https://www.kickstarter.com/projects/1744629938/dungeon-saga-the-dwarf-kings-quest
Mike and Darryl took on Phil’s Necromancer in this playtest of the Beta rules for the above Kickstarter game. We printed out the rules and cards and took on the introductory adventures A and B. These are really designed to introduce new players to the basic mechanics against simple skeleton warriors. For terrain we used our Dwarven Forge Dungeon and Cavern tiles and added some painted figures.
In adventure A the two Fighters raced through the corridor smashing skeletons. As they were re-animated the players realised they could block the corridor very effectively with the dwarf’s Feat whilst the Barbarian headed towards the door. The skeletons were thus trapped by the dwarf whilst the barbarian forced the door open and it was an easy victory.
In adventure B the players realised the mage and the archer were much more fragile. Still once they had dealt with the initial wave of skeletons they soon had the sense to advance along to the main room. This was in fact no problem for them and whilst the mage held up the skeletons with feat of stone spells the archer eventually was able to get the final door open and it was another victory for the players though perhaps a little harder this time.
Overall a promising game and once we have more variety with different monsters, characters and items I think this will be fun to play. Works very well with the Dwarven Forge terrain to give a true 3D feel. I’m not sure I would ever get round to painting the KS figures now though. Have some proxies ready painted (from LoTR, em4 and Dungeon Command) and the figures unpainted should do for the monsters.
Bruce introduced Mike, Phil and Darryl to his new game:
legion of honor
It is a bit like En Garde played with cards and d10 simulating the experience of raw recruits as they try to capture Napoleon’s notice and rise through the ranks without being killed, executed or captured. Darryl was a lowly sergeant compared to the other sous-lieutenant’s but captured the notice of one of Napoleon’s relatives in an affair du Coeur. He joined Phil in the Regicide and seemed to make lots of money. Phil did quite well with experience, glory and money but had a bad campaign falling prisoner in the North which stalled his progress during the War in Italy. He even got to meet a Lady who was quite out of his league. Mike seemed to have the most fun; getting diseased, robbed, captured, wounded over and over and driving off hordes of Mafiosi; but was always where the main action was not. He was volunteered for a dangerous mission by Bruce and came off very well. Bruce was nearly always the senior officer with astounding success in capturing Napoleon’s notice, especially through his incredible bravery and valiant actions during the Italian Campaign.
Lot’s of fun and certainly one to play again. The vagaries of fortune can be quite brutal.
After that we played Love Letter which was a clever little card game which Darryl won.
We played the next instalment in our campaign (see below). Gaarkhan purchased a new Ax and the Heroes set off to aid Mak Eshka Ray in his revenge in the Loose Cannon Scenario. Upon entering the Imperial complex Mak leapt into the empty AT and began to wreak havoc. Though the Imperials were able to wound both his comrades he proved to be invulnerable in the AT. With all the Stormtroopers and Guards defeated the players gained Victory, claiming Mak Eshka Ray’s special Shadow Suit combat armour and a few credits.
Death Angel: We tried this out for the first time and made it to the last room relatively unscathed only to realise we were completely overwhelmed and outmatched with no chance of victory at all!
Tonight we are planning to play the next mission in our campaign.
So far Darryl ( Mak Eshka Ray), Mike (Ghaarkhan) and Bruce (Fenn Signis) have taken on Phil’s Imperial Military forces.
In the first scenario Aftermath the Rebels were victorious and followed this up with a victory in Spice Job thus gaining the Chewbacca ally. Next up was Viper’s Den. This proved unlucky for the Rebels who sent the wookie to try and decode a really complicated console and then were caught completely unawares by the sudden appearance of General Weiss. A first Victory for the Empire!
The next side mission planned is Viper’s Den and the open Story Mission is Fly Solo.
So far the Rebels have 50 credits in the bank and Chewbacca is an Ally. Mak has 1xp and Bruce 2. They are well equipped though: with Mak holding Disengage and Supply Network; Mike has Combat Coat, Rampage and a balanced hilt; whilst Bruce has Take Cover and a Medi-Kit.
The Empire has 0xp and 0 influence but is holding: Combat Medic and some other good cards.
The open side missions are Viper’s Den or Loose Cannon (Mak Eshka Ray).
Will post the outcome later.
Outcome: The Wookie Ghaarkhan raced through the bar to the door behind which Han Solo was being held prisoner. He opened the door and took heavy fire. Solo ran straight for the exit and the Imperials could not pursue him fast enough. Though the players did not win outright by opening the door they had gained a partial victory.
This is space for a catch up.
More Lion Rampant Tonight.
Continuing on from our last scenario we will begin with “The Search for Brian”.
The redoubtable Sir Brian the Blessed has escaped from the English Castle and is making his way across the border to safety. Last episode he had been feared dead but in fact had been captured by the English Knights to be held for ransom. No stronghold exists that could hold Sir Brian of course and dressed as a chambermaid he has escaped into the night.
As dawn breaks across the rugged borderlands will his countrymen rescue him first or will he fall once again into the clutches of Sir John the Great?
Forces
Two large retinues with 2 leaders each to allow for multiplayer (45 points a side).
Cattle Raid
Continuing our campaign from the previous game Aesc once again sets out to raid into Rhegin. This time he is returning South from a successful cattle raid.
The Saxons enter the field of combat from the North, the Britons intercepting them on their way South to their ships on the coast enter from the South West. The terrain represents the South Downs with a once thriving religious community or Ecclesia with a ruined church, burnt down in a previous raid and an enclosed field where livestock once roamed safely.
The Britons were clearly alert and the Saxons managed just one short move to the South before the British vanguard under Julius enters the table. The levy of course lagging behind.
British Force Morale 5+3=8
Saxon 6. +1=7
Cards dealt.
Lords and troops they command and begin near to:
British Lord= Julius (Elites, Milites); 1=Amminus (Milites, Levy); 2=Vellocatus (Levy).
Saxon: Lord= Aesc (Hearth A); 1=Eastmund (Hearth B, warriors with livestock); 2=Paega (Warriors).
The game begins with the Saxons advancing down the centre of the table from North to south. Eastmund leads the elites ahead and Paega takes his warriors to the west of the woods and forms up a mass formation. Aesc brings up his elites and the warriors with livestock move to the east before moving south.
A Large shieldwall was formed by Britons in centre. Julius first advanced his units to block the route to the south and formed a shieldwall to await the reserves. Then Aesc and Eastmund formed a mass line opposite. Amminus with some good rolls brought up his units in shieldwall with the Milites to the fore and then later Julius brought the two shieldwalls together two form a large central line. Aesc attempted to close but the distance was too far. but his missile troops harrass the shieldwall from the small hill to the west.
Through the use of a Carpe Diem card Julius charges his shieldwall into the Saxon line and his Champion plays a Hero card to add some dice in the combat. This also allows Julius to overlap on both sides of the line and orevents Aesc from using all those attack cards he has ready. A long and drawn out fight ensues with the shieldwall very slowly pushing the hearthtroops back. The shieldwall advantage of preventing a kill making a real difference.
In an attempt to outflank the shieldwall the Saxons move South with warriors to the west of the woods and the hill. However the British levy close to block their advance and protect Julius’ flank. The Saxons attack but fortunately the British play a shieldwall braced card and though thrown back just about survive.
In the centre the Saxons abandon the livestock in attempt to bring the warriors into the fight. However they roll so low they fail to close!
Eventually Aesc and half his hearth troop are routed. Shieldwall holds. Animals are lost and running free away from the sound of battle back towards the British friendly edge. Julius attempts to close against Aesc now leading the remainung unit of warriors but he plays an evade card and retires towards the church.
The Saxons seeing that the day is lost retire from the field with the British holdingground rather than see more Levy killed. The Saxons have two retreat cards and the British just one. pursuit.
Saxons FM=5
OUTCOME
The British claim a small 2 point victory and both forces return home to recover their losses? About 14 for the Saxons mainly elites and about 5 for the British.
Saxons FM=2