Wednesday, June 5, 2019

A Short Skirmish - Carnevale AAR

Kevyn stopped by last weekend to drop off some 3d printed terrain and movement trays I had requested, and we took the opportunity to get a quick game in. 


Since I had finished painting all my Carnevale miniatures, we decided to play another 100 point game of Gang War. Kevyn brought his Doctors, while I had my Guild.

The gangs were:

Doctors
Doctor of the Mind
Alchemist Doctor
Unleashed Madman
Warden
Carrion
Madman
Madman

Guild
Prince of Thieves
Baroni
Black Lamp
Gondolier
Dog Keeper
Dog
Dog
Bottled Courage
Climbing Tools


Kevyn started with his gang spread out, while my Guild members were mostly gathered around the Black Lamp and his anti-magic abilities. My Baroni was taking a ride with the Gondolier as a moving gun platform (at least, that was the idea).


The two gangs approached each other cautiously at first. For this game, we tried using Agendas. I drew one that required four actions to successfully make 4" jumps in one round, and I tried that before the Doctors could reach me. However, my dice weren't going to be very helpful for this game, so a few of my gang took a quick bath in the canal before struggling back onto dry land.


Kevyn's Doctor of the Mind stood back as his accompanying Madman and Unleashed Madman engaged my Dogs. The Doctor decided to cast Mother Hydra's Claws, but only realized after casting that the spells affected all models in range, not just enemies. Which hurt his own meat shields at the same time.

While the Unleashed Madman tore into the Dogs with its eldritch tentacles, the Prince of Thieves slipped past, cut down the Madman and then attacked the Doctor. Not enjoying the close ranged fighting, the Doctor disengaged and hit the Prince with a couple casts of Blood Drain, regaining his lost hit points.


Meanwhile, my Baroni was trying to use his pistols from the Gondola. Not satisfied with the result, he jumped off to attack the Carrion, but only then realized how difficult to the demented patient was. Then the Warden lumbered in and started laying about with his club, throwing out Stun counters left and right.

The Baroni had to back off to reload his guns as the Gondolier rowed up and swung at the Warden with his oar. While the Warden took some damage, the Gondolier was hit in return and Stunned. Then the Alchemist Doctor arrived and started throwing bombs into the mix.

We decided to call the game at the end of Round 3, with Kevyn winning with his 2 Victory Points to my 1 (neither of us managed to score any Agendas). To be honest, I realized that I had taken too many supporting Characters, so Kevyn was likely to take my gang apart if he had more time.

We had less questions and books diving for rules in this game compared to the first, which bodes well for future games. Hopefully Kevyn and I can meet up in the future for more games of Carnevale.

Wednesday, May 22, 2019

Painting Update - Carnevale

With no gaming in the past couple weeks, I've been focusing on getting some hobby done in my painting queue.

Last year I received my backer pledge for Carnevale. I got the two player starter box and basically everything for the Guild faction. I decided to sit down and get the whole of the faction finished before moving on to another project.


Citizens are Henchmen that make up the bulk of the Guild membership. They're not great in combat, but they've got numbers and they're cheap. The crossbow-armed Recruiter is a Hero that can boost a mob of Citzens' combat abilities.


Gondoliers, Dog Keepers, Dogs and Pilferers are all Henchmen as well. Gondoliers let you bring extra gondolas when you're building a list for a game, and since the setting for Carnevale is Venice, boats are pretty useful! Gondoliers are also better at steerting gondolas compared to other characters. The Dog Keeper can use his command points to make out-of-activation actions with his Dogs, useful for intercepting enemies. And the Pilferers can steal Will Points from enemies and give them to friendly models!


Pulcinellas are essentially nihilistic, chaos-causing clowns that went mad after the Rent opened over Venice. They're usually mindless Henchmen that can't pick up objectives, but the King Pulcinella (a Leader) can direct them. And the Hero unit Ostrich Riding Pulcinella is the only "cavalry" model in the game!


The Capodecina is a Leader for the Guild who's a monster in close combat, but also dextrous enough to slip past enemies or leap from building to building. He's flanked by Guild Heroes - two Fishermen that excel in engaging the acquatic monsters that lurk in Venice's waterways, long with a Barber and a Butcher. 


Finally, the Prince of Thieves is another Leader and one of the top dogs of the Guild. He's accompanied by an anti-magic Black Lamp, a Rialto Assassin, and a pistol-duellist Baroni.

There's a few models I didn't pick up during the Kickstarter - a Madame, her Harlots, and Baba Yaga - so I'll likely add those to my collection when they're released by TTCombat. Until then, I'm hoping to play more games of Carnevale, and to get some paint on the smaller collection of Rashaar models that I also received with my pledge.

Wednesday, May 15, 2019

Painting Update - Middle Earth SBG

Since there's been a bit of a lull in actual gaming recently, here's a look at what I've been painting in the meantime.


I have to admit that I was pulled into a bit of a Middle Earth spree. I finally caved and decided to jump into the (relatively) new edition of the Middle Earth Strategy Game with the Pelennor Fields starter set. While I wasn't so interested in Rohan or the Dead of Dunharrow, the Evil models were more than enough to get a Mordor faction started.

The bulk of the Evil side of the starter set are Morannon Orcs - 36 of them, in fact! I basically block painted the lot the same as the ones shown above, so no need to repeat what would be the same picture three times.


The starter set also came with a Troll, which I suppose I could use as a Chieftain if I wanted to. To supplement the Morannons, I also bought a half dozen Orc Trackers, which are cheap and alright shots with their bows. Rounding out the troops are a Drummer and a Banner Bearer.


Unfortunately, the only Hero included in the Pelennor Fields box for the Evil side is the Witch-King, and only mounted atop a Fell Beast. As a new player I wanted something a little more basic for my first games, so I added a couple generic heroes - a Morannon Captain and a Shaman - along with Shagrat, Gorbag, and Gothmog (both Foot and Mounted versions).

That's enough to get several different 600 point lists! But I'm not finished there. I'm likely to add some more troops (like regular orcs and some cavalry) and heroes before the year's up. But this is a decent start!

Wednesday, May 8, 2019

4 Diamonds Cup 2019 - Blood Bowl AAR

This past weekend I drove out to Dillsburg, Pennsylvania to attend this year's 4 Diamond Cup tournament. It's a long-standing Blood Bowl event that raises money for the Penn State Children's Hospital! 


The event was held in a fire hall with plenty of space for the games, and the ticket price included a catered (and delicious) lunch.


And the prizes! Attendees could buy raffle tickets to try and win a variety of items. There were playmats and teams...


A really nice painted Lizardmen team, a fantastic looking dugout and a carved wooden box with the tournament's logo...


And a ton of miscellaneous items!

I ended up with a pint glass, a dice tray, and dice with logos for Keystone Kup 18 (looks like another central PA event that happened last year. I may need to keep an eye out for this year's event).

I decided to bring my Human team to the event. I've already played with the Chaos Dwarves and Slann, and I needed to play with the Humans and Orcs before moving on to other teams. And since I've already played with the Orcs in a league, I thought trying the humans out wouldn't be too bad.

In hindsight, well...

My first opponent was Ken and his Dwarves. It was a clash of older edition teams, and the Dwarves came away with a 1-0 win against my Humans. Ken ground out a goal in the first half, which I couldn't follow through to even get a tie.

As Ken pointed out, however, I was playing too conservatively and not using the Human's better speed against the Dwarves. He gave me some advice that I hoped I could use against Dwarf teams in the future.

However, my second game was against Jason, who had brought Pro Elves/Elven Union (depends on the age of the player). This was a rough game for the Humans, and even though I was knocking elves off the pitch left and right, the pointy-eared lads and ladies ended up with a 2-0 victory.

It's always impressive how elf teams and coaches are able to exploit mistakes with that AG 4, as Jason demonstrated with a pickup, hand off, pass and dodge that took the ball from one end of the pitch to the other.

With my expectations shattered, my final opponent was Ezzard and his Dwarf team! I was hoping to put some of my previous experience to good use. I managed to keep Ezzard from scoring in the first half, and scored myself halfway through the second. However, I wasn't able to keep the Dwarves from opening a line in my defense, which Ezzard was able to push through and clear a lane for a late second half score to tie the game 1-1.

So, two losses and a tie, which meant I ended up in 54th place out of 58 players. Not exactly a good first impression for the humans, and I expect they'll be gathering dust on my shelf for some time.

Unfortunately, while each of my opponents were fantastic both in and out of the games, some extenuating circumstances and the frustrations I was having with my coaching really got me in a bad mood, which affected my overall tournament experience. It's a shame, and I hope I didn't negatively affect my opponents' time too much.

On a more positive note, the event did raise for $6,500 in donations!

I'd definitely like to attend again next year and give a better accounting of myself.

Wednesday, May 1, 2019

Bashing Byzantines! - To the Strongest! AAR

Last month's South Jersey Gamers Association meeting featured a game of To the Strongest! put on by Bill Perry. The scenario was based on the Battle of Manzikert, where the Byzantines faced of against the Seljuks. Little did we know that Bill had implemented a few hidden mechanics that would help recreate the disastrous abandonment of various elements in the Byzantine army during the fight.


The Seljuk force largely consisted of either light or medium bow-armed cavalry and light infantry with bows as well. The Byzantines had some light infantry and cavalry, but also had more formed infantry with bows and spears, along with a deep unit of two-handed weapon wielding Varangian Guard.

The Turks had the initiative and advanced together for the most part, not wanting to close too quickly with the Byzantines and lose a change at loosing a few arrows. The Byzantines also moved forward cautiously, and then discovered Bill's nasty surprise. Each command had to roll a cup full of d10s. If the right colored die matched up with a unit on Bill's hidden sheet, the unit was removed and their Victory Medals awarded to the Seljuks!

While it only happened during the first couple turns, the Byzantines managed to lose a few critical units, which let the faster Seljuks run rampant around their lines.


That was the major advantage of the Seljuk's right flank, when a unit of Armenian spearmen decided to quit the battle before the enemy had even approached. 


The Seljuk's light cavalry darted behind the Byzantine's lines and raided their camp. While the Byzantine center held for a little while longer, they were eventually demoralized and unable to fight back.


The Byzantine center had fared a little better with its desertions, and even had a couple units in reserve. Their Seljuk opponents had their best cavalry in the army, accompanied by light infantry. 


The Byzantines did their best to avoid the axes of the Northmen, while targeting the Byzantine cavalry and archers.


The Byzantine right had the worst of the desertions, and their delay meant the Seljuks were able to advance across the table and pick their engagements as they liked.


The Seljuks plinked away at the inheritors of the Roman Empire for a bit, and skirmished with their cavalry.

Eventually, enough units had either deserted or routed that the Byzantines were forced to quit the field, following the historical outcome close enough! And while the Byzantine commanders certainly had the worse of it, they took the hits on the chin and kept fighting as best they could with their dwindling numbers.