Showing posts with label Darkest Knight. Show all posts
Showing posts with label Darkest Knight. Show all posts

Monday, May 22, 2023

Battle Report: Darkest Knights- Breakthrough!

 

This will be a playtest of the most recent solo/Co-op/Versus game I have been working on tentatively called Darkest Knights.  The game is based on a group of specialist agents assembled to face off-against the growing threat of monster incursions across the globe.  The key ideas of this game is that it is completely scale and model agnostic, all games happen at night or dark places of the world, escalating tension, and players do not have a clear vision of what they will encounter until the game is being played.  That means a lot of blinds and random components as you play.

So with that preamble out of the way, this playtest features our brave monster hunters trying to get one side of the 36MU board to the other side before the Terror Rating hits 12.  I'm not sure if it can be done, so let's see how it goes? 

The Darkest Knights
Today's group of heroes features 4 models: 

Officer Dan Friendly 
Shoot                  Fight                   Brawn                Brains                Awareness
d12                      d4                        d6                        d8                        d10
Archetype: Leader                                                                  Keyword: Awareness
Starting Equipment: Battle rifle, Low-light goggles, pistol

Professor Stan Ellsing
Shoot                  Fight                   Brawn                Brains                Awareness
d6                         d8                        d4                        d12                        d10
Archetype: Magician                                                                  Keyword: Awareness
Starting Equipment: Magic Tome, Occult Hand Weapon, Pistol

Agent Red
Shoot                  Fight                   Brawn                Brains                Awareness
d10                       d8                        d4                      d12                        d6
Archetype: Face                                                        Keyword: Brains
Starting Equipment: Pistol/Suppressor

Ms. Jones
Shoot                  Fight                   Brawn                Brains                Awareness
d4                       d12                        d10                      d6                        d8
Archetype: Warrior                                                        Keyword: Fight
Starting Equipment: Hand weapon, Pistol, Light Body Armor

First three are Reaper Bones, last is Reaper Metal


The Foes
The Foes are a series of Deep One style opponents using models from a variety of sources: 

D4- Frog Swarms- Horde
D6- Mutants- Aggressive
D8- Deep Ones - Stalkers
D10- Savage Ones- Beast, Aggressive
D12- Magus- Occult or Tentacle Beast - Beast

These are from Mantic, Hell Boy Board Game and Blood Bowl

Set-up
In this game, the board develops during play.  I am using a 36MU by 30MU table, with 1 MU = 1 inch. 

In addition, I grabbed 3 large pieces of terrain, and 6 small ones.  The large ones are a big mountain, a building, and a barn.  The smaller terrain is rocks, destroyed walls, and some other low walls. There are also 4 shadowpoints to start with. 

The Shadowpoints are gate looking models from the Hellboy board game.  Threat markers are black,  and the Terrain markers are clear.  The white markers are used to track Fear on the side board.  I wish I had brought my Cigar Box Battles mat for this game.  

It looks like there are a lot of Shadowpoints where the team needs to Exfiltrate from the board. <Gulp!>



Turn 1- 0 Terror Markers
Ms. Jones is activated first.  The first question is if I want to try to get LOS farther than her normal 6 with an activation test.  However, I decide not to risk it, and just move towards the closest threat marker to see what it is.  Not a good start as it spawns 2 Frog Swarms, and that causes 1 Terror token! 

Officer Friendly activates next, and chooses to use his Command ability to have Ms. Jones attack the Frog Swarms.  She rushes forward and attacks.  Things do not go well, and she fails to cause any damage to the hordes of frogs with her axe.  That was her Primary ability, so another Terror token is added, bringing us to 2. 

Agent Red rushes forward her full move to the center of the board.  She is followed by the Professor.  

The Monsters go next, as the Knights did not fail any activation checks. The Frog Swarms successfully lock Ms. Jones into combat, so she can not disengage, but fail to cause any injury.  However, Ms. Jones is not rolling well as she is now suppressed. 


The remaining Threat Markers move around the board.  No new Threats are spawned..... this time. 

Turn 2- 2 Terror Tokens
The Players can activate first.  Professor Ellsing tries to activate special so he can get a further view forward in the dark.  However, he fails and is paralyzed by fear.  The Terror tokens go up 1 level.  

This also allows the Monsters to take over.  This time, the Frog Swarms attacking Ms. Jones manage to score a hit, and I must choose an attribute to reduce by 1.  I choose her Brawn to go to d8.  However, now she can try to disengage in her turn and is no longer locked.  

Instead, Ms. Jones chooses to attack again, but another terrible roll leaves her in a bad place.  Terror goes up another level due to the flub!  It was in her primary attribute!  

Officer Friendly moves forward and goes "Eyes On" with his low-light goggles.  However, no markers are in range.  Agent Red rushes forward.  

Despite now having 4 Terror Tokens, no new Threats are spawned.  The remaining markers move about the board randomly but none enough to reveal any markers.  



Turn 3 - 4 Terror Tokens
Officer Friendly moves forward, and his "Eyes On" status reveals 4 Mutants coming in.  That adds another 1 Terror token, up to 5.  After the reveal, Agent Red moves forward to the closest Shadowpoint, and prepares to seal it with the arcane rituals she was taught before the mission started. 


This time Ms. Jones manages to pull herself together and manages to smash several of the frogs and scatter 1 of the swarms!  Yippee.  Finally, Professor Ellsing casts a Teleport spell and successfully moves up next to the Shadowpoint with Agent Red. 

The Shadowpoint near Agent Red and Professor Ellsing ripples and swirls, putting the two nearby on edge.  However, it is a false alarm and no new enemies come through.  However, the Terror level is now 6.  

The Mutants move forward aggressively, with half heading towards Officer Friendly, and the other half going towards Agent Red.  One of the Threat Markers reveals 2 Deep One stalkers which adds 1 more Terror Token.     

Turn 4- 6 Terror Tokens
Agent Red tries to seal off the Shadowpoint in front of her, but she fails using her primary keyword.  That raises the Terror Tokens to 7.  Officer Friendly opens fire on the mutants with his battle rifle. With burst fire, he easily takes out one of the mutants.  However, he is now considered "lit up" and easily seen. 

Ms. Jones finishes off the last Frog Swarm she is facing.  She prepares to seal the Shadowpoint before her with the arcane words she was taught prior to the mission, but they are hard to remember.  Professor Ellsing uses a Fireblast spell and toasts one of the Deep One Stalkers, with the other skittering out of sight. 


The Mutants race forwards, with two attacking Officer Friendly.  He takes two wounds and his Awareness and Shooting both go down 1 level to D10 and D6 accordingly.  The last one attacks Agent Red, but fails to hit her and causes her to be suppressed. 

Two more threat markers are spawned.  The one near Ms. Jones spews out and reveals 2 Stalkers and 1 Savage One.  The other spawns near the second Shadowpoint.  



Turn 5- 9 Terror Tokens out of 12! 
Officer Friendly tries to break-off, but the mutants thwart his efforts.  Agent Red fails to fight off the Mutant attacking her.  Professor Ellsing fails to cast a Hold spell on the mutant, raising the Terror Tokens to 10!  Ms. Jones sprints away from the enemies by Shadowpoint 1. 

Officer Friendly fends off the two mutants attacking him.  Agent Red is hit by the mutant and has her Brains reduced by 1 to d8.  

A Deep One Stalker manages to jump the sprinting Ms. Jones and attacks. However, it fails to hit her.  The Shadowpoint 4 spawns two new Savage Ones right on top of Professor Ellsing and Agent Red.  Another threat appears near Shadowpoint 3.  


Turn 6 - Terror Token 10 out of 12! 
Well, we better get moving as a unit!   

Professor Ellsing casts teleport and moves 7 MU away from the Shadowpoint.  He ends up right next to a wall.  This also spawns an Occult Leader!  Ms. Jones tries to break past the Stalker attacking her, but fails and is pinned in combat.  Officer Friendly also failed to break way and got pinned fighting with the mutants.  Agent Red killed the Mutant fighting her, but is about to be swamped by Savage Ones! 


The two Savage Ones easily team up on Agent Red and make her Unconscious and Possibly Dead.  The Mutants on Officer Friendly hit him and reduce his Brawn by 1.  Professor Ellsing is hit by a Firebolt from the Cult leader and is reduced by 5 stats, which brings him down across the board 1 level, and Awareness 2.  The Stalker also reduces Ms. Jones another level in Brawn. 


A new Threat appeared outside of Shadowpoint 4, near where Agent Red went down.  

Turn 7- 11 out of 12 Terror Tokens! 
A battered and bruised Professor Ellsing casts teleport again and gets to the edge of the board, but will need one more move to get off completely! Ms. Jones manages to pushback the Deep One Stalker and turn to face the oncoming threats.  Things look pretty bad.  Officer Friendly manages to kill one of the Mutants fighting with him up-close.  


The Savage One attacks, while the Stalkers scatter into the shadows to try and get around Ms. Jones' flanks.  It manages to cause 1 wound on the warrior, thanks to her armor she is still up and fighting.  The mutant on Officer Friendly fails to hit him.  

The monsters move around, and one of the threats turns out to be the Tentacle beast, near Ms. Jones. Two more threats are generated by Shadowpoint 2, and that puts us over 12 Terror Tokens.  There is one last disengagement turn. 

Turn 8- Disengagement Turn
Professor Ellsing manages to walk off the opposite board edge, clutching at his wounds.  Ms. Jones manages to pushback the Savage One attacking her.  However, it is only a small reprieve.  Officer Friendly is not so lucky, and the mutant stays on him.  

Ms. Jones is charged by a Savage One, a Stalker, and the Tentacled Beast and quickly dispatched to Unconscious and Possibly Dead. The Stalker and Mutant on Officer Friendly fail to injure him. 

Not a good result for our heroes! 

Conclusion
With that, Dawn breaks and the monsters flee back into the Shadowpoints while the portals themselves shimmer and dissipate.  A new day shines as Professor Ellsing stumbles to his destination beyond the monstrous guardians. It was a minor victory, as two of his companions have fallen.  

Now, let's talk about how the game played, then I will talk about what I did wrong as a player.  First off, the game really needs a battle mat, or the board just looks bare.  The idea that terrain spawns as you approach it seems fun and interesting, but in practice it takes away from the spectacle of the game a lot.  This may be a compromise I am not willing to make.  

This game will absolutely need a QRS to play.  The different rolls for running the randomization can be hard to recall.  However, there is a clear "escalation of threat" as the monsters appear more frequently and are harder to kill as you move on.  I also failed a surprising number of 4+ rolls on d12s and 10s this game which caused me to rack up Terror Tokens fast in the early going.  It will also help to have Character Stat cards handy when you play, as damage is attritional and can be hard to track without a small character sheet.  This makes the game feel much more RPG-lite as each Knight is a very unique character with their own skills and abilities.  

The game is intended to be a solo/co-op game and the mechanics are built around this premise.  There are a few Hooks including escalating terror and constant darkness where managing LOS is critical.  For a Solo game like this to work the key factors are, does it force me to make decisions, did it surprise me, and was I playing the game more than operating the game?  

1. Did it force me to make decisions? 
Yes.  There were a few decisions that derailed my efforts to accomplish the mission as I had to decide between movement, shooting, or fighting.  In the end, I got bogged down by the monsters and closing Shadowpoints instead of getting to the opposite board edge.  These decisions were made complicated by a combination of action options, limited number of actions to take, balancing mission vs. approaching threats, and time as the Terror Tokens stacked up.  This part of the game was successful. 

2. Did it surprise me? 
Maybe?  I am not sure it counts as surprise when monsters spawn out of the Shadowpoint you are standing on!  However, when I did generate monsters, it was normally a lot of them!  I am not sure that is typical, as there were a few times where a threat ended up being nothing, instead of monsters.  The monsters also ended up being much tougher than I expected.  However, the LOS/Darkness aspects hampered me less than I expected, and the terrain generation never really came into play.  However, the escalating Terror really forced me to change how I was operating as it stacked up really fast and things got more and more dangerous quicker than I expected!  

3.  Did I spend too much time operating the game?
This was the biggest pain point and failure of the game in my mind.  I spent too much time generating the board, generating and moving threats, and then operating the threats that had become monsters.  I spent more time doing that than running the Knights that were my characters!  There was also a lot of dice rolling for little or no result such as moving Threat markers around than were not factors in the game, or making failed monster attacks.  I am not sure how I am going to streamline this aspect of the game yet as these elements are also a key part of the experience right now.  I am open to suggestions in the comments. 

Final Thoughts
Close, but not ready for post-production yet.  The central darkness conceit needs work.  Perhaps allowing players to place d3 light sources in the set-up phase?  Maybe remove the random terrain generation? Change how Threat Markers operate on the board?  Still a lot of things to think about.  

However, there were also things that worked!  Each Knight felt like a unique character with their own special powers and abilities.  The escalating Terror worked as well, and the increasing monster difficulty was good.  The core mechanics for fighting and shooting worked well too, and gave the Knights some resiliency, but they were not unstoppable. 

In addition to working out some of the chrome, I still need to add some campaign play elements and finalize the missions.  Missions are particularly important in a game like this.  Otherwise, it loses a lot of replayability.  Plus, missions are what adds that extra level of tension and decision making.  

Overall, the game continues to progress but still needs some more TLC before it is ready for prime time. Probably another 2 years work at the rate I am going!  


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Monday, April 4, 2022

Battle Report: Darkest Knight - Secure the Artifact

 


I have been working on a solo/co-op/versus game tentatively called Darkest Knights.  I have always liked the idea of doing a horror themed game, and have many starts and stops at this goal.  After a lot of work, I finally got to the point with a game where it is ready to hit the table and get tested.  However, there were a few design goals and hooks I wanted to put into the game.  

  1. RPG Light elements
  2. LOS as a resource due to darkness
  3. Solo/Co-op/Versus playable
  4. Escalating tension/difficulty
  5. Lot's of choices
  6. Scale and Model Agnostic
  7. Modern horror veneer
So, here we are with a Playtest of Darkest Knight on the table using my infamous Paper Templates!  The Paper Templates were made using random images of models on the internet.  The heroes are mostly images of Reaper Models I was eyeing up for this project.  

The concept is simple.  Each player gets a team of 4 models that are their team of "Knights" to go on missions against the forces of "Darkness".  Each of the 4 models can be customized by choosing their attributes and a template that applies starting gear and special abilities.  The game itself uses dice shifting and a target number of 4+.  Monsters also have an escalating level of dice based on the level of Fear on the board that accumulates from player actions.  The last hook is that the board is considered to be constantly shrouded in darkness, and LOS is limited.  Therefore, the use of sources of light and illumination are critical for success.  All "monsters" spawn randomly through out the game.  

Lt. Wulf adjusted the comms to clear the static to better hear her instructions, "The unknown artifact is located somewhere in your search parameters.  Locate it and bring it home."

She double clicked the communicator to indicate she had received the signal and understood the teams instructions.  Lt. Wulf and her team of "Knights" was ready and prepared to head out into the darkness once again.  

She glanced over at Liu Xujiang, and reached over to adjust her gear, "Don't worry.  Things will go better this time.  We know what to expect." The nervous psychic nodded slowly, but didn't make eye contact.

Lt. Wulf next went and checked Sister Winifred's gear.  She was a big, experienced woman.  She was strapped down tight, with her crucifix secured at her collar.  Lt Wulf whispered to her, "Keep an eye on Xujiang this time out.  Last time shook her a bit." 

Finally, she came to Heidi Kroft, who was busy re-assembling her SMG, making sure it was clean and ready.  To her she said, "It will be your job to scout ahead to find this thing, the rest of us will try to cover you.  You are the fastest, so you get point." Kroft nodded in acknowledgement as she finished re-assembling her weapon.  

The Knights were silent until their APC rumbled to a halt.  The back door dropped with a clang, and the internal lights went red.  Lt. Wulf signaled and the team sprung out of the back of the APC.  They were immediately surrounded by darkness.  The only light was coming from the open rear of the APC.

Lt. Wulf grimaced.  That was going to make things much more interesting.   

I made a few Mods to the rules since the last time we tested out the game.  I updated the activation process so it is a choice.  Activate with a 6 MU LOS, or make an Awareness check to activate to try and gain additional LOS.  Success can add 1 MU per success over a 4+ to LOS.  Failure leads to a failure to act as you squint into the darkness.  

The rules for generating Threats were also updated to try and skew the result to more, lesser threats; and fewer hard threats.  I also cleaned up the order of operations to be IGOUGO and removed Threat Markers starting on the board immediately.  As the game progresses though, the threats spawned will tend to be more often based on the number of Fear tokens.  Let's see how it goes?      

Forces:
Our heroes are a team of "Knights" that have been gathered together and trained by a wealthy patron.  Exactly who this mysterious benefactor is is unclear, but they are loyal to each other and the mission of halting the spread of the Darkness across the land.  Our cast of heroes are:  

Lt. Ilsa Vulf
Shoot                  Fight                   Brawn                Brains                 Awareness
d12                      d4                        d6                        d8                        d10
Archetype: Leader                                                                  Keyword: Awareness
Starting Equipment: Battle rifle, Low-light goggles, pistol
Power: Re-roll failed Rally tests, Can activate another model rather than themselves on Activation

 
Sister Winifred
Shoot                  Fight                   Brawn                Brains                 Awareness
d4                        d6                        d10                      d8                        d12
Archetype: Devoted                                                              Keyword: Brains
Starting Equipment: Pistol, Holy Symbol, Flashlight
Power: Repulse Undead, Spectral, and Occult.  Use Occult texts with a Brains test
 
Heidi Kroft
Shoot                  Fight                   Brawn                Brains                 Awareness
D8                       d6                        d10                      d4                        d10
Archetype: Freerunner                                                         Keyword: Brawn
Starting Equipment: SMG, Knife, Satchel
Power:  Re-roll failed Brawn test for Dynamic Movement

Lui Xijiang
Shoot                  Fight                   Brawn                Brains                 Awareness
D8                       d6                        d4                      d10                        d8
Archetype: Psyhic                                                        Keyword: Brains
Starting Equipment: Pistol, Flashlight, Knife
Power: Freeze Target- Successful Brains test, the target is pinned



Mission:
 For this test run, the team needs to "locate an artifact".  They need to locate it, secure it, and take it off the board.  

Set-up: 
The game is played on a 36MU by 36MU board with 1 MU = 1 inch. 

The board has a variety of LOS blocking terrain in the form of walls and buildings.  There are 4 Shadowpoint markers starting on the board.  The Shadowpoints are placed randomly around the board.  There are no illumination points.  The artifact is a white marker, that was randomly placed per the scenario.  

Shadowpoints= Black Tokens
Threats= Red Tokens  
Artifact= White Tokens

The "Knights" all deploy along the top edge of the board as the Infil point, this same location will also be their Exfil point.  


Turn 1:
Sister Winifred auto-activates and moves to the ShadowPoint closest to her.  Xijiang also auto-activates and moves up next to Sister Winifred.  Lt. Wulf also auto-activates and moves to the edge of a wall, and levels her rifle.  Heidi follows-up and moves to make for the objective.  

Two Threat markers appear at the furthest Shadowpoint, and then move away towards the edge of the table.  

Fear Token: 2
Threat Marker: 2
Shadowpoints: 4

Turn 2: 
Heidi decides to try a traditional activation and barely succeeds.  She moves up to the second ShadowPoint just shy of the artifact.  Xijiang tries to shut down the Shadowpoint next to her, but fails miserably.  Since this is her key attribute a new Fear token gets added.  

Lt. Wulf gives her activation to Heidi, who grabs the objective.  Sister Winifred tries to shutdown the Shadowpoint, and succeeds!  The Shadowpoint is shut down through a special incantation.  

No new threats spawn.  However, the existing Threat markers move back towards the center of the board.  

Fear Token: 2
Threat Marker: 2
Shadowpoints: 3


Turn 3: 
Heidi runs back toward the Exfil point with the artifact.  Sister Winifred and Xijiang move into cover positions.  Lt. Wulf then gives her activation to Heidi who continues to move to the board edge.  

No new threats generate.  The Threat Markers move towards the center of the board.  

Turn 4: 
Heidi leaves the board with the artifact easily.  The rest of the Knights fall back to the Exfil points.  

No new threat markers appear.  The Threat markers on the board, one moves towards the Knights, while the other one moves back to ShadowPoint 1. 
 


Conclusion: 
Well, that was too easy!  Why would I even share this with you?  Boring! 

I am sharing it with you to illustrate a point.  Playtesting the changes I made were critical to "balancing" the action and the danger.  The Auto-activations coupled with no Threat Markers starting on the board meant that their was no danger.  Now, add in the new way to generate monsters and the clarified Order of Actions and this game was a snooze fest!

So, let's change it up again!  This time, I have made a simple change.  All ShadowPoints begin with a single Threat Marker next to them.  I will keep the auto-activation option..... for now.  I also modified the Order of Operations to be Alternate Activation between the Player and the AI.  Let's see how these simple changes impacts the scenario and adventure.  

The set-up is exactly the same: 


        
Turn 1:
Immediately, when Xijiang activates she can spot the Threat at the ShadowPoint.  It is resolved to be a Zombie!  She opens fire with her pistol at it, but misses!  Ouch! Seeing the threat also causes 1 Fear Token to be added.   

The Zombie goes next and charges into the Psychic!  It attacks her, but fails to injure her.  Sister Winifred activates next, and lays into the beast!  Since Xijiang is there, Sister Winifred's fight goes up +1 dice to a d8.  She manages to slay the beast by crushing its skull.   


Lt. Wulf, auto-activates and moves up to the edge of the wall.  A Threat moves closer, near the objective, but is not revealed.  Heidi rolls for Activation and gets 2 extra MU of LOS.  She moves up next to Lt. Wulf.  

However, two new threats appeared near the Artifact and ShadowPoint #3.  The new threats can be seen by Heidi, so they are revealed.  However, they are just shadows and strange noises in the area.  

Fear Tokens: 3
Threat Tokens: 3
Enemies: 0
ShadowPoints: 4 



Turn 2: 
Sister Winifred moved up to ShadowPoint #4.  Xijiang also moves up with Sister Winifred.  The Threats move around.  Lt. Wulf activates Heidi and she moves up.  This reveals two Threat Markers, one is nothing but a rat scurrying around.  The other is a Zombie!  

Seeing the Zombie, Heidi auto-activates her own activation and fired her sub-machine gun in a burst at it.  It is enough and the Zombies is killed.  

No new Threats spawn.  

Fear Tokens: 4
Threat Tokens: 1
Enemies: 0
ShadowPoints: 4

Turn 3:
Xijiang tries to shut down the ShadowPoint, which she does easily.  The last Threat marker comes up into Heidi's LOS and generates a Zombie with a Chainsaw!  

Heidi activates and tries to burst fire on the Zombie with the Machine Gun.  She also manages to behead the Zombie with several bullets to its face!  Lt. Wulf then encourages Heidi to move up and get the Artifact.  Sister Winifred goes to the opposite edge of the wall.  

A new Threat Marker is spawned at the ShadowPoint #2.  

Fear Tokens: 6
Threat Tokens: 1
Enemies: 0
ShadowPoints: 3          

Turn 4: 
Heidi activates and runs back towards the Exfil point.  The Threat Marker moves closer to the edge of the building.  Lt. Wulf also encourages Heidi to keep moving.  

Sister Winifred moved forward to unveil the Threat Marker.  It turns into a zombie riflemen, who fires at Sister Winifred.  He fires at her and misses, but forces a Suppression test, which she passes.  


Xijiang falls back to the Exfil point, and covers Heidi with her pistol.  

No new Threats generate.  

Fear Tokens: 7
Threat Tokens: 0
Enemies: 1
ShadowPoints: 3
 
Turn 5: 
Heidi activates and exits the board.  The zombie fires at Sister Winifred again, but misses her again.  She again avoids suppression.  She ducks back into cover. Xijiang moves through the Exfil point.  Lt. Wulf falls back to the Exfil point.  

No new Threats    

Fear Tokens: 7
Threat Tokens: 0
Enemies: 1
ShadowPoints: 3


Turn 6: Doomsday Turn
Lt. Wulf drops back off the board out of the Exfil location.  The Zombie rifleman fails a Dynamic movement test and falls to his death trying to pursue Sister Winifred. She falls back to the Exfil Point edge, but does not get off the board. 

A pair of Threats appear in the center of the board.  

Fear Tokens: 9
Threat Tokens: 2
Enemies: 0
ShadowPoints: 3


Conclusion: 
The end result of securing the Artifact still happened, but this time the danger was much higher.  I only had to Fear 12, and got to 9.  Plus, I had to deal with several enemy threats.  We ended up dealing with 2 d4 Zombies and 2 d6 zombies.  However, despite the more difficult scenario, I suffered no real damage.  Therefore, we see an improvement, but I still need to tweak the threat levels.  

All of this information and tweaks came from about two hours of playtesting with the rules.  I detail my system for Playtesting in a different post.  From that post, we are still at the  "Just You and the Table" stage of testing.  The focus here is on tweaking and streamlining the core mechanics before adding in all the Chrome of campaign elements to the game.  

So far, the game is moving along nicely but there is still a lot of work to do before it is ready for prime time.  I am not sure about the activation process yet.  It seems too limiting, and I have had little need to use "Illumination" actions yet.  Plus, there is still more work to do on tweaking the threat levels.         

Watch this space as the game develops. 


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

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

Monday, January 24, 2022

Battle Report: Darkest Knight - Scout the ShadowPoints

 


I have been working on a solo/co-op/versus game tentatively called Darkest Knights.  I have always liked the idea of doing a horror themed game, and have many starts and stops at this goal.  After a lot of work, I finally got to the point with a game where it is ready to hit the table and get tested.  However, there were a few design goals and hooks I wanted to put into the game.  

  1. RPG Light elements
  2. LOS as a resource due to darkness
  3. Solo/Co-op/Versus playable
  4. Escalating tension/difficulty
  5. Lot's of choices
  6. Scale and Model Agnostic
  7. Modern horror veneer
So, here we are with a Playtest of Darkest Knight on the table using my infamous Paper Templates!  The Paper Templates were made using random images of models on the internet.  The heroes are mostly images of Reaper Models I was eyeing up for this project.  

The concept is simple.  Each player gets a team of 4 models that are their team of "Knights" to go on missions against the forces of "Darkness".  Each of the 4 models can be customized by choosing their attributes and a template that applies starting gear and special abilities.  The game itself uses dice shifting and a target number of 4+.  Monsters also have an escalating level of dice based on the level of Fear on the board that accumulates from player actions.  The last hook is that the board is considered to be constantly shrouded in darkness, and LOS is limited.  Therefore, the use of sources of light and illumination are critical for success.  All "monsters" spawn randomly through out the game.  

Lt. Wulf re-checked her weapon.  It was in prime condition and ready to rock-and-roll.  Next she checked her ear piece Comm.  

"Testing 1, 2, 3..... team check in."

"Sister Winifred, ready." The stocky, middle aged women clutched her holy symbol to her chest, and huge pistol strapped under her arm.  It was a sharp contrast to her nun's habit.  

"Heidi Kroft, ready." The tall, lanky woman racked her sub-machine gun.  Her hair had been pulled up into braids, keeping them out of her way.  Her gear looked strapped down and secured.  

"Lui Xujiang.  Checking in," her english was flawless, perhaps better than Ilsa's own.  There was no trace of her Chinese heritage.  However, of all the team, she looked the most nervous.  She rubbed her palms on her utilitarian coveralls.  Hard to believe she could freeze a foe with just her mind, but Ilsa had seen it herself.  

She nodded to her team, "Time to get out there and see where this mystical Darkness is coming from.  let's get ready to light it up!"  

The rest of her team gave nervous grins and glanced around the cabin of their APC.  It rumbled to a halt, and the back door dropped down with a clang.

"Go, go, go!"   

Forces:
Our heroes are a team of "Knights" that have been gathered together and trained by a wealthy patron.  Exactly who this mysterious benefactor is is unclear, but they are loyal to each other and the mission of halting the spread of the Darkness across the land.  Our cast of heroes are:  

Lt. Ilsa Vulf
Shoot                  Fight                   Brawn                Brains                 Awareness
d12                      d4                        d6                        d8                        d10
Archetype: Leader                                                                  Keyword: Awareness
Starting Equipment: Battle rifle, Low-light goggles, pistol
Power: Re-roll failed Rally tests, Can activate another model rather than themselves on Activation

 
Sister Winifred
Shoot                  Fight                   Brawn                Brains                 Awareness
d4                        d6                        d10                      d8                        d12
Archetype: Devoted                                                              Keyword: Brains
Starting Equipment: Pistol, Holy Symbol, Flashlight
Power: Repulse Undead, Spectral, and Occult.  Use Occult texts with a Brains test
 
Heidi Kroft
Shoot                  Fight                   Brawn                Brains                 Awareness
D8                       d6                        d10                      d4                        d10
Archetype: Freerunner                                                         Keyword: Brawn
Starting Equipment: SMG, Knife, Satchel
Power:  Re-roll failed Brawn test for Dynamic Movement

Lui Xijiang
Shoot                  Fight                   Brawn                Brains                 Awareness
D8                       d6                        d4                      d10                        d8
Archetype: Psyhic                                                        Keyword: Brains
Starting Equipment: Pistol, Flashlight, Knife
Power: Freeze Target- Successful Brains test, the target is pinned



Mission:
 For this test run, the team needs to "scout the area".  They do this by moving within 6 MU of a Shadowpoint Marker and make a successful Awareness test.  The more they investigate, the more they score victory points.  They do not need to "shut down" a Shadowpoint Marker to score. 

Set-up: 
The game is played on a 36MU by 36MU board with 1 MU = 1 inch. 

The board has a variety of LOS blocking terrain in the form of walls and buildings.  There are 4 Shadowpoint markers starting on the board, and 4 potential Threat markers.  The Shadowpoints are placed randomly around the board with a Threat marker adjacent to them.  There are also four illumination points, with a 6 MU radius that are also randomly placed.

Shadowpoints= Black Tokens
Threats= Red Tokens  
Lights= White Tokens

The "Knights" all deploy together in a corner of the board behind cover on the more well lit side of the board.     


Turn 1:
This is a solo test game, so the "knights" get to go first.  

The Knights choose Heidi to go first, as she is a Free Runner.  She has a d10 Awareness, so makes her check.  She rolls a 3, which is a failure!  Therefore, the Darkness gains 1 Fear marker and play turns over to the Darkness.  The Darkness fails to spawn a new Threat, but an existing at the nearest Shadowpoint moves 4 MU away.  

This time, Lt. Wulf tries to activate and successfully does so with a 5.  This gives her an LOS of 7 MU.  6MU is base, and she scored 1 over 4+ to add 1 MU.  She moves up, but can not see the nearest Threat marker due to blocking terrain.  Afterwards, play goes to the Darkness again!  

Sister Winifred gets an 11, so activates with a 13 MU LOS.  She goes around the other side of the buildings and draws LOS to a Threat Marker.  Thankfully, it was just an abandoned newspaper blowing in the wind, and making all sorts of noise! 


The darkness spawns a new Threat marker at the far Shadowpoint.  Then, Xujiang moves up to stay with Lt. Wulf.  

The Fear level is 2, and the Knights have not scouted any Shadowpoints.  


Turn 2: 
Heidi shakes herself out of her revelry and moves out.  She activates and passes a Dynamic movement test to get on top of the nearest building and nimbly move over its roof.  

Sister Winifred acts next, and moves forward.  She peaks around a corner and sees another threat marker.  Thankfully, it is just a stray cat!  

Lt. Wulf tries to activate next, but hesitates as Sister Winifred's voice buzzes in her ear bud, "Just a cat".  The Lt. breathes a sigh of relief, but the Fear level goes up 1 for failing an activation check.  The moment of concern causes Lui Xuijang to also freeze up!  Another Fear token means it is more likely for threat markers to spawn, and those threats to be enemies!  

Fear Markers 4, 0 Shadowpoints scouted! 

Turn 3:
Sister Winifred moves to go around a nearby wall, but can not get close enough to scout the second ShadowPoint yet.  

Heidi moves to the edge of the roof and squints off into the distance.  She had seen movement, but it was just a long shadow after all!  

Lt. Wulf moves to the first Shadowpoint, but can not inspect it yet.  To busy covering her movement from an attack.  However, her vigilance is warranted as a rifle toting zombie shuffles into view in the distance!  It fires at her, but misses! 

Hearing the gunshot crack through the night, Xuijang freezes up and takes cover.  1 more Fear Token!  

A second gun toting zombie spawns and attacks LT. Wulf up close!  It came out of nowhere!  However, the LT. fends it off!  

Fear Tokens 5
Shadowpoints Scouted: 0
Threats: 1
Enemies: 2

Turn 4:
Heidi opens fire with her sub-machine gun at the distant zombie, and forces it back 1 MU.  However, it is immune to suppression as it is undead and does not know fear!  

The Shadowpoints spawn another threat!  Meanwhile, Lt. Wulf struggles with the Zombie that jumped her!  She is not much of a fighter, more of a shooter!  Thankfully, neither is the Zombie!  However, the Shadowpoint spawns another Threat!  


Seeing the Zombie fight with Lt. Wulf the Psychic again stays in cover.  Sweat and nerves keep her pinned in fear! More fear Tokens! 

Hearing more potential threats in the darkness ahead causes Sister Winifred to also take cover and peer into the darkness!  

The rifle zombie that was pushed back fires on Heidi, but fails to hit.  

Fear Tokens: 10!
Shadowpoints Scouted: 0
Threats: 3
Enemies: 2

Turn 5:
Sister Winfred squints into the darkness and sees her caution was warranted.  Ahead in the darkness is a Zombie with an idling chainsaw!  The sister brandishes her Holy Symbol and calls down the power of Jesus to repel it.  The beast shambles back!  Away from the Sister's holy aura! 

Lui Xuijang concentrates on the Zombie fighting Lt. Wulf, and causes him to freeze in place with the power of her Mind!  This allows the LT. to blast him with her pistol up close and kill it!    
  
The other gun-toting zombie fires at Heidi and causes 1 MU of push back, which knocks her from the roof!  She takes an injury and reduces her fight to D4.  The fall also causes Heidi to fail her awareness check! 

Fear Tokens: 11
Shadowpoints Scouted: 0
Threats: 1
Enemies: 2

Turn 6: 
Lt. Wulf takes a moment to catch her breath after her close call with the zombie.  However, this means she can not scout the Shadowpoint.  This takes them to 12 fear, and triggers the Doomsday Turn next turn! 

A new Threat spawns near the Shadowpoint by Sister Winifred, and this causes her to huddle into cover.  Her Holy Symbol gripped in her hand.  

Heidi gets up, fires at the Zombie with the rifle, and fails to hit him.  

The Threat marker near the Sister charges at Winifred.  It is revealed to be a powerful undead Devourer! The attack strikes her in the head, and she reels back.  Her Brains are reduced to d6.  


Lui Xujiang moves up and draws a Line-of-sight on the rifle toting Zombie.  

Another Threat Marker appears, but goes behind a building by the second Shadowpoint.

Fear Tokens: 15!
ShadowPoints Scouted: 0
Threats: 3
Enemies:3

Turn 7- Doomsday Turn: 
Finally, Lt. Wulf activates and scouts the nearest Shadowpoint!  The nearest Zombie rifleman tries to push her back with shooting, but fails.  

Sister Winifred activates, and holds out her crucifix defiantly and screams in latin at the Devourer Zombie, who rushes off in terror of the mystical symbol!  

Another Devourer Zombie appears at the Shadowpoint near Sister Winifred!  

Heidi fires her SMG at the rifle toting Zombie, and hits him.  Causing him to go to d4!  

Another threat marker appears at the furthest Shadowpoint.  The undead forces are starting to respond to the Knights in their region!

In the last activation, Lui Xujiang hunkers down in fear, her eyes darting around in terror!  


Conclusion:
Seeing that the undead hordes of the Darkness were starting to gather, Lt. Wulf called for the withdrawal.  She triple clicked her ear piece, that was the signal for the rest of the team.  They fell back to their exfil location and loaded up in the armored vehicle waiting for them.  They rumbled away into the night.  

The radio crackled to life, the scratching, disembodied voice of their patrons filled the cabin, "Well?" 

The team sheepishly looked around before Lt. Wulf cleared her throat, "We didn't manage to get very far before the Undead started to swarm our position.  We located and pinned the location of one potential Shadowpoint rift in the target area."

"That will do,  Send the co-ordinates so we can target it for destruction via other means.  Was anyone hurt?" 

"Nothing serious, just some minor injuries.  However, we are all a bit shaken up.  I thought I was ready for the oppressiveness of the Darkness, but when you are on the ground.... in it......," her words trailed off.  

"No need to be ashamed.  That creeping dread is spreading everywhere.  That is why we need to locate and destroy more of these Shadowpoint before it is too late." 

The silence hung in the air uncomfortably for a moment.  

"Good for now.  Return to base, and we will plan our next move."  The radio snapped off.  

Well, that was fun.  How did it play?  Well, activation did not go nearly as well as I would have hoped!  Half of the Fear Tokens were generated as I blew activation rolls on d10's and d12's!  That sucked!  Poor Lui Xujiang spent more time scared of her own shadow than doing anything.  I think I will make the Awareness test to activate a choice.  You can activate with 6MU LOS for free, but making a check could allow a larger LOS, but the chance of failing and getting FEAR tokens and not activating.  Now, it is a decision point.    

I normally only let a model get 1 action to create more tactical play, and that really hurt in this game.  I had to make tough choices, but I also didn't get to do much before I got swarmed by tougher and tougher enemies.  I honestly did not expect those d6 rifle toting Zombies to be so tough to get rid of!  As you acquire Fear Tokens, the enemies that are spawned are tougher and tougher to drive off, and get better at killing you!  The main threat in this game is not the enemy models or Threat tokens, it is running out of time and getting bogged down in Fear Tokens and the game ending.  

The Illumination and LOS rules seemed to work fine.  The dice shifting and 4Ms worked fine as well.  I am unsure about the Frequency of the Fear Tokens, might need to dial them back a bit or not give them out so easily.  Also, currently it is easier to spawn the harder monsters and hard to spawn the easier monsters.  That escalates the tension, but seems "wrong" at the same time.  There should be more easier monsters and fewer harder ones.  I think I will tweak that spawning system a bit.  

The models all having different strengths and abilities worked well.  I liked that, even if one of my best shooters got jumped into close combat right away!  The special Repulse and Freeze powers worked well when they were used.  I think I will need to get these out on the table again and see what happens next time before I make too many adjustments.     
         


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