Wednesday, October 12, 2016

Whipped Out - Wrath of Kings AAR

As predicted, not only has another Wrath of Kings AAR made it onto the website, but it features some new additions from both Kevyn and me. 


My List (Shael Han, 10 Morale, Stand Your Ground)
Dragon Legion Keeper (Commander)
Big Sister
Black Lotus
Dragon Legionnaire x7
Wrath x3
Iron Lotus Warrior x8
Hong Yao
Shield of Taelfon

Kevyn's List (Goritsi, 9 Morale, No Confidence)
Hestra Nostrollo (Commander)
Skorza Alpha
Zeti War Dancer x10
Skorza Skirmisher x4
Duke Anton don Genoria
Ravenor Alpha



Turn one was the usual advancing on both sides. The Duke took a point of damage from his degenerating body.


The fighting began on both flanks. Hong Yao charged into the Ravenor and managed to score two hits. The Ravenor, attacking back with more dice now that it was hurt, did manage to get an Overkill on Hong Yao. But one of the two Will Checks saved the damage, and Hong Yao's resilience soaked up the rest of the damage. The Ravenor flew away, knowing a bad deal when it saw one. Two Skorza Skirmishers took its place, but failed to do any damage. Another Skirmisher ran into the Wrath group, but only got a wound as a reward.

The Zeti War Dancers tried to connect with the Iron Lotuses to make room for the Duke, but failed. The retaliatory strikes from the Lotuses' whips wiped half of the War Dancers from the table, and put another wound on the duke. The Black Lotus leader took her action to gain a Stand Your Ground marker, ready for the next turn.


After winning the initiative roll, I activated the Lotuses, removing the Stand Your Ground marker from the Black Lotus and taking a point from Kevyn's moral before getting a new one. The Duke and a few more War Dancers were wiped from the table. Kevyn tried getting the Ravenor into combat, but bad rolls only put a single hit on one of the Wraths.

Hong Yao was kept busy by the lake, while the Legionnaires kept moving together. Kevyn finished the turn with the War Dancer's counter strike, taking out a chunk of the remaining Iron Lotuses. I lost a point of Moral from a failed Will Check and the No Confidence motivation.


In the last turns, I managed to activate the Lotuses again, taking out the last of the War Dancer Infantry and removing another Stand Your Ground marker. The Lotuses were then removed by Hestra. The Ravenor took out two Wraths (and doing a point of moral damage from the No Confidence motivation) before being cut down by the Big Sister and the surviving Wrath.

The Legionnaires moved to close with the Skorza Alpha, and four of them used their action to gain a Stand Your Ground Marker. Kevyn managed to kill two of them (and I lost another two points of Moral), but their activation at the beginning of the next turn removed his last two Moral. Victory went to Shael Han, but only with a 2 point lead in Moral - a very close win. 

Monday, October 10, 2016

Testing, Testing - Empire of the Dead AAR

With Halloween fast approaching, Gary asked Carl and I to help playtest some new factions for his big holiday-themed Empire of the Dead game. As we haven't had the chance to play the game in the past year, Carl and I were happy to help. 


Gary asked me to put together a "broken" Gentleman's Club list to go up against his pumpkin-themed Field of Screams faction. That wasn't exactly hard - Gatling Guns and Hunting Rifles accompanied by Heavy Pistols and Axes were passed around.

The Field of Screams list was close combat focused, with slow, shambling scarecrows with some magic and Unnatural Occurrences (treated as single-use abilities).

The mission was Fracas - simply kill enough of the enemy until they were forced to retreat. The game was played at night, so line of sight was decreased to 18".


I split my Gents into two equal groups - one Hero with a Gatling Gun, a Subordinate with a Hunting Rifle, and two Subordinates with pistols and axes.


The Field of Screams took a couple early casualties as my Gents had used EotD's overwatch action to wait for the approaching horrors to enter into gun range.


Carl decided to focus on the group of Gents on the left. One of the Gents was momentarily entangled by one of the Fields' Hero characters, but managed to break free. Another Gent got into close combat, but was only discombobulated.


The Gent who broke out of the entanglement was killed, but the Gent by the well managed to hold his own for the turn. Another Fields Hero couldn't make it into close combat, so he used his Unnatural Occurrence to put a wound on the Gents' President.


The last round went well for the Gents. Another Fields Hero went down and two more Subordinates were killed. At that point, the Field of Screams crew was below 25% and was forced to retreat.

We also played two other games. Gary adjusted some of the stats of the Field of Screams faction before Carl and I played a second game. The Field of Screams crew won, thanks in large part to getting into close combat sooner. Carl also used more of the factions Unnatural Occurrences, and some magic. It was a better approximation of the Halloween game, where there won't be so many guns on the table. 

For the last game, Carl used the Gents list I had written up while I used Gary's Death faction, which featured poltergeists, banshees, and even the Grim Reaper. We discovered that the faction wasn't great in close combat (and didn't have much in the way of shooting, either). However, because all the models in the faction were spirits, I had to make a Bravado Test whenever one was about to die. If I passed (which I did for all checks, save one) then the model lived. I managed to win via attrition. 

It looks like next week's games will also be testing for the Halloween game, which I'm looking forward to. 

Wednesday, October 5, 2016

Escalation - Wrath of Kings AAR

As Kevyn and I make progress with getting paint applied to figures, we decided to meet up for another Skirmish game of Wrath of Kings. We've both made some purchases for our respective factions, and this was the first chance for us to bring out the big 80mm based miniatures - the Goritsi Blood Engine and the Shael Han Fulung Devourer.


My List (Shael Han, 9 Morale, No Confidence)
Big Sister (Commander)
Dragon Legion Keeper x2
Wrath x4
Dragon Legionnaire x10
Hammer of Heaven
Shield of Taelfon
Fulung Devourer

Kevyn's List (Goritsi, 9 Morale, Steal Intel)
Hestra Nostrollo (Commander)
Skorza Alpha
Zeti War Dancer x10
Skorza Skirmisher x7
Blood Engine

Careful examination might lead some readers to doubt the list I've written. As it turns out, Kevyn forgot to place two Skorza Skirmishers during deployment! Keep that in mind as the battle progresses.


Kevyn and I spent the first turn moving forward - the Goritsi werewolves and vampires moving at breakneck speed, while the Shael Han forces worked their way in a more cautious manner. My Shael Han stayed in base contact with each other, taking advantage of the defensive buff from the Dragon Legion Keepers.


The Goritsi drew first blood, with the War Dancers leaping over the Shael Han lines, blades flashing and blood spraying. The Dragon Legionnaires and Wraths strike back, slaying a large chunk of the War Dancers. A lucky blow from one of the Wraths killed the Skorza Alpha. Somewhat worryingly to Kevyn, the Fulung Devourer's ranged magic attack managed to put a couple wounds on the Blood Engine.


The above picture might look like the turn went Shael Han's way, but that's not the whole story. More piece trading went on, with Shael Han managing to hold the advantage. One of the biggest reliefs was the Blood Engine going done from a combined assault from the Hammer of Heaven and some Dragon Legionnaires. Another Skorza Skirmisher went down to the Devourer's magic breath attack.

Midway through the turn, however, two of Kevyn's models scored hits on the Big Sister and one of the Dragon Legion Keepers. The Big Sister was killed, but more importantly, Kevyn generated two Intel tokens. Had the models carrying these tokens survived until the end of the turn, I would have lost 4 Moral point - half of my total Moral at the time.

As this happened in the middle of the turn, however, I was able to target and kill these models with my later activations, cancelling the threat of the Intel tokens. Live and learn!


The game ended when another Zeti War Dancer and Hestra Nostrollo went down, netting Shael Han another wind. Of course, Kevyn was missing a couple Rank 2 infantry from his force, which might have helped in the scrum! Expect to see some more Wrath of Kings on the blog, especially as Kevyn and I continue to expand our forces.

Wednesday, September 28, 2016

The McKettle Family Outing - Song of Drums and Tomahawks AAR

Feeling the need for some more battles in the woods, Carl, Gary and I decided to play another game of Drums and Tomahawks. 


This time we were back in the Ohio Valley at another frontier settlement - Kettletown.


Kettletown was home to the McKettle clan (and headed by its matriarchal leader, Ma McKettle), who were forced to abandon their dwellings due to the encroaching French forces and their Indian allies. The objective for this game would be to get the wagon to the opposite corner of the table.

Protecting the wagon was a Ranger Officer and his three Rangers, as well as an Indian Brave and his Warrior companion. Additionally, there were the six McKettles. The McKettle clan had never been great outdoorsmen, so they were Quality 4+, Combat 1 civilians with Muskets and the Poor Shot trait (-1 to Combat when shooting). They could, however, move as a group with the wagon, rolling 3d6 and taking the highest two dice to check for successes. The wagon was loaded with the McKettles' belongings and could only move Short distances per action.


The Indian attackers were split into two groups - one on each of the sides of the rough road cleared through the trees that the wagon would need to go down.


Each group consisted of two Elite Indian Braves, two Indian Warriors, and two Indian Youths.


The game started with a bang as a Ranger spotted and fired at an oncoming Indian, killing him outright.


Meanwhile, the other Rangers, the allied Indians, and the McKettles got the wagon rolling.


The Rangers engaged the group of Indians coming from the left...


While the McKettles and allied natives fended off the attack from the right. 


Both Indians and Rangers exchanged volleys at close range. The thick cover meant that most of the shots merely disturbed the snow-heavy branches, but one shot struck a Ranger, killing him.


Unfortunately, the Indians managed to head off the slow moving wagons. The McKettles decided to fight instead of flee.


Another Ranger went down amidst an enemy volley.


A McKettle went down, but not without a fight, as the clan struck down one of the attacking braves.


Hoping to catch the enemy while the Indian tried to scalp a fallen Ranger, the Officer rushed in with his tomahawk.


Unfortunately, he was outnumbered and quickly dispatched.


With their leader dead, the remaining Ranger and the Indian warrior fell back. The Indian brave, however, stood his ground with the McKettles.


The situation was becoming dire. The wagon was stalled and the enemy was pouring in from all sides.


Pa McKettle was felled by an enemy warclub, but as the Indian stooped to scalp his victim, Ma McKettle let the Indian have it at close range, killing the native warrior.


Another enemy Indian fell to the allied warrior's musket, but the foolhardy Indian was cut down when he ran in to try and scalp the enemy. Seeing another of his allies fall, the remaining Ranger fled deeper into the woods, hoping to escape.


The last remaining members of the McKettle clan, along with the Indian Brave, tried to hold on in the last charge of the oncoming enemy.


Unfortunately, Ma McKettle was gunned down in the crossfire, and the last two members of the McKettle clan ran from the sight of the bloody massacre. They, along with the brave, retreated after the fleeing Ranger, the victory whoops and cries of the enemy echoing through the trees.

This game was a lot closer than the previous one, with the Indian warband losing more than half their total numbers, thanks in large part to the stubbornly defiant McKettles. Once again, the Rangers failed to pull their weight, failing to activate and mostly missing in ranged and close combat. We enjoyed the scenario, which put a different dynamic on the game apart from the somewhat straitforward "bash each other until someone runs." I probably should have had the McKettles push a little harder for the opposite edge, but then we wouldn't have had the bloody skirmish in the middle of the table.

Expect more Drums and Tomahawks in the future as Gary, Carl and I think of some more scenarios to try out.

Wednesday, September 21, 2016

Spooky Scary Skirmishes - Wrath of Kings AAR

A recent demo and a 50% sale left me in possession of a Wrath of Kings rulebook and a Shael Han starter set. Apparently Wrath is one of those game a lot of people have heard about, but haven't bought models for. Luckily, I found a willing opponent in Kevyn, who grabbed a rulebook and a Goritsi starter for himself. 


The terrain on the table made for a proper Tellorian setting, with evil looking ruins and deserted hilltops.


For the sake of learning the rules, we decided for a simple beat-em-up at the Patrol game size.

Kevyn's List (Goritsi, 6 Moral):
Dancing Master (Commander)
Skorza Alpha
Zeti War Dancer x8
Skorza Skirmisher x2
Scourge Hound
Shield Breaker

My list (Shael Han, 6 Moral):
Big Sister (Commander)
Dragon Legion Keeper
Wrath x4
Dragon Legionnaire x4
Hammer of Heaven
Shield of Taelfon


The first turn was a fairly simple straightforward movement on both sides.


The next turn was a huge clash that saw Shael Han come out on top, thanks to their Enlightenment ability and the Defensive Insight on the Shield of Taelfon - the chance to do Backlash damage on low dice could easily take out enemy Rank 1 infantry. Kevyn lost six of his War Dancers (and two Moral) over the course of the turn, while spreading damage over my multi-wound models.


Defensive and Offensive Insights continued to give Shael Han the edge in the fight. One of my Legionnaires went down, but so did the Goritisi Shieldbreaker, Scourge Hound, Skirmishers and War Dancers (with another 2 moral!).


The two Goritisi leaders put a dent in the Shael Han forces, killing two Wrath and a second Legionnaire, but the vampire and werewolf eventually went down, decreasing the enemy's morale to 0 and ending the game.

The Patrol game went quickly, with Kevyn and I figuring out a lot of the basics as we went along (we still didn't quite get the difference between Willpower Checks and Willpower Attacks, but we figured that out in the second game).

Not wholly satisfied, we decided to bring out the majority of out starter boxes and play a Skirmish sized game with Motivations.

Kevyn's List (Goritsi, 10 Morale, Capture Prisoners):
Dance Master x2 (Commander)
Skorza Alpha
Zeti War Dancer x12
Skorza Skirmisher x6
Scourge Hound
Shieldbreaker

My List (Shael Han, 10 Morale, Call to Glory):
Dragon Legion Keeper (Commander)
Big Sister x2
Wrath x6
Dragon Legionnaire x12
Hammer of Heaven
Shield of Taelfon

For our Motivations, my Leaders and Specialists had to kill models by themselves and then pass Willpower Checks. For each successful check (up to a total of six times, which was twice the number of Leader ranks), Kevyn's Moral would decrease by 1. Kevyn, on the other hand, had a pool of three tokens (one for each of his Leader ranks). Each model killed by Kevyn's force would become a token, which then needed to be carried back into Kevyn's deployment zone. Each model that ended a round unengaged would remove the token, and I would lose two Moral.

I forgot to take a picture of the initial deployment, but it basically mimicked the first, just with more models on the table.


The first turn was, again, spent by both sides moving into position. Instead of forcing his models into the choke point between the two sets of ruins, Kevyn opted to split his force into three sections - two flanking groups of War Dancers and Dancing Masters, and the large force of mostly Skorza in the center. This was smart - I was forced to divert my Legion Keeper commander and a large portion of my Legionnaires to cover my right, which deprived both sections of certain Defensive and Offensive Insights.


The fighting began in the center, with my Hammer taking down a War Dancer and removing one point from Kevyn's Moral. However, the Hammer was quickly surrounded by a trio of Skirmishers that subdued the specialist and took him prisoner before using the Alpha's Inspire ability to then move back. This placed them out of the range of a Wrath and Big Sister Group. Meanwhile, my Legionnaires and Kevyn's War Dancers prepared to face off on the flanks.


A lot of dice went my way this turn, with the Big Sisters and Wraths breaking down the center and the Legionnaires winning the fights on the sides. Kevyn's moral took a big hit this turn, both from model loss and from the Call to Glory motivation. He did, however, manage to capture another model, and successfully brought the first prisoner into the necessary deployment zone, causing me to lose two points of Moral.


After mopping up another War Dancer, Kevyn had taken enough Moral damage that the lost of one more model would be enough, and after a couple failed attempts from the two Sisters, an impatient Wrath struck down another War Dancer for the victory.

Motivations added a lot to the game, and I liked that each side could picked their own objectives that favored their strengths. I had the advantage in knowing my cards a little better (the complexity of the Enlightenment ability prompted me to read my cards over and over), but once Kevyn gets the hang of the Goritsi, I bet I'll have a challenge on my hands, especially if he starts using the Goritsi's maneuverability to take out the Leaders and Specialists that make my infantry so good.