Monday, March 24, 2025

Review: Mage in the Mirror - Hasbro/Avalon Hill

 

Does the Quest for Heroes ever end?  So far, the answer is NO!  I am onto the next supplement I have picked up to expand my Heroquest adventures.  I decided to pick-up Mage in the Mirror next for a couple of reasons.  The first was that I wanted the Elven furniture and the Elven enemy models to help expand and round-out my Fantasy miniature collection.  I use these for more than just Heroquest, so these were good additions to that.  Second, I had heard good things about the Quest pack that came with this one.  I think before I paint it though, I may pick-up the Dread Moon expansion since it also has some more of the Elf minis.  Might as well paint them all at once! 

Apparently, this is another re-boot from an earlier version.  I had never heard of it in the US, but in the UK it probably was a thing.  Since I had never heard of it, I am not surprised I have never played it.  Therefore, this one will be a new experience.  

So grab your shield, sheath your short sword, put on your cos-play elf ears, and let's get ready to delve into this expansion!  


Things I Liked

First off, I am super happy to see that a key NPC got their own model in this supplement.  This follows in the footsteps of the Against the Ogre Hordes boxed set.  This also helped me pull the trigger on this supplement set next, a new hero model and a new unique NPC model.  

This Quest pack adds a few new ways to get around the HeroQuest board.  It has Iron Portcullis, a trapdoor, and a Magic Mirror.  The Trapdoor and Magic Mirrors allow you to "teleport" to another space where the second Trapdoor or Magic Mirror is in the dungeon.  The Iron Portcullis acts as another type of door that can not be opened unless you have a special key.      

The game adds a new special Elven magic deck that the Elf can choose instead of just the left-over Elemental deck.  There are 11 Elven Magic cards, but eh Elf can only take three of them per Quest.  However they can change between quests if the player wishes.  


Things I Did Not Like

There is a new type of trap called a Wandering Monster Trap.  When sprung, the trap unleashes the Wandering Monster for the Dungeon that immediately attacks.  I like the concept of this trap, but what I do not like is that Heroes can not detect or disarm it.  It essentially always allows the Wandering Monster a free attack.  In addition, this Quest Pack adds the idea that a Wandering monster may be mor than a single creature!  They also add a Long Pit trap, that requires you to have three move after jumping it.      

There is a cool mechanic in theory for Quest 7 and the  Werewolf Curse Dread spell about turning the players into Werewolves!  However, the execution of this cool idea is a bit convoluted.  Zargon controls players in wolf form, and they drop all their gear.  The game comes with some markers, which would also be useful for if character's die!  

Wow, the Elf can really get kitted out in those first three solo-quests if everything goes right.  I am not sure how balanced that is, but I suppose most Heroes at this point have gone through at least the Core quests and 1 Expansion, so probably pretty buff.   


Meh and Other Uncertainties

This Quest pack starts off with 3 solo-quests for the Elf before he calls in his team to help him.  I am not sure how I feel about these Solo-quests.  I could see them being useful for getting a single player back up to power to join a more-established group, but that would really disrupt the rhythm of the rest of the Questbook.  I think it is an interesting idea, but I am not sure it really works in a team game like HeroQuest.  

The the Quest Booklet there are some rules clarifications about how to pass items between Heroes.  

The Quest Pack adds some rules for Scrolls as a 1-use item.  This makes them similar to potions, only with different spell effects.  There are also new artifacts and items for the armory thanks to this Quest Pack as well.    

There are four "new" monsters in this expansion.  They are Elven warrior, Elven archer, Ogre, and Gaint Wolf.  This Giant Wolf can also be used as the Werewolf for Quest 7.  The Giant Wolves are two base models, where the Druid's Wolf is only a single space.  These are some big boys. The Elven Archers are also missile troopers with 4 Attack(!) dice at range.     



Final Thoughts

Another interesting HeroQuest expansion down.  If you like HeroQuest, this does more of the same!  Like many HeroQuest expansions, it has a lot of interesting ideas.  However, some of them only last for a single quest.  I am looking at you Werewolf!  

If you have heroes that have managed to get this far, this will give them new challenges.  If you are looking to expand your miniature collection, this is a good buy. If you are looking for something that is a big innovation or very different from regular Heroquest than this might not be for you. 

I will now put in my obligatory request to Hasbro/Avalon Hill for a Heroquest themed Mass-battle game using the Heroquest models and molds.  For the forces of Dread they can all ready make units of Dread Warriors, Abominations, Orcs, Goblins, Skeletons, Zombies, Mummies, Ogres, and Giant Wolves.  For the King's forces they have Guardian Knights, Elf Warriors, Elf Archers, Barbarians, and Dwarves.  So close to an alliance army.  They just need some mounted troop types for the Alliance.  Battlemasters beckons!           

I look forward to painting it up.      

If you are in the NW Wyoming area on April 5th, you will want to check out this Participation Wargame the True Crit Gaming Guild will be putting on at Gestalt Studios in Powell, WY. 


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Friday, March 21, 2025

Join me for a Battle of Kadesh Demo Game in NW Wyoming

  


Greetings all, 

If you are visiting the East Gate of Yellowstone on April 5th, I would love to see you at Gestalt Studios in Powell, Wyoming around 1pm.  I will be hosting a participation wargame about the Battle of Kadesh using the In Strife and Conflict rules.  This is an event open to the public and I hope to have folks get hands-on with wargaming.  No experience necessary and I will provide everything you need to join in. 

This game features 6mm models on 40mm x 40mm bases on a 6-foot by 4-foot table!  It will be huge! 


Of course, I will be on hand to talk about wargame design, host the game, sign books, and have a great time!  First come, first serve.  

I hope to see you there! 


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Monday, March 17, 2025

Heroquest: The Lair of the Orc Warlord and Prince Magnus' Gold

 

Back on the Quest with the further adventures of the Fellowship of Destiny!  You may recall that the fellowship did not have an auspicious start!  Their Barbarian Nonak was killed by Varag during the Trial!  However, Mentor was able to locate a replacement in Neo-wulf.  With the Fellowship reforged, the Fellowship was entreated by Prince Magnus to rescue his advisor Sir Ragnar.  Ragnar had been kidnapped by the foul Orc warlord Ulag.  Led by Allathusa of the Green, and joined by Hamilcar Margos, Aerlin and Neo-wulf the adventurers managed to free Sir Ragnar and battle their way through the horde of greenskins to safety.  The Fellowhip was handsomely rewarded for their efforts.  

The Fellowship of Destiny! I decided to go with the Classics 

 After freeing Sir Ragnar, the Fellowship had enough gold to update their equipment.  Hamilcar and Allathusa picked up some helmets to help protect themselves from harm.  Aerlin had a fine staff crafted for him, giving him enough reach to support his fellows with more than just magic! Thus equipped, they received word from Mentor.  A new challenge awaited them.  Price Magnus had deemed the kidnapping of Sir Ragnar a great offense.  He offered a reward for Ulag's head!  Using Loretome, Mentor was able to divine the location of the warlord's stronghold.  Thus armed, the Fellowship of Destiny made haste to smite Ulag and recover the reward.  

The Lair of the Orc Warlord

Our heroes descended into the Orc Warlord's stronghold.  They set-up a kill zone at the first door, and were aghast to find it heavily guarded by Goblin sentries.  Despite the tactical advantage the goblins were able to apply serious damage to Neowulf and Hamilcar with some lucky hits as they stormed into the fortified room.  1 room down and the Fellowship was all ready in rough shape!  

Before the Fellowship even made it to the first hallway, Hamilcar and Neo-wulf were down to half wounds.  Despite the injuries, the party split up with Neo-wulf and  Aerlin going one way, while Hamilcar and Allathusa went the other.  The Elf advised against such a strategy, but Neo-wulf wrecklessly pushed forward, heedless of the Elf's words.    

Aerlin used his magic to heal just as Neo-wulf was jumped by an Abomination in a weapon's room!  That was close!  However, the pair did find a trusty wooden staff there.  It was not as nice as the one Aerlin had commissioned, so Neo-wulf kept it incase it was needed.    

Meanwhile Hamilcar and Allathusa battled their way through a few Orc guards.  Again, the Orcs were able to leave Hamilcar heavily wounded, and Allthusa and Aerlin were out of spells to help!  Allathusa's helmet had paid off, as she blocked multiple crude orc sword blows with her head!  However, the battle had taken a long time, and Neo-wulf and Aerlin were able to return to help, their scouting leading to a dead end. 

Despite his injuries, Hamilcar barreled ahead and slew goblin warriors guarding a cupboard.  There he found a health potion and eagerly gulped it down.  His wounds slowly closed and the severe bleeding stopped as the magic coursed through his veins and knitted damaged tissue back together.  That was just what Hamilcar needed to keep going!  

As the leader,  Allathusa took the lead.  Her efforts led the Fellowship right into a room full of danger.  Orcs and Abominations filled the room.  

Hamilcar, reinvigorated; leapt into danger and attacked.  However, it was all the others could do to keep Zargon's forces from overwhelming them.  Aerlin's Ball of Fire hit the Abomination but the magical flames seemed to have no effect on the beast.  However, Allathusa's Tempest spell held him up long enough for Neo-wulf to arrive and help out.  It was a tough fight, but the Fellowship pulled through.  

However, what they found in the next room was even worse!  There, they found Ulag in counsel with a vile Dread Warrior in ancient and corrupted armor, a foul stench emanating from his bloated form.  Hamilcar was enraged by the foul beast and attacked, while Neo-wulf tried to thin Ulag's goblin guards.  Allathusa took on Ulag in a duel, but her skills with a sword were sorely tested by the Orc Warlord.  

Things were looking perilous for Allathusa, and she used her magic to escape; only to fall into a pit trap protecting a treasure chest in the other room.  Apparently, Ulag had yet to be paid by the Dread forces of Zargon as the chest was empty!  

Neo-wulf mopped up the Goblin guards and roared a challenge to Ulag!  The Orc Warlord could not turn down such a fierce opponent and squared up.  The Dwarf and Dread Warrior's duel was also an epic battle, with both exchanging punishing hits.  However, the Dread Warrior seemed to shake-off the hits with ease!  He even managed to tank one of Aerlin's spells!    

Finally, Neo-wulf managed to off-balance his foe.  As Ulag over-corrected the barbarian spun is sword in a wide arc and lopped his head from his body.  Aerlin blessed Hamilcar with Courage and the Dwarf managed to dodge beneath the Dread Warriors' blow and strike him a fierce blow beneath the arm of his armor.  Aided by Aerlin's magic, the blow was fatal!  

The forces of Zargon had been bested once more.  The bruised and battered Fellowship managed to reach the surface once more, and collect the reward from Mentor on their return.  Ulag's head was all the proof Mentor needed to convince Prince Magnus that the deed was done. 

Post- Battle

Wow!  Zargon's forces were rolling really well this game.  I was taking triple hits from Orcs pretty regularly.  The Elf's helmet paid off in spades, and the Dwarf's extra armor was enough to keep him alive.  To make it worse, the forces of Zargon did pretty good rolling black shields as well, so the battles were hard fought.  I think the Fellowship took something like 20+ wounds in this dungeon.  Everyone made it back in one piece, but only by the skin of their teeth! 

With our gold, I was looking to see if we could get a few Potions before going to the next Quest.  However, I am only finding a Potion of Speed available, as well as armor and weapons.  I think other Quest packs expand the offering, but I am going to keep it to the core rules for now and not offering any others yet.             

Prince Magnus' Gold      

Having proven themselves useful to Prince Magnus, the royal lord has reached out to Mentor to help him with another problem.  Royal gold was stolen by a group of marauding orcs and their Dread Warrior master, Gulthor.  Mentor has offered the services of the Fellowship of Destiny to help retrieve it.  With a reward being offered, the Fellowship strap on their arms once more and make their way to the bandits hide-out.  Before heading out, Hamilcar picked up a shield to boost his Defense to 4.  

The Fellowship entered the catacombs with care, and were confronted by Orc and Goblin sentries.  One tied them up in a long hallway, and Allathusa used her magic to get past him, while Hamilcar shrugged off the Orcs attacks.  However, the dwarf could not finish the enemy.  


After finally besting the Orc savage in the hallway, the Fellowship continued their search.  The long hallways and spread out lay-out of the bandits stronghold was stringing the Fellowship out.  They were becoming separated, as the labyrinth was probably designed to do.  As Aerlin the Wizard searched a room for treasure he was ambushed by an Abomination!  Thankfully he was able to fend off the creature long enough for Neo-wulf and Hamilcar to finish it off.  However, the Wizard did not escape unscathed.  


From there, traps took a toll on our intrepid Fellowship.  Neo-wulf and Hamilcar both fell victim to Pit traps, learning the hard way.  Neo-wulf also fell victim to a trap while searching for treasure alone.  The monsters had failed to hurt them too much, but the traps were hurting.  As they explored another long hallway, Hamilcar took the lead and put his learnings to use.  He detected and disarmed a trap.    

From there, Neo-wulf flew into a rage at the dishonor of all the traps and went storming far ahead of his companions, who failed to catch-up.  He burst through a door to face several Orcs.  He tore into them, and by the time the rest of the Fellowship caught up, the Orcs were in disarray.  A final shot from Aerlin through the doorway with his staff finished the last of them.  Neo-wulf failed to learn his lesson and stormed off again with Aerlin barely keeping pace.  Allathusa and Hamilcar were trailing far behind! 

Neo-wulf sighted an orc guard and cut it down in moments.  He then impetuously stormed into the center room with a roar of defiance!  There, he found Prince Magnus' gold, as well as the vile Dread Warrior and his gang!  The bandits grabbed their weapons, and attacked  but not before Neo-wulf and Aerlin stormed the room and killed a Goblin guard.  

They were quickly surrounded!  An Orc warrior guarded the door as his friends attacked the impetuous invaders, Neo-wulf and Aerlin.  Aerlin found himself faced with the Dread Warrior, Galthor.  He smashed the poor wizard with his shield.  However, the Wizard kept his wits around himself enough to heal Neo-wulf.      

Hamilcar fought valiantly at the doorway, trying to break through the Orc defender.  However, the Orc held long enough to keep reinforcements from arriving.  Allathusa managed to cast sleep on one of the attackers through the doorway, relieving some of the pressure.  Seeing Gulthor bear down on him again. Aerlin used Pass Through Rock to escape the Dread Warrior and the room of death.  

Neo-wulf hacked down more of the gang in his battle rage, but was taking damage at an alarming rate.  Hamilcar defeated the Orc at the door, and he and Allathusa rushed in to aid their companion.  A Rock Skin spell helped keep Neo-wulf going, but the Abomination and Gulthor were slowly tearing him apart.  

Finally, Hamilcar was able to get the drop on Gulthor and sink his short sword into a soft spot in the Dread Warrior's armor.  The Dwarf claimed a second Dread Warrior kill!  Neo-wulf and Allathusa managed to clean-up the rest of the bandits after that.  

From there, the heroes managed to lug the treasure chests to the stairs and escape.  There Sir Ragnar's men meet the heroes, and gathered the gold to take to Prince Magnus. They compensated the Fellowship with their reward as promised.   

Post-Battle

This was a close run thing.  Neo-wulf had been reduced to 1 Body after healing once. Hamilcar to 2 Body after being healed once,  Allathusa also down to 2, and Aerlin was also down to 1.  The Pass Through Rock spell had kept him alive!  Thankfully, I had enough spells at the end to keep me going.  

The monsters were not getting triple hits like last time, and I was rolling pretty well for defense the first half of the game.  The second half..... not so well.  The traps really took a toll on my team.  It seemed like the order of operations kept having me fall into traps as I was moving into new areas, beyond where I had all ready searched for traps.  I am still getting the hang of how to make sure traps do not whittle my Fellowship down early. 

The quest has a cool, carrying mechanic; but by the time it comes into play; it is mostly useless.  It just makes it take longer for pointless rolling to escape the dungeon and it takes twice as long now.  However, if we took the chests and scattered them around the dungeon, this could have made things more exciting as there would still be foes to face off against.  

When all was said and done, I did manage to walk out of the dungeon with a Potion of Strength and a reserve Healing potion for Allathusa.  We also had enough gold to buy some more defensive equipment for Neo-wulf and Allathusa going forward.  

Until next time as the Fellowship of Destiny continues their quest.       


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Friday, March 14, 2025

Battle of Kadesh Participation Game from the True Crit Gaming Guild

 


Greetings all, 

If you are in the Northwest Wyoming area on April 5th, I would love to see you at Gestalt Studios in Powell, Wyoming around 1pm.  I will be hosting a participation wargame about the Battle of Kadesh using the In Strife and Conflict rules.  This is an event open to the public and I hope to have folks get hands-on with wargaming.  No experience necessary and I will provide everything you need to join in. 


Of course, I will be on hand to talk about wargame design, host the game, sign books, and have a great time!  First come, first serve.  

I hope to see you there! 


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Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!    


Monday, March 10, 2025

On The Painting Desk: Anglo-Saxons are Back on the Menu!

 

Last year, I picked up an Anglo-saxon army from Victrix using a combination of Late Anglo-saxon, Early Anglo-saxon, and Dark Age Archers ranges.  I started by painting up the Anglo-saxon shield wall infantry.  I left off the process here: 


 I still had to do the finishing touches on these troops.  They needed a good basing and their shields done up.  One thing about shields, is it is almost like painting up another miniature!  So much of the attention will be taken up by the shields!  

Therefore, I decided to start off phase II by doing the bases!  This is a simple coat of Territorial Beige of cheap big, box acrylics.  Then, when the paint is still wet, I sprinkle in some lichen for some ground cover.  Nothing fancy and all easily sourced at your local Big Box retailer.  With bases these little plastic dudes look like this.  


That led me to the shields.  The bloody shields.  I paint all my shields on the sprue to start with.  I find them much easier to manipulate this way.  I undercoated them with a cheap acrylic white.  Then, I start by batch painting them with some sort of wooden color like Fur Brown, Bestial Brown, Oaken wood, Desert Yellow, and Skeleton Bone.  This gives them their wooden base and frames.  From there, I give them an initial coat of white, green, blue or red.  This often takes two coats for good coverage.  Then, I paint their metal boss a metallic color.


Now comes the hard part.  Vikings shields, and Anglo-Saxon shields, tend to have quartered or other similar designs.  Those are not easy to free hand, but I am going to give it a shot.  I have done it before, and I will do it again.  Here is a quick tutorial on how to do basic Dark Age shield designs.  

First, you paint 4 to 8 lines on the face of the shield in the alternate color.  It reminds me of slicing a pie or pizza.  Yum.  Shields from the period tended to be whole colors, halved, quartered, and in eighths.  

Second, you fill in the tops and bottoms of the wedges in alternating pieces of the pie.  This informs which wedges you are going to fill in. 

Lastly, you just put paint in the wedge where it belongs.  Ta-da!  Now it is time to go eat some pie!  Only 39 more to go! 


Once you have painted all the designs, the bosses are done, and the frames are all blocked you take the final and most important step.  You slather in a Strong Tone wash to help cover up all your sins and lack of coverage!

Finally, you remove them from the sprue and attach them to the models.  Fun fact about Viking and round shields from this period is that they were carried in one-hand and had no supporting straps.  That means they were not worn on the forearm like the Kite shield.  They were held out in front in a single fist along the center axis of the shield.  They were also rather light weight and mostly protection against missile weapons unless they were overlapped for extra strength.  This allowed for a variety of tactics for individual shield usage but also shields overlapped with others reinforced and strengthen each shield for a shield wall, while keep each individual shield light and easy to carry.  They were also often slung on the back when two hands needed to be free.  

The Fyrd all ready to fight! 

 
The Earl Eirkir and his noble Thegns

On the models you can see how the shields were held-out in the fist, as opposed to strapped on the arm.  If you try the arm mounting, no one would have their shield in the proper position for fighting!  

That finishes up the shield wall infantry for my Anglo-saxon force.  40 guys batch painted.  The shields are almost like painting another half dude!  The Fyrd were all from Victrix's Early Saxon box, while the Thegns were from the late Anglo-Saxon kit.  I figured the bosses would have the best, most modern gear while the Fyrd maybe not so much. 

This army still needs 20 skirmishers and 30 archers before I call it done.  This will give me more than enough units to mix and match a bit to take on Erik Greybeard and his Viking raiders or King Errc and his Dark Age Irish using Fury of the Northman.  

Here is the infantry out on the table, formed up for battle.  


   Until next time! 


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Monday, March 3, 2025

RPG Review: Pendragon 6th Edition - Chaosium

 

I think there is something wrong with me.  I love RPGs with social systems that reduce player agency and boxes players into certain values, almost like you are part of a civilization that has certain mores, customs, and ways things are supposed to be done.  Games like Legend of the Five Ring with its very rigid social system appeal to me.  Therefore, it is only natural that I would be drawn to this.  

Pendragon is about semi-mythical, romanticized Knights of the Arthurian tradition.  Like Samurai, Arthurian Knights had a code of servitude they were supposed to live by.  They had a social role in society of warriors and protectors.  They serve a lord and in exchange are taken care of by their lord.  The lord provides food, shelter, housing, and equipment in exchange for service and acts of bravery and violence.  Knights must follow their lord, and interestingly, protecting the weak is at best secondary and is often not even part of their job.  

If you have read a lot of Arthurian folklore and legend you know that knights are big personalities full of foibles and swings of passion.  They are not like Samurai in that regard, who are supposed to be supremely stoic.  Knights are figures of romantic (in the literary sense) character and that brings bouts of moodiness, melancholy, and madness.  Knights were full of feelings about their duty, chivalry, and courtly romance that they expressed in the literature.   

Before we get too far, know that this is a hefty tome!  It is a nice, full-color hardback with 251 pages of details.  There are a few ribbon book marks built into the spine.  I think those will be necessary to keep track of key parts of the book.  It is clear that the author Greg Stafford knows a thing or two about Arthurian lore, both literary and historical. They are clear that this is not a book about the actual time period of the Dark Ages, but how the Arthurian Legends that have been passed down to us in literature.  

So, let's take up our lance, sit astride our chargers, and prepare to go on a quest into these rules......


 Things I Liked

There is a lengthy discussion at the beginning about what a knight is, and what a knight isn't in terms of Pendragon.  It has some detailed discussion about female knights, and cites some literary and historical examples.  It also discusses why you may come across knights doing bad things or things they should not be doing.  This is followed by an idea of the themes of the game, and how it should be played.  This is necessary to help ground the GM and players into the game system and what it is trying to simulate.  This is not the world of Dungeons and Dragons, not even close. 

I think my favorite part of this game is the Opposed Traits system.  There are a list of "Knightly Traits" that are opposed to each other.  These Traits are split so they add up to 20.  For example, your two traits are 13 Merciful/Cruel 7.  The GM will call on you to take dice tests to determine how your Knight will respond to various situations, so they might call on you to make a Merciful check to spare a fellow knight in battle.  You roll a d20 and try to get below the dice check required, if passed you get to act Mercifully, if failed you make a dice test on the Opposed Trait to see if you act the opposite.  In this case a Cruel 7.  If you roll under 7 you act Cruelly towards the fallen knight.  If you roll above, you can dictate your action.  Therefore, you can give your Knight preferences for how they will act, but in the heat of the moment they may act in a way outside of their normal character.  This can lead to great melodrama and tragedy, actually codifies knightly conduct in the rules, and fits in nicely with the Arthurian theme.  However, some players may not like this as it removes some "player agency" from the game.  

An extra wrinkle to the Traits system, is that Knights often have certain "Passions" that they can call out to temporarily boost a Trait.  These Passions help further differentiate Knights from each other, and they fall into various categories based on the nature of the Passion.  Things like Homage to their Lord, Love of Family, Passion for their gods, and Hate for a Foe fall into these categories but diversify the longer you play.  Failure on Passion related checks can lead to bouts of madness and melancholy.    

One key component of Pendragon is that everyone dies!  However, there are detailed rules for playing not just a Character, but a family line of Knights.  Therefore, if your first character falls, but has an heir you can continue the adventure with their off-spring or close relative taking up the mantle.  There are rules for passing on Glory, Passions, and other details down the family line.  This type of play is encouraged, and finding a spouse and having heirs is a key part of the game play IF you want to follow the full Arthurian myth cycle from the very beginning to the end, as it covers 150 years or so of time!    

 

Things I Did Not Like

The dice mechanic for resolving basic tests and opposed tests is somewhat convoluted and non-intuitive to me.  For starters, it is a d20 system but it is a roll under system.  Never a fan of roll under, but I understand why here.  Crit failure is a 20.  Crit success is if you roll the exact number of your stat.  In addition, if it is an opposed roll you will need to roll lower than your stat, but above your opponent.  The good thing is that this can lead to a variety of success states, but ultimately is not intuitive to recall at all!  This is before we get into Passions and other variables that can be applied to rolls. This leads to some convoluted sets of modifiers that I think I will need a cheat sheet to keep track of what does what, what is a success, partial, failure, etc. for a while when playing this game. 

Combat uses the basic system mentioned above with skill checks.  The hardest part if cross-referencing the Crit Success, Success, Failure, Fumble chart.  There is also distances and weapon damage, knockdowns, etc.  A QRS will be needed until you get the hang of it.  It is also important to note that combat can be rather brutal with people dropping weapons, weapons breaking, and getting knockdown a lot.  Plus, a Knight can't take that many hits without being knocked out.  To make it worse, healing can take a long, long time in this game because there is no magical shortcuts.  Healing is done on a weekly basis.  Therefore, fighting is common but can get deadly relatively quickly.  Thankfully, most Knights are more valuable alive as ransom to their fellow knights or are fighting to the first blood.  

The book is very comprehensive and has a great table of contents and a list of key tables.  I really liked the Key Tables contents page.  However, the book does place rules in some strange places and there is a mix of flavor text and rules in some parts.  I think this will make it challenging at times to play.  

The Core Rulebook references a lot of other rulebooks and they are not covered in this book.  I was a bit surprised by this, as I expected to get the rules for the game.  Apparently, this is more of the Player's Handbook, with different books for Gamemasters, Estates, and other details.  Supplements are fine for a game, but I feel the naming of this book is a bit misleading.  I would therefore not call this a complete game because a lot of key ideas are touched on, but not covered.  SAD!  

There was no introduction scenario to help GMs and Players get introduced into the setting and the game.  That disappointed me. I am left not exactly sure how to introduce my players into this world or how to even get a grasp on creating adventures for this game.  Double SAD! I guess for that I need to get the Starter Set too? 

Meh and Other Uncertainties

All players start as Squires.  In order to become full-fledged Knights there are a few mechanical things they need to do.  This includes hitting certain thresholds of Skills and Glory mechanically.  There are also some other Role-Play aspects such as age, having a Lord, etc.  Therefore, this game starts with young adult characters and follows their careers as they age, grow old, die, and then carries over to their heirs!  Each adventure is one year in the longer campaign, and the end of each session has a "Winter" phase where characters update for the next year.  This includes aging, skill development, etc.  It reminds me of an "End Phase" in wargaming.  Keeping track of the year, and how it corresponds to the Arthurian timeline is relatively important in this game.  

The game uses Glory as the main metric for determining success, well; there are a lot of ways to measure success.  You can level up certain traits to become various types of Knights like Chivalric, Religious, etc.  You can level up and down your Honor rankings.  There are a lot, but the main mechanic is Glory.  As you complete adventures and tasks you earn Glory.  It is also something you use to measure against other Knights you encounter as well.   

This game has dedicated rules for solo play.  I think this system really works well with that format.  I have to admit, the big appeal to me of RPG is the social group aspect.  Take that away and I might as well play something else.  However, the way this game is structured made me question my own thoughts on solo-play.  It is more about "discovering what happens".  However, it speaks to the somewhat abstracted nature of the game compared to some other RPGs out there.   

There are three chapters dedicated to arms, armor, and horses (?).  Horses are actually a pretty big deal in this game and not the disposable things you see in most Fantasy games.  I think one of my favorite tables is the Horse Personality table, as players as expected to role-play their mounts as well!  The game has several pages dedicated to creating Heraldry for your Player-Knight.  Of course, it is just a short primer on a topic that whole books have been written on.  However, even this small sliver is very interesting.   

Final Thoughts

This is a relatively crunchy game that leans more towards Simulation than it does Narrative.  However, the simulation is focused on a fictional world of the Mythical King Arthur cycle.  Therefore, it is not for the feint of heart.  I really enjoyed how the game "codified" and "systematized" the conduct of Knights and this is one of the few games I have seen that have managed to codify such a behavior based system into rules.  

In some ways, this is a bit of a throwback design to things that were popular in the 80s.  RPG Design has moved a lot in that time.  There are some things that are very detailed and focused on, but other very important aspects are just handwaved.  In addition, a lot of outcomes rely solely on dice rolls.  

That said, like Legend of the 5 Rings; this is not an RPG for the newbie role-player.  This requires a couple things to work.  You have to be willing to engage with it for what it is.  This is not a rules-lite Narrative heavy game.  This is a crunchy outcome generator for Arthurian legends.  If you come to this game with the wrong thought process, it will be very disappointing.  Come at it in the proper context and interest in Arthurian Legend and you will have an amazing time.       


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Monday, February 24, 2025

On The Painting Desk: Anglo-Saxon Shieldwall for Fury of the Northman

 

The first big painting project of 2025.  I am working on an Anglo-Saxon army for Fury of the Northman.  I picked up the miniatures for it in 2024 but did not get the time to work on it back then.  However, it is winter time and there is no better time to paint a big project than now.  I am using a combination of Victrix kits, the Late Anglo-Saxons, the Early Anglo-Saxons, and the Dark Age Archers kit for this army.  The army will look like this: 

  • 1 Unit of Shieldwall Nobles as Thegns from the Late Anglo-Saxon kits
  • 3 Units of Shieldwall Militia as Fyrd from the Early Anglo-Saxon kits
  • 2 Units of skirmishers/irregulars from a mix of Early and Late Anglo-Saxon kits
  • 3 Units of Archers from the Dark Age Archer kits
That is enough for an army plus some swappable extras to play against my Dark Age Irish and my Viking force.  That will allow a pretty decent campaign mix.  Still thinking about a Muslim army for this period too. 


I decided to get started on the Shieldwall infantry first.  That is the heart of most armies in the Viking Age isn't it?  Well...... no..... but it is for this one!  I have been spoiled by all those Heroquest models because I forgot what a pain it is to actually assemble your models!  That really slowed me down.  However, I soon had the 40 shieldwall models all assembled and put on washers.  Then, before painting I of course gave them an undercoat of Grey Seer.  

Before I got started, I decided I was NOT going to be using Speedpaints on these guys.  All of my other Historical models I use the base coat and a wash method.  So these fit in, I decided I wanted to do the same with this army.  Therefore, after spray undercoating it was time to start batch painting.  

Here is a quick look at my batch painting technique.  I have obviously batch painted a few armies in my time, so I think I have a decent technique down for it.  First thing I do, is paint all of their flesh and all of their shoes/boots.  I typically use three different colors for their footwear.  


From there, I start painting from the lowest layer up.  Typically, that is the pants!  I decide on the various colors of pants I want, then I start to break them up into smaller groups, so that each unit will only have one or two guys with the same color pants.  


I then, do the same thing with the next layer.  In this case, it was going to be the leggings.  I typically use the same colors I just make sure a guy with that color pants doesn't get the same color leggings.  I then make one last mix up for their tunics.  I tend to do the same thing but with fewer colors and larger batches for all the colors as I move up the model, so belts, hafts, armor/helms, etc.  You may have also noticed that I keep all the shields off, I paint those on the sprue separately and add them just before basing.  

Of course, I got a bit impatient and spent some time away from the Fyrd, and focused on the Thegns and got them done the fastest of all the Shieldwall infantry..... woops......


All that chainmail was just begging for me to finish it off.  Afterall, they look so... unfinished... in all that gun metal and polished silver.  I couldn't let that stand!  I finished the base colors with a nice coat of Strong Tone wash. The guy in the purple cloak is supposed to be my Earl.  I like to give my officers purple..... it is a hang-over from my ancients painting.  Any excuse to use purple am I right!  Like the Fyrd, I will be painting the shields and adding them last.  

With a small hit of Dopamine to help me get to the end, I went back to working on batch painting the Fyrd with my tried and true method.  I mean, it is only 30 of them right!  The biggest "batch" to batch painting with these guys will be their tunics.  I mean, these look super comfy and I am hoping one day they come back in style!  It is basically a really long and flowing shirt belted around the hips?  I would wear that.  


Look, it's the Power Rangers: Dark Ages!  Go, go Power Rangers!  Here the Fyrd are about half finished.  From here, it is about painting up the belts, pouches and gear that they are all wearing.  This is mostly Skeleton Bone, Dessert Yellow, Leather Brown, and Fur Brown.  Again, each model typically uses two different gear colors to mix it up.  Since I use those colors on their tunics (or are they tabards?) you have to make sure you don't make the belt and gear the same color as the clothing.  Easy to do when batch painting.  

It is always amazing to me how "finished" a model becomes when you paint their weapons.  I could have a full unit painted, but not their weapons and it would look like I still had a ton left to do!  Since they are spears, I mixed it up with different colors on the hafts using the same colors as their belts.  Then, I painted up all the metal, including helmets, buckles, spear points with a variety of Plate Mail, Gun Metal, Bronze, and a few Metallic Speedpaints for variety.  Once again, hair color was one of my favorite parts using a some yellow, and orange, but mostly ash grey, dark stone, fur brown, and monster brown.  The base colors were all in place! 


The last step to finishing the basics on these guys was a nice Strong Tone wash using my Armypainter washes.  The Strong Tone is black based and it works well with Chain Mail and armored minis.  These guys are not wearing chain, but I used it on the Nobles.  I felt like if I switched to a Light or Soft Tone they would not blend in as well.  Those tones are sepia based.  So, with some trepidation I hit them with the Strong Tone......


Oh yeah, that darkened them up.  However the blend in pretty good with the leader squad.  The only left to do is to base them and get their shields painted.  Man, I hate painting shields, but especially Dark Age shields.  You can see how it went last time with my Vikings, but you will have to see how these turn out.  

Painting these 40 guys to this level took me about 4 days of work, spread over a couple weeks of time, a few colors here and there.  I rarely get to just sit down and paint for 3 days straight!  Most of my painting projects I pack up in between sessions, but these guys just sat on the desk and waited pateintly.  I do not think I would enjoy just sitting down and painting all day!  I tend to do a color or two, get up, do something else for a bit, and then come back to it.  

Next up, I will go over the shields and start in on the Skirmishers and Archers.  Probably another batch of 30-50 guys.  Until next time! 

Bonus Content! 

I managed to go down and play some of the new edition of Kill Team with the True Crit Gaming Guild.  I took the Hand of the Archon out to play since it had an actual Kill Team box and I hoped the rules were still current.  No idea still, but my opponent was nice enough to let me use what I had.  


I honestly only picked up on a few differences compared to the last edition.  Of course, the missions changed, some of the keyword rules changes a bit, assets changed, and the way Conceal/Engage worked changed a bit.  They also ditched the stupid shapes instead of numbers thing.  However, it seemed to play pretty much the same after that.  However, it is also possible that I never knew the old rules well enough to notice the differences!  


This was a classic battle of dwarves vs. elves, as my friend took the new League of Votann Scavengers for their list.  I couldn't tell you too much about them, except they seemed to be a close ranged team.  They had shotguns and a lot of pistols and CC dudes.  I had them pretty well shot up, and managed to out flank them.  We scored points by being in the enemy control zones and deployment zones.  They had some resourceful tricks, but ultimately the Dark Eldar were nastier this time.  


I saw the Hivestorm box at the store, but ultimately I doubt I will pick it up unless I come into some sort of windfall.  I really do not need two new Kill Teams when I all ready have more than I will probably use!  Plus, I am not sure the rules changes are enough where I feel like I need the update to the newest edition in order to keep engaging with it on a casual level.  

Until next time!  



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