The Mini Game came about on a long driving trip with my daughters in the car. Although not strictly a game I would ordinarily cover on this blog, I thought I would mention it as it is something we have played now for several months.
This is a game pretty much on a theme that I played years ago when I was a kid - Syd Bishop, Norbert Dentressangle or Eddie Stobart were the theme back then.
The game basically involves spotting a car of the said model, shouting "Mini" and pointing it out to the rest of the car passengers before anyone else spots it. One point is scored per car spotted and two points for spotting the older model. No points are granted for car show rooms, but cheeky sons have managed to increase their score by several when a car transporter drives past - grr!
The game ends either whenever you get bored of it or a certain tally is reached - we usually score first up to 10 for a short journey and first to twenty on a longer journey.
What made me mention this game is that it was invented by my 10 year old but she has not played this type of game before. It was a stroke of genius to choose the Mini as not only is it a classic British marque but also there are just enough on the road to make the game a challenge without getting bored. I cannot think of another car that is as distinctive as the Mini and with enough numbers to justify a fun game for the family on British roads. Do any of you play a similar game with your family on a long car journey, and which car do you choose as your target?
Monday, 14 December 2015
Monday, 30 November 2015
Long time no post
A bit of an update and a promise to be more with it after Christmas. However, I have been updating the sister site The Taplow Horn. This is a blog to chart my journeys into the land of pubs and real ale; another hobby of mine shared by many more of my friends and family than gaming.
Things have been rather busy at chez Odo. My current contract role has been extended on several occasions and as a result I have not had much time to get any gaming stuff done. All the available spare time has been taken up by the kids who have been busy getting up to what kids get up to; changing to new schools, taking exams, being involved in after school and weekend clubs and activities.
All of this has meant that gaming has had to go on the back burner. That said, I have still been purchasing Lord of the Rings minis when I see them at knockdown prices on Ebay, so I have plenty to paint when I can finally get back to it. I also have to explore Frostgrave and I would also like to play Saga and Lion (Dragon) Rampant (I have yet to pick up these rulesets). I just need someone to play against!
When my curent work role finishes (any time soon), I am hoping to sort out lots more stuff in the man cave and get all my LotR and Frostgrave miniatures glued and undercoated. I am also part-way through making an Anglo-Danish warband - I am sure I can get thiat finished relatively quickly if I put my mind to it.
Anyway, until next time...
Things have been rather busy at chez Odo. My current contract role has been extended on several occasions and as a result I have not had much time to get any gaming stuff done. All the available spare time has been taken up by the kids who have been busy getting up to what kids get up to; changing to new schools, taking exams, being involved in after school and weekend clubs and activities.
All of this has meant that gaming has had to go on the back burner. That said, I have still been purchasing Lord of the Rings minis when I see them at knockdown prices on Ebay, so I have plenty to paint when I can finally get back to it. I also have to explore Frostgrave and I would also like to play Saga and Lion (Dragon) Rampant (I have yet to pick up these rulesets). I just need someone to play against!
When my curent work role finishes (any time soon), I am hoping to sort out lots more stuff in the man cave and get all my LotR and Frostgrave miniatures glued and undercoated. I am also part-way through making an Anglo-Danish warband - I am sure I can get thiat finished relatively quickly if I put my mind to it.
Anyway, until next time...
Tuesday, 8 September 2015
Diamond Sky - Session 5 (02/09/15)
There has been a bit of disruption to the campaign over the last few weeks due to holidays, illness, work and what-not. Last week the players of Skins and Zook played an explore the city style session. However, this week saw four players turn up for a recap session in order to catch up with Skins and Zook.
Karik (Half-elf) - Sorceror
Rhogar (Dragonborn) - Warlock
Salderban (Human) - Paladin (absent)
Skins (Kobold) - Barbarian
Torric (Human) - Bard
Zook (Gnome) - Ranger (absent)
Karik wandered down to the pool and watched the lepers whilst they bathed. On closer inspection he noticed that they were not actual lepers but were malnourished and covered in sores which they tried to wash away in the waters by the Forbidden Gate. One particular member of the band of outcasts took a shine to Karik and spoke to him at length. He invited him into the healing waters, and became the first person to see the albino half-elf without his all covering outfits. Karik asked whether anyone ever passed through the gates and he was told that only criminals took the one-way trip beyond. However, with special permission from the council others occasionally passed through the portals. A recent investigation by the Templars found out something very important; an internal job. Karik thanked the leper, got dressed and left a small pile of coins for the information.
Rhogar, in the meantime, made his way to the magicians' guild where he met with a tiefling wizard. Torric visited the bards' college to gather more information and then wandered around the markets where he picked up some clothing for the ex-slaves back on the ship. When Karik began his conversation with the lepers, Salderban left the Forbidden Gate in search of the temple of the Ancients.
Whilst everyone was about their investigations, a golden sphere visited them all no matter where they were and requested their presence at Arya's Hope in the Hall of Triumph.
It took a while, but all the party eventually turned up where the golden domes requested. As the party arrived they sat at the same table with a high born noble named Daowin, a Shadow Guard of Methredel (a high-ranking Templar), who asked them to partake in a mission for the city. They were to find three missing mages last seen headed towards Magnaroc. The party admitted that they had already met with and subsequently dispatched Orsini and Veross, so only one needed to be found. Daowin suggested that the renowned pirate queen Pascha Kale, recently released from the dungeons, may hold some information. She was the captain of an unruly ship currently docked in Wasters Bay, and used to be a pit fighter, so she was very handy with a knife and good in a fight. Daowin stood up after passing on the information and request, but as he bid Torric adieu he cast a small rune on the back of his hand that would show him to be on official business.
The party retired to a local tavern that Skins had visited previously and called in on her local snoop Sticks. He greeted her warmly but was reticent with what he said until the gold began to flow. The party found out that Pascha Kale was a very dangerous individual but was indeed down at the docks. She had a good trade going in illegal drugs from Oslo with Severus Dune's eldest son.
After the final encounter of the day, the party returned to the skyship via the market and mage's guild (where Karik got the rings he had taken from Veross's fingers identified and realised that one in particular was worth a small fortune). They found that Arathea had tidied the place up and made it more habitable for humanoids and Okzar had made the working areas spotless. The ex-slaves wanted to leave but, after being told the fate of slaves and ex-slaves in this city, they decided they would stay on board until the characters had finished their quest and would then be dropped off wherever they wished.
The following morning the tax collector arrived at the docks with many men-at-arms and suggested that their presence was required by the High Council. He led the party and Arathea on a circuitous route and stopped halfway down an alleyway where the party was confronted by five dwarfs who demanded to see the owner of the skyship. Vedrick, the leader of the dwarfs and king of Greymount was taken aback when the party say that they owned it under the auspices of Okzar of Magnaroc. The rest of the dwarfs postrated themselves upon the ground.
As an honour the party invited the dwarfs on board to meet with Okzar whom they revered almost as a god - Magnaroc is a dwarf legend. The rest of the afternnon was taken up with feasting and drinking from magically refilling horns and mugs, but after a while the dwarfs had outstayed their welcome and were hustled off the ship with a promise that they could come back soon.
The party secured the skyship and headed to Wasters' Bay where they found the ship that they were looking for. They espied a woman covered in piercings with a hook for a hand giving the orders. Skins approached her to make friends but she was turned away in no uncertain terms. Seeing that the friendly approach had not worked, Rhogar moved in with a menacing air but this time the pirate queen was moved to listen, but decided she would only listen to them if Torric could sing her a song of the party's renown. He did so with flair and enthusiasm.
Pascha was so impressed that she was forthcoming with much information including the names of the noble houses that Dune was dealing with:
Regan (tied to the academy of warriors)
Serath (accused of witching and dark magic, but none of the charges stuck)
Varso (a long line of defectors to the elves)
Dune (reside outside Methredel as diplomats to the elves)
Malthor, Veross and Orsini (triumvirate of missing mages who know most about ancient history and the Diamond Sky. They are all keepers of knowledge but they disappeard about a year ago on a mission for the council).
There is a need for the drug Snuff Dust for the God of the Open Hand.
The party left Pascha with the promise that they could return the following day before dawn.
Karik returned to see his leper friends where he found out that they were worshippers of the Truth of Open Hand. The member of this sect accept The One Truth; they do not lie and tell no false truths. Karik, intrigued, became an initiate of the cult.
Torric, meanwhile, managed to get an audition at the Bards' Guild as a precursor to being able to perform at the Aer Dominicum. However, he needed to get everyone in on the act so that all could be admitted to the high council. The rest of the party decided to join in and gave a great performance but Arathea, troubled by a bunch of hecklers spoiled the show by attacking them. A bar-room brawl erupted and fists and bar stools flew everywhere. Skins loved being in the thick of it until the eldritch wizardry of Rhogar brought it to an end with the death of one of the crowd. Karik swiftly made an exit with Arathea, and Torric grabbed Skins and drew her aside whilst the guard arrived and arrested Rhogar.
Karik (Half-elf) - Sorceror
Rhogar (Dragonborn) - Warlock
Salderban (Human) - Paladin (absent)
Skins (Kobold) - Barbarian
Torric (Human) - Bard
Zook (Gnome) - Ranger (absent)
Karik wandered down to the pool and watched the lepers whilst they bathed. On closer inspection he noticed that they were not actual lepers but were malnourished and covered in sores which they tried to wash away in the waters by the Forbidden Gate. One particular member of the band of outcasts took a shine to Karik and spoke to him at length. He invited him into the healing waters, and became the first person to see the albino half-elf without his all covering outfits. Karik asked whether anyone ever passed through the gates and he was told that only criminals took the one-way trip beyond. However, with special permission from the council others occasionally passed through the portals. A recent investigation by the Templars found out something very important; an internal job. Karik thanked the leper, got dressed and left a small pile of coins for the information.
Rhogar, in the meantime, made his way to the magicians' guild where he met with a tiefling wizard. Torric visited the bards' college to gather more information and then wandered around the markets where he picked up some clothing for the ex-slaves back on the ship. When Karik began his conversation with the lepers, Salderban left the Forbidden Gate in search of the temple of the Ancients.
Whilst everyone was about their investigations, a golden sphere visited them all no matter where they were and requested their presence at Arya's Hope in the Hall of Triumph.
It took a while, but all the party eventually turned up where the golden domes requested. As the party arrived they sat at the same table with a high born noble named Daowin, a Shadow Guard of Methredel (a high-ranking Templar), who asked them to partake in a mission for the city. They were to find three missing mages last seen headed towards Magnaroc. The party admitted that they had already met with and subsequently dispatched Orsini and Veross, so only one needed to be found. Daowin suggested that the renowned pirate queen Pascha Kale, recently released from the dungeons, may hold some information. She was the captain of an unruly ship currently docked in Wasters Bay, and used to be a pit fighter, so she was very handy with a knife and good in a fight. Daowin stood up after passing on the information and request, but as he bid Torric adieu he cast a small rune on the back of his hand that would show him to be on official business.
The party retired to a local tavern that Skins had visited previously and called in on her local snoop Sticks. He greeted her warmly but was reticent with what he said until the gold began to flow. The party found out that Pascha Kale was a very dangerous individual but was indeed down at the docks. She had a good trade going in illegal drugs from Oslo with Severus Dune's eldest son.
After the final encounter of the day, the party returned to the skyship via the market and mage's guild (where Karik got the rings he had taken from Veross's fingers identified and realised that one in particular was worth a small fortune). They found that Arathea had tidied the place up and made it more habitable for humanoids and Okzar had made the working areas spotless. The ex-slaves wanted to leave but, after being told the fate of slaves and ex-slaves in this city, they decided they would stay on board until the characters had finished their quest and would then be dropped off wherever they wished.
The following morning the tax collector arrived at the docks with many men-at-arms and suggested that their presence was required by the High Council. He led the party and Arathea on a circuitous route and stopped halfway down an alleyway where the party was confronted by five dwarfs who demanded to see the owner of the skyship. Vedrick, the leader of the dwarfs and king of Greymount was taken aback when the party say that they owned it under the auspices of Okzar of Magnaroc. The rest of the dwarfs postrated themselves upon the ground.
As an honour the party invited the dwarfs on board to meet with Okzar whom they revered almost as a god - Magnaroc is a dwarf legend. The rest of the afternnon was taken up with feasting and drinking from magically refilling horns and mugs, but after a while the dwarfs had outstayed their welcome and were hustled off the ship with a promise that they could come back soon.
The party secured the skyship and headed to Wasters' Bay where they found the ship that they were looking for. They espied a woman covered in piercings with a hook for a hand giving the orders. Skins approached her to make friends but she was turned away in no uncertain terms. Seeing that the friendly approach had not worked, Rhogar moved in with a menacing air but this time the pirate queen was moved to listen, but decided she would only listen to them if Torric could sing her a song of the party's renown. He did so with flair and enthusiasm.
Pascha was so impressed that she was forthcoming with much information including the names of the noble houses that Dune was dealing with:
Regan (tied to the academy of warriors)
Serath (accused of witching and dark magic, but none of the charges stuck)
Varso (a long line of defectors to the elves)
Dune (reside outside Methredel as diplomats to the elves)
Malthor, Veross and Orsini (triumvirate of missing mages who know most about ancient history and the Diamond Sky. They are all keepers of knowledge but they disappeard about a year ago on a mission for the council).
There is a need for the drug Snuff Dust for the God of the Open Hand.
The party left Pascha with the promise that they could return the following day before dawn.
Karik returned to see his leper friends where he found out that they were worshippers of the Truth of Open Hand. The member of this sect accept The One Truth; they do not lie and tell no false truths. Karik, intrigued, became an initiate of the cult.
Torric, meanwhile, managed to get an audition at the Bards' Guild as a precursor to being able to perform at the Aer Dominicum. However, he needed to get everyone in on the act so that all could be admitted to the high council. The rest of the party decided to join in and gave a great performance but Arathea, troubled by a bunch of hecklers spoiled the show by attacking them. A bar-room brawl erupted and fists and bar stools flew everywhere. Skins loved being in the thick of it until the eldritch wizardry of Rhogar brought it to an end with the death of one of the crowd. Karik swiftly made an exit with Arathea, and Torric grabbed Skins and drew her aside whilst the guard arrived and arrested Rhogar.
Tuesday, 1 September 2015
Diamond Sky - Session 4 (12/08/15)
This week saw the return of the original paladin player, bringing the party back to its full original strength.
Karik (?) - Sorceror
Rhogar (Dragonborn) - Warlock
Salderban (Human) - Paladin
Skins (Kobold) - Barbarian
Torric (Human) - Bard
Zook (Gnome) - Ranger
Skins and Salderban led the way back into the main chamber and made straight for the walkway and exit to the skyship. Whilst Torric and Karik rounded up the remainder of the old elf's now ex-slaves the two giant constructs carried Okzar's body and guarded the party's retreat. The paladin and barbarian worked out how to operate the elevation device and so the party came face-to-face with the skyship that would get them off the Magnaroc.
The huge hangar opened out before them and the natural rock shelf led the adventurers to a ramp and onto the flying machine. The party rapidly advanced into the hold wherein they met with captain Harlott, his last remaining crewman and the rest of the ex-slaves from the Caraway. After a brief reunion and introductions the party went their separate ways throughout the ship.
Whilst Zook stayed within the forge and Skins made herself busy in the armoury the rest of the party either hunkered down for a rest or made their way to the bridge. The shaking from the erupting volcano spurred those making their way to the bridge into more haste and so they followed the plan that Karik had secured previously to ease their way.
Whilst they passed what turned out to be the power plant room they spotted behind thick glass, through a small port-hole, a solid flame being fed by blocks of jet. Karik read up on this and how it was used to propel the ship. He was dragged up to the bridge and when there he made his way straight to the only seat available. He sat in the command chair and realised through a trick of design that he had an almost 360 degree view around the ship. He realised he could control many other things from the command chair and so pulled the lever to close the loading bay ramp. He fired up the engines and more through luck than judgement glided the powerful skyship out of its birth and into the open sky.
During the next few hours, whilst the others explored the ship and rested, Karik got to learn how to pilot the advanced skyship. A few of his manoeuvres, however, did not go down well as he only very narrowly avoided some of the floating rocks and made rather too many tight turns for his companions' liking.
Salderban and Torric were able to work out that the ship was surrounded by some kind of magical force shield that stopped the crew from being battered by the elements and also allowed the ship to glide smoothly through the air. This smooth running, along with the powerful engine, meant that the skyship could travel at least three or four times faster than the fastest of sky frigates.
Whilst the party travelled through the air at unbelievable speeds, the tasks that everyone set themselves slowly came to fuition. Everybody healed from their encounters on Magnaroc, Zook began work on forging his own weaponry and Skins, messing around with the forge fire and Okzar, managed to bring the construct to halting life; but he could only sport a small beard and short crop of flame hair. The look on his face as he entered the bridge conveyed pride in his ship and happiness that the party had figured out how to pilot the flying machine.
After many hours of travel, the lookout spotted a small floating island settlement. It turned out to be a small trading settlement with many strange ships docked. The ships were identified as water gatherers; this trading settlement gathered cloud water to barter for trade goods and victuals.
The great skyship docked beside the water gatherers and the ramp was lowered. The party strode down the ramp, leaving Zook, the two fire giants and ex-slaves as guards, to be met by Elissa, an elf ranger, and her militia. The welcome party was overawed by the appearance of the adventurers, their ship and the fire giants in the hold, but held their nerve enough to escort the party to the local tavern, The Broken Drum.
The vista from the veranda of the inn was breathtaking. A grand man-made lake shone with light from the setting sun. The party put themselves at ease and caroused the night away, telling their tales of derring do to a captive audience.
The following morning, the adventurers went to the various traders and re-supplied the ship with food, drink and sleeping materials; the ship was not designed for a humanoid crew, only constructs. Elissa put her case forward for joining up with the crew on their onward journey, but the adventurers did not trust her fully and decided to go their own way. Much to her chagrin, Elissa bade the strange crew goodbye and waved them off on their journey.
After a three day flight, the skyship crew finally espied their original destination - Methredhel. The grand capital city of spires, towers and elegant stone buildings glowed in the sunlight; a truly magnificent sight. Karik steered the skyship towards the main docks. On the way in, the great ship was guided past a great carved statue of a Platinum Dragon and the Aerodrome (an outlying rock where aerosports appeared to be played). Skins saw the young people dive from a platform, plunge helter-skelter towards the clouds below and then float back to their starting point with a tail of fire. She thought this was some kind of magic so plunged over the side to see what would happen. She did not realise that each person was equipped with a jet pack on their backs and plunged ot the abyss below. Luckily she was spotted by a flier, Ace Cloud Diver, who caught her and returned her safely back on board the skyship.
After the ship had docked and the ramp lowered, the party disembarked only to be greeted by an official and his well-drilled men-at-arms. They were quickly intimidated by Zook, the fire giants and the size of the ship. What should have been a tax-taking exercise and a laying down of the law turned out to be a nervous welcome and an invite to explore the grand city.
The party split to explore the various areas of the city that interested them, and the reason they were headed to Methredhel in the forst place. Arathea, the rescued half-elf, explained that she was taken as a slave as a young girl and kept in the Aer Dominicum where the High Council abide.
Zook headed to The Burrows to look for his loved one. Skins went down to Hang Town, the seedy downtown area of Methredhel, where she was mobbed by kobolds upon her arrival. Torric, Rhoghar and Arathea made their way to the main town where they managed to sell some of the loot found in Magnaroc to buy some decent weaponry, armour and clothing for all. Karik and Salderban descended to the Forbidden Gate where they met with two suits of magical armour that guarded the way in. Hidden in the shadows, following their every move, they spotted Ace Cloud Diver.
Karik (?) - Sorceror
Rhogar (Dragonborn) - Warlock
Salderban (Human) - Paladin
Skins (Kobold) - Barbarian
Torric (Human) - Bard
Zook (Gnome) - Ranger
Skins and Salderban led the way back into the main chamber and made straight for the walkway and exit to the skyship. Whilst Torric and Karik rounded up the remainder of the old elf's now ex-slaves the two giant constructs carried Okzar's body and guarded the party's retreat. The paladin and barbarian worked out how to operate the elevation device and so the party came face-to-face with the skyship that would get them off the Magnaroc.
The huge hangar opened out before them and the natural rock shelf led the adventurers to a ramp and onto the flying machine. The party rapidly advanced into the hold wherein they met with captain Harlott, his last remaining crewman and the rest of the ex-slaves from the Caraway. After a brief reunion and introductions the party went their separate ways throughout the ship.
Whilst Zook stayed within the forge and Skins made herself busy in the armoury the rest of the party either hunkered down for a rest or made their way to the bridge. The shaking from the erupting volcano spurred those making their way to the bridge into more haste and so they followed the plan that Karik had secured previously to ease their way.
Whilst they passed what turned out to be the power plant room they spotted behind thick glass, through a small port-hole, a solid flame being fed by blocks of jet. Karik read up on this and how it was used to propel the ship. He was dragged up to the bridge and when there he made his way straight to the only seat available. He sat in the command chair and realised through a trick of design that he had an almost 360 degree view around the ship. He realised he could control many other things from the command chair and so pulled the lever to close the loading bay ramp. He fired up the engines and more through luck than judgement glided the powerful skyship out of its birth and into the open sky.
During the next few hours, whilst the others explored the ship and rested, Karik got to learn how to pilot the advanced skyship. A few of his manoeuvres, however, did not go down well as he only very narrowly avoided some of the floating rocks and made rather too many tight turns for his companions' liking.
Salderban and Torric were able to work out that the ship was surrounded by some kind of magical force shield that stopped the crew from being battered by the elements and also allowed the ship to glide smoothly through the air. This smooth running, along with the powerful engine, meant that the skyship could travel at least three or four times faster than the fastest of sky frigates.
Whilst the party travelled through the air at unbelievable speeds, the tasks that everyone set themselves slowly came to fuition. Everybody healed from their encounters on Magnaroc, Zook began work on forging his own weaponry and Skins, messing around with the forge fire and Okzar, managed to bring the construct to halting life; but he could only sport a small beard and short crop of flame hair. The look on his face as he entered the bridge conveyed pride in his ship and happiness that the party had figured out how to pilot the flying machine.
After many hours of travel, the lookout spotted a small floating island settlement. It turned out to be a small trading settlement with many strange ships docked. The ships were identified as water gatherers; this trading settlement gathered cloud water to barter for trade goods and victuals.
The great skyship docked beside the water gatherers and the ramp was lowered. The party strode down the ramp, leaving Zook, the two fire giants and ex-slaves as guards, to be met by Elissa, an elf ranger, and her militia. The welcome party was overawed by the appearance of the adventurers, their ship and the fire giants in the hold, but held their nerve enough to escort the party to the local tavern, The Broken Drum.
The vista from the veranda of the inn was breathtaking. A grand man-made lake shone with light from the setting sun. The party put themselves at ease and caroused the night away, telling their tales of derring do to a captive audience.
The following morning, the adventurers went to the various traders and re-supplied the ship with food, drink and sleeping materials; the ship was not designed for a humanoid crew, only constructs. Elissa put her case forward for joining up with the crew on their onward journey, but the adventurers did not trust her fully and decided to go their own way. Much to her chagrin, Elissa bade the strange crew goodbye and waved them off on their journey.
After a three day flight, the skyship crew finally espied their original destination - Methredhel. The grand capital city of spires, towers and elegant stone buildings glowed in the sunlight; a truly magnificent sight. Karik steered the skyship towards the main docks. On the way in, the great ship was guided past a great carved statue of a Platinum Dragon and the Aerodrome (an outlying rock where aerosports appeared to be played). Skins saw the young people dive from a platform, plunge helter-skelter towards the clouds below and then float back to their starting point with a tail of fire. She thought this was some kind of magic so plunged over the side to see what would happen. She did not realise that each person was equipped with a jet pack on their backs and plunged ot the abyss below. Luckily she was spotted by a flier, Ace Cloud Diver, who caught her and returned her safely back on board the skyship.
After the ship had docked and the ramp lowered, the party disembarked only to be greeted by an official and his well-drilled men-at-arms. They were quickly intimidated by Zook, the fire giants and the size of the ship. What should have been a tax-taking exercise and a laying down of the law turned out to be a nervous welcome and an invite to explore the grand city.
The party split to explore the various areas of the city that interested them, and the reason they were headed to Methredhel in the forst place. Arathea, the rescued half-elf, explained that she was taken as a slave as a young girl and kept in the Aer Dominicum where the High Council abide.
Zook headed to The Burrows to look for his loved one. Skins went down to Hang Town, the seedy downtown area of Methredhel, where she was mobbed by kobolds upon her arrival. Torric, Rhoghar and Arathea made their way to the main town where they managed to sell some of the loot found in Magnaroc to buy some decent weaponry, armour and clothing for all. Karik and Salderban descended to the Forbidden Gate where they met with two suits of magical armour that guarded the way in. Hidden in the shadows, following their every move, they spotted Ace Cloud Diver.
Friday, 7 August 2015
LotR Battle Report : Rohan vs Orcs
The two boys were at a loose end yesterday evening and they asked me if I would referee "the board game" as they put it. I said that I would but as time was getting on we would run the game a little differently to the usual line 'em up and charge, with the winner being the one who broke last, type of scenario. This time I decided to drop a few of the advanced rules I had introduced in the last couple of games (regarding leaders and break points) but introduce the concept of victory by objective. So, I set up a little scenario for them to play out.
Barn Busters - an orcs versus Rohan mini scenario:
A small band of Rohan warriors found out from a local shepherd that there was a very important, but sickly Orc chieftain holed up in a small barn by the local river. They were told that he only had a small body guard with him, so they decided if numbers were fairly equal then they would trust to chance and try to eliminate the chieftain thus making a telling blow agianst their enemy.
Rohan objective - get two warriors into the barn to kill the orc chieftain
Orc objective - stop the Rohan warriors from entering the barn and/or reduce the Rohan force by 50% (4 troops)
The orcs were to set up around the barn and Rohan would set up on the left side of the board. To kill the chieftain the Rohan warriors (at least two of them) had to get to the barn, stay there one turn (to open the door) and then enter the barn (thus killing the bed-bound orc chieftain).
Turn 1 - Rohan Priority
A small band of Rohan warriors advanced from the west towards their objective in a small huddle; each man nervous and wondering what might greet them at the riverside barn. Meanwhile, a small warband of orcs crouched lazily outside the barn whilst their chieftain suffered from a fever within. Once he was better, he would lead them on a path of destruction throughout the Westfold.
Turn 2 - Rohan Priority
As the goodly warriors advanced upon the barn the sharp ears of the orc lookout picked up on their steady progress and yelped the alarm. The orcs grabbed their weapons and advanced upon the Rohan stalwarts. One of the orc scouts managed to get a shot off with his bow but the shaft failed to find its mark. The rest of the orcs clashed with their hated adversaries.
Turn 3 - Orc Priority
Now that combat was joined, the orc numbers told and they began to encircle their foes. The Rohan troops put up a brave fight in the hope of breaking through their ranks and putting their chieftain to the sword. Unfortunately the two-handed axes and support of their spearmen caused grave injuries to two of the brave Rohan warriors.
Turn 4 - Rohan Priority
The broken ranks of the Rohan shield wall allowed the two archers to peel off and advance towards the barn entrance supported by a solitary swordsman. The orcs redoubled their efforts to defeat their foes but the wily Rohan captain managed to split his forces in such a way that they diverted the main force of the orc attack away from the two archers tasked with killing the orc chieftain.
With a little support on the flanks, the Rohan troops were able to keep the orcs away from their assassins. Unfortunately the heavy two-handed axes of the orcs took their toll and another Rohan warrior fell to the ground. The remnants of the shield wall put up a grim defence and were rewarded with dispatching two lowly orc warriors. The remaining orc archers attempted to stop the two Rohan scouts from breaking into the barn, but their shafts either bounced off their armour or stuck in the wooden door frame.
Turn 5 - Rohan Priority
The two Rohan archers finally broke the door down and entered the barn. It took a few moments for their eyes to adjust to the gloom within, but as soon as they saw the cot on which the orc captain lay they loosed their arrows with deadly precision and killed him where he lay.
Meanwhile, outside, the Rohan troops whooped in joy at the death screech of the orc captain and attempted to make their get away. They ran as fast as they could, dodging the deadly arrows from the orc bows, but one poor fellow could not escape the deadly kiss of a two-handed axe. He fell before he could join his comrades in the woods to the south.
Summary - a Draw
A few things could be taken from this rather short game (it lasted about 30 minutes). The boys still saw it as a kill 'em all type scenario - I had to keep reminding them of their objectives.
Nick got his two men into the barn and dispatched the (imaginary) orc chieftain; this gained him his victory point. Alex managed to slay half of Nick's force, and thus gained his victory point that way.
The orc teaming up of a two-handed weapon supported by a spearman proved to be a deadly combination. This is definitely something to think about if I play with them in the future due to their generally being inferior troops. The Rohan shields proved pretty useless as they do not provide anything extra to the troops' defence at this level (I haven't introduced the 'shielding' rules yet).
We did not use any leaders in this game, so there were to be no break points. The game was designed to have ended after 10 turns as I supected the boys would play a bit of cat and mouse whilst they attempted to manoeuvre their troops to achieve their victory conditions. It only took 5 turns of direct combat in the end, but it was a very tense 5 turns.
Barn Busters - an orcs versus Rohan mini scenario:
A small band of Rohan warriors found out from a local shepherd that there was a very important, but sickly Orc chieftain holed up in a small barn by the local river. They were told that he only had a small body guard with him, so they decided if numbers were fairly equal then they would trust to chance and try to eliminate the chieftain thus making a telling blow agianst their enemy.
Rohan objective - get two warriors into the barn to kill the orc chieftain
Orc objective - stop the Rohan warriors from entering the barn and/or reduce the Rohan force by 50% (4 troops)
The orcs were to set up around the barn and Rohan would set up on the left side of the board. To kill the chieftain the Rohan warriors (at least two of them) had to get to the barn, stay there one turn (to open the door) and then enter the barn (thus killing the bed-bound orc chieftain).
Turn 1 - Rohan Priority
A small band of Rohan warriors advanced from the west towards their objective in a small huddle; each man nervous and wondering what might greet them at the riverside barn. Meanwhile, a small warband of orcs crouched lazily outside the barn whilst their chieftain suffered from a fever within. Once he was better, he would lead them on a path of destruction throughout the Westfold.
Turn 2 - Rohan Priority
As the goodly warriors advanced upon the barn the sharp ears of the orc lookout picked up on their steady progress and yelped the alarm. The orcs grabbed their weapons and advanced upon the Rohan stalwarts. One of the orc scouts managed to get a shot off with his bow but the shaft failed to find its mark. The rest of the orcs clashed with their hated adversaries.
Turn 3 - Orc Priority
Now that combat was joined, the orc numbers told and they began to encircle their foes. The Rohan troops put up a brave fight in the hope of breaking through their ranks and putting their chieftain to the sword. Unfortunately the two-handed axes and support of their spearmen caused grave injuries to two of the brave Rohan warriors.
Turn 4 - Rohan Priority
The broken ranks of the Rohan shield wall allowed the two archers to peel off and advance towards the barn entrance supported by a solitary swordsman. The orcs redoubled their efforts to defeat their foes but the wily Rohan captain managed to split his forces in such a way that they diverted the main force of the orc attack away from the two archers tasked with killing the orc chieftain.
With a little support on the flanks, the Rohan troops were able to keep the orcs away from their assassins. Unfortunately the heavy two-handed axes of the orcs took their toll and another Rohan warrior fell to the ground. The remnants of the shield wall put up a grim defence and were rewarded with dispatching two lowly orc warriors. The remaining orc archers attempted to stop the two Rohan scouts from breaking into the barn, but their shafts either bounced off their armour or stuck in the wooden door frame.
Turn 5 - Rohan Priority
The two Rohan archers finally broke the door down and entered the barn. It took a few moments for their eyes to adjust to the gloom within, but as soon as they saw the cot on which the orc captain lay they loosed their arrows with deadly precision and killed him where he lay.
Meanwhile, outside, the Rohan troops whooped in joy at the death screech of the orc captain and attempted to make their get away. They ran as fast as they could, dodging the deadly arrows from the orc bows, but one poor fellow could not escape the deadly kiss of a two-handed axe. He fell before he could join his comrades in the woods to the south.
Summary - a Draw
A few things could be taken from this rather short game (it lasted about 30 minutes). The boys still saw it as a kill 'em all type scenario - I had to keep reminding them of their objectives.
Nick got his two men into the barn and dispatched the (imaginary) orc chieftain; this gained him his victory point. Alex managed to slay half of Nick's force, and thus gained his victory point that way.
The orc teaming up of a two-handed weapon supported by a spearman proved to be a deadly combination. This is definitely something to think about if I play with them in the future due to their generally being inferior troops. The Rohan shields proved pretty useless as they do not provide anything extra to the troops' defence at this level (I haven't introduced the 'shielding' rules yet).
We did not use any leaders in this game, so there were to be no break points. The game was designed to have ended after 10 turns as I supected the boys would play a bit of cat and mouse whilst they attempted to manoeuvre their troops to achieve their victory conditions. It only took 5 turns of direct combat in the end, but it was a very tense 5 turns.
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