Tuesday, May 16, 2017

Frostgrave Campaign, Game 1

I've really enjoyed the games of Frostgrave I've played, so I jumped at the chance to enter into a Frostgrave campaign at my local game store, Augusta Book Exchange.  Two other players and I started out our Wizards, Apprentices, and henchmen to see what wonders the frozen city could provide for us.  My Wizard is an Elementalist, and I'm playing with collection of (mostly) Reaper Bones Dwarves.


Here's my band:
From left to right:  Freya (Infantry), Erik the Beserker (Man-at-Arms), Apprentice (needs a name), Wizard (fighting the urge to call him Stumpy Gandalf), Dain Deepaxe (Man-at-Arms), Callie (Archer), Gimp (Thug), and Bobbins (Thief).

My opponent for this game, Tony, has an Illusionist, and his Wizard and Apprentice are very appropriately Cthulu-esque mind flayers, with Orcs and other creatures as henchmen.

The board for Game 1, The Mausoleum:
View from my edge of the board.  Mausoleum represented by the four stone walls in a rectangle at center.  My Wizard is at left and is advancing, with Apprentice on right.

The board starts with four skeletons on it that will attack the nearest visible target, and the Mausoleum dispenses another skeleton every turn.
View from behind my Wizard as henchmen advance toward visible treasure.
View from behind my Apprentice.  Thug and Man-at-Arms on left, Archer on right.
Archer stepped into a building and took a shot across the field that missedits target...
...and was attacked by a skeleton!
Freya and Erik advanced toward some treasure, only to have a skeleton close the distance and attack...
...but Dain pitched in to lend Freya a hand, and they quickly dispatched the foul thing.
My Apprentice ran to Callie's aid...
...and is laid low by the beast for his troubles!
And Callie promptly returns the favor...

Least dramatic moment of the evening - my Thief grabs the money and runs, and no one stops him.

Here you can see the opposing side creeping up to the edge of the Mausoleum.  My Wizard moved away from a skeleton and cast Strength on Dain to make him pretty formidable in melee combat (clear token next to him to signify this), and Freya has secured a treasure chest.
A better view with the opposing party visible.  Tony's Apprentice is at left in the yellow robe, his Wizard at right with the staff.  His Orcs and Warhound continue to advance.
I start my retrograde off the field as we start to collect some treasure.  Wizard Stumpy and Freya step back a bit as Dain hauls off to deal with a skeleton in the background.
A real fight has broken out around one of the treasures next to the Mausoleum.  Tony's Templar and Warhound face off against Gimp and Erik.
Tony's Warhound takes a hit and gets pushed back.
Disaster!  The opposing Apprentice cast Mind Control on Freya, rolled a natural 20, and gets ready to use her to bash Stumpy's head in!
The fight continues in the center, with the Warhound having been eliminated (I think) by an arrow from Callie.  One of Tony's other minions, a Barbarian, advances to help his Templar.
Whew!  Stumpy casts Elemental Bolt and takes Freya out of the fight!

The opposing Apprentice gets confronted by a skeleton that appears from the near side of the Mausoleum...
...and gets knocked out!
The fight in the center broke my way!  The opposing Barbarian fled right, but Callie and Erik ran him down.
...and at top center, a skeleton is chasing down Tony's Templar.
...and takes him out of the fight.
And Stumpy and Dain move toward the table edge with a treasure chest.

At this point the game wrapped up.  Tony's Wizard left the field with some treasure, while his Wizard and henchmen all fell in combat.

Post-Game Report:
Both my Apprentice and Freya made full recoveries from their battlefield wounds, and I bagged 340 experience (good for three levels at 100 xp with 40 left over), picked up 240 gold and a dagger +1, as well as a grimoire containing the Bind Demon spell.  I raised my Elemental Bolt casting, Health, and learned the Bind Demon spell in anticipation of the next game, which may involve a Genie running amuck on the table.

Stay tuned for the next installment!

Monday, May 15, 2017

Frostgrave, Second Game

Got a chance to get in another game of Frostgrave at my friendly neighborhood gaming shop, the Augusta Book Exchange.  I can't recommend the store enough.  If you're in the Augusta, Georgia area, you should stop in - the gaming community is strong and something is going on most every night of the week.


Anyway, my Elementalist from last game is back, squaring off against a different opponent.
View from behind my advance - Wizard and nearby henchmen on right, Apprentice the henchmen he was leading are just out of picture at bottom right.

I advanced and immediately got off a couple of Elemental Bolts that killed opposing henchmen.  Then, getting overconfident, I put my Apprentice up on some high ground and he was promptly shot down by an opposing Archer.

The game progressed in my favor generally, with my trusty men-at-arms advancing strongly on my left flank.

View from the opposing Apprentice's vantage point, with her archer (right) standing between her and three of my men-at-arms.  My men had just dispatched two opposing henchmen.

My men-at-arms continued to advance while my Wizard fired off Elemental Bolts.

One of my henchmen attacks the enemy archer at left while two more attack another on the right.

My lead man-at-arms, Erik the Beserker, locks the enemy Wizard in hand-to-hand combat.

Dain Deepaxe, another of my men-at-arms, has dispatched the enemy archer and closed the distance with the opposing Apprentice.

Top view of the action.  My Wizard, at right, directs the action while Erik attacks the enemy Wizard at top right, and Dain and Freya, two of my other henchpersons, attack the enemy Apprentice at top right.

Victory!  My henchmen slay the opposing Wizard and Apprentice.

I'm pleased with the Frostgrave gameplay.  It's fun, balanced, and plays quickly.

Stay tuned - next post will chronicle the start of the local Frostgrave campaign!

Tuesday, May 9, 2017

Kill Team, Blood Angels vs. Tau

Got introduced to Kill Team at my friendly local gaming store, and found that I really enjoyed it.  Played one intro game with 10 Blood Angels - 5 Tactical, 5 Death Company with jump packs.  I played against some Grey Knights that were dual wielding force swords, and figured my goose was pretty cooked, but the dice went my way, and I prevailed.


As these, things tend to go, GW promptly killed the game.  Then they brought back the Necromunda rules, which they shouldn't have killed in the first place, to replace it.


Regardless, I was struck with how well the 7th Edition 40k rules work for a skirmish game (which 40k isn't).


Anyway, I played a game with my eldest boy, who reveled in the chance to take the Tau to task with his/my Blood Angels (again).


We squared off with the same Blood Angels team against a group of Tau Fire Warriors and some marker light drones:
Blood Angels at far end of the field, Tau near, hoping to capture the three objectives marked with red poker chips.


I didn't catch much of the battle in progress, but as you can see, the Tactical Blood Angels took some losses, while the Death Company managed to close the distance and wipe out the Tau.


Two Brothers of the Death Company celebrate with a post-battle high-five on the (former) Tau high ground.


I really don't feel like jumping on the Necromunda reboot bandwagon right now, and will definitely break out these rules in the future.  Should've expected that GW would pull the rug out from under me, I suppose...

Sunday, May 7, 2017

Frostgrave has Arrived!

I've been watching the game Frostgrave from afar for some time, and wanted to get into it myself.  It's been a good baptism by fire.  With the help of my gracious friend Robert, I played my first game...
View from my side of the table, as my wizard advances on left, and apprentice and associated minions prepare to advance on right.
Catastrophe!  My wizard gets smacked with a critical hit (roll 20 on a d20) and drops like a stone!
It's a scrum!  My (unfortunately partially unpainted) forces wrap around the center terrain and square off with the enemy...
Both my opponents' wizard and apprentice fall to my minions!
Only my minions are left, so the field is mine!


So this turned out to be a dramatic shift in the gameplay - I thought I was getting tabled, but it all flipped somewhere in the middle and I ended up holding the board

More Frostgrave to follow....

Two More Quick 40k Games

Wrapped up a couple more small-ish 40k games, in the same vein as the games played in this post.


Game 1:
An Ork horde squares off with the Tau.  The Ork plan is to advance into melee combat, the Tau plan is to stop the Orks from closing the distance and shoot them all stone dead.  Very straightforward.
The forces at game's start.  The goofy kid's tractor toy in the background is substituting for a Trukk. 
The Ork right flank advances, and that Trukk doesn't look at all silly.

Another view of the Ork right flank, showing the Stormboyz moving to the cover of the industrial silos at center.
The Boyz have departed from the Trukk, the Stormboyz are advancing, it all seems to be going according to plan...
Unfortunately for the Orks, the overwatch fire from the Tau proved absolutely murderous, and the Stormboyz, when they finally reached the Tau lines, were far fewer than when they started.  And, as it turns out, the Tau Crisis Suits aren't as squishy as Fire Warriors in melee combat.  Wish I'd taken more pictures.


Oh, and this wouldn't be a battle report if I couldn't say that the Ork Weirdboy failed spectacularly.  He - again - attempted to teleport and rolled a critical failure, disappearing into the Warp with a significant portion of the Boyz.


Game 2:
Back to another Blood Angel-Ork fight, this time in a desert environment.
The Ork horde advances again toward Blood Angel lines, with the Stormboyz using a walled compound to cover their movement.
It wouldn't be a battle report with the customary news that the Ork Weirdboy failed.  Based on his failure in our last battle reports, he only had a few Burnaboyz to teleport with.  Of course, he failed, dramatically, disappearing again into the Warp with his crew.
The Weirdboyz's failure was just the beginning.  Above you see the end result of the battle, with the Blood Angels' combined arms laying waste to the Orks.  Some dramatic morale roll failures by the Orks accelerated the process.
That's all for now... coming soon, some Frostgrave.

Two Quick 40k Games

Here's two short 40k battle reports:


Game 1:
A Christmas (yes, a bit of delayed reporting here) game between me and my brother with our sons joining in.  Due to a lack of proper terrain, we set things up on the family dinner table after eating and used platters and canned vegies for... vegetation.  Other canned goods provided some other things to block the line of sight.


My Blood Angels formed a battle line and faced off against my newly purchased Orks. 
The Ork horde advances toward the Blood Angels, hoping to get within charge range. 
The Orks' Weirdboy tried to get his mojo going, but rolled serial failures and proved entirely worthless.  Note this - it will prove a constant in our games.

The Blood Angels' Furioso Dreadnought has taken the center of the field, breaking the Orks' center and putting and end to the contest.




We both forgot to bring dice, but I'm happy to report that the Games Workshop dice rolling app works great.  Fun was had by all.


Game 2:
The second game comes from a trip to our friendly local wargaming store.  Almost all of the table space was taken up, so we grabbed one long, thin table and set up another quick game.  My boys played the Blood Angels, and I played the Orks.  The point value for this game was slightly higher than the last, with the Blood Angels fielding Mephiston and the Orks some additional Boyz.






The Ork horde starts awfully close to Blood Angel lines this time...

The Ork Weirdboy tried to teleport behind the Space Marine lines with a large complement of Boyz to whip some Blood Angels.  He again rolled up a critical failure and he and half of the total Boyz head count frittered off into the Warp.


The Furioso Dreadnought again gets into the mix with the Ork main body.  This bodes ill for the greenskins...

Mephiston joins the Dreadnought and contributes to wrecking the Orks in detail.  The Deffkoptas that swept behind Blood Angel lines (back of the photo) didn't do much to dent the Marines' effectiveness.

This game proved another Blood Angel victory.  Stay tuned for future game reports - we'll get some Tau back in the mix.





Tuesday, May 2, 2017

Big Contracting Trouble II

This won't be as thorough a write-up as the last time I ran Big Contracting Trouble, but it was an enjoyable game.  Just for review, the ubiquitous Force on Force scenario is very evenly balanced and has been played and written up by a number of folks:  DonoghDonogh reduxvon LuckyDan, and Dave.  This time I was introducing Darren, a friend from the local gaming group, to the Force on Force system.


Scenario:
An SUV carrying two civilian contractors was hit by
gunfire as it moved through a neighborhood in one of the city’s red zones. UAV footage indicates that the contractors are injured but alive. The contractors have held the small group of Insurgent gunmen who attacked their vehicle at bay for nearly a quarter of an hour, but more armed men have been spotted converging on the disabled SUV.

A force of US soldiers are en route to save the contractors.  US troops are Troop Quality d8, Morale d10.  Iraqi insurgents are TQ d6, Morale d10.  


General layout of the table, from the American entry point, with a few US forces yet to be fielded.

Tragedy!  An entire US fire team goes down in Turn 1 - you can see them laying on their sides at center frame.  A line of enemy sixes laid them low.

At this point, the US forces had almost no chance of getting to the contractors.  Because of this immediate catastrophe, and not wanting to let Darren (new to the game) suffer through a several turns of nothing but CASEVAC, I reinforced them with an ambulance to facilitate evacuation and another fire team.

Here's the two contractors next to their SUV, which were d10 Troop Quality to show the new player how the differing stats interact.  As it turned out, they held off two squad-sized elements of insurgents with repeated instances of getting the first shot off, inflicting casualties, and prompting morale checks that the insurgents failed.

Insurgent cell hanging out at a Hot Spot (spawn point) at the dump.  They exchanged fire with an American unit and came out worse for wear.

Reverse shot.  The US unit was all the way at the other end of the table.

The CASEVAC arrives, and a (combat-effective) US fire team has moved into the compound on the right.




Shot from the aforementioned dump Hot Spot, where more insurgents have spawned and are exchanging fire with a HMMWV that has taken damage to its engine and weapons.

Unfortunately, that's all the pictures I have.  What isn't shown is that the US forces pushed into the center of the table, neutralized a Hot Spot, and reached the stranded contractors, who stood their ground the entire game.  Just as it looked like the US forces were about to engineer a successful extraction, however, another US fire team was caught in an alley and gunned down by insurgents on a nearby rooftop.

It just wasn't meant to be the Americans' game, I suppose, but Darren had a good time regardless.