Pictures used are public domain or used under Creative Commons licence. Click the image to see attribution and details.
Q01a: Which river in Greek mythology would travellers take to the Underworld
Answer: River Styx
Q01b: What was the name of the Ferryman
Answer: Charon
Q02a: What was the home base of Stingray in the TV series
Answer: Marineville
Q02b: From the same series can you name either the ruler of the undersea city of Titanica, or the code name of his surface agent.
Answer: Mighty Titan OR Agent X20
Q03a : Which river separated Rome from the northern provinces of Italy, over which it was forbidden for a general to bring troops without permission of the Senate?
Answer: Rubicon
Q03b: Which Roman General’s crossing of it precipitated the civil war of 49BC
Answer: Julius Caesar
Q04a: At which major river crossing did Napoleon suffer his greatest losses in the retreat from Moscow in 1812
Answer: Niemen
Q04b: Which French Marshal commanded the crossing operation and covering forces?
Answer: Marshal Ney
Q05a: What is the name of this aircraft?
Answer: Fairy Swordfish
Q05b: What is the name of its successor?Question
Answer: Fairy Abelcore
Q06a: Where did the first major naval battle of WW2 take place?
Answer: River Plate
Q06b: Where did the Graf Spee take refuge after the battle?
Answer: Montevideo, Uraguay
Q07a: Who was the captain of the first submarine Nautilus?
Answer: Nemo (20,000 Leagues Under the Sea)
Q07b: Where or when was the first operational submarine used in combat?
Answer: American War of Independence, Sept 7 1776 the “Turtle” attacked the British flagship HMS Eagle in New York harbour
Q08a: Where was the first major land action of the combined allied armies fought against Imperial Russia in 1854?
Answer: River Alma
Q08b Which river gave its name to the battle in autumn 1914 which stopped the German advance on Paris?
Answer: River Marne
Q09a: Which combat over the river Derwent ended Scandinavian hopes in England?
Answer: Battle of Stamford Bridge, 1066
Q09b: Which battle of ‘Black Week’ in the 2nd Boer War was fought at a river crossing?
Answer: Battle of the Modder River, 1899
Q10a: Which Indiana Jones film starred River Phoenix as young Indy?
Answer: Indiana Jones and the Last Crusade
Q10b: Where was Thoeden’s son Theodred killed?
Answer: At the Fords of Isen
Q11a: Which river did this bridge span?
Answer: The Rhine (at Remagen)
Q11b: Name any ludicrous attempts to destroy it after its capture by US Forces?
Any of the following answers: V2 rocket, Arado jet, Frogmen, 600mm Karl-Gerät, naval mines
Q12a: Which club show game featured British ‘stay behind’ partisans in a 1940 ‘What If’?
Here’s the third of Peter’s quizzes from last year. Answers Monday evening.
Pictures used are public domain or used under Creative Commons licence. Click the image to see attribution and details (after answering, of course)
Q01a: Which river in Greek mythology would travellers take to the Underworld
Q01b: What was the name of the Ferryman
Q02a: What was the home base of Stingray in the TV series
Q02b: From the same series can you name either the ruler of the undersea city of Titanica, or the code name of his surface agent.
Q03a : Which river separated Rome from the northern provinces of Italy, over which it was forbidden for a general to bring troops without permission of the Senate?
Q03b: Which Roman General’s crossing of it precipitated the civil war of 49BC
Q04a: At which major river crossing did Napoleon suffer his greatest losses in the retreat from Moscow in 1812
Q04b: Which French Marshal commanded the crossing operation and covering forces?
Q05a: What is the name of this aircraft?
Q05b: What is the name of its successor?
Q06a: Where did the first major naval battle of WW2 take place?
Q06b: Where did the Graf Spee take refuge after the battle?
Q07a: Who was the captain of the first submarine Nautilus?
Q07b: Where or when was the first operational submarine used in combat?
Q08a: Where was the first major land action of the combined allied armies fought against Imperial Russia in 1854?
Q08b Which river gave its name to the battle in autumn 1914 which stopped the German advance on Paris?
Q09a: Which combat over the river Derwent ended Scandinavian hopes in England?
Q09b: Which battle of ‘Black Week’ in the 2nd Boer War was fought at a river crossing?
Q10a: Which Indiana Jones film starred River Phoenix as young Indy?
Q10b: Where was Thoeden’s son Theodred killed?
Q11a: Which river did this bridge span?
Q11b: Name any ludicrous attempts to destroy it after its capture by US Forces?
Q12a: Which club show game featured British ‘stay behind’ partisans in a 1940 ‘What If’?
Q12b: Several club games of the 2nd VietNam war featured riverine action. Which river was the primary focus?
It’s Wednesday again and John has been extremely productive for this one.
Above John has painted up some more Norse Gaels for Saga, and below we have some Armada period ships John has based up for Galleys and Galleons.
But it doesn’t stop there, John has also made progress on two of his Spanish buildings.
Next up Marcus shares his current work bench with lots going on. We are all particularly interested in how his alien plants are going to end up. They look like great models.
And lastly I’ve made some progress on my dropship. I’ve managed to create a cockpit for it. Now just down to the paint job. I think I’m going khaki for the main colour.
Marcus presents a Sci Fi rules adaption and game report…
Ever since I picked up “What a Tanker” (WAT) from Two Fat Lardies I have been thinking about a sci-fi adaptation. I have always felt something lacking in the various large-scale sci-fi sets I have played. Ground Zero’s Dirtside Two was the first, and is probably still my favourite, but none quite deliver what I want. This may have more to do with my personal tastes than any merit in the various rule sets I have tried.
I have been playing WAT with my children using sci-fi vehicles as my 15mm World War Two western desert tanks have languished un-painted for years. The boys really like this game and we have played it a few times with around three vehicles a side. The time now seemed right to try out my sci-fi ideas.
My inspirations for this version stem from two sources. Firstly, Jon Tuffley’s “Full Thrust” source book “More Thrust” which contains the first rules for the Sa’vasku aliens. From the first time I read them I was intrigued by these. They feature a simple system of power allocation based on a number of dice rolled for the size/power plant of these “living bio-ships”. Perhaps because my first exposure to Sci-Fi was “Star Trek”, the idea of switching power between the three core systems; attack, defence and movement resonates strongly with me.
Secondly, “Silent Death” a system for space fighter combat by Iron Crown Enterprises utilizes a system in which the same dice are read in different ways to determine hits and resolve damage.
I set up a very rough proof of concept game based on these “back of a postcard” ideas. One minor difference was to change the roles allocated to the dice in the WAT “hand”. I didn’t want 6 to be wild; rolls of multiple sixes would be increasingly powerful. I opted for the following:
Wild
Acquire target
Aim
Shoot
Reload
Move
For Sci-Fi games, I am not sure reload is the right option, but for the moment I left it in.
Vehicle stats:
For my previous games, I just chose the stats from particular WW2 and assigned them to Sci-Fi models. This time each vehicle would have a max level of power that could be used by each system with a +/- “free” bonus. The concept was that the bonus applied as soon as any power is allocated to that system. In fact, I somehow ended up playing it that the bonus applied only when the maximum allocation was applied. Special characteristics can also be added, but in this game, I only assigned one.
British:
Core Dice
Max Attack
Defence
Movement
“Callisto” Gunboat
6
15 (+5 bonus)
8
6
Chieftain
5
13 (+2 bonus)
7
11
Ferret*
4
8
5 (-1)
15 (+3)
*Manoeuvrable. Doesn’t pay for turns
New Aryan Union (Sci-Fi Nazi’s):
Core Dice
Max Attack
Defence
Movement
Pz. 37 “Wespe”
6
15 (+2 bonus)
10 (+2)
10
The British started with 3 Chieftains, 2 Ferrets and the Callisto.
The NAU with 2 sections of three Wespen.
The notional objective for the British was to get the Callisto off the far river edge. The NAU needed to prevent this.
To decide activation order I used a set of dice, one for each vehicle on each side. All vehicles were marked with a coloured sticker which corresponded to a dice. Each side rolled its individually coloured dice to determine precedence. In the spirit of reading the same die in two different ways. I added up each sides dice. This determined initiative. In the case of any draw (e.g., vehicles on both sides rolling 6’s) the side with the initiative would move first (or defer, although I didn’t choose to use this option in the game)
As I was using a simplified system, the defence dice were considered energy shield which had the same effectiveness from any angle. I would probably develop this along the lines of Full Thrust and say that due to drive mechanics, the rear cannot be as effectively shielded, but not this time.
Vehicles were considered to be able to take up to half their core dice value in critical hits (6’s), although I didn’t give critical hits specific locations/effects this time in aid of simplicity. More than half the core value in critical hits destroys the vehicle. A hit of 5 would just reduce the current core dice level. 5’s could be repaired but not 6’s. In addition, any 6 rolled could “explode”. Each was re-rolled to see if a further 6 resulted. If so, a further roll would be required, and so on.
Firing within 6 hexes resulted in a close-range bonus of +1 to each die rolled.
The mat I used for this game was a present bought for me a couple of years ago. Unfortunately, I haven’t previously used it as my table isn’t big enough. Today it was pressed (apologies that it wasn’t pressed beforehand, and you can see the fold lines. It was an impromptu game!) into service on my eldest son’s bedroom floor while he was at school. It is from Tiny Wargames. I hoped it would be a useful generic mat for air games either around the Pacific or Far East. I also had half an eye on games like this where I could use my gunboats.
A note on the models. They are a bit vintage. The Callisto is from GZG (slightly modified with a turret from Ral Partha which has again been converted from a single to dual cannon). The other vehicles are all from grav versions of miniatures from Scotia Micro Models sci-fi range. The Chieftains are Abrams 4000 (SF0022); Ferrets are Merkava 4000s (SF0031) with Bradley 4000 turrets (SF0049). The Wespen are Challenger 4000s (SF0028). The stands were home made many years ago. I usually use clear Lego or clear acrylic bases now.
A drone shot over the delta at the start of the game.
And from the British perspective.
Turn 1:
The NAU took the initiative and on their third activation “red” Wespe opened fire on the British orange Ferret achieving a 665, however, these were all blocked by defensive die rolls. Subsequently the “Callisto” opened fire on the white Pz37. A 66665 from 20 destroyed the target. However, the NAU hit back with the green Pz37 destroying the British blue Ferret.
NAU orange gets a 6555 on British red Chieftain, of which two are blocked leaving 2 hits. The NAU blue Wespe gets a very big roll of 30 (665544), but with no acquisition or aim dice it is not worth much except to power a solid defence. By contrast, British yellow Cheiftain rolls a 66111. With 3 wild dice, and a total of just 15 energy points, the Brit can post Att: 9 Def: 4 Move: 2. Those 9 dice yielded a 66665. Despite a defensive roll of what would normally be a respectable 6555, NAU blue loses 3 core dice.
At the end of turn one it’s about even. Only the Brits have lost a vehicle but also have one damaged, while NAU have two damaged.
Turn 2:
Early on neither NAU orange Wespe nor the “Callisto” make significant actions despite big rolls. British green Cheiftain then gets four hits on the red Pz37 with a 6655, but these are all blocked. This then launches a fierce attack on the British red Chieftain with a 6665. The Chieftain can’t block any and explodes into an incandescent ball of gas. Neither NAU green nor yellow can engage a target, but the little orange Ferret moves within 6 hexes of a target to get a bonus of +1 per dice and 6655 for 4 hits, but these are all blocked! The yellow Chieftain inflicts 2 hits on the yellow Pz37 to wrap up the turn, although NAU blue Wespe manages to repair a core die at the end.
The turn ends with another loss for the Brits; now down to a Ferret and 2 Chieftains plus the “Callisto”. The NAU have taken damage though, but it isn’t enough when some of that is being repaired. It’s not over yet though.
Turn 3:
The green Wespe is blocked from targeting the British yellow Chieftain and turns on the orange Ferret: A roll of 555211 gives two wilds allowing an acquisition, aim and shot. With an attack of 17 (max dice of 15 plus 2) the NAU gunner gets a statistic busting 66666555. The target can only block a 6/5. BOOM! Another Brit gone. NAU Wespe blue now acquires and aims at the “Callisto”, but can’t open fire. It is a similar story for The British green Cheiftain. NAU red inflicts a 66555 on the British yellow Chieftain. It blocks 2 hits but leaves the 2 crits and another hit!
“Callisto” now gets to respond with a 665421. The wild is used as a 3 to aim with a shot of a maximum 20 dice (15 max allocation +5 bonus; it’s a twin turret!) But the 666555 are all blocked by the maximum 12 defensive dice.
As the turn ends there is finally something to cheer for the Brits. Yellow Cheiftain, already having an acquisition and aim on his NAU opposite, adds an additional aim for a bonus. A 15 dice attack results in an astonishing 666666 5555. 6 defensive dice just aren’t going to be enough…BOOM!
Turn 4:
Despite the earth-shaking destruction of NAU yellow Wespe, things are slowly deteriorating for the Brits. As turn four begins NAU orange, having previously acquired the Brit yellow Chieftain rolled a hand of 533311. Using both wild dice as 4’s allowed a shoot, reload, shoot action. Amazingly, of the 20 dice rolled resulting in 6666 5555, only one 5 wasn’t blocked for one damage on the Brit. And now Callisto responded in kind. Having previously acquired the orange aggressor a 655443 allowed another double shot, but this time at 20 each. Of the 66 5555555 resulting hits, only two were blocked for another titanic explosion!
For a moment it seemed like the Brits could claw their way back into the fight as NAU greens attack on the Callisto is blocked and red can’t get a shot. However, NAU blue rolls up a 543221. This means that blue can acquire, aim, shoot, reload and shoot again with the wild die as an additional 4. Two crashing volleys later, although the Callisto blocked 7 hits, 2 criticals and another hit landed.
Turn 5:
With the Callisto damaged and the initiative never having left the NAU, the red Wespe weighed in with a 655443, and having already acquired and aimed last turn the inevitable double shot resounded across the turgid green waters. Callisto was able to block the only two hits from the first volley and generate a repair, but hope turned to despair for the Brits when the second round of fire resulted in 666 5555. Could Callisto’s 8 defence dice hold up? BOOM! That would be a no.
Callisto is hit and destroyed.
I think that was a very interesting and quite exciting test of the basic mechanics of this variation on the Lardy rules. There are some things I might like to add; Range attenuation for the powerguns. I was thinking maybe reducing the power by one for each increment of range beyond the power level (i.e., Attack power 17. At 18 range the power would reduce by 1. At 19 by 2.) Also, WAT has some cards which are awarded for on table success. I didn’t use them this time but this feature could be used to add sci-fi flavour. Finally, Full Thrust utilises a capacitor where some power, probably equivalent to core dice level, can be held over to the next turn.
I remain unsure about the reload option, but less so. It worked quite well in the game, and I saw it each attack not as a single shot, but as a volley, which would fit in with automatic reloads. So, the reload is less actually reloading than preparation to fire another fusillade.
As I failed to clearly define in my own mind whether vehicles could take half their core dice value or need to take more than half, this was an error on my part that impacted on the game. Deciding at the point in turn 1 where the NAU blue took 3 hits that it would survive (that hits should exceed half the core dice level) weighed significantly in the NAU’s favour.
The game came in around the three-hour mark, but then I was having to work it out as I went along and write it up, while moving about on the floor instead of a table. Overall, I was very pleased with how this variation on the rules worked. Maybe another test soon. Hopefully on a table…
This week we start with a surprise new project from Tony. He’s been collecting various makes of Star Wars toys and miniatures. The speeders are looking particularly good.
But it doesn’t stop there for Tony as he has also painted up some 15mm crates.
And the crates don’t stop there, Stephen has used some more of the Robogear terrain and added some free cargo container paper model textures for the outside.
And last but not least this week, Marcus has made some more progress on his scratch built spaceship. Can’t wait to see what he chooses for a colour scheme.
I really should make more progress on my own spaceship.
John La looks back at a Dragon Rampant Warband he built for a past club campaign…
Some time ago Stephen hosted a Dragon Rampant Campaign where my Da Vinci Condotta warband was narrowly beaten into second place by Tony G army. With some WIP Wednesday painting articles centred on this ruleset, I thought I’d dust off the army and explain how I went about making it.
Prior to the campaign, we’d had a few trial games where my Dark Age force fared badly and I decided I’d have to change if I was going to be competitive. I’d never been a fantasy gamer so had no Orcs, Elves or Dwarves so decided to go with a human based theme at minimum cost.
Research
I came up with the idea of a warband which would include some of Leonardo da Vinci’s war machines with some Italian Renaissance figures. Ludovico Sforza, Duke of Milan sponsored Leonardo who created a number of sketches of war machines and a TV programme entitled ‘Doing Da Vinci’ used these sketches to reproduce the machines. I thought with some plasticard to make the machines and a box of Perry Plastic Late Medieval Mercenaries and a box of Late Medieval Mounted Knights I could make a suitable warband.
Humans
The Leader had to be Ludovico Sforza himself leading a unit of knights.
These would be the shock melee unit, best used against damaged and disrupted units to deliver the ‘Coup de Grace’. I gave them an ability to prevent wild charges, they needed to be in control.
Next up I needed the Bulwark of the Warband and chose to make these Milanese Militia pikemen, which I painted with combinations of white, red and green hose. I needed to add a magic element and picked up a Sorceress at Cavalier. I found that Caterina Sforza (Ed: Ludovico’s illegitimate niece). was a noted Alchemist so she would have the ability to confuse an opponent’s unit, to heal a unit and to provide a long range powerbolt.
I needed more shooting potential and decided on a unit of scouts. For these I used Handgunners and gave them the invisible ability (due to gunsmoke). This meant they could only be targeted in melee or via magic. If I placed them in difficult ground they would be a handy irritant.
On to the machines.
My first build over a weekend was the Armoured Car. I mocked up the conical design using paper templates, then drew them out onto 20 thou Plastikard and scribed on the planking. I painted the planks individually then washed with brown mixed with Flow Enhancer, producing a wood grain effect. The vehicle is fitted with a number of small calibre guns to provide all round fire, for which I used plastic tubing. In ‘Doing Da Vinci’, the vehicle produced from the plans could move but firing all guns simultaneously would result in deafness for the crew. I decided mine would be propelled by captured Turkish Galley slaves. I gave the crew a fearful ability as I reasoned that they would be as afraid as their opponent of this machine. I mounted the model on a landscaped foiled cake base. This would prove to be a good flank guard.
The second build was an Airscrew. I wanted this to be like a Helicopter gunship, flying over a terrain item to deliver a lethal volley of crossbow bolts before retreating to safety. This proved to be a more difficult build as I had to get the sail pattern right. I found a ‘how to’ rubber band powered model video and plan on the internet and used this as a basis. The central spindle was plastic tube and the fighting platform was plasticard. The crew were modified Perry plastics. I gave them the fearful ability, who wouldn’t be scared, and added a sharpshooter ability to provide a lethal hit. The Airscrew fits onto a bolt on a cake stand base.
So this was my starter warband and as the campaign progressed I was able to add additional units.
Human Reinforcements
I added a unit of Light infantry in which I mixed javelin armed troops with blade armed ones. I used Gripping Beast Dark age Infantry javelin figures cut off at the wrist and glued onto the arm of the Perry figures. I scratchbuilt the large oval shields from plastic card with a Milanese design and I repeated the white, red and green hose patterns I’d used on the Militia Pike.
Next I needed some Mercenaries. There would also be English Bills and Bows – Dogs of War that had survived the Wars of the Roses.
Finally, I added a unit of Elite Foot Knights, probably German Mercenaries.
More Machines
The next machine I made was a 33 barrelled organ gun. On ‘Doing Da Vinci’ this machine really worked well with an 11 shot salvo firing shot the size of a tennis ball, with devastating effect.
I made the guns using plastic tubing. The design has a rotating centre section so that after firing, the barrels rotate for the next salvo. This was a complete plasticard scratch build and the crew come from Perry plastics, all mounted on a cd.
Finally, I made a War Chariot. Here, a geared mechanism controls rotating blades like a food processor. In ‘Doing Da Vinci’ this was another lethal weapon.
This was another complete scratchbuild and I decided to paint the horses and horse armour in black again mounted on a cd.
Well that’s it, though I’m still thinking of adding a unit of three Ornithopters as another scout unit.
This week a couple of us have made progress on the spaceship building competition currently being run. Above is my latest progress. I was given the original model by another club member. It’s a toy of some sort and I ended up taking it apart and repositioning parts of it. I also added a hatch/entrance to the front of the ship. Next up I need to design some sort of cockpit and then choose a colour scheme.
Marcus also showed the progress he has made. Named the Soaring Sow Marcus has gone for a complete scratch build. Be interesting to see where he goes with this.
Also this week Mark has been working on an army of 6mm Pontics bought from another member of the club. These are all based up with just the actual basing material to do.
John reports on A Border Reiver Skirmish using En Garde Rules…
Introduction
I’d always been interested in this period since before I started wargaming. Picking up George MacDonald Fraser’s book ‘The Steel Bonnets’ fired my enthusiasm , I started with modified Redoubt figures and scratch built some buildings and it became a club game for 2002. I sold off figures and buildings to purchase a collection of Outpost figures which promptly gathered dust. The advent of Osprey En Garde rules and finding I have links to two Border Reiver families sparked the flame again.
The Border Reivers occupy a unique position in British history. Before the Union of England and Scotland, the area between the nations was effectively a buffer state with it’s own set of rules. Over population and depredations from either nation took its toll. Cattle rustling, kidnap and blackmail ( in its original sense a protection racket) became commonplace. Fortified buildings, the simplest being a two storey Bastle house, of which there are more than 900, provided some shelter from Reivers who became very skilled in their craft and earned them the reputation of being the finest light horsemen in Europe.
En Garde is an Osprey blue book set of rules for small scale swashbuckling skirmish games for about 20 figures maximum. Each figure has a stat line which provides its rank which can range from peasant to Headman. The higher the rank, the more capable the figure. Each figure has a combat pool (cp) for hand to hand combat. When this takes place, the figure is allocated a number of chits for either attack or defence, which allow the figure to use ploys such as riposte and feint to give a sword fight feel. The higher the cp value, the more attack or defence options for the figure. Each figure has an initiative value which is a dice roll modifier to determine which gets the first hit in. Fight and Shoot stats give modifiers to the attack and AR is an armour protection value. Finally, higher ranked figures can add attributes for example beguiling means that an opponent is less likely to attack the figure, afraid of the consequences. All these features allow the player to develop the character of a figure. A bit like role playing.
The Game
Set up
This scenario is set in the late 16th century Border between Scotland and England about 8 miles east of Carlisle. Richie Graham of Brackenhill (Brackenhill Tower still stands and is a successful self-catering holiday retreat) runs a successful blackmail business. The Bells of Gilsland have failed to make payment and Richie and the blackmailers decide to teach them a lesson. Richie sits in the top three all-time Border bad guys and he’s accompanied by Thomas ‘The Merchant’ Hetherington (possible distant relative of the author) who collected blackmail payments on his behalf.
Forces
Terrain
Bastle house with Barnkin wall containing cattle in the centre of a 3’ square board. One boulder close to the bastle, two patches of Heather in the corners and a Long house with fencing containing sheep.
Time and Weather
Weather – a 6 is rolled which is wind and rain. Line of sight reduced to 24” and all shooting has a -1 modifier
Time of day – a 3 is rolled which is dusk. Line of sight reduced to 18”
Typical conditions for a border raid!
The Bell reivers, Willie Red Cloak’s wife and young son (both classed as peasant) are in the Bastle. Two peasants are in the Long House
Move 1
The Bells win initiative and Jamie fires through the window at the leading Graham. He rolls 4 and 2. +1 for skill, – 1 for weather, – 1 >12” away. Gives a score of 5. He needs more than 6 to cause a wound so it’s a fail. Willie runs to take cover behind the Barnkin wall. There is not enough room for all the gang so Richie does an ordered run into the cover provided by the heather.
Move 2
The Bells win initiative. Jamie concentrates his aim on the Barnkin gate. Bell’s son is sent to light the warning beacon beside the bastle. Richie orders a group move and the Grahams run around the Barnkin wall.
Move 3
The Grahams win the initiative and continue to run around the Barnkin wall. As they pass the gate, Jamie Bell fires at Wat. He rolls a 9 +1 for aimed shot, +1 for skill – 1 for weather -1 for the gate – 2 for distance gives a score of 7 A hit is scored but the armour saves Wat.
Move 4
The son is in serious danger but the Bells win the initiative. The boy gets back inside the Bastle and the drawbar is slammed shut behind the door. The Grahams prepare “Fire to the Door”. They are going to smoke out the Bells, this tactic was known as “scum fishing”.
Move 5
The Bells win initiative and a group move is ordered for the armed Bells to descend the ladder into the Barnkin and take on the Grahams directly. This is overheard by the Grahams and a group move is ordered to the gate with Jock of the Peartree (crack shot) in the lead. He waits by the gate looking for a target. Thomas (The Merchant Hetherington) waits by the ground floor door to make sure the smoke builds up. Screams from inside the Bastle alert the two peasants in the long house who move, just out of view towards Thomas.
Move 6
The Bells win initiative and move towards the Barnkin gate. Its slippery, the cows are in the way so only a short move is possible. Jock of the Peartree fires his latch and rolls a double 1! The latch bolt is stuck and Jock will have to spend a move clearing the latch to fire again. Wat attempts to climb over the wall but fails his dexterity roll and falls, grazing his shins.
Move 7
The Grahams win initiative. Archie fires at Davy. He rolls 6 and 6 = 12 – 1 for weather = 11 – 6 = 5 a hit has been scored. Davy’s armour is 1 plus 1 for the shield = 2. Final wound score = 3. A light wound. Willie Bell opens the gate and moves into combat with Wat. Willie’s combat pool is DDDA (where D is defence, A is attack) in Case Richie attacks. He rolls 8 + 4 for his fight ability = 12. Wat defends his combat pool is DD. He rolls 6 + 2 for his fight ability. A wound is caused to Wat but his armour saves 2 and it’s a light wound. Richie attacks Willie with a combat pool of ADDD He rolls 10 + 4 fight ability gives a total score of 14. Willie rolls a 5 from 2 dice attempting a parry and using one of his remaining defence chits, +4 for fight ability = 9. A difference of 5. Willie has an armour of 3 giving a wound score of 2 a light wound. There are no more attack chits available so combat ends for the turn.
Move 8
The Grahams win initiative. Jock fires at Davy. He rolls 11 + 2 for sharpshooter -1 for weather -6 = 6. A wound has been caused. Davy has an armour of 2 which gives a final score of 4 a Grievous wound. When this is combined with the light wound he is killed. Because Willie has a light wound, Richie has the initiative and launches an attack and goes for the subdue option. If he can kidnap Willie Bell, He could get a ransom and the outstanding blackmail payments. Willie uses his Weapon Master attribute to attempt a riposte.
On two dice Richie rolls 7, not great. Willie only rolls 1, a difference of 6. Willie already has a light wound so his combat factor is reduced to 3 a difference of 7. A subdue attack is a -1 modifier and Willies armour is 3. A final score of 3 another light wound. Two light wounds become one grievous wound and Willie is subdued.
It looks grim for the Bells now. Ritchie has his dagger at Willie’s throat and a retreat would be covered by the two latchmen. Meanwhile at the Bastle door, Thomas the Merchant is fighting off the two farm hands. His combat pool is ADD He attacks one of the farm hands whose combat pool is D. He rolls 8 with two dice plus a combat factor of 3 = 11. The Farmhand rolls 10 with two dice but with no armour, a hit is scored. The farmhand is stunned. The second farmhand attacks He rolls 5 from two dice but Thomas only manages 2 from two dice. His fight skill of 3 saves the day and as there are no attack chits left combat ends for the turn.
The Bells now need to take a morale test they need to roll under 7 on a modified roll of two dice. They roll 3 and pass.
Move 9
The initiative roll is tied but the Grahams have a higher initiative leader now so win the initiative. Thomas goes on the offensive with AAA in his combat pool against the farmhands. He attacks the unwounded farmhand and rolls 11 The Farmhand Combat pool D rolls 4 from two dice and dies. Thomas then attacks the remaining farmhand who is already wounded. Thomas rolls 5 + 3 for fight = 8. The farmhand rolls 6 – 1 fight value for already wounded. It’s a second light wound and this now becomes grievous.
It’s all over and the Grahams win the day. It’s going to be a long hard winter for the Bells!
We’ve played a few games at the club and it’s a game I’m keen to bring back once we are allowed to meet again. I’m keen to run a mini campaign involving two feuding families a group of outlaws known as ‘Mad Meg’s Bairns’ and the Hebburn garrison (complete with sleuth hounds).
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