Friday, November 20, 2015

Germanic Tribesmen

These are the Warlord Games Germanic Tribemens that I had painted up and used for my playtesting of Mark Latham's upcoming game Broken Legions.

This box set contains numerous minis and with the exception of the mastiffs, the wolfmen and some bow man arms, everything else is from the box set.

I had enough options in the set to make the miniatures as the different types of Heroes and Henchmen available to the Germans.

Anyway on the pictures.

The entire warband

Cheiftan, shaman and mastiffs

 Champions

Wulfkin

Fantics

Pathfinders

Warriors

Thursday, November 19, 2015

Broken Legions playtesting

Since the start of November I have had the pleasure of play testing Osprey's upcoming Roman era fantasy skirmish rules Broken Legions by Mark Latham.


In the rules I have tested there are a number of sample warbands - three different Roman types, Germanic Tribes, Egyptians, ect.

Each warband is comprised of Heroes and Henchmen - like LOTR. There are a minimum requirement for each warband - one Roman warband must include a Centurion as its leader and have at least 1 legionair. The warband lists then have different types of heroes and henchmen, again the Romans have the option of adding more legionairs, praetorians, archers ect. The non-Roman warbands almost all have access to some kind of supernatural creature - Germanic Tribes have wulfkin (werewolves), the Egyptians have mummies. There are a number of Auxiliary (mercenaries) that warbands can hire to add even more flavour to your warband, these include Sicari assassins, Centaur scout, Necromancer etc.

The game is true skirmish, so you will have roughly 8-15 figures per warband. In our test games, the Romans had 9 and the Germanic Tribes 14.  Each warband has different strengths and will work best when used that way I think, Basically Romans have the best armour and can use a shieldwall, which they need in order to combat the more numerous Germans who in return are a lot easier to hit.

The mechanics are simple, you roll a d10 and add a stat, aiming to either reach 10 for simple tests or in contested tests against an opponent you compare your results.

I really like the game and have been expanding my warbands - once I am finished with them I will post some pictures on here.

Monday, November 9, 2015

Imperial Roman Veterans

Some weeks ago I ordered a set of Imperial Roman Veterans from Warlord Games. The value is just to great to miss out on - £16 for 20 miniatures.

The reasons I bought them were several. Firstly a couple of friends and I have started a Weird Wars Rome RPG campaign and I really wanted some minis to represent the contubernium that the players are a part of. Secondly, as readers of this blog will know, I have been looking at adapting Frostgrave to an ancients setting, which I have named Romano Mortuum. The idea from this came when Osprey broke the news about what games would be released in 2016 and here Broken Legions by Mark Latham more than piqued my interest.

Since then mr. Latham sent out a request from beta playtesters and I immediately contacted him. I was very glad to find out that I (and my gaming group) were among those chosen to playtest the rules. So this presented another use for these minatures.

The miniatures consist of 17 legionaries, a centurion, a standard bearer and a cornicen. I knew that I would never get to use the cornicen, so I decided to give him a gladius instead. The idea is to use him as a frumentarii (spy/tax-collector).

The whole set is easy to assemble and paint, so they are highly recommended.






Thursday, October 15, 2015

Romano Mortuum

These are my thoughts on my new project that I have been thinking about for the past 3-4 weeks. It is inspired by the publication news of Broken Legions by Osprey and the Weird Wars Rome Savage Worlds RPG setting by Pinnacle Entertainment. The idea is to use the mechanics of Frostgrave, but each warband would have a leader added on top of the wizard, apprentice and soldiers. For most of the warbands there will be an option to add supernatural creatures. Right now I have made warbands for the following: Romans, Celts, Germanic Tribes, Dacians, Picts and Egyptians.



The Setting
An isolated ruined city on the outskirts of the Roman Empire, has recently been discovered. The Romans named the city Romano Mortuum. Initial forays into the city has shown it to be highly magical and there are numerous artefacts that are just there to be taken. The Romans have sent out special units to find these artefacts so that Rome may benefit from them, but also to make sure that their enemies don't get hold of them and use them against Rome. The enemies of Rome, but from conquered and at sovereign nations have sent special warbands to Romano Mortuum to try and secure some of the artefacts, so that Rome can be defeated.


Game Mechanic Changes
In Romano Mortuum is warband is lead by a leader (Centurion for Rome, Chieftain for Celts etc.) not by a wizard. The wizard is still there are function in the same way as in a normal Frostgrave game. Each warband can also still have an apprentice and a maximum warband limit of 10 figures in all.

This game also introduces supernatural soldiers available to all of the warbands, with the exception of Rome. Supernatural creatures in the warband activate in Soldier Phase like regular soldiers.

With the addition of a leader, a new phase is also introduced - the Leader Phase, which is the first phase each turn.

Each nation/warband has a special rule giving a national benefit to the warband.

Assembling a Warband
The wizard and leader are free, but all other members of the warband has a cost. Each warband group has a specific army list from which the warband must be assembled.

The Leader
The leader has his own phase - the Leader Phase where he activates.
The leader can carry 3 items in addition to their standard starting equipment.

Group Move
The leader can initiate Group Moves. This replaces the Group Move that an apprentice would normally do. So in other words an apprentice cannot initiate Group Moves anymore.

Skills
Unlike regular soldiers your leader is a hero and thus has access to a number of skills that either improves him or those around him. When first creating your warband leader, roll a d20 to see which skill he starts with. As your leader gains levels he may acquire new skills.

roll       skill                     benefit                                                                                                          
1          Agile                   +1 to Move
2          Assassin              Critical on die roll of 19-20
3          Brave                   +1 to Will
4          Brawny                +2 to Health
5          Command            Soldiers receive +1 Will while within 6” of the leader
6          Dodge                  +2 to Fighting roll when shot at
7          Dogged                +2 Damage Modifier
8          Fervor                  Soldiers gain +1 Fighting while within 6” of the leader
9          Free Disengage    Leader can always disengage at the end of a combat round
10        Frenzied               Leader may opt to make two attacks vs the same enemy at -2 Fighting
11        Hard                     +1 to Fighting
12        Inspirational         +2 to Initiative
13        Lucky                  Once per game the leader can re-roll one die roll
14        Nerves of Steel    Ignore penalties from being Wounded
15        Reckless               Leader may opt to reduce his Armor by 2 to gain +2 to Fighting
16        Steadfast              Character cannot be pushed back when losing a combat
17        Stealth                  When out of LOS, the leader can make two full moves instead of one full move plus half
18        Threatening          Enemy receives -1 Fighting against this leader
19        Tough                   +1 to Armor
20        Choose from above


Experience and Level
Your leader earns experience in the following way:

experience       achievement                                                                                                                     
+30                  Each enemy soldier personally taken out of the game.

+50                  Each enemy apprentice personally taken out of the game.

+100                Each enemy wizard personally taken out of the game.

+150                Each enemy leader personally taken out of the game.

When your leader has earned 100 xp he gains another level. For every level a leader gains, he may choose to improve a stat (like a wizard and with the same restrictions), or learn a new skill.

Army Lists








If anyone is interested in this let me know and I will send you the above information in PDF files.

Comments and critique is as always appreciated.

Saturday, October 3, 2015

My next project


For little over a month ago I have been looking for another project to tackle. This I have done while being fully aware that I have an Across the Dead Earth game that I have not even tried yet. My adventure in selling my SAGA The Crescent and the Cross stuff will come to a happy ending on Thursday. Here I will drive to the Danish-German border for a direct delivery of all minis, books, terrain and even the board I made.

Some background
Last week news Osprey revealed what they have lined up for 2016 - see here, and one product in particular caught my eye Broken Legions - Fantasy Skirmish Wargame in the Roman Empire. From the brief description of the game and the information that the author provided on the lead-adventure forum I was sold on the setting. Problem is that the game does not release until July 2016 - so what to do in the meantime? Since the news I have been thinking about what ruleset could be adapted for this game where you take control of small group of for instance Germanic barbarians that includes werewolves?





My search took me to the LOTR ruleset and IHMN - but while both seem solid enough it was not what I was looking for. Looking through the normal blogs that I follow and different forums I was constantly told how good a game Frostgrave is. Ever since it was release I have been baffled that this game has become so successful - this seemed so ordinary and the classic fantasy setting is something that has not appealed to me for many years. And the miniatures did not appeal to me either, so I had not had any incentive to seek more information. This time I could however see some similarities between this and Broken Legions where the objective is to find treasure/artifacts. Both are also fantasy and with a limited number of miniatures.



Enter Frostgrave
Reviews and battle reports on YouTube gave me more incentive to seek out the rules. Via my Scribd.com subscription I found that I had access to an online version of the rules - nothing I could print but a version that I can read online. Reading through the rules I was surprised at the simplicity, but it seemed to work. I began thinking about if it was adaptable to my vision of Broken Legions - and I think it can.

My friend Michael's favorite setting is fantasy and if possible he will always play a wizard so I thought he would the perfect guy to try out the Frostgrave rules as written. So we arranged to have a game this evening. I found my only fantasy figures and used an old Malifaux board with some terrain as the Frozen City. Normally I spend months preparing minis, terrain and everything else, so this was something new.

What a pleasant surprise
Frostgrave proved to be such a wonderful experience. Never has a game flowed this easy from the get go. Nothing in the rules is baffling and everything just works! Not when I have playing Malifaux, Empire of the Dead, my 1812 - Retreat from Moscow and SAGA has any of them been this much fun. I am astonished at this - the old minis look crap, the terrain leaves a lot to be desires, but the gameplay is so enjoyable - this I have no doubt will be my new favorite game.

Michael and I played to games and had a blast. The scenarios are a lot of fun and the level of tactics and the campaign system is great. After the game both of us were smiling - what a game!

We talked about my ideas for adapting it for my version of Broken Legions and Michael seems very hooked on that as well. My initial feeling is that I will add a non-spellcaster leader - will normally be a centurion or barbarian chieftain, and add a cost to some beasts so that it becomes possible for Germanic tribes to add werewolves, Dacians to add vampires, Egyptians to add mummies etc. Each warband will be more different than your regular Frostgrave warband. Your choice of warband will give you unique options but also deny you access to other stuff - no legionary with the Dacians for instance.

This is very much just ideas, but I think the Frostgrave rules can be adapted to Broken Legions. I have no doubt that I will continue to play Frostgrave as written - it is just so enjoyable, and I will be looking to see at what level I will back the Nickstarter for The Thaw of the Lich Lord expansion.

Comments are as usual very welcome - I read every one of them.

Saturday, September 26, 2015

For sale again: SAGA C&C warbands, dice and rulebook etc.

UPDATE: EVERYTHING SOLD


Around a month I sold all my SAGA Crescent and Cross stuff. Unfortunately the postal service mishandled the package (I am running a dispute claim with them) and when the buyer opened the package he found most of the minis damaged. He therefore decided to go back on the deal since this was not what he paid for. He has gotten his money back and I have gotten the minis back - no bad feelings towards him at all.

I have spent a lot of time repairing (a new arm and weapon here and there) and repainted all those who were in need of it. 6 Arab spearmen/archers were too badly damaged so I was unable to repair them.

So once again I am looking to sell this. The quality of the minis are unchanged as the photos (taken today) will show.




I have painted them all myself and believe the painting standard is very good.

All in all I am looking for £200 + shipment (EU is £30). If you live in Denmark I will perhaps be able to deliver it myself.

Here is what I have:

Game Rules
SAGA The Crescent and the Cross rulebook
6 Battle Boards for the 6 factions + Quick Reference Sheet
8 Islamic SAGA Dice
8 Christian SAGA Dice
Counters/markers for Fatigue and for the Mutatawwia and Milities Christi warbands



Templar Knights warband
12 Mounted Templar Knights (Fireforge box set)
12 Mounted Sergeants (Fireforge box set)
24 Templar Infantry: 12 crossbowmen and 12 infantry (Fireforge box set)
1 Mounted Warlord (metal) (Gripping Beast)
- all have shield and other transfers from Little Big Men and all mounted have chest crosses from Black Flag.







Arab warband
4 Mounted Camel Riders (metal) (Gripping Beast)
4 Mounted Riders (metal) (Gripping Beast)
8 Warriors (metal) (Gripping Beast)
34 Arab bowmen and spearmen: 21 spearmen/swordmen and 12 bowmen (Gripping Beast box set)
1 Warlord (metal) (Gripping Beast)
- all have shield transfers from Little Big Men









Terrain

The terrain I have made is also available, so if anyone is interested in that let me know. The terrain is all scratch built and mounted on 3 mm MDF.

Price for the terrain: £30 + shipment (EU is £30).



For anyone reading this, please feel free to share this post with anyone you think might be interested.





Thursday, September 17, 2015

Empire of the Dead: AAR Entrapment

Empire of the Dead was on the menu as my friend Michael popped around for a game. During the last couple of months we have played a sort of campaign where each of us have 3 factions each and each of us then draw a small card with the name of one of the faction on it. This means that it is completely random who will battle against another.

The draw yesterday meant that the Brotherhood of the Sacred Flame (Holy Order) were pitted against K Division Limehouse (Supernatural Branch). For scenario we rolled Entrapment and Michael, who played K Division decided that he would be the attacker, thus he would attempt to make it across the board.

This was the first time that my London Docks board was used in the 4x4 size, and I am very pleased with how it looks.


The first couple of rounds were spent getting into good positions. At the center of the board a huge building dominated and I was unsure which way around it the peelers would attempt to go, so I had to cover both ways. My Knight Marshal and a brother armed with a hunting rifle had started on one of the piers, but were moved into a position so that they could cover the left flank.

At the beginning of round 3 we had gotten into positions where pistols were becoming useful and charging a possibility. The action was centred on two areas, on the left flank and right flank. Some woeful shooting from both sides meant that melee combat especially on the left flank was becoming decisive.

On the left flank my Knight Marshal was struck down by the Police Sergeant, and the Detective Inspector killed my hunting rifle armed brother. I was doing better on the right flank, were a shot was fired on an unhinged Firearms Constable, who promptly fled the action and left the board. One of my brothers with a heavy pistol managed to shoot another constable.

In round 4 my Deacon charged the Detective Inspector, meaning that three melee combats were being fought and both of us thus only had 1 figure each to move. We both chose to shoot, but neither could get a Remove from Play result. In the combat phase, my Deacon won the combat against the Detective Inspector, removing a wound and putting him on Down. The Police Sergeant then killed another brother. The third combat was indecisive.

Round 5 started with Michael having to roll for his Detective Inspector to see whether he would recover or die from his Down. He rolled a 5 and he therefore stayed Down. With both of us now having lost 3 figures Bravado checks were needed. Here the dice let me down and my Deacon and a brother fled, while Michael had his remaining Firearms Constable flee as well. This meant that there was only 3 figures left on the table and in the combat phase my remaining brother managed to win against the Police Constable.

The last round of the game saw my brother and the Detective Inspector engage in melee, with the DI ending victorious. Despite me losing my last figure, it still ended up a draw as K Division was unable to get 75% of their men to the other side of the board.

It was a highly enjoyable game, where the tides were turned several times.

Most of the pictures I took turned out to be to bad in quality, so I have only included a handful.