Monday, June 15, 2009

The Battle of Prescott's Mill - Day 2: Part 1

The following is a battle report of a 10mm American Civil War game I played recently using a set of rules called Field of Battle. You can read the battle report for Day 1 of the battle here, and a story write-up of the the first day here.

Any comments on the rules mechanics that need mentioning I will place in italics, to separate them from the descriptions of the action. The rules result in a fair amount of randomness and uncertainty in how your units act and react. This allows the imagination to fill in reasons for units whose actions are particularly impressive or particularly unimpressive, even though these reasons aren't specifically spelled out in the rules. This is an aspect of the rules that I like, and my descriptions of the battle will include a fair amount of invented explanation for events that were really the result of some particularly lucky or unlucky rolling.

Monday, June 8, 2009

5th Texas Infantry

Last week I finished painting my third unit of 10mm GHQ Confederate Infantry figures. These are meant to represent the 5th Texas. I used mostly the same method as the previous infantry units, which you can see here, with the following exceptions.

First, I used a greater variety of colors on the pants in order to make them look a little more ragged. I alternated between several pant colors: Snakebite Leather, Beastial Brown, Shadow Grey, Fortress Grey, and a light blue-grey color I don't know they name of. Second, these figures are in a marching pose, and are wearing backpacks and blanket rolls. The backpacks I painted Dark Flesh with Bleached Bone straps. The blankets I did in a mix of Snakebite Leather, Shadow Grey, and Fortress Grey. I also again hand painted the Texas flag. For this unit, I inked them all with brown ink, except for the Colonel who I used black ink on.

Monday, June 1, 2009

Inquisitor House Rules

The following are some house rules my gaming group used when we played a few Inquisitor campaigns. Some of these rules we came up with ourselves, others we found and compiled. Let me know if you have any good house rules you've used in your Inquisitor games.

SHOOTING
Semi-auto shooting
Rather than -10% per shot, the penalty for firing on semi auto is the weapon’s weight. Each shot fired below the maximum reduces the penalty by 10, to a minimum of -10. Plasma weapons firing in the semi(2) mode are an exception and follow the normal rules (-20 to hit).

Auto shooting
Apply modifiers for distance, aiming, and movement to character’s BS and then divide the result by 4. Add +5% for each additional target above one in the target group. This is the required to hit roll for all the shots. Divide shots equally amongst the targets in the group, then roll to hit.

Pistols
A pistol that is being held in both hands counts as a rested weapon when fired (+10 to hit).

Pinning
-10 semi-auto fire
-20 full auto fire
-10 loud weapons (bolters, stubber, revolver, shotgun, etc.)
-20 flame weapons
-10 heavy weapons

Any characters, friend or foe, within 3 yards of the character being shot at must also test for pinning with all the same modifiers.

Shotguns and stubbers
Shotguns, sawn off shotguns, and pump action combat shotguns do 2D6+4 damage rather than 2D6+2. In addition, shotguns firing normal rounds count double damage for knockback. However, at ranges above 20 yards they do 1 less damage per 2 yards over 20. The pump action shotgun loses its semi (3) mode. The Automatic Combat Shotgun is single/semi (2/3).

Stub guns have range E, not F.

Basic weapons fired in one hand
Characters can only fire basic weapons in one hand if their strength in that arm is greater than or equal to the weapon’s weight. Characters firing a basic weapon in one hand suffer an extra -20 to hit penalty, unless their strength in that arm is double the weapon's weight.

CLOSE COMBAT
Dodging
Try using Initiative instead of Weapon Skill for dodging. Do not add the +20 from the rulebook; instead add +1 per point of WS over 50, up to a maximum of +20.

When doing an “advance and attack” action in close combat, the attacker adds +10 to hit.

Weapon Reach
Weapon Reach does not count when parrying - only when rolling to hit.

Using two weapons
If you have two weapons and manage to counter attack after parrying with only one of them, you can use the other to make the counter. If you do this, your opponent suffers -20 to parry or dodge. If they have two weapons as well they can parry the counter with the one they didn’t use for the initial attack, in which case they do not suffer the penalty.

Blunt Close Combat Weapons
Blunt weapons (rifle buts, unarmed attacks, staffs, etc.) can’t do more than the third level of damage to any location.

INJURIES AND RECOVERY
Hit location
Characters are not allowed to make placed shots to the groin.
Do not add the +20 to the location roll when in close combat.

Leg wounds
The penalty for a Heavy leg wound is -1 to movement rates and -10 to Dodge in Close Combat, rather than -1 Speed.

Fatal Damage
If a hit inflicts an amount of damage (after armor deductions) equal to half a character's Toughness, that's Fatal Damage. What this means is that the location has been absolutely blown apart or ripped to shreds by the hit.

If it's the head you're dead anyway so it doesn't matter (although you can imagine the head is severed and sent flying somewhere); if it's the groin, you're bleeding VERY badly and so add 2D6 to your injury total per recovery phase instead of D3; if it's the chest or abdomen; you're dead; and if it's a limb, the limb is torn off. Also, because your injury total is now equal to half your Toughness, you'll always suffer system shock too.

Recovery
A character only tests for recovery at the end of a turn in which he was wounded (had points added to his injury total).

When performing recovery actions, a character can only heal a location injury down to one level below the highest level it has been at in the current battle. Location injury levels that the character started the battle with can’t be healed during the battle. A character must have their hands free to perform a recovery action.

The character must spend at least an entire turn performing the recovery action. For each action they successfully roll above the first they add +10 to their toughness for the recovery test. For each level of injury they have above the first in the location they are trying to heal, they get –10 to their toughness for the recovery test. If failed, the location cannot be healed this battle. Rolls of 96-100 always fail.

If they pass the recovery test, they location they were healing recovers on injury level. The character also subtracts 2D3 from their injury total (+1 for each full 10 pts of toughness over 50, +1 for each level of injury above light that the location had).


MISCELLANEOUS
Encumbrance
A character can carry a certain amount of equipment before their performance is impaired. The amount a character can carry (their Encumbrance value) is equal to their strength x 2, after all modifiers. Add up the weight of all the weapons and equipment carried. Close combat weapons count as having a weight of five times their reach. Chain weapons and power weapons double this. A character’s armor weighs one per point of armor they have. All other equipment without a specified weight is treated as having a weight of five.

The total weight of a character’s equipment is compared to their Encumbrance value. If their weight is less than or equal, it has no effect. If the weight is up to 25 points higher, the character is at –10 to their initiative. For every further 25 points, or part, that their equipment is more than their encumbrance value, the character is at a further –10 to their initiative and reduces all movement rates by one yard. No model may carry more than twice their Encumbrance value.

The Psi-Track power
The psyker can only initiate a Track on someone they have detected by some means (including the Detection psychic power).

Primitive weapons
Knives and bayonets do D10 damage instead of D6.
Where the primitive weapon chart lists a D3 for damage, call it a D6; however, armor counts double against them (heavy clothing = 4, flak = 6, mesh = 8 etc.).

Knockback
A quick one: hits to the arms count half damage for knockback.

Characteristic advancement
When you do something in a game you have a chance of getting better at it. This is handled by comparing what you did in the game to the criteria for advancement; if you did that thing, you can make a characteristic test to determine if you improve at it. The criteria are as follows:

Characteristic - Criteria
Weapon Skill - Made a critical Close Combat attack
Ballistic Skill - Hit with a placed shot
Initiative - Performed amazingly well in the battle
Willpower - Successfully cast or dispelled several psychic powers
Nerve - Passed many pinning tests
Leadership - Achieved a scenario objective

You make a characteristic test by rolling a D100: if you score over your current skill in that characteristic, you improve; add +1% to that stat (the better you are, the less there is left to learn).

Talented characters
Some characters are simply more gifted than other people. For this reason, here's a rule for talented characters.

When creating the character you can opt to check to see if the character has any innate ability in a given area. Each of the stats that can be improved with experience (WS, BS, I, Wp, Nv, Ld) has a 10% chance of being an area that that character has the potential to excel in. If a character has a talent for a particular stat, roll 2D10; the result is the bonus the character receives when making experience tests for that stat. This means they should both improve more quickly and reach a higher total ability than characters who aren't talented in that area (the 2D10 roll represents the extent of their talent).

You can record this in the Campaign Notes section of the WD261 campaign character sheet; for example, if you'd got talents in Ballistic Skill and Nerve, you could write "Talents: Marksmanship (12), Courage (8)".

TALENTS
Astropath
Astro-telepaths are blind, but posess an uncanny psychic sense of location and have the ability to feel the very souls of others. For most purposes Astropaths count as fully sighted, with the following exceptions:
Astropaths have a 360 degree sight arc for the purposes of awareness. When taking vision-based awareness tests, use the astropath's Willpower characteristic rather than their Initiative; the stronger the astropath, the more likely they are to sense the presence of others.

Note that because this ability partially relies on sensing the environment as well as the life-force of other characters, Astropaths do suffer a modifier for covered locations although it is reduced to -2 per location covered, rather than -5. Characters who would be completely out of sight behind an obstacle cannot be detected in this way. The modifiers for movement and environmental conditions do not apply; other modifiers apply as normal.

Automaton
We devised this ability for things like robots and mind-wiped servitors, who would be slow and ponderous but unlikely to be suddenly distracted. The character (or robot, or cyborg etc.) halves their Speed, but automatically passes all their action rolls. This makes Automatons very predictable, which can be a benefit for their controllers but is also handy for the their opponents!

Brawler
The character is adept at street fighting, dirty tricks and the impromptu use of makeshift weaponry. A Brawler inflicts +D3 damage with unarmed and improvised attacks, including knuckledusters and gauntlets (for a total damage of 2D3 plus any weapon and Strength bonuses).

Hipshooting
A modification of an existing skill, this one. Hipshooting is a bit weird because, although it's possible for a character to be good at shooting on the move, surely they would never be quite as effective as when shooting standing still?

For this reason we tend to say that Hipshooting, rather than completely negating the movement penalty, changes it from -5% per yard moved to -1% per yard. In this way the character with the skill has a big bonus, but it's still slightly to their advantage to stay still.

Jump Up
The character is very agile and can spring to their feet with a quick flip or roll. If the character is prone and not stunned at the start of his turn, he can stand without using an action if he passes an Initiative test.

Stealth
The character is used to moving silently and making the best use of cover to stay out of sight. Other characters halve the range at which they can hear a character with this ability moving if they are walking or sneaking. Sneaking is not a Risky action for characters with Stealth. Vision bonuses for movement are halved, and penalties for covered locations are doubled.

Monday, May 25, 2009

6 Months of Adventures in Miniature Gaming

Today, the 25th of May, marks the 6 month anniversary of the start of this blog. November 25th, 2008 was the date of my first post. To mark the occasion, I thought I'd write a little retrospective, looking back on what I've accomplished in the hobby in the past 6 months, and highlighting some of the notable blog posts I've made.

Many of my early posts were mostly pictures of miniatures I had previously painted. Some for Warhammer Fantasy:
Vampire Counts Army
Vampire Counts Grave Guard
Empire Cannon and Crew
Empire Master Engineer
Empire Handgunners
Vampire Counts Fell Bats
Vampire Counts Ghouls
Warhammer Fantasy Terrain

And some for Warhammer 40,000:
Tyranid Army
Tyranid Gargoyles
Thousand Sons
Chaos Space Marine Vehicles

The most significant development in my miniature gaming hobby in the past six months was getting into historical miniature gaming. I had never gotten into the historical side of the miniature gaming hobby before, having mostly played Games Workshop games, so it was completely new to me. To help other people who are interested in historical gaming but don't know where to start, I chronicled my initial investigations into this new area in a three part post:
My Introduction to Historical Wargaming: Part 1
My Introduction to Historical Wargaming: Part 2
My Introduction to Historical Wargaming: Part 3

Over the following few months, I started painting up 10mm Union and Confederate American Civil War forces. Since then, I have finished 5 regiments of infantry, one regiment of cavalry, both a mounted version and a dismounted version, a battery of heavy artillery, and some command stands for the Union force, and two infantry regiments for the Confederate force. I posted pictures of all of them as they were completed.
Union Infantry Brigade
Union Heavy Artillery Battery
Union Division Command Stand
Union Dismounted Cavalry Regiment
Union Cavalry Brigade Command
Confederate Infantry Regiment

Along the way, I already wrote up several helpful painting tutorials on how I went about painting my 10mm Civil War miniatures.
Painting 10mm Union Cavalry Horses
Painting 10mm Union Cavalry Riders
Painting 10mm Confederate Infantry

After mostly finishing the Union forces, I got to play my first historical miniatures wargame, using a set of rules called Field of Battle. I took plenty of pictures, and wrote up a battle report for it. Also, my opponent in the game wrote up a great fictional account of the battle.
Battle of Prescott's Mill - Battle Report
Battle of Prescott's Mill - Story

As a minor diversion from all the American Civil War stuff I was working on, I spent a little time dabbling in 10mm Great War/World War One miniatures. I wrote a review of the Warhammer Historical Great War rules, a review (with plenty of pictures) of Pendraken's line of 10mm Great War miniatures, and a couple of painting tutorials, one for British and one for Germans.
Great War Posts

I also tried my hand at making some terrain that would work for my 10mm miniatures. I hadn't done much in the way of terrain making before, so my attempts at creating rocky features and custom hills were definitely a learning experience.
Terrain Making

In the past few months, I have also been posting the storylines and battle reports from a couple of campaigns I participated in previously that were a lot of fun. The Attraignnor IV Campaign, a Warhammer 40,000 campaign pitting Chaos Space Marines against Tau in the battered ruins of a planetary capitol city, and the Warhammer Fantasy worldwide Nemesis Crown campaign.
Attraignnor IV Campaign
Nemesis Crown Campaign

Looking back on it, I think it's not a bad start for my blog. Over 60 posts in 6 months. And I got a lot accomplished on my 10mm American Civil War project, while still working on some other interesting things. I hope you have all enjoyed the posts so far, and found some of them useful and entertaining. If you have any suggestions on what you'd like to read about on my blog or how I could make it better, don't hesitate to leave a comment and let me know. I'll try to make the next 6 months of posts even better.

Nemesis Crown Campaign: Battle 9

High Elves
After the losing battle to slow the undead horde, Cilliriel's vastly diminished army retreated back to the Vragthar's Monolith region to regroup. His detachment of Phoenix Guard, which was tasked with keeping watch on the Ork Waaagh gaining power in the area, reported a large influx of orks joining the Shaman. Sliver Helm Commander Asurai Durnal of Sylvanus immediately took his personal retinue to the fore. As Experienced Battle Mages were becoming scarce, the army was forced to go without any magical assistance. They came upon the orks in a heavily forested area, and Commander Durnal quickly formed up his line. A strategic feint forced the orks to show their hand as they charged forward. Durnal lost sight of his army as he and his personal retinue of Silver Helms rode into the forest, the magic of their banner filling the steeds with the drive of the Father of Horses, to whom terrain meant nothing, cutting off the flank attack of the Wolf Riders. Seeing this charge, so much like the Heroes of Old, was too much for the little goblins, which fled the battle in terror, never looking back. Asurai regrouped his men to an awful sight. His line was not just broken, it was decimated. A single unit of Black Orks had defeated three blocks of elven spearmen, and the other orks were already turning back, thinking the battle over. Asurai and his men charged. They charged like never before. They charged like the Heroes of Old. The orks were nothing before them. Even the black orks, with a cunning counter charge, could not hold. In the wake of the Silver Helm’s fury, not a single ork in sight was left alive. The battle was won. The Waaagh was decimated, but the losses were great. The battle will stay in the survivors’ minds as one of the bloodiest ever fought. Khaine is surely happy this day…

Orcs
‘Dem pointies musta got da’ best of us dis time. Urgwart woke up to da stench of dead boyz. ‘Dem pointies cheated and got behind us somehow. Leave it to gobbos to run instead of watch’in our backs. We didn’t let’em go widdout ‘urtin’em though. ‘Dem black orcs ‘dat got togevver wiff us were strong! Dem boyz went charg’in right down the field and into dem pointies. Urgwart helped’em a bit wit somma Mork’s power. Dey made the pointies look like gobbos da way dey ran! Urgwart was a bit too proud of dat, cuz me was fink’in we won da fight. Then, dem pointies on horsies came tunder’in from da trees. Dey ran right over me and da boyz, and one of’em even poked me. Da’ last ting Urgwart ‘members is gett’in tramppled by horsies. Mork’s gotta have big plans for Urgwart, cuz me tinks I should’a been stink’in up da forest like all the ‘utter dead boyz. Da world betta look out, cuz Urgwart may be ‘urtin, but e’ain’t dead! Waaagh Urgwart is just start’in! WAAAAAAAAAGGGGHHHHHH!!!!!!!!!!!!!!!

Monday, May 18, 2009

Nemesis Crown Campaign: Battle 8

Vampire Counts
Byron was able to escape the previous attack on him and meet back up with his new master, the necromancer known only as "The Butcher of Bergendorf". Byron made his way to the Butcher's secret lair in an old decrepit and abandoned coaching inn to continue his training in the necromantic arts. Unknown to him, a scouting party from the high elf army he previously defeated had managed to come across the Butcher's necromantic host and find his hideout.

Shortly after Byron arrived, an elven army showed up to avenge their fallen brethren. The Butcher gathered his undead hosts to repel the attack. The Elves brought several bolt throwers and several chariots, as well as many large blocks of troops. But they could not compete with the magical mastery attained by The Butcher and his two apprentices, as they raised zombies and magically moved their soldiers at will.

The bolt thrower crews were mostly killed or chased off by a pack of ghosts who descended upon them with unnatural speed. The remaining bolt thrower crew was killed by giant fell bats, but not before a lucky shot destroyed most of the unit of black knights led by the powerful wight lord with his ancient magic sword. What little remained of the unit was surrounded and overwhelmed in combat by a block of elven spearmen, and the power of the magic animating the wight lord was broken. As he was surrounded, his corpse simply fell limp to the ground, perhaps to be re-animated again in the future.

The Elven chariots were destroyed or chased off. Eventually the two Elven mages were run down by zombies and dire wolves, presumably to be devoured. The Elves still had many solid troops remaining, but their time had run out. With night beginning to fall, the Elves had to withdraw, for facing the undead horde at night when their strength was greatest would be foolish.

The Elves had suffered relatively few casualties, but with no war machines, chariots, or magical support, they would be unable to mount a serious offensive against The Butcher's forces. This should leave Byron plenty of time undisturbed to learn from The Butcher and improve his necromantic skills.


High Elves
Cilliriel's army retreated from the battlefield. The necromancers had once again evaded them. The undead horde proved too plentiful to break through and the loss of his mages proved to be the killing blow on the elves' hopes for victory. It was with a heavy heart that the order for retreat was given, but elven lives are too precious a commodity to waste on these battlefields in the old world... the time for revenge shall come.

Monday, May 11, 2009

Nemesis Crown Campaign: Battle 7

Beastmen
The herd had been broken, Banedrom defeated. The deadlings proved to be too numerous and when aided by the necromantic magics, crushed a large war herd. A particularly brutal Wargor called Khargar seizes a small warband and begin the hunt. The shaman called Gharnok agreed to bestoy the gifts of Khaos and even the ancient dragon ogres have agreed to help destroy the deadlings.

The foul stench was not hard to pick up as the very earth reeked of undeath. The small raiding party happens upon a necromancer and his minions. As a storm rages in the distance and the reek of undeath fill his muzzle, Khargar is reminded of the frustration felt in the last battle against the deadlings. A moment of intense rage overcomes him as he lets out a desperate roar and charges. Joining the ranks of the bestigors, they march towards the armored deadlings.

The unruly herd, maddened by the reek of death, charge a small building filled with the living fiends only to leave when tempted by their dark hounds. The centigors, much more eager to charge the black knights after a glorious binge of wine and ale, let loose a fearsome and foolishly optimistic charge…

After watching the centigors get crushed by the black knights, Khargar stops his Bestigor herd and awaits the charge. The black knights turn and launch a charge. A chill runs down his spine as Khargar hears a whisper. This was no deadling. A wicked blood drinker this was. Surprised, Khargar does not stand a chance and is swiftly dispatched by the vampire. However, the bestigors would hold. though the dark knights were fearsome, the bestigors would prove earn their favor from the dark Gods.

Enraged by their blunderous appearance in this accursed herd’s previous battle, the mighty dragon ogres choose their target. Awakened by the storm to be insulted by the beastmen, the undead would feel the rage of the centuries. Leading a crushing charge against the armored deadlings, the dragon ogres smash into the undead with a series of bone crushing swings. They fail to notice the bestigors, who have smashed through the black knights, have charged the same target in its flank. The combination was devastating.

The bestigors raise their banner and let loose a hideous slew of bray and snarls, cursing the undead horde and it’s foul stench. The remaining wolves and bats flee into the woods as the necromancer summons rotting guardians to escort him from the battlefield.


Vampire Counts
After defeating and driving off the Beastman horde, most of Byron's army went on ahead while he stuck around to search the area for the elusive prize. Unfortunately, the remnants of the beastman army returned for revenge! Byron was caught off guard with only a small contingent to guard him. But the beastmen had the aid of several massive dragon ogres! Having been humiliated and assaulted previously, both by their own drunken allies and the enemy's necromantic magic, the dragon ogres were back for vengeance. Their fury could not be stopped, and there was nothing in Byron's small contingent that could stand in the face of their furious onslaught. Black knights charged the beastman bestigors, and despite taking out the enemy general, they were unable to break the unusually resolute beastmen and were eventually defeated. The wights there to guard Byron were all destroyed by raging dragon ogres and the bestigors. Luckily, Byron himself managed to survive and escape. He must now make his way through the dangerous forests without any protection to meet back up with the bulk of his army. Hopefully things will be going better for them.