The presence of the Martian invaders in the Minnesota River Valley had been confirmed. The commander at Fort Ridgely immediately sent additional troops up river to reinforce and garrison Camp Release. It was at Camp Release where the Minnesota Volunteers had managed to push back initial Martian scout Tripods.
As the Reinforcements moved up river, they were ambushed by a hunting Pod of aliens. The troops were caught between the Martians and the river as the huge alien machines reared up from the forest and advanced.
Martian Ambush Pod
2 Martian Scout Pods
1 Assault Pod
Minnesota Militia Scouting Party
3 Infantry Squads
Machine-Gun Squad
MkII Baldwin Tanks
MKIII Steamers
MKIIc Command Tank
Scenario:
The Militia is moving up the Minnesota River Valley to reinforce Camp Release. The river is on the left of their column, and the forest is 10 inches in from the right long board edge. The Humans are in the approximate middle of the board. The Martians can be placed anywhere within the tree line.
The game ends after the opposing army is broken or 6 turns.
Set-up:
The Militia set-up moving up the river in the middle of the board. Ann infantry screen is out front followed by the MKIIs, more infantry, the machine-gunners, and the MkIII. The commander is riding along to the river side of the column.
The Martians have the Assault Tripod moving to cut-off the column of troops. The two scout Tripods are sweeping in from the back edge.
Turn 1
Initiative: Minnesotans
The Minnesotans win Initiative. The Militia quick move to face the approaching alien menace! The 4 inch guns on the MkII's and the command tank open fire on the leading tripod, but fail to phase it. The MKIII's fare no better against the Scouts. The infantry continues to move forward, while the tanks try to stay out of Sweep range.
The Martians lumber out of the cover of the Forest, slowing them down. However, they want to close the gap so they can sweep with their Heat Rays. The first Scout scorches the first two squads of Third Platoon into dust, but the last squad still wants revenge! The Assault Tripod pops one of the MkIIs, but his comrades keep steady. The Tripods press the attack!
Turn 2
Initiative: Minnesotans.
The rear of the column pours fire into the second scout tripod, attempting to bust it open. This time a shot form the MKIII's hits something vital and the Scout bursts into flames! A cheers goes up fromt eh human forces, but nothing else seems to stick. The Tanks move around to try to reduce incoming fire and get into firing positions later.
Undeterred by the destruction of their fellow, the Martians again move forward. The Assault Tripod fails to sweep the MkIIs, and the Scout misses the Command tank. With their poor shooting, the Martians scuttle away to reduce the number of incoming shots.
Turn 3
Initiative: Martians
The Scout moves a bit closer, but the bigger Tripods is happy where he is. The Scout manages to sweep and destroy both of the remaining MKII's this time. The Assault Tripod failed to hit the Command tank. The Tripods then retreat further up river.
The Minnesotan infantry move up to try and get into assault range. The tanks also move to attack range, but despite a lot of shooting at the Scout, nothing seems to penetrate its armored hood.
Turn 4
Initiative: Minnesotans
The tanks form a solid firing line. Meanwhile, the Minnesotan infantry swarm out and two platoons attack the scout Tripod with grenades and elan. The tanks manage to damage the Assault Tripods steering mechanisms with a powerful barrage. The assault works a single armor point is removed from the Scout.
Martian retaliation is fearsome. The Scout walks away from the assault units, and the bigger tripod sweeps over the brave Minnesotans. The squads are killed, and the rest of the Militiamen flee in terror from the alien machines. The Scout also sweeps the MKIII's and destroys one. The Minnesotans are dwindling. The Scout advances trying to catch the last squad of Third Platoon and destroy them.
Turn 5
Initiative: Minnesotans
The Minnesotans fall back away from the approaching alien. Perhaps the Scout was too aggressive as the MKIIIs pound the advancing machine and terror away armor and damage its Heat Ray.
The Assault Tripod hit the command tank in the flank with its Heat Ray, but the Tank survives the smoldering inferno. The Scout manages to gain control of its Heat Ray long enough to vaporize the remains of Third platoon.
With that, the Minnesotan commander orders all trooper to retreat. The tank crews abandon their vehicles and take cover near the brush covered banks of the river. The Scout Martian covers his larger brother as the two Martian Machines break off and head back into the cover of the forest. The Assault Tripod stumbles and stops as it jerkily moves away from the battlefield.
Conclusion
This was a close battle. One scout was destroyed, the other was down to half, and the Assault Tripod was walking funny. The infantry went squish in this one, and gave up the game. The MKIII's are very impressive tanks. Too bad I like the MKII model so much, because the MKIII is FAR superior. I think I want to get my hands on another Starter Set to bulk out my forces a bit, but I am unsure how easy that is going be be forward.
The Minnesota Militia was unable to reinforce Camp Release, leaving it open for a potential Martian attack. Will the Martian invaders be able to over run the defenders of Camp Release? Will the Minnesotans keep the invaders from pressing down the Minnesota River Valley all the way to Fort Snelling? Stay tuned to find out!
Monday, December 26, 2016
All Quiet on the Martian Front- Battle Report- 1st Battle of Camp Release
The commanding officer at Fort Ridgely has suddenly been flooded by refugees from further up the Minnesota River Valley, an event eerily like the start of the last Dakota War. However, the Dakota had long since been moved to the reservations. From their jumbled tales, he suspects that the War of the Worlds has come to his sleepy command. Quickly, he organizes his local militiamen and sends them up river to find out what is going on. In the meantime, he sends word to his superiors at Fort Snelling to prepare to reinforce and help defend the river valley.
Martian Scout Pod
3 Martian Scout Pods
Minnesota Militia Scouting Party
3 Infantry Squads
Machine-Gun Squad
MkII Baldwin Tanks
MKIII Steamer Tanks
MKIIc Command Tank
Scenario:
The Militia is moving up the Minnesota River Valley to investigate reports of Martian Red Weed sighted in the area, and to see if it heralds the approach on the Martian invader into the Minnesota territory.
They have camped over night near the burned out ruins of a farmhouse. The troops are uneasy. They turn in with a single Platoon on guard duty. With the arrival of daybreak, they realize with horror that a Pod of Martian Scout Tripods was active in the area. The closest one had taken up a resting position in a nearby woods. As dawn arrives, both sides suddenly realize the close proximity they are to danger.
With startled shouts, the platoon on guard begins to wake their comrades and man the defenses. The Martian blasts his war horns and summons his fellows into battle!
Special Rules:
Reserves- 2 Martian Scouts begin the game in reserve. Infantry units and the first Martian scout can take action immediately.
The game ends after the opposing army is broken.
Set-up:
The Militia set-up on their half of the board. The Command Tank is placed anywhere within 12 inches of the short edge, and 24 inches in from the edge. All human units must be deployed within 8 inches of the command tank to represent the human camp.
The Martian Tripod is set-up on the opposite side within 6 inches of the short board edge and 12 inches from either side. They are set-up in a light wooded area.
Turn 1
Initiative: Minnesotans
The Minnesotans win Initiative. The Infantry scrambles for cover in the farmhouse ruins and the orchard, while the watch platoon prepares to fire on the revealed scout. The Command Tank moves over to the side of the ruins.
The Scout moves to the edge of the woods and waits, blowing his martian horns and waiting for reinforcements.
Turn 2
Initiative: Martians
A second scout appears from deeper in the woods and answers his friend's call. The first scout waits, while the second one moves up.
No more Minnesotans come to their comrades aid. The third platoon moves up towards the stream banks to dig in.
Turn 3
Initiative: Martians
The first scout breaks the woodline. He aims his Heat Ray at the troopers in the 1st Platoon near the stream. He fires. He hits with a 10, and the infantry element gets incinerated, but they stay put. The second scout burst through the woodline and prepares to surge forward.
The Minnesotans hold in cover and wait for the Scouts to approach. They ready their weapons.
Turn 4
Initiative: Martians
The two martians move closer to the 1st platoon, intent on incinerating them piecemeal. They open fire, the first misses his target element, but the second incinerates one of them. The last unit holds. One of the scouts moves towards the 2nd platoon.
In return the Minnesotans jump into the action. No reinforcements come to the battle. The command tanks 4-pounder booms out across the field of battle, but the shot goes wide. The last of 1st Platoon takes careful aim and fires. Most of the shots bounce off harmlessly, but one shot takes off a point of damage. 2nd platoon misses. They stay in cover.
Turn 5
Initiative: Martians
The first scout crosses the stream to engage 2nd Platoon. The other one moves to finish off 1st Platoon. The Valiant boys of 1st platoon are killed where they stand. The other scout tries to sweep 2nd Platoon, but misses. The first scout crosses back over the stream and takes cover in the brush.
The Minnesotans get ready to counter-attack the cautious scouts. They can almost hear their reinforcements rumbling up behind them. The 2nd Platoon opens fire with rifles and manages to damage the first scout again. The command tank again misses.
Turn 6
Initiative: Martians
The scouts move boldly across the stream now. Scout 2 opens fire on the command tank, but misses. The second scout misses a sweep on the 2nd Platoon. Scout 2 moves deeper into Minnesotan territory,while the first scout takes cover on the opposite side of the stream bed.
Both of the Tank platoons enter on the Minnesotan board edge. The Type II's are crushing the soy bean fields as they approach, while the threes move across the open ground. 2nd Platoon begins to fallback towards the Orchard while the command tank presses forward.
The Tanks open fire with a thunderous boom. Shells seem to ping harmlessly off the alien scout's carapace. 3rd Platoon and the machine-guns open up on the probing scout, but fail to damage it. The command tank's machine gun chatters away and blasts into the damaged Scout, damaging its Heat Ray.
Turn 7
Initiative: Minnesotans
The Tanks finally hit the Scout deep in their territory and damage its legs. This time, the Scout martian is getting hammered by rifles and machine-guns to reduce it to 5 Armor. The Command Tank uses his machine-guns again and damages Scout #1.
The last Martian enters the battlefield. Scout #2, damaged and immobile uses his Heat Ray to sweep the ruins of the farmhouse. He kills 2 Infantry elements and 1 Machine-gun unit. The Machine-Gun squad is broken by the attack. Scout #1 tries to fire on the Command Tank and fails to fire. Scout #2 manages to stumble into the ruined farmhouse and completely break the machine-gun teams.
The remains of 3rd Platoon assault Scout #2 in the farmhouse. The MkII and III's move up. The assault fails as the tripod stands above it all. The tanks fire on the Tripod in the Farmhouse ruins, the barrage kills the Minnesotan platoon and only scratches the Tripod. The command tank fires his machine-guns at Scout #1 and fails to damage anyone.
Turn 8
Initiative: Minnesotans
The MKIII tanks open fire on Scout in the farmhouse. Their shots find their mark and the alien explodes. Too bad the explosion catches the MkIII unit and causes two of them to explode as well. The Command tank riddles Scout #1 with machine-gun fire but fails to finish it.
The heavily damaged Scout #1 tripod retreats towards the wood line. Meanwhile, Scout #3 moves up. The Heat Ray of the Scout hits the Command Tank, but fails to damage it.
The MkIIs move up. The Command Tank retreats from the approaching Scout tank, but is still in front of his troops. As he withdrawls, he fires his 4-inch gun and hits the Scout directly in the eye causing it to be destroyed.
Conclusion
With the destruction of his pod-mates, Scout #1 withdraws from the field, leaving it to the humans. It was critical that he reported the contact to his superiors.
The Minnesotans regroup around the Command tank. After picking over the remains of the destroyed Tripods, a few select pieces are sent by messenger back to Fort Ridgeley. High Commands' worst fears have been realized. The Martian menace has been confirmed in the Minnesota River Valley. With that, word went to Fort Snelling to begin gathering additional soldiers and forces for the coming campaign.
Humans win the initial engagement in the Minnesota River Valley.
Martian Scout Pod
3 Martian Scout Pods
Minnesota Militia Scouting Party
3 Infantry Squads
Machine-Gun Squad
MkII Baldwin Tanks
MKIII Steamer Tanks
MKIIc Command Tank
Scenario:
The Militia is moving up the Minnesota River Valley to investigate reports of Martian Red Weed sighted in the area, and to see if it heralds the approach on the Martian invader into the Minnesota territory.
| usdakotawar.org- MNHS.org |
They have camped over night near the burned out ruins of a farmhouse. The troops are uneasy. They turn in with a single Platoon on guard duty. With the arrival of daybreak, they realize with horror that a Pod of Martian Scout Tripods was active in the area. The closest one had taken up a resting position in a nearby woods. As dawn arrives, both sides suddenly realize the close proximity they are to danger.
With startled shouts, the platoon on guard begins to wake their comrades and man the defenses. The Martian blasts his war horns and summons his fellows into battle!
Special Rules:
Reserves- 2 Martian Scouts begin the game in reserve. Infantry units and the first Martian scout can take action immediately.
The game ends after the opposing army is broken.
Set-up:
The Militia set-up on their half of the board. The Command Tank is placed anywhere within 12 inches of the short edge, and 24 inches in from the edge. All human units must be deployed within 8 inches of the command tank to represent the human camp.
The Martian Tripod is set-up on the opposite side within 6 inches of the short board edge and 12 inches from either side. They are set-up in a light wooded area.
Turn 1
Initiative: Minnesotans
The Minnesotans win Initiative. The Infantry scrambles for cover in the farmhouse ruins and the orchard, while the watch platoon prepares to fire on the revealed scout. The Command Tank moves over to the side of the ruins.
The Scout moves to the edge of the woods and waits, blowing his martian horns and waiting for reinforcements.
Turn 2
Initiative: Martians
A second scout appears from deeper in the woods and answers his friend's call. The first scout waits, while the second one moves up.
No more Minnesotans come to their comrades aid. The third platoon moves up towards the stream banks to dig in.
Turn 3
Initiative: Martians
The first scout breaks the woodline. He aims his Heat Ray at the troopers in the 1st Platoon near the stream. He fires. He hits with a 10, and the infantry element gets incinerated, but they stay put. The second scout burst through the woodline and prepares to surge forward.
The Minnesotans hold in cover and wait for the Scouts to approach. They ready their weapons.
Turn 4
Initiative: Martians
The two martians move closer to the 1st platoon, intent on incinerating them piecemeal. They open fire, the first misses his target element, but the second incinerates one of them. The last unit holds. One of the scouts moves towards the 2nd platoon.
In return the Minnesotans jump into the action. No reinforcements come to the battle. The command tanks 4-pounder booms out across the field of battle, but the shot goes wide. The last of 1st Platoon takes careful aim and fires. Most of the shots bounce off harmlessly, but one shot takes off a point of damage. 2nd platoon misses. They stay in cover.
Turn 5
Initiative: Martians
The first scout crosses the stream to engage 2nd Platoon. The other one moves to finish off 1st Platoon. The Valiant boys of 1st platoon are killed where they stand. The other scout tries to sweep 2nd Platoon, but misses. The first scout crosses back over the stream and takes cover in the brush.
The Minnesotans get ready to counter-attack the cautious scouts. They can almost hear their reinforcements rumbling up behind them. The 2nd Platoon opens fire with rifles and manages to damage the first scout again. The command tank again misses.
Turn 6
Initiative: Martians
The scouts move boldly across the stream now. Scout 2 opens fire on the command tank, but misses. The second scout misses a sweep on the 2nd Platoon. Scout 2 moves deeper into Minnesotan territory,while the first scout takes cover on the opposite side of the stream bed.
Both of the Tank platoons enter on the Minnesotan board edge. The Type II's are crushing the soy bean fields as they approach, while the threes move across the open ground. 2nd Platoon begins to fallback towards the Orchard while the command tank presses forward.
The Tanks open fire with a thunderous boom. Shells seem to ping harmlessly off the alien scout's carapace. 3rd Platoon and the machine-guns open up on the probing scout, but fail to damage it. The command tank's machine gun chatters away and blasts into the damaged Scout, damaging its Heat Ray.
Turn 7
Initiative: Minnesotans
The Tanks finally hit the Scout deep in their territory and damage its legs. This time, the Scout martian is getting hammered by rifles and machine-guns to reduce it to 5 Armor. The Command Tank uses his machine-guns again and damages Scout #1.
The remains of 3rd Platoon assault Scout #2 in the farmhouse. The MkII and III's move up. The assault fails as the tripod stands above it all. The tanks fire on the Tripod in the Farmhouse ruins, the barrage kills the Minnesotan platoon and only scratches the Tripod. The command tank fires his machine-guns at Scout #1 and fails to damage anyone.
Turn 8
Initiative: Minnesotans
The MKIII tanks open fire on Scout in the farmhouse. Their shots find their mark and the alien explodes. Too bad the explosion catches the MkIII unit and causes two of them to explode as well. The Command tank riddles Scout #1 with machine-gun fire but fails to finish it.
The heavily damaged Scout #1 tripod retreats towards the wood line. Meanwhile, Scout #3 moves up. The Heat Ray of the Scout hits the Command Tank, but fails to damage it.
The MkIIs move up. The Command Tank retreats from the approaching Scout tank, but is still in front of his troops. As he withdrawls, he fires his 4-inch gun and hits the Scout directly in the eye causing it to be destroyed.
Conclusion
With the destruction of his pod-mates, Scout #1 withdraws from the field, leaving it to the humans. It was critical that he reported the contact to his superiors.
The Minnesotans regroup around the Command tank. After picking over the remains of the destroyed Tripods, a few select pieces are sent by messenger back to Fort Ridgeley. High Commands' worst fears have been realized. The Martian menace has been confirmed in the Minnesota River Valley. With that, word went to Fort Snelling to begin gathering additional soldiers and forces for the coming campaign.
Humans win the initial engagement in the Minnesota River Valley.
Thursday, December 22, 2016
2016- A Year of Wargaming in Review
Wow, another year comes to an end. Where does the time fly? I’m not even sure I was having fun this
time. At the end of each year I like to
recap my wargaming exploits, and begin to lay the groundwork for the following year.
At the start of 2016, these were my goals:
Red = Not started
Green = Completed!
Blue
= Started but not finished
Painting and
Modelling
1.
Assemble my Robotech RPG Tactics models- Still in the box! I
was put off by all the work involved and bad reviews of the assembly
process. Maybe this year?
2.
Paint All Quiet on the Martian Front forces- I
painted what I had! I added more, so I still have some mobile artillery and a MKIV tank.
4.
Complete Painting my Necromunda Campaign- Still W.I.P.
5.
Paint Inquisitor
28mm Warband- The what now? Still unpainted and collecting dust.
Rules Writing
2.
Complete the core rules for 1 other Wargame
system that was TBD- I actually finished two and got a good start
on 2 more! See the links in the upper right hand corner.
Purchases
1.
Buy all Osprey Wargame Series- Completed! I am
still waiting on Rogue Stars and Chosen Men. You can see the reviews posted in December.
2.
Operation: Icestorm for Infinity- I haven’t really looked for
it. The game’s bloat put me off.
Playing
2.
Necromunda- Nope...
4.
AllQuiet on the Martian Front- Yes, I played a handful
of games for the Minnesota River Valley campaign.
6.
Continue my RPG Campaign-
yes, but it sadly fizzled when a key player got deployed. It’s dead Jim!
7. Play
1 new TBD game system I mostly played my own stuff
this year, BUT I did play a game of Super Systems 4th Edition!
I had 17 objectives and I completed 9 of my
Objectives. That is better than I expected! I also managed to complete a few things not on my list too. I painted some new gladiators and played a couple games of The Games: Blood and Spectacle and Castles in the Sky. Finally, I started a silly blog at the tail end of the year too.
It is funny how the winds of fate twist and
turn you through the year like an autumn leaf on a cool October breeze. I started off
strong up until about March. Then, real
life got in the way of hobby time until about December. Most of my year was spent reading and reviewing
rules and writing my own while wishing I could play. Sadly, there
was not a lot of playing time.
So, onward into next year! I will have to start assembling my objectives
for 2017.
Some pictures from the wargames of 2016:
Monday, December 19, 2016
Review: Frostgrave- Osprey Games
Frostgrave is another Osprey title, but unlike the Wargames series, this is a stand-alone hardcover with additional support books. This is NOT part of their wargame range. The level of support for Frostgrave is greater than any individual Osprey title in the
wargame series. The only Osprey titles
close to this support level are Force-on-Force or Bolt Action. Some would argue that even these do not count
since they are produced by different companies and only printed by Osprey.
Frostgrave is a
Fantasy Skirmish game. The core of the
game is a Wizard’s warband who are exploring the ruins of a frozen, ancient city
for magical artifacts and treasure. The
main genre hook is that you control a wizard and his
band of followers. It essence, this is a
campaign game that is reminiscent of Games Workshops Mordheim.
So, let’s dig in and see what we have behind the
covers.
Things I like
I am a big fan of campaign games. Therefore, I am immediately happy to see that
the bulk of this book is about the campaign itself. The game mechanics are very simple. Therefore, it could be argued that this is a
game created specifically for campaign play as opposed to the campaign being an
add-on feature. Wizards gain experience,
learn new spells, get better stats, and find treasures. One nice feature is that you can manage your
retinue of retainers, but also your base of operations! That was a new twist to the campaign game for
me.
The Turn Sequence is an alternating activation with a
twist. First the Wizard and up to 3
henchmen nearby can activate. Play then
alternates to the opponent’s wizard. When
activated a model can move and perform a different action such as attack. They therefore have 2 actions per turn. Then, the Wizard’s apprentice activates with
up to 3 nearby models, and then alternates to the opponent’s apprentice. Next the remaining soldiers, and finally any
creatures in the warband will be activated.
This is similar to Strange Aeons characters that have "command". The
difference is that each model will still get a chance to do something every
turn. This also allows players to act
and react to each other’s moves.
The game has an impressive number of wizard types and
spells. The different “types” of magic
allows you to really customize your character wizard. Each wizard starts with 8 spells and each
type has different rules for how many of each school they can draw from. Your wizard can gain a good deal of character
from the beginning. The game even has
rules for summoners and enchanters which is a big plus.
Many of the scenarios in the game come with wandering
monsters, traps, ransom events etc. It
gives the board itself a character of its own.
That means, the board is just as much your opponent as the other
warband. This gives it a very “fantasy”
vibe, but may increase the “randomization” more than some players like. There is a large bestiary and a lot of
different magical treasures to be found.
The more you beat a foe in combat, the more damage you
inflict. Each model has a set number of
hit points, and once they are gone they are out of the game. The campaign system is pretty basic for
henchmen, they either die, miss a battle or are fine. For the Wizard and Apprentices they might get serious wounds that reduce
their effectiveness rather than die
Things I Do Not
Like
For a game built around a campaign, the campaign leaves a
bit to be desired. For instances, it is
pretty clear that some combinations of spells are just better than others. Telekinesis and Leap are two examples of this
critique. In addition, the treasures are
randomized and can easily lead to big swings in campaign power levels. There does not seem to be a good way to power
balance during the campaign such as Necromunda
underdog rules. A few early wins could
put one player way ahead in the campaign.
Finally, the only model that really benefits or experiences the “campaign”
is your wizard. Everyone else is just
fodder.
The basic game mechanics are very simple and derived on a
d20 basis plus your model’s stats modifier.
This can lead to big performance swings in your troops and even your
wizard.
I also have concerns about the Scenarios. They are all based on grabbing treasures that
are randomly placed on the board.
However, if you drive the other warband off, you can collect any
remaining treasure. Since it is hard to
move treasure off the board the incentive is to always kill off all of your
opponent’s warband and ignore the treasure.
That doesn’t sound like much of a scenario if it ultimately boils down to
kill them all.
As far as I could tell, there were no morale rules in the
game. Models and warbands would fight
until they were all removed from play or left the board. That streamlines the game play, but again helps
all scenarios essentially boil down to kill them all, which I do not find that
fulfilling of an objective.
Finally, the game is so streamlined that it has lost any “meat”
to it. There is no real tactics that I
can find in the game. There are a few
tricks you can pull, but aside from the “special rules” in the scenarios, games
will quickly get stale. Essentially, the
game is trying to create depth from the Chrome instead of out of the core
mechanics. Games that try this approach
have a relatively low replay ability.
Meh and Other
Uncertainties
The game does have a number of scenarios with wandering
monsters and other little wrinkles to them.
However, the core of collecting treasure is the same in all of them. It
is like playing Necromunda but only
the LOOT scenario over, and over, and over again.
The book has great art that really sets the mood and
palette for the game. The Northstar Figures are showcased very nicely too.
However, I felt that the book was padded out to make it a longer,
thicker hardcover book. The margins and
spacing was huge so each page has a ton of white space.
I also picked up Thaw
of the Liche Lord. This has several
special scenarios for a campaign, new soldiers, new spells, and new
treasures. It essentially adds-on to the
Frostgrave world but doesn’t shake it
up. You could play perfectly well
without it, but it does add some more chrome.
Final Thoughts
Before picking up and reading this book, I had heard a
lot of positive buzz for this game. Upon
reviewing it closer, I was left disappointed. Perhaps my expectations were too high? The game does a great job handling the
wizards and the magic, but the rest is a bit flat. There is no depth to the mechanics and the
games will get samey and stale. You or
your group will have to work to keep building fresh and interesting takes on
the same “Loot” scenario again and again.
Plus, the core mechanics are so streamlined and simple that there is no
real strategy or tactics; just parlor tricks.
If you look at this as a campaign game, it does have a
lot of nice elements. However,
ultimately they typically only impact your wizard. Your soldiers all stay the same and your
apprentice only gains as a reflection of your wizard’s skill. Many of the interesting magical treasures
serve more to unbalance the game than help it.
Overall, Frostgrave
was a solid effort at the Fantasy Skirmish genre, but I do not think we have
found the clear and present champion of the genre yet. At this point, I am unsure if I want to
purchase any more Frostgrave related
content. Can someone share a compelling
reason on why I should get Into the
Breeding Pits?
Sunday, December 18, 2016
Castles in the Sky- Battle Report- Raid off Montenegro
If you look to the right hand side of this blog, you will
see several links for Free Wargames.
These are games that I have created for you. I made them because I like to make
games. I made them for no one else, but
myself. Therefore I give them away to
you for free. I am not trying to make
money with these games at the links. If
you play them, I only ask one thing, that you share your experiences so I can
make better games in the future!
Castles in The Sky
is a game of ponderous warships of the air; battling on the edges of empire
after the Martian Invasion of the 1880’s.
The destruction of the Martian menace by microbes left a number of
tripods available to be studied. From
these war machines, great leaps forward in technology were made including the
Air Screw. From these discoveries the
great nations of the world built a new kind of war machine; the airship.
In this blog, I will share adventures with my own games
as well as published games. Today’s battle
report features Castles in the Sky
using templates created for Aquanautica Imperialis and Forgeworld bases from Aeronautica Imperialis. Sadly, Forgeworld no
longer makes these bases. In a pinch you
can also use Litko flying bases as well or no bases at all. I also used burst markers from All Quiet on the Martian Front. Enjoy!
This game came about when The Evil Monkeigh from DeltaVector started playing around with his own version of Aeronef.
Castles in the
Sky
Place- Off the
coast of Montenegro in the Adriatic Sea circa 1914.
Scenario-
Italians are Raiding the
Austro-Hungarians
Nation-
Operational Cost- Armor Value
Italy- 24 (24)
Armored Cruiser- Vettor Pisani- 7 (8)- Command: 4-
Flagship
Frigate- Soldato- 5
(5)- Command: 1
Torpedo Boat- Pilo- 8 (4)- Command: 3
Cruiser- Zenta- 4 (7)- Command: 2
Austro-Hungary- 33 (46)
Heavy Cruiser- Radetzky- 6 (8)- Command: 3
Heavy Cruiser- Habsburg- 6 (8) Command: 1
Cruiser- Novara- 4 (7)- Command: 1
2 Destroyers- Huzsar- 6 (12) – Command: 2, and 3
Battleship- Tegetthoff- 11 (9)- Command: 2- Flagship
Operational Costs are an experimental method for
determining balance rather than Armor Value. The current rules call for Armor costs.
None of the vessels are in squadron.
Set-up
The coast of Austro-Hungarian territory is set-up
dividing the board in half. The
Austro-Hungarians are set-up heading north with the coast to their north edge.
They are cruising at mid-altitude (3-5) and mid-speeds 3. The line is led by the Radetzky, followed
Tegetthoff, Habsburg, and Novara. The
Huzsars are to the starboard side of the Tegetthoff.
The Italians are coming in from the Adriatic Sea. They are coming in at full speed and
relatively high altitudes. The Italian cruisers
are trying to attack the front of the Austro-Hungarian battle line, while the
frigate and torpedo boat are sneaking up on the rear of the line.
Any rocks are assumed to be Altitude 1, so a ship must be
at Altitude 2 or better to cross over them.
If they are not, they will crash into the rocks. LOS is also blocked at Altitude 1 by the rocks
Turn 1:
The Italians win the Initiative and elect to go first.
Movement:
All Italian vessels move to drop altitude and
pick-up speed. They are still too high
to engage the Austro-Hungarians, unless they choose to rise up to the
challenge. The frigate and torpedo boat
move to try to get behind the Austro-Hungarian column.
The Tegetthoff drops altitude and speeds up. The Radetzky makes no change, and dares the Italians to attack him, her turrets turning to face the threat. The Huzsar’s begin to double back towards the
other smaller Italian ships, and the Novara moves out of line to try and line
up a shot with her air torpedoes.
Battle:
The Italians open fire at the Radetzky. The Italian’s are one altitude above, which
means they need 5+’s to hit the Austro-Hungarian ship. The shells from the Zenta ping harmlessly off
the heavy cruiser’s armor. The air torpedoes from the Vettor Pisanti are much more effective and reduce the
Radetzky 1 armor point. The Radetzky is
surrounded by blast markers now. The
smaller Italian craft are out of range.
The captain of the Radetzky prepares to return fire on
the impudent Italians. The heavy batteries
target the Zenta. The captain would love
to give a Lock-On order, but the burst have disrupted his attempts. Instead, he must satisfy himself with the
boom of the heavy guns. Due to the
altitude difference and the burst, he will need 6’s to hit. One shell manages to get through and jams the
Zenta’s rudder!
End Phase
All damage is applied to the ships. 7 Burst markers are removed, which leaves one
on the Radetzky going into the next turn.
Turn 2:
The Italians win Initiative again and decide to go first.
Movement:
The Italian small craft raced up to try and get into
position on the trailing Novara cruiser.
Meanwhile, the Armored Cruiser tries to get into a position where her
broadsides could come into play. The
poor Zenta moved forward, and tried to drop altitude to avoid getting pummeled
by the Radetzky since her rudder was out.
The Huzsar’s managed to turn about and move towards the
smaller Italian craft. The Novara
dropped altitude to avoid the chasers, but it would not be enough. The main Austro-Hunagarian fleet plowed
forward. The Tegethoff moved up to
target the damaged Zenta with her broadsides.
Battle:
The Zenta knew she was about to get pummeled and went on
Brace for Impact orders. Her shells went
wide of the mark. Thankfully, the captain passed the Ammo check, so the ship still had shots. The Vettor Pisani Re-loaded Ordinance but was
too high to fire on the Austro-Hungarian Radetzky.
The Soldato and Pilo tried to put air torpedoes into the
side of the Novara. The Austro-Hungarian
gunners were ready and took them out with quick-firing deck guns. However, this put three bursts on the
ship. Not much luck for the Italians
with their shooting.
The Radeztky found the stricken Zenta in its broadside
arc. Bursts kept the crew disrupted, but
the heavy cruiser still managed a broadside on the Italian cruiser. A heavy shell smashes into the Italian ship
again reduces its armor. The crew’s
attempt to Brace failed.
The Habsburg also can target the Zenta with its bow
batteries, and opens fire with a salvo.
Three shells hit, and one manages to strip a further armor point off the
Italian cruiser. Again, the crew failed to Brace. In
addition, the Habsburg fires a salvo of air torpedoes. However, Italian point defense destroys both
before they reach their target.
Finally, the captain of the Tegethoff ordered his men to
Lock-On, it was too bad they did not listen.
3 shells strike, two bounce harmlessly off the armor, and 1 strikes home. The crew fails to Brace again! They need better training! Another Armor
point will be stripped away!
End:
All damage is applied, and to the Zenta and is
reduced to 3 armor from the battering it took from the Austro-Hungarian
fleet. Plus, it still has a damaged
rudder.
6 total Bursts are removed. The Zenta still has 4, the Novara has 3, and
the Radetzky has none.
Turn 3:
This time the Italians choose to let the
Austro-Hungarians go first!
Movement:
The vanguard of the Austro-Hungarian fleet moves to
engage the Italian cruisers by spreading to cover Altitude 3 through 5 as they
steam towards the safety of their air defense zone. The Huzsar’s race back towards the smaller
Italian craft, and the Novara tries to get out of the way.
The Zenta drops to altitude 2, and speeds up but is
hampered by the bursts around her. The
Vettor Pisani moves up to altitude 7 to avoid the Tegethoff and Radetzky, but
that also means she is out of range for her own weapons. The Soldato and Pilo move into attack the
exposed side of the Novara.
Battle:
The second Huzsar fires on the Italian torpedo boat with
its forward battery, but misses. The
Novara uses its stern battery on the torpedo boat. However, a near miss allows the torpedo boat
to absorb the shrapnel and keep on course, but she has picked up a burst.
The Habsburg fails to Lock-On to the Italian Zenta with a
command. However, its gun batteries open
up on the Italian craft at close range, with 1 altitude separation. 7 hits on the Italian cruiser! The ship breaks out in a fire, it’s screw if
fouled, and its hull is breached in several places. The Italian Zenta will be reduced to –3
Armor. One overkill hit and she will
explode. The crew will need to abandon
ship.
The Austro-Hungarians have no other shooting, so the
Italians take over. The crew of the
Zenta give a final barrage of fire before abandoning their vessel. The barrage causes 5 hits on the Hapsburg
with one managing to cause a hull breach on the Hapsburg heavy cruiser.
The Pilo and Soldato both try to Re-load their
Ordinance. They both succeed but the
Pilo may not fire as she has picked up a burst.
The Soldato fires at the Novara at close range. The
deck gun misses. The
Austro-Hungarian gunners fail to hit the incoming torpedoes at close range, and
one smashes into the Novara. The cruiser’s hull is breached.
End
There are no aeroplanes to move.
The damage is applied, and the Italian Zenta begins to
lose lift and sink. The crew abandons
ship as a fire rages across the craft.
Her speed is dropped and she loses 1 altitude band.
There are no repairs to be made.
The Italians roll 4 and the Austro-Hungarians roll a
4. The bursts are removed from the Pilo
and 3 from the stricken Zenta. The
Austro-Hungarians remove all 4 from the Novara.
Turn 4:
The Italians win initiative. They choose to go first.
Move
The Italian commander realizes they have made a hash of
things as he watches the Zenta begin to sink.
At least his countrymen are over land, making them more likely to escape
the crashing airship alive. His command
ship stays high, and turns to move along the sides of the Austro-Hungarian
fleet, knowing that they do not have the lift to catch him. Instead, he is hoping to close in on the
weaker Navara before the Austro-Hungarians can make it to the safety of their
air defense network.
The smaller Italian frigate and torpedo boat break-off
from the Novara and head to meet-up with the larger Italian ship.
The Austro-Hungarian heavy cruisers move to eventually meet-up
and support each other. The Tegethoff
speeds up and heads towards the safety of the Austro-Hungarian defense
network. The Huszars begin to come
around to escort their larger brothers away.
Battle
The Italians Re-load Ordinance, but no one has the
altitude or range to fire.
The Austro-Hungarians also do not have the range or
altitude.
Everyone is still maneuvering for round 2… if there is
one.
End
The fire aboard the Italian Zenta reaches the combustible
gases and magazines of the ship. She
explodes spectacularly. The explosion
catches the nearby Hapsburg and rocks the ship, but fails to cause further
damage.
There is no damage to repair.
The Italians remove 4 bursts from the explosion from the
Zenta, while the Austro-Hungarians roll a 2 and remove the bursts from the
Hapsburg.
Turn 5
The Italians win, and choose to go first.
Move:
The Italian commander of the Vettor Pisani comes down from
his high altitude and offers battle to the maneuvering Austro-Hungarian Heavy
Cruisers. The Soldato and Pilo race up
to support and follow their command ship.
The Tegethoff speeds up and manages to successfully and
safely disengage from the battle. The admiral leaves the captain of the Radeztky in charge of the mopping up operations. Seeing the Italian come down to a lower
altitude, the Radetzky and Hapsburg are happy to oblige the Italian and rise up
to meet him. The Novara drops for cover
and speeds up to pass near the lighthouse on the coast.
Battle:
The Italian commander is confident in his armored cruiser’s abilities, and opens fire on the Austro-Hungarian Hapsburg. His confidence is misplaced, as the majority
of the shells pass over head harmlessly, and a single light shell bounces off
the heavy cruiser’s plate with a dull ring.
Seeing the futility of his broadside, the Italian quickly orders his men
to Brace for Impact!
The Hapsburg opens fire at medium range with a 8
firepower barrage. Only a single shell
finds its mark, and the rest fly past underneath. The single hit clanks dully and careens off
into the sky. At long range, the
Radeztky’s heavy guns boom out, and hit the Italian 4 times. However, the range dulls the impact and no
damage is done.
End
Bursts are removed, with the Italians removing the 5 on
the Vettor Pisani and the Austro-Hungarians removing bursts from the Hapsburg
and the Zenta explosion.
Turn 6
The Italian commander wins again, and decides to go
second this time.
Move
The Italians seem to be content to move out of range and
try to disengage. They go to high altitude
out of the range of the Austro-Hungarians.
They signal their intent to disengage the Austro-Hungarinas. The pending twilight makes pursuit difficult,
and the captain of the Radetzky is content to let the Italians flee.
End
All remaining bursts are removed.
Conclusion
The Austro-Hungarian papers are quick to condemn the
Italian attack on their fleet. The
Italians, embarrassed by the incident blame the raid on pro-Balkan agitators
within the fleet who were incensed by false reports of Austro-Hungarian
atrocities in the Balkans. They mutinied
against their officers and coordinated the attack.
In Rome, a few unfortunate sailors were hung. In addition, the Italian government quietly
paid a hefty indemnity to the Dual Monarchy.
Any surviving Italian sailors found alive in Montenegro were given a
brief prison stay before being sent home to Italy.
Behind closed doors, the Austro-Hungarian admiralty was
pleased by the day’s actions. The Heavy
Cruisers’ and Novara had taken only light damage while destroying a rival
Cruiser. The captains of the Hapsburg,
Tegethoff and Radetzky were seen as heroes of the Empire. Their views and opinions were given
considerable thought and value in the admiralty going forward.
Post-game Analysis
Enough with the fluff let’s break down the game
play. As the Italians, I made a huge
mistake right off the bat. The Italian
capitals were deployed to go straight into the teeth of the Austro-Hungarian
main battle line. I would have been
better to attack from behind and overwhelm the rear ships piece meal, and
inviting the heavier classes to try to come about and attack. I paid a heavy price, with the Zenta being
beaten to death with very little to show for it in return.
So, did Castles inthe Sky meet its gameplay objectives?
They were:
1.
Decisions, decisions, decisions
2.
3D gameplay
3.
Tough ships that can take a beating and then
suddenly crumple
4.
Individual ships, that can scale up to larger
battles
5.
Not a dogfight, but a fleet battle.
6.
Campaign play
I didn’t try the campaign yet. However, here is what I found in this
playtest.
1.
Initiative was a tough decision if you won. Going first allowed you to make orders, put
burst on the enemy, etc. However, the
second player was allowed to dictate the terms of the engagements.
2.
Big ships move and maneuver slowly, so
pre-planning matters. You are trying to
guess where your opponents will be, and then slowly get there too. As intended.
3.
The engagement envelope is small at only +/-1
altitude difference, so it is easy to avoid fighting if you want to.
4.
Point Defense can take out most Torpedo attacks
5.
Putting bursts on targets makes a huge
difference. It stopped the Zenta from
fixing its damaged rudder, stopped the Pilo from launching a torpedo attack,
and kept the Novara from escaping the Italian pursuers. Putting bursts on opponents is a big part of
game play.
6.
The bigger ships were taking multiple hits, and
shrugging them off, but once their armor started to peel away, it could
suddenly add up quickly. As intended.
7.
Volume of dice on target makes a big
difference. As intended.
There are still a few things I want to tweak after
playing, but overall I am pretty happy with how this game turned out. The tweaks involve adjusting Air Torpedoes,
perhaps opening the engagement envelope a bit more, and clarifying Bursts since
they were so critical to the game play/tactics.
I hope you enjoyed this battle report for Castles in the Sky. Feel free to try the game for yourself. It’s free!
If you try it out, let me know what you think.
Tuesday, December 13, 2016
Review: The Men Who Would Be Kings- Osprey Wargame Series
Daniel Mersey returns with another book for the osprey
Wargaming Series. He also has penned Dux Bellorum, Lion Rampant, and Dragon Rampant. This only adds to his efforts
previously. He may be my favorite
designer in the series so far. As he
writes rules, he is not completely grounded in the history and instead adds a
good dose of “Hollywood” into his rulesets.
This set focuses on “Colonial Wargaming” which covers a broad
scope of time and conflicts across the globe.
That can be a daunting exercise.
However, his style may not be for everyone’s taste. Thankfully, his design style starts with his
objectives. This allows the reader to
judge for themselves how successful Mr. Mersey is at meeting them. In The
Men Who Would Be Kings his objectives were:
·
Quick play
·
Leaders and personalities to the fore
·
Small action focus
·
Broad troop types
·
Scenario driven
·
Reasonably balanced- with leaders,
personalities, and scenarios adding difficulty
With those criteria in mind, let’s dig into the book
itself.
Things I Liked
These are not a reskin of rules like Dragon Rampant was to LionRampant. You can see the core
mechanics that were built upon from Lion
Rampant, but they are a unique animal.
For example, each unit still has an “Activation Test” based on the
officer’s leadership and discipline of the unit. If failed, they will not act. In DragonRampant or Lion Rampant, that
would end your turn. That is not the
case in The Men Who Would Be Kings. Instead, that unit is inactive while other
units act. However, all units can do a “Free Action” without passing a
test. The Free action varies by unit
type. Regulars can always fire, while
natives can always Go To Ground. That
means our units can always do
something… but not necessarily what you wanted them to do.
This game has basic rules for solo-play/all players vs a
GM. This is nice to see. Interesting, in solo-play enemy units can
appear relatively close or far away.
They do not always start at the opposite side of the board. The solo-play rules allow you to be the
Colonials, Natives, or even Regulars vs. Regulars.
Force building is very easy and straight forward. Like LionRampant, each unit is a broad category.
The units are divided into three categories; Regulars, Irregulars, and
Natives. These are further broken up
into infantry, mounted infantry, or cavalry.
The designer essentially manages to break down a very complex period
into easily digestible chunks which allows the game to cover a wide array of
conflicts.
The mechanics are very easy. Each model rolls a dice and compares the
result to the unit’s stat. Every success
over the target number is a hit and removes an enemy model. Range and circumstances may impact the target
number. Range and cover dictate how many hits are needed to remove an enemy
model. The simple is relatively abstract
but easy to play.
Things I Do Not
Like
The game is essentially IGOUGO if I am reading it
right. Players determine
initiative. The winner may then choose a
unit, give it an order, and test to see if the order is carried out. The order is completed and the player moves
onto the next unit. This can lead to
long stretches of the opponent doing nothing more than removing models. This is somewhat mitigated by the size of the
forces involved.
There are no specific campaign rules in the book for
boasts and glory which was a bit disappointing since individual officers are
such a big deal in this game. Even a bit
of the old Glory and Boasts from the other books would have been a nice
add. However, it looks like they
replaced the campaign rules with the solo-play rules called Playing Against Mr.
Babbage.
Meh and Other
Uncertainties
In Dragon Rampant
or Lion Rampant, the leader of your
army was the only one with personalities that were randomly rolled. I personally was not a fan of these
Leadership traits in those rules as they were unbalancing. In these rules each Unit has randomized,
individual Leader skill and traits.
These range from hapless and terrible to remarkable leaders, with most
being somewhere in between. I find this
system works better in this game since you can use other officers in different
units to off-set. I think it will add to
the friction of the game. This will not
be to all players tastes.
There is a chance that the leaders of your Units will be
killed off. When casualties occur, there
is a random test to see if any were your leader. Leaderless troops typically have worse
leadership tests (unless they were led by a hapless twit, which is possible)
which makes the unit less reliable.
Terrain is abstracted to not impede play. Generally troops in terrain require more hits
to remove casualties. It also has some
impact on moving. Overall, the terrain
rules are designed to be quick and easy without getting in the way of the
game.
Pinning plays a big role in this game. Pinned units can only try to Rally and may
not take other actions. This limits
their ability to respond to the enemy. Units
are pinned by shooting, losing in melee, or seeing units wiped out nearby.
The game comes with a variety of scenarios to choose
from. The ones presented could fit
nicely into a campaign. The scenarios
presented look like modifications and updates to scenarios in the Lion Rampant book and possibly a handful
of new ones. There are also a handful of
optional rules including limited ammo which looks like a treat. This also includes some theater specific
rules.
Final Thoughts
I had been toying with the idea of making a game for the
Dakota War of 1862. I feel like these
rules would fit the bill for the Dakota War perfectly since much of the war was
smaller unit actions featuring irregular troops and natives. These rules fit the bill nicely. They would also work nicely for the
Italo-Turkish War, another game I wanted to put on.
However, I am not sure I am as sold on these rules as I
am on Mr. Mersey’s other works. He does
a great job of streamlining and simplifying force selection for a variety of
periods. He also achieves his design
objectives admirably. By those measures
this game is a success. However, one of
my most important elements in a game is Turn Sequence, and I am not satisfied
with the IGOUGO nature of the game.
That being said, I think this game fits a smaller scale
wargame better than Blackpowder. I prefer Blackpowder’s
push your luck turn mechanics, but Blackpowder
is pitched more at Regulars vs. Regulars than Colonial efforts. I think the streamlined nature of this game
and the scale suits itself well for a night of gaming with minimal effort. Therefore, I don’t think you can go wrong for
the price.
Monday, December 12, 2016
Review: In Her Majesty's Name- Osprey Wargame Series
This was one of the earliest books printed by the Osprey
Wargaming series. Unlike other games in
the Osprey series, this one has two supplements as well. I will be reviewing all three of the books in
one swoop! This book was made by the
same guys who did In The Emperor’s Name
that some of you may be familiar with as it is set in the Warhammer 40K
universe. The writer's have also made a skirmish Samurai game called Daisho, and a dark ages skirmish game called Blood Eagle. All of these games seem to use very similar mechanics.
So, this game starts with about a page and a half of background
about the world of In Her Majesty’s Name. It is enough to give you the flavor, but it
is just a skeleton for you to build off of.
This is what builds the basics of the setting and your Adventuring
Company. The game is firmly in the
Victorian Sci-Fi category also referred to as Steampunk.
Unlike some of the other Osprey games, it does not begin
with or contain any designer’s notes, so it is harder to determine if the game
successfully met its objectives.
However, based on the design and mechanics I can make some sweeping
assumptions. For example, this game is a
skirmish game with some heroic elements.
I.e. named characters are better than the average dudes. This tells me the game has some cinematic and
pulp elements. The size of the
Adventuring Companies tell me this is supposed to be a skirmish game as the
scale is one-for-one. Etc, etc,
etc.
So, let’s get into the heart of darkness of this review.
Things I Like
The game has a small number of stats such as speed,
fighting value, shooting value, etc.
These take the form of modifiers to a d10 dice roll. However, they are also proto-dice pools. If you are facing multiple opponents or have
certain abilities you can spread those modifiers across multiple
opponents.
For Example, Lt, Napier of the British Rifles is facing
two natives. He can choose to split his
Fight Value of +3 across both opponents, or focus all +3 on one guy.
In addition, there is an interesting mechanic to volley
fire or mob up on an opponent to make sure that everyone has a chance to hurt
someone else, even if they have a superior value. Therefore, quantity has a quality all its
own, and the characters will not overwhelm the regulars if used
appropriately.
The game also comes with a fun selection of equipment,
armor, weapons, mystical powers, abilities, etc. I could see a close-knit game group having a
lot of fun making up new stuff for their own character’s/retinues. The game has a point system and encourages
this approach.
The initial book has some nice artwork and good mix of
pictures. It is evocative and makes me
want to play this game. Once you get
beyond the main rulebook and into the supplements the art drops off
considerably and forget pictures of minis and games.
Things I Do Not
Like
Like Ronin/En
Garde the game seems interested with resolving all hitting/wounding in a
single die roll. Therefore, you roll the
dice, add your stat modifier, add a weapon stat modifier, and subtract defense
modifiers, and target armor modifiers.
That means, each shot requires you to know 4 modifiers when you roll the
dice. Good thing that this is a skirmish
game as that would be rather cumbersome.
Here is why I am not a fan of this approach. The only activity is made by the
attacker. This removes agency from the
defender and they basically stand there while the attacker does
everything. I would prefer an opposed dice
roll as that requires both players to be engaged in all parts of the action. Now, one player is active, while the other is
passive. That is not ideal.
Once a hit occurs,
the target can make a Pluck save, which if failed equals Out-of-the-Game. This does allow your opponent to do something
in your turn.
The game also has a basic campaign system and a few
simple scenarios. One critique is that
the scenarios are very kill’em all style, which limits their scope for
campaign/story play. I think this is a
big flaw, as that should be one of the biggest strengths of this system. I don’t think this was due to space limitations
as In the Name of the Emperor has
similar set-up
Meh and Other
Uncertainties
The game has a lot of great ideas for players to build
off of. The supplements cover
adventuring companies from Europe, North America, Asia, Africa and India. There are some gaps as South America had some
cool stuff going on at the time, and there is nothing about Australia. However, the point system means creative
players could delve into those areas.
Plus, the retinues and rules cover animals, vehicles, magic, etc. It actually covers a lot of ground in a few
hours reading time, but still leaves room for you as the player to build. I like that in a game and it leaves scope for
some story-telling.
The rules are alternating activation within each
phase. The first player moves a model, and
then the next player moves a model and they trade off back and forth until all
movement is done. Then the group starts
shooting, then fighting, etc. I think
this is a good approach as companies tend to act as a unified group. If it had been alternating activation where
each model completes all of their actions before moving on, the Companies would
act too independently. This was a good
design choice.
Final Thoughts
I am a bit disappointed in this game. There is so much cool flavor and potential,
but the mechanics just don’t deliver in a compelling way. I really, really want to like this game, but
ultimately I don’t think I can fully recommend it. The lack of opposed dice rolls and morale system
leave me underwhelmed. In addition, the
strength of this game should be story-telling and campaigns but it just doesn’t
deliver. With the points builder system,
you could make some very flavorful and fun Adventuring Companies to have
campaigns with, but the weak campaign system leaves me wanting.
However, with the right group willing to put some time
and energy into this system, you could have an awesome series of club
games. If you merged In Her Majesty’s Name with some of the
GW Specialist Games campaign systems (probably Mordheim) you could have a
really amazing system. I am hoping that
Osprey releases another supplement for this game that covers campaigns in more
detail as that would really help this game a lot. The current supplements only add more
Adventuring Companies and some additional rules around animals/boats, but not
much to the core mechanics or campaign system. I would like to see more leveling up, base-building, an injury chart, resources/clues, and hiring mercenaries. You could even add Blood Bowl style dirty tricks and the like.
I want to give this game a good outing with my group, but I doubt I will. I don't know if I want to devote the time to building the campaign system or painting the miniatures. As it is, it has some
interesting flavor and background, but I need more than just flavor in my games
now-a-days. Despite having three supplements, the game still feels like it is missing some key components. I could see having a short
campaign night or a fun event game, but I don't think it will become a staple
of my gaming.
There is also an additional supplement on the designer's blog for In Her Majesty's Name: Gothic. You can find out about it here: https://inhermajestysname.wordpress.com/ihmn-gothic/
There is also an additional supplement on the designer's blog for In Her Majesty's Name: Gothic. You can find out about it here: https://inhermajestysname.wordpress.com/ihmn-gothic/
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