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Saturday 2nd of November: Song of Gold and Darkness   3 comments

Solo Adventure using Song of Gold and Darkness supplement for Song of Blades and Heroes.

Terrain: Dwarven Forge
Models: Dungeon Command
Adventurers: Heart of Cormyr
Denizens: The Curse of Undeath and Blood of Gruumsh factions.

Scenario:
The Dragon Knight has gathered about him a stalwart band of elves (archers), dwarves (warriors and cleric), halfling (thief) and humans (wizard, ranger (plus the dedicated Half-Orc Undead Hunter)). They must put a stop to the Vampire who has been terrorising the villagers and stealing away victims for terrible fates unknown.

The Vampire has founded a Temple of Blood in the Lair of the Lich and gathered about him an army of Undead. Also he has formed a pact with a band of Savage Orcs led by a vicious Chieftain. In exchange for their lives he has allowed them to stay in the Lair and sends them on raids to capture victims for his bloody sacrifices. For their part the Orcs fear the Undead but benefit from the security of the Lair and the assistance of powerful Vampire and Lich; who are easily appeased by regular deliveries of pathetic humans taken from the surrounding villages or travelling the highways.

Can the Dragon Knight and his brave comrades put a stop to this tyranny?

Progress:
The party arrive in the antechamber (south). To the North is a corridor with 3 doors. An elven archer opens the door to the west on an empty room and finds the door to the North locked (which requires the Halfling Thief to unlock).  The Halfling moves to the door but the Earth Guardian simply bashes it open whilst he is looking for his picks.  The Archers with their Quality 3 and Medium moves prove useful scouts so head up the long corridor and check the doors finding them locked.  The Dragon Knight’s Leadership bonus certainly helps keep the party moving and they soon head into the corridor and move towards the first door as a group.

A dwarf warrior forces his way through the first door and rushes into the room.  It is filled with undead; a skeleton guardian and some zombies and skeletons.  The party advance into the room but find their elven archers relatively useless against the Undead.  However whilst half the party is fighting in the room a Gruumsh patrol appears in the corridor to the North; an Ogre with two Orcs.  The Earth elemental advances towards the Ogre who ignores the spells and arrows coming towards him.  His Orc minions appear dumbfounded.  In the room the Dragon Knight and the Dwarven warriors defend themselves against the skeletons whilst an archer attempts to find a useful firing position heading towards the treasure chest.

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In the corridor the Earth Guardian forces the Ogre to recoil who is then knocked down by the elven archer.   Finally he is Transfixed by spells from the Human Wizard and Dwarven Mage.  In the room the Elven Archer fired a perfect shot at a skeleton causing a gruesome kill.  The burst of psychic energy thus released destroyed the remaining Undead who failed the resulting Morale checks.  The treasure proved to be extremely heavy but contained a very useful ring of carrying which the Elven Archer used to carry it.

Meanwhile the Earth Guardian and the others dispatched the Ogre and his minions.  The other Archer opened the next door and found the Lair of the Lich!  A fiendish room with a ramp forcing the party to fight their way through the Dracolich and skeleton warrior before they could reach him and the treasure.  Also the heroes would need to slay the Lich (or the Orc Chieftain) before they could find the Final challenge and the Vampire himself.  The elven archer found his weapons useless against the Dracolich but the party advanced into the room (the Assassin keeping to the shadows).  The Lich cast Transfix spells on the two mages but not before they were able to Transfix the Dracolich.  The Undead Hunter then fired his crossbow at the trapped creature and destroyed it.  The heroes rushed towards the skeleton who proved tougher than expected managing to kill one of the dwarf warriors.  The party soon surrounded the Lich who was powerless in combat and was destroyed.  Luckily no wandering monsters appeared.  The chest was trapped so whilst the Halfling slowly advanced towards it to disarm it the heroes headed off in search of the Vampire (now they had broken the magic seal to the Temple if they could find it).

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The Halfling duly arrived whilst the Archer with the ring of carrying waited patiently and declared the trap impossible to disarm (level 3).  So the Archer set it off and fell over.  In it was a cloak of flying which the Halfling grabbed to save him the long trip back down the stairs whilst the Archer picked up the heavy chest.

The heroes found an empty corridor with 3 doors and an empty store room.  Advancing towards a heavy locked door the Earth Guardian managed to force it open and reveal the Temple of Blood!  There was the Vampire with a Ghost and a skeleton archer.  A tricky room with a pool, pillars, skulls and a broken grate plus the whole room counted as Vampire soil (which put the heroes at -1 combat).  This latter was to prove highly deadly.

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Our heroes bravely rushed into the room, again their archery proving useless against the Undead.  The room contained a pile of treasure and the Vampire was wearing a necklace of teleportation should he require it.  The Earth Guardian and a Dwarf warrior advanced towards the Ghost and the Vampire whilst the Knight and the Assassin moved round the pool towards the skeleton.  The others advanced towards the room as fast as they could but were slower than expected due to the fear emanating from the room (bad rolling on activation).

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The combination of Terror and Vampire soil proved deadly for the heroes.  The dwarf and elven archer soon fell to the deadly blade of the Vampire.  Surely the Earth Guardian would do better but it too was smashed to pieces by the powerful vampire.  Things looked very bad now as the Undead Hunter fled in panic from the Ghost narrowly escaping with his life.  The Assassin choosing discretion also fled the room (claiming she was coming to the aid of the Undead Hunter and Mages outside) whilst the Knight slew the Skeleton.  At this point things looked bad for our heroic leader alone in the Temple room but the Vampire failed to activate!  The Ghost was dispatched and the mages entered the Temple.  The Dragon Knight moved towards them and the Vampire.  The Mages successfully Transfixed the Vampire as the Halfling and assassin moved behind him.  Finally the Undead Hunter closed and fired his Crossbow and the Dragon Knight moved in.  With the Vampire transfixed it was possible to dispatch it and the battle was done.

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The Knight, Wizard, Undead Hunter, Mage, Wizard, Assasin and Halfing had survived to fight another day.

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Victory Points:  52

Thoughts:

An interesting game.  The rules on dungeon exploration for solo games were quite successful.  Remembering to roll for wandering monsters was a challenge.  Having lots of goons who can respawn certainly makes for a challenge.  The Vampire was very tough and on reflection making the entire room count as Vampire soil was hard (next time it will just be the grates).  A minus one is a big difference in combat.   The treasure weight rules would have been very annoying without the lucky find of the Ring of Carrying ad perhaps don’t work on solo delves.  Transfix proved incredibly useful, especially against the Undead who are resistant to missiles from the Elven Archers.

Forces:

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Posted November 2, 2013 by wargamesdiary in Miniatures

Tuesday 29th October   Leave a comment

Dwarven Forge has arrived…

Posted October 29, 2013 by wargamesdiary in Uncategorized

Saturday 19th October: Lord of the Rings; Friends and Foes   Leave a comment

Andy (Fatty), Mike (Frodo), Phil (Pippin)l, Bruce (Merry) and Izzy (Sam) played Lord of the Rings: Friends and Foes.

The game started roughly with lots of foes appearing quickly and Sam having to use his special ability even before they left Bree.   However the party were able to bypass Moria travelling through the Gap of Rohan to Isengard.  Ringbearer Sam picked up a few items from the Elves and then they went to Isengard.  Again they survived with a clever use of Frodo’s determination enabling them to complete travelling and find  pipeweed thus thwarting Saruman’s evil plans.  Again they decided to bypass Helm’s deep defeating Foes and next was Shelob’s Lair.

Things looked almost promising as we climbed the stairs but as usual whenever I play all we drew at Shelob’s Lair were Event tiles and so the board was quickly over before the Hobbits had a chance to move.  Now the heavily corrupted party were perilously close to Sauron (except Merry who seemed to be playing the friendly version of the game).  As this unfolded they realised that only four foes remained with just 2 hidden and a Military Victory seemed easier than the Mordor board if Event tiles were to keep being drawn with such frequency.  So Merry and Fatty heroically defeated all they could and then as the Party entered Mordor with Sam bearing the Ring he dispatched the final Foe and the heroic hobbits scored a Military Victory.  None of the Hobbits had been lost (though Fatty was just one space away) and the final score was 87.

This was only the second time ever we had defeated the game using my set; the last being in 2004!

Next we played a good game of Cutthroat the card game.  Mike won (as usual) but only just:  he had completed 12 correct bids, Andy 11 and Phil 10 with the scores awarding him for this accuaracy.  Andy was unlucky in the last round allowing Mike to steal the lead back and claim Victory!

Posted October 20, 2013 by wargamesdiary in Boardgames

Saturday 21 September: Escape, Fishy and Hearts   Leave a comment

Andy, Mike, Phil and Izzy played some fun games. We even managed to escape from the temple on our final attempt.

Posted October 2, 2013 by wargamesdiary in Boardgames

Saturday 14 September: Ronin   Leave a comment

We played our first game of Ronin rules. The Sohei monks against the Bushi.

You can see the images and the scenario details here.

In brief the Sohei defeated the Bushi and enjoyed the Sake wine.  They seemed quite powerful.

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Posted October 2, 2013 by wargamesdiary in Boardgames

Saturday 7th September: Chain of Command: Normandy Farm   Leave a comment

An abandoned farm in Normandy overlooking an important road junction forms the basis for our second chain of command scenario: Attack and Defend.

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Posted September 7, 2013 by wargamesdiary in Miniatures

Sunday 1st September: Red Samurai painting completed.   3 comments

The Red Samurai are painted and based ready to fight.  With their red lacquered armour they are useful as clan allies to either force.  They are based on the Red Devils of the Ii Clan and the followers of Ii Naomasa.

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Posted September 1, 2013 by wargamesdiary in Uncategorized

Saturday 31st August: Chain of Command   3 comments

Our first game of WW2 Chain of Command Rules from TFL.

We decided to use Mike’s British and German forces and try the second scenario (the Probe) for our first game.

See the images here.

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Posted August 31, 2013 by wargamesdiary in Miniatures

Saturday 24th August: Star Wars X Wing; the Empire Strikes back!   Leave a comment

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Lots of fun this week as James brought over his excellent Star Wars X wing game. He has custom painted Rebels depicting all the famous characters from the game.

This time James and Andy led a small force of X wings and Y wings (with heroes like Wedge, Skywalker, Porkins and Dutch) against a large Imperial force mainly of Tie fighters (Mike, Phil and Darryl). Leading the mostly untried Imperial academy pilots was none other than Darth Vader with the strategy devised by Admiral Mike who had been reading the manuals to good effect!

The game opened with Darth’s missiles taking out a brand new custom painted X wing in a single shot! Doesn’t that always happen when you paint new troops!? Over time the Imperial numbers began to tell as the Rebels ran out of missiles but more Tie Fighters just kept on coming. The Imperials destroyed Rebel ships and in turn suffered losses too (Darryl’s green dice defensive rolls being especially legendary) but had the numbers to absorb them. Eventually only Skywalker and a single Y wing remained and James conceded defeat. Of course as James pointed out it would be at this point that Han Solo would arrive allowing Skywalker to escape but at least this was the first game that the Imperials had not lost!

Posted August 25, 2013 by wargamesdiary in Miniatures

Saturday 24th August: Ronin Skirmish Rules in the Age of Samurai arrive   Leave a comment

Ronin rules from Osprey arrived this week. I have prepared an introductory mini-campaign with Bushi versus Sohei Buntai. Hope we get to play soon.

Have also been painting up a new Red Samurai unit.

Posted August 25, 2013 by wargamesdiary in Uncategorized

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