebook next time!
And oh yeah,
DONT USE JULIANS DICE!!!
Saturday, 3 February 2007
Retribution
After a quick trip to town, the party return to the mines (Otter still hasn't seen fit to share his name with the rest of the party and so will forever after be known as "that elf!"). This time, the party manages to get the drop on the inevitable sentries/scouts and a brief slaughter ensues.
As a result, when the party enters the secret complex just off the mining tunnel, there is no twenty strong party of Goblin Legionaries. "Thank the Light for that", mutters Edgar before setting about the four unfortunates in the guard room. These four dead goblins are quickly joined by another four in the dormitory. With this, the party sneaks further into the complex, retracing the route taken on their earlier expedition, but avoid the dark room full of dire rats. The party quickly find the loot room, wherein the stolen silver shipment can be found (In four crates which have been nailed shut). We try to open them only to have Bill gleefully announce theirs no way we can take the lid off with bare hands. To which I crowingly holdup my character sheet with "crowbar" underlined several times. Bill acknowledges that even we five incompetents should be able to open a locked crate with a crowbar and lets us get on with it.
"We're rich!" Announce the others, "We're giving it back!" announces Edgar. "Can we at least claim a finders fee?" asks an exasperated (and disappointed) Worrick. Edgar thinks for a moment and concedes, "Sure, that sounds legal", but in any case it quickly proves to be a moot point as Bill explains that as a job lot the haul weighs about 15,000 lbs. Well, we HAD been thinking of coming back with a wagon or too, so that revelation was not exactly disappointing.
(15,000lbs worth of silver!!!!! Now that's what I call a finders fee!")
Alas, the noise of the lid being hammered shut (remember that hammer I bought huh?) brought unwanted attention in the form of two dire rats. We all suddenly realise just how much harder we are now we've reached second level when both expire without so much as scratching our armour.
We progress to the next room, which turns out to be a kitchen. With moving bags of flour. Oh okay. Hold on, what did Bill just say? Two seconds later, a particularly ratty squeak sounds out as Edgar shoots a flour bag with his newly acquired crossbow (traded in for the longbow when he became a cleric). A second dire rat shoots out of a second bag only to fall to an expert shot courtesy of good old Otter.
Huzzah!
Not long after, the party finds a secret room, its door protected by a poison needle trap. Worrick makes short work of the trap and soon the party enters a long thin room with a chest at the far end. Worrick carefully seeks out any traps. There are none, immediately making the party suspicious. Their suspicions only grow when the chest is opened to reveal: absolutely nothing.
Not having any of this, Edgar suggests there must be a false bottom. He's not TOO far wrong when Worrick announces he's found a secret button. When pressed, the chest recedes into a small alcove revealing a shining silvery bladed sword in a small niche beneath the chest.
Edgar is extremely chuffed and, as the parties second best melee type and the only one who uses a sword with any frequency, is immediately chuffed when the rest of the party allow him to claim the blade for himself. He is less chuffed, when he notes the blood-scribbled note attached to the blade. Especially when he realises it was left by a dying warrior who fell at the hands of the foul "demoness" who rules the mine!!!
At last, Edgar thinks, a challenge worthy of a knightly member of his Order. There could be some glory to be had from this foul little escapade after all! The remaining party members are not so optimistic. Sealing the secret door behind them, they mull over this new revelation as they rest.
As a result, when the party enters the secret complex just off the mining tunnel, there is no twenty strong party of Goblin Legionaries. "Thank the Light for that", mutters Edgar before setting about the four unfortunates in the guard room. These four dead goblins are quickly joined by another four in the dormitory. With this, the party sneaks further into the complex, retracing the route taken on their earlier expedition, but avoid the dark room full of dire rats. The party quickly find the loot room, wherein the stolen silver shipment can be found (In four crates which have been nailed shut). We try to open them only to have Bill gleefully announce theirs no way we can take the lid off with bare hands. To which I crowingly holdup my character sheet with "crowbar" underlined several times. Bill acknowledges that even we five incompetents should be able to open a locked crate with a crowbar and lets us get on with it.
"We're rich!" Announce the others, "We're giving it back!" announces Edgar. "Can we at least claim a finders fee?" asks an exasperated (and disappointed) Worrick. Edgar thinks for a moment and concedes, "Sure, that sounds legal", but in any case it quickly proves to be a moot point as Bill explains that as a job lot the haul weighs about 15,000 lbs. Well, we HAD been thinking of coming back with a wagon or too, so that revelation was not exactly disappointing.
(15,000lbs worth of silver!!!!! Now that's what I call a finders fee!")
Alas, the noise of the lid being hammered shut (remember that hammer I bought huh?) brought unwanted attention in the form of two dire rats. We all suddenly realise just how much harder we are now we've reached second level when both expire without so much as scratching our armour.
We progress to the next room, which turns out to be a kitchen. With moving bags of flour. Oh okay. Hold on, what did Bill just say? Two seconds later, a particularly ratty squeak sounds out as Edgar shoots a flour bag with his newly acquired crossbow (traded in for the longbow when he became a cleric). A second dire rat shoots out of a second bag only to fall to an expert shot courtesy of good old Otter.
Huzzah!
Not long after, the party finds a secret room, its door protected by a poison needle trap. Worrick makes short work of the trap and soon the party enters a long thin room with a chest at the far end. Worrick carefully seeks out any traps. There are none, immediately making the party suspicious. Their suspicions only grow when the chest is opened to reveal: absolutely nothing.
Not having any of this, Edgar suggests there must be a false bottom. He's not TOO far wrong when Worrick announces he's found a secret button. When pressed, the chest recedes into a small alcove revealing a shining silvery bladed sword in a small niche beneath the chest.
Edgar is extremely chuffed and, as the parties second best melee type and the only one who uses a sword with any frequency, is immediately chuffed when the rest of the party allow him to claim the blade for himself. He is less chuffed, when he notes the blood-scribbled note attached to the blade. Especially when he realises it was left by a dying warrior who fell at the hands of the foul "demoness" who rules the mine!!!
At last, Edgar thinks, a challenge worthy of a knightly member of his Order. There could be some glory to be had from this foul little escapade after all! The remaining party members are not so optimistic. Sealing the secret door behind them, they mull over this new revelation as they rest.
Thursday, 25 January 2007
Return to Goblin Mine
Report from last nights game of D&D:
The battered party made its way swiftly back to town, pausing only briefly along the way so that Edgar could tend to Servila's wounds. He also spent some time cleaning his own injuries, but evidently did not do so well a job.
Reaching the town in the early evening, the four survivors were already planning their next expedition to the mines and lamenting their own lack of preparation. Edgar in particular, as the most responsible member of the party, was particularly harsh on himself and soon had a well planned shopping list with which to enter the fray.
However, not long after entering the inn, Edgar felt himself in need of a sudden yet extended trip to the privy. This was no doubt excellent timing, as Jaguar Paws ugly cousin choose this moment to approach the company regarding the fate of his cousin. He had arrived in town earlier that day, expecting to meet his kinsman in town and escort the party further into the wilderness only to learn that he had gone off goblin-hunting with two humans and a half-orc. Needless to say he was understandably suspicious to see three battered individuals matching their description with no . Jaguar Paw in sight, but the party successfully turned the elf warriors thoughts towards vengeance and the reclamation of his kinsman's body. ("Not that there'll be much left" Karl the idiot offered cheerfully).
The still somewhat suspicious elf refused to offer his name (in true 1970's D&D fashion, Andy hadn't figured out a name yet) and a weary Edgar retired from the table early, complaining of a headache.
The next morning the Paladin looked awful, but braved the dangers of a shopping expedition to purchase a crowbar, a small hammer, some nails (pitons actually, but they'll do the trick) rope, a lantern and some oil. He was heartily disappointed to find no evidence of a collapsible 10 ft pole salesman in town. Severa got to carry the rope and Karl elected to carry the lantern, the wizard helpfully offering to buy additional oil himself. By the time Edgar had purchased some travel rations (the others swiftly followed his example, although it was the elf's suggestion) the young warrior was now profoundly skint.
This was not, therefore, the best of all possible times to come down with an attack of Swamp Fever. Shaking and wracked with pains, Edgar sweated out the illness for three days. During this period, the young warrior;s favoured ravings unlocked some hidden potential and understanding of white magic, and he suddenly became a cleric.
{{{{{ Actually, about half way through the session, the three "elder" characters levelled up. By this point it was obvious we needed a cleric. John had bravely volunteered to take on the role of "White Wizard" and I even more bravely managed to avoid pissing myself at the hilarious thought of a wisdom 4 "white wizard" who couldn't even cast o lvl spells! Bless em.
Anyway, Bill quite rightly wondered where the character had had time to learn this stuff (I half-heartedly suggested he had learned the basics during his training as a Paladin) but offered to let us revise things so that Edgar was a cleric rather than a Paladin. After all, I hadn't even used any Paladin abilities and if I took the War domain, by base attack bonus with the sword (Edgar's main weapon) would not change due to the Weapon Focus feat that comes with the Domain. I happily agreed, briefly redesigned the character to take into account what skills he had used and which could be replaced and viola, a traumatic illness unlocks the hidden mastery of white magic within our earnest young adventurer. }}}}}
On the fourth day, the party set out for the Mines and adventure. The elf spots a goblin scouting party which is quickly taken down by a volley of sleep spells and some mad axe-swinging by Severa (what is that orcs name!). However, one escapes. Edgar, knowing that surprise has been lost, decides to interrogate the survivors in Goblin. He at first does not believe the goblins when they say they number in the hundreds but is somewhat relieved to discover the absence of any "females and cubs". He can now comfortably hack away secure in the knowledge that he is killing bandits and not depriving some young goblin family somewhere of their breadwinner. He is even more relieved by the thought that he will not be faced with the moral quandary of what to do with a horde of female and young goblin prisoners.
He earnestly suggests taking them back to town as a good public trial and hanging will help the locals to develop trust in authority. The others can't be bothered arguing with their young companion ("that illness has addled his head," "goblin-lover" etc) and simply set about slitting some throats.
Edgar is not chuffed at this cavalier treatment of the rules of war, but as there is not much he can do about it he carries on towards what will no doubt be an unpleasant welcome.
At the secret entrance to the hidden complex within the mine, the part stop and formulate a plan. Woreck will open the door and dive to the ground, Karl will sleep the no doubt ready occupants, Severa and Edgar will step inside and flank the open doorway which the Elf will then be able to shoot through.
Alas, it does not go to plan as the goblins win initiative. As the door swings open, Woreck dives to the ground as nearly a dozen thrown daggers whiz over his head towards Karl, whose mage-armour spell luckily gives him protection. The party are faced by no less than twenty goblins, arrayed in perfect, ordered ranks. The front rank kneels with their weapons held in preparation to receive a charge. The rear rank has just fired.
Severa and Edgar bound in to their planned positions, hoping that what they expect to be coming next does not happen. Karl casts his sleep spell, snoozing a small swathe through the goblin lines and the Elf lets fly with an arrow.
Then, the rear goblins rank advances to take up defensive positions in front of what was the front rank, and the front rank goblins now throw THEIR daggers from the rear. Most of these are targeted at the obviously dangerous-looking Severa and Edgar. Edgar is protected by his shield but Severa is not so lucky.
Angry and not fancying another volley, Severa charges the right most flank of the goblin lines, swiftly followed by Edgar. While Severa hacks her way through the massing goblins, Edgar works to protect her flanks. Meanwhile, the Elf shoots down any goblins who get too close or who try to flank the two warriors while Karl sets about sleeping the goblin left under the protection of Woreck. Although the fight is by no means easy, it soon becomes clear that the badly bleeding Severa and the barely scratched Edgar have the upper hand as they (mostly Severa actually) cleave down goblin after goblin. The last unengaged goblins try a desperate dash towards Karl, but not before he sleeps them all, and, as the battle on the right flank gradually winds down, the Elf, Karl and Woreck gradually set about slitting sleeping throats. As the last goblin jugular parts from the surrounding membrane, the last fighting goblin finally drops.
Karl is near-exhaustion from the strain of wielding so many spells so quickly. Edgar is only mildly wounded but Severa has taken many minor wounds which, though not dangerous alone, have together left her very weakened and sick. Edgar proposes barricading the secret door and leaving the door into the long corridor open, leaving someone to stand guard while the others rest. He is loathe to give up this ground they have sweated and bled for twice. The others talk him down however, despite his protests that they may very well have to go through this very same battle tomorrow. In the end, he assents and the party leave.
They run into another goblin party on the way. These six goblins fall even more easily and the return to the town is otherwise uneventful. It is at this point that the Bill announces that the party, having just taken down an Challenge rating 5 encounter (considered an average encounter for four 5th level characters) with surprising ease given their fate at the hands of mere dire rats, are deserving of a level increase. Or at least, everyone but the Elf (whose name, btw, is Otter Hunts Alone, although he has yet to introduce himself to the others characters).
It is at this point that a little revisionist history (story-editing, we calls it!) takes place and it is decided that Edgar shall become a second level "White Wizard" (Cleric). Severa toys with the idea of taking a barbarian level (but just the one though) but settles for a second level of fighter and a new feat while Karl advances as a wizard and learns some cool new spells.
Next: Part II of last nights session: Retribution (and that doesn't mean what you might think).
The Party (currently):
Edgar: Human male Lawful Good Cleric level 2. War and Strength Domains.
Karl: Human male WIzard 2 of undisclosed alignment.
Otter-Hunts-Alone: Elf male Ranger 2 of undisclosed alignment. (By the way, Andy did change the stats round slightly. Otter is even uglier than his cousin was.)
Severa: Half-Orc female Fighter 2 of undisclosed alignment.
Woreck (NPC): Human Rogue of undisclosed level and undisclosed alignment.
The battered party made its way swiftly back to town, pausing only briefly along the way so that Edgar could tend to Servila's wounds. He also spent some time cleaning his own injuries, but evidently did not do so well a job.
Reaching the town in the early evening, the four survivors were already planning their next expedition to the mines and lamenting their own lack of preparation. Edgar in particular, as the most responsible member of the party, was particularly harsh on himself and soon had a well planned shopping list with which to enter the fray.
However, not long after entering the inn, Edgar felt himself in need of a sudden yet extended trip to the privy. This was no doubt excellent timing, as Jaguar Paws ugly cousin choose this moment to approach the company regarding the fate of his cousin. He had arrived in town earlier that day, expecting to meet his kinsman in town and escort the party further into the wilderness only to learn that he had gone off goblin-hunting with two humans and a half-orc. Needless to say he was understandably suspicious to see three battered individuals matching their description with no . Jaguar Paw in sight, but the party successfully turned the elf warriors thoughts towards vengeance and the reclamation of his kinsman's body. ("Not that there'll be much left" Karl the idiot offered cheerfully).
The still somewhat suspicious elf refused to offer his name (in true 1970's D&D fashion, Andy hadn't figured out a name yet) and a weary Edgar retired from the table early, complaining of a headache.
The next morning the Paladin looked awful, but braved the dangers of a shopping expedition to purchase a crowbar, a small hammer, some nails (pitons actually, but they'll do the trick) rope, a lantern and some oil. He was heartily disappointed to find no evidence of a collapsible 10 ft pole salesman in town. Severa got to carry the rope and Karl elected to carry the lantern, the wizard helpfully offering to buy additional oil himself. By the time Edgar had purchased some travel rations (the others swiftly followed his example, although it was the elf's suggestion) the young warrior was now profoundly skint.
This was not, therefore, the best of all possible times to come down with an attack of Swamp Fever. Shaking and wracked with pains, Edgar sweated out the illness for three days. During this period, the young warrior;s favoured ravings unlocked some hidden potential and understanding of white magic, and he suddenly became a cleric.
{{{{{ Actually, about half way through the session, the three "elder" characters levelled up. By this point it was obvious we needed a cleric. John had bravely volunteered to take on the role of "White Wizard" and I even more bravely managed to avoid pissing myself at the hilarious thought of a wisdom 4 "white wizard" who couldn't even cast o lvl spells! Bless em.
Anyway, Bill quite rightly wondered where the character had had time to learn this stuff (I half-heartedly suggested he had learned the basics during his training as a Paladin) but offered to let us revise things so that Edgar was a cleric rather than a Paladin. After all, I hadn't even used any Paladin abilities and if I took the War domain, by base attack bonus with the sword (Edgar's main weapon) would not change due to the Weapon Focus feat that comes with the Domain. I happily agreed, briefly redesigned the character to take into account what skills he had used and which could be replaced and viola, a traumatic illness unlocks the hidden mastery of white magic within our earnest young adventurer. }}}}}
On the fourth day, the party set out for the Mines and adventure. The elf spots a goblin scouting party which is quickly taken down by a volley of sleep spells and some mad axe-swinging by Severa (what is that orcs name!). However, one escapes. Edgar, knowing that surprise has been lost, decides to interrogate the survivors in Goblin. He at first does not believe the goblins when they say they number in the hundreds but is somewhat relieved to discover the absence of any "females and cubs". He can now comfortably hack away secure in the knowledge that he is killing bandits and not depriving some young goblin family somewhere of their breadwinner. He is even more relieved by the thought that he will not be faced with the moral quandary of what to do with a horde of female and young goblin prisoners.
He earnestly suggests taking them back to town as a good public trial and hanging will help the locals to develop trust in authority. The others can't be bothered arguing with their young companion ("that illness has addled his head," "goblin-lover" etc) and simply set about slitting some throats.
Edgar is not chuffed at this cavalier treatment of the rules of war, but as there is not much he can do about it he carries on towards what will no doubt be an unpleasant welcome.
At the secret entrance to the hidden complex within the mine, the part stop and formulate a plan. Woreck will open the door and dive to the ground, Karl will sleep the no doubt ready occupants, Severa and Edgar will step inside and flank the open doorway which the Elf will then be able to shoot through.
Alas, it does not go to plan as the goblins win initiative. As the door swings open, Woreck dives to the ground as nearly a dozen thrown daggers whiz over his head towards Karl, whose mage-armour spell luckily gives him protection. The party are faced by no less than twenty goblins, arrayed in perfect, ordered ranks. The front rank kneels with their weapons held in preparation to receive a charge. The rear rank has just fired.
Severa and Edgar bound in to their planned positions, hoping that what they expect to be coming next does not happen. Karl casts his sleep spell, snoozing a small swathe through the goblin lines and the Elf lets fly with an arrow.
Then, the rear goblins rank advances to take up defensive positions in front of what was the front rank, and the front rank goblins now throw THEIR daggers from the rear. Most of these are targeted at the obviously dangerous-looking Severa and Edgar. Edgar is protected by his shield but Severa is not so lucky.
Angry and not fancying another volley, Severa charges the right most flank of the goblin lines, swiftly followed by Edgar. While Severa hacks her way through the massing goblins, Edgar works to protect her flanks. Meanwhile, the Elf shoots down any goblins who get too close or who try to flank the two warriors while Karl sets about sleeping the goblin left under the protection of Woreck. Although the fight is by no means easy, it soon becomes clear that the badly bleeding Severa and the barely scratched Edgar have the upper hand as they (mostly Severa actually) cleave down goblin after goblin. The last unengaged goblins try a desperate dash towards Karl, but not before he sleeps them all, and, as the battle on the right flank gradually winds down, the Elf, Karl and Woreck gradually set about slitting sleeping throats. As the last goblin jugular parts from the surrounding membrane, the last fighting goblin finally drops.
Karl is near-exhaustion from the strain of wielding so many spells so quickly. Edgar is only mildly wounded but Severa has taken many minor wounds which, though not dangerous alone, have together left her very weakened and sick. Edgar proposes barricading the secret door and leaving the door into the long corridor open, leaving someone to stand guard while the others rest. He is loathe to give up this ground they have sweated and bled for twice. The others talk him down however, despite his protests that they may very well have to go through this very same battle tomorrow. In the end, he assents and the party leave.
They run into another goblin party on the way. These six goblins fall even more easily and the return to the town is otherwise uneventful. It is at this point that the Bill announces that the party, having just taken down an Challenge rating 5 encounter (considered an average encounter for four 5th level characters) with surprising ease given their fate at the hands of mere dire rats, are deserving of a level increase. Or at least, everyone but the Elf (whose name, btw, is Otter Hunts Alone, although he has yet to introduce himself to the others characters).
It is at this point that a little revisionist history (story-editing, we calls it!) takes place and it is decided that Edgar shall become a second level "White Wizard" (Cleric). Severa toys with the idea of taking a barbarian level (but just the one though) but settles for a second level of fighter and a new feat while Karl advances as a wizard and learns some cool new spells.
Next: Part II of last nights session: Retribution (and that doesn't mean what you might think).
The Party (currently):
Edgar: Human male Lawful Good Cleric level 2. War and Strength Domains.
Karl: Human male WIzard 2 of undisclosed alignment.
Otter-Hunts-Alone: Elf male Ranger 2 of undisclosed alignment. (By the way, Andy did change the stats round slightly. Otter is even uglier than his cousin was.)
Severa: Half-Orc female Fighter 2 of undisclosed alignment.
Woreck (NPC): Human Rogue of undisclosed level and undisclosed alignment.
Tuesday, 23 January 2007
INFINITE IDEAS. FINITE SUMS OF CASH
Well, this si my second Tuesday in a row with no gaming and I`m feeling the DDT's already. My flatmate Andy has been kind enough to let melook through the new Infinity rulebook that he picked up for £20. And worth every penny it is too.
The system is intriguing, with players alternating between being the active and the reactive player. In any given turn, the "active" player move' and fights with his forces just like in any other game. On the other hand, the reactive player can interrupt thr "active" players turn to perform "skill" actions. Such as attempting to discover a camoflaged moving nearby, alerting other nearby alies to the presence of an emeamy figure that has revealed itself or taking an opportunistic snap shot at some fool moving out of cover!
I have to say, it seem's like a very "realistic" way of simulating combat. Far more accurate, for example, than other turn-based systems such as Necromunda, Inquisitor or even Space Lords (yes, I remember Space Lords. Kev at the club has a copy). In fact, the system truly encourages fire team scale combat and realistic tactics ( i.e using one fire team to provide suppressive fire while another closes in for the kill. It encourages cautious play and realisitc use of cover as well. The combat system is appropriately deadly.
Having never played the game, I can honestly say that it looks as good on paper (perhaps better even) than my own personal favorite modern/sci-fi skirmish games: Charlie Company and Star Grunt.
My one gripe is the troops selection. (This is the historic war gamer in me. Or perhaps the ex-soldier. I like my games to feel authentic in every way). The game is played at the 1:1 "platoon skrimish" scale. The "general" for example, is called the Lieftenant. So, strictly speaking, all these guys in your force should come from the same battalion right?
Wrong.
In a typical "platoon" you will have unlimited, "light" infantry, some medium infantry, two or more airborne troops, troops in battlearmour, drones, remotes, special forces types, animal handlers and even ninjas. Yes, the game has bone fida ninja assassins and even proper arabic "Hashasshins", though what the hell assassins are doing prowling around a battlefiedl wasting their time killing grunts is beyond me. On the other hand ninjas are cool so I`ll forgive them this time.
Now, in seven years, I never once saw a platoon sized unit drawn from so many different specialities. Okay, I've seen a composite platoon of SAS,SBS, Para's and Royal Marines (well, heard of one anyway) and I`ve even taken been involved in a few "foreign aid" training teams that drew on as many as a dozen different cap-badges and nationalities. But in a single combat unit? As normal practice?
Hell no. Mixed platoons like that just would not work. Could you imagine organising a days field training?
"Yessir, three of the guys are up in the bird doing their airborne thing, five of them are working through room clearance drills, one is practising his hacking, three are camoflaged around here somewhere (think they might have sneaked off for a beer) and one of them is working on his dsiguise skills by impersonating that major general you were chatting too earlier. How are they doing? Um, how am I supposed to judge? I`m just a basic grunt. Gather the men for lunch? Erm, how? Oh, and the tech guy is pissed cos he's got seventeen different types of armour and weapons to repair and the Company Quartermaster is pissed because he cant keep track of which particular gizmo is for which guy in this F****D up outfit sir!"
Course, that being said, I am willing to patch the breech in my fourth wall by somehow convincing myself that airdropping three guys as reinforcements into a skirmish is both logsitically and tactically viable, for the sole reason that this rules system just looks so DARN good.
Okay, I admit it. I'll willingly try to convince myself that every single platoon we come across works like a German Eastern Front Kampfgruppe where every soldier in sight has been grabbed by some charismatic or forceful individual and grouped into a motley combat unit. Not likely in EVERY engagement of course. The setting does have one world where such units are at least likely albiet not exactly tactically viable: Paradise. Yes, Paradise. Where the various human forces are getting their collective rear-ends kicked by an Alien Collective and where ready-made formations tend to die fairly often. Course, you knew it would be ahellhole soon as you heard the name didn't you?
Besides, its the future. Mixed platoons like this could be how future wars will be fought? No I mean, seriusly they could (nnnnn, stetching credibility....must keep trying). You know, by grabbing a random assortment of guys from various different regiments with radically different training methods, equipment and procudures and lumping together in a small unit where they will have to work like a well oiled professional team to survive, let alone acheive victory?
Lets not look too close at that one. But what the heck. It's just a game after all. I`m not going to miss out on a great new system purely because the Army selection isn't exactly authentic. It#s based on Anime for heavens sake! And even I'm not THAT anal.
Most of the time.
The system is intriguing, with players alternating between being the active and the reactive player. In any given turn, the "active" player move' and fights with his forces just like in any other game. On the other hand, the reactive player can interrupt thr "active" players turn to perform "skill" actions. Such as attempting to discover a camoflaged moving nearby, alerting other nearby alies to the presence of an emeamy figure that has revealed itself or taking an opportunistic snap shot at some fool moving out of cover!
I have to say, it seem's like a very "realistic" way of simulating combat. Far more accurate, for example, than other turn-based systems such as Necromunda, Inquisitor or even Space Lords (yes, I remember Space Lords. Kev at the club has a copy). In fact, the system truly encourages fire team scale combat and realistic tactics ( i.e using one fire team to provide suppressive fire while another closes in for the kill. It encourages cautious play and realisitc use of cover as well. The combat system is appropriately deadly.
Having never played the game, I can honestly say that it looks as good on paper (perhaps better even) than my own personal favorite modern/sci-fi skirmish games: Charlie Company and Star Grunt.
My one gripe is the troops selection. (This is the historic war gamer in me. Or perhaps the ex-soldier. I like my games to feel authentic in every way). The game is played at the 1:1 "platoon skrimish" scale. The "general" for example, is called the Lieftenant. So, strictly speaking, all these guys in your force should come from the same battalion right?
Wrong.
In a typical "platoon" you will have unlimited, "light" infantry, some medium infantry, two or more airborne troops, troops in battlearmour, drones, remotes, special forces types, animal handlers and even ninjas. Yes, the game has bone fida ninja assassins and even proper arabic "Hashasshins", though what the hell assassins are doing prowling around a battlefiedl wasting their time killing grunts is beyond me. On the other hand ninjas are cool so I`ll forgive them this time.
Now, in seven years, I never once saw a platoon sized unit drawn from so many different specialities. Okay, I've seen a composite platoon of SAS,SBS, Para's and Royal Marines (well, heard of one anyway) and I`ve even taken been involved in a few "foreign aid" training teams that drew on as many as a dozen different cap-badges and nationalities. But in a single combat unit? As normal practice?
Hell no. Mixed platoons like that just would not work. Could you imagine organising a days field training?
"Yessir, three of the guys are up in the bird doing their airborne thing, five of them are working through room clearance drills, one is practising his hacking, three are camoflaged around here somewhere (think they might have sneaked off for a beer) and one of them is working on his dsiguise skills by impersonating that major general you were chatting too earlier. How are they doing? Um, how am I supposed to judge? I`m just a basic grunt. Gather the men for lunch? Erm, how? Oh, and the tech guy is pissed cos he's got seventeen different types of armour and weapons to repair and the Company Quartermaster is pissed because he cant keep track of which particular gizmo is for which guy in this F****D up outfit sir!"
Course, that being said, I am willing to patch the breech in my fourth wall by somehow convincing myself that airdropping three guys as reinforcements into a skirmish is both logsitically and tactically viable, for the sole reason that this rules system just looks so DARN good.
Okay, I admit it. I'll willingly try to convince myself that every single platoon we come across works like a German Eastern Front Kampfgruppe where every soldier in sight has been grabbed by some charismatic or forceful individual and grouped into a motley combat unit. Not likely in EVERY engagement of course. The setting does have one world where such units are at least likely albiet not exactly tactically viable: Paradise. Yes, Paradise. Where the various human forces are getting their collective rear-ends kicked by an Alien Collective and where ready-made formations tend to die fairly often. Course, you knew it would be ahellhole soon as you heard the name didn't you?
Besides, its the future. Mixed platoons like this could be how future wars will be fought? No I mean, seriusly they could (nnnnn, stetching credibility....must keep trying). You know, by grabbing a random assortment of guys from various different regiments with radically different training methods, equipment and procudures and lumping together in a small unit where they will have to work like a well oiled professional team to survive, let alone acheive victory?
Lets not look too close at that one. But what the heck. It's just a game after all. I`m not going to miss out on a great new system purely because the Army selection isn't exactly authentic. It#s based on Anime for heavens sake! And even I'm not THAT anal.
Most of the time.
Thursday, 18 January 2007
Dungeons and Dragons. Seventies Style Baby!
After a several week’s long hiatus, my Wedensday night gaming group got together again to break in a new campaign. Bill had found that as he played through the pre-published Eberron scenario’s the plot holes and logic gaps were becoming too obvious to bear up under the scrutiny of such switched on cookies as ourselves (i.e: the players). On top of that, he was beginning to find them extremely fraustrating himself.
So, seizing the opportunity afforded by a four week gap in gaming, he decided to introduce us to his new game world. The idea grew out of Bill’s desire to see properly “well ‘ard” high level D&D characters in action and generally see what sort of mischief they can get up to. Partly for the sheer hell of it, partly out of 1970’s D&D nostalgia and partly to fuel idea’s for a new book series he’s been planning on (yeah, GW fans, the DM is THAT Bill).
With this in mind, Bill introduced us to his new setting, where: “Monsters are for killing, Dungeon’s are for plundering and every NPC is mean’t to be killed by the players.”
Ah, bliss.
With considerable eagerness we gened up our characters for the future months. Bills plan is to take us all they way from 1st to 20th level and beyond. Of course, he made it abundantly lear that we should not get too attached to our vulnerable little first level darlings. This is 1970’s D&D style after all (Andy and I would like to take this opportunity to point out that we weren’t even BORN the last time Bill took part in a proper D&D game), and a character death every other night or so is only to be expected.
So with this in mind I discarded the idea of a flimsy (yet eventually horribly powerful) wizard character and plumbed for the challenge of playing a Paladin. Partly because I was getting sick of playing “practical” men (i.e thugs) and wanted something a little less “raw” for a change. Also, because John has never played a proper D7D mage before and was practically drooling at the thought of all those high level fireballs and lighting bolts he’d be doling out later on.
It turns out though, that in Bill’s new setting, they Gods do not play as large a role in mortal affairs as they do in other worlds. In other words, Divine magic doesn’t necessarily come from the Gods and Gods do not interefere in mortal affairs. Instead, Divine magic is more of a “life-style” choice than anything else. A form of wizardry that focus’ more on healing and banishments than summoning’s and evocations.
It just also happens to be the form studied by most clerics and magically inclined men-at-arms (such as Paladins and Rangers) as well, as this is a form of sorcery which is relatively easy to wield while wearing armour. As such, it turns out that Paladins and Clerics are not bound by alignment restrictions after all. You can be a complete bastard and still rise far in a good church.
Hmmm, actually, it’s probably something of a requisite.
Divine magic is also culturally associated more with Priests than the arcane form. At least, that’s my understanding of it.
Another note on magic. We’re using the Bills modified D20 rules for combat and magic, meaning no-hit points and spells do not vanish from the mind when cashed (instead, the caster gradually becomes more fatigued). We expected this will mean our wimpy first level characters can stay in the dungeon longer before retreating.
We were wrong.
Without further ado then, I give you: the characters!
Edgar: Human male Paladin lvl 1. Reasonably good looking in a rugged sort of way, cultured, reasonably well mannered (with some rough edges showing his rustic origins), narrow of hip and broad of chest. Unusually for a Paladin, his Charisma is only just above average. Only his Dex is lower. This will change as he becomes more confident and outgoing (i.e gains exp levels). Played by Me.
Sevila: Half-orc female Fighter lvl1: Brighter than most half-orcs, reasonably charismatic and with a more-than-healthy interest in the doings and appearance of other females, if you know what I mean. Played by Tony.
Karl: Human Wizard level 1: Exeptionally intelligent. Even more exceptionally stupid Int 15, Wis 4. Yes, that’s right. 4. We have the sort of wizard who happily casts fireball spells into ten foot square rooms (which the other players are standing in). Think Fizban from Dragonlance, only not so loveable. His curiosity killed the cat, so to speak.
Jaguar Paw: Elf Ranger level 1. Strongly influenced by the character from Apocalyptica. Only no where near as competent in a fight (1st level remember). The parties native guide.
The First Session:
Having decided to leave their village and travel to the New World (the continent of Terra Nova) to seek their fortunes, Karl, Sevila and Edgar disembark at an as yet unspecified port where the hire local elf (think Native American) Jaguar Paw to act as their guide to the frontier.
Along the way to the West, they travel through rugged forest terrain. Think of the Eastern United States as depicted in Last of the Mohicans, but with 14th century settlers who know magic. Spending the night in the town of Silverholm, they hear of raid upon Silver Caravans launched form the old Silver-mine by a small band of goblins. And oh yes, sure enough, the sheriff is offering a reward to anyone who clears out the tunnels (hey, don’t snigger at the plot, this is 1970’s D&D, remember?)
Edgar is not too keen ‘ not much glory to be won killing goblins down a dirty hole,” he observes, rather obviously, but the others soon win him round. Two other adventurers met in the inn are also very interested in this reward. Rather conviently, both evidently come from classes that would otherwise be missing from the party. Funny that (1970’s okay?). Karl immediately demonstrated his low wisdom score by casting “Detect Magic” on Sophia, apparently a cleric, and earning himself a cuff around the ear from a mortified Edgar for his impertinence. Matters are not helped much by Edgars bumbling but good-natured attempts to apologise on his friends behalf. The final straw comes when Severa (dammit, how do you spell that half-orcs name?) makes a comment of the solicitous variety.
When morning comes, Sophia is naturally not present. Only her scruffy companion, an “ahem” locksmith named Woreck, turns up to the rendevous.
The attack on the mine begins well, with Jaguar Paw locating a secret door into a subterranean complex taken over by the goblins just of the mines main tunnel. The four guards in the guard-room are quickly dispatched, thanks to Severa’s cleave feat and some judicious application of a great axe. One goblin who tries to sound the alarm is “sleep-ed” by Karl’s magic and murdered by Jaguar Paw (Edgar does not entirely approve, but because Lawful Good does not means Lawful Stupid, he realises it's better than having to fight the thing while its awake).
The party continues through one door, leaving another pinned shut with a goblin axe wedged benath the rim and another through the door and into the door post. In the next room, Karls magic is even more effective. All four goblins succumb to the sleep spell and Jaguar Paw is happy as a pig in manure as he goes round gleefully cutting smelly little green throats.
At this point the party tries to navigate a labyrinth of corridors and promptly becomes lost. “Should be mapping” Bill observes (1970’s gaming! We slap our heds and reach for the graph paper) but gradually manage to piece together something approximating a rough map of our travels.
Then we find: The Room.
Edgar opens a door to find in swathed in impenetrable, obviously magical darkness. Just as he’s about to shrug and leave, something leaps out of the darkness at him and, clanging off his shield, falls backwards into the mirk.
“Lets leave it! says Jaguar Paw.
“No way!” says Edgar, his pride offended at the thought of some dirty little something mucking up the shine on his shield. “I want that little wretch”.
Edgar stands defending the door way at the ready, while Karl casts a light spell on a crossbow bolt. And waits… and waits. Finally, upon hearing the noise of a crossbow being ratcheted into firing position he shouts “For heavens sake, stop wasting time and just throw the bloody thing (Wisdom 4 for the wizard remember). Grumbling, Karl then takes his loaded bolt OUT of the crossbow and throws it in. (Wisdom 4).
This illuminates a small patch in the magical darkness which Sevela, Jaguar Paw (hereafter known as JP. Especially in the herafter, snigger, snigger) and Edgar swiftly enter. Edgar picks up the glowing bolt and proceeds to explore the room while Karl tries to cast a second light spell on his staff.
Seven dire rats choose this moment to attack. All at once things become farcical. Sevilla is forced to burn up all three conviction points in a single round while making a series of toughness saves (to avoid damage) and fortitude saves (to avoid being poisoned) and for about three straight combat rounds not one of the heroes manages to so much as ruffle the fur on a dire rat!
Then, to the amazement of all, Karl the amazing Wisdom 4 wizard, casts a Sleep spell on Jaguar Paw. Admittedly, JP is immune to the thing and stays awake. Also admittedly, one of the rats does fall asleep. But EDGAR is also affected by the spell, and takes a nasty bite to the unmentionables as he desperately blinks himself back awake.
Then, the other PCs are even more amazed when the darn wizard charges into hand to hand combat! A wizard! In hand-t-hand combat! Against foes even a Str 17 half orc fighter and a Str 15 human paladin are having trouble hitting!!!!.
Edgar and JP are so amazed by this calamity that Edgar once again gets bitten through his scale mail. Poor JP is not so lucky. He is borne to the ground and rendered unconscious by a leap from one of the Doberman-sized beasties. Moments later, his throat is torn out by a second rat. HIs death screams sounds supiciopusly like someone screaming "Stupid Wizard!" in Tribal Elven.
Clealy choosing this moment to decide that his pride could better survive fleeing a pack of rats than being eaten by them, Edgar finally yells “Fall Back!”.
Karl, the wizard, taking this to mean “Run Away and abandon your friends to a horrible grizzly death!", promptly bolts 120 feet back the way he came, leaving an even more stupefied Edgar wondering how the hell Karl was going to sleep the rats from 120 feet and three corners away so that he and Servila could bolt the door behind them.
Instead, Karl waits around a bit wondering where his friends are while Worlick, Servila and Edgar desperately struggle to murder the rats who followed them into the corridor and shut the door before the others can clambor out.
They eventually catch up with a bewildered looking Karl (where were you lot?) and make their way hastily back to the exit only to be confronted by four zombies blocking their path.
“We dead!” says Sevila. “Lets charge!” says Karl. “Lets just let them come closer so we can run round them and reach the exit!” suggests an exasperated Edgar. Even Karl realises this is a good idea, and so the heroes bolt past their enemies and into the light.
So ends the first not-so-glorious mission of the party. Andy, in true 1970’s D&D fashion announces he can’t be bothered creating a new character and will simply use the same stats to portray Jaguar Paws brother.
He is not amused, however, when I gleefully suggest he call his new character “Rat Food!”.
I’m so going to pay for that one someday.
More hapless adventures last week.
So, seizing the opportunity afforded by a four week gap in gaming, he decided to introduce us to his new game world. The idea grew out of Bill’s desire to see properly “well ‘ard” high level D&D characters in action and generally see what sort of mischief they can get up to. Partly for the sheer hell of it, partly out of 1970’s D&D nostalgia and partly to fuel idea’s for a new book series he’s been planning on (yeah, GW fans, the DM is THAT Bill).
With this in mind, Bill introduced us to his new setting, where: “Monsters are for killing, Dungeon’s are for plundering and every NPC is mean’t to be killed by the players.”
Ah, bliss.
With considerable eagerness we gened up our characters for the future months. Bills plan is to take us all they way from 1st to 20th level and beyond. Of course, he made it abundantly lear that we should not get too attached to our vulnerable little first level darlings. This is 1970’s D&D style after all (Andy and I would like to take this opportunity to point out that we weren’t even BORN the last time Bill took part in a proper D&D game), and a character death every other night or so is only to be expected.
So with this in mind I discarded the idea of a flimsy (yet eventually horribly powerful) wizard character and plumbed for the challenge of playing a Paladin. Partly because I was getting sick of playing “practical” men (i.e thugs) and wanted something a little less “raw” for a change. Also, because John has never played a proper D7D mage before and was practically drooling at the thought of all those high level fireballs and lighting bolts he’d be doling out later on.
It turns out though, that in Bill’s new setting, they Gods do not play as large a role in mortal affairs as they do in other worlds. In other words, Divine magic doesn’t necessarily come from the Gods and Gods do not interefere in mortal affairs. Instead, Divine magic is more of a “life-style” choice than anything else. A form of wizardry that focus’ more on healing and banishments than summoning’s and evocations.
It just also happens to be the form studied by most clerics and magically inclined men-at-arms (such as Paladins and Rangers) as well, as this is a form of sorcery which is relatively easy to wield while wearing armour. As such, it turns out that Paladins and Clerics are not bound by alignment restrictions after all. You can be a complete bastard and still rise far in a good church.
Hmmm, actually, it’s probably something of a requisite.
Divine magic is also culturally associated more with Priests than the arcane form. At least, that’s my understanding of it.
Another note on magic. We’re using the Bills modified D20 rules for combat and magic, meaning no-hit points and spells do not vanish from the mind when cashed (instead, the caster gradually becomes more fatigued). We expected this will mean our wimpy first level characters can stay in the dungeon longer before retreating.
We were wrong.
Without further ado then, I give you: the characters!
Edgar: Human male Paladin lvl 1. Reasonably good looking in a rugged sort of way, cultured, reasonably well mannered (with some rough edges showing his rustic origins), narrow of hip and broad of chest. Unusually for a Paladin, his Charisma is only just above average. Only his Dex is lower. This will change as he becomes more confident and outgoing (i.e gains exp levels). Played by Me.
Sevila: Half-orc female Fighter lvl1: Brighter than most half-orcs, reasonably charismatic and with a more-than-healthy interest in the doings and appearance of other females, if you know what I mean. Played by Tony.
Karl: Human Wizard level 1: Exeptionally intelligent. Even more exceptionally stupid Int 15, Wis 4. Yes, that’s right. 4. We have the sort of wizard who happily casts fireball spells into ten foot square rooms (which the other players are standing in). Think Fizban from Dragonlance, only not so loveable. His curiosity killed the cat, so to speak.
Jaguar Paw: Elf Ranger level 1. Strongly influenced by the character from Apocalyptica. Only no where near as competent in a fight (1st level remember). The parties native guide.
The First Session:
Having decided to leave their village and travel to the New World (the continent of Terra Nova) to seek their fortunes, Karl, Sevila and Edgar disembark at an as yet unspecified port where the hire local elf (think Native American) Jaguar Paw to act as their guide to the frontier.
Along the way to the West, they travel through rugged forest terrain. Think of the Eastern United States as depicted in Last of the Mohicans, but with 14th century settlers who know magic. Spending the night in the town of Silverholm, they hear of raid upon Silver Caravans launched form the old Silver-mine by a small band of goblins. And oh yes, sure enough, the sheriff is offering a reward to anyone who clears out the tunnels (hey, don’t snigger at the plot, this is 1970’s D&D, remember?)
Edgar is not too keen ‘ not much glory to be won killing goblins down a dirty hole,” he observes, rather obviously, but the others soon win him round. Two other adventurers met in the inn are also very interested in this reward. Rather conviently, both evidently come from classes that would otherwise be missing from the party. Funny that (1970’s okay?). Karl immediately demonstrated his low wisdom score by casting “Detect Magic” on Sophia, apparently a cleric, and earning himself a cuff around the ear from a mortified Edgar for his impertinence. Matters are not helped much by Edgars bumbling but good-natured attempts to apologise on his friends behalf. The final straw comes when Severa (dammit, how do you spell that half-orcs name?) makes a comment of the solicitous variety.
When morning comes, Sophia is naturally not present. Only her scruffy companion, an “ahem” locksmith named Woreck, turns up to the rendevous.
The attack on the mine begins well, with Jaguar Paw locating a secret door into a subterranean complex taken over by the goblins just of the mines main tunnel. The four guards in the guard-room are quickly dispatched, thanks to Severa’s cleave feat and some judicious application of a great axe. One goblin who tries to sound the alarm is “sleep-ed” by Karl’s magic and murdered by Jaguar Paw (Edgar does not entirely approve, but because Lawful Good does not means Lawful Stupid, he realises it's better than having to fight the thing while its awake).
The party continues through one door, leaving another pinned shut with a goblin axe wedged benath the rim and another through the door and into the door post. In the next room, Karls magic is even more effective. All four goblins succumb to the sleep spell and Jaguar Paw is happy as a pig in manure as he goes round gleefully cutting smelly little green throats.
At this point the party tries to navigate a labyrinth of corridors and promptly becomes lost. “Should be mapping” Bill observes (1970’s gaming! We slap our heds and reach for the graph paper) but gradually manage to piece together something approximating a rough map of our travels.
Then we find: The Room.
Edgar opens a door to find in swathed in impenetrable, obviously magical darkness. Just as he’s about to shrug and leave, something leaps out of the darkness at him and, clanging off his shield, falls backwards into the mirk.
“Lets leave it! says Jaguar Paw.
“No way!” says Edgar, his pride offended at the thought of some dirty little something mucking up the shine on his shield. “I want that little wretch”.
Edgar stands defending the door way at the ready, while Karl casts a light spell on a crossbow bolt. And waits… and waits. Finally, upon hearing the noise of a crossbow being ratcheted into firing position he shouts “For heavens sake, stop wasting time and just throw the bloody thing (Wisdom 4 for the wizard remember). Grumbling, Karl then takes his loaded bolt OUT of the crossbow and throws it in. (Wisdom 4).
This illuminates a small patch in the magical darkness which Sevela, Jaguar Paw (hereafter known as JP. Especially in the herafter, snigger, snigger) and Edgar swiftly enter. Edgar picks up the glowing bolt and proceeds to explore the room while Karl tries to cast a second light spell on his staff.
Seven dire rats choose this moment to attack. All at once things become farcical. Sevilla is forced to burn up all three conviction points in a single round while making a series of toughness saves (to avoid damage) and fortitude saves (to avoid being poisoned) and for about three straight combat rounds not one of the heroes manages to so much as ruffle the fur on a dire rat!
Then, to the amazement of all, Karl the amazing Wisdom 4 wizard, casts a Sleep spell on Jaguar Paw. Admittedly, JP is immune to the thing and stays awake. Also admittedly, one of the rats does fall asleep. But EDGAR is also affected by the spell, and takes a nasty bite to the unmentionables as he desperately blinks himself back awake.
Then, the other PCs are even more amazed when the darn wizard charges into hand to hand combat! A wizard! In hand-t-hand combat! Against foes even a Str 17 half orc fighter and a Str 15 human paladin are having trouble hitting!!!!.
Edgar and JP are so amazed by this calamity that Edgar once again gets bitten through his scale mail. Poor JP is not so lucky. He is borne to the ground and rendered unconscious by a leap from one of the Doberman-sized beasties. Moments later, his throat is torn out by a second rat. HIs death screams sounds supiciopusly like someone screaming "Stupid Wizard!" in Tribal Elven.
Clealy choosing this moment to decide that his pride could better survive fleeing a pack of rats than being eaten by them, Edgar finally yells “Fall Back!”.
Karl, the wizard, taking this to mean “Run Away and abandon your friends to a horrible grizzly death!", promptly bolts 120 feet back the way he came, leaving an even more stupefied Edgar wondering how the hell Karl was going to sleep the rats from 120 feet and three corners away so that he and Servila could bolt the door behind them.
Instead, Karl waits around a bit wondering where his friends are while Worlick, Servila and Edgar desperately struggle to murder the rats who followed them into the corridor and shut the door before the others can clambor out.
They eventually catch up with a bewildered looking Karl (where were you lot?) and make their way hastily back to the exit only to be confronted by four zombies blocking their path.
“We dead!” says Sevila. “Lets charge!” says Karl. “Lets just let them come closer so we can run round them and reach the exit!” suggests an exasperated Edgar. Even Karl realises this is a good idea, and so the heroes bolt past their enemies and into the light.
So ends the first not-so-glorious mission of the party. Andy, in true 1970’s D&D fashion announces he can’t be bothered creating a new character and will simply use the same stats to portray Jaguar Paws brother.
He is not amused, however, when I gleefully suggest he call his new character “Rat Food!”.
I’m so going to pay for that one someday.
More hapless adventures last week.
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