Tuesday, October 4, 2016
A Quite Fall
I have woefully, slipped away again from the blog. While I have been painting terrain and figures
for my large fantasy project, I just have not made time to get the photos done and I've lost the urge to do alot of "WIP" posts. I am currently working on the castle from my "blackbarrow" table and its all Hirts Arts so its going slowly casting as I build , but the end is in sight. Most of my Summer going into the massive 8" fieldstone Tower that is key piece of the design. I've also painted a dozen or so denizens of the town from adventurers to creatures to villagers and furniture for my Inn that I posted earlier this year. its quite the fun project, just far removed from the usual gaming related painting I do.
Speaking of Fantasy I wanted to give a shout out to Diehard Miniatures whose last miniatures are in my primed and modeled up que just waiting for the brush. Diehards new kickstarters has begun focusing on Eru-Kin which are essentially classic Warhammer style lizard me in both Fantasy and Sci Fi settings. I was an Oldhammer player and ever got my Lizardmen going I would snatch up bunch of these. As is I am in one "add on" only pledge as I am looking at some Snakemen for a future project.
Anyway if this might interest you Diehard is solid company that delivers high quality on time, which is always a good thing when it comes to Kickstarters. You can out the newest KS here.
In other news Warlord Games Bolt Action 2nd Edition was released this month, I got my new rules a couple weeks ago, and I like what I read. Although I havent played yet, and not sure when I will.
My last tournament in the spring left a bad taste in mouth for tournaments overall. (not the game) and left me feeling in retrospect that maybe I am just over them. I've been doing them for 10 years and they are a ton of work. As I said about WFB years ago when that started sliding toward the abyss ( for me that was just after I had a lousy time in an oversized 150 person WFB event ) If you are not having fun anymore its time to re-analyze how you spend your time. Anyway, I've found myself unhappy with the last couple tournaments I have been in for Bolt Action, either through unfortunate games with strangers or just not being happy with handling and operation of the event. I certainly dont want to be "that guy" so Its time I take a breather. Unfortunately that means I miss my favorite event this year. Operation Sting. but truth be told alot of other real life circumstance were in the way as well so my remorse here about gaming is only part of the story. I'm still going to try to flesh both my Axis (German) and Allied (Great Britian) forces for spring in case I want to take the plunge again. Hopefully I'll get a chance to try out the rules some point soon. moving onward always.
I hope to get back here soon with big updates, I'm working on it.
Posted by JPL at 9:53 AM 5 comments
Labels: Bolt Action, Commentary, Diehard Miniatures, Kickstarter
Sunday, July 10, 2016
Deadzone 2, Review and AAR.
I've only ever played a couple demo games of the Original Deadzone, acquiring a handful of models along the way as I liked the look of them for generic sci fi gaming. 18 months after my initial Deadzone trials, I find myself with a bunch of models, my Kickstarter pledge delivered and exactly 1 Deadzone 2 Demo under my belt played at Adepticon this year.
While Mantic has retooled and geared Deadzone 2 to be the boardgame-esque companion game to its new "Warpath" game system. ( a 40K competitor large format Sci Fi wargame, ) I do think Mantic somewhat missed the boat here. Originally Deadzone was presented as Mantic's only Sci Fi wargame entry. Uniquely different from 40K It had found itself a good niche. However it seems the resulting success of Kings of War, (almost entirely due to Games Workshop blowing up Warhammer Fantasy) somehow clouded Mantic's judgement into thinking a 40K style entry could do similarly well and the "new" Deadzone sort of just got piled in with that.
While I am glad it did it as I could care less about Warpath, and I am kind of thinking alot of gamers who like the genre will not care either ,because if you want a game "like" 40K you just play 40K, Which leaves a a small percentage of outcasts that like the genre but don't like 40K , for whatever reason and want to invest in Warpath.
Regardless, I like
Deadzone 2, it reads quick , I like the mechanics with low model counts and a
small board. There no
shortage of excellent terrain and models to be had, I've quickly found myself
with 5 factions between trades, cheap buys on ebay and the Kickstarter.
I now have Enforcers, Rebs, Plague, Veer Myn and Forge Fathers. not tons of models
but enough I can field Deadzone teams for all 5 factions. It nice was to actually play something with nice
selection of Sci Fi models I've had for years. the fit is right.
Here is a walkthru of my first actual game:. Factions are Enforcers Vs Rebs, on the new Industrial Terrain.
I have some actual mantic models done here, mainly Rebs 5 of 8 models, but the Enforcers ,except for one , Pathfinder Sniper, are proxied by my Reaper Nova Corp who seem to fit right in. Terrain is all new from Kickstarter , with the exception of the grey command building which is from the Urban terrain set. Things are not totally done yet, I'm still getting into it but I modeled up the buildings and got the spray cans out a couple sundays ago..Here is how the game went:
I have some actual mantic models done here, mainly Rebs 5 of 8 models, but the Enforcers ,except for one , Pathfinder Sniper, are proxied by my Reaper Nova Corp who seem to fit right in. Terrain is all new from Kickstarter , with the exception of the grey command building which is from the Urban terrain set. Things are not totally done yet, I'm still getting into it but I modeled up the buildings and got the spray cans out a couple sundays ago..Here is how the game went:
The board- this is basic KS terrain set plus a couple Urban Sprues for the grey building. |
Strike Teams at 150 points
Mission : Scour.
Enforcers
Sergeant- added Laser Rifle
Pathfinder Specialist- Sniper
Strider w/ Equalizer
3 Enforcers
Medi Pack
Enforcers (proxied Reaper Nova Corp, the Strider is a Robotech promo model from 2 year back) |
Rebs
Commander with Sniper Rifle
Teraton
Sorak Specialist
Yndij Trooper added combat blades
4 Troopers
Medipack
Smoke Grenade
Frag Grenade
Ammo
AP Ammo
Rebs, a mix of Mantic and Reaper figures |
Initiative: 5 Dice
Recon Test, both Leaders have a 4+ recon value
Enforcers rolls 5 Successes
Rebs 3, Enforcers have initiative choose to deploy and go
first.
Enforcer Strider and Sniper take Scout Moves
Reb Yndij makes Scout Move.
ROUND 1
TURN ENFORCERS
Command Dice, Enforcers roll 4 dice (+1 due to Tactician
skill)
+1 Model and 3 Fight Dice,
Reroll the 3 fight dice.3 3 +1 Model,
Command Dice 2- +1 Model 2 Move Dice.
I activate the Strider who in a good postion thanks to
its Scout move. It fires it massively powerful equalizer cannon at the Teraton
who is partially visible, The Teraton ties the first shot with 1 success each,
the Strider fires again this time the Teraton win 2 Success to 1.
So the shots miss.
Shoots and Misses...Teraton has more survive success than Strider had hits. |
TURN REBS
Command Dice 5, (+2 for Tactician)
They get 2 Shoot. 1 move, 1 Splat, 1 Fight
Reroll Splat and Fight
2 Shoot, 1 Move, 1 Dice, +1 Model
Yndij Trooper fires rifle at Enforcer in open under
bridge
3 Dice, +2 dice for open shot plus +1 dice for Elevated. 6 dice vs 3.
Yndij rolls a 8 and gets an extra dice ending with 5
success vs 0!! For the Enforcer.
The armor absorbs 1, but he takes 4 damage and is out.
Enforcer in foreground shot down by Yndij Trooper |
Since Shooting is a short action and the model has not
moved it fires again using the “fire for effect” ability of his rifle, if
successful this can pin the troopers this time at the two enforcers in the adjacent
cube who have cover for the bridge strut
The Yndij gets 4 dice..while both enforcers get 3 Survive dice. , but enforcers get more successes so the burst of fire misses.
Activate the Trooper that was just fired upon by
Yndij, Sprint Moves thru cube with Item
recovering Item (ammo) on way. I use
the a +1 Model Dice to activate the already setup Pathfinder Sniper who gets 5
Dice in her shot at the Yndij, thanks to
the Sniper Scope, however the Snipe Shot is “heavy” so the shot is a “long or
full action” the Sniper rolls 4 Successes one of which is an 8 so we roll an
extra die…but stll end with 4 Successes…The Yndij Roll 2 Successes but both are
8’s so we roll two more and get a 3rd success..the Yndij has no
Armor and takes 1 hit and is Damaged.
Lucky!
TURN REBS
Use 1 Move Command Die Then Teraton sprints to behind command
building moving 4 Squares.
Use +1 Model
Command Die , to Activate Reb commander . She moves 1 square Fires AP
ammo Sniper Shot at Strider its 6 success vs 3 Success , exactly what she needed for 1 wound! The Rebs luck continues
Seemed like a good idea, she did wound the Strider, but leaving her in postion to be blasted next turn, bad idea. |
TURN ENFORCERS
Activate Enforcer Sgt, he climbs one cube then moving
another on to the elevated walk way recovering
An item in the process we flip it over and its booby
trap!..OOF….how he gets a bit of luck getting 2 survive success vs only one
success for the exploding trap..he chalks it up to a misfire.
I use the last Enforcer command die +1 Model, to activate
the last Enforcer who makes sprint action to join the other Enforcer .
All Enforcers Models have moved.
TURN REBS
REBS have 2 Shoot Dice and one “ Xtra Die” Dice in the
command pool.
REB Trooper (with Medi Pack) move 1 Cube up and heals
Yndij Trooper of Wound
REB Trooper moves 1 and Fires for Effect you using a
Shoot command die winning 3 Successes vs 2 and an Enforcer Trooper is Pinned.
Reb Trooper moves
1 throw smoke Grenade block view of
forward Enforcer Trooper.
Reb Trooper Sprints, joins Commander,
Sorak, Sprint toward Item.
END OF ROUND 1
Check Smoke (3) smoke remains.
ROUND 2
The Strider vaporizes both the Reb Commander and Troop on the corner of the Red Building here. |
Command roll 4 Dice- (2) +1` model, 1 Splat (special ability), 1 xtra Die
No reroll.
The Strider activates and immediately returns fire to Reb Commander in cover at the side of building.
It will use a command shoot die for a 4 Die roll, we get a whooping 4 success one of which is an 8 and we roll another for 5…no sense in even rolling the the 3 survive die, since the equalizer is AP4 the Reb Commander is obliterated!.
The Strider then takes it second short action to fire at the Rebel Trooper in the same cube as the Reb Commander with the Commander down he is wholly exposed making this a 5 dice shot (+2 for in the open)
This time the Strider rolls 3 Successes but the Reb Trooper rolls NONE, he too is vaporized…
Enforcers just even it up big time, and Pass to the Rebs.
REBS TURN
Command Roll, 3 Dice since Reb Commander is Out of Action,
We Roll 3 “xtra Die” symbols and decide to keep it.
Teraton Activates uses it special action to Teleport to within one cube of the Strider, then a short action to move into the Cube with a Strider for a Fight.
The Teraton get 3 base dice in a fight plus 1 for moving into the cube this turn and 1 since the Strider is injured. And we also use an command “xtra die” dice as well for a total of 6. The Strider has a better chance trying to evade the attacks (survive) than try to fight back…
Since its larger model it get an extra dice. For a total of 4.
The Teraton scores 5 success vs 3 for the Strider, for net of +2 the attacks are AP 1 essentially making it +3 the Strider’s armor is 3, so we fail to damage it… we need one more.
Striders are Tough!
ENFORCER TURN
Enforcer Sgt uses the Splat Command die to activate his special ability mobile infanty, this give him a free sprint action. He pick up an item (ammo) during this move he then uses his Rapid Fire ability to try to Pin the Ynidj Trooper down and keep him from attacking other teammates.
He successfully pins down the Ynidj 4 success vs 2.
Pass to Rebs.
REBS TURN
Sorak drops Frag Grenade make a Sprint Action to unclaimed item. He picks it up and it AP Ammo
Pass
ENFORCER TURN
SNIPER has to reposition in same cube to aim at other targets, since this counts as a short action and his weapon is “Heavy” he cant shoot.
Activate +1 Model Die to have pinned Enforcer stand up then make a short action move to cube with cover against Rebs approaching from left flank.
Pass to Rebs
REBS TURN
REB TROOPER Picks up Frag Gren left by Sorak, takes 2nd short action to base of conveyor ramp
Pass
ENFORCER TURN
Activate Trooper who uses Fire for effect with Command Xtra Die to Pin down Reb Troop at Mine shaft entrance…he does so with a whopping 7 successes (with exploding dice) vs 2 for the Reb
He then does this again at the Trooper on roof with his second short action but does not succeed.
REBS TURN
Pinned Trooper activates stands and shoots..a misses 3 vs 1 in favor of Enforcers
Reb Trooper on roof fires using last command xtra die at same Enforcer. And he does hit but
The Enforcer armor absorbs it.
END OF ROUND 2
Check Smoke (2) smoke remains.
Current Score ENFORCERS 6 VP, REBS 3 VP
Yndij Trooper Pinned by Enforcer Rapid Fire. |
ROUND 3
ENFORCER TURN
(note on Initiative. Enforcers continue to go first as initiative at the top of the round goes to the strike whose models finished all there turns 1st. Since the Enforcers were initially outnumbered 8 to 6
Its difficult for the Rebs to finish the round 1st without several +1 model command moves. Considering the losses both sides have faced future turn may see the change in Initiative)
Command Roll 4 Dice = Shoot , Splat,, +1 Model.
The Strider Activates. I quickly realize the Teraton shouldn’t have engage the Strider as this point it too hard to get thru that armor without some better Strategy, The Strider simply takes a short action to move out of the cube. This give the Teraton a chance to attack against the Strider’s better Survive skill. Its 4 Dice vs 4 Dice and the Teraton win 4 to 3 but even with AP1 can’t get thru the Armor.
Now in the Adjacent cube the Strider can fire its powerful cannon point blank at the Teraton and it does.
And well the command xtra die plus our 2 bonus dice for 6 total dice… with exploding 8’s rolls a whopping 6 success !, while the Teraton rolls all three of it success, its looking at 3 against this AP4 weapon, however the Teraton is “tough” so we remove 1 right away looking at 2 success then an Armor 1 for the Teraton meaning only 1 wound gets through…wounded.
Here we now play the enforcers xtra command shoot die for another chance 6 dice again, +2 for clear shot and now the Teraton is wounded. This time the Strider gets 4 success but the Teraton only gets 1, for +3 , we remove 1 for “tough” with net of 2, since the Equalizer is AP4 it bypass the armor for 2 Damage the Teraton is Down and out!
With the relative ease the Strider withdrew, I knew the Teraton was in big trouble |
REBS TURN
Command Dice, 2 Moves , 1 Xtra Die
From here out is all down hill for the Rebs, losing the Teraton gave the Enforcers another 3 VP and they had 2 Items secure so they begin withdrawing
The Rebs end up losing another Trooper from the Pathfinder Sniper during their own exit but The Rebel Yndij does grab a nearby item which turns out to be the mission Intel worth 2 VP in this Specific mission
At the turn of Turn 4 all models have exited the board via their own D-Zone save the Pathfinder Sniper who was covering retreat sitting on an Item (ammo)
Final Score is 11 VP for the Enforcers, 4 VP for the Rebs
Enforcers had 1 Casualty, a Regular Trooper.
Rebs had 4 including their main two units.
Enforcers left with 2 Ammo, 1 Frag Gren and 1 Med Pack they had brought but never used.
Rebs left with Intel, 1 AP Ammo, and 1 unused Ammo and Frag Grenade brought into the mission
I’ll go into detailed Campaign options when I write about setting up the next game but briefly.
The Enforcers Soldier died after rolling on the injury table and was removed from the Roster.
All remaining Enforcers got at least 2 XP allowing them to level up while the Sniper and Strider both had 3 XP, the Strider was clearly the MVP, getting commendation medal.
The Rebs all Survived but the Commander and Trooper miss the next game and the other Trooper lives get his survive stat pushed to a 7+, The Teraton miraculously survives and is ready for the next game.
I had all models getting 1 XP, but the Sorak and Teraton (the MVP) got 2 XP with the Yndij Trooper getting 3XP, unfortunately the Yndij Trooper has no campaign options for Command Skills (as there is Yndij commander you can purchase) but the Teraton does, so he’ll be promoted to commander for the next match.
Overview.
A really fun game with some good dynamics, The Enforcers seem very difficult to beat, especially with the Strider without some sort of heavy Firepower..like the missile launcher as a counter. The Rebs really seem to need to concentrate fire a lot more than I did and use more teamwork, I left the commander hanging and that got her easily taken out, I can see the Teraton being a beast in melee against normal models, the Strider was a terrible choice to engage and it paid for it.
Overall Kudos to Mantic for this fun little game, I’m enjoying the stuff and will surely model some more figures and terrain up soon, and that’s it for Deadzone 2, I hope was interesting and informative, if you have interest in the game.
Posted by JPL at 12:21 AM 0 comments
Labels: After Action Report, Deadzone, Mantic Games
Thursday, June 23, 2016
Diehard Miniatures Kickstarter Review.
Last Saturday I received my Kickstarter Pledge from Diehard Miniatures a new company by sculptor Tim Prow, with Sculptors Chaz Elliot and Drew Williams..all guys with long lists of sculpting credits with A list companies like Reaper, Ral Partha, Wargames Foundry and Wizards of the Coast*, (*when they actually made good miniatures during D&D 3rd Ed) These generic fantasy figures, were marketed as "Oldhammer" which has taken on several meanings over the years but basically if your into Fantasy RPG gaming, its the OSR (old School Rules) of wargaming, Miniatures wise it focuses on the classic age of Citadel Miniatures 1983-1987, but often includes later figures depending on what you are into.
Anyway. I really liked alot of these figures, So I went for the 10 figure pledge, they were pricey at about $8 USD a figure but that's on par with what I pay for premium new metal figures these days. With all the plastic figures out there in the $2-3 range, people like to get all worked up over figures at this price, but coincidentally I am currently painting some really high end plastics right now and they just don't compare to these Pewter figures so I wanted to review them publicly as they came out very, very good.
As for the Kickstarter campaign , it delivered in just over 6 months, which is the new record for any miniatures related Kickstarter I have been involved in. Overall the campaign was flawless, as far as I can tell (there arent any outraged backers in comments section demanding blood, and that's kind of a new one compared to some of the stuff I have been involved in. ) The resulting figures are just lovely, Now, despite my 10 figure pledge , I did only end up with 6 Figures and 2 KS backer freebies. Because I choose 4, large figures, each of which counted as two choices.
I broke my purchases down into 3 categories, Heroes (2), Undead (2) and Monsters (2)
The figures are:
Human Knight
Hillsman ( half-giant)
Undead Minotaur
Undead Knight
Troll
Son of Slomm (chaos beast)
There all for basic fantasy gaming, they scale perfectly with lines like Otherworld, Reaper, and Citadel miniatures..so they fit right in with my core collection, I'll be painting some of them up soon, some later as I need them. As I mentioned I received them Saturday and had them all modeled up and primed by Sunday evening.
Overall the miniatures where exactly as pictured or described, fantastic casts, very minimal mold lines , there was some additional flash on the larger models but nothing remotely problematic.
The only critique and its really a sculptors prerogative is the pose of the Minotaur was so elongated I had to put him on 60mm base and he's still hanging off, which is ok as he works as a large monster for games on a 60mm, but I kind wish I could have got him on a 40mm
That aside, I am quite happy with these and look forward to painting them, since I photographed a bunch of black primed models here, I've included some of the pictures from the KS so you can the models are exactly as advertised.
Diehard is doing another Kickstarter in October, not sure If I'll jump in or not as I'm on a KS moratorium for a good while, but what I see is on the Facebook page is looking really good.
If you missed the original figures first time around, I believe they will be available this time around
as well, check it out.
As for the final review, as far as Kickstarters go this one is 5 out of 5 Stars.
Posted by JPL at 11:35 PM 1 comments
Labels: Diehard Miniatures, Fantasy Gaming, Kickstarter, Reviews
Wednesday, May 25, 2016
Otherworld Skirmish, Green Magic Part 2
Picking up where we left off.... |
INITIATIVE: DEFENDERS 3, ATTACKERS 1.
Man, the attackers cannot get a break.
DEFENDERS, GREEN MAGIC,
1 FATE
3 Activation's
SKELETON 1- Attacks Sorcerer - 2,2, misses twice, no luck here.
GHOUL 1- continues climbing up tower after Neb, 1st Agility test.. 5!, 2nd Agility Test he at the top and
abut to reach Neb and rolls a ..2! He need s a 4! So the Fate point wont help,
climbing wasn’t the best idea for this ghoul…He falls! (or was he pushed?!)
I was surprised to find in the manual that there no damage
mechanic from falling from height, just
a stunned status if you succeed a -1 agility test, so I have added that
if you keep missing your agility test and you hit the ground you take a STR 4
hit for every agility test you have failed on the way.
In this case the Ghoul had climbed 8 inches when he fell but
there is an additional 4 inches of cliff
face he was able to enter horizontally on, above that cliff face. before he started
climbing. Falling he could potentially drop all the way to the bottom . So it
would be 6 agility tests, the first he failed, the second he makes with a 6!,
needing a five…should he have missed he could have potentially made the next
with 6, then a 7 using fate..then he’d be out of options hitting bottom taking
6 Str 4 hits.more than enough to make him go Splat unless he was very very
lucky. As it stands he fell 2 levels
caught himself and is “Stunned” so he is right back where he started at the
beginning of his 1st activation this turn.
Again I am also surprised that Undead doesn’t have it own
rules outside of “Damned” as subtype
they should be immune to stun and scared
status, I’ll probably implement that in future games but for know he “Stunned”
until its removed.
THE LICH,
The Lich is thru
messing around he fires his Rob of lightning as his first activation and fires
it at the Monk so he can use his Block ability and the Skeletons can swarm the
Sorcerer. He is withing 6 inches and needs a
“4” and rolls a 5., he then rolls a 5 to damage the Monk who is only DEF
3…(needing a 3)
The Monk must then take a Defensive Statistic test or be
Stunned he rolls a the required “4” So he wounded but not Stunned.
For his Second activation , The Lich is of course going to
keep summoning…rolling all 3 Dice.., 3,3,5,+6 Or 16! Success.. the final 2 Skeletons on on the board.
The Lich has given activation tokens to two Skeletons
already in play. via the Helm of Command
(leader 2)
SKELETON 3 – Since the Monk ‘s Blocker ability is still in
effect, this Skeleton obliges and charges with his first Activation. And misses
with a 3, on his 2nd activation he makes a follow up attack…rolling
a 2, the Monk and Sorcerer are hanging in there but are totally surrounded..
SKELETON 5- can’t charge because there is not straight open
path, but can move into base contact to join the combat vs the Sorcerer and
then attacks with its 2nd activation but he also rolls a 2, (I am
rolling 2’s like crazy)
Sucessful Mystic Web Cast! |
ATTACKERS, THIEVES
GUILD, 1 FATE
3 Activation's.
ELAZAR THE SORCERER : In combat with two Skeletons, the Sorceror is
again going to try to cast his Mystic Web, he can potentially immobilize both
Skeletons attacking him and the one attacking the Monk..should he
succeed!...rolling two dice.. we roll a 6 and 4! + hit INT 5 =15 of the needed 12 so he
succeeds!. For his second activation he’s going to Arcane Bolt the
newly summoned Skeleton 6…hitting with a 6! the Skeleton is DEF 4, and the wound roll is a 5! The Skeleton has a
shield…and can avoid it the magic blast with a lucky 6 but rolls a 3!
Destroyed…big round for the Sorcerer.
THE MONK. (via
Follower ability) normally would be getting to attack an immobilized Skeleton
for most likely an easy kill, HOWEVER the Defenders have 8 models on the
board..4 of which are now suffering status effects (3 immobilized and 1
stunned) that count toward a shaken or wiped out test. While the lich has a
very high morale at 5, we could
potential force a Shaken or even Wiped out test in the end phase and maybe get him to concede the battle IF we
can take out some more of these active models. So we go with that. The Monk withdraws from
the Immobilized Skeleton 3 and moves into the newly Summoned Skeleton 7
behind him…I cant charge as the Skeleton is behind him and he has no Line of
Sight, so I must turn and move as my 1st activation, attacking with
my Second. He get to roll two due to “unarmed adept” rolls a 5 and a 6 ! , then rolls the needed 4
on the damage roll, the Skeleton rolls a 4 on his Shield roll looking for a 6
to save but fails and is Destroyed!
Note the climbing, but fallen and stunned Ghoul on the right. |
SCORPA THE ASSASSIN has been sitting on an Adventure Token for a full turn now, we need
him in the fight so for his first activation I we turn the card..and it’s “THE
CROWN” worth 2VP, I want him to fire his crossbow for his second activation but
there are target in Line of Sight, so he moves 3 inches succeeds at an Agilty
check and climbs 2” up to a cliff ledge for next turn.
Lastly I am left with Neb and Grym…
I go with NEB at the top of the Wall who look down and try
to shoot his hand crossbow , the stunned hanging by his fingernails ghoul 1 who
slipped and fell, he’s within 6” inches
and is stunned so Ned is +1 to hit he needs a 3, and I roll a 3! To damage he rolls a 5 and the Ghoul is done.
For his second activation Neb secures the treasure at the top of the tower
which was the Attackers main objective.
The Thieves had their biggest turn so far, the didn’t even
need the their Luck or Fate .as the plan succeeded , we will see how it works
out.
END PHASE
DEFENDERS, had 7 models
on the start of the turn, it went up to 9 thru Summons, , I assume we have to
base it on 9, they are now down to 3 active models on the board, so 1/3 exactly,
we need to resolve the status effect first as any skeleton shaking off the
effect with move the Wiped out morale test to a Shaken., I roll 5, 5, 4 so with
the Defenders unused fate point we free a skeleton and the Defenders catch a
break, The Lich must take Morale test at
-1 or fail his morale is a 5, with the -1 he need a 3+ and he rolls a 2!..and
fail so I roll the D3 and only roll 1 model
removed. so I remove Immobilized
skeleton 5 and battle continues!!
TURN 5
INITIATIVE: ATTACKERS
6, DEFENDERS 2,
ATTACKERS, THIEVES GUILD,
2 FATE
Seems as if the tide
is turning and Attackers are in control right
now, since we finally have 2 fate we certainly will buy that additional
activation, meaning everyone from the Guild will get to go…
4 Activation's
ELAZAR THE SORCERER: Engaged with Skeleton is clear he’s got good Area of Effect for a
Fireball if he can move to better spot. Activation 1, he disengages…opposed
agility test Sorcerer 3+3 =6, Skeleton 5+2=7 The Skeleton gets a
free Strike..rolls a 4! Hit, Elazar has dodge, rolls a 4! (for Agility 3) he succeeds and has avoided the blow! Moves 3 inches away.
Activation 2, Cast Fireball…rolling 2 Dice..4+3 +5 Int =
12! Success. To hit he rolls a 3, one short so it scatters
D6 inches, I roll a 1” in the direction of the Lich..and the template just
clips his base..in stroke of good fortune it hits all 3 Skeletons and the Lich!
Now, the reason I didn’t bother trying to get the Lich in to
begin with is Magic Resistance, every target is DEF 4 so I need 4’s., I roll a
5 for the Lich he’s hit, but then a 4 for the MR roll and he laughs it off.
My other rolls are 3,4 and 5 thou….two Skeletons get their
shield roll and fail and burn away…, the 3 was on the immobilized skeleton , I
can find it in the book when I got to look but I was thinking Immobilized
models are DEF 1 and cant do anything,
regardless its webbed and I rule it destroyed.
Major points for the Sorcerer, really earning his points
this game, all the Skeletons are down.
SCORPA THE ASSASSIN:,\ Activates nexts moving up the rock face into position to fire a Crossbow
bolt at the Lich. Activation 2 is his
shot..he hits with a 4 which is what he needs given his move and fire rule (
his Crossbow shot is an upgraded 3+..and wounds the Lich with 5!, the Lich
turns around and isn’t playing games anymore, he also has regeneration…LOL
RAIDEN THE MONK- we need to tie up the Lich if Neb is going
to escape with recovered loot…The Monk activates with his “follower” ability, and is determined to engage the Lich.
His 1st activation is movement and he cant charge due to where the
lich is positioned, so he moves to engage and his 2nd activation is
a melee attack. However the Lich is fearsome, so as soon as end his move action
he must make an immediate morale test.. needing a 4 and fails..so the Monk
realizes he’s made a terrible mistake and now suffers the scared status..
attacking while Scared is a -2 Penalty, I am looking for 5’s and with the 2
attack dice we get I roll a 2 and 3..oof.
NEB THE THIEF is next….Neb climbs to level 2 of the Tower where there
is an Adventure Token inside he ends his move on it, allowing it to be turned
with his 2nd activation. It’s the Dice Lore card which is boon for
the Defender!, I talk about that if
actually comes up..Nebs Turn ends..
Finally we have minor thief GRYM who hasn’t been able to do
much all game Zombies on the right , the Lich on his Left, he doesn’t have many options, I decide to move him into
some trees on his 1st activation then on his 2nd use his one-shot
move silenty ability to move x2 past the zombie , on to a far adventure
token. 7” from the zombie Just far away to
work.
DEFENDERS, GREEN MAGIC,
2 FATE
THE LICH. is
somewhat in tough spot here he is engaged in melee, but he needs to summon
Zombies or else he’s going to have to take a wiped out test at the end of
turn….
At the start of this activation phase the Lich is only
receiving 1 Activation which is uses himself.
He’s got 3 Magic Dice and he also has 2 Fate , so I think I can pull it off,
Activation 1, try my new Disintegration spell with a DC of
13!, we. Try 2 magic dice.. we roll a 5
and 2 for a 7 +6 Int =13!! Success.. bad new for Raiden the Monk who is Scared
, wounded, and faces D3 S6 Hits..I roll a D3 and its 2…his DEF is -1 because of
Scared so I need anything but ones and he is toast.. I roll a 2 and 6, and the Monk is Disintegrated!!! Oof.
Activation 2 is to Summon Zombies, I have on magic dice left
and roll a 3! , +6 Int =9 not enough! But he has 2 Fate..we use one and get the
required 10 to succeed. D6 Zombies appears I roll 5 but there are just 4 in the
que so they all go on the board rising up out of the ground around Scorpa!!
The Lich is making his comeback., I had to reread the
activation section because with the Zombies now on the board, I thought I might
be able to get some activation however The Lich’s leader (2) ability was moot
because when his activation began the Zombie where not on the board yet..(And
the other lone zombie is too far away) and the Zombies- Mob Leader (3) rule
doesn’t kick in unless a Zombie can be activated by an already available
activation token which I don’t have…so the Lich’s turn ends.
TURN 6
INITIATIVE: ,
DEFENDERS 6, ATTACKERS 3
DEFENDERS , GREEN MAGIC, 2 FATE
Plenty of activation's to go around here, as the is six
Defending models on the board 3 base
activation and multiple activation thru Leader ( Helm of Command) and Mob
Leader (Zombies)
THE LICH, Uses his Force of Will Power against Scorpa the
Assassin and easily bests him with a 6, Scorpa is now Weakened, For his is 2nd
Activation he use his 2nd Charge from his Rod of Lightning Firing it
at Elazar the Sorceror, I roll a 4 to hit and a 6 to wound…The Sorceror is
wounded, but he makes his DEF statistic test and is not stunned.
MOB LEADER ZOMBIE is activated, using mob leader (3) he gives
all the Zombies activation tokens…3
zombies move into base contact with the Weakened Scorpa!
ZOMBIE 1 finally activates and moves to minion thief
Grym who is just out of range.
ATTACKERS, THIEVES GUILD , 1 FATE
At this point I think its time for the Thieves to call it a
day, there is no way they are taking down this lich, without some sort of super
warrior type character which they don’t have. The Thieves only have 2 Activation's.
SCORPA chooses to voluntarily withdraw from the Zombies, he
is weakened, and they get free strikes, He’s not going to waste the action trying to regain his
strength, he just runs..I roll 3,3,2, the Zombies need 5+ to hit so he’s free,
his 2nd Action he makes a agility check succeeds with a 5 and climbs
down the Cliff face.
For the 2nd Activation I have GRYM the minion
thief flip the adventure token and we
draw a card, I draw wandering monster..there are no more in WM pool, so we draw
again and get a Dragons Egg! (worth 2 VP)
I want Grym to voluntarily leave the board however he can not as there
is a zombie within 6 inches of him so for his 2nd activation he
turns and engages it..( can’t charge he’s facing the wrong way) He passes his fearsome test as the Zombie is damned and he
is a minion and make base contact.
END PHASE,
Scorpa tries to regain his strength. Rolls
a 5 and with out 1 fate to help out he does!
TURN 7
INITIATIVE: , ATTACKERS 6, DEFENDERS 3
ATTACKERS, THIEVES GUILD ,
2 FATE
In a huge break the Attackers get the opposite luck and keep
the initiative, they will also buy an activation. So they have 3.
SCORPA and ELAZAR both leave the board scoring for the
Thieves Guild, I wanted to Sorcerer throw another Fireball but don’t want to
risk rolling a 1, so they just leave.
NEB, makes an agility test. Rolls a 6 so he climbs the wall
near the top of the tow
er steps where he is..
For his 2nd activation I have him Jump!!! I paid for 50 Feet of Rope for him because I
thought I would do a lot of climbing on
this board. It however requires he make agility tests for each level fallen he will be falling 3 levels here… he
passes all three but we must use a point of luck here to make sure he does bumping
a 2 to a 3 ( Neb has an Agility of 5) so he get to the base of the outside without
damage.l
Unfortunately there are no activation's left for Grym who
just stands there.
DEFENDERS, GREEN MAGIC, 1 Fate
Again plenty of activation's to go around but not a lot to do
THE LICH moves twice to get within striking distance of the
remaining two Thieves!
THE ZOMBIES all move.
ZOMBIE 1 attacks Grym and rolls a 4 which the Lich
uses fate to bump to a 5 to hit!
The Zombie then rolls a 5 to wound, Killing minion thief
Grym! Oof
END PHASE
Neb is now alone on the board and must take a Shaken test
first…he rolls a 1! Failing and must be
removed feeling the board…I guess the Lich scared the pants off him, worst case
was he had the Objective Treasure which stays on the board!
GAME OVER.
Defenders, The Lich and company scored 8 VP, 3 for Kills and
one for a fleeing character (Neb)
Who’s now failed morale tests end game twice in a row now
definitely earning the “Coward” disadvantage
in future profiles.
Attackers , scored 2
VP for models voluntarily leaving the
board and 4 VP for treasure cards. For a
total of 6 VP
The Lich and his Green Magic win the day!, it was close thou
should Neb have gotten off the board voluntarily the Attackers easily won.
Victory! |
The end was somewhat anti climatic with the morale failure
but overall a solid match, the Lich is beast and We barely used him to full
effect, he’s a hard one to bring down…without
some real muscle with spell support for sure.
This is last of these type reports for awhile, I hope they
were useful Illustrating how the game is played, I’ll drop back to more narrative reports in
the future as obviously these take awhile to get done.
Posted by JPL at 12:09 AM 4 comments
Labels: Fantasy Gaming, Otherworld Minatures, Otherworld Skirmish, Village of Blackbarrow
Wednesday, May 11, 2016
Otherworld Skirmish- Green Magic.
Here is another walk through for Otherworld Fantasy
Skirmish. This scenario called “Green
Magic” is named after a photo I took for LPL6 which features some of the
defenders of this scenario and are its inspiration. While progress continues on
my fantasy village of Blackbarrow and it all that it contains. The game takes place on a small section of the
table I’ve broke out on to separate
board just for this play-thru. I’ve started tweaking some home rules for the
game, specifically spells where I feel its lacking but overall the rule-set has really grown on me, I love the narrative
nature of these games, I am going to continue these reports in the that style.
THE ENCOUNTER. Theoretically
a 250 gp per side game, I am more concerned
with balanced sides than actual point totals.
This battle features a host of Undead , led by a Lich facing off against
members of the local thieves guild and their associates. There are few tweaks to the standard rules
for scenario purposes but the profiles are standard and the game setup is based on the “skirmish”
book scenario. The goal of the attacking team (the Thieves Guild) is recover a specific treasure item and any other treasure tokens
they can beforehand and leave the board treasure in hand with the least of a casualties
as possible, The Attackers get 1VP for
each surviving Model as well as 5 VP for the special treasure item and any standard
VP from Adventure Cards. The Defenders
get 2 VP for each Attacker for doesn’t leave the board of their own freewill,
meaning if any Attacking models Flee due
to failed morale, the Defenders get the points,
Defeated Legend/Unique models are also worth an additional Victory Point
to the respective side. This make the VP spread a potential max of “14”for the Defenders vs “12” for the Attackers before any Adventure cards
come into play.
THE BATTLEGROUND.
This once again takes place on my 2x2 battleboard, My Hirst Fieldstone Ruin
which serves as the entrance to Blackbarrow dungeon is the setting of choice. Surrounded
by heavy forest, the old ruin still guards the entrance to the infamous dungeon
and fills that exact role on the larger table as well.
THE STORY. The sole survivor of the last scenario I ran “Bait!”
was Neb the Thief. Neb used his new
gotten gains to found the Thieves Guild of Blackbarrow and now has two
Hirelings working with him. Recently
while scheming at the Wayside Inn, they met a traveler who claimed to be a survivor of
another unfortunate Adventuring Party and to have escaped Blackbarrow Dungeon .
He claims not to have escaped alone but with a partner who was carrying some
extremely valuable treasure. Chased from the Dungeon they were separated and he
last saw his partner climbing to top of
the ruined tower at the Dungeons entrance
while Undead swarmed from below.
Dropping everything he ran, and
claims his companion , badly wounded surely
met his end trapped at the top of that tower.
Treasure in hand. Neb obviously know he’ll need some additional help here, and
who has been staying at the Inn these last months claiming to have cleared out
Blackbarrow Dungeon? Why the 3 survivors of
“Burn Baby Burn” of course.
THE DEFENDERS, GREEN
MAGIC
Varga the Lich. The highest point creature in the current
book other than Dragons, The Lich comes with host of awesome powers I’ll go
into as we play, he also has a slew of
magic items in this case, the Helm of Command (leader -2), a Rod of Lightning
(3 charges) , a Ring of Invisibilty, a
Scroll of Haste and a potion of Great Strength.
Spells are Raise the Dead, Strike Fear and Disintegration (*new spell)
*Disintegration- Whats
a Lich without a Disintegration type spell?
I came up with DC 13, Touch, creates D3
Strength 6 hits, Once use per turn. While
the DC13 is higher than standard spells potentially wiping out most characters
in one shot is a big deal but with Magic (3) and INT 6, I don’t think it will
be too much of an issue.
3 Ghouls. Standard servants
of the lich, despite needing 5+ to hit,
their Drain ability could get nasty, a good rank and file troop that doesn’t need
to be summoned.
7 Skeletons. Starting off the board, they must be raised by
the Lich via the raise the dead spell.
D3 per turn can arise..7 will make sure new Skeletons are coming on the
board at least thru the 3rd turn.
5 Zombies. Normally
they must also be Summoned via the Raise the Dead Spell at D6 per turn I am however going to allow
Zombies to be played anytime a Wandering monster card is drawn, (1 per card) or until all 5 are on the board
or summoned by the Lich, which ever happens first.
THE ATTACKERS, THIEVES GUILD
(Evil Profiles)
Neb (Legend profile -Corsair) Neb is back with an evil profile this time to
fit the team. Extra point for Def and Agility, his skills are Dodge , Set Traps, Treasure
Hunter (1), Thieves Tools(1), Luck (1), Leader (1). He has an extra attack with
a hand crossbow at 4+ and since there will be climbing involved I gave him the
extra 50 feet of Rope ability for 5gp.
( I also think Legends and
companions, should be able to purchase additional equipment above the basic
profiles so I do that here)
Grym, Neb, Mott |
Elazar (Legend profile –Sorcerer.
) The wizard has bumped up DEF and INT
and the following abilities Magic (2) Magic Items (1), Arcane Bolt, Scrolls and
Potions (1), Shield of Force Grimoire (Haste), Potion of Cure Wounds. His Spells are Web and Fireball * (new spell)
*Fireball- what’s the deal with no traditional Fireball?
I came up with DC 12, Range
18” Str 4 Attack Roll 4+ Blast 5” Scatter D6” On Fire. A more difficult to cast
Pillar of wrath, with increased range and a bigger template.
Raiden the Monk (companion
profile Myrmidon) The Wizard faithful
servant , has upgrade his Brawl attack to 3+ and has the following
abilities: Blocker, Follower, Dodge,
Unarmed Adept, Critical Blow, and the “will..not..stop” special ability
Scorpa the Assassin (
Companion profile Slayer) The Assassin an extra base attack with a Crossbow which has again been upgraded
to 3+. The Assassin has the following abilities: Concealing Cloak, Dodge, Thieves
Tools (1), Move Silently, Light Armor. He also has the special power Unseen
Strike, allowing a one time double dice roll, for a single wound.
Scorpa, Raiden, Elazar |
Finally I needed some
Thieves for my Thieves Guild. The standard hireling profiles didn’t quite fit,
these aren’t simple bandits, they are decent thieves, so using the 15gp Veteran profile we
have:
Mott and Grym, Thieves.
Agility upgraded to 4,
Pickpocket (1) and Move Silenty, Brawl
and Shortsword 4+.
PRELIMINARIES
As the band of Treasure
Hunting Adventurers reaches the Ruins that guard the entrance of Blackbarrow
Dungeon just after dusk, they are
welcomed by a sinister green glow.
At the start of the first
turn, each side rolled a morale test to see if the other was surprised, both
sides passed so each are aware of the other
.
The Lich and his Ghouls are
deployed in the center of the ruin near the dungeon Entrance. The Thieves are
in two group deployed in opposite corners on at the front of the ruin, Neb and
his Thieves plan to climb the tower to
access the main treasure, while the Wizard and his muscle use range and AoE
spells to destroy the undead from a distance. The Lich of course has other
plans.
There are 9 Adventure
Tokens placed randomly on the board, an extra token was thanks to Neb’s
Treasure Hunter (1) ability.
TURN 1
INITIATIVE Defenders 4, Attacker 3
DEFENDERS “GREEN MAGIC” 1 Fate
The Defenders currently
have 4 Models on the board. So they start with 2 Activations, however the Lich
wears the Helm of Command, giving him Leader (2) so all 4 models with Activate
for the Defenders
Ghoul 1- Activates and use
both actions to move where he can now has cover and Line of Sight on the
interlopers.
The Lich. His first activation is a special action, casting
Raise the Dead, needing a 10 he uses only 2 of his 3 dice as he’s going to try
to cast it twice. And get those Skeletons on the board, His first action to
cast the spell is two dice and rolls an 8 with a 6 in the easily cast the spell…
we roll a D3 and get a 1 so 1 skeleton enters play, He summons the dead once
again with his second action. Rolling a “3” + 6 Int gives him a “9” one short
of casting the spell, so he uses his Fate token to make it a success…this two
skeleton join the fray.
Ghoul 2 – Activates from
the Lich using his Helm of Command here moves twice toward a position of ambush
or flank the Wizard group.
Ghoul 3- Activates from the
Lich using his Helm of Command and does the same, expect he needs to climb down
the rock face to woods rolling a 6 on an agility test , easily does.
ATTACKERS – THIEVES GUILD 0 Fate
The Thieves get 3
Activation's, however Neb has Leader (1) and The Monk is a Follower of the
Wizard meaning 5 members of the team
will activate this turn.
Elazar The Sorcerer Activates and having nice target of 3
Skeletons and a Ghoul cues up his Fireball Spell. He only has Magic 2, and this spell needs
a “12” he rolls a pair of “4”s +5 Int =
13” the spell is successful! However he only rolls a “2” to hit so the spell is
off target I roll the D6 Scatter and get 2 “ to Left, Not too bad as it still hits one skeleton and
Ghoul #2 whose on outside the wall. The Skeleton survives but is “on Fire” the
Ghoul is destroyed.
His second activations he fires
an Arcane Bolt at same skeleton he targeted the fireball at but misses again.
Raiden the Monk . Activates
using his Follower ability using both actions to move toward a nearby adventure
token and intercept Ghoul # 3. After his first action he is 6inches away in a straight
line so he charges the ghoul, and uses his enhanced brawl attack of 3+ which
becomes a 4+ because of Charging., Ghouls are Damned but that doesn’t effect
him as a Companion model. He rolls a “4” and hits..and thanks to unarmed adept
gets 2 dice to wound..only needing a 3! But rolls a 1 and 2, the Ghoul
survives.
Neb activates and moves to the nearby cliff face
to start climbing, he easily passes the agility test and climbs one level, he
will have to climb many more levels to reach the top. as each "level" of climbing is 2"
Mott the Minion Thief Activates
and follows Neb but fails his agility test and is stuck at the cliff face.
Grym the Minion Thief
Activates and moves twice just reaching an Adventure Token.
Scorpa doesn’t get to
activate this turn.
Here you can see wear the fireball set one Skeleton "on fire" and destroyed 1 Ghoul. |
End of Turn 1 |
TURN 2
INITIATIVE Attacker 3 , Defenders 1,
ATTACKERS , THIEVES GUILD
1 Fate
In a bit of poor strategy I have botched the use of the “follower” skill by moving the monk too
far away from the Sorcerer. Since I want
to move the Scorpa the Assassin as well this turn its either the Sorceror doesn’t
go..and I get 4 activations due to Nebs,”
Leader (1)” OR none of thieves do and I get my base 3 tough call. I wont make
this mistake again. The Monk is in base contact with a Ghoul, so I choose to activate him first.
Raiden the Monk- Attacks
Ghoul due to Unarmed Adept, he rolls 2
dice, needing only 3’s rolls a 5 and 1, so the 5 hits. Thanks to “Critical Blow”
his unarmed attacks are STR 4 vs the Ghouls DEF of 3 he rolls a 4 to Wound and
the Ghoul is down. His second action he
returns 6 to his Sorcerer mentor.
Scorpa the Assassin- uses both activation to Move / ending on the Adventure token the Monk
originally went after. At least from this position he can try to flank someone,
maybe
Neb- I then decide to move Neb as my 3rd activation so
he can use his leader skill move the thief Mott. Neb activates giving an additional activation to mott, then
continues climbing the tower each climb move , allows him 2” per activation Neb
now has a choice to enter a window of the tower and proceed from inside or keep
climbing, Neb only needs a “3” for his
climb check, and I roll a “2” on my second roll, however Neb had Luck (1) but
we also have the 1 fate, we use the Fate and he’s safe.
Mott- Activates and after
failing his first attempt makes both agility tests ,he is now just starting to
climb the tower.
DEFENDERS , GREEN MAGIC ,
1 Fate.
3 Activations.
The Lich activates giving the two Skeletons (#2 and #3) who
are not on fire , activation tokens
The Lich. has line of sight on Scorpa the Assassin decides
to attack him at Range. He’s more than 12 inches away so activation 1 is a 4 “
move , then the Lich uses he Force of Will ability rolling a “6” to hit. Scorpa must face the lich in an opposed INT test. Where the Lich
is a “6” and his is a “3” I roll a pair of ‘3’s and the Assassin gains the “weakened”
status.
Ghoul 1. the lone
Ghoul at this points activates, and moves 6” toward the outwall tower base and
the climbing thieves.., He is able to make base contact but not Charge the minion thief, Mott so he attacks
as his second activation using his drain attack, hitting with the required 5 Drain is
STR +1 so in case STR 4 vs DEF 3
and I roll a “3” good enough…Mott is also Weakened.
excuse the legos needed something to hold up figures climbing the tower..note the Ghoul on , the Thief Mott. |
Skeleton 1. Activates Suffering the “On Fire” status due to
the Sorcerors 1st turn Fireball, needs to make a Morale test,
Skeleton have a very high Morale of 5 being Undead they don’t care about being
on Fire and he easily succeed, he make two moves the second of which is a
charge at the Sorceror. The Skeleton
hits the Sorcerer with a 6!.. but rolls a 1 to damage him.
Skeleton 2 and 3 Activate
via the Helm of Command, both make
double moves and cannot quite reach the Sorceror but Skeleton puts himself between the
Sorceror and his Monk while Skeleton 3 plans on joining the combat with making
the Sorcerer’s life short and very difficult.
END PHASE, Scorpa
gets lucky and rolls a “6” shaking off his weakened status, Mott does not. The
Lich is not happy.
TURN 3
INITIATIVE Defenders 5, Attackers 3,
DEFENDERS, GREEN MAGIC, 1 Fate
A bad break for the Attackers here as the Defenders seize initiative!
3 Activations..
Ghoul 1, - in combat with the weakened Thief Mott the Ghoul
now attacks, The Ghoul being “Damned” is
“Fearsome” to minions but since they are in base contact the effect doesn’t apply.
Ghouls rolls a “4” to hit, I’ll the teams 1 Fate to bump
it.. to the needed 5, the ghoul is STR 3, Mott Defense is normal 3 but now
effective ‘2” as he is “weakened “ the damage roll of 4 is enough to put Mott
down and out. For his second activation the ghoul starts climbing the
Tower after Neb!, rolling a “5” for his agility test he proceeds two inches up
the tower in hot Pursuit.
Climbing after Neb , Ghoul 1, Neb victoriously has reached the top! |
The Lich activates. Unfortunately for the Lich, he has let his Skeleton move too
far away from him to use the Helm of Command, his first activation is to move
within 6 of them for the following turns
His second activation is to Summon more skeletons! He rolls all his dice..and rolls a 6, 1 and
1, lucky for him its second activation or he’d be done for the turn, due
to the “taxing nature of magic” however
8 + his 6 INT is easily enough to get the spell off and he summons two more
skeletons to the join the battle!
Skeleton 1 who is now in base contact with the Sorceror
Elazar activates and attacks. Rolling a
2, Miss and another 2, Miss again.
ATTACKERS , THIEVES GUILD, 1 Fate,
3 Activations
Elazar, The Sorceror with 5 Skeleton bearing down on him,
sees a good opportunity to use his one shot mystic web spell, so makes a
special action and goes for it. He rolls both his dice. And rolls a 1 and 2!! Even
with 5 INT and if we used Fate and Luck we still be short! So the spell doesn’t
go off and since I rolled a one Elazar is done..Ugh.
Raiden the Monk, his Loyal Follower activates thank to his
ability and Charges Skeleton 2, (the
nearest) On the Charge Attack, he gets 2 dice (unarmed Adept) but misses. On
his second activation he hits, 6,3, and gets the needed “4” to wound, the
Skeleton has a Shield but rolls a 5, and is destroyed.
Next we need to something going with the Minion Thief Grym
and start scoring some points, hes been standing on an adventure token for 2
turns, so I have activate and flip it…
“Wandering Monster”
if you’ll remember I mention for this scenario the Zombies were pre
summoned and in the Wandering Monster
pool, so Grym get a Zombie!, no treasure for him!.
A bunch more where he came from (the wandering monster board) |
For his second action I have Grym drop back toward the
others but the Zombie is also Damned so Grym , being a minion must make a
morale test and he gets the required “4” passing so he moves away!
Since Neb cant use he leader ability as no one was close
enough, the last activation is for him or Scorpa, who potent attacks are direly
need, Neb however is being pursued by a
climbing ghoul so it I think it best to activate him and get to the top of the
tower.. with a 4, and 6, Neb makes both climb checks reaching the tower and the
abandoned treasure!
End Phase, downed models removed , no status effects to
test.
I am going to end part one here ., Cliffhanger!!
End of Turn 3, One Skeleton Dead, 2 Ghouls 2, One Thief Dead, The Lich cackles. |
Posted by JPL at 10:43 PM 0 comments
Labels: Fantasy Gaming, Otherworld Minatures, Otherworld Skirmish, Village of Blackbarrow
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