Wednesday, March 5, 2014

Dark Corridors - Palasé Dungeon Crawl 2014

Once again, I journeyed to 7th Dimension Games for another of Bob Fanelli's games. This time Bob was running a dungeon crawl. The story as Bob related to we players was that a new level of the infamous Palasé Dungeon had been discovered, and a number of different groups had taken an interest in plundering its dangerous depths. Most important was the uncovering of facts that this level of the dungeon contained four priceless gems that would make any one who found it rich beyond their wildest imaginations.


We certainly had a lot of adventurers to chose from!


This was a group of priests of the Order of the Bull, a group of religious fanatics whose secondary objective was to find and destroy any heretical objects found in the dungeon.


This group was Senator Rudiger's Contingent, comprised of the Senator himself (in the poofy, feathered hat), some of his personal guard, and a dwarf wizard. 


This was my group, the Elderburg Expedition, a band of dwarves who came for the plunder!


This was the Baron's Men, a group of thugs hired by the local Baron to explore the dungeon. 


The Baron had also hired some professionals to work alongside his men in the form of Lady Clothilde's Service, a group of shadowy assassins. 


The last, and most exotic group was an exploratory band of Al Shamrdal's Northern Combine, whose numbers included a rather small giant!


It didn't take long for the assassins to have a run in with some of the dungeon's denizens - a horde of goblins came screaming out of the darkness, and a spider horde crawled out of the nearby structure!


A hastily cast fireball from the assassins' mage wiped out all but on of the goblins - and managed to kill the mage and two of his allies as well! The spider horde was then quickly dealt with.


The senator and his men stumbled across some sort of necromantic ritual.


The Baron's men, on the other hand, found a room that suddenly ended by plunging into a deep, dark crevasse. They quickly decided against checking the darkness and backed out of the room.


The dwarves, having barely escaped from a trap - involving a massive spiked ball and a strange indent on the floor - with a lucky Plot Card, began to explore the catacombs of the dungon. 


The Northern Combine group cautiously enters the dungeon proper, avoiding the area awash with burnt goblin and human chunks. 


Rudigard lost half of his men in clearing out the evil church. Well, two of those men were killed by the dwarf mage's fireball, but at least they found plenty of treasure and a magic sword to compensate!


The magic sword was immediately put to good use in skewering the remaining banshees whom the fireball hadn't hit.


The holymen had decided, for the moment, to avoid the imposing doorway and strange floor and ventured further into the dungeon.


The Baron's men were attacked from behind by a pair of Carrion Crawlers that had, er, crawled out of the cavern after smelling fresh meat. Combat ensued!


The dwarves continue to rummage through the catacombs. 


The Northern Combine group was suddenly set upon from above by Darkmantles! The nasty creatures failed to hit anyone, so the adventurers merely walked right past the monsters instead of fighting them. The wee beasties were rightly confused.


Continued rummaging. 


Combat continued with the Carrion Crawlers. The thief, Lupin, was paralyzed and soon killed and one of the monsters made a snack out of him. 


Having heard a commotion deeper in the dungeon (the fight involving the Senator and his men), the fanatics decided to head back to the previous room. One of the priests, noticing a lever, failed a Will Check and yanked down on the lever, opening the large doors. Inside was a large room with a grotesque statue at the opposite end. As the men entered, the room dimmed, and gas began to issue forth from the statue. Something was being summoned...


A demon! A... rather small and frail looking demon. Huh.


A fight ensued, and the demon proved it wasn't such a pushover as it looked to be. First summoning a magical darkness that the torchbearer's light couldn't pierce, it slew two of the fanatics in quick succession. The priests went down fighting, however, and one managed to squish the demon with his flail before perishing. 

The room brightened with the demon's death, and the fanatics found two very expensive paintings hanging up on the walls, which they decided to take.


The Northern Combine continued to delve further into the dungeon. The man taking up the rear suddenly found an arrow lodged in his back, accompanied by high-pitched cackling. 


The last goblin that had survived the fireball in the beginning of the game was back! He had fired his arrow through a small murder-hole neatly concealed in the wall. 


Not satisfied with his haul so far, the Senator ordered his remaining guard to continue searching the dark cathedral. The Senator took the mage with him to explore other rooms.


The Baron's men finally managed to kill one of the Carrion Crawlers! Noticing that the other monster was two busy feasting on Lupin's corpse, they beat a hasty retreat across the cavern...


Where they found the remnant of Lady Clothilde's Service. Nominal allies kept an eye on each other in the flickering torchlight.


Turning a corner, the Northern Combine giant suddenly found himself face to jello with a Gelatinous Cube! Quick reflexes kept the giant from being sucked in, and the Combine men also retreated back down the hallway.


Senator's Rudiger's remaining guard must have been a thief in a past life, as he found a small fortune of gold and a priceless statuette in no time at all. Unfortunately, he must not have been a very good thief, as a small cloak-wearing rat pilfered the statuette from the guard and was gone without a trace. 


The dwarves discovered a coffin in one of the catacombs. The dwarf thief had a bad feeling in his guts, and decided to check the coffin. Sure enough, it was trapped. The thief disarmed the gas trap and discovered a rather valuable heathen relic - something the Order of the Bull would love to get their hands on.


Good luck quickly soured when a swarm of Stirges swarmed up and out of the floor of the tomb. They began to attach themselves to the flailing dwarves, sucking their blood out and doing damage. The dwarves eventually managed to defeat the monsters, but not before taking a good chunk of damage.


The Combine group continued to be chased, albeit slowly, by the Gelatinous Cube.


What remained of the assassins were suddenly set upon by metal monstrosities. They managed to fight off the constructs, but lost another group member in the process. 


The Baron's hired group went further into the dungeon. The first man to walk into the room was skewered by spikes that erupted from the ground. Passing their pin-cushioned companion, the others found a room with statues that had switches on them. Turning one on, the statue immediately began to belch forth a stream of green ooze. 


Now this part will take a bit of an explanation. By way of the dungeon's hidden doors and twisting passages, the Order of the Bull, the Elderburg Expedition, and the remnants of Senator Rudiger's contingent all found themselves in the same area. Using an Invisibility Cloak he had found earlier, Rudiger attempted to sneak past the fanatics - and failed to do so, bumping into them and causing quite a commotion. 

I decided it was the perfect moment to break out a Scroll of Accurate Fireball that my leader had, and she tossed it into the mass of humans. Another players Plot Twist caused the fireball to deviate a little, but my dwarves remained untouched. Rudiger lost his last guard, but all of the fanatics were killed apart from the leader. 

Righteously incensed by the attack, the fanatic leader charged into the dwarves, killing three of them in close combat! 


Senator Rudiger decided to beat a hasty retreat. His flight was secretly observed by the members of the Northern Combine, who could peer through the fake wall. 


The Order of the Bull's remaining priest crushed another of the dwarves with his flail, but finally fell to the axe of the last dwarf. The last living member of the Elderburg Expedition gathered the treasure of both his group and the Order of the Bull - sans the paintings, which had been set alight by the fireball - and exited the dungeon.

Thus ended my involvement in the game. Before leaving, however, I took a couple more pictures of what was going on elsewhere in the dungeon. 


The Baron's thugs had descended further into the dungeon, pursued by some sort of ooze monster, into a room painted with watching eyes. Green ooze dripped from the ceiling into the center of the room. Unbeknownst to the group, the last goblin was activating more of the ooze-spewing statues in the room above...


Meanwhile, the Northern Combine, crossing over a small pond, was suddenly set upon by a horror from the deep!

Once again, Bob ran a fantastic game as the Game Master (GM). The scenery was amazing - my heart skips a beat whenever I think about the amount of money this resin dungeon must be worth! I also enjoyed Bob's use of the Pathfinder/Paizo Plot Twist cards, since they can turn a situation around rather quickly. The treasure assignment was mostly random - Bob had specifically placed special items in certain rooms.

I'm again looking forward to his next game, hopefully some time in early April. 

Wednesday, February 26, 2014

My Very First Tournament - X-Wing Tournament AAR

This past weekend, I attended a X-Wing Store Championship tournament. While only have played a single game of X-Wing before - and having never played in a minature wargaming tournament - I decided to jump right in.

I took an Imperial list with a total of 5 ships:
TIE Advanced X1
-Darth Vader
-Cluster Missiles
-Marksmanship
-Engine Upgrade
TIE Fighter
-Howlrunner
-Swarm Tactics
TIE Fighter
-Black Squadron Pilot
-Draw Their Fire
TIE Fighter
-Academy Pilot
TIE Fighter
-Academy Pilot

My plan, such as it was, was to have the 4 TIE Fighters in a group that was tight enough to be effected by Howlrunner's ability (to re-roll a single attack die in combat) and Swarm Tactics. Vader was tough and fast enough - I figured, at least - to go on his own. Marksmanship and Cluster Missiles make a potent combination, especially with Vader's pilot skill of 9. 

I would have liked to have taken more pictures, but since we were playing limited rounds, I didn't want to risk wasting time. Maybe next time!


My first opponent was Matt. He told me he had played plenty of games back when Wave 2 was new, then dropped off. He was playing in the Top 4 round when I left after my games were over, so it seems like he shook the rust off pretty well!

Matt had a Lambda Shuttle and 3 TIE Bombers. He used the Shuttle to make and pass on targets locks, which the Bombers could then make use of. I did manage to knock out the Shuttle with Vader firing his Missile with Marksmanship active, but Matt's Bombers remained relatively untouched, and we timed out with a win for Matt. 


My second game was against Shaun, who took a X-Wing, a Y-Wing, and a B-Wing. This was the game in which I realized just how much of a pain asteroids could be. I actually managed to kill Howlrunner all by myself by bouncing him back and forth between a pair of asteroids due to a K-Turn and some very terrible dice rolling. In fact, I think I may have caused more damage to myself through collisions with asteroids than Shaun did!

This was another loss for me, but it was a much closer game - it came down to a single TIE Fighter against the X-Wing, and we might have duked it out to the end if the round hadn't timed out. 


My final opponent was Andy. He had a bit of everything as a Rebel player: a X-Wing, Y-Wing, A-Wing, and a HWK-290 (acting as the Moldy Crow). Once again, asteroids played a major part, with both Andy and I having to deal with multiple collisions in several turns. I even managed to cause a massive pile-up with my TIE Fighters after a miscalculation with their movement speeds. Well, new player and all that.

This was probably my favorite game of the day - it certainly went back and forth. It appeared at first to be in Andy's favor when he launched a concussion missile into the middle of my TIE Fighter cluster, killing an Academy pilot and putting a point of damage on the others. It swung back into my favor as each Rebel ship fell - first the A-Wing, then the Y-Wing, and finally the Red Squadron pilot in the X-Wing. In return I lost most my Fighters until I had only the Black Squadron pilot and Vader left.

A close collision with an asteroid left Vader stunned, however, and he was vaped by Kyle Katarn. The 360-degree Blaster Turret on the Moldy Crow tracked my last TIE Fighter and, no matter how much I juked and weaved, my Agility Dice couldn't hold out. Andy got a solid win against me.

So, three losses. But I can't complain - not only did I get to play, I met a great group of fellow X-Wings players!

The list itself was decent. Vader's a badass on his own - the Marksmanship/Cluster Missiles combo can do some real damage, and giving him the Engine Upgrade makes his version of the TIE-Advanced even faster. Howlrunner's pretty decent in the thick of a TIE swarm, but the Black Squadron pilot with Draw Their Fire was wasted as Howl died always died from normal damage. In the future I could drop the Black Squadron pilot down to an Academy pilot an give Howl and upgrade to increase his survivability.

While I didn't place, I did get a promo card of Ten Numb (a B-Wing pilot), so I didn't walk away empty handed. And since the buy-in was either $5 or buy something and have $5 taken off, I picked up a TIE Interceptor for my Imperials.

I had a great time, and eagerly await the next time I can get out to an X-Wing event.

Although I guess I need to buy a B-Wing now!

Wednesday, February 19, 2014

Normans vs. Welsh - SAGA AAR

Alex and I met up last weekend at 7th Dimension Games for a couple of games of SAGA. While we were playing to get the rules down, we had an ulterior motive in that we hoping someone else might take an interest. No one did, unfortunately, but we had a couple of enjoyable games. 

We each had 4 point warbands - Alex with his Welsh and myself with my Normans (recently fleshed out by models sold to me by Alex).

Welsh
Warlord
x3 Warriors
Levy

Normans
Warlord (Mounted)
x2 Hearthguard (Mounted)
Warriors
Warriors (Crossbows)

Game 1



During set up, Alex deployed his warriors in 2 groups of 12, and basically had every Welshman take cover in the woods. 

I did the opposite, hoping that the superior mobility of my mounted Hearthguard could get them moving quickly enough.



Thing's didn't go as planned, however. My crossbows didn't do much since the woods gave the Welsh decent cover. I slammed a unit of Hearthguard into a group of Warriors. My knights did some damage, but they took a lot of hits in return, only leaving a single man who was quickly overwhelmed. 


Alex let me know how devastating Welsh combat could be, especially with their ability (Strength of Numbers) to add attacks equal to the disparity of men in combat - those 12-man Warrior units could hit really hard! Combine that with a flurry of javelins, and I lost another unit of knights. I had my foot Warriors move into the woods as they braved waves of javelins.


Having lost all of my knights, I decided discretion was the better part of valor and pulled my Warlord back.


My major problem was that I could get those Warrior units down to small sizes, but I could never seal the deal, and Alex kept getting SAGA dice from those damaged units. He used the Strength in Numbers with his Levy to kill of my wounded Warriors. 


The game ended when I decided to get a little daring and have my Warlord charge Alex's Levy. Once again, Alex used his Strength in Numbers ability to turn my Warlord into mincemeat and end the game. 

Game 2

For this game I combined my Hearthguard into a single unit. This brought me down to 5 Saga dice, but now I could move my Hearthguard all at once with my Warlord.


Alex deployed his Welsh shieldwall mostly in the woods, with his Levy outside. I had my foot Warriors cover my Hearthguard's advance. Stupidly, for some reason, I had put my Hearthguard outside of my Warlord's We Obey ability, so I had to spend a turn getting him over there. D'oh!



Alex consolidated his Warriors and Levy into the woods to cover his Warlord. I advanced my line to engage in the next turn. 


And engage I did! I managed to wipe out a unit of Warriors, but lost half my Hearthguard in the attack. 


I must have forgotten a few pictures here, but essentially Alex decimated my Hearthguard, wiped my Crossbowmen off the table with some well placed arrows, and beat back my foot soldiers. I tried to get his Warlord with my own, but what few attacks connected were passed onto the nearby Warrior unit. 


Alex ended the game by having his Warlord led his Levy (which got the MVP Award for the night) in a charge and killed my Warlord. Ouch!

So, things I learned:
1. Normans are tough at 4 points. They don't have the breadth of choices that a 6 point list would have. 

1a. Norman foot Warriors aren't too useful. I had hoped to use them as a screening unit for my Hearthguard, but once that was done, they kind of... died. I think a unit of Levy would serve better in a screening unit, especially since they could actually fight from a distance. 

2. Welshmen are absolute bastards when you give them a bit of scrub to defend in! The ability to activate all their units at once for a shooting attack really hurts, and the ability to gain extra attacks if they outnumber you makes for deadly 12 man units of Warriors. 

3. A bit of a correction. Alex and I remembered that unit's can't generate more than twice the original number of attack dice they had when using Battleboard abilities. So those Levy aren't quite as dangerous as them seemed. I still have to be wary when engaging those big block of Warriors, however!

So, I may go back to my Anglo-Danes and try getting better with them. I enjoy their defensive and denial-based abilities more so than the Normans shoot-and-charge tactics. 

Wednesday, February 12, 2014

Painting Update - ACW

Back in April of last year, I mentioned that I was starting to paint the 20mm-esque miniatures that came with my copy of the 150th Anniversary version of Battlecry. Well, that was a little bit of a lie. I had fully intended to start painting them, but I really just placed them back in the box and they were forgotten. I've taken so long in getting to them that the primer started to flake off, which is really messy. 

Oh yeah, that was back when I was doing the 15mm French-Indian War with This Very Ground. Man, don't I have some regrets there. 

Anyway, wanting to do something different than 15mm WWII or 28mm Dark Ages, I broke out my light and dark blues and got the Union generals, cavalry, and artillery done. 

Generals
Cavalry
Artillery
With that done, I need to flock the bases and hit everything with a dullcote lacquer. Then it's on to the infantry, and then at some point I'll have to start and finish the Confederates.