To get started with the 6x6 challenge, I have read the MOTH rules again and played a couple of test games. The solo system provided with the game is interesting: it gives a general plan for the enemy and allows some variation in actions. With a little work, I think it can be used for other games, too.
My plan is to have a series of six linked games. I will be using up to 12 Canlaster muster soldiers per game, while the enemy will be up to 18 Yordan muster soldiers. For both sides, figures will usually be organized in 6-soldier squads. The games are organized as a two-sided assault on Yordist defenses during a larger battle in Kendall III:
Game 1: Platoon 31 must break through the enemy perimeter, on their way to an Yordist control outpost. They must cross the battlefield with at least 1/2 of their troops.
Game 2: Meanwhile, platoon 24 must stage an attack against an observation post, to draw the enemy's attention. They must destroy some enemy targets and then withdraw to succeed.
Game 3: Now platoon 31 must take over the enemy control outpost, which is being used to coordinate enemy supply rafts. Available forces will depend on success in game 1. If platoon 24 won game 2, enemy forces will be reduced.
Game 4: Platoon 24 is making a fighting retreat after the action from game 2. They must be able to flee with at least 1/2 of their forces. If platoon 31 wins game 3, enemy forces will be reduced.
Game 5: Platoon 31 now must hold the control outpost against enemies that are trying to take it back. Available forces will depend on success in game 3. Enemy forces will depend on the success of games 2 and 4.
Game 6: Platoon 24 is assigned an ambush to destroy Yordist supply rafts that have been disabled using the control outpost. If platoon 31 lost game 5, the enemy will have more defenses.
This is the plan, and I should have the first report this week.
Showing posts with label scenario. Show all posts
Showing posts with label scenario. Show all posts
Sunday, February 5, 2017
Saturday, October 31, 2015
Halloween and zombies
Today I played a zombies game for Halloween. The rules are based on All Things Zombie, with some ideas from the "I, Zombie" supplement and also from the "Trick or T(h)reat" mission from Zombicide.
Two survivors, Jack (rep 5 star) and Stan (rep 4), both carrying shotguns, are looking for supplies an abandoned neighborhood. What they do not know is that a mutated zombie is also lurking around. There are six buildings in the map and upon entering them a card is drawn: a number means the building is empty; a face card means supplies have been found; the ace means the mutant zombie appears.
The mutant zombie has Rep 4, can move 8" (but cannot fast move) and activates after all normal zombies. When active, it moves towards the closest target. It automatically defeats zombies in melee, and rolls 4 dice when fighting survivors. It cannot be defeated; when an "out of the fight" or "obviously dead" result is rolled, it is stunned and must pass 2d6 when next active to recover.
To win, the survivors have to find at least two supply cards and get away from the board. Here is the initial setup, already with the first zombies placed.
Initially, Jack and Stan fired their weapons at the zombies to their left and right, destroying four of them. This attracted more zombies and they had to fight some in melee but after a couple of turns, they managed to enter the first building, only to find it empty. The second building revealed the Mutant Zombie, but luckily they activated first and moved away from it.
The two survivors reached the third building but the mutant also reached them. Stan was taken out of the fight and Jack entered the building. Inside, he fought the mutant and stunned it, then escaped with the supplies and also carried Stan.
Since the mutant failed its recovery rolls, Jack entered another building, finding more supplies. Later, the mutant zombie resumed chasing him, but he was already close to the exit.
Conclusion
This was a quick and simple game. To make the scenario more challenging, I would require the survivors to leave the board by the same edge they entered.
Today I also managed to paint and build some miniatures but that will be the subject of other posts.
Two survivors, Jack (rep 5 star) and Stan (rep 4), both carrying shotguns, are looking for supplies an abandoned neighborhood. What they do not know is that a mutated zombie is also lurking around. There are six buildings in the map and upon entering them a card is drawn: a number means the building is empty; a face card means supplies have been found; the ace means the mutant zombie appears.
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| From left to right: Jack, the Muant Zombie and Stan. Shotguns are a blessing and a curse in All Things Zombie, as they can draw a lot of undead after each shot. |
To win, the survivors have to find at least two supply cards and get away from the board. Here is the initial setup, already with the first zombies placed.
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| Surrounded by zombies! |
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| Surprise! |
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| Jack won the melee by a single success... |
Conclusion
This was a quick and simple game. To make the scenario more challenging, I would require the survivors to leave the board by the same edge they entered.
Today I also managed to paint and build some miniatures but that will be the subject of other posts.
Thursday, April 17, 2014
Brink of Battle: Cops and Drug Dealers
My first game of Brink of Battle was a quickly sketched scenario where a group of regular cops must arrest drug dealers hidden in the slums somewhere in modern-day Brazil. The board was drawn in a single A4 sheet as I am playing at a reduced scale. This let little space for maneuver but I wanted to focus on the engagement between the two groups.
The cops are on the left with blue bases. They are a regular force with one detective (commander, CBT 6, CMD 6, CON 6, marksman, hardened, carrying a shotgun), two veteran cops with carbines and five officers with pistols. The drug dealers are a horde-type force with a drug lord (commander, CBT 6, CMD 6, CON 6, gutshot, inspiring, carrying an assault rifle), one lieutenant (veteran) with a shotgun and seven henchmen with pistols, revolvers and shotguns.
The objective of the drug dealers is to escape through the left edge (with at least 4 units, including the commander) or make the cops rout. The objective of the cops is to keep the drug dealers on the board for eight turns, when reinforcements arrive, or to make the dealers rout, which in this case means they surrender. The yellow areas are houses that have been abandoned while the cops advanced.
In my first game I tried to play offensively with the cops, moving quickly with some of them towards the dealers. This was a bad idea as the henchmen near the gate of the red area moved out and shot them. The cops managed to mount a defense but had some losses and routed by the fourth turn.
In the second game I moved some cops to the narrow alley and put others in the houses. The drug dealers had to move out and try their luck, some of them fast moving and others using move & fire actions. In the end two of them fled but the rest routed.
Conclusion
As I am still learning the game, I simply played both sides in these games, with no other solo adaptations. Each game lasted around 30-40 minutes. The mechanics are indeed easy to use although there are a few bits that may be forgotten during play. For instance, I completely forgot to make weapon checks (to test if a weapon jams or needs reloading) and at one point during the second game I forgot to make a psychology check when a dealer was wounded by a cop.
Creating the forces is an interesting exercise. While it is desirable to keep the combat, command and constitution scores of each unit high, this severely limits what you can buy in terms of special abilities and gear. On the other hand, I feel that I did not really make the drug dealer force a "horde": I should have made many more henchmen, which then would be individually weaker than the cops.
Wednesday, February 13, 2013
Alien Bug Safari
There are many ways to create an "automated" opponent for solo battles. One of them, which is often used for "A.I." in computer games, is based in Finite-state Machines. Dale's post in Solo Battles has an interesting discussion about using FSMs for solo games.
Since last November, when I started again fiddling with behaviors and simulations for my little computer game experiments, I was thinking about trying to use them in solo games but so far I had not done anything about it. Dale's post inspired me to return to the subject and, since I still had some free hours during the Carnaval holiday, I proceeded to make a first test in the form of a simple solo game, presented here.
Setting up
Terrain: the game is played on a 3'x3' board and the entire board counts as covered in low vegetation. You may place terrain pieces representing woods, lakes and rivers as you see fit.
Your force: you start with three hunters standing in base contact with each other in the middle of one of the board edges. Figures do not have a defined "facing."
Since last November, when I started again fiddling with behaviors and simulations for my little computer game experiments, I was thinking about trying to use them in solo games but so far I had not done anything about it. Dale's post inspired me to return to the subject and, since I still had some free hours during the Carnaval holiday, I proceeded to make a first test in the form of a simple solo game, presented here.
Alien Safari
After the Bug War of 2200, several planets were left with small colonies of stranded bugs. In some cases they decayed and died off, in others they became part of the ecosystem, turning into predators. Shady travel companies offer illegal "safari" trips to some of these worlds, where the rich and adventurous can have the thrill of their lives hunting these dangerous prey.Setting up
Terrain: the game is played on a 3'x3' board and the entire board counts as covered in low vegetation. You may place terrain pieces representing woods, lakes and rivers as you see fit.
Your force: you start with three hunters standing in base contact with each other in the middle of one of the board edges. Figures do not have a defined "facing."
Marcadores:
house rules,
playtest,
rant,
scenario
Sunday, April 22, 2012
Data Retrieval Mission
I've been building a bunch of terrain lately so I took some time today to use it for a quick game. In this scenario, a group of three adventurers: Alex, Bill and Cherry, have just landed their scout ship in a corporation-controlled neighborhood. Their contact has hidden corporation secrets in a safe box, and now they must retrieve it and get away while avoiding the corporation security patrols.
I used FUBAR 4th Edition for this game. My unit has three veteran figures. Alex is armed with pistols and wears light armor, Bill has a shotgun and medium armor and Cherry has a flamethrower and light armor.
I used FUBAR 4th Edition for this game. My unit has three veteran figures. Alex is armed with pistols and wears light armor, Bill has a shotgun and medium armor and Cherry has a flamethrower and light armor.
Saturday, December 3, 2011
Emergency Dispatch
I've been wondering about the fact that miniature games don't have to be miniature wargames. However, there doesn't seem to be a lot of examples around. Recently I played a 2008 game called Emergency 3, where you are an emergency dispatcher who must send rescue and police units to help people in car accidents, fires and crimes.
The game was heavily criticized for the high amount of micromanagement necessary to play. I figure part of this was due to it being a computer game, so players expected some autonomous AI from the cops, firefighters and medics. This made me think of using Chain Reaction 3.0 to add emergency teams and maybe even allow playing some random emergency scenarios on the tabletop. Bear in mind that I haven't tested these yet:
The Lists
I based the firefighters and EMT lists on the Police list. All of them are unarmed:
2 - 3: Crew commander / emergency physician (rep 5)
4 - 5: Veteran firefighter / paramedic (rep 5)
6 - 9: Seasoned firefighter / EMT (rep 4)
10 - 12: Rookie firefighter / EMT (rep 3)
For civilians, the list is simpler: just roll one die, on a 1-2 they are rep 3, otherwise rep 2.
Changes in the Flock of Seagulls Test
A civilian who passes 0d6 in a Flock of Seagulls test will hunker down instead of retiring.
Emergency medical treatment
All firefighters and EMT can rally other figures, and both can carry out of the fight figures to a safer place. All EMT may perform a challenge to bring an out of the fight character back to consciousness (stunned.) Paramedics and Emergency Physicians may perform a challenge to stabilize characters that seemed obviously dead. On a success, they count as in critical condition and cannot be further improved during the mission. Otherwise they are confirmed dead.
Fire
Sources of fire must be marked on the table as 2"x2" patches and they have a rep ranging from 1 (small flames) to 6 (raging inferno.) Civilians make the Flock of Seagulls test when they first see a source of fire of rep 3 or greater. A character who needs to approach or move close (2") to a source of fire with a rep equal to or higher than theirs must make a reaction test. Pass 2d6 = carry on; Pass 1d6 = halt; Pass 0d6 = duck back.
Characters who pass through a source of fire or finish their move within 2" of it suffer a ranged attack. The target rating and impact are equal to the rep of the fire source - 2 (minimum of 1.)
Sources of fire are extinguished by using a fire hose or fire extinguisher. Roll a number of dice equal to the character's rep (+1 if using a fire hose.) Non-firefighter characters roll one less die. You need to accumulate a number of successes equal to the fire's rep to reduce it to one rep below. So to extinguish a rep 3 fire you must first obtain 3 successes, then another 2, then another one success. You can reduce the rep of a source of fire by at most two levels on a single turn, even if multiple characters are trying to extinguish it.
If a source of fire is not being extinguished, there is a chance it will grow in intensity. Roll one die. On a result equal to or less than the rep of the fire, increase its rep. However, fires will only increase rep above 4 if there are ate least two other patches of fire within 2". If the source of fire does not increase its rep, roll another die. On a 1-4 it will spread, creating another patch of fire in the general direction: 1 = north, 2 = east, 3 = south, 4 = west.
Smoke
A closed room with at least one rep 3 (or greater) source of fire will start to be filled with smoke. A character without proper equipment must make a reaction test before acting: pass 2d6 = carry on; pass 1d6 = carry on; pass 0d6 = make a recover from knockdown test, worst result is out of the fight.
The game was heavily criticized for the high amount of micromanagement necessary to play. I figure part of this was due to it being a computer game, so players expected some autonomous AI from the cops, firefighters and medics. This made me think of using Chain Reaction 3.0 to add emergency teams and maybe even allow playing some random emergency scenarios on the tabletop. Bear in mind that I haven't tested these yet:
The Lists
I based the firefighters and EMT lists on the Police list. All of them are unarmed:
2 - 3: Crew commander / emergency physician (rep 5)
4 - 5: Veteran firefighter / paramedic (rep 5)
6 - 9: Seasoned firefighter / EMT (rep 4)
10 - 12: Rookie firefighter / EMT (rep 3)
For civilians, the list is simpler: just roll one die, on a 1-2 they are rep 3, otherwise rep 2.
Changes in the Flock of Seagulls Test
A civilian who passes 0d6 in a Flock of Seagulls test will hunker down instead of retiring.
Emergency medical treatment
All firefighters and EMT can rally other figures, and both can carry out of the fight figures to a safer place. All EMT may perform a challenge to bring an out of the fight character back to consciousness (stunned.) Paramedics and Emergency Physicians may perform a challenge to stabilize characters that seemed obviously dead. On a success, they count as in critical condition and cannot be further improved during the mission. Otherwise they are confirmed dead.
Fire
Sources of fire must be marked on the table as 2"x2" patches and they have a rep ranging from 1 (small flames) to 6 (raging inferno.) Civilians make the Flock of Seagulls test when they first see a source of fire of rep 3 or greater. A character who needs to approach or move close (2") to a source of fire with a rep equal to or higher than theirs must make a reaction test. Pass 2d6 = carry on; Pass 1d6 = halt; Pass 0d6 = duck back.
Characters who pass through a source of fire or finish their move within 2" of it suffer a ranged attack. The target rating and impact are equal to the rep of the fire source - 2 (minimum of 1.)
Sources of fire are extinguished by using a fire hose or fire extinguisher. Roll a number of dice equal to the character's rep (+1 if using a fire hose.) Non-firefighter characters roll one less die. You need to accumulate a number of successes equal to the fire's rep to reduce it to one rep below. So to extinguish a rep 3 fire you must first obtain 3 successes, then another 2, then another one success. You can reduce the rep of a source of fire by at most two levels on a single turn, even if multiple characters are trying to extinguish it.
If a source of fire is not being extinguished, there is a chance it will grow in intensity. Roll one die. On a result equal to or less than the rep of the fire, increase its rep. However, fires will only increase rep above 4 if there are ate least two other patches of fire within 2". If the source of fire does not increase its rep, roll another die. On a 1-4 it will spread, creating another patch of fire in the general direction: 1 = north, 2 = east, 3 = south, 4 = west.
Smoke
A closed room with at least one rep 3 (or greater) source of fire will start to be filled with smoke. A character without proper equipment must make a reaction test before acting: pass 2d6 = carry on; pass 1d6 = carry on; pass 0d6 = make a recover from knockdown test, worst result is out of the fight.
Monday, October 31, 2011
Trick or Treat
This is a Halloween scenario for Song of Blades and Heroes. On their way back from the Halloween festivities, four villagers stray from the road and find themselves near a stretch of woods that is said to be inhabited by evil spirits. Bolstered by the beverages they had at the festival, they decide to take a shortcut through the forest instead of a long walk back to the road and around it. Besides, just as there are legends about evil spirits, there are also stories about treasure long lost in there...
The villagers
The player's warband are three villagers (Q4+ C2) and one village leader (Q3+ C2, Leader.)
The map
I set up a 2'x2' board to play with 15mm miniatures. A green patch roughly 1/3 of the width of the board is placed in the center, creating the woods (I added some bits to make the wooded area more irregular.) The villagers are placed in contact with one of the board edges without forest terrain. Place three markers of possible treasures in the forest, evenly spread along the middle of the board.
Objectives
The player may end the game as soon as one character reaches the opposing board edge. However, only the characters who are in contact or who have already left through that edge will count as survivors. Optionally, you may attempt to find the treasure. The player gains one victory point for each survivor and one for each piece of treasure.
Evil lurks in the forest
On the turnover after the first villager reaches the border of the forest, you must add three "evil lurking" markers on the board. Roll one die for each marker and place them in the middle of the corresponding numbered section, as shown in the diagram to the right.
"Evil lurking" markers activate as Q4+ characters. They will always roll a single die for activation and they only make Medium moves. If any villager used more than one action to move on the previous turn, they will move towards him (running makes noise.) Otherwise, assign numbers 1-4 to the board edges and roll a die to determine direction of movement. The markers will not leave the forest (re-roll if you get a 5-6 or an impossible direction.)
When any villager gets within 1 Medium of an "evil lurking" marker, roll one die to determine what it is. 1-2 = nothing, you must be hearing things. 3 = skeletons, 4 = wolves, 5 = ogre, 6 = vampire. Write down the number rolled. If you roll the same number again on another marker, re-roll. Once the result is determined, remove the marker and place the monsters where it was. If it was the end of the turn, the monsters may act right away. Otherwise, if the marker was resolved due to having moved towards the player, the newly placed monsters will only activate on the next turn.
The stats for the monsters are: Skeletons: two skeletons, one armed with a rusty sword and another with a short bow (Q4+ C2, Q4+ C1 Shooter: medium.) Wolves: two hungry wolves (Q4+ C2 Forester.) Ogre: one marauding ogre (Q4+ C4 Big, Long move, Slow.) Vampire: a powerful vampire (Q3+ C3 Magic-User, Terror.)
Activate the monsters in order of best to worst quality and from closest to farthest from villagers. All will roll two dice for activation except for the last, which will roll three dice. If there are still remaining markers, activate them before the monsters.
Skeletons will attack the closest villagers (the archer will prefer keeping its distance.) The wolves will gang up on the nearest villager. The ogre will attack the closest target (including monsters) except for the vampire. The vampire will target the nearest villager and will always try to transfix first. Monsters will only switch targets if their current target is killed or if they get attacked by someone else. Oh, and monsters will not check for morale.
Treasure
To look for treasure, a villager must be in base contact with the treasure marker. One action must be used to search and then another one to pick up the treasure. Once the treasure is retrieved, remove the treasure marker from the board. Make a note about which villager is carrying treasure and how many (each villager can carry up to two treasures) because if they die, the treasure is lost. Note that to score victory points for the treasure, it must be with a survivor.
Other notes
Before the "evil lurking" markers are put on the map the player will be moving just the villagers. However, it's still important to take note of when a turnover happens (by failure or by moving all figures) to be able to determine if anyone ran on the previous turn. Remember that the forest reduces movement for all figures except the wolves...
Battle Report
Starting from the board edge, I slowly advance towards the forest, then move one of my characters to touch the forest edge. I then roll 5, 6, 6 for the markers, meaning evil is lurking nearby. Even worse, one of the markers is within range of my leader. I roll for it getting a 3: skeletons.
On the monsters' turn, I move the markers and then activate the skeleton archer with two successes. It moves towards the forest edge and shoots the leader, killing him! This leads to cascading morale failures, so that only one villager remains on the board. On the next activation, the villager gets three successes and runs away from danger, trying to cross the woods as fast as possible. This, of course, attracts the markers. One of the markers reaches Medium range and is resolved into the wolves (however they will only move on the next turn of the monsters.) One of the skeletons triggers a turnover.
I roll two successes for the villager, reaching the other edge of the forest. On the monsters' turn, the last marker moves closer and resolves into the Ogre. One wolf activates with one success and reaches the villager. The other one rolls a turnover.
The villager gets two successes and uses them to disengage from the wolf. On the monsters' turn, the wolf reaches the villager again and the Ogre rolls a turnover. After a series of turnovers rolled by the villager and the wolf, the villager manages to knock the wolf down (on an attack by the wolf.) The ogre activates, attacking and killing the other wolf. The villager then rolls a single success, moving close to the board edge.
The knocked down wolf recovers but doesn't have another action to chase the villager. The ogre and skeletons move towards him but are still far away. On the next round, the villager activates with two successes, more than enough to leave the board and end the game with the closest possible victory for the scenario. Whew!
Conclusion
After a terrible start, I got some lucky rolls, and got one survivor who'll have plenty of stories to tell on his village...
This scenario might need some tweaks for better balance. Two things I'd try, in this order, are: change the movement of the "evil lurking" markers from Medium to Short and change the skeleton archer into another skeleton warrior. Another idea is to upgrade the village leader from C2 to C3.
Friday, July 22, 2011
Wasteland Wanderer: the Solo Scenario
In this solo scenario for Mutants and Death Ray Guns, you control a group of survivors that must cross the post-apocalyptic wastelands. Maybe they have to bring supplies or information to some distant settlement, or maybe they are on a quest to find something or someone. In any case, they must leave the relative safety of their village or citadel and brave the dangers of the wastes.
The wanderers
To start this scenario, create a party of four characters using the standard MDRG rules. They can only be humans, mutants or robots and at least one of them must be human. For each human on the party beyond the first, you are entitled one reroll of equipment (on any character) when creating your party. Note however that mutants and robots may allow special options in some encounters.
Scenario structure
This scenario is played as a series of six random encounters, rolled on the encounter table. After each combat encounter that you win, you may use the Survival Table from the book to find out the fate of your figures defeated in combat. If all your figures are defeated in combat, you lose the scenario. If some of them flee, you may go on with those. You win the scenario if your party survives their sixth encounter. At this point, they manage to complete their travel without further incidents.
The wanderers
To start this scenario, create a party of four characters using the standard MDRG rules. They can only be humans, mutants or robots and at least one of them must be human. For each human on the party beyond the first, you are entitled one reroll of equipment (on any character) when creating your party. Note however that mutants and robots may allow special options in some encounters.
Scenario structure
This scenario is played as a series of six random encounters, rolled on the encounter table. After each combat encounter that you win, you may use the Survival Table from the book to find out the fate of your figures defeated in combat. If all your figures are defeated in combat, you lose the scenario. If some of them flee, you may go on with those. You win the scenario if your party survives their sixth encounter. At this point, they manage to complete their travel without further incidents.
Cops and Gangs: a New World Disorder battle report
In a previous post, I have written about my first impressions of New World Disorder, which looked like a promising system with some RPG-like features. However, I still had to play some games to write a proper review. In the meantime, I've also bought the two expansions for the game, Cyber Zone and Zombie Apocalypse, which will be discussed in future posts. This post is a battle report of a solo test game.
The scenario
In a dystopian near future, whole cities have turned into ruined slums, and there is constant fighting between gangs and corporation-sponsored police. In this game, a patrol of corporate cops chases Massive, a notorious gang leader, along with two gang members, to a dead end in the slums. The cops decide to try to take down Massive instead of waiting for reinforcements, interested in the bounty on his head.
The opposing forces
From left to right, we have the three gang members: Red (Punk, Brawn 1 / Brains 1 / Guts 1, carrying a light assault rifle), Massive (Thug, Brawn 2 / Brains 1 / Guts 2, Fearless, with a medium submachine gun) and Skid (Punk, Brawn 1 / Brains 1 / Guts 1, with a medium semi-auto pistol).
The scenario
In a dystopian near future, whole cities have turned into ruined slums, and there is constant fighting between gangs and corporation-sponsored police. In this game, a patrol of corporate cops chases Massive, a notorious gang leader, along with two gang members, to a dead end in the slums. The cops decide to try to take down Massive instead of waiting for reinforcements, interested in the bounty on his head.
The opposing forces
From left to right, we have the three gang members: Red (Punk, Brawn 1 / Brains 1 / Guts 1, carrying a light assault rifle), Massive (Thug, Brawn 2 / Brains 1 / Guts 2, Fearless, with a medium submachine gun) and Skid (Punk, Brawn 1 / Brains 1 / Guts 1, with a medium semi-auto pistol).
Sunday, July 3, 2011
Review: Chain Reaction 3.0 Swordplay
I got some time to try Chain Reaction 3.0 Swordplay, which is the other free rulebook from Two Hour Wargames. The main question I wanted to answer was: how different it is from the "standard" Chain Reaction, which I have previously reviewed?
The answer is: quite different. Sure, the basics of character Reputation, passing 2d6 tests and reactions remain the same, but then you have different reaction tests, since this is aimed at fantasy/historical medieval conflicts. And there are different reaction tables for each broad type of unit, so that knights on horses react differently from archers or infantry. If the Chain Reaction 3.0 was already loaded with information, this one goes further bringing two scenarios, six historical army lists and four fantasy army lists, to boot.
I ran a quick game using 15mm miniatures and halving all distances and ranges. In this scenario, a small band of orcs controlled by me must steal two treasures from the undead, stored in locked treasure chests. The two orc heroes (in armor) are Rep 5 warriors with heavy armor and two-handed weapons. The one with the cloak is a star. The other orcs are Rep 3, unarmored. Two of them have small shields and swords, the other two have polearms.
The undead are organized into two groups. The first consists of five Rep 3 skeleton warriors, unarmored with various weapons, led by a Rep 5 wraith lord, protected (by magic) and wielding a mace.
The second group consists of three Rep 4 skeleton knights, unarmored and equipped with swords. The leader is the one with the slightly taller hat, in the middle.
The answer is: quite different. Sure, the basics of character Reputation, passing 2d6 tests and reactions remain the same, but then you have different reaction tests, since this is aimed at fantasy/historical medieval conflicts. And there are different reaction tables for each broad type of unit, so that knights on horses react differently from archers or infantry. If the Chain Reaction 3.0 was already loaded with information, this one goes further bringing two scenarios, six historical army lists and four fantasy army lists, to boot.
I ran a quick game using 15mm miniatures and halving all distances and ranges. In this scenario, a small band of orcs controlled by me must steal two treasures from the undead, stored in locked treasure chests. The two orc heroes (in armor) are Rep 5 warriors with heavy armor and two-handed weapons. The one with the cloak is a star. The other orcs are Rep 3, unarmored. Two of them have small shields and swords, the other two have polearms.
The undead are organized into two groups. The first consists of five Rep 3 skeleton warriors, unarmored with various weapons, led by a Rep 5 wraith lord, protected (by magic) and wielding a mace.
The second group consists of three Rep 4 skeleton knights, unarmored and equipped with swords. The leader is the one with the slightly taller hat, in the middle.
Friday, April 1, 2011
Tiny kobolds, huge elemental
I have recently created and played another solo scenario for Song of Blades and Heroes. This time, a kobold scout spots an uncontrolled -- and huge -- earth elemental moving in the woods, near his village. The kobold village chief consults with the shaman and finds out that he has an amulet that may hold the elemental in place, so that his archers can safely destroy it from a distance.
Forces
Kobolds (controlled by the player):
1x Kobold Chief (Q3+ C2, Leader)
1x Kobold Shaman (Q3+ C0, Magic-User)
2x Kobold Archer (Q4+ C2, Gregarious, Shooter: Long)
The Elemental Threat:
1x Huge Earth Elemental (Q2+ C5, Artificial, Huge, Savage, Tough)
Forces
Kobolds (controlled by the player):
1x Kobold Chief (Q3+ C2, Leader)
1x Kobold Shaman (Q3+ C0, Magic-User)
2x Kobold Archer (Q4+ C2, Gregarious, Shooter: Long)
The Elemental Threat:
1x Huge Earth Elemental (Q2+ C5, Artificial, Huge, Savage, Tough)
Sunday, March 27, 2011
Grey City ep. 4 - Survive to Fight Another Day
In the fourth and last game of the Grey City campaign, the huge mobs of zombies that the bikers had previously encountered have reached Grey City. Now, the survivors must defend their base while at the same time finish the works on the rigged armored short bus.
Rules for the scenario
The Good party
This scenario is built for a 300-point warband, which will be split into two groups. If you use the same warband continuing from the campaign and it has 280 points or less, you may spend all victory points that you may have remaining and and add up to three models with the survivor profiles listed in the campaign rules, respecting the 300 point limit. For instance, if your warband has 250 points, you may add one survivor with shotgun and one survivor with pistol (or any other combination of two survivors.)
Zombies
In this scenario there are fourteen Walking Dead. When you first activate a zombie, roll a die. On a 6, it is actually a Twitcher, unless there are already five Twitchers on the board. As with other scenarios, zombies activate with only one die unless they are in a position where they can move in and attack in the same turn, in which case they roll two dice.
Rules for the scenario
The Good party
This scenario is built for a 300-point warband, which will be split into two groups. If you use the same warband continuing from the campaign and it has 280 points or less, you may spend all victory points that you may have remaining and and add up to three models with the survivor profiles listed in the campaign rules, respecting the 300 point limit. For instance, if your warband has 250 points, you may add one survivor with shotgun and one survivor with pistol (or any other combination of two survivors.)
Zombies
In this scenario there are fourteen Walking Dead. When you first activate a zombie, roll a die. On a 6, it is actually a Twitcher, unless there are already five Twitchers on the board. As with other scenarios, zombies activate with only one die unless they are in a position where they can move in and attack in the same turn, in which case they roll two dice.
Marcadores:
battle report,
campaign,
grey city,
scenario
Monday, March 21, 2011
Grey City ep. 3 - Scavenger Hunt
Continuing the Grey City campaign, the survivors venture out to look for supplies, while the work to convert the short bus into an armored car continues.
Rules for the scenario
This scenario introduces two new house rules:
Lunge - cost 3 points
A model with this special rule may perform a longer movement action if that will bring it into base contact with an enemy model. A model with Short movement can perform one Medium move, and a model with Medium movement can perform one Long move. Models with Long movement cannot use this rule. Lunge cannot be used if the model, its target or both are on difficult terrain.
Sniper Rifle - cost 8 points
A sniper rifle has long range and grants +2 to combat. For targets at least one Medium away, it can only be used for aimed shots, but in this case the range penalties are reduced by 1. For closer targets, it can only be used for normal shots and suffers a -1 penalty to attack. Aimed shots using a sniper rifle are Lethal against zombies.
Rules for the scenario
This scenario introduces two new house rules:
Lunge - cost 3 points
A model with this special rule may perform a longer movement action if that will bring it into base contact with an enemy model. A model with Short movement can perform one Medium move, and a model with Medium movement can perform one Long move. Models with Long movement cannot use this rule. Lunge cannot be used if the model, its target or both are on difficult terrain.
Sniper Rifle - cost 8 points
A sniper rifle has long range and grants +2 to combat. For targets at least one Medium away, it can only be used for aimed shots, but in this case the range penalties are reduced by 1. For closer targets, it can only be used for normal shots and suffers a -1 penalty to attack. Aimed shots using a sniper rifle are Lethal against zombies.
Marcadores:
battle report,
campaign,
grey city,
scenario
Monday, March 14, 2011
Grey City ep. 2 - Heavy Metal
In the second game of the Grey City campaign, the zombie survivors try to find the car parts they need to fix a short bus that they will use to escape.
Rules for the scenario
Mission Objective: the Auto Repair Shop
The survivors need to find and carry away the parts to fix the short bus in an abandoned car repair shop. The door to the shop is locked. To break in, a character needs to stand adjacent to it, spend one action and roll 5-6 on a die. The character gains +1 if carrying a heavy weapon or shotgun, and +1 if another character is adjacent.
After the door is open, characters may spend one action to enter or exit the shop. No more than four characters can be inside the shop at one time. On each turn of the survivors that ends with at least one character inside, roll a die. On a 6, they find the car parts. Each additional character inside the shop grants a +1 (for instance, if there are three characters inside, roll a die and add 2 to the result.)
Once the car parts are found, they have to be taken back to the starting edge of the board. There are two backpacks full of parts, each requires one character to carry. If a character with a backpack is defeated, place a marker on the ground. Another character may spend one action to pick it up.
Zombies do not enter the shop but they may gather around the entrance. When survivors exit the building, push the zombies back just enough to place the new model between them.
The Good warband
This scenario was run with a 300-point warband, ideally the one that survived the previous scenario.
Rules for the scenario
Mission Objective: the Auto Repair Shop
The survivors need to find and carry away the parts to fix the short bus in an abandoned car repair shop. The door to the shop is locked. To break in, a character needs to stand adjacent to it, spend one action and roll 5-6 on a die. The character gains +1 if carrying a heavy weapon or shotgun, and +1 if another character is adjacent.
After the door is open, characters may spend one action to enter or exit the shop. No more than four characters can be inside the shop at one time. On each turn of the survivors that ends with at least one character inside, roll a die. On a 6, they find the car parts. Each additional character inside the shop grants a +1 (for instance, if there are three characters inside, roll a die and add 2 to the result.)
Once the car parts are found, they have to be taken back to the starting edge of the board. There are two backpacks full of parts, each requires one character to carry. If a character with a backpack is defeated, place a marker on the ground. Another character may spend one action to pick it up.
Zombies do not enter the shop but they may gather around the entrance. When survivors exit the building, push the zombies back just enough to place the new model between them.
The Good warband
This scenario was run with a 300-point warband, ideally the one that survived the previous scenario.
Marcadores:
battle report,
campaign,
grey city,
scenario
Tuesday, March 8, 2011
Grey City ep. 1 - Chance Meeting
This is the first game of the Grey City campaign, where the two groups of survivors meet and start a plan to leave the city. I'll present the rules for the scenario first, followed by the battle report.
Rules for the Scenario
The Good warband
This scenario is meant for a 300-point warband of zombie survivors. Use the profiles from the book as a starting point. Given the amount of zombies, it is advisable to have 6-10 models instead of just a few high quality ones. Since this is the beginning of the campaign, no survivors should have grenades or chainsaws.
Zombies
The zombies in this scenario are regular Walking Dead. There are a total of 15 of them, but only part of these will be initially deployed. When playing solo, all zombies activate with only one die, except if there is a target that can be contacted in a single move. In that case, they activate with two dice in order to try to engage in close combat and attack in the same round. Activate all zombies that will roll one die first, then activate the ones with two dice. Their tactics are simple: pursue the closest targets, surround and overwhelm.
Setup
Deploy the Good warband in two groups, within one Short of opposing sides of the board. Each should be about the same amount of points. Place five zombies one Long away from each group of survivors. The remaining five zombies will show up using the rules from the Zombie Infestation scenario from the book. They will enter from the other two edges of the board (roll a die to choose.)
You may place 4-6 obstacles on the board, however they must be at least 1 Medium away from the zombies and survivors. Besides that, a circle of one Medium radius on the center of the table should be kept free of obstacles. The following picture shows an example of setup. In this case, the extra zombies may appear from the north and south edges.
Important: in this scenario, the Good warband always has the initiative (i.e. it has the first turn.) Also, ignore time of day for this scenario.
Rules for the Scenario
The Good warband
This scenario is meant for a 300-point warband of zombie survivors. Use the profiles from the book as a starting point. Given the amount of zombies, it is advisable to have 6-10 models instead of just a few high quality ones. Since this is the beginning of the campaign, no survivors should have grenades or chainsaws.
Zombies
The zombies in this scenario are regular Walking Dead. There are a total of 15 of them, but only part of these will be initially deployed. When playing solo, all zombies activate with only one die, except if there is a target that can be contacted in a single move. In that case, they activate with two dice in order to try to engage in close combat and attack in the same round. Activate all zombies that will roll one die first, then activate the ones with two dice. Their tactics are simple: pursue the closest targets, surround and overwhelm.
Setup
Deploy the Good warband in two groups, within one Short of opposing sides of the board. Each should be about the same amount of points. Place five zombies one Long away from each group of survivors. The remaining five zombies will show up using the rules from the Zombie Infestation scenario from the book. They will enter from the other two edges of the board (roll a die to choose.)
You may place 4-6 obstacles on the board, however they must be at least 1 Medium away from the zombies and survivors. Besides that, a circle of one Medium radius on the center of the table should be kept free of obstacles. The following picture shows an example of setup. In this case, the extra zombies may appear from the north and south edges.
Important: in this scenario, the Good warband always has the initiative (i.e. it has the first turn.) Also, ignore time of day for this scenario.
Marcadores:
battle report,
campaign,
grey city,
scenario
Saturday, March 5, 2011
Grey City - a Fear and Faith Campaign
I've finally completed building the necessary pieces to run my short solo campaign for Fear and Faith. In Grey City, a group of survivors from a zombie apocalypse try to escape from a deserted small town that will soon be overrun by a horde of the undead.
The Good Guys
The survivors form a 300-point warband that should have no more than 10 models. All firearms are allowed but no grenades or chainsaws. The warband I used to play the campaign has a total of 298 points and is comprised of seven characters with the following stats:
The Good Guys
The survivors form a 300-point warband that should have no more than 10 models. All firearms are allowed but no grenades or chainsaws. The warband I used to play the campaign has a total of 298 points and is comprised of seven characters with the following stats:
Saturday, February 12, 2011
A solo ambush scenario for Song of Blades and Heroes
Today I created a simple solo scenario for Song of Blades and Heroes. I have playtested it three times (yeah, not much but I'm only one) adjusting rules and rosters to make it more interesting.
Basically, the player controls a group of humans escorting a noble through a wooded area. Why are they doing this? I don't know, maybe they've just survived a larger attack, or they intended to move under secrecy. Anyway, a group of orcs and goblinoids learns this and decides to ambush and eliminate that noble.
Basically, the player controls a group of humans escorting a noble through a wooded area. Why are they doing this? I don't know, maybe they've just survived a larger attack, or they intended to move under secrecy. Anyway, a group of orcs and goblinoids learns this and decides to ambush and eliminate that noble.
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