Sunday, September 17, 2017

GURPS: The Prisoners of Efate, part 2

We got together to play some GURPS rpg over the weekend.  Being a LowKey designed campaign, the plot is far too complicated to summarize in a paragraph.  Suffice to say that the PCs had all been drawn to the Northern lands (think Vikings) for various reasons, but discovered an ancient evil (Cthulian mythos) was being awakened.
The party meets at a druid of Heng's temple, where the plot is revealed.  Full disclosure is cut short by an attack of byakee and other alien fiends.
As the party crosses the wilderness they encounter moon flies and another byakee.
Father Wolfgang makes short wotk of the byakee with his distant blow spell.
Some Viking children are rescued from wolves.  Their father may take the group further north later by boat.
The Jack negotiates passage to the tomb of Heng with the witch "Master-Blaster".

The way is revealed across the field of fire.

The tomb of Heng is found, but a giant gorga lizard blocks the way.  Wolfgang lures it away with an annoying light spell.
Before they can enter, a stranger appears, claiming to be a fellow Heng worshipper.  The party suspects him of being one of the Gith, interplaner master swordsman. The Jack disarms him with a mind control spell, while Kayne shoots an arrow at his head, rolling back to back criticals.  One dead swordsman.
The party fnally enters the tomb of Heng (i would have busted out the Dwarven forge terrain but it was very late and were almost finished).
The spirit of Heng is summoned, and the next stage of the adventure is revealed.

Friday, August 25, 2017

SAGA, end of season 4: the Burh

We played the Burh scenario from the Age of the Wolf campaign.  The Anglo-Danes were attacking a Norman village.
As with many things in AotW some of the scenario aspects were a bit vague.   Can mounted units cross the palisade/wall?  Can the defenders open the gate to go out?  Or come back in (for those that started outside?)

The layout:  the Anglo Danes attack from the left side.  They get points for every figure over the wall at the end of 7 turns.  Standard victory points for kills are added as well.
I had my warlord and 6 mounted warriors outside the wall on the left flank.
And 7 crossbow warriors on the right defending the wall.
Waiting in reserve was my hearthguard unit (10, including a warbanner).  After the first turn I had to roll a 6 on d6 for them to arrive.  How hard could that be?
The Anglo-Danes approach.  3 units of warriors and 1 unit of hearthguard (i forgot if this was 6 or 8 strong)
The first round of crossbow fire finds several victims.  The crossbowmen are then able to turn away the first unit of Anglo-Danes at the wall, but as it looks like they will be overwhelmed, I pulled them back.
Their expert shooting disappeared after that- they were not able to inflict anymore casualties before the Danes ran them down.
Outside my horsemen were too burdened with fatigue inflicted by Anglo dane battleboard abilities to get into the action.
Rogbert charged forward trying to lure out the Angle Warlord, but he was too cowardly to take the challenge.  I guess he felt too comfortable in his shiny new burgh.
So by turn 7 i was still not able to roll a "6" to bring on my reserve unit.  Garrett called it the "Death Star" because it was so potentially dangerous, just lurking over the horizon, but in the end I had to name them "Jeb Stuart", as they were riding all over the countryside except where I needed them.

Thus ended season 4 of our campaign.  A double loss season for the Normans.
The Anglo Danes and Anglo Saxons picked up a victory each while the Vikings stayed quiet and rebuilt their forces.
 We had a side game going on at the same time.  Dan walked Nate through the rules in a viking on viking hack fest.
They started off playing clash of warlords but Nate managed to kill Dan's warlord right off the bat, so they switched to a 2 player "Feast for crows".  Nate won by a few figures.

Thursday, August 17, 2017

Battle-Troll: Pig hunting in the fjords

We got together to play a game of Howard's "Battle-Troll", a game of Norse dark age skirmish.
In this 4 player game, Howard and Nate played 2 viking bands coming to raid my village.  Dan took a band (my cousin from down the road) who would show up in the second turn.
Howard and Nate head across the beach.
Civilians run for their lives.
Outnumbered,  I held my shieldwall back hoping for reinforcements to arrive.
Howard gets to the village first.
He loots the first of the 3 houses and scores some pickled herring.
We taunt each other.
My shieldwall charges in, inflicting one casualty on a carl.
Dan arrives at the end of the turn.
Nate sends his forces against Dan.

Nate sends an axe through Dan's unhistoric helmet- killing him.
Victory is short lived, as Dan's hearthguard and carls swarm Nate and take him down with serious wounds.
Nate's carls flee for the ship.  Now outnumbered, Howard pulls back with his loot.
Dan's men give chase and catch up on the beach.
My men catch up as well, and in leader on leader combat, Howard's hero succumbs to wounds.

The remaining invaders hop in their ship and flee, leaving their leaders behind.  The pigs are safe!

Saturday, July 29, 2017

AWI with "A Gentleman's War".

Loosely based on the Bennington scenario from the Black Powder Rebellion! Supplement.
We used different forces and slightly modified terrain (a house was substituted for the southern redoubt).
Cavalry were involved to playtest some rules.
Dan played the American forces entering on the right.  Howard played the Americans that would enter from the far left corner.  Reinforcements coming in after turn 1.
I played the crown forces, with Hessian s holding the redoubt and 2 British units holding the river ford.  I would get 2 units from the road after turn 2.
Dan got a series of activation cards in a row and pushed everyone up to the river.
He sent his dragoons across to test the British mettle.
They had plenty of metal as well, and saw the horses off.
Back at the redoubt,  Howard's troops made it on board and pushed out of the woods to storm the defenses.
In their best coordinated assault, 2 units of Americans went in to attack the Future Pennsylvanians.  At 24 dice to 12, i expected to get crushed...
But the dice were with the Hessians and they sent the Americans back down the hill.  After this, the Americans tried a few more times, but each attack was piecemeal and defeated.
Back at the river, Dan starts to send his militia across on a flanking manuever.
Steady, boys!  (Dan's figures from Front Rank)
The British charged, the mere threat sent the militia scrambling for the Green Mountains.  The unit across the tiver stood fast, delivering accurate fire that pushed the Brits back.
In turn 3 the Loyalist cavalry came storming down the road to the rescue.
With time about up, the US dragoons gave it one last charge....
...but the results were predictable of light cav against formed troops.
Altering history, the Crown retained possession of the redoubts, keeping the Hampshire Grants safe from American radicalism.
A fun game, thanks to my Gentlemen at arms.  All figures 28mm Perry, Foundry and Front Rank.  Houses are Dan's from 4Ground.  The redoubt is part of a fort my father made me some years ago.