Post Operation Sting I’ve been on a bit of a painting and
modeling kick, I’ve built, primed and basecoated all my models for next years Adepticon
much earlier than usual (which left me some time to address my often
neglected but always growing piles of Fantasy Miniatures. While I put the breaks on buying too many new
models in the last year, (I’m happy to say I’ve sold many more than I purchased
) I still like to collect models from a few particular sculptor’s and company’s.
Primarily these days its OtherworldMiniatures.
I’ve been well invested in all their crowd source funding projects
they’ve run and when the Skirmish game
came out I was excited to play and I’ve
finally gotten around to it, Its a much more complicated game than Frostgrave,
which is fine as it services a different
beast, it’s a quite the nostalgic game as is Otherworlds line of miniatures, and its quite different in terms of other
skirmish games I’ve played of late, I am
going to do a rather lengthy blow by blow here, so if you are a fan of old
school fantasy ramblings in that First edition AD&D kind of way , please
read on.
The first scenario I’m calling the “Raid on Pembroke” isn’t
official , but its based on one of
campaign scenarios from the book. Its
simple narrative: ‘A trio of adventures is asked to help protect said village from an Ogre and his marauding band raiders”. Nothing fancy here , standard RPG fare and I
have the proper terrain to do it justice. Otherworld Skirmish games legwork has a lot to do with
creating your force there are a lot of options and abilities for what ever
models you want to use, let’s take a
look at the antagonists first. “ The Raiders” the game is 150 points per side or (150 gold
pieces)
"The Raiders", miniatures by Otherworld, Hasslefree, Ral Partha and Games Workshop. |
Ogre- 27 points, upgraded with Two Handed Axe.The Ogre is the “boss” creature on the this team,
loaded with special abilities , a nasty two handed axe , and skills that rely on fear and morale tests from your opponent, Psychological
effects and various statuses are very important in this game his statisticcs
are lower than you’d think but the specials make the difference . Not a powerful as the Heroes of Otherworld
Skirmish and a strong opponent to challenge most figures in this fight for
sure- value
Goblin (Leader) 21 points with 15 point Leader Upgrade If you take a certain amount of a “type”
you can upgrade one to “leader” this is the case here with this Goblin armed with a
bow , his leader abilities allow him to activate additional models during the
raider turn. A few stat and skill
upgrades are provided with extra cost..making him a solid character..
if the Ogre is the muscle , he’s the brains
6 Goblins- 36 points -generic troops here, nothing fancy..goblins…..most
of them have shields giving them a 6+ Saving throw
4 Dire Wolves- 60 points at 15 points each they are fast with decent abilities they are restrained by the
animal ability which means they only do exactly what you want on 4+ , not the
most reliable, but when they are they should be good.
Last up I’ve added a “Hobgoblin” whom I call “Hobgoblin
Scout” a member of another Tribe along for the ride perhaps weighing the groups
worthiness. Hobgoblins: larger distant cousins of Goblins , are throwback to
old school D&D, replaced by generic orc as fantasy gaming evolved , there wasn’t
a hell of lot of difference between Orcs
and Goblins in the first place, excepts back then Orcs where pig faced so
Hobgoblins where todays Orcs, I suppose. Anyway for 9 points I used one of my
favorite old Ral Partha Orcs. A Good
cheap fighter,
Hobgoblin Scout- 9 points
13 models, 153 points.
The Adventures, all models by Otherworld, except the Thief which is Citadel |
Moving to the defending faction, “The Adventurers”.
Designing the heroes , is a bit more complicated as you weigh through
Good or Evil factions, the character archtypes, there companions and then
Henchmen As these are a lot of options and choices to be made in basic profile. For my first warband, I just stuck to basics
and some common sense.
You’ll also notice I choose No character with Spells or Magic Items for this
first run just to keep it simple.
I choose a Legendary Warrior
for “The Adventurer’s” leader –“Good” Archtype is called “Valiant Warrior”. He’s got lots of skills and special abilities,
which I’ll go into as they come up. The “Legendary” profile dictates he has 3 hits which the most
of anyone on the board ( Models in Otherworld Skirmish , hence OWS have 1 to 3
hits as I have seen) I spent no extra
points on him and took the basic 50 point model. I do have some choices to make, and since I am
using the Barbarian Chieftain model, I choose things that seem to fit. You also need to buy the weapons for hero
characters so he comes out at 54 points
armed on with a Spear.
Legendary Warrior 54 points
His Companions are a
Ranger and Thief, both 25 point models, each having 2 hits and host of neat
abilities (Thieves in this game are awesome)
they both come in a 29 points each.
(while you can add additional weapons on the hero profile, since
everyone comes with “brawl” skill for free its not really necessary unless you
looking for something very specific)
Ranger Companion 29 Points
Thief (Burglar) Companion 29 points
And for the Hirelings, right (or wrong) place
at the given time, a trio of berserkers have agreed to help repel the Raider attack in exchange for Free ale
and housing for a month…cheap at 9 points
have the useful Rage ability and very
high Morale, but as Berserkers always
are, hit hard, die harder.
3- Berserkers 27 points
Finally The Village Constable- using the “Mercenary” profile (and
figure) from the rulebook the Constable is organizer of the defense,
recruiting the Adventures and aiding in the teams defense… a
decent mid level fighter at 12 points , he has the useful “Blocker” ability
which will come up later.
1- Mercenary- 12 points
7 Models, 151 points
Note the Chests on the map are the games "Adventure Tokens" I swap these out for the actual tokens the game provides before starting as I felt the token we easier to move over. |
The game has interesting system of live dynamic that adds to
the scenario narrative as play moves along. called, “Adventure Tokens”, the
amount of these per game are standard at
8 but this amount varies , either plus or minus by each factions “Treasure Hunter” Ability. Adventure tokens are really only used by “attacking
faction”, the “defending faction” ideally wants to limit their use and keep
them at a minimum. The Attackers, in this case “The Raiders’ to use this measure
progress or score thru the
scenario, each token when touched by a
model in play results in a card from the adventure deck . As the “attacker” you’d
like these cards to all be treasure
which result in Victory points, but
there are risks in the deck that are a boon for the Defender, These can be “wandering monsters”, “Traps” and then some
random effects cards which can be for either side depending. The Defenders score thru defeating the
Attackers, and limiting there card successes. There are no wandering monsters
in this scenario (as I need to pay for them out of my defending faction and don’t
have the points) so these cards are
removed from the “Adventure Deck” Because only the Defending side has any models with the
Treasure Hunter ability, (the Thief) the game has 7 Adventure tokens on the
board.
Attackers set up with 4 “ of any table edge, defenders must
be within 4” of the Village Tavern
Scenario determines that Attackers go first, but I need to
roll Initiative any way to determine Fate (more on that later) OWS is an I GO U GO system, something I have moved away
from a late in favor of alternating activation's however as you’ll see moving ahead I think this one
works quite well.
Victory Conditions- Standard VP are going to be applied here, which I'll go over at the end.
Unique models for scoring are the Ogre, The Goblin leader and the Hobgoblin on the Attacking side for the Defenders, its the Warrior, Ranger, Thief, and Village Constable
and with that Dice are rolling.....
Adventure Token Sample |
TURN 1 - RAIDERS
The Raiders start the turn with 7 Activation tokens and 1 Fate.
Activation 1- The Goblin Leader , The Goblin Leader has the “Mob Leader (3)”
ability which lets him activate 3 models for as well as himself during his
activation without using additional tokens, this is good thing with only
potentially 7 Activations of a 13 unit Warband,
The Goblin Leader sends 3 Goblins in a double move toward a
horse and wagon on the board and an Adventure Token, he then positions himself
near the corner of a building as a good shooting position, he has no valid
targets so his activation ends.
Goblin Leader looking for something to shoot at. |
Collect that treasure!, watch out for traps! |
Activation 2-4- I
move 3 other Goblins move toward another nearby Adventure Token placed between
two houses on the edge of town, since
they can touch it easily they use a free action to search and we flip the first
card of the game.
We get the “Treasure Chest” which is big Treasure card worth
3 VP, apparently the Town buried the majority of its valuables on the edge of
town to hide them?, not too well it seems, however the Treasure Chest is
supposed to be cumbersome so each turn you hold it you lose an activation token
, The Raiders can not have that this early in the game so the Goblin abandon the Treasure Chest
for now. I place a treasure chest on the board and leave the card up for grabs
for either faction later in the game.
Activations 5-7 I bring the Ogre and his Dire Wolves into
play and have them move twice toward the
center of town. The Wolves make an “animal” check and both do what they
are supposed to, The Ogre barrels in after them grabbing an adventure token on
the way, we flip the card and it is “A Golden Platter” a treasure item worth 1
VP , that the Ogre apparently snatched off someone table thru an open window,
throwing it in his sack his activation ends.
First Turn , Right up in your face , with loot in hand. |
At this point “The Raiders” are out of activations but have 3 unactivated models on their
side. The Raiders have 1 unused fate
token , which can be used to purchase another activation. So I do.
Just hanging around waiting to Activate. |
Activation 8- The Hobgoblin Scout is with 2 Dire Wolves on
the far side of the board, 1 Wolf makes
the Animal check and succeeds and moves toward a nearby Adventure Token,
digging it up (( draw a card) and it’s a Poison Trap!, Looks like our Thief
planted some traps around town to slow the Attackers down, its a very strong
poison and Dire Wolf is done for (fail the check, and must roll to damage, it easily succeeds) since the
Wolf has 1 hit and takes 1 damage it’s currently "incapacitated" with "Zero" hits And will be removed during the rounds “End phase” since there isnt any hope of healing it before then.
Skull tokens are marking "Incapacitated Models" these here are by Dragon Forge Design |
The Raiders first turn ends, with 8 activations resulting in
11 of 13 models moving, One is a casualty but they located the Treasure
Chest, to potentially grab later and I have secured 1 VP in their hand.
TURN 1 ADVENTURERS
The Adventurers start the turn with 4 Activations and 2 Fate, normally the side going first gets the extra
fate tokens, here we had a predetermined starter so we rolled initiative
strictly for Fate allocations, the
defenders won. so they got the extra Fate
Activation 1- Berserker I, The nearest Berserker charges the nearby Dire Wolf , that’s what any crazed Berseker fighting for free beer would
do anyway right? Charging is a Single
Action, which gives you an additional free attack at -1 to your attack die roll. Berserkers also have the “Rage” ability which forces your opponent to make a morale test if it fails the attacker get another normal attack..In this case, The wolf fails. The Berserker now has 3 attacks: 1 normal, 1 for
charging (at -1) then one for Rage, he ends up hitting all three time and wounding
twice more than enough to put the wolf down.
Now I forget here that this guy still has an other action in his
activation ( each model has two actions per activation) the charge was 1, so he
could have followed up with an additional move
but not another Charge, the rules are clear you can only "charge" once per turn, regardless of your number of Activations. I forget, either way so he just stands
there admiring his handy work and potential free beer.
Activation 2- Berserker 2, tries the exact same thing on the
other Dire Wolf, however everything goes wrong he has none of the luck of his
comrade, he stays in Combat with Wolf his charge resulting in nothing but an
angry Wolf.
Activation 3- Berserker 3,
decides to help out Berserker 2, he cant Charge, LoS is blocker so he
does two moves to get into a good flanking position on the remaining Dire Wolf, and potentially the Ogre, next
turn.
Activation 4- The
Ranger. The Ranger moves 6 inches
climbing the stairs to the dock to get a nice vantage of the battlefield and use his Longbow. He’s got a clear shot at the Ogre and is 18 inches away, His
range is 24” , and he’s has the Eagle Eye ability which allows him to negate
the range penalty on an Aimed shot, this however is not an Aimed shot (he
moved) so I need a 5+ roll a “2” and Miss
Nice Shot at the Ogre but nope! , must have been the wind. |
At this Point the Adventures are out of Activations but I
have 2 Fate Tokens, so I use them to purchase two more activations.
Activation 5- The Warrior,
Activates and using his Leader (1) ability also activates the Thief. The
Warrior moves to a good spot to keep some cover and keep in potential attack
range to the Ogre whom he wants to take down. The Thief moves around to the
rear of the Tavern where he hears Goblins coming, hiding behind the Supply Wagon, he uses his “set traps” ability to thrown down some caltrops in the
clear path of travel for the Goblins..
Activation 6- The Village Constable….The Constable follows the Thief
to the rear of the Tavern to hope to put stop those goblins.
Turn 1 END Phase
Raider models reduced to 0 hits are removed from play . That is 2 Dire Wolves.
TURN 2
INITIATIVE is rolled to see who goes first, The Adventurers
could get a huge break here but lose “6” vs “5” which result in only 1 Fate
token being generated and that goes to the Raiders
The Raiders start Turn 2 with 6 Activations and 1 Fate token
Activation 1. The
Ogre. I bring the Ogre in to play with
big charge at the Berserker who proudly put down one his pet Wolves. Like the Berserker he has “Rage” as well and he
always causes Fear which a Berserker with a high morale of 5 should ignore
(passes on a 2+) and he does. However the Ogre has a Two handed Axe which is "unwieldly" meaning he loses his charge bonus but gains the "Brutal" ability , The Ogre wins
the "Rage" roll, so he gets two brutal attacks with his Axe, he ends up hitting twice and damaging once ,enough to put the Berserker down, He also has the “smash” ability
which allows to throw the victim 2 inches and put him prone, which I do.
Rules Note: The Ogre also has the Rend 4+ ability which is
basically as same as the Axe without the penalty, so in reality if I used the “Rend”
attack of would have retained the Charge bonus, So the Two handed axe upgrade is
somewhat of a liability here, and not
really an upgrade at all the model has it so I just rolled with it.
Like I said, Berserkers "Hit Hard, Die Harder" |
Activation 2-
Hobgoblin Scout. The Scout didn’t
get to activate last turn, so I was anxious to put him into the fray, But he
was a double move away to another Adventure token on
the second floor porch of the Merchant House he started behind, so I have him move twice to grab
it! I flip the card and it’s a Spike Trap!
Ugh..the bloody thief and his traps strike again!…it’s a tough stat
check on Agility, the Hobgoblin needs to roll a 5, and rolls 2 so he takes a Strength
4 hit, and the die needs a 3+ to wound him and rolls a 5…last
chance he has the Shield ability and gets a 6+ save, misses…he’s down and out, Or "Incapacitated" as the rules say…so
much for him. and that 1 VP for the Defenders as he's a "unique" model for scenario purposes.
Activation 3 Dire
Wolf, the now lone one Dire Wolf on that
side of board activates, I make the “animal” check and he passes again!..alone
he heads toward his Wolf brothers and charges the first enemy he sees which is
Berserker 3, despite the reroll from the
Onslaught ability he fails to wound the Berserker.
Activation 4- Dire Wolf, the other Dire Wolf locked in combat with Berserker 2, gets to attacks, while only having one attack, he finds his mark and puts the Berserker down.
Things are looking grim for the Berserkers..
The Goblins double time it toward the Mule Wagon with the
rest of their ilk
Activation 6- One
Goblin from the front group closes in and reaches the adventure token at the
supply wagon, I flip the card. “Jewels” worth 2 VP, he then moves on toward the Thief but is slowed down by the Caltrop trap ( which makes a 3 inch
template rough ground)
I use the Fate token to buy another Activation here as you lose them at the end of
turn if you don’t use them.
Activation 7 -Another Goblin again follows toward Thief, he clears the Caltrops but slowed by the rough ground cant reach
the thief either.
2 goblins remain
unactivated this turn.
TURN 2 ADVENTURERS
The Adventures start their second turn with just 4
Activations
Activation 1. The
Warrior. On paper it looks like the
Legendary Warrior can take down this Ogre no problem., So I go for it. I Activate him using his Leader (1) ability
also lets me activate the Ranger. I move
the Warrior First and have Charge
in. He must Morale Test as the Ogre is a
“Fearsome” model . it’s a 3+ test, and the Warrior is “Courageous” so he gets a
re-roll should I fail. He passes 1st try. He Rolls a 5 and 6 on both attacks hitting
the Ogre twice, but unfortunately only one hit wounds, so the Ogre still
stands. He has a second action so he
attacks again. Hits again but misses again!.
Looks like we will see if the Warrior can face the full
force of the Ogre next round.
Free Activation (via
Warrior) The Ranger. While I am tempted to fire into combat to try
to put the Ogre down. There is a Dire Wolf right near by and I don’t need him
joining the fight next turn. Its clear aimed shot, The Ranger needs a 3+
to Hit and 4+ to wound and gets both, The 3rd Dire Wolf is
Incapacitated.
Activation 2
Berserker 3, locked in combat with a Dire Wolf, use both actions to
attack twice, he needs 4+ to Hit and 3+
to wound..should be easy right? He hits once and fails to wound..the combat
continues.
Activation 3, The Town Constable. Considering the Supply Wagon is lost , The
Town constable and Thief have 7 goblins
bearing down on them, I figure it time to regroup and try to finish off the
Ogre and maybe they can Break the Goblins will to fight, The Constable does a
move times 2 back toward to town square.
Activation 4 The
Thief, does the same however along the way he uses his Set Traps ability along
the way to further slow the advancing Goblins with another 3 Inch template of
Rough Ground…this will force the Goblins to go back around the other way, if
they want in the fight…(or make climb checks as the docks) it’s a good move.
All Defending models activated !
End Phase, 2 Berserkers and 1 Dire Wolf and the Hobgoblin are removed from play, The Ogre is wounded with 1 hit remaining. In each End Phase the Traps the thief threw down can fade away on a "6" I roll for both, they remain!
Attackers have 9 models in play once, they'll need to lose 3 more in order to start taking morale tests for the Faction being "Shaken"
The Defender are 2 losses away from the same fate. Looking at the board, things are looking good for the Adventurers right now, If they can just win Initiative the next turn, its going to be very important dice off.
The Battle Continues in Part 2.
A Merry Christmas to all!
6 comments:
Nice report. Will keep an eye on this ruleset. Too bad there are so many and time is limited... :D
I'm really appreciating a chance to learn about this rules set. Thanks for the detailed writeup.
Great write up, thanks. I love Otherworld, and you're really showing how tactical it can be with the limited number of activations, something I was sceptical of at first but which I think works brilliantly once you start playing.
Sounds interesting. I like the small number of models and the variable number of units that act each turn. Thanks for the AAR; it was fun to game vicariously!
This is really cool! Keep it up!
That is one GREAT looking board. :)
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