Monday, March 18, 2019

Cold Wars 2019 - The Loot

This past weekend I attended Cold Wars 2019, and I had a blast! I went on Friday and Saturday, and played in a three game tournament and two particpation games. I also met up with Kevyn on Sunday to catch up and finally bring Carnevale to the table. 

While the AARs for those games will be coming out in the following weeks, I thought I would share what I ended up buying at the convention, and how it'll affect certain pledges made earlier this year...


I ended up with a good mix from the exhibitors hall and Wally's Basement (the flea market).

One seller had a number of old Games Workshop Orcs for Warhammer Fantasy. I've been meaning to jump onto the Old/Middlehammer bandwagon at some point, and the prices were too good to pass up. It's enough to start a 1000 point army and build up from there. I've got some leads on used miniatures, so the plan is to build little by little over time.

One of the participation games I played in was For King and Parliament, put on by a member of the SJGA. I had so much fun with the rules that I decided to grab enough miniatures for a small brigade. Again, I found a couple deals in the flea market, and got the rest at the exhibitors hall.

I also took the opportunity to purchase the two paper armies and the rules for Longstreet for my Longstreet campaign. I'll see how long it takes to cut, glue, and paint two starter brigades, and then go from there.

I also picked up a cope of Armies & Legions & Hordes, by Dave Taylor. It's a fantastic coffee table book for hobby enthusiasts, filled to bursting with lavish images of Dave's collection. It also has guest articles on how painting and project management. I missed the kickstarter campaign for the book, so I couldn't pass it up.

The cartons are filled with laser cut bases from Gale Force 9. You can never have too many!

Finally, two of the items weren't bought, but were instead gifts from Kevyn! One was a dice tray, and the other was a copy of Rangers of Shadow Deep, one of the newer sets of rules from Joe McCullough, the author of Frostgrave. I've been hearing a lot of good things about the rules. At least I can use my 28mm fantasy miniatures I already own to play it! Thanks a bunch, Kevyn. It's very much appreciated!

Wednesday, March 13, 2019

SAGA: Book of Battles - Rules Review

When the second edition of SAGA was released, I was generally happy with the product.  It seemed like a much needed update to a game that had gotten a little bloated with rules and factions. I also liked the new structure, with a generic core rulebook and additional books for each age. As a Dark Ages player, this worked for me, and I'm still definitely interested in the rumored Fantasy and Samurai supplements.

However, one problem I had with the new edition was the lack of scenarios. The core rulebook only has a single scenarios - "Clash of Warlords" - which is an updated version of a scenario from the core book of the first version. While it was fairly easy to use scenarios from the previous edition, I was still disappointed.

That changed with the recent release of the new Book of Battles supplement.


The Book of Battles offers a set of different styles of scenarios for each of the various SAGA ages. It has not one, nor two, but five chapters, each devoted to a different game types: Skirmishes, Battles, Legends, Mass Battles, and (of course) Sagas. 

The Skirmishes chapter only has a single scenario - "Battle of Heroes" - but it can be modified in a variety of ways. There's a chart in the chapter with 6 categories. Players roll a d6 to determine Scenery, Deployment, Game Length, Special Rules, and Victory Conditions. 


There's a lot of little differences to each of the aspects of the scenario, which means a lot of replayability. 

The Battles chapter has ten scenarios with fixed set-ups, deployments, special rules, and victory conditions, but introduce new rules into the game like objective markers, entering/leaving the table, and baggage. Some of these scenarios are pretty flavorful. For example, in the "A Tale of Challenges" scenario, players will choose between 2-4 Challenges from a list. If the challenge is completed by the end of the game, the player scores a number of points. But if the challenge is failed, they lose those points. You may have lost most of your warband, but with enough completed challenges, the tale of your victory will live on!

Legends only has four scenarios, but they're larger, narrative driven affairs that are both somewhat unbalanced and far more complex than the previous two sections. They also introduced more special rules, such as buildings (and the various interactions units can have with them), obstacles, livestock, event tokens, and civilians. There are some good standards scenarios here; in "Catch Them All!" players will need to wrangle livestock while fighting off their opponents, and in "Urban Uprising" the warbands will need to navigate dense city streets while also dealing with random event tokens.

Mass Battles covers, obviously, larger battles on a 6'x4' table (as opposed to the normal 4'x3' SAGA uses) with multiple players. The three scenarios cover the necessities - one for team battles, another for a winner-takes-all hack-n'-slash mess, and the final scenario uses a deck of standard playing cards that players can use to secretly choose their alliance. 

Finally, the Sagas chapter has no scenarios, but instead allows players to modify their Warlord with various "domains" that give different skills and abilities that can affect either the Warlord or the units in the Warband during the game. These are bought using experience points that are earned during battles. So while it's not quite the intricate system that Age of the Wolf had in the first version, it does allow players to string their various scenarios together into a cohesive campaign. 

After looking through the Book of Battles, I can see why this book was separated from the main rulebook. It kept the main rules lean and easy to navigate, allowed this book to be expansive and detailed in its content, and let both books be affordable for players. I definitely recommend SAGA players of any era to pick up the Book of Battles at the earliest possibility. 

As an aside, I'd like to note some interesting details in the book - namely, the pictures of the miniatures. While there's no Samurai era pictures, there are a number that indicate some interesting hints about the others Ages we may expect to see. There are, of course, the already available Dark Ages, Arthurian, and Crusades eras on display. And it's pretty easy to spot the Fantasy images, with dwarfs, barbarians, and monsters. There's also a very obvious not-Jaime and not-Tyrion Lannister. What was new - at least to me - were images of late medieval miniatures (with all the fleur-de-lis, I'm guessing it's the 100 Year War) and hoplites with an elephant in the background, perhaps indicating an Age of Greece supplement. 

Whatever the case may be, I'm interested to see what SAGA has to offer in the future.

Wednesday, March 6, 2019

The Sons of Ulric - Mordheim AAR

We're back in the ruined streets of Mordheim again this week with another campaign game. 

This time I played against Ted and his Middenheimers. This was Ted's first game of the campaign, so the Mercenary warband was fresh against my more experience Outlaws, but the difference in Warband Rating wasn't enough to net Ted any underdog bonuses. 

Knowing he'd be facing off against a shooting warband, however, Ted did decided to equip his heroes with Wolfcloaks, which gives a +1 save against ranged attacks. This meant I was facing off against at least three heroes with 3+ saves!


The scenario was Wyrdstone Hunt, with three wyrdstone tokens on the table. We deployed on opposite edges and I had the first turn. 

With no ranged attacks coming back at me, I cautiously (although Ted would say cowardly) advanced my Outlaws forward and managed to grab one token with my Petty Thief. 

Confident in his armor saves, Ted moved his warband forward, grabbing the other two available and putting pressure on my warband. 
  

My Petty Thief and his guard were forced to retreat as an Outlaw was taken out by one group of Middenheimers.


While on the other side of the board, a sacrificied Outlaw meant my Champion was able to ambush one of Ted's Youngbloods and put him down. Ted's leader also fell from a constant barrage of arrows. After this loss, Ted decided to rout rather than keep moving towards my warband. 

While not the most pulse-pounding of games, Ted came out of the arrow-storm generally alright and didn't suffer any real losses. For my part, I had to replace an Outlaw that was killed, but scored poorly on my Rarity Rolls, so no Fire Arrows for the Rangers just yet. 

We did note that table might have had more open lanes than it should have, which meant my longbows could reach across the table fairly easily. 

Wednesday, February 27, 2019

Squatters - Mordheim AAR

The Mordheim campaign continues, and Reinhard's Rangers found themselves fighting against Mike's Carnival of Chaos in the streets inside the city's walls. 


The scenario was Occupy, and we rolled up four buildings for the objectives which were (going clockwise) the skull tower in the center, the wizard's tower with the spiral staircase, the yellow square tower, and the red shingle roof building.

Mike and I deployed opposite of each other and I won the roll for first turn. Apart from some shooting on my side (and a lucky critical hits from my leader's Elf Bow), both warbands sprinted to get into the nearest buildings. I managed to place some men in the skull tower and the yellow tower (knowing that I could rush at least my leader and a champion into the red roof building before the game was over. Mike got a couple guys into the second floor of the skull tower, and a few more into the wizards tower.


So the game ended up mostly being a fight between the units in the yellow tower. For a couple turns it seemed like the two sides were evenly matched and the game would end in a draw. Unfortunately, even with my Warrior Priest's Hammer of Sigmar spell (and why does he only get Academic skills?!), my men in the tower were eventually overpowered and taken out, leaving it in the squishy, sticky hands of the Carnival in the last turn.

The after-game rolls weren't terribly bad for me. Mike lost a couple Henchmen, but got a decent number of advances for his warband. I got a few advances as well: my Leader gained Quick Shot and my Warrior Priest gained Healing Hand, which seems extremely useful.  The spell allows models that are knocked down or stunned to instantly get back up, and it only needs a 5+ on 2d6 to be successfully cast. My Outlaws (re: meatshields) went up to WS4, which is great for their intended use.

Unfortunately, my warband didn't come away unscathed. My Warrior Priest will be missing the next game, and my Petty Thief was killed, so most of my gold was spent acquiring a new one, and I also rolled high enough on my Rarity rolls to get another Lucky Trinket/Rabbit's Foot combo for my second Champion. One more game and I should have enough to give it to my Petty Thief, and that will see my Heroes kitted out. Although Mike did point out to me the usefulness of Fire Arrows...

Wednesday, February 13, 2019

Observer Effect - Mordheim AAR

Last Sunday the local gaming group met up to play the first game in the yearly Mordheim campaign they run. Since it's my first time in the campaign, I decided to put together a Outlaws of Stirwood Forest warband. They seem a little underpowered, especially compared to some of the other warbands available, so my goal for the campaign isn't to win, but to survive!


The first scenario saw four warbands all vying for warpstone counters. Four warpstone counters could be found near the initial starting points, but a larger cache worth 1d3 warpstone was placed at the center of the table, which would entice the warbands to duke it out for the motherlode.


The Undead were the first to reach the main cache. However, the Carnival were close behind, enganging with both the Undead and Dwarves.


My Outlaws could see the scuffle on the horizon and thought better trying to engage in that mess. Instead they climbed the tower and lobbed a few arrows into anyone they could see.


The vampire was joined at the top of the hill by a couple brutes from the Carnival, and one actually managed to deal a wound to the Undead leader.


The Dwarves were also up to their beards in Plaguebearers and Nurglings.


There was a massive fight between the numerous Undead and the Carnies, with fighters getting knocked down again and again.


Still my Outlaws looked on, not wanting to get into the massive three-way fight in the center.


Finally the Carnival and Undead did enough damage to each other that they were forced to begin Rout tests. The Undead were the first to leave the table, followed by the Carnival.

I then had a problem in the form of four angry Dwarves heading my way. Arrow after arrow pinged off their armor. However, I luckily managed to gang up on the Dwarf leader and knock him out, and Bruce (the player running the Dwarves) failed the first Rout check he had to take.

Somehow, the Outlaws had won the game!

I didn't get the massive warpstone, but I got lucky on my exploration and rarity rolls. My leader got an Elf Bow, Lucky Trinket, and Rabbit's Foot (house rules for the campaign means a warband can only buy a single Lucky Trinket and Rabbit's Foot after each game), and another hero got Hunting Arrows. Unfortunately, my Petty Thief drank some bad well water and will miss the next game. He did find a fancy jewelled sword as consolation.