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  • #59653
    Angel Barracks
    Angel Barracks
    Moderator

    Far from home and having barely escaped from the Merchant’s guards, Erland takes refuge in a strange outcrop of rocks for the night. 


    Come morning, a hungry wolf pack is waiting for him, trapped with nowhere to run, Erland must fight!

    Erland wakes up and emerges from the hidden cave in the outcrop. One pack of wolves is resting in the shade of some nearby trees, the other at the base of the outcrop.

    So, this is my first try at the rules. You have cards with the characters on them to determine what order people do things in. Seeing as this is just a test scenario I am keeping it simple and light, so just three cards.

    There are three stats in CROM! Movement, Combat and Special. Baddies, or minions have a certain amount of dice for each. The wolves have four in Movement, two in Combat and none in Special. Mighty adventurers have a number they can allocate as they choose, Erland has twelve dice he can split over all three stats.


    TURN ONE

    We must allocate dice to the dice pool. Erland decides to mostly fight and as such allocates three dice to movement and nine to combat. Minions’ dice are pre-allocated.

    The three cards are shuffled and we turn them over to see who goes first…
    We flip and a wolf goes first, we choose the group that is resting in the shade and roll their four dice, they get eleven.
    This allows them to move 11cm (the CROM rules are actually in inches as they were done for 28mm, but as I am using 15mm, I have swapped to cm)

    This allows the one group to move right up the edge of the outcrop.

    We flip the next card and it is Erland!
    At the start of the turn, we decided to allocate three dice to movement and nine to combat!
    We roll the three dice and get a total of eight, which is enough to run into the wolf pack!

    That gives us nine dice to split.
    Right, so if we spend all nine on attacking we will have none for defence, but if we kill the three wolves in the pack before they draw their card, they won’t be able to attack.
    We risk it, three dice on each of the three wolves.
    We roll three dice three times and they roll two dice three times. (Erland being a mighty adventurer has acquired some golden dice from a previous adventure!)

    So combat is opposed rolls, the higher winning and this causes two hits on the enemy if you win. If any of your dice happen to be a six, this is an extra hit!


    The first fight we roll eight and the wolf gets six. We win and the wolf takes two hits.
    Wounds on minions are done so that for each hit you remove one die from each stat.

    So the first wolf which has movement four and combat two becomes movement two and combat zero. It is badly wounded and can’t fight but still has movement to flee.

    The second fight we roll twelve and the wolf gets seven. We win, but as we got a six the wolf takes three hits. Again, it can just about limp away.

    The third fight is very much the same, we win and hit for three. Luckily, we have hit all three and reduced their ability to fight.

    Erland has used all his dice and now we flip the last card, which is the wounded wolf pack, they limp away.

    TURN TWO

    Thinking about dice pool allocation.
    If we go first we can move and attack.
    If they go first we won’t need to move, they will attack us, but successful defence rolls do less damage than successful attack rolls.
    So we need to strike first which requires movement dice.
    We allocate two dice to movement and ten to combat!

    Given that one group of minions can’t attack, I have removed them from the ‘deck’. Flipping the top one, we see the wolf pack.

    They roll their four movement dice and close in on Erland! They each have two attack dice each. We have allocated ten dice to combat. We decide to use three for defence on each one and save one die to attack on our turn if the wolves live!

    With the first one, we get thirteen vs their seven and we cause two hits, which effectively knocks the wolf out of the game.

    The second again, we win with ten vs, six.

    The third however, the wolf being the last one is spurned on and wins! Not only does it win and causes two hits, one of the dice was a six which is an extra hit. Erland takes three hits! So with heroes, hits are different. We reduce our dice pool by how many hits we take. So Eland’s dice pool is now nine dice, rather than twelve and that spare one we saved is gone!

    TURN THREE

    So with it being one wolf vs Erland it really should be just academic. Rather than play it all out, I just roll the wolfs two dice and Erland’s nine. It is possible for Erland to lose, but he does not, the dice gods are fair!


    So, with a slight wound to his arm Erland heads off to the nearby village of Simurgh where he hopes to trade his wolf pelts for wine and women!

    #59655
    ian pillay
    ian pillay
    Participant

    Nice battle report and great looking table. Game mechanics look interesting, do they work well for solo play?

    Mmmm, not sure what quality the women are if your trading them for wolf pelts…. 🙂

    keep em coming AB

    • This reply was modified 1 month, 1 week ago by ian pillay ian pillay.

    Tally-Ho!

    #59657
    Ruarigh Dale
    Ruarigh Dale
    Participant

    Great report. Now I want to do 15mm fantasy, curse you! Love the terrain too. There’s something elegant about a desert set-up like that.

    Never argue with an idiot. They'll only drag you down to their level and beat you with experience.

    #59658
    Victoria Dickson
    Victoria Dickson
    Participant

    Nice report, the rules look interesting.

    One question, you say successful defence rolls do less damage than attack rolls, but they don’t seem to in the example. Did I miss something?

    #59659
    Angel Barracks
    Angel Barracks
    Moderator

    Did I miss something?

    Nope.
    I did.
    I think this is where the wolves attack and Erland has allocated more dice so he wins?
    I forgot he was defending rather than attacking, ooops!

    Game mechanics look interesting, do they work well for solo play?

    Should do, this was solo.
    You need to second guess which cards will be drawn and try to allocate your dice accordingly, the randomness of the cards will help add uncertainty.
    Then the fact the dice rolls are opposed means there is not really that much in the way of UGOIGO which can hamper solo play.

    #59661
    Victoria Dickson
    Victoria Dickson
    Participant

    Having looked at the rules, I think there was another mistake. When minions have different dice pools for movement/combat/special they reduce only the highest till the pools become equal, so wolves go from 4/2/0 to 3/2/0 to 2/2/0 to 1/1/0.

    The way you played it might be better though, otherwise it seems very unbalanced against the hero. And I might have found an out of date version of the rules, it’s the kind of thing I do.

    #59666
    Angel Barracks
    Angel Barracks
    Moderator

    The way you played it might be better though, otherwise it seems very unbalanced against the hero.

    yeah, that was deliberate.
    I figured that just because something is fast it should not be harder to kill.
    I thought of things like a Harpy, they may be say, 8/3/0 but to have to reduce that move of 8 by loads, when that amount of damage would kill it were it not fast, seemed wrong to me.

    #59667
    Angel Barracks
    Angel Barracks
    Moderator

    Your normal bandit type is 2/2/0 so taking them down properly would wipe them out no bother as the rules stand.

    #59672
    Victoria Dickson
    Victoria Dickson
    Participant

    The way you played it might be better though, otherwise it seems very unbalanced against the hero.

    yeah, that was deliberate.
    I figured that just because something is fast it should not be harder to kill.
    I thought of things like a Harpy, they may be say, 8/3/0 but to have to reduce that move of 8 by loads, when that amount of damage would kill it were it not fast, seemed wrong to me.

    Your way makes a lot more sense. 🙂

    #59705
    Stroezie
    Stroezie
    Participant

    Ha, nothing like a good fight in the morning to get the juices flowing! 8)

    That does it, I’m digging out my 15mm Crom! figs and terrain and giving them a whirl.
    It’ll be my first non 6mm game in three years, thanks Michael.

    Now that that’s off my chest, nice little batrep!
    I agree on the damage distribution thing seems to make more sense like that.
    I’m thinking I’ll try the opening senario again using this.

    Cheers,
    Stroezie.

    If you like 6mm scifi check out http://planetares6.blogspot.be/?m=0

    #59706
    Angel Barracks
    Angel Barracks
    Moderator

    It’ll be my first non 6mm game in three years, thanks Michael.

     

    Yay, my first in 10 years!

    I agree on the damage distribution thing seems to make more sense like that. I’m thinking I’ll try the opening senario again using this.

    For bad guys that have a dice pool I will just do it as you would a hero, but for minions, once their C is zero they are effectively unable to fight.

    Pics too, or it didn’t happen!

     

    #59717
    Angel Barracks
    Angel Barracks
    Moderator

    @Stroezie  You don’t have a spare female witch from this pack that you would sell by any chance do you?

    PACK

    #59720
    Stroezie
    Stroezie
    Participant

    Ah, sorry can’t help you there buddy.

    The one with the feathers is an ally and the others are all end of level baddies.

    If you like 6mm scifi check out http://planetares6.blogspot.be/?m=0

    #59722
    Angel Barracks
    Angel Barracks
    Moderator

    Ah, sorry can’t help you there buddy. The one with the feathers is an ally and the others are all end of level baddies.

    Both booo-hiss and oooh, interesting!

    #59751
    Darkest Star Games
    Darkest Star Games
    Participant

    Wow that played out fast!  Me thinks I might have to pick this up and get going…

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

    #59753
    Angel Barracks
    Angel Barracks
    Moderator

    For a fiver you can’t go wrong!

    #60320
    Angel Barracks
    Angel Barracks
    Moderator

    Eydis has set up camp near an oasis for a few days and returns one afternoon to find a band of bandits going through her tent.
    They have not yet seen her, so she approaches stealthily with a mind to teaching these filthy dogs a lesson!

    TURN ONE

    I allocate six of the twelve available dice to movement and leave six for combat.
    I am guessing that there will be no combat this turn due to the distances, but am being cautious and also still getting a feel for the rules.
    The bandits dice are pre-allocated.

    We turn over the first card and it is Eydis, she rolls her six dice for movement and gets twenty one which is a good move, not enough to get her into melee. I decide to use all that move and she sprints forward.
    With no-one in base to base contact, her turn is over.

    The next card is Bandit Chief who rolls seven for movement and screams kill her as he leaps forward. He too is not able to melee, so we turn over the last card and the group of minions roll and move six.

    So the turn ends with no blood spilled. We shuffle the cards and start…

    TURN TWO

    So we now need to think what dice to allocate for Eydis.
    The people are close enough that they will almost certainly fight this turn even if Eydis stays still and puts her dice into combat.
    So she could have all twelve dice for fighting.
    BUT… if she lets them come to her, she will be defending and if she wins a fight as defender she does less damage than if she wins as an attacker.
    So to do the most damage she needs to attack, which means moving and moving first!
    Moving first is on the draw of the card so the chances are with three cards she will not go first.
    Special Dice time!
    The three stats are Movement, Combat and Special.

    You can if you wish, allocate dice to the special pool and use these for initiative, over writing the card draw sequence.

    Seeing as we need her to get the first blow in, we allocate three dice to movement, eight to combat and one to initiative.
    So the turn begins, this is where all those with initiative dice roll and compare the total.
    Seeing as these bandits are low level scum, they do not have any special dice so Eydis automatically wins the initiative dice roll and goes first!
    We roll her three movement dice and get thirteen, more than enough to get stuck in!


    She has eight dice for fighting.

    I set three aside for the bandit minion, four for the bandit chief and leave the rest to defend when the others get their turn.

    The bandit minion and Eydis fight.

    Her three dice are six, six and two making fourteen!
    His dice are four and five making nine.
    The highest wins, so she wins.
    Winners inflict two damage.
    But for every six you roll you add an extra hit, so with that roll she inflicts four damage.

    When a minion takes damage you reduce all their dice by one for each point of damage, so the minion takes four off his dice, giving him minus two in them!
    Hells teeth, that was a mighty blow and Eydis cleaves the man’s head and should in twain, crimson spilling all over the dry sand.
    Turning to the Bandit chief she rolls her four dice and gets six, six, four and four!
    He being tougher than his lackeys has four dice compared to their two and he gets five, three, one and one.

    Twenty versus ten.
    She wins again, and also has two sixes, making her 2 damage attack into 4 damage points.
    The bandit chief having four dice in combat loses all four dice and is slain, he too stains the sand red with his life blood!

    So, her turn is over, and we flip the cards.
    Crom mocks us, the first card was Eydis anyway, we could have saved that special dice for more bloodletting!
    Next is the bandit chief, oops.
    So the bandit minions are next.
    They roll their two movement dice and get twelve, more than enough to surround Eydis!

    This however will hurt, we have only one die left for fighting! So two of the bandits will get free blows in.
    The free rolls are six and four, and five and four. The six and four is made into three hits and the five and four is just the two.
    So far she has taken five hits!
    We now get to use our last die in combat, the bandit rolls a 3 and a two!!! Eydis rolls a six?!! Croms teeth!
    So she made a successful defence roll which means she takes no hits but rather inflicts one on the attacker, but as it was a six, she adds an additional hit, so the damage to the bandit is two, enough to fell him!

    So the turn ends, plenty of blood is spilled but Eydis is badly hurt having taken five hits. With heroes this reduces the dice pool, rather than have twelve dice to allocate she has now only seven.

    TURN THREE

    Needing to attack first and finish them off we allocate one die to the special pool to be used as initiative and the other six to combat.

    So she goes first! In CROM you can burn dice, that is to say you can elect a dice to be an automatic six rather than roll, but any dice used this way are classed as damage and removed from your dice pool for the rest of the game. I elect to burn one for each attack, so I roll two dice for each attack rather than three, but each attack now has an automatic six added to it.
    The first attack we roll a one and a two! But we add the six making it nine, the bandit rolls five in total, we win and cause three hits (two for winning an attack roll and an extra one for that six)

    The second attack we roll three and a four, but we add that six making it thirteen. We win and again inflict three damage, more than enough to kill the last bandit!

    So we were down to seven dice in our pool but burnt two meaning we now only have five dice from our starting pool of twelve.

    However, we are victorious and the thieving dogs lie dead in a bloody red soaked patch of their own dishonesty!

    Eydis, cleans up in the pool and packs her camp and heads for Simurgh hoping to buy some rest with the looted coin from the would be robbers!

     

     

    #60346
    Paul
    Paul
    Participant

    Mike, any chance you will be doing your own 15mm Conan-type figures? Ive always lusted after the Copplestone stuff, but Northstar not taking Paypal means I wont buy from them.

    Those are brave men knocking at our door. Let's go kill them!

    #60362
    Angel Barracks
    Angel Barracks
    Moderator

    Can I be a pain?
    Could you ask that over on my 15mm fantasy topic please?
    I would prefer to keep this about the games/rules, not the end of the world if you can’t or won’t but it would be appreciated!

     

    😀

    LINK

    #60375
    Paul
    Paul
    Participant

    Understood and done

    Those are brave men knocking at our door. Let's go kill them!

    #60384
    Darkest Star Games
    Darkest Star Games
    Participant

    That’s some nifty dice burning there, really helps the PCs out when they’re in a pinch.  Question:  Had a mook rolled higher than Eydis, even with her 6, does she still make an automatic hit because of said 6?

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

    #60385
    Angel Barracks
    Angel Barracks
    Moderator

    Question: Had a mook rolled higher than Eydis, even with her 6, does she still make an automatic hit because of said 6?

    No, you first compare the total, the highest wins.
    Then you look to see if the highest roller had any sixes then they are an additional amount of hits/damage.

    So a roll of three 6’s would not beat a roll of four 5’s.

    #60940
    shelldrake
    shelldrake
    Participant

    This is a great topic to follow. The minis are that detailed and well painted I would swear they are 28mm.  I too might have to dust off my copy of Crom!

    #60943
    Angel Barracks
    Angel Barracks
    Moderator

    Thanks, the baddies are not painted that well to be fair.
    I am just slapping paint on in order to play with them.

    That said, I just painted a few more bandits yesterday so I can do another game soon.
    Set in Simurgh where Erland and Eydis meet up!

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