Monday, June 26, 2017

Saga Crescent and the Cross

Here are some pictures of a Saga- Crescent and the Cross game I played awhile back, Crusaders versus Saracens.

Overlooking the Saracen forces from the Crusader's side.


Crusader Warriors with crossbow await in cover while the Hearthguard form around their Warlord.


Th Crusaders move forward while Saracen mounted Hearthguard threaten the flank.


The Saracen charge the Crusader warriors held in reserve.


After the initial fighting, the Saracen forces are down a unit of Hearthguard and their mounted archers pull back from the advancing Crusader Warlord.


Saracen Warriors clash with Crusader Hearthguard.


The Crusader Warlord relentlessly charges forth bypassing a Saracen Warrior unit to attack the mounted archers.


The Saracen Warlord leads his last Warrior unit against the diminished Crusader unit and attacks the Warlord.


The Saracens are victorious.

Tuesday, May 2, 2017

Battleblade- Dwarves vs. Orcs

My son Dashiell and I played a game of Battleblade with his newly painted Dwarves defending their mine against an Orc raid.


The Dwarf force stays in formation as they approach the mine.


The Orcs fan out, sending a scout ahead to draw out the Dwarves.




 An Orc scout shoots down a Dwarf warrior.  The Dwarven Cleric attempts to heal him, but the magic is not strong enough.  The Dwarven Hero grabs his axe in both hands and rushes out to seek payback.


The Dwarven Hero is conveniently charged by an Orc scout.  The Orc swings his axe but cannot penetrate the Dwarf's heavy armor.


 The Dwarven Hero easily slays the Orc scout, then looks about for more opponents.


Meanwhile, Dwarven warriors advance to guard the mine entrance.  There they confront an Orc berserker.


The Orc Boss, with his club wielding bodyguard, surveys the scene of the battle.  He orders the scout to shoot the Dwaven Hero and the berserker to charge the Dwarven warriors.


 

The Orc scout, however, cannot pierce the Dwarven Hero's armor.  Alas he delays too long and is caught up by the advancing Hero.


 The Orc Boss is tired of loosing good raiders to the Dwarven Hero.  With his bodyguard in tow, he charges the Dwarven Hero.  He too fails to strike a telling blow, and the two are locked in melee.


 The mighty axe of the Dwarven Hero crashes through the shield of the Orc Boss and cuts down the would-be raider.  The Orc bodyguard looks on in stunned surprise.


With their leader down, the remaining Orcs flee to raid another day.  The Dwarves hold the field, having lost one warrior while killing three of the Orcs.

Saturday, March 25, 2017

Miniatures: First Aetius and Arthur Saga Game. Goths vs Britons.

I finally got a chance to try out Aetius and Arthur, the new Saga variant covering the end of the Western Roman Empire and rise of the Barbarian tribes, sometimes called the Invasions period.  My friend Rick played the Britons, lead by a charismatic leader with a small bodyguard retinue of loyal Companions.  His warband included a 6 man Hearthguard unit, a Warrior unit and Levy with slings.  I played Euric the Bold, my Visigoth warlord, who fielded a force of 2 Hearthguard and 2 Warrior units.  The scenario objective was to take the enemy side of the river while repelling them from doing the same.






The two forces form up on either side of the river.  The bridges are the only way to cross and promise to see tense fighting in the upcoming conflict.  One Visigoth Warrior unit (bottom R) leads off the battle by charging into the Briton Levy on the first turn.




The Visigoth vanguard Warrior unit pushes back the Levy slingers, then slams into a Warrior unit that moved up the right flank, killing 5 of them.  These units would class again, with the Visigoths wiping out the all but a single Levy soldier.



 
The Visigoth Warriors on the left flank bridge rush headlong into the Hearthguard of the Britons.  With their Warlord Galvanizing their efforts, the Britons push the Goths back across the bridge.


The Warlord of the Britons, along with his 2 Hearthguard Companions, cross the bridge and single handedly eliminate the Visigoth Warriors, though he lost his bodyguards in the process.  Spurned on, the Briton Hearthguard unit crosses the bridge and threatens a unit of Visigoth Hearthguard.


Euric the Bold reforms his Hearthguard near the other bridge, refusing the engage the larger Briton unit piecemeal with his smaller units.





The Britons soon assault the Visigoth position.  The defenders hold the bridge and inflict heavy casualties on the Britons, forcing them back across the bridge.



The Briton Warlord moves up to encourage his men, then leads the charge across the bridge himself.  The Visigoth Hearthguard on the bridge falls to the onslaught.


Euric the Bold sees an opportunity, and leads his men back onto the bridge to assault the Briton Warlord.


Euric and his men slay the Warlord of the Britons and all who stand with him.


Altogether, I really enjoyed the new Saga factions.  I often found that I had too many options for my Goths, which made for a really interesting game.  I also found the Goths to be pretty vicious, with lots of ways to gain extra attack dice each turn.  I think the Britons seemed a bit harder to master, they had some cool abilities, but were harder to implement.

Sunday, January 15, 2017

Miniatures: The Eclectic Collection of Morrie Greymatter- a FiveCore Pulp game.

Wealthy, eccentric Mastermind, Morrie Greymatter passed away nearly a year ago without divulging the location of his extensive collection of rare treasures and scientific wonders. Upon his death, Greymatter's estate manager announced that all of these treasures are secured in a hidden complex, but are free for the taking for anyone who can find them within one year of Morrie's death. Exactly one year from his death, an earthquake device buried deep underground is set to bring the entire complex down, destroying all the treasures (and anyone there at the time). Treasure hunters and secret organizations around the world have been relentlessly traveling the globe in search of this hidden cache. Finally, on the anniversary of Greymatter's death, several groups of treasure hunters simultaneously enter the hidden complex. Can they find the treasures they seek and get out before the complex comes crashing down?

Dramatist Personae:

The Army- (Deterrent Weapon) High ranking members of the Army believe that Greymatter had developed a weapon so powerful, that it would act as a deterrent against acts of aggression by foreign nations. A crack team was sent to retrieve this weapon, though the Army disavows any knowledge of such.


Mad Scientists- (Scientific Journal) The Scientific Masterminds Against Squeamish Humanity (S.M.A.S.H.) believes that all of Morrie Greymatter's scientific wonders rightfully belong to them. As such, they seek Greymatter's Journal rumored to hold notes on all of his inventions and discoveries.


Crime Inc.- (Blackmail dossier) Members of a notorious world crime syndicate have heard rumors that Morrie Greymatter had extensive dossiers on politicians all around the world. This information would be invaluable blackmail material for the syndicate.


Smugglers- (Nautical charts and maps) The nefarious crew of the Morose Otter pursue rumors that Greymatter possessed nautical charts and a map leading to Captain Kidd's treasure. Aaarg!


Men of Mystery- (Code breaking device) Members of a private espionage organization serving it's own secret agenda seek a code breaking device rumored to be able to decipher even the most difficult codes.


Fanatic Cultists- (Ancient artifact of power) The cult of Ra have uncovered evidence that Greymatter had excavated a sacred burial chamber in Lower Egypt. Taken from the site was the Ankh of Ra, a sacred artifact that allowed the Pharaohs to harness the power of the Sun to smite his enemies. The cult seeks to restore this artifact to it's rightful place (or perhaps use it to rule the world).


 The hidden complex of Morrie Greymatter, filled with valuable statuary, ancient artifacts and strange scientific devices.  Teams of determined treasure hunters converge, each seeking a particular item.


 The Cult of Ra fans out to search nearby devices.


 The crew of the Morose Otter follow their Captain into the complex, ready for trouble.


 Major Monger deploys his troops to secure their entry point.


 The scientists of S.M.A.S.H use robots search ahead.


 The hard men of Crime Inc. spread out to cover more ground.


 The Men of Mystery recognize a particular statue as The Gargoyle admires his namesake.


 As the teams move deeper into the complex they encounter strange devices and specimens.  Captain Zeno wonders about this unknown device, but refrains from pushing any buttons.  The plant, however is the real danger, and soon Zeno will be temporarily incapacitated by the euphoric odor secreted from the rare specimen.


 Andre Everyman from the Men of Mystery climbs the wall for a better vantage.  He fires a hurried shot at the boss from Crime Inc., but misses.  One of the criminal thugs later climbs a stack of barrels and shoots Andre off the wall.  Fortunately only his pride is hurt in the fall.


 The Cult of Ra takes the first casualty as one of the anonymous cultists is shot dead by a robot.  The other cultist discovered something shocking in a barrel and is temporarily incapacitated while surprised.


 The Army attempted to ally itself with the scientists of S.M.A.S.H. and the Cult of Ra, but, when the alliance fell about, they were trapped in a crossfire.  Sgt. Jones, rushes for cover and stalks the Cult of Ra.


 Meanwhile, Corp. Willis suffers a tragic fall from the catwalk.


 Smuggler Hansom Jack found a hidden passage and surprised the scientists of S.M.A.S.H., dispatching a robot before they knew he was there.  Professor Gestalt fires away at him, but hapless Jack ducks back down into the hidden shaft.  Doctor Norman uses his Universal Remote and tries to turn on a blower fan in the shaft, but the mechanism fails.


 Sgt. Jones enacts a bit of revenge by taking out one of the Cult of Ra.


 "Tough" Tommy O'Reily has a movie moment as he yells, "Top of the World Ma!"


 Sgt. Jones' revenge is short lived as Professor Gestalt fries him with his Molecular Blaster.


 Captain Zeno has encountered all sorts of oddities in his travels, yet the stench from the outhouse surpassed even the most foul oozing substance from the sea.  Carsters covers the Captain as he coughs and wheezes.


Tremors continue to shake the compound as the fighting intensifies.  Captain Zeno is down, but will recover.  "Tough" Tommy is not so lucky.  The scientists of S.M.A.S.H. continue to push on through the complex oblivious of the impending doom.  No clear winner emerged as time ran out.  None of the factions discovered their prized treasure, perhaps they can try again, if the earthquake does not obliterate the network of tunnels discovered by Hansom Jack.

This was my first multiplayer game of the FiveCore Pulp rules.  It had 6 players with a Gamemaster to officiate, and I made some modifications to incorporate so many players.  We ran out of time and ended the game with a 4 way tie, however, the earthquake was due to destroy the entire complex on any future turn, which would have killed anyone left on the board.