Monday, January 20, 2020

Fallout Wasteland Warfare- Mission 1: Troubled Beginnings

So here's my play through of Tutorial Mission 1 for Fallout Wasteland Warfare (FWW) .
I actually played it twice through with very similar results while fleshing out some rules questions. I’m still a bit dubious on prepared actions and their triggering and responses, but this play through seemed to flow nicely. Because of all the symbols, tokens and widgets it’s a tough game to explain without just directly quoting the rulebook in big chunks which I’m not going to do.

but for reference colors mentioned our either range increments or dice, Range Rulers from short to long , are Black, Blue, Green, Red, Yellow and Orange.  Dice beside the to hit die are Effect dice they are Green -Accuracy, Black- Damage, Yellow- Armor, Blue- Special effect..results are generally global ( so green accuracy die can improve your “to hit” but sometimes also break armor do extra damage, but the majority of the effect is tied the that color dies main effect.
I use the AI card system here for this mission as I am running solo games, I like AI a lot of variety but sometimes you just have to use common sense. This mission is recommend as you finish the first section of the Rulebook, so some things like “battlecry” (if your familiar with game) I just skipped over. This is big change is play style and likewise the battle reporting , I hope I can get this clearer as I get better adjusted to the game


Nora,  Sole Survivor, Day One - 10mm Pistol
Silver , Settler- Hunting Rifle
Hobbs , Settler- Hunting Rifle

Dogmeat , Dogbite   -starts game as prisoner.

Objective- Free Dogmeat, Kill the Supermutants


Mawg-  Brute with Sledgehammer
Gore-  Bolt Action Pipe Rifle, Board
Viktor (Aviator)  - Bolt Action Pipe Rifle, Board

Objective- Clear all 4 traps to win, Killing the humans is just a bonus.


The game will last 4 Rounds, each Round consisting of multiple turns in am " I go U go" pattern
you may "ready" an model an not move it on a particular turn delaying your action until a future turn where you must move all readied models 

(Note: I find this very cool and similar to what happens with a delayed action in a turn based video game)

ROUND  1  SUPER MUTANTS have advantage


AI activates   Mawg the Brute  , Task- Move to Objective.
ACTION 1 move
ACTION  2  , he’s within Orange Distance of the  Trap he needs to clear , he makes Strength test at  Strength 8 roll (2)  pass

Trap cleared 1 of 4

Maug clears a trap right away ...


Nora is readied,
ACTION 1 – Regular move to nearby cover
ACTION 2- Fires 10mm Pistol at  Supermutant Gore Roll ( Critical, Armor Break, Extra Damage) 

Result 3 damage to Gore
Nora shooting at Mutant Gore


AI activates  Viktor – task Reckless Attack  Melee
ACTION 1- Move yellow toward Nearest
ACTION 2- Charge Nearest (Nora)

Result  additional Black die from Charge for next attack

Viktor initial Charge of Nora


Silver  is Readied

Holds- Delays actions


AI Activates Gore-  Task Move to Objective (Careful)
ACTION 1 move
ACTION  2  , he’s within Orange Distance of the  Trap he needs to clear , he makes Strength test at  Strength 6 roll (7)  Fail

Result Trap NOT cleared  Still  3 of 4 remain
Gore fails to clear the trap on the first try


Hobbs is readied

ACTION 1 and 2  Moves toward Dogmeat

Silver , Readied in Turn 2  must now act ,
ACTION 1 moves to nearby  Car for Cover
ACTION 2 Fires Hunting Rifle at Mawg who has cover from a Car
To: Hit base 6 Cover -2 = 4   Rolls (5, -1 to hit, extra damage )

Result Hit!  Mawgs armor is 2 + 1 from Cover  against  3 damage…armor save roll ( 1)
Mawg  takes 2 damage

Silver Shoot Mawg the first time

Dogmeat is trapped



SUPERMUTANTS have Advantage.


AI activates Gore, Task Move -toward Objective (careful)
ACTION  1-  Clear Trap Str test 6  roll (5)  Pass

2 of 4 traps cleared
ACTION 2- moves toward next trap


Nora is readied.. Faced with close combat from the Charging Supermutant Viktor
She choose to make the risky withdrawal

ACTION 1  move from Combat…
Since the Viktor has not activated yet his free attack with bonus damage is a quick action and suffers a -2 penalty making his 6 or less to hit a 4 or less to hit  roll (7, 2x extra Damage)  whew he miss

ACTION 2 - Nora fires her 10mm pistol at Viktor
Base to hit 5 or less, Rolls (7 -2 accuracy, double damage(2 stars) 
Awesome hit!,  base damage is 2 +2 the bonus for 4- the mutant has 1 armor  his save is (4) fail…
Viktor  takes 4 damage ouch


AI activates Mawg the Brute,  Task Melee Attack Nearest 

ACTION 1 Charges Hobbs..Mawg is Str 8 so he gets not only a charge bonus die (black) but a bonus black die due to Strength
I was worried about this but was more worried about Nora
Oh wekk

ACTION 2 attack  Rolling 2 yellow and 2 black dice.  Roll (critical, armor break) and 3 blank faces!!!
Hobbs totally lucks out here…the armor break cancels his armor boost and he gets a save but fails (2)

Result Hobbs 2 damage….he’s very lucky here he should have been KO’d


With luck like the we will stick with Hobbs
ACTION 1 disengage from Mawg and move toward dogmeat.

Mawg free attack at -2 needs 6 or less Roll ( quick action, blank, armor break) a miss but Mawg will prepare a quick action and can act on trigger for any action except prepare within his sense range, green

ACTION 2   Hobbs frees Dogmeat..Dogmeat is live!

Hobbs on his way to free dogmeat dont mind the Supermutant brute just off to your right!


AI Acitvates Gore, task Move,  he moves toward objective

ACTIONS 1 and 2 place his within Orange of  Trap 3…my may attempt to clear it next turn


Silver is readied

ACTION 1 Sliver Fires her Hunting Rifle at Mawg  Base 6 Roll (critical, double armor break, bonus damage)
Result loses 2 armor give Mawg no save and he takes 3 damage.ouch

However this give Mawg a chance to use his quick action and he charges Silver!

Getting a bonus green (this time, I randomly flipping these as suggested) and a Black dice next combat.
Here Silver ranged attack triggers Mawg's prepared action and he Charges her.

ACTION 2 - Silver can attack in close combat using her Hunting Rifle as an improvised weapon, BUT the best she could hope for is possible 2 damage with a lucky out come..
I decide to risk disengagement again for that -2 penalty  the Brute still only needs 6 or less to hit and has 2 yellow , 1 green, 1 black dice…

She moves, Mawg attacks Roll ( X, bonus action…blank, bottle, -1, armor break)  she lucks out Mawg gets a whole lot of nothing but DOES get another prepare action.,

Dogmeat last but not least, Dogmeat is readied

I send dogmeat after Supermutant Gore whose clearing traps

ACTION 1 Dogmeat moves toward Gore
Mawg who has a prepared action has Line of Sight to Dogmeat
Dogmeats movement triggers Mawgs prepared  action, (as his perception is range Green) 
 Dogmeat is two Green lengths away, so Mawgs only option is movement..
Dogmeat at the start of his move is outside his charge range but Silver is standing right there
 I have Maug recharge Silver  and he gets another  Bonus Black Charge dice this time…Ooooofff

ACTION 2  Dogmeat Charges Gore and get a bonus black die.

(note: for myself right now quick and prepared actions are the most confusing part of the game, if someone reading this knows the rules and I am in error please correct me) 



SUPER MUTANTS have advantage


AI Activates Viktor

With 2 health left I roll 2 bottles on the blue dice for his AI response
 Task -Objective…I have viktor withdraw toward Trap 4
Victor is wounded with 2 health remaining and the last man standing. he is out numbered. his Objective from game start is clear the traps so I have him retreat toward the nearest trap in hopes of clearing it, if his objective was say "kill dogmeat" he would have shot at Dogmeat with his Pipe Rifle

ACTION 1 and 2 Move away toward trap 4


Dogmeat with Charge goes 1st rolling 4 bonus dice one of each color 
ACTION 1 attack  rolls a quick action so he misses

ACTION 2 attacks again (no bonus charge die)  rolls (4, -1, double bottle, double armor break)

Result Supermutant gets no save and take 2 damage, the bottle would remove a quick action if  he had one..

Im going to leave Dogmeat in CC because I think (some please correct me here) I can respond to a close combat attack with his own attack this round if that should occur.


AI activates Gore  ..Task Objective (careful)

Gore is still engaged with Dogmeat here and must melee attack with his board

ACTION 1 attack  roll ( cog, quickaction. Bonus damage)  MISS, but he gains a quick action, his only quick action is a prepared action so he does

The attack triggers Dogmeat s prepared action so Dogmeat attacks
Roll (critical, 2 stars, -1, armor break.) result no armor save  Gore take 2 damage and is removed from play!

One mutant down!


Hobbs is readied

ACTION 1 hobbs moves up against the cover Viktor is behind to negate the cover bonus
ACTION 2 Hobbs fires his hunting rifle but rolls (7, 2 armor breaks) miss!  he needs a 6 or less


AI Activates Brute  task Objective , however Brute has charged Silver

ACTION 1 Melee attack rolls (5,-1 ,  bonus damage, armor break, bottle ) 
Result strong armor bonus negates, Silver fails save and takes 3 damage
ACTION 2 Melee attack again..Rolls (10, bottle,bonus damage, armor break) 10 is miss , need 8 or less


Silver is Readed…must try to get away and shoot this thing..

ACTION 1 withdraw…

Mawg attacks at -2  Roll (2 , Bonus damage, 2 blanks)  even with the 1 armor Silver is down for the count.
Here Silver has escaped Mawg's once , however his prepared action allows him to reengage her when its trigged by Dogmeat movement

Silver is removed from Play

 Nora is readied

ACTION 1 Shoot Mawg with 10mm Pistol Roll (6, -2, bonus damage)  Mawg gets a 2 armor save rolls a 2! And takes only 1 point of damage
ACTION 2 Shoot Mawg again  with 10mm Pistol Roll (7, -3,  double bonus damage)  Mawg  is looking at a max of 4 damage  he gets a 2 armor save rolls (1)  and takes  3 damage this time he goes down as he had 1 health left
Nora finishes Mawg off with the 10mm Pistol

Mawg the Brute is removed from play



SUPERMUTANTS  have advantage


AI activates Viktor, Task Reckless Attack in Melee

(Note : here I made a mistake and Viktor according to his AI response should have attacked at range, but the critical roll on the hit dice would have inevitably had Hobbs meet the same fate)

ACTION 1 -Viktor cant see Hobbs base but cant see hobbs base, he has line of sight but cant charge but he can move into base contact ( plenty of distance with a yellow move) and make an melee attack, he does
ACTION 2- attack with Board  roll (critical, blank face)   Hobbs has 1 armor and is facing 2 damage..he fails his armor save with a (3) takes the 2 damage and goes down

Hobbs is removed from play

Settler Hobbs goes down for the count at the hands of Viktor


Nora is readied
ACTION 1 moves up against nearby cover
ACTION 2 Shoot Viktor with 10mm Pistol roll( 7,-2, bonus damage)  accuracy -2 gives her the 5 she needs to hit
Viktor is looking at 3 damage…has 1 armor fails his armor save and is taken down as he has 2 health left

VIKTOR is removed from play

Nora with plenty of range to finish off Viktor


Dogmeat was freed. Both Silver and Hobbs were injured , knocked out but survive ,
 Nora gains Dogmeat as her new companion.

RESULT maybe the Supermutants with reconsider searching for food in this area..

NEXT UP -Scavenging for supplies at FORT DAVIS

Sunday, January 19, 2020

Fallout Wasteland Warfare: Down the Rabbit Hole

As I mentioned in my last post of 2019  , I had received the Fallout: Wasteland Warfare two player starter set as a Christmas gift. Now this was a surprise because while I have been aware of the game since it was announced. I had purposely avoided it because  I didn’t want to get into another pricey game I wasn’t  going to play and other than occasionally seeing models online and saying “cool” I just let it pass on by.

Completely coincidentally I  had restarted my 3rd play though of Fallout 4 over the holiday break, I am an old time Fallout fan being into the game from the very get go back in 1997. And I played pretty much of all of its main incarnations for PC  (1-4 and tactics)  the current version Fallout  4, being the only one I have not managed to finish and having never done a run on its Survival Mode , I had an itch for that type of game (and an recently upgraded video card so I thought I’d give it another try.)

I wont bother going into much detail about Fallout 4 the 5 year old PC game and as to why I haven’t finished a play though I’m at roughly 200 hours logged on Steam over 3 play thoughts my current one about 20 hours  and in all that time I don’t think I explored more than ½ the map, the game is freaking massive.  It is this game that Fallout Wasteland Warfare is based, although they have expanded to cover the whole Fallout IP.

I’ll have to give  credit my current go to game Rangers of Shadow Deep here because it was while browsing the upcoming deluxe hardcover of RoSD on the Modiphius Website, while having just started a F4 playthrough that the browsing of the Fallout miniatures occurred.  While ogling them I my wife and kids came up to ask what I was looking at and I of course went into my Fallout spiel and why I wasn’t interested in the game.   I guess it was one of those > “don’t ask, and you shall receive type deals..LOL”

After getting the game, I was careful not to open it because honestly I thought I’d be flipping it on ebay once the holidays had faded away, I am not into PVC boardgame type miniatures and I didn’t know much about the actual “game” itself  I was interested at best -in the fancy resin miniatures at $40 a box, which isn’t what I got. However after doing a bunch of research on the game, it turns out to seem to be right up my alley , with a great solo, coop modes and an AI deck.  After a lot of time on you tube and the Modiphius website, I cracked the box.

So the following is my review of the Starter Set.  I’ll say right now, before I get into it -I like the game,  I am down the rabbit hole here, I bought a couple boxes of Resin figures they are fabulous and I really like the rules , Ill be doing my full game write up of the tutorial missions coming up here  shortly , BUT (you know there was a “but” coming)  I must say I’m scratching my head a bit  on the starter set

I picked these up once I decided I was playing so I could start on some official type terrain

First of all , this isn’t a board game FFG makes one of those for causal Fallout fans that want to scratch another itch..this is a  super hobby,  rules heavy , tactical wargame..not for the Tabletop faint of heart  if you are looking for a streamlined beer and pretzels once a month game, this sure the hell is not it.  The game comes with three books,  a getting acclimated book, (super basic stuff for new Tabletop players, its actually set up like video game tutorial which is interesting)  a Rule book and a Campaign book , and then a zillion different punch out tokens and a hefty stack of Stat, Event, Item and Effect Cards. With all my years of wargaming experience,  I was not remotely ready to jump right in here. While I have the background to understand all the concepts I still had to watch numerous videos on the game to get  the rules down to where I can start the tutorial missions, and Im still a bit foggy on the coolest part of the solo experience , its  ongoing campaign or “settlement mode”

Now its not that overwhelming I am being a bit hyperbolic here I’d compare the rules to something akin to the complexity of 7th Edition Warhammer, as those familiar know -if you were a new player then, there is a bit of learning curve. The rulebooks are great looking but they are not super clear , there are ton of components and lot of proprietary systems that  I havent seem to have to have run across in other wargames, The components and dice are all very ,very good.

The game comes with a 2 part fold out heavy paper , 4 color matte printed  3 x 3 play surface..This is my opinion is somewhat of a waste only something a wargaming newcomer would even will be difficult to keep flat, get the creases out of and store to keep that way, they make the exact mat as the standard 3 x 3 one piece neoprene gaming mat we all use these days (the graphic being  the area around the Red Rocket Truck Stop if  you are up on Fallout 4, is great)  obviously when putting a starter set together they want cheaper components but knowing a bit about printing myself self these particular paper mats are not that cheap to produce.
Here the map image, nice as solid neoprene mat, as two separate folded pieces folded 6 ways ? not so much
 Of course lets go to elephant in the room at almost 1000 words in here, The Miniatures.  I dislike PVC plastic , its sucks to work with , to clean up , to try to make look good.,  you cant scrape it or file it without a lot of residue that sticks around so you have to cut which isn’t always easy depending where those cuts are. The miniatures  here lived up to my skepticism BUT actually a reverse way, I thought the smaller miniatures would be worse than the large ones but here the reverse was true, The small ones , while all having annoying mold lines are pretty crisp , the facial details are soft but not horrible and all the weapons were pretty good. The bigger models where rough, warped bases, weapons so badly formed in the mold that the result is misshapen weapons with piss poor detail. PVC plastic also have a long “memory” to break so the hot water trick needs to be done multiple times , and even after painting those warps can come back.
These PVC guys came out pretty good but they took alot more time then the Resin figures to clean and prep and I definitely missed a few spots...

In my case I have to do weapon swaps on all three Super mutants and the Power Armored soldier , the guns where just molded like crap , thankfully I had suitable replacements from years of bitz saving. I ended putting  a lot of work into the miniatures to prep them and get the best looking  I could, in comparison I had to pick up some Resin miniatures for my own sanity, instead of rebuying the figures the Starter set should come with (they sell the resin versions of the starter miniatures separately minus the deathclaw  so I picked up the male survivor with codsworth the Mr Handy robot and the Survivor starter, the resin miniatures need washed and cleaned up with a knife but its easy not a chore like the PVC ,in fact the last miniatures I prepped that were this much of a hassle were Mantic Games much maligned “restic” plastic models for Deadzone…equally a hassle . I had the resin figures assembled cleaned up and primed in literally 25% of the time I spent screwing around with the plastic.
all three of the PVC starter set figs have swapped weapons..

Finally a comment about Scale, I read a lot of confusing information about the scale of these miniatures..they are 32mm but they are FINE scale, other  FINE SCALE  means 32mm to the eye but the proportions and weapons are realistic ….The models aren’t huge but actually small in comparison to many Reaper, GW type “heroic” 28mm figures.  FWW miniatures are their own thing, don’t expect to use “whatever models” here and have it look right unless you could care less about scale.  In my collection Im finding some older Reaper figs and original Mantic Deadzone figures which are 28mm  seem  to mesh well , many lines these days have succumbed to various levels of “scale creep”, so if your looking to mix figs , you’ll need to do some research.  Terrains another matter thou a lot of time 28mm terrain is undersized here stuff like Mantics Sci Fi terrain looks about perfect, Im  going thru my collection I am finding a lot of stuff that seems to work with the game.

In Summation (and I of course reserve the right to totally change my mind after I play it ton)

Fallout Wasteland Warfare, A great strategic miniatures games with multilayered tactics,  and multiple modes of play and a fantastic Resin miniatures line encapsulating the entire almost 25 years of the Fallout Universe. The starter set suffers from cheap components to make an easy entry point , but the Irony is this type of game doesn’t demand a cheap entry point, the preferred customer is an experienced wargamer and collector who rather pay $100+ USD for a Starter set with Resin miniatures and a neoprene gaming mat. Fallout fans may love the idea here but know what you’re getting yourself into it’s not casual game by any stretch


Great presentation
Fantastic line of Resin  Figures,
Great rules once you get a handle on them
Multiple play styles to appease wide player base, great AI system..
Great company support, downloadable  , Cards , Rules,  FAQ, errata , points updates, etc

Starter set Figures and Battle Mat should be better.
Steep learning Curve

Next Up Tutorial Mission 1-  Troubled Beginnings

Saturday, January 11, 2020

Rangers of Shadow Deep, Mission : Burning Light, Scenario I, The Final Showdown.

Here we are finally at the end of the road, this was a long campaign, I and I only played 5 of 8 missions before this Final episode.  I should have finished back in early September, best laid plans and all that more comments at the end, lets get on with it!
Regrouping after your search, you suddenly feel a crushing despair descend upon the convent. With a trembling horror, you realize that your time is up, and that your activities have been discovered. Grabbing up your equipment, and all your finds, you race out to the courtyard. There, standing in the shadows of the gateway, is a giant, demonic shape. Black wings stretch out from its back, and it stares at you with baleful eyes. Around the corners of the courtyard, gnolls take up fighting positions. It is time to decide: do you make your stand here or do you run and hope to lose them in the darkness of the Shadow Deep?

Blackwulf’s Report-  “ The library was a challenge, Calistra almost died, again..her need to throw herself headlong at any enemy demands respect but we need her to escape this alive. I have found the Decanter, but the Shadow Deep, knows and its coming..If you find this log on my dusty bones, know we tried”

Pre Game Notes
Three ways out, 5 man teams (3 soldiers an Archer and a Wolf) on the left and right,  Terror Wing (TW) in the middle…we are starting 3” out from Center of far table edge, near the herb store where we found the Decanter
This scenario last for nine turns.
This scenario features no points of interest.
The Target Point for this scenario is whichever exit is closest to the evil creature.
In my games Gnolls and subbed out for Orcs with all the exact gnoll’s statistics from the rules.
The scenario reads If we get the Decanter out  one of the exits the scenario ends , so I am giving it to Gord ,our Rogue since he is the fastest.. BUT I am playing everyone must exit the boards to end the game otherwise we keep playing, meaning Blackwulf stays on the battlefield until all enemies are slain his companions flee or he falls…THIS IS THE WAY.
Special Rules

Event Deck- Special Deck for this Scenario no more shadow deep cards.
Official New Rules Update
Challenge Level – two additional Orc Fighters have been added to each group.
Russian Roulette is in play with the mighty Thorvald (a killing machine of late) leading the death race at -4

The Plan..Blackwulf has a plan….delay Gord while he and the fighters engage the groups luring the creatures away from the exit….Blackwulf will challenge the Terror Wing head on sending fighters to engage the groups while Skuti give Ranged support..Should Gord escape , They’ll all start clearing out while they can.




“Regrouping after your search, you suddenly feel a crushing despair descend upon the convent. With a trembling horror, you realize that your time is up, and that your activities have been discovered. Grabbing up your equipment, and all your finds, you race out to the courtyard. There, standing in the shadows of the gateway, is a giant, demonic shape. Black wings stretch out from its back, and it stares at you with baleful eyes. Around the corners of the courtyard, Orcs take up fighting positions. It is time to decide: do you make your stand here or do you run and hope to lose them in the darkness of the Shadow Deep?”



Blackwulf activates Skuti and Thorvald for the Ranger Phase

Blackwulf fires an Arrow at the Terror Wing in the front of the gatehouse…we want to let him know we are coming for him, and Blackwulf will use his “Steady Aim” ability 1st thing…making his +2 a, +7 the roll Terror Wing is a large target for and the statue of St Emilia is intervening for  a net -1 to the TW’s roll its fight is +5 so we have +7 vs +4 (17,16) boom big roll right of the bat, almost an 18 where I could have used “deadly shot” oh well..he wins 24 to20 for a big 10 damage on the Terror Wing it howls in pain

Skuti Fires and arrow at the Orc Archer on the left (west) group of Orcs..(14,15) at +3 vs +2 it’s a tie 17 to 17 so a miss…bummer

Thorvald moves to counter the initial mob of Orcs on the left


Because we got lucky the Terror Wing will move later after all the unwounded orcs
Orcs are number 1-8 Left to Ring a d8 gives an order of 7,6 1,4,8,2, 5 ,3

7. Orc Archer…Closest target is Thorvald, there is intervening terrain the roll (10,6) is just a miss
6 Orc fighter – double move toward heroes
1 Orc fighter – double Move engages Thorvald they don’t fight this phase
4 Orc fighter – double move toward heroes
8 Orc fighter – double move toward heroes
2 Orc fighter - double Move also engages Thorvald they don’t fight this phase
5 Orc fighter -double move toward heroes
3 Orc Archer has clear shot at Sigurd at 22” he fires  (14,5) Sigurds +4 vs the Orcs +2  18 to 7 the Orcs arrow goes far over head

Randomly rolling on remaining creatures

Wolf (east) double move toward heroes
Wolf (west) double move toward heroes
Terror Wing double move toward heroes (flying, landing with a Boom!)


Sigurd moves and engages the Wolf (east) and slays it easily (17,12)  21 vs Armor 10 Wolf health is 6…

Calistra moves into Orc 8 to challenge him in Single Combat (18,1) we are on a roll…she tooo cuts the Orc down with ease

Gord (carrying the Decanter Charges and Orc 7 to pull him off Thorvald, they fight even dice at +2 each..
(20,7) Ridiculous! This wont continue I am sure…Gord and his trusty dagger kill Orc 1, even at -1 Damage more then enough against 10 health with the Critical

Gord with the first critical of the game...Orc 1 bites the dust

Olenandra, casts her heal spell on Blackwulf bringing him to his full 20 health.he will need it (he started the game wounded post Library)



 Place a wolf in front of a Random exit, I roll the left exit….another Wolf Joins the party
new Wolf, W3

end of T1



Blackwulf activates Gord and Thorvald for the Ranger Phase

Gord sprints off with Decanter toward the left (west) exit..his 7 inch move x 2 put him into base contact with the Wolf that just arrived…if luck continues here he can easily escape next turn!

Thorvald drops the big hammer on Orc 2, they Fight +4 vs +2  (14,20) Ooff turn about is fair play… Thorvald suffers a feint from the crafty orc and is gutted..he loses 22 to 18..Thorvalds 11 armor means he take 11 damage to his 13 health ..he’s still in the fight with a 2 health!

Blackwulf engages the other Wolf (14,3) and winning 18 to 4, the 8 damage kills it quick


6 Orcs at Full Health go first they Orcs 3, 7, 2,4,5, 6..they fight

Orc 4- closet target is Thorvald..he now fights in a 2 vs 1  Orc 4 is is +4 as Orc 2 is support its and even fight against our wounded Champion (12,5)  Thorvald wins 16 to 9, since it’s a two handed weapon that’s an 18 for damage purposes the Orc takes 7 damage…

Red dice are damage taken here Thorvald has 11 damage on him

Orc Archer the rules dictate that he would shoot here but considering the combat with Gord and Wolf is 1 inch away he get pulled in…Orc attacks Gord the Orc is +3 due to support vs Gords + 2 (15,14) at tie at 17! Oof  Gord takes 7 damage the Orc 6 damage..

Orc 2 attacks Thorvald trying to finish him he get +2 for support making it even roll with both combatants at +4 (5,17) ughh and with That Thorvald falls hard…going OoA,,,,10 damage

The tank of the last several scenarios finally meet his match..

Orc 6 charges Blackwulf as he closer than Sigurd and gets what coming to him as Blackwulf finishes him in  one move (17,15) 21 -11 armor exactly the 10 damage he needs to finish him.

Orc Archer 7 Shoots at Calistra (5,4) miss

Orc 5  engages Calistra (18,20) no crits for bad guys..Calistras +4 make it 22 to 22 tie….the Orc is wasted But Calistra takes a whopping 10 damage in the process.

Wolf at exit attacks Gord it has support of Archer so + 3 vs Gords +2  (20,11)  !!!!! Gord on fire second crit in 2 turns….he slays the wolf easily but is engaged still with the Archer..

Terror Wing . slams into Blackwulf they fight…+4 vs +5  (15,11)  Blackwulf wins 19 to 16 but the TW’s high armor keeps it alive for another round with 1 health remaining!!!

Terror Wing goes after Blackwulf and almost gets him.


Sigurd has a big decision..engage the TW or not he would have to make a will test against its “Horrific” trait but instead I choose to send him around combat carefully toward
The West exit and Gord in case Gord falls Sigurd can grab the decanter!

the door piece there is too be honest with movement and much Sigurd could stay 1 inch away from the TW while moving past him. we also Calistra here after eating 10 damage on her own killing blow with a TIE

Skuti puts and arrow into the wounded Orc 4 (9,11) loses 12 to 13….a miss…

Oleandra…not much I can have her do other than risk her to moving into combat with some of the Orcs..
And she’d ended engaged to both…I have her move to Calistra and use the Heal spell from the Spellbook she is carrying bringing Calistra up to 7 health

(here it looks like of forgot to move Calistra after the heal , pause for recovery....I guess)


If the terror wing is on the table, make a +5 elemental magic attack against a random hero. If the terror wing has been killed, ignore this card.

Blackwulf (3,13)  +5 Blackwulf loses to an 18 and takes 7 points of Magic Damage

“a lightning bolt blasts from the sky hitting Blackwulf as hes locked in mortal combat with the Terror Wing”



Blackwulf activates Gord and Calistra in the Ranger Phase

Blackwulf attempts to finish the Terror Wing, He Attacks (19,20) ughhh!  Blackwulf loses 23 to 25 BUT he can finally used his “Deadly Strike” ability making that 19 a “Critical 20” so he automatically wins and the Terror Wing is cut down..The first time in 12 games he got to do that and it came at a good time..without it , he’d have been OoA…St Emilia is pleased.
"Deadly Strike" wins the day here

A wounded Gord Battles the Orc Archer at the West Exit…(13,12) at +2 vs +1 Gord wins 15 to 13 the Orcs armor is 11 so its 3 damage due to the -1 dam for his Dagger..the Orc fights on with 1 Health left

Calistra makes a double move to engage the pair of remaining Orc fighters, She engages Orc 4 but Orc 2 will snap in.unfortunately this takes 2 actions so she wont fight this round

4 Orcs left…Orc 2 and 7 are full health so go first
Orc 7 fires a shot at Oleandra the closest target (15,14) unfortunately Oleandra is +0 so shes hit 16,15 as the Orc Archers skill is +2 ..she takes 6 damage
Orc 2 attacks Calistra, (4,19) Calistra loses 21 to 8 she takes 9 damage which despite the heal , puts her OUT OF ACTION

Orc 4 attacks Blackwulf (9,16) and he gets the better of Blackwulf exhausted from fighting the Terror Wing, 13 to 19…Blackwulf take 8 damage, looking dicey for our hero
Orc Archer 3 attacks Gord trying to finish him (5,3)  the combat is a draw the fight continues


Skuti take a long shot at Orc Archer 7 (15,1)  hitting with a 17….but with 6 damage to its health it can keep shooting
Sigurd takes a double move and engage Orc Archer 3 fighting with Gord, hopefully this support with end it
Oleandra rushes into combat with Blackwulf with his support its even dice( 15,8) and she gets her 1st kill and some payback for the fallen at the convent the Orc takes 6 damage more than enough against its 3 health.

If the terror wing is on the table, every hero must immediately make a Will Roll
(TN12) or lose its next activation. If the terror wing has been killed, ignore this




Blackwulf activates Sigurd and Skuti in the Ranger Phase

Sigurd attacks Orc Archer 3 with Gords Support he’s +6 vs + 1 (10,14)  Whew barely Sigurd wins 16 to 15..4 damage is more than enough to put the archer down

Sigurd finished the job

Skuti puts an Arrow into Orc 2, (17,7)  nice he wins 20 to 9 but the Orcs 11 armor keeps him alive with one point.

Blackwulf , not wanting to risk melee, Fires an arrow himself at the Orc even dice with +2’s (10,12) a miss we will use Hand of Fate ability here and reroll (16) boom..the Orc falls dead.


Orc Archer 7 fires an arrow at the closest target which is Oleandra (11,7)  it misses


Gord double times out of the west exit into the wood with the Decanter MISSION COMPLETED
Now the rest must get out alive

Oleandra moves to the OaA Calistra and helps move her toward the exit..

The wind picks up and a heavy rain starts to fall. All shooting attacks are at -2
for the rest of the scenario



Blackwulf activates Sigurd and Skuti

Blackwulf fires and arrow and remaining Orc Archer 7 now -2 to hit (6,18) miss
Skuti follows his lead (20,19) even with the penalty there is its..21 to 20 but a critical for Skuti! The Last Orc Falls dead..a quite fall over the convent and the scenario ends.

Skuti coming thru in the end as usual......

The group quickly gathers its fallen and heads out the west exit following Gord and the Decanter.

Quick Medical attention is given to Thorvald and Calistra in a clearing as soon as the convet fades from sight.

Survival Checks

Thorvald   Rolling -5   Roll (10)  =5  Badly Wounded
Calistra Rolling at – 3  Roll  (11) = 8 Close Call , again
Enough where they can limp out of the shadow deep and back to the safety of Tor Varden

Having escaped the convent with your prize,you spent the next week dodging search parties
and moving as quickly as possible towards home. Thankfully, it felt as though the saint
herself was watching over you. Less than a week later, you made it back to the shattered
stairs. The long ascent was agonizing, as you pushed your battered and bruised body up that
last stretch, but, finally, you broke through the black clouds and breathed the fresh air again.
A few days later, you reported back to your captains and turned over the Decanter. That
night, a small celebration was held in the camp in your honour. The Decanter would be
sent back to Tallis, to one of the great hospitals there, where it would prove a blessed relief
to many sufferers. Having such a powerful artefact is sure to aid in the fight against the
Shadow Deep. Gain 150XP. Each of your companions gains 2 Progression Points. Your
mission ends here.

Experience  Blackwulf gets a boatload of exp here
150 returning decanter
59 enemies killed
15  Oleandra returning alive
10 return of Navigation Book from Library

234 exp total and he missed a few along the way including thins we used or lost… that puts him at 1084 And level 8 and close to level 9, at level 8 he gets and new ability and he takes Powerful Blow
Something I should taken from the start (note take abilities that don’t rely on die rolls 1st!)

As for companion they all get 2 plus the the standard 2 for surviving although Thorvald and Calistra get 3 each..
This levels Skuti and Gord with +4 Skill bumps…Skuti will take +4 Survival as since Guthrum died we need another Hero with Survival and Gord will take +4 to his climb which I hope is useful in later adventures…Calistra picks up a +1 health

That’s it for Burning Light we played 6 of 9 possible scenarios here making our total 14 Scenarios into Ranger Blackwulfs saga, as previously mention I’ll be back Blood Moon later this spring , Rangers will be on brief hiatus for some build, painting time and new interests!



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