Thursday, October 10, 2013

Rules Review: Mighty Armies...A Second Chance

Spurred on by talk over at TMP and one of my gaming buddies I've decided to give Might Armies by Rebel Minis another go. So I used my royalty credit at Wargames Vault and picked up the new edition.  Apparently there have been some major changes to the game. The rules have grown from 16 pages to 43.  However there are still some things I dislike and will have to create house rules for. Such as:

MA House Rule 1: 40mm frontage bases. Non-negotiable. I know I can't use them in an MA tournament but you know what, MA should have realized that a great ebb & flow of 15mm gamers out there use 40mm.

 MA House Rule 2: Group Combat Mechanic. Never liked this. One of the TMPers has a house rule that states losses must come from the fighting side rather than the back. Also that if a group is hit in the rear or flank those units hit must break off from the group and turn to face. I really like that.

Now that being said I've liked their shooting and movement rules since Mongoose first came out with them.  Anyway I'll give it a good read and playtest this weekend and report my findings here.  Also I want to be able to have a ruleset that I convert as easy as HOTT.  I think MA can but I am not certain.

Friday, October 4, 2013

Wulfgar and the Dungeon of Zuenzgfar

As we said before Wulfgar and his loyal followers met up in Stormfell and discussed their next move.  Wulfgar needed funds to raise an army and having just returned from his coming of age trip he was nearly broke.  Broke enough he could not care for the men in his service.  He decided to send his men home to their families saying he would call upon them in time.  Leaving them with a warning not to mention his return nor their loyalty to him lest his vile Uncle should harm them or their loved ones.  The party disbanded and Wulfgar set out to find his fortune and take the first step in reclaiming his father's hall and banner.  

Most know of the ancient ruined mountain city of Zuenzgfar.  Tales of riches and splendor but dire evil and death to all whom enter, save but a scarce few who dared but to brave the entrance and then only to barely escape with their lives.  Wulfgar decided it was here he would start.  

He set out on the 7 day journey up the trade roads leading to the Dwarf holds but after 4 days he turned to the east towards Zuenzgfar.  While on the trade roads he could make use of the safe haven camps at night along the way.  These camps are specially warded to fend off daemons and the undead, which prey on good folk at night.  Off the main trade roads Wulfgar had to find adequate shelter and setout his own protective wards to keep the daemons at bay.  The first night off the trade road, he setup his wards and covered himself with his cape and used his pack as a pillow.  He was very nervous.  This was his first night ever in the wild, alone and depending upon his own wards to protect him.  As dusk fell he could hear the sounds of the daemons creeping from the shadows of the abyss with their primordial howls.  Soon, a vicious red daemon spotted him, it howled as it charged him, Wulfgar did not dare move as his wards left no room for a fight, but he did pull his sword up just in case.  The daemon came racing in with hunger in its eyes.  Wulfgar's heart beat faster, his throat began to swell.  But as the wicked thing reached him, Wulfgar's wards activated with a flash of light and sent the daemon sprawling backwards.  It tried again and again, only to be repulsed each time.  Wulfgar finally relaxed and took a deep breath.  He made a quick prayer to Ulric, sheathed his sword, cleared his throat and spat it at the daemon.  The vile creature kept him company all night, it was a fitful night, with no sleep coming.  As the night began to give way to the day, the dark creature gave him one last glare then retreated back to the shadows.  Wulfgar allowed himself to sleep.  

After a few hours, Wulfgar awoke at almost mid-day.  He picked up his wards, threw them in his pack and continued on his way.  Repeating the process four more nights until he reached Zuenzgfar.  He waited till early daylight to enter.

The Ruins of Zuenzgfar with Wulfgar at the entrance.

Area 1: Upon entering Wulfgar disturbed a hobgoblin which
sprang to attack him.  The hobgoblin was fast and it hit him
hard leaving his shield arm knumb with pain.  Undeterred
Wulfgar attacked back and just a few moments later Wulfgar
had slain the creature.  Wulfgar found a magical ward crudely
pinned on the hobgoblins ragged armor.  It failed to protect
the hobgoblin but Wulfgar knew how to use it and set it
upon his own armor.  It soothed the pain in his shield arm. He
also found a magickal health potion which he drank.

The hobgoblin knocked Wulfgar down to 2 wounds before
he killed it.

Wulfgar enters a long tight tunnel.

Encounter Rules

Area 2: In the tunnel Wulfgar encounters a Tunnel Worm!
He easily defeated this enemy and in the hole in the floor
from where it slithered out he found 2 gold coins! Enough
to feed his current men and their families as well as himself for months.
He also found a potion but upon picking it up his hand burned
and he dropped it feeling ill.  The bottle was laced with poison.

Area 3: As Wulfgar enters this cross section a giant spider
leaps out towards him.  After a scary battle his slays the beast.
Finding a strange unknown potion and what luck a health potion.
But as soon as he picks up the health potion is burns his hand
and makes him even more sick.

Area 4:  Wulfgar finds an empty room, which was probably
a guard station in the ancient past.  In the back he spies a
chest.  He opens it to discover it was trapped!  A
spring loaded dart shoots out and hits him hard.  However
inside he finds another potion which cures his disorientation
from the poison laced bottles he found earlier.  He decides to barricade
door and ward the room and get some much needed rest.

After resting he reenters the dungeon from the room and decides
to investigate the other end of the hallway and he encounters
another giant spider.  Another pitched battle but our hero

After slaying the spider and feeling on the verge of collapse
Wulfgar decides to take his 2 gold and new found magick
ward and leave for Winterfell.
Played out this little adventure using the Dungeons Solo Adventure Rules.  Fun game but the rules need lots of work, tempting me to write my own solo dungeon game.

Thursday, October 3, 2013

My First 25mm HOTT Army: Human Feudal Lords

I finished my first ever 25mm army for HOTT.  I've done plenty in 15mm but never before in 25.  I assembled this army to sell on eBay but I am tempted to keep it.  These are mostly old 25mm Minifigs.  The mage is a 1/72 plastic Caesar Mini, and her familiar is from Reaper.  The sneaker is an old model from Grenadier.  I know some will say too shiny, but you ever hear of knights in shining armor? *grin*

"The army is mustered my lord."

"Behold the Dragon Priestess and her pet."
"Aye and watch that lurking assassin"

Ran out of crossbowmen so I used a batch of arrows to
complete the base.  Works for me.

"Men of the Army!  You have come to serve & protect our lord, our country,
your homes, your families and your very lives.
The threat before us is terrible.
But keep faith with me and pray that our Lord Teraxiaeyr
 the Great Blue Dragon will see our faithful service and
awaken from his slumber to descend upon our enemies as
we smote their ruin upon the countryside!"
-Lord Donnuil Mac Athol before the Battle of the Augury Fields