Updated Spreadsheets to Create Units for LSNC: SciFi

Buck

As a result of Saturday’s developmental event, I updated the spreadsheets that we use to create units in LSNC: SciFi.  It is a big Excel spreadsheet with a bunch of formulas and lookup tables.  Players select some attributes about their units.  The formulas then derive other attributes and determine the cost of the unit.   Using these tables, average-ish tank battalions with some battalion-level support assets cost about 1500 points.   I’ve asked Dave to re-work some of his battalions with these new sheets to see how his turn out.

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Bandit Bully: Bones 3 Figure

Chris Palmer

    This past week I painted the Bandit Bully figure from Part III of the Stoneskull Expansion set.  Back when my box from the Bones 3 Kickstarter arrived, he was one of the first figures I used as conversion fodder to try out some of the weapons from new weapons sprues that came with the Core Set.  For this figure, I used the Hammer from the Armory of Death weapons set. He since has sat on my painting table waiting his turn.  I felt it was about time i got to him.

    I forgot to take a photo of him in his original state, so here’s the one from the Reaper Online Store.

     I had prepped this figure in the usual way back before I did the conversions; soaking it in a dish of water with a couple drops of dish-soap added, then giving it a light scrub with a soft toothbrush, and then rinsing and drying it.   I then had cut way his sword, and drilled out his hand. Next I  cut the hand open and superglued the hammer in place, closing the hand back up.   I now glued the figure to a black-primed 1" fender washer with Aleene’s Tacky glue, and then placed the figure in my painting grip.

     I began by giving the entire figure a wash with Reaper MSP “Grey Liner”.  When that was dry, I painted all his armor with “Black”, and  when dry, I drybrushed it with reaper MSP “Aged Pewter”.  I then did a lighter drybrush with Ceramcoat “Metallic Silver”.  After that, I painted his skin with Reaper MSP “Olive Skin Shadow”.

     Next, I painted his tunic with Anita’s “Burnt Sienna”, and then did his boots with Americana “Bittersweet Chocolate”.  I then painted the top of the folded down boot with Folk Art “teddy Bear Brown”. After that, I painted his belt and straps with Reaper MSP “Turkey Brown”, and the pouch on his back belt with Americana “Mississippi Mud”.

     I then painted the handle of his hammer with  Crafter’s Acrylic “Cinnamon” Brown", the dangle on his hanging belt medallion with Accent “Golden Harvest”, and the cord holding the medallion with Americana “Antique White”.  After that, i painted the metal parts of his hammer with Americana “Zinc”.     Then, when everything had a chance to dry, I gave his skin a wash with some Citadel “Reikland Fleshshade” wash.  When that was dry, I gave the rest of his clothing, armor, and weapon, a wash with Citadel Agrax Earthshade"wash.

     When the wash was dry, I painted his eyes, and then highlighted his skin with Reaper MSP “Olive Skin”, and Reaper MSP Olive Skin Highlight".  I painted his teeth with the “Antique White”, and then highlighted his tunic with Crafter’s Acrylic “Orange Spice”.

          Next, I highlighted his boots with Crafter’s Edition “Spice Brown”, and the folded over top with Ceramcoat Territorial Beige".  I then highlighted the belts and straps with Americana “Sable Brown”, and used a little of this color to add some highlights to the hammer handle.  After that, I highlighted the fringe on the hanging medallion with Crafter’s Acrylic “Daffodil Yellow”, and the string holding hit with the base “Antique White”.
     I then painted the hammer with Folk Art Metallics “Gunmetal Grey”.  Afterwards, I highlighted all the metal with Ceramcoat “Metallic Silver”.  I also painted his earring with Ceramcoat “14K Gold”.
      Lastly, I painted the figure’s base with the “Bittersweet Chocolate”.
     I let the figure dry overnight and the next day I gave him a coat of Americana “DuraClear Matte” varnish.    Then, when  the varnish was dry, I used some white glue to flock the base.  Another overnight dry, and I sprayed it with Testor’s Dullcote".

       When the Dullcote was dry, I tried an experiment, and applied a little gloss varnish to the eye balls.   I think it looks ok, and actually provided a little reflective dot in his pupil which I didn’t have to paint. 🙂  I’m really happy with the figure, though I think his skin is a little darker than what I wanted for olive skin.  I think next time I will skip the Shadow layer of the skin triad, or skip the wash.  I think both together was a little too dark.

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Look, Sarge, No Charts: Near Future and Sci-Fi Rules Development

Buck

Dave Wood, Greg Priebe, and I got together this Saturday for a session to work on the LSNC: SciFi rules.  We focused on the cyber fight and spotting.  It really needed to be a small event, because we were changing the rules on the fly, sometimes during the same turn.  In the end, I think we worked through a number of challenges.  There is only so far I can go in my head while running.  At some point you have to put figures on the table and see how it works in practice.

I think the spotting rules feel pretty good.  I was hoping to use the same spotting dice as the original WWII rules.  We tried a bunch of different things but eventually came back to that.  The trick was to reflect visible and thermal sensors at different ranges.  In the end we are going to use the normal spotting dice, but go to long and short range instead of losing a die for every 10″, and add an additional (special thermal) die if the unit has thermal sensors.

For the play test games, we are not affixing the normal base labels but using rosters.

The cyber fight worked very well, I think.  At some point, I’ll probably ask Sally 4th to make some MDF “cribbage board” looking game aid to keep track of the status of the cyber fight.  I also want to explore having special cyber dice created.  Depending on how a side’s cyber forces are doing at penetrating the enemy’s networks, the side can hold some number of cyber effects cards that they can play during the turn.  Both Dave and Greg used theirs effectively to slow down or disrupt the enemy.

Greg was having an unusually hot dice day, and he was spanking Dave’s forces left, right, and center even though Dave had the upper hand on the cyber fight for most of the game.  Both sides started with identical forces in a meeting engagement.  This was about testing the rules, not winning a game or testing a scenario.

At the end we started to test the radio frequency (RF) spotting and firing RF-guided munitions, but by that point in the game, Dave’s forces were shredded and we called it a day.

We are bringing the rules to a club game on 1 June, so stay tuned for further updated.

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Completed Two More Sally 4th Photorealistic Buildings

Buck

This week and weekend was my first full week at home since February.  A little at a time, I worked on two more Photorealistic Sally 4th English buildings.  One was the corner shops, and the other was the terraced houses.  As with all the Sally 4th kits, they went together very easily, and the instructions were clear.  In these photos, I am showing the three buildings I have from Sally 4th; I completed the pub some months ago.

The side of the corner shops being defended by a Bad Squiddo woman with a kitchen knife tied to a pole.

The corner shops with more Bad Squiddo defenders.

As with all the Sally 4th buildings, the roofs and first floor (second floor for Americans) come off.  I attached the doors with masking tape to act as a hinge.

Part of the Frog and Firkin pub with some Founder / Copplestone townspeople

The Frog and Firkin and the corner of the Sally 4th terraced houses defended by two members of the Women’s Land Army.

The cobblestone roads are from Sally 4th as well.

The terraced houses with some Foundry Home Guard on bicycles

The back gardens (yards) of the three houses. The roofs come off all the sheds.

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Ghost Archipelago Campaign ’18, Game 5: The Abandoned Watchtowers

Chris Palmer      This past weekend we got together for the fifth game in our Ghost Archipelago campaign.  We had only 5 of our regular 8 players.  We continued to work on the scenarios in the rulebook, moving on to the third one: The Abandoned Watchtower.    We used a 6’x3’ table and had two watchtowers with their Central Treasures on top.    With the odd number of players, we had to carefully place the watch towers so they were placed within equidistance of both the players on the two-player side of the table and the three player side of the table, so they were a little off from the centerline.

A look at the table before crews were deployed.

     Unfortunately, Skorri Drakenburg and his Beast Warden, Agger, set up directly across from me.  I didn’t look forward to a repeat of last month’s debacle.   Kragmar of the True Blood, and his Storm Warden, Samael Gale set up to my right, and diagonally to my front right was the Heritor, Herndon,  and his Wave Warden, Arwhine.     I was lucky with my chip draw for starting location, getting first choice.  I picked one of the corners, down by the dark grey tower (as seen in the picture above), as there seemed to be a good chance at getting at least a couple treasures there; including one that was easily within a single move away.  There were two in a pair of low ruins to the left of the tower, another in a patch of jungle between the ruins and the tower, and a fourth atop a rocky outcropping to my front right of the tower. And, of course there was the central treasure on top of the tower. 

The Report

      The Elf Heritor, Lord Fortrywn, lay in his bed aboard his ship, the Silver Sword, bathed in a cold sweat; his mind going in and out of consciousness.   The past 6 weeks had been a disastrous series of events, the end result being him laying here in a poison-induced fever.  While his Elf constitution might have been enough in an ideal situation to overcome such toxins, this was not an ideal situation, as he was already a bit weak from his previous expedition, and had received  a nasty wound earlier in the day.  In his lucid moments he contemplated the path that had brought him here…
     It had all started last month when they had set off to explore an island of shipwrecks.  There, the Heritor had suffered a grievous wound at the hands of the Heritor, Molly Malone.  His life had hung in the balance, and the direness of his situation had brought about a trip back to the mainland for a healing potion to set him on the road to recovery, as well as the important replacement of their late Hunter and Archer.
     Lord Fortrywn never should have entrusted his Niece and Warden, Marnilyne, to purchase a dockside potion by herself; but then again, with his trusted Hunter, Gwynwater, gone (one of the casualties of the shipwreck island), who could he trust anymore. His reaction to some ingredient in the potion had been horrendous; vomiting, headache, chills… All ailments seldom suffered by Elves; and he had had to suffer through the indignity of them all. The Heritor had been rendered bedridden for two weeks. Yes, the wound had healed in a surprising short amount of time, but the side effects of the draught had almost been worse.
      There had been one other side effect; one he kept to himself.  Something about the potion and it’s queer effect on his body had brought out an unknown ability in his Blood Gift.  He had discovered it by accident while laying in agony in his bed wishing he would just disappear into nothingness; suddenly, he had become immaterial, and passed straight through his bed, landing with a thunk on the dirty deck floor beneath.  (Developed Wraith Walk ability via a random roll upon reaching level 5)
     His Niece, Marny, had spent the long weeks of his convalescence teaching herself how to manipulate vines into all sort of intricate knots, loops, and patterns.   A charming novelty spell; who knew if it would ever prove useful.  (Learned Ladder upon reaching level 4).

Lord Fortrywn deploys his forces. On the left Marniyne the Warden, Randilas the Archer, Salin the Pearl Diver, and Crewman Vilkse.  On the right, Lord F himself,  Bindidell the Hunter, Tannin the Archer, and Crew-woman Arbyn.  In the center is Crew members Meriwyn and Dirkand.

     As the side effects passed, Lord Fortrywn had felt well enough after a few weeks to lead an expedition to investigate a pair of old watchtowers they spotted along the coast of a small island.  They looked like proper stone military structures, not some tribal building, so the old Elf general hoped there might be maps or navigational charts in them that could aid in their quest for the Crystal Pool. He ordered a landing party be gathered and they set off to investigate.
    In retrospect, he thought, he may still have not felt well enough to have been quite up to the task; his head had still ached and he had not been sleeping well.  But, as they say, after you have met your failure face to face, you can see the path on which it arrived with the eye of a a hawk.
   Everything had started out well enough.  They landed at first light, and made their way the short distance inland to one of the towers.    Lord Fortrywn divided his crew into three groups.  With himself he took the new Hunter, Bindidell Gladeshadow; the new Archer, Tannin Softsing, and the dependable Crew-woman, Arbyn.  He assigned to his Niece, Marny; the Archer, Randilas; Salin, the Pearl Diver, and the Crewman, Vilkse.  Crew members Meriwyn and Dirkand were left to fill in where needed.  He instructed his Niece and Warden, to get her group started on the path towards some small outbuildings on the left, then return quickly to assist him on the tower with the new vine intertwining spell, Ladder, that she had learned.
     Lord Fortrywn with his group, made his way to the right, towards the ruined tower.  As they neared, and circled around a small pond, they spotted a Large Snake curled up and sunning itself on the warm rocks at the base of the structure.  The new Hunter, Bindidell, fired at the big reptile, but missed.  Then the new Archer, Tannin, also shot, but had better luck; his arrow piecing the beast at the base of the head, killing it instantly.   The group continued forward, and when they were almost at the base of the rocky outcropping on which the tower sat, Arbyn split off to the right to investigate some old crates and jars she spotted nestled in a crevice in a secondary smaller outcropping nearby.

Lord Fortrywn, Bindidell, and Tannin head for the tower, as Arbyn investigates a cache of crates and jugs on a small outcropping.

     Marny led her group around a large patch of jungle towards a pair of old ruined stone huts on the left.   As she went, she spotted an enemy crew advancing through the underbrush in the distance, also moving towards the huts.  It was Skorri’s gang.  Quickly she whipped up a Bramble spell, misspoke it, and had to use all her concentration and powers to make it work (Pushed for -4 HP) 
     The two crew, Meri and Dirkand, made their way up the middle keeping equidistance between the two groups, they spotted some crates and jugs nestled in some undergrowth, and moved to investigate.  As they did so a pair of arrows whizzed by Meri’s head from a pair of Skorri’s Archers who approached in the distance.  Figuring they didn’t have a lot of time to investigate, Meriwyn grabbed the largest crate and turned to run for cover. Dirkand bravely put himself between his fellow crew member and the Archers firing upon them.  Nonetheless, and sharp point sliced through the Crew-woman’s shirt cutting a long gash across her arm (-2 HP), and another again whizzed past her head.
     It had started to grow darker on the island, as thick clouds began to over the sun. (Kragmar’s Warden had cast Cloud Cover.)  Back at the watchtower, Lord Fortrywn and Bindidell had reached the base of the large outcropping upon which it sat, and began to climb.  The Elf Lord could now see Skorri Drakenburg’s crew further away in the jungle.   They seemed to be mostly concentrated around a pair of ruined huts a fair distance away in the direction his Niece and her party had set off.  In the back of his mind a concern began to grow as he realized there didn’t seem to be anyone else heading for the tower. 
    Nearby, with the Archer, Tannin covering her, Arbyn recovered a treasure chest from the rocky crevise, and the pair began to make their way back towards safety.

Meriwyn leads her group to the left, around a large patch of jungle , heading for the pair of ruined huts.

     Over by the huts, Marny and her fellows had stumbled right into Skorri himself, his Hunter, and a fair number of his crew.  The Elves found themselves severely outnumbered.  Quickly, Marny chanted the Bramble spell to block some of them from advancing any further,  as an arrow from Skorri’s Hunter struck Vilkse the crewman in the shoulder (-4 HP).  Pulling the shaft from the wound, Vilkse continued forward attempting to take cover behind the wall of one of the huts, he was joined by Salin, the Pearl Diver.
     They then heard the dreaded loud hum of a Giant Wasp, and the creature came flying through the jungle and appeared a short distance from the huts (Summoned by Skorri’s Warden, Agger.) Marny’s mind raced.  She knew she had to make a stand here, or Skorri’s whole crew would be able to sweep around behind them.  The girl had no tactical training and tried frantically to devise a plan.  Then the first arrow hit her, fired by Skorri himself.  It hit her hard in the side just below her ribs, and spun her around (Reduced to 2 HP).  She fought against the pain, and tried to remain conscious. Then the second arrow hit her in the back, just above her waist, his one from Skorri’s Hunter, and pitched her forward into the tall grass, where she lay unmoving.
    The Wasp made a direct line for Randilas the Archer.  As it maneuvered to attack,  the brave bowman sliced hard with his dagger cutting off part of one of the insect’s legs (-1 HP).  It reeled back giving Randy enough time to bring his bow around, and he fired, but missed.  Shouldering his bow again, he drew his dagger and charged the Wasp. Vilkse joined him with his spear.  Distracted by this new threat, the Wasp turned from the Archer and in a flash grabbed the unfortunate Crewman with two of it’s good legs, and swinging it’s body forward thrust it’s long saber like stinger into Vilkse, before he even knew what hit him. The Elf crumpled to the ground, a gaping wound in his chest.  Salin now came up to join the fight, and swung wildly at the insect, his sword hitting, but not cutting into the beast’s chitinous body. As the Beast turned to face this new threat, Randy saw his chance, and plunged his dagger into the Wasp’s side.  The creature spasmed, and dropped to the ground; it’s wings fluttered weakly a couple times and then it was dead.
    With the beast dead, and realizing Vilkse and Marny were both out of action, Randy and Salin quickly ran for the cover of the nearby jungle patch before any other enemies could assail them.

Vilkse and Salin try to take cover by the hut’s wall, as Randilas notices the Giant Wasp making a beeline for him. 

       Fifty yards away, Meri continued to haul her heavy crate back towards safety, with Drikand covering her rear.  Two more arrows sliced the thick air around them as the Archers drew ever closer. The first flew past harmlessly, but the second struck the Crew-woman in the thigh.   Meri cursed, and pausing just a moment, pulled the shaft from her leg. (-3 HP)  Stoically, the Elf continued to haul her heavy crate back towards safety, as two more arrows whizzed by.
     Over at the tower, Lord Fortrywn and Bindidiell had reached the base of the structure itself, and had began to scale the wall, when the Heritor had second thoughts.  From his perch, he tried to see what was going on in the jungle beyond, but the overcast gloom made seeing anything beyond the base of the outcropping impossible.  Marny should have been there by now.  Where was that girl?  And where was Skorri or any of his crew?  Something wasn’t right.  He realized he had been out maneuvered, and that cursed Human, Skorri Drakenburg, was waiting for him to go to the effort of retrieving any treasure from the tower, so he could simply take it when Lord Fortrywn returned to the ground.  Meanwhile, he was probably cutting his way through the rest of the Elf Lord’s crew.
    “Halt!” he ordered the Hunter, and she froze in place on the stone wall.  “We are heading back down.”.
    Bindidell took the commnd in stride, and along with her employer, began to climb back down to the ground.

Meri and Dirkand trying to make their getaway with the treasure.

      Meriwyn and Dirkand were almost to the cover of the jungle now,  The Crew-woman looked at her fellow crew member and smiled despite her pair of wounds, they were going to make it.  Dirkand smiled back, then his face turned to one of shock as he was suddenly hit by an Arrow from the Human Heritor.  The Elf Crewman pitched forward into the undergrowth at the edge of the jungle patch.  As Meri reeled from the shock of seeing Dirkand fall, there was a crashing in the jungle behind her, and quickly she turned to face this new threat.  As Elf-woman drew her sword, Randilas the Archer, came bursting through a broad-leafed bush at the jungle’s edge.  Meri gave a sign of relief and sheathed her sword, as the Pearl Diver, Salin, came slashing through the vegetation behind Randy.  She was so glad to have some help as the forces of the enemy were closing in.

As Meri meets up with Salin and Randilas, the forces of the enemy tighten the noose around them.

       Lord Fortrywn, reached the bottom of the outcropping, his feet touching the grassy ground.  Bindidell however, had spotted the pair of Archers plaguing Meriwyn, and, firing her bow, wounded one.  The Heritor turned to the Hunter, and with an urgent hushed command, called to her, “Get down here!” As he did so, an Arrow from Skorri’s Hunter whizzed past him.
     The nearby enemy Archers were still focused on their original target.  They had see the new Elves appear with Meriwyn at the very limits of their sight.  They fired again; the first arrow, hitting Meri for a third time, and finally brought her down, along with the crate she was carrying.  The second arrow, found Randilas, striking him square in the chest.  He was dead before he hit the ground. Salin suddenly found himself alone with the treasure.
     Lord Fortrywn had had enough and drawing his sword he charged at the closest of Skorri’s Archers, who had already been wounded by his Hunter.  His sword came down, and the man brought his bow up as a quick defense. The Heritor’s sword sliced the bow in two, and sent the man staggering backward, but failed to hit the target itself.  (Lord Fortrywn wins the Fight roll but does no damage.)   Bindidell raced after her Heritor, and then paused a moment to raise her bow and fire an arrow, hitting the man as he staggered backwards, killing him.
    Skorri himself now charged towards Lord Fortrywn,  and was upon him before he could reposition after his strike against the Archer. One of the Human Heritor’s Crewmen also ran up to support his master.   Skorri swung powerfully, and Lord Fortrywn tried his best to block, but failed.  The Human’s blade cleaved the Elf’s chest plate and cut a mighty gash.  (Lord Frotrywn reduced to 6 HP).  The enemy Heritor attempted to finish him with a Backswing, but was too unbalanced himself from his rushed attack, and failed.
      While Skorri repositioned, Lord Fortrywn skillfully Evaded around the enemy Crewman,  bringing his sword down upon the man, giving him a long cut on his arm.  (-2 HP)

Heritors do battle!

     As Lord Fortrywn prepared for another attack, he suddenly felt a burning sensation all over his body, that wasn’t the Blood Burn he was all too familiar with.  The Heritor was then suddenly overcome with intense nausea. Involuntarily, he bent forward, and heaved the content of his stomach onto the jungle floor.  He looked up at the Human in shocked realization: the enemy’s blade had been Envenomed: Lord Fortrywn was poisoned. He staggered, and fought to keep upright.  Skorri merely laughed at him, and hearing a call from his Hunter, turned his back on the Elf Lord, and jogged away.
     As Skorri and Lord Fortrywn had fought, the Human’s Hunter, had charged at Salin, the Pearl Diver in an attempt to relieve him of his treasure.  The Hunter called for assistance and Skorri ran to help, knowing Lord Fortrywn was no longer a threat, and there was treasure to be had.  The Human Heritor ran up, and Surging ,swung his blade wildly at Salin, strking him on the side of the head with the flat of the blade.  For a second the Pearl Diver saw stars and then collapsed into the brush.
     Helplessly, his mind clouded with the poison, Lord Fortrywn hurled insults at the Human Heritor, challenging him to come back and finish the fight.   Skorri ignored the Elf Lord, and had his Hunter scoop up the treasure, and they melted away into the jungle.

Salin is overwhelmed by Skorri and his Hunter, as the enemy’s Pearl Diver stands in support.

     As the sun set that night, Lord Fortrywn lay in his bed aboard the Silver Sword, bathed in a cold sweat, and passing in and out of consciousness from the effects of the poison.   In his more lucid moments, he pondered how the past 6 weeks had been a disastrous series of events, the end result being him laying here in a poison induced fever.  On this expedition alone, he had lost both Randilas the Archer, and the Crewman Vilkse.  Salin, the Pearl Diver, was severely concussed from the Heritor Skorri’s mighty blow, and would be confined to bed for a long time. At least his Niece was safe, despite the wounds she received.  Their reward, from the one small chest Arbyn had been able to recover, was a mere 40 Gold Coins. (I rolled a 3 on the treasure table. 😦    )   He began to wonder if he was cut out for the life of seafaring adventurer.  He needed the Gods to favor him soon, or his trip the Archipelago would be a very short one. Five months and only one Map Stone to show for it. Hardly the results he had expected.  But he was smart enough to know not to make any decisions in his current state. He needed rest, he thought,…he needed rest…he needed…and slowly he once more drifted off into a fitful fevered sleep.

The fallen, and those who walked off the field.

Epilogue
   
   What a fiasco!  In my defense, I did really well about keeping my party in groups of four (Heritor +3 and Warden +3)  Plus my two extra Crewmen stuck together.  However, I never expected to run into a group of 8 with one of my group, which Skorri had done. (Actually 9 if you count the Wasp he summoned.)
   It was particularly aggravating also that Meri got within a move of exiting the table with her treasure when the Archer’s finally brought her down.  Shades of the loss of the Drichean Prisoner all over again…
   Of course, it also didn’t help that I couldn’t roll to save myself at all the entire game.  Luckily, Kragmar and I had an informal truce for most of the game, brought about mainly by the simple fact that our start zones were rather far apart.
   I now find myself in the interesting situation that since my Heritor hasn’t been getting treasures, or killing hardly anybody, but my Warden has been casting spells consistently each game, that she is almost equal in Experience points with my Heritor.  In fact, if she hadn’t been taken out on the second turn this game, she would have surpassed her Uncle!
   As always, I can do nothing but set my eye on the next game.  I think I am going to have to just keep my entire 10 member party together in one big group, to be better able to face whatever comes my way.

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Brian Ivers’ Arnhem Game Using Combat Patrol(TM)

Buck

Brian Ivers recently sent me another battle report of a WWII game he ran using Combat Patrol™.  It is posted here with his permission.  Thanks for an entertaining read, Brian, and thanks for the kind words about the rules.  Enjoy!


The game is set on the outskirts of Arnhem on 17 September.

General Roy Urquhart, Brigadier Lathbury, and Capt Jim Cummings are holed up in a house in the town. Brig Lathbury was shot and being cared for by a family. Jim and Roy are in an attic avoiding capture by Germans searching house to house.  An Elite British Para squad is tank hunting a couple of rows down from General Urquhart.  This squad has no idea the general is there.

The scenario is 10 turns.  The objective is to get General Urquhart out and back to his HQ “Before we have a bloody disaster on our hands!”  The Germans have a regular infantry platoon in the town.  There is 1 PZ IV with a squad of Elite Panzer grenadiers.  Located at the crossroads to the West, is a Green training unit with a Pak 38 ATG.  There are two teams supporting it with an MG 42.

The British have a scratch platoon of Regular Glider pilots, 3 teams; there is 1 team of Elite Paras and two jeeps carrying a 6 lb gun with Elite glider infantry.

The Germans move randomly with the bayonet symbol on their cards, until they hear firing.  (On the Action Deck cards in Combat Patrol, there is a bayonet symbol that points in one of eight directions.  This is used to scatter indirect fire, grenades, etc.  In this case, Brian is a also using the bayonet to randomize German movement.)  The General will activate on blue numbered cards, once a card is drawn a dice is thrown if it matches the blue card the general activates.

The Game Master card is shuffled into the Activation Deck.  When the Game Master card is drawn, the game master will roll for reinforcements, doubles needed on 2d6.  The Random Events card is also shuffled into the Activation Deck.  When this card is drawn, random reinforcements are generated   There are only two which synch with reinforcement card. Odd number dice roll = German, Even = British.

The “?” markers in this picture indicate German forces of unknown composition.

The training squad of Germans is just setting up their gun because there is some rumor of British paratroopers landing nearby.  Sgt Hans Gruddelmann thinks it’s a drill of some kind.

Two teams of regular German infantry are searching house to house for British paratroopers.  Lt Wolfgang Dinkle is at the town center, talking with the PZ IV leader, Sgt Fritz Bayer, directing him to get a move on to the road junction to support those green Hitler youth kids.

Fritz pushes down the road at a slow speed; his SS Panzer Grenadiers stay behind in the town.

Capt “Ginger Megs” Porter is in the lead jeep pushing towards the outskirts of the town. He was ordered to get in contact with the lead unit moving towards the bridge and see if they have seen General Urquhart.

Cpl “Tubby “Dawson has a flame thrower and PIAT team with him, and he is looking for trouble.

The Jerries are rounding the corner and are about to discover the Paras. Pvt. Dolcie Blankfetty readies his flame thrower as his mate “Jacko” turns on the regulator.

Dolcie lets fly and sends a jet of flame towards the German patrol, “Jacko you knocked my arm, you stupid bastard.”  (Note:  The yellow die indicates the number of charges left in the flame thrower.) (Also note the clear plastic flame thrower template available from Sally 4th.)

Two advancing Germans erupt in flame as their screams warn their comrades behind the hedge.

Meanwhile back at the cross roads, Ginger has his hands full with a MK IV heading his way.

“Out of bloody ammo!” Lt Harry Liles swears.  The green bands indicate an out-of-ammunition result, as he attempts to kill the crew trying to man their anti tank gun.

Tubby assaults through the hedge and runs into another team of Jerries — half of the first team he had just fried with the flamethrower.  The black dice indicates the German team to his left is pinned because it lost its leader.

At the cross road, the Para team flanks to the left of the tank crossing the road. They all throw grenades and get lucky as fritz and his crew bails out losing three crew members.

Liles team captures Fritz.  Two green team of Germans catch him in a crossfire: one holding a farm house and the other a pig sty.

The team loses one Para dead and another wounded.  A Glider pilot team pushes to the MG 42 Pig Sty position and hocks Mills bombs into it. They miss, and the MG eats up the Paras in front of them.

Meanwhile Liles draws cards to get rid of morale pipes, indicated by the green die, and ends up having to charge the MG42.  He loses a man immediately, and another is wounded.  The next wave of grenades kills the MG.

Tubby sent the PIAT team to the end row house, and they engaged another team of regular Germans pushing towards the sound of the guns.

General Urquhart and Capt Cummings draw the right card and decide to make a move.

He runs into Tubbies team. “Well done laddy!” says the general to Tubby. “We thought you were dead, Sir,” he replies.  “I can assure you it was an error… Corporal, I need a Jeep,” The general responds. (Six turns have passed, and the general needs to exit the western map edge.)

Lt. Dinkle has a team of regular German infantry, which a Game Master card gifted him the turn before.  He commits it to where the sound of fighting is coming.  There is a German MG42 team in a house where the “?” is located.  There Germans open fire on the British as they head to cross the road with the general.

A brief fire fight ensues, with the Germans getting the worst of it.

A jeep arrived from Ginger’s team and picks the general up. “We’ve only got two bloody turns to get off the map.  For heaven sake, put your foot down Ginger!”

What’s left of the Paras and mixed glider troops keep the Germans busy near the cross roads, mopping up the trainees.

The Jeep carrying the general makes it off the map with a turn to spare.

Post script. This scenario was based on the scenes in the movie. We had a great time with this and a lot of fun things happened.  The assault by Tubbies’ team on the closing Germans was spectacular; the flame thrower was very entertaining. The British player was super aggressive.  This was the difference in the game. The Germans had bad luck with morale cards, but it seemed like the British were always pulling the out-of-ammo result when they fired.  The fighting in the city was ferocious, and multiple melees made it a close run thing. Being able to pin and suppress the German forces was a key factor in getting the Jeep in and out to save the general.

The close assault on the tank was one of the coolest things we have seen since playing the game, as was Liles assault on the MG42, which was successful.  Combat Patrol™ by Buck Surdu is an amazingly adaptable rule system, where individual actions are easily transferred into game play by the use of the cards.  I highly recommend this rules system.

Thanks for reading.

Brian.

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Dwarf Frostgrave Crew

Chris Palmer

    It was a super busy week, so I didn’t get much painting done; therefore, I decided to take a couple photos to share with you all of the current state of my all-Dwarf Frostgrave warband.  I am currently missing one Thug; and I’d like to eventually replace the second crossbow figure, who is actually made up of some GW parts, and some from the Frostgrave plastic soldier set. Otherwise, they’re all Bones figures.
   I should be back next Monday with a new figure to post.

Front row:  Wizard, Apprentice, Templar, Crossbow, Corssbow.  Back row: Thief, Thief, Thief, Thug. 

A closeup of the Wizard, Apprentice, Templar, and two of the Thieves.

The third Thief, two Crossbows, and a Thug.

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Some Recent Miniatures

Buck

Tales of the Golden Monkey from the Sally 4th Classic Movie Miniatures line

Work has been very hectic lately.  I haven’t been home a full week since February.  On top of that we decided to renovate our basement by adding bead board, painting, etc.  As a result, my hobby time has been limited.  This Sunday was the first time I had to spend in a while, and I completed some figures that had been partially painted and sitting on my painting table for a while.

The first batch were from the Sally 4th Classic Movie Miniatures kickstarter.  Most were from Casablanca and The Maltese Falcon, but the ones (above) were from the television show, Tales of the Golden Monkey.   It was a pretty good show that didn’t last long that tried to capture the Indiana Jones flavor.  I think they succeeded, and I recently found this series on DVD and am enjoying it again.

Some of the Sally 4th Classic Movie Miniatures

These next few photos are a mix of the various other sets.  The figures come with clear bases and these nicely etched wooden ones.

Figures inspired by Casablanca in the Sally 4th Classic Movie Miniatures line

All of these figures will go well with Sally 4th’s classic movie terra blocks terrain.  I will, of course, use them with GASLIGHT (specifically To Be Continues… by GASLIGHT), but they will work with whatever rules you use for your pulp games.

Police for Casablanca from the Sally 4th Classic Movie Miniatures line

In addition to these Sally 4th figures, I had a few figures from other manufacturers on the desk.

The celebration set from Hinterland

If you search for Hinterland on this blog you will see pictures of many of the female hussars that this company produces.  They also produce some sailors, trench raiders, and colonial infantry.  This set is one figure from each of those lines who are celebrating something.

Female medics from Bad Squiddo Games

I recently painted the Women’s Land Army and women with various weapons to defend England against the Germans in hypothetical Sea Lion games.  At the same time I ordered this vignette of medics treating a casualty.  These are from Bad Squiddo’s Heroines in Sensible Shoes line.

Professor Challenger from Antediluvian miniatures

While none of the Lost World movie adaptations have been particularly good, the book remains a classic.  I think these figures have captured the feel of the characters really well.

Two residents of “The Village” from Crooked Dice

If you haven’t seen the classic British television show, The Prisoner, you are missing out of fun — and brain warping — experience.

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Durgam Deepmug, Dwarf Hero: Bones 3 Figure, Converted to Frostgrave Thug

Chris Palmer

    This past week, I painted the Durgam Deepmug figure from the Bones 3 Dwarves set.  A while back I had converted three of the figures from this set to fill out an all-Dwarf warband I was making for Frostgrave.  This is the third and final of the three conversions I had to complete.  The other two, can be seen here: Hagar, Dwarven Hero, and here: Durok, Dwarf Ranger.

     Durgam Deepmug is the figure on the far right of the above and below photos.  He was a simple conversion; I merely removed the front of the weapon in his left hand, and hallowed out his fist a little to make it look like it was simply clenched.  I actually left the back handle end of the weapon, shortening it a little; figuring I would paint it to resemble a map case or such hanging from his belt.

      I had prepped this figure in the usual way back before I did the conversions; soaking it in a dish of water with a couple drops of dish-soap added, then giving it a light scrub with a soft toothbrush, and then rinsing and drying it.    I now glued the figure to a black-primed 1" fender washer with Aleene’s Tacky glue, and then placed the figure in my painting grip.

      I began by painting all the armor Black.  Then, when the Black was dry, I drybrushed the armor with  Folk Art Metallics “Gunmetal Grey”, and then passed over it with a lighter drybrush of Ceramcoat “Metallic Silver”.  After that, I painted his face with Americana Shading Flesh.

     Next, I panted his pants with Accent “Forest Green”, and his shirt with Accent “Mustard Seed”. I then painted his his beard with Folk Art “Teddy Bear Brown”, and his belts and straps with Americana “Bittersweet Chocolate”.

     While I had the “Bittersweet Chocolate” open, I flipped the figure around and used it to paint his backpack.  I also decided to use it for his boots and gauntlets.  I then continued working on his back, painting his blanket roll with Folk Art “Dapple Grey”, his sack with Americana “Sable Brown”, the rope with Folk Art “Butter Pecan”, and the “map case” (cut down removed weapon handle) with Aleene’s “Deep Khaki”.

     I then gave his face a wash with some Citadel “Reikland Fleshshade” wash.  When that was dry, I gave his beard, and everything on him that wasn’t armor, a wash with Citadel Agrax Earthshade"wash.  When this wash coat was dry, I painted his eyes, and then highlighted his head with the “Shading Flesh” mixed with some Apple barrel “Apple Flesh”.  I then highlighted his beard with the “Sable Brown”.

    After that, I worked on highlighting his clothing; doing his shirt with Accent “Golden Harvest”, and his pants with Crafter’s Acrylic “Holiday Green”.  I then highlighted his belts, straps, backpack, and gauntlets with Crafter’s Edition “Spice Brown”; and painted his sword with Americana “Zinc”. 

     Next, I worked on highlighting the stuff on his back; doing his blanket roll with the base “Dapple Grey”, his sack with Americana “Khaki Tan”, the rope with Americana “Antique White”, and the “map case” with a mix of the base “Deep Khaki” and some Aleene’s “Dusty Khaki”.
     I next worked on the metal parts, painting the sword and touching up the armor with the"Gunmetal Grey".  I also painted his beard ornament with Americana “Bronze”.  After that, I went back and gave the runes on his sword a wash with Citadel “Nuln Oil” wash.  When that wash was dry, I did highlights on the sword and armor with the “Metallic Silver”, and highlights on the beard ornament with some Americana 14K Gold".
     Lastly, I painted the figure’s base with Black.
    When the Black was dry, I used some white glue to glue a little black course sand onto the base.  When this was dry I drybrushed the bases with some of the Americana “Neutral Grey”, and then some Duncan “Slate Grey”, and lastly some Folk Art “Platinum Grey”.
      I let the figure dry overnight and the next day I gave him a coat of Americana “DuraClear Matte” varnish.  Another overnight dry, and I sprayed it with Testor’s Dullcote".

   Well, I’m happy with this guy, though in reality he is a bit over-armored for a Thug.  But he’ll do just fine.  There just aren’t a lot of non-armored Dwarf Warrior figures out there.

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Ghost Archipelago Campaign Game 4: The Floating Hulks

Don Hogge
My gaming group completed Game 4 of our 2018 Ghost Archipelago Campaign – The Floating Hulks.  We modified a solo scenario titled “The Floating Hulk” written by Joe McCullough (author of Ghost Archipelago) and published in the November 2107 issue of Wargames Illustrated.  For the game we had six of our regular players, two players being unable to attend.

In order to make the scenario usable by our group, a few changes needed to be made. Fellow campaign player Chris Palmer, and myself, worked on re-configuring the scenario so it would be playable by a group of 6 players, not just one.  We decided to make it a large “island” of derelict ships, kind of like a ship graveyard, that had all gathered together amongst some jagged rocky outcroppings, forming one large intertwined mass.   We then multiplied the mainmasts, with the central treasure and the nests of Talonjacks to a total of three; so there would be one for every two of our players.  We then assigned a Shark to be just outside the starting zone of each player.  We also upped the number of total Sharks and Talonjacks that could be brought into play during the game, and created a specialized Random Encounter Table that contained only Aquatic creatures, and some creatures one might find on derelict ships; like Pirate Skeletons, Swamp Zombies, and Sea Rats.  Also, a special rule of the scenario requires anyone trying to climb from one of the small boats onto one of the ships to make a special Move Roll with a target number of 12.  We decided to include climbing from the boats onto the rocks, climbing from a ship to a ship, or climbing from the sea onto one of the ships or rocks; figuring everything was a rocking, tossing, slippery deathtrap. (This paragraph blatantly copied from Fortrywn’s blog entry which you can read here – Ghost Archipelago Campaign ‘18, Game 4: The Island of Floating Hulks)
Skorri was lucky in being second in selecting his starting location.  A corner position was picked to protect one of his flanks from the other Heritors.  In the end, he ended up facing Fortrywn directly across from him, Kragmar to his immediate right, and Molly Malone to his right front.  Further down the table were Herndon and his arch-enemy Griffin.
 
 

Skorri’s Story
Looking out from the bow of his ship, Raven’s Beak, Skorri Drakenberg scanned the horizon.  His thoughts flashed back to the activities of the past couple weeks.  After recovering from his encounter with the Heritor Griffin, Skorri had to conduct a bit of recruiting.  First, he had to find a new warden willing to join his crew (His previous warden, Anemone, didn’t survive the last outing) and a new pearl diver.  He sent members of his crew out to inquire around the port town.  In the end, there were not many wardens available for hire.  Skorri settled for a young Beast Warden named Agger.  While he looked like a kid, he seemed to be a skilled magic user, and well versed in all things dealing with wild animals.  That might come in handy in the jungles Skorri planned on trekking through in search of the map stones to lead him to the magic fountain.


A view of the table with the various ships entangled with each other

Several of his crew came back with tales about a floating mass of lost ships that was recently sighted.  Skorri conferred with Kukala (Hunter) who was still recovering from a bad wound.  It was decided that they would sail towards the sea of lost ships before heading back into the archipelago.

Here, it is said, you will find a few rocks jutting out of the depths, eternally waiting for some unsuspecting ship to gut itself, spilling sailors and cargo into the ocean.  The area attracted a large number of sharks and other denizens of the deep, anxious to feed on the poor sailors whose ships met their doom on the rocks.  But not all the ships drawn into this morass were sunk.  Many were merely trapped here by the whirlpool like currents which causes ships and other debris to collect in a single area and became entangled.

A view of the dwarven ironclad

As they approached the area known as the Sea of Lost Ships, “Sails to the port and starboard” rang out from the crow’s nest.  Skorri turned his looking glass left and right, scanning the distant, looking for Griffin’s ship.  None of them seemed to be flying personal banners or flags.  That means they are most likely other Heritors, they tend to be a secretive bunch.

All of the ships looked like they had been here for quite some time. Skorri couldn’t detect any movement on the decks of the stranded, derelict hulks – manned only by the ghosts of their doomed crews.  He did spot several flying creatures with long, deadly looking beaks flying around the top masts of several of the ships.  “Those are called Taloned Jackclaws, or Talonjacks for short.  They like to grab you and drop you in the water.” volunteered Agger.

Another view of the ships

Afraid of becoming entrapped with the mass of rotting ships, Skorri directed his crew to heave to about a half mile away.  Adding his ship to the floating mass was not part of his plan.

Skorri’s crew in their boats approaching “The Floating Hulks”

Hopefully there would still be something of value waiting to be plundered.  And with that thought in mind, Skorri loads his crew on three small boats and they set off towards the entangled mess of old ships.  As they move forward, Taucher spots a shark swimming towards the boat.  Skorri directs his archers, Amras and Amrod to shoot it.  They both take careful aim and let fly their arrows. Amras strikes home but Amrod’s arrow glances off the shark’s tough skin.  Skorri sees that the extra archery training has not paid off yet.  He stands up and draws his bow.  His arrow flies true and strikes the sea creature in the eye.  The crew cheers as the shark turns belly up and slowly sinks beneath the waves.

Directly across from Skorri’s crew, on the other side of the mass of ships, the sounds of a fight can be heard.  Mostly screams and a lot of splashing noises.  Sounds like Fortrywn’s crew has run into a bit of trouble.  Skorri smiled at the thought.

Skorri’s crew moves forward

The boat containing Skorri’s new warden, Agger, moves forward towards the nearest ship.  On top of the mast, he sees a talonjack.  Agger calmly incants the words to Control Animal.  He thought he had been successful but the creature shrugged off the effects (Successful casting, the Talonjack resisted).  The Talonjack spotted the crew and made a diving attack.  The flight was cut short as Hat Chet swung his ax and severed the bird’s head with a clean cut.  As the ship’s cook, Hat Chet says “Keep the bird safe, that’s supper.”

Skorri and Taucher swim towards the black hulk

With the shark dead and sky starting to become overcast (Molly Malone’s warden cast Cloud Cover), Skorri directs his newly recruited Pearl Diver to follow him towards the black hulled wreck off to the left.  He checks to make sure his Piscian Helmet is secure before he dives in; Taucher jumps in right behind him.  Amras climbs up on the abandoned ship, carefully timing his jump with the up and down rocking motions of the two ships (Need a Move roll with a target of 14 to successfully move between ships).  Once on the other ship he slowly surveys his surroundings.  There are several ships entangled together.  On a nearby ship he notices another crew climbing aboard, he recognizes Fortrywn’s archer.  He takes aim at her and let’s fly.  The shaft flies straight as an arrow.  With a loud “thwack” it strikes the opposing archer in the back, dropping her to her knees (Hits Fortrywn’s archer for 10 points of damage).  While silently congratulating himself, strands of seaweed shoot up from the rotting decking and weave themselves around his bow.  Amras quickly cut them away but the damage had been done.  His finely crafted bow had a slight warp to it (Fortrywn’s Warden cast Warp Weapon, -1 damage).

Amrod successfully jumps to a another nearby ship.  As he lands, Agger casts Envenom on his bow.  Blue Boy runs over to a pile of trade goods and roots around.  He finds a small chest that he places in his backpack. Yen Lo attempts to jump between two ships.  His foot lands on a pile of moldy kelp causing him to lose his balance.  He unceremoniously lands in the water.  Hat Chet fares better and makes the move to an old Dwarf ironclad with ease.  As he lands, he finds himself staring down the barrels of two old, rusty cannon sticking menacingly out of a turret.  He decides to start climbing up to the crow’s nest on top of the turret to get a better look at the other hulks.

Meanwhile, Wu and Wat Lee have been rowing towards an old longship.  They make it there and climb aboard only to find they are not the first to board.  One of Kragmar’s crew members is already there – and it seems he has discovered a treasure chest.  Two against one, this should be easy pickings.

As the clouds continue to drop lower, further reducing visibility (14" LOS), Skorri and Taucher swim around to the black ship.  They can see several members of Fortrywn’s crew aboard.  They both attempt to climb up the hull but Taucher cannot find a footing in the slimy algae covering the hull.  Skorri almost makes it to the top before a piece of rotting timber sends him splashing back into the water.  Fortrywn’s warden looks down and sees Skorri in the water.  Skorri hears her chuckle as she intricately waves her hands as only a spell caster can do.  Skorri feels tendrils of kelp twirling around his sword.  His strength is sufficient to break free of the plant but he notices the balance of the weapon had been affected (Fortrywn’s warden cast Warp Weapon on his sword, -1 Fight).


Skorri and Taucher try to climb aboard the black hulk

Agger has now successfully climbed aboard the dhow.  He decides to provide the crew some assistance by attempting to cast Summon Animal.  He successfully called forth to the nearby creatures and could soon sense a large snake approaching.  He should be useful to distract Fortrywn’s crew.

Out of some hidden hole, Amras sees a mangy looking rat jump on Amrod’s back.  He moves forward, “Hold still, I’ve got it” yells Amras as he pulls his dagger and takes a swipe at the rat (The real rat, not Amrod).  Luckily for Amrod his aim is good and the rat flies off into the water.  Amrod says “Thanks” as he takes aim at one of Fortrywn’s crew.  The gentle rocking motion of the ship was just enough the throw off his aim.

Over on board the longship, Wat Lee and Wu engage Kragmar’s crewman.  Between the two of them, they manage to beat him back from the treasure chest.  During their scuffle, the clouds have descended far enough down that they are like a fog surrounding the mass of ships (visibility is 12" LOS).

Skorri and Taucher climb aboard the black hulk

Finally, Skorri and Taucher are able to find enough secure handholds to climb aboard the ship.  Once on board, they notice an entanglement of kelp and seaweed suddenly emerging from the rotting deck of the ship (Bramble spell) cutting them off from Fortrywn’s crew, one of whom is carrying a small chest.  Skorri Surges to pull out his bow and take a snap shot but fails to hit his target.  Taucher jumps as a large snake slithers it way aboard the ship.  He holds his breath as the snake moves towards Fortrywn’s crew (Agger’s Summoned Animal), “Good thing I’m wearing my brown pants.”
At the top of the mast of the ship Amrod has boarded, Agger spots another Talonjack.  He casts Control Animal but once again he feels the creature resist his charms.

A wall of brambles springs up to block Skorri and Taucher

Amrod spies Skorri on board a nearby ship, along with one of Fortrywn’s crew.  He slowly takes aim at Fortrywn’s crewman and pulls back on his bow string.  With a careful aim, he successfully hits him with a poisoned arrow.  “That should help out the boss some” he thought.  (Being hit and successfully damaged by a poison arrow reduces the number of actions from 2 to 1)

On the longship, the fight intensifies.  Wu and Wat Lee team up to take down Kragmar’s crewman.  Unfortunately, Wu’s attack is parried and Kragmar’s crewman takes him out with a clever riposte.  While Kargmar’s crewman is slightly off balance, Wat Lee’s thrust takes him in the side and drops him to the deck.  As the opposing crewman falls, Wat Lee sees a large crab rear up out of the water, two massive claws snapping in his direction.  He manages to avert the crab’s attack and drives it back (caused 1 point of damage).  Just as he thinks all is well, a giant shark leaps up and swallows him whole before disappearing back into the murky water (End of game Recovery roll for Wat Lee was a 2).

Wat Lee just before he is swallow whole by a shark

Back at the black hulk, Skorri looks at Taucher, “We have to climb over, don’t let him get away” (talking about Fortrywn’s crewman carrying the treasure).  He watches as Taucher carefully makes his away across the tangled mess of kelp vines and seaweed.  Taucher then charges into contact with Fortrywn’s crew.  The crewman turns around to confront Taucher and sees Skorri easing his way through the brambles.  Skorri also charges towards the crewman, drawing his sword along the way.  He then feels his blood boil as he Surges to attack the crewman.  The crewman frantically tries to defend himself from the onslaught but he knows he is no match for the Heritor’s skills.  Nicked and bleeding from several small gashes, the crewman tumbles into the water below.  Taucher manages to grab hold of the small chest before it too falls into the water.  Just as he grabs it, an arrow nicks his arm (1 point of damage).


Skorri and Taucher fight a crewman for a treasure
Skorri wins, Taucher grabs the treasure, the crewman falls into the water

On the dhow, Agger reaches out mentally to control the Talonjack.  This time his mind is stronger and he feels the animal bending to his will (Successful casting of Control Animal).  Agger directs the creature to fly over to the dwarf ironclad and attack any non-friendly crewman he finds.  The Talonjack flies over to the ironclad and attack’s one of Molly’s crewmen carrying a chest.  Agger feels the bond with the Talonjack break as the crewman manages to easily overcome the creature.

On the ironclad, Hat Chet found a treasure inside the crow’s nest.  He pulls it out and drops it to the deck of the ship.  Yen Lo waves as he runs over and picks it up.  He then jumps back into the crew’s small boat.

Taucher says, “Its faster to swim over to the dhow ” and jumps into the water.  Skorri agrees and jumps in also.  He lands beside Fortrywn’s crewman who is floating in the flotsam.  Skorri quickly checks on his condition to make sure she doesn’t drown herself.  Seeing that she will recover, as long as she not eaten by a shark, he climbs aboard a small seaweed covered raft.  Spying one of Fortrywn’s archers on a rocky outcrop, he once again Surges to shoot an arrow in his direction.  Even though it was a snap shot, the arrow strikes its target in the chest.  Without waiting to see the outcome, Skorri turns and follows Taucher.  During this time, the large snake slowly slithers towards the archer.  The archer looks from Skorri to the snake, trying to decide which to shoot.  He decides on the snake and puts an arrow into its thick body.  Ignoring the pinprick, the snake continues its way up the rocky outcrop in pursuit.

Amras getting ready to claim a treasure
TWACK  No he’s not……

With the agility of a monkey, Amras quickly climbs to the top of the mast.  After hauling himself onto the upper spar, he notices a treasure sack stuffed inside the crow’s nest.  Amras called down to Amrod and Skorri, “I found something."  As he leans over to pick it up, he fails to see the arrow speeding his way.  The shaft embeds itself in his back pack.  The force of the strike spins him around, arm flailing in an attempt to regain his balance.  In the end, Amras tumbles into the water below.  The impacts knocks the breath out of him and he floats there trying to recover his senses. 

Random creature captures my chair.  I think Fortrwyn paid him to distract me

Over on the longboat, Hat Chet watches as another of Kragmar’s crew is taken down by the giant crab.  "YES” he cries out but then realizes his mistake.  The crab’s antenna-like eyes swivel in his direction.  Before he can react, the crab scuttles across the deck, its claws menacingly clicking together.  Hat Chet dodges the crab’s initial attack and leaps upon its back.  Deftly performing a balancing act, he swings his axe down hard, striking the crab between its eyes.  As crab’s legs collapse, he thinks “Too bad I can’t get him back to the kitchen."  Hat Chet, seeing the treasure chest laying on the deck, triumphantly runs towards it.  He has to negotiate a mound of unmoving bodies but he manages to reach the chest.

Seeing Amras fall, Skorri’s keen eyes scan the nearby ship for the perpetrator.  Through the light fog, he could just make out the silhouette of Fortrywn’s archer standing at the rail and reaching for another arrow.  Skorri climbs aboard the ship and pulls out his bow.  Grabbing an arrow from his quiver, he pulls back and lets it fly.  He watches in dismay as the arrow skims off some rigging and misses its target.  Uncontrollably, Skorri feels his blood boil and Surges to fire another shot.  This time the arrow flew straight and true as Skorri watched the offending archer fall out of sight.   

Hat Chet just before Fortrwyn’s Warden charges

Hat Chet picks up the chest, pausing a moment at the carnage all around him,  and then moves to his rowboat.  As he is getting ready to climb down, he hears the pitter-patter of small feet on the deck.  He quickly turns just as Fortrywn’s warden swings her sword.  He ducks under her swing, deflecting it with his axe as he spins to face the diminutive young girl.  "Go home little girl” he says as he makes an overhead swing at her.  To his surprise, she manages to deflect his aim.  Instead of smacking her on the side of the head with the flat side of his axe, the momentum forces the axe to slice downward along her leg before embedding itself in the toe of her boot.  The young warden loses her balance and her head strikes the deck with a hollow thud.  She’s out cold.  With little effort, Hat Chet pulls his axe out of the decaying decking.  “That’ll leave a scar” he thinks.  Hat Chet turns to carefully climb down into the rowboat with the hard fought over treasure (five crew and one warden were taken down trying to recover this treasure – Kragmar lost three, Skorri lost two, and Fortrywn lost his warden).

Hat Chet trying to escape with a treasure

Skorri climbs up the mast towards the crow’s nest.  As he nears the top, he hears the flapping of wings and looks up to see another Talonjack settle on top of the crow’s nest, and his treasure.  With a burst of energy, Skorri climbs the final few feet to the top and draws his sword.  With some fancy sword play, he manages to feint to the left before twisting his sword into an upward swing that severs the Talonjack’s head.  Feeling a bit of pain as his blood heats up, Skorri Surges forth to pick up the treasure.  He drops the treasure to the deck below and quickly climbs down.  He then signals to his crew to climb into their boats and return to the ship.

Skorri fights off a Talonjack and secures a treasure

Back aboard the Raven’s Beak, Skorri saw to the welfare of his injured crewmen.  Wat Lee was the only crewman who did not make it back.  He authorized a double ration of rum and they drank a toast in honor of Wat Lee – “May he give the shark indigestion."  He then headed into his cabin to look over the day’s haul.  Incredibly, five treasures were recovered:  Ring of Will, Jade Figurine (Crocodile) w/30 gold, Superior 2-hand weapon +1 damage, Magic hand weapon +1 Fight w/10 gold, and a Water of Life Potion and some Scalegrass herb.  The magic hand weapon would be a welcome replacement for the sword he lost last time.

Epilogue
Well, another enjoyable and action packed game that kept me on my toes for all 9 turnsModifying the solo scenario into a multi-player version turned out better than we thought.  Plus it helped that the group happened to have a good number of ships to use as the floating graveyard.

Skorri and crew took advantage of Fortrywn’s first turn misfortune of losing three crewmen to a single shark.  With that and Molly Malone occupying his attention on his flank, they secured five treasures.  And only loss three personnel in the process.

When I recruited a new warden, I decided to change from a Wave warden to a Beast warden to try some different (Plus I had one of the new Wiz Kids pre-paints I wanted to use).  I’m hoping his spells will be a benefit to the crew.

Already looking forward to the next game…….

A final view of the table showing Kragmar’s snd Molly’s crews

from Wargaming Notes http://wargamingnotes.blogspot.com/2018/04/ghost-archipelago-campaign-game-4.html
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from Tumblr http://tumblr.hawks-club.org/post/173277842613
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