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  • in reply to: Microworld's 15mm or Less Fantasy Log #192654
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    Impressive looking amry

    My 6mm Wargaming site https://6mm.wargaming.info

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    Great work and gorgeous colours on them. Are the knights original GW models?

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: 40K Rogue Trader rulebook reprint #191979
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    I have got my first issue still, took it apart and put it in plastic sleeves. Thought about buying one of these re-issues but what’s the point if they are scanned?

    I’m in New Zealand so this is realistically the only way I can get a copy. Originals are too expensive and postage is a killer for books of this weight (GW NZ is offering free postage because of the order amount).

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: 40K Rogue Trader rulebook reprint #191915
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    The Real question is will you start a Logan’s World project once you get it..

    Yeah that is much more of interest to me than the later lore and I like that it is much more open. I made a bunch of generic scenery which should work well and I have some RT beakies, eldar and various scifi bits for this.

    Junk build scifi skirmish scenery for Stargrave, Planet 28 and others

    and some other random figures

    Dudes for my 28mm Sci-fi project

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: 40K Rogue Trader rulebook reprint #191891
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    Also my eyesight is not what it was 30 years ago!

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: 40K Rogue Trader rulebook reprint #191890
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    I’m ok with that as finding an original is very expensive, especially with shipping to NZ. Realistically its the only way I will own a copy of it again.

    My 6mm Wargaming site https://6mm.wargaming.info

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    After our last failure we recruited a couple of new members for the party to replace the dead PCs. I hadnt brought anymore figures while Mark switched to a Dwarf.

    We setup the scenario again and randomly deployed the foes. The deployment was a bit kinder this time and we weren’t starting near Merlow!

    In the first round we fired some arrows at Merlow and managed to wound him.

    Next a “things could get worse” card was turned over and a random catapult shoot landed nearby and struck an unlucky (for him) street thug who was on the ramparts, killing him.

    Meanwhile the horde of thugs moved closer and we poured arrow into them, killing a couple of them. Around this time an Event card was draw and the roof of the barracks was set on fire. There was a 5 card deck, with a card getting discarded each time we failed our activation. When the deck ran out the Barracks and the inhabitants inside would be destroyed.

    So Eric, son of Eric, made a mad dash to the barracks, which was guarded by a Street Lieutenant.

    The archer shoot down another street thug rolling minimal activation dice (one) to avoid too many failures.

    Eric killed the Street Lieutenant, suffering 1 wound for his troubles, but by now we had a couple activation card failures, so it was getting tense.

    But before Eric II could get to the door an ambush was sprung and another street thug appeared.

    Eric killed the street thug but was shot by an archer after another failed activation, and was wounded again

    Then Eric reached the door and rolling 3 activation dice to bash down the door, but got 2 failures and the roof collapsed, killing the unfortunate prisoners inside!

    Game over!

    Although the PCs survived however they did not complete the mission. The campaign book is not clear on whether or not we continue or perhaps we play it again.

    It was a another good game which we seemed to have under control until a couple rouns of poor activation dice.

    My 6mm Wargaming site https://6mm.wargaming.info

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    The second to last game in the campaign was Act 4 Part Two – Into the walls of the citadel. The PCs have been instructed to enter the Barracks inside the citadel and find the Governor who is being held by inside the barracks building.

    The foes are deployed randomly apart from the archers on the walls and a Street Lieutenant defending the door to the Barracks building

    The PCs hatch a plan which involves the Archer Corax shooting the nearby Nobleman Merlow while the fighter takes care of the horde of street thugs. After rolling 3 activations the fighter Eric charges towards the thugs. He manages to cut a few down aided by his whirlwind of steel trait, but a horde of dogs decides to join the party.

    Meanwhile Corax shots at the Nobleman are in vain and miss.

    Then some wandering monsters arrive, with 2 Gladiators appearing. Their loyalty to the Merlow is uncertain and they end up joining the party as PCs, which is great news.

    However it is not going well for Corax, who fails to hit the Nobleman, and is charged when a Monster frenzy card is turned over. The Nobleman is a very powerful fighter and each hit does 2 HP of damage, and Corax is one hit away from being taken out.

    In his next turn he disengages from combat and the Gladiator get 3 activations and charge the Nobleman. Eric also joins the fight, and takes a swing but misses and is wounded. He rolls so badly on his shield rolls that the lovely new Buckler of Deflection is broken!

    Corax drinks a potion of healing ans switches to his sword and joins the fight. Eric manages a mighty swing and does 2 HP of damage on the Nobleman, but the Nobleman attacks both Gladiators, killing them. Everyone is now one hit away from dying.!

    In a game of highs and lows Eric rolls a terrible combat die followed by a equally terrible armour save, and loses his last wound and is taken out.

    Now Corax is left to complete the scenario on his own, but his is also defeated by the Nobleman Merlow and is killed too!

    Defeat and both PCs are rolling on the Out of Action table. Both PCs are killed and new ones so we have to create new ones to continue the campaign!

    The game seemed to be going well but the Nobleman was a very good fighter, but the PCs are more fragile against opponents who cause higher damage. After creating new characters we tried this scenario again and I’ll post a report of that son.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #191316
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    I’ve completed my Orc warband from the Perfect Six Orcs I purchased recently. I added a flag to the standard out of greenstuff but otherwise I didn’t convert them. They are lovely figures but challenging to photograph and the pictures don’t really do them justice.

    My 6mm Wargaming site https://6mm.wargaming.info

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    The campaign is getting to the business end of it and we have started the final 3 games (hopefully)!

    This scenario is called “A City on fire”. The party of adventurers have to make their way through the chaos which is ensuring, to help regain control and rescue the Governor. For this scenario they have to cross the bridge and kill the Saamu Gladiators guarding it.

    Table setup and foes. There are a couple of groups of raging mobs urged on by some Cult worshippers and other scattered thugs. The PCs start in the bottom edge and had to individually roll to where they would start from. Of course our 2 characters started in opposite corners.

    The first activation failure of the game was lucky and an Event card was turned over. This brought on a Tower guard Sergeant and his Adjacent, who would help the PCs.

    They activated shortly afterwards and attacked the Cult worshipper. But they were distracted but the power emulating form the strange amulet worn by the cultist, and instead attacked each other! The adjacent managed to inflict a wound on the Sergeant!

    While this was going on the fighter Eric had moved around the edge of the table and through the entrance at the Tavern. His thoughts of slipping inside for a quick pint were dashed when a Monster frenzy card was flipped, and now he had a raging mob and a cultist getting very close. The Archer Corax also had a mob more up dangerously close.

    Then a monster activation card was flipped and a mob member detached from the horde and attacked Eric.

    The Archer advanced cautiously, waiting for the fighter on the other side of the table to take care of the foes he was fighting, but the fighter was taking his time with some poor combat dice. A nearby mob was getting close to the archer but he had discovered a stash near the building and fond a Buckler of Deflection.

    While the PCs were not doing much, the town guard who had recovered from the effects of the amulet, exacted their revenge on the Cult worshipper, who was also loaded.

    However the Town guard with their adrenaline racing from killing the cultist, rushed towards the raging mob and engaged. The archer finally found his aim and shot down 2 charging mob.

    A “Things could get worse” card was flipped and a barrel of booze was broken and the strong vapours. The Guardsmen and a mob member moved off in a random direction.

    After recovering from the effects the Town guard led the charge towards the bridge. They assaulting the raging mob member while the Saamu Gladiators had advanced off the bridge after a few monster frenzy cards were turned over.

    Back by the tavern, Eric’s drinking plans were not looking good. He had killed the raging mob and took a wound, but now he was facing the much tougher Cult Worshipper.

    The town guard’s enthusiasm was short lived as the Adjacent fell to the rather large axe of a Saamu Gladiator, while the Sergeant was fighting another mob member. The archer was able to shoot a Saamu gladiator and kill it to help out the remaining guardsmen.

    The fighter started rolling well and killed the Cultist along with an ambusher and then he looted the cultist.

    Surprisingly we had not had a Wandering monster card yet (and there had been quite a lot of activation failures so far), but now we did and 2 rabid stray dogs arrived.

    The town guard sergeant continued to impress and next he killed a Saamu gladiator.

    But just as the sergeant was looking invincible, he was attacked by the stray dogs and was mauled to death, which was a tragic ending to a fantastic effort.

    The archer shot the 2 dogs and suddenly the table was clear of foes except for the last Saamu gladiator! Eric charged gladiator, not even pausing to heal himself or catch his breath.

    The archer decided to join the fight but was held up by an ambusher who appeared.

    As the archer moved up slower than he would have liked, Eric struck the gladiator inflicting a wound.

    And in a final heroic action, Eric the fighter swung his sword in a mighty action, cleaving the head of the gladiator! The way had been cleared across the bridge.

    Wow what a game and it probably the best of the campaign so far. With the town guard arriving early it really helped and we worked out they killed almost 1/3 of the foes, so it was a huge help. There were many great moments in the game with mostly highs, but it was sad that the town guard did not survive although it didn’t effect the storyline.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #191022
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    Maybe a campaign flow chart would help based upon who wins each encounter? New enemies could appear based upon which flow route is taken, and it allows you to do some prep work for anticipated events as well.

    Have a look at the snakes and ladders campaign games (eg here) – they may make it a bit easier for your next go.

    Thanks for the ideas, I need to research this some more.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190963
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    I’ve been pondering my next steps for this campaign. Although I’ve been wargaming for a long time, creating a narrative wargames campaign is new to me and I’m making it up as I go along. It is mostly driven by the campaign system in Songs of Deeds and Glory but I feel like there is a lack of an overarching story. I’ll probably play another 3 games and then wrap up this campaign and work on a better one for the next campaign. Now I have some more warbands painted I can introduce them for different scenarios to keep it interesting and broaden the campaign.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190962
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    Yeah they suffered after the last game and it would have been bad if they lost again. I’m playing the Knights as my own force and the Orcs as an ‘AI’.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190908
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    There’s no hit points or wounds in SOBH so everything only has one wound. Their survivability is based on how good their combat value is. There is an ability called Tough which drops a kill down to just an increase in Quality, which makes it harder for them to activate and eventually they die when the quality increases to 7.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190901
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    A little while back I played the third game in my solo Song Of Blades and heroes campaign. The scenario this time was Seize the high ground

    The Orcs have pursued the Knights back to an area with an old ruined temple, where the knights decide to make a stand. Each turn the temple is occupied that side gains a victory point

    Both sides start on opposite sides of the table with a ruined temple on top of a hill.

    The first turn has both sides advancing towards the temple but the knights are slowed down by their heavy armour, while their archers climb the hill.

    In turn two the fast moving Ogre gets 3 successful activations and reaches the summit of the hill, claiming the temple. But their success is short lived as one of the human archers moves up and fires an aimed shot, killing the Ogre.

    Then the other archer activations and moves to the top and the humans gain 1 VP at the end of the turn. The foot knights are also moving slowly up the hill in a group while mounted knight tries an outflanking manoeuvre.

    Turn 3 starts badly for the Knights, with the commander failing all 3 activations, so there will be no group moves for the knights and each one activates indivdually.

    An Orc archer takes a shot at the mounted knight from the hill but misses.

    Then the Orc warchief and a warrior charge the mounted knight but the result is a draw

    Meanwhile an Orc reaches the summit and attacks the lonely human archer, who is pulverised by a power blow from the Orc. The remaining human archer shoots back but misses, and the Orc warband ends the turn with a VP.

    More Orcs scale the hill and another reaches the temple, while the foot knight trudge slowly forwards.


    In the next turn the Orcs and knights fight it out. The Orcs win a combat but the heavy armour saves the knight, while in another combat an Orc is knocked down

    Back to the combat between the Mounted knight and the Orc warchief, the warchief lands a power blow and kills the mounted knight with a 6-1 dice roll!

    Now the game devolves into a big scrum ensues on the top of the hill. The warchief and another Orc moves up the hill while a different Orcs is knocked down in combat.

    The knights make a push for the summit, challenging the Orc inside the ruined temple.

    An archer joins the attack and manages to knock down the Orc but in the background an orc stands up and knocks down a knight.

    The Orc warchief attacks the prone Knight and with a mighty blow kills him.

    However it is too late for the Orcs, as the Orc on the temple floor is killed and the orc morale breaks. The warchief retreats slowly but the Orc archer has fled the battlefield.

    In the aftermath there is a pretty heavy toll for both sides. The Orcs lost 2 warriors and a Ogre during the game. Both the Ogre and a Orc were killed outright and the other Orc suffered a moderate injury and will be -1 Quality for the next game. The Knights had a Mounted knight, Foot knight and an Archer taken out during the battle. The foot knight died but the mounted knight made a fully recovery and the Archer must miss the next game.

    In the exploration phase the Orcs were attacked by a band of Elf brigands. The Warchief killed 5 Elves but was wounded, and now has gained the Hatred:Elves ability.

    The Knights were camping that night and were visited by a ghost of an adventurer, who begged to for your party avenge his death. In the next game if the character that killed the adventurer is killed then the character that killed him gains an extra XP.

    Thoughts on the game.
    It was a closer game with the Knight only one figure off a morale roll so the results could have gone either way. However the game turned into a big scrum I the middle which was due to the scenario so I will look for a scenario where there are a few more objectives scattered around to make it interesting.

    And a note on the terrain. When I made the model of the ruined temple on the hill it was to decorate the table, not to try and move figures over it, so they were constantly falling over! Since I’m using such a small table I have to use some smaller terrain pieces but for the hills they look too small, or the sides are too steep.

    My 6mm Wargaming site https://6mm.wargaming.info

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    Thanks, yes the games have all been tense but were are now encountering tougher monster like the bear. The PCs only have 3HP so when they encounter a monster that can cause 2HP of damage, it is brutal.

    The ‘wild animals’ look interesting – spiky boars from the pic but not a figure I can place at all???

    They are 3D prints from thingverse here https://www.thingiverse.com/thing:5001448
    I got them to use for Forbidden Psalm which is another skirmish fantasy game in the Mork Borg RPG background. They are very OTT but also fun sculpts

    My 6mm Wargaming site https://6mm.wargaming.info

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    Our intrepid PCs continue on in their campaign and in this scenario they are performing some Bounty hunting. The party has to track down and capture the notorious outlaw Bolden Dirs, who is hiding out somewhere in Skrendal woods. The party must search 4 points of interest to discover where Bolden is hiding.

    After the monsters were placed, the PCs deployed in the middle of a random table edge, which put them pretty close to 2 Beastmen brutes!

    In the first turn a scenario event card was turned over and a horde of wild animals arrived near the PCs.

    Another failed activation and a Horde activation cards appeared, and the wild animals stampeded the fighter knocking him over and wounding him.

    While the fighter recovered and drank a healing potion, Corax the archer shot the nearest beastmen brute causing a wound.

    The fighter then charged and killed the Beastmen brute

    Then some of poor rounds of activation by the archer, turned over a couple of monster frenzy cards, and the hordes of gnolls moved closer.

    Then the archer flipped a “things could get worse card” and a clingy kid who obviously had been hiding in the bushes appeared, attaching himself to Corax. The meant the archer was now -2 on all combat rolls for the rest of the game!

    The party had barely moved away from the baseline line when they were attacked after a Monster frenzy card was turned over.

    To make matters worse, a wandering horde of Thugs arrived on the flank of the party, who were still both engaged in combat.

    And then another activation failure turned over another wandering monster card, and a large bear appeared and lumbered towards the PCs!

    As this was going on, the party was slowly hacking their way through the foes in front of them. Corax had switched to a sword and killed a couple of Gnolls, and the fighter wounded the Beastmen brute.

    With still quite a lot of foes on the table, it is a hard days work for the PCs.

    The fighter killed the last brute and with some good dice charged the thugs and using his whirlwind of steel ability, he cut down two thugs.

    Meanwhile Corax killed the remaining Gnoll, but triggered a trap, and he was -4 to all activation rolls for the next two turns. So while he stood around, the fighter charged the horde of bows who had started shooting at him and had managed to inflict a wound.

    He dispatched the Gnolls rather quickly but that brought him to the attention of the bear. The archer had shot the bear inflicting a wound, and now the fighter was in combat with the bear.

    Although the brave fighter wounded the bear twice, the bear crushed the poor fighter who was out of the game! This freed up the archer to shot at the Bear, and he rolled a 20 on the D20, killing the bear!

    Corax checked on the fighter and realised he had merely been knocked out but was unharmed. The fighter fully recovered and was helped by the archers level 3 healing ability and a splash of water. Finally the PCs were making progress and all the foes on the table had been killed. They still had to find Bolden Dirs, so they set about searching the clues.

    While searching one of the first clues, the noise attracted the attention of a nearby group of Gnolls, who appeared. Fortunately some great shooting mowed them down before they could contact the archer.

    The PCs continued to search and eventually they discovered the location of the Outlaw. But he was protected by a horde of Gnolls and quite far away from the PCs.

    Then the foes moved with the Outlaw trying to escape while the Gnolls split into 2 groups and charged towards the PCs.

    Corax managed to avoid the Gnolls and contacted the Outlaw but his attempts to grab the Outlaw failed and he evaded, moving closer to the edge. The fighter chopped down two Gnolls but another failed activation meant that Bolden Dirs escaped. Game over!

    The party had failed in their mission to capture Bolden Dirs, but they are still able to carry on with the campaign. There are 3 games left in the campaign and the scenarios are getting harder so hopefully the party can make it.

    It was another finely balanced scenario where the party just managed to survive to the end, and there were some unique rules to make it even more interesting.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190766
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    Cheers

    I’ll probably go with blue skin for the Troll so it stands vs the green Orcs. I find bright colours are more effective in this scale, to make them easier to identify.

    Yes I’ll add a banner from greenstuff and some brass rod and hopefully in the style of older warhammer banners.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: World War III 1958 #190749
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    Fantastic, I’ve been following the progress on your blog and it is very inspirational.

    its great to see so many forces on the table at once!

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: 10mm WFB #190748
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    Amazing job on the painting and bases. I kinda missed this thread before, but are you using the different coloured base edges to help id which faction each unit is?

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190747
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    The project has expanded with the arrival of some 6mm Orcs from Perfect Six. These will be more classic opponents against my good forces or Humans, Elves and eventually Dwarves.

    I pretty much ordered one of each packet along with some Trolls, Wolves and wattle fences

    As you can see they are great figures with plenty of character, especially considering the scale.

    Command figures Shaman, Chief, Std Bearer and Musician) and an Orc Bow

    Various Warriors

    Chariot

    Troll, wolves and an Orc for size comparison

    Boar Riders

    My 6mm Wargaming site https://6mm.wargaming.info

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    Thanks, did you mean the stage coach?

    Yeah Monster frenzy can be tough especially if you get a few close together. The monsters don’t get a turn so they only activate when a PC fails an activation roll and a card is turned over. The Event deck normally has 22 cards IIRC and there are 3 monster frenzy and 3 monster activates cards, and most of the event cards are bad. Some event cards are played once and then discarded, so later in the game the ratio of monster activation cards is higher so the pressure increases! And some cards make you reshuffle the played cards back in. Its a very clever balanced system which builds up the tension as the game goes on, unless you are very lucky with the activation rolls.

    My 6mm Wargaming site https://6mm.wargaming.info

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    The game is a coop game and normally has 4 figures per player vs the game and the number of foes scale up depending on the number of PCs. For this campaign is recommends 2-3 PCs in total so we have 2 and are running 1 figure each.
    Each PC has some starting equipment and you buy traits for the figure eg armour, shooting, healing, forester, free disengage. You can also buy negative traits eg drunk, weak, dependents etc, which are negative points so you can buy more positive traits, but each PC usually has 2-4 traits.

    My 6mm Wargaming site https://6mm.wargaming.info

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    The next game in the campaign we played was titled “Night of the Long Fangs” The PCs job was to patrol and rid the area of any Vampire halfbreeds. A complication is that there a few townsfolk foolishly wandering around, so they had to be protected from the vampires, otherwise they will become vampires themselves, if bitten.

    The game once again takes place in an urban area with fountains, benches and a plaza.

    All the citizens and vampire are randomly deployed although the vampires cannot be deployed closer than 4” to a citizen.


    In the first turn a monster frenzy card was flipped and the vampires immediately closed on the closest living thing.

    Meanwhile the archer Corax, turned over a wandering monster card and 3 swarms of giant flies appeared very close by and attacked!

    The fighter had advanced but was unable to prevent a Vampire attacking one of the citizens after a monster activation card came out. The citizen was killed after a monster frenzy card came out.

    One of the other citizens was made of much sterner stuff and put up an amazing fight with her trusty broom. She killed one vampire and wounded two others! IIRC the vampire was killed when a 20 was rolled in combat causing a critical hit. We couldn’t remember how to play loners so each one attacked separately.

    The third citizen was also attacked by two vampires and wounded one, but took a wound back.

    This early in the game it looked like we could lose all the citizens (and victory points), but some better activation dice allowed the surviving citizens to break off avoiding any free hacks, and make for safety.


    The fighter fought the citizen who had risen back up as a vampire while Corax the archer moved forward after abandoning his attempted to heal his wound. Also both citizens were activated again and continued to move away to a safer area.

    Meanwhile the scenario event was triggered and a Nobleman arrived looking for his son, who had tuned into a vampire.

    The fighter despatched both nearby vampires and moved onto the next one while the archer moved forwards to shoot the other one.

    Corax then shot and killed the Vampire halfbreed (formerly the son of the Nobleman) and turned his aim on the last 2 vampires

    The Fighter came forward to engage the Nobleman while the last 2 vampire rushed towards him. Corax managed to shot one vampire, inflicting a wound.

    The nobleman attacked the fighter and hit him, causing 2 wounds and taking the fighter by surprise. Suddenly it was looking shaky for the fighter as one more wound would put him out of action.

    However cool heads prevailed and in the last act of the game the fighter dispatched the last 2 Vampire halfbreeds and victory was achieved.

    Although it sounded easy we had a few moments early on as the vampires threatened all the citizens. Their 6” move on a monster frenzy was a nasty surprise. But the citizens proved to be tough and almost half the vampires were wounded from attacking the citizens. And fortunately for the party we were able to pick the vampires off without being overwhelmed and it was another great game.

    My 6mm Wargaming site https://6mm.wargaming.info

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    Its taken a while however we played Act 3 in the campaign recently, titled – Making new friends.

    Whilst on the way to rendezvous with someone the party is confronted but a gang of local thugs, who are well armed and organised. The party has to survive this encounter and there is a timer, using a deck of 24 cards. Each time an activation is failed a card is turned over with one card bringing more foes. Once the 24 cards have been turned the game is over and reinforcements will arrive to help the party fight off the street gangs

    The table was setup as a crossroads with scattered obstacles and the thugs deployed randomly. Some were armed with slings (I used bows instead) and they were standing on the obstacles to get a better shot. The 2 PCs deployed in the bottom of the map.

    Straight away the party was ambushed with my character taking 2 wounds in combat, meanwhile one of the hordes of thugs moved closer.

    After some help killing the ambusher, the Archer PC recovered while the other PC moved into contact with the horde and also took a wound. Not a great start!

    Next the scenario event card was drawn. A not so friendly neighbour threw a wooden crate from their window which exploded on contact. One of the thugs armed with a bow was hit and killed.

    The party continued very slowly with a lot of failed activations and this brought on another gang of thugs lead by a lieutenant.

    More poor activation dice and the City Guard arrived to see what all the ruckus was.

    Another ambusher appeared behind the party while in front the city guard moved closer to the PCs. Also a Saamu gladiator who had been recruited by the street gang was getting dangerously close.

    Next a horde activation card was turned over, and the city guard moved into contact with the PCs. They were able to use their charisma and convinced the City guard that they were friendly. From this point we moved them in a random direction each turn

    The enemy began to close in after another monster frenzy card was drawn. The only good side of our poor activation dice was that the timer was running out fast, but we were in danger of been swamped.

    With some good teamwork the Saamu gladiator was killed and the fighter who used his whirlwind of steel ability to attack a horde of thugs. Another monster activation card was flipped and the foes can closer, while the Archer wounded a Lieutenant.

    The PCs killed off the horde of thugs, but were soon pinned by another horde of thugs and 3 street lieutenants. Time was almost out on the cards and we were looking forward to failing our activations, as long as it didn’t turn over a monster frenzy card.


    The fighter killed a street lieutenant and turned to confront the one behind him but was now close to being taken out, suffered 2 out of 3 possible wounds. His earlier attempts to heal had failed. The archer had switched his bow for a sword and attacked the horde of thugs.

    But disaster struck with the fighter losing his final wound and was out of the game! There was only 1 card left in the timer deck but he didn’t quite make it. Next the archer rolled his activation dice and failed an activation, and luckily without further consequences the game ended.

    Aftermath
    The party had completed the scenario (just) and the fighter was merely knocked out and fully recovered. This was another great game which went down to the wire, and the scenario had some interesting twists.

    The next game will be posted in a few days

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190541
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    Thanks

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190535
    Avatar photo6mmwargaming
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    I waited until daytime to take these next photos of my Wood Elf warband. The figures are mostly Microworld which are wonderful sculpts, except the Eagle and mounted rider which are from Irregular and also very good figures.

    The details and flowing capes were a joy to paint for these and I must get more Microworld figures

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190353
    Avatar photo6mmwargaming
    Participant

    On a side note, this was one of the reasons I loved my 6mm skirmish, I could quickly paint up new models and make new terrain and add whole new factions in the time it takes me to paint a small handful of 25mm.

    It is great for getting the games going and the story living.

    yes I went from virtually nothing painted or based to playing a game in a week! I’ve ordered some better Orcs from Perfect Six and have just finished some Wood Elves.

    I managed to taken some slightly better pictures of my warbands after reading up on F-stop settings for my camera. I’ve forgotten how hard is to get decent closeup photos of 6mm figures

    Foot knights

    Half Orcs

    From the back

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190197
    Avatar photo6mmwargaming
    Participant

    But yeah I should have put the Orc archer in the tower!

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190196
    Avatar photo6mmwargaming
    Participant

    The Orc archer (only 1 in the warband) was behind a tree but missed all game. Shooting has been poor in both games with no casualties from it.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190193
    Avatar photo6mmwargaming
    Participant

    Game two of my campaign.

    The Orcs suffered heavy losses in the first but were able to buy a replacement Warrior and Archer by ditching the Shaman and spending some gold. The magic rules in SoBH is not great so I will use the magic from the Advanced SoBH in the future, but I didn’t have time to read them, as this game followed straight on from the first.

    The scenario was called “Burn them out” and the victorious Knights had discovered a wooden tower that had been captured and possibly desecrated by the Orcs, so their mission was to destroy the tower.

    The knights enter via the road while the Orcs deployed near the tower.

    In the first turn both sides advanced towards each other.

    The orc archer fired but missed while the Ogre charged the Mounted knight, but lost the combat and was pushed back

    The second turn started with more shooting from both sides which once again did nothing.

    An Orc warrior and the mounted knight scrapped and eventually the Orc was knocked down by a foot knight.

    Meanwhile a Foot knight raced down the road towards the tower, but was intercepted by the Orc chief.

    Another Orc joins in and knocks down the Knight.

    The ogre decided to attack a softer target and charges and then killed a human archer

    Close to the village the Knight commander attacks the downed Orc in a rather unchivalrous manner, slaying the Orc.

    Back near the tower, the Orc leader activates and kills the downed foot knight.

    The Mounted knight charges the Ogre but it is a draw.

    A foot knight lends a hand in the fight, but is knocked over.

    Some great activation dice means an Orc charges the down knight and kills him. These Orcs are definitely fighting much dirtier this game!

    Next the Ogre fights back and knocks over the mounted knight.

    Over by the tower another Foot knight is double teamed, losing the combat ad being knocked over and then killed by the other Orc who had not activated yet!

    With that kill the warband has exceed 50% casualties and must test

    Although most pass their morale the Knights retreat off the table licking their wounds while the Orcs celebrate a well fought victory.

    This went very differently to how I was expecting and it was a much closer game. The Orcs shifted tactics and went for the easy kills on prone figures when they could. Also the Knights dice deserted them and they spread out too much, losing the advantage of numbers and group moves.

    Post battle the Knights we able to recover everyone except the Archer, but 2 knights were temporarily wounded and their Quality will drop for the next game. While retreating the found a Temple, which they considered to be evil, so they sacked it and got 10GP in loot.

    The Orcs only had one figure taken out in the battle and that figure must miss the next game while recovering. During their travels the came across a Blessed Glade and found a charmstone.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190163
    Avatar photo6mmwargaming
    Participant

    Yes they are tough although the mounted knight rolled 5 and 6s all game!

    I scaled it down from 28mm which is normally played on a 3×3 ft table and I used a 1x1ft table, and divided the measuring sticks by 1/3rd. As I typed this reply I wondered why I didn’t try just halving it! The measuring sticks are just bamboo skewers so I can make plenty more. to suit different scales.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190136
    Avatar photo6mmwargaming
    Participant

    I played my first skirmish game on a 1x1ft table (I used trees and fields to distinguish the table edge of my larger mat). The scenario was called The Rescue and the game pitted 300pt forces of knights against 300pts of Orcs, using Songs of Blades and Heroes. I used the fan made Lone Blade supplement for the solo part of the rules.

    Just a note on the photos, the table was setup in some direct sunlight so the photos didn’t come out very well.

    The two rosters were
    Red skull orcs
    Warchief Q3 C4 Leader, Tough
    Shaman Q4 C1 Magic User, Flying
    Man Orc Q4 C3 Gregarious
    Man Orc Q4 C3 Gregarious
    Man Orc Q4 C3 Gregarious
    Bow Q4 C3 Shooter (Medium)
    Ogre Q4 C4 Big, Long Move

    Dragon Knights of the Holy cross
    Commander Q3 C4 Leader, Heavy Armour, Short move
    Mounted Knight Q3 C4 Mounted
    Foot Knight Q4 C3 Heavy Armour, Short move
    Foot Knight Q4 C3 Heavy Armour, Short move
    Foot Knight Q4 C3 Heavy Armour, Short move
    Foot Knight Q4 C3 Heavy Armour, Short move
    Retinue Archer Q3 C2 Shooter (Long), Good shot
    Retinue Archer Q3 C2 Shooter (Long), Good shot

    After setting out some terrain randomly I was planning to play a raid scenario but I went with a rescue scenario from the Songs of Deeds and Glory supplement. A wizard was placed in the ruin temple/church and the warbands were deployed at opposite edges of the table (I realised later that the Orcs should have been closed to their captive).

    Turn one and the heavy armour of the foot knights meant that advanced slowly while a couple of Orcs rushed forwards. A human archer tried a long range shot but missed.

    The mounted knight contacted a Orc but didn’t have enough activations to attack.

    Then the knight was charged by an Ogre, but the Ogre lost the combat and was knocked over (barely escaping a kill).

    Turn two and the mounted knight beats the Ogre and killed him with a power blow.

    Then more orcs arrived but when the Orc attacked the knight, the Orc was killed by the Knight.

    In the next turn the Orc warchief attacked the mounted knight and won the combat, but only pushed back the Knight.

    Then a group of 4 knights behind rolled 3 activation successes and charged the Orc leader and warrior. Against the leader a Knight was knocked down while the other pair of knights killed an Orc. So far it was going well for the knights with a score of 3-0 to the knights.

    Shooting was still ineffective with neither side inflicting and casualties all game.
    Next an Orc charged the prone knight and dealt him a fatal blow, which helped even up the scores.
    In the last act of the game, the mounted knight charged the Orc warchief and with an impressive 3 activation dice attacked with a power blow.

    Some more great dice from the knights produced a 6-1 result which ended up being a gruesome kill on the warchief. This triggered multiple morale tests ( Loss of leader, gruesome kill and warband over 50% casualties). At this point the remaining orcs either routed or wisely chose to bail.

    In the campaign activities the Knights only casualty fully recovered while the orcs had 2 permanently dead and one miss a game, and their leader was robbed! However the orcs rolled well on the treasure table and had enough money to buy another warrior to replace the dead one.
    In the exploration phase the knights encountered a cursed glade which affected one if the knights for the next game. The Orc discovered a shrine during their retreat but their prayers were not answer and they left empty handed.

    Afterthoughts
    The game was fun and Knights had great dice which made it pretty one sided, especially the mounted knight who killed most of the orcs by himself! Moving and playing with individually based 6mm was not as fiddly as I thought. Playing a game like SoBH which has measuring sticks is great, rather than trying to measuring ranges. I did find that most of my scenery is too big for such a small table and I don’t have a lot of small scatter pieces, which is something to work on. I’ll also make a foam based board which I can pin smaller terrain pieces into like trees, wall and scatter pieces into to stop them falling over.

    I played a second game of the campaign on the same day so that report is coming up

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190027
    Avatar photo6mmwargaming
    Participant

    Thanks, I’ll try to get better picture for the others.

    Yep I’m a long time fan of SoBH but I’ve never used the campaign rules so I’m looking forward to that.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #190004
    Avatar photo6mmwargaming
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    The first warband of Dragon knights is finished. They were tricky little fellas to photograph with their size and my camera didn’t want to get them all in focus. I went with bright colours and even at 2ft away i can tell what each model is, so they will work on the tabletop. I’ll be playing on a 1ft square board with these by reducing the 28mm scale for Song of Blades and Heroes down by 1/3rd. I’m making some movement sticks to help with this and for this warband I have given them heavy armour, so lets see how slow they are!

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: The path to madness starts here! #189986
    Avatar photo6mmwargaming
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    Thanks, you guys certainly influenced me with the posts I have seen on here.

    My 6mm Wargaming site https://6mm.wargaming.info

    in reply to: Again With The 3mm Scale Warmaster #189938
    Avatar photo6mmwargaming
    Participant

    Wow they look fantastic and your painting is excellent. And as Andrew mentioned they have more details than some 6mm figures.

    My 6mm Wargaming site https://6mm.wargaming.info

    Avatar photo6mmwargaming
    Participant

    The next game in our campaign is titled “Lady Delamoon”.
    The background for the scenario is
    “Lady Delamoon is a beautiful woman, an eminent actress, and a member of the Guild of Civic Entertainement. A few days
    ago she had been approached by a strange man pretending to be her most fervent admirer. He turned to be a high priest of this
    new cult we investigated lately.”

    The PCs job is to escort the lady across the table to the other side of the garden where she can enter a door to safety. In her way is some street thugs and Cultists.


    Excuse the blurry photos, I’m not sure why they came out so bad!

    The first turn started as usual with an ambush by a street thug, who was hiding in the nearest piece of cover. There was a special rule in play where activations were at -2 on a D20 due to poor light, so our chances of failing were higher than normal

    After killing the ambusher the parties advanced but so did a couple of hordes of thugs who were closing in. The PCs kept close to the Lady to protect her from more ambushers. However movement was slowed as bunch of groupies appeared and surrounded the lady, blocking her path.

    The the horde activated again and charged. Right before this moment the fighter got caught in a snare trap set by the thugs and so tried to free himself before he was injured

    The fighter killed a couple while the archer took a wound beofre remembering for the first time this campaign, that he has free disengage!

    Before the party had a chance to rest another horde of thugs charged, and everything else moved as part of a monster frenzy event card. The fighter also lost a wound during this fight

    While the fight dragged on the archer shot a thug and a vampire halfbreed entered the table. A monster frenzy card brought the 2 cultists and the vampire closely to the PCs and the Lady. More groupies arrived and the Lady was lagging behind.

    It was starting to look grim for the PCs with the fighter taking another wound. The archer managed to wound a cultist but there were more baddies lining up behind. Just as they tried to advance the Lady got caught in a trap too and was stuck while the PCs fought off the foes.

    While the fighter killed the 2 thugs, the archer killed the cultist he was fighting and switched back to his bow. He then managed to help out the fighter by wounding the last cultist

    In the next turn the Archer shot and killed the cultist and decided it was good time to drink a healing potion. The fighter did the same the then both moved into contact with the vampire halfbreed.

    Some appalling activation dice rolls, a wandering horde of street thugs raced across the table to attack the Lady Delamoon. The PCs rushed to intervene and were able to kill them, but the archer was wounded again as well as the Lady.

    Fortunately this was the last of the enemies inside the gardens, and so the PCs and the Lady Delamoon enjoyed a more relaxed stroll over to the door to exit the garden.

    Although it seemed quite easy, we definitely had a few tight moments, and the Lady was only one wound away from being killed

    My 6mm Wargaming site https://6mm.wargaming.info

    Avatar photo6mmwargaming
    Participant

    In the scenario you just have to release the Ambassador and find their possessions.

    Yes Monster frenzy event cards are nasty as all monsters move and attack. This campaign uses a reduced event deck so the ratio of some card types has changed. Its a very good idea and the overall campaign feels more balanced.

    My 6mm Wargaming site https://6mm.wargaming.info

    Avatar photo6mmwargaming
    Participant

    Is that the original range which disappeared many years ago?

    My 6mm Wargaming site https://6mm.wargaming.info

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