I’m back from my holiday so thanks to Andy for holding the fort. Well truth be told I thought he was doing to good a job especially with his little quips on the members efforts.
This week the members have gone a bit tank mad. Above we start with some cold war entries the first from Felix with a Chieftain alongside his finished Brits.
Following that Mark J has made a start on a T72
and has a BMP queuing up.
Now we move on to a lovely conversion of a WW1 tank to something for the Quar to go to war in. Commander Bobble hat makes a welcome return to give directions.
I did say this week was about tanks, well Phil has decided to put together a rare Anime style tank kit known as Bad Guy Tank No.1, I’m assuming this is destined for the Quar as well.
Dropping down a scale and Tony F has been busy painting up some more forces for his Xenos rampant army.
Tony F has also been busy punching out rivets for his Belgian armoured forces. Now there’s dedication for you.
And just to buck this weeks theme Andy has continued working on his Lords of the Rings scenery pieces.
And that’s it for this week, we will catch you next time.
Andy is back with a round up of the Society’s members painting efforts.
We start with some Norman mounted crossbows from Stephen (above). He’s planning to field these against me in a Norman Conquest mini campaign later in the year.
Eric has been working on another car for Gaslands. Is that The Stig driving, or one of his cousins?
Felix has started work on some BAOR figures.
And Chairman Mark has finished his Vietnam USMC Recon team.
One we missed from last week, Marcus has been working on some Stargrave scenery.
Also on the scenery front, I have been working on a random selection of Lord of the Rings items.
And I’ve finished a couple of 3D prints from Brigade Models, a Ford Model T Armoured Car and a British 13pdr gun. The Ford is available from their website, but the 13pdr is a pre-production model so hasn’t quite made the website yet.
Tony has been making progress on his WW2 Belgians, first up, a Daimler Armoured Car. This is an IBG kit (the only plastic 1/72nd Daimler he could find) and it’s definitely not a quick build wargames model – it’s more like a miniature Tamiya kit with loads of tiny details. It has a fully detailed interior, although some of the parts once fitted would be impossible to see from any angle even with the hatches open, so all of that got left off.
And he’s also working on the 25pdr guns and tractors. And all the wheels!
Finally Peter M has been working on some 28mm Sci FI AFVs for the Hammer’s Slammers universe.
Pete M describes an underground encounter in Middle-Earth.
Background
The scenario is based on the encounter at the dwarf king Balin’s tomb, where the nine members of The Fellowship are trapped while making their way through the old underground Dwarven Kingdom known as the ‘Mines of Moria’, a massive complex of caves, tunnels & chambers, hewn out of the living rock itself!!! Sorry, slipping into Pythonesque ‘Tim The Enchanter’ mode again there…. Unfortunately, soon after discovering the tomb the party is discovered by the new tenants, namely a shed load of Goblins/Orcs & orcs, assisted by the odd mountain troll and a very, very grumpy Balrog. The objective is simply to hold-off the hordes until Gandalf secures a means of escape – to the fateful Bridge at Khazad-Dum…
The Game System
As with the previous outings (see credits), the home-grown system is partly based on the excellent but now sadly difficult to find Hasbro boardgame “Star Wars Epic Duels” (see links at the end). The key features of this design are that each player controls a small team, with one main character (say, Darth Vader), plus one or two little helpers (Stormtroopers in Vader’s case). Normal movement is fairly standard, although some variability is introduced by means of a die roll. However, the design really scores because teams also get a dedicated pack of cards which are used for both combat and any unique ‘special abilities’ – such an elegant, simple way to reflect widely varying attributes, and without resorting to thick books of charts and +/- tables!
The use of the dedicated card packs adds so much to the ‘period flavour’ of the game, hopefully reflecting the different combat options and other unique actions of the various Fellowship, Goblins/Orcs & the Troll. For example, the Goblins/Orcs can gain advantage by deliberately sacrificing figures in massed attacks or simply ‘shoving’ (the ‘active’ group drags one or more adjacent ones with it); whilst the Fellowship archery and spear-throwing are deadly. And whilst your immediate choice of tactics may be affected by the cards in your hand, like any ‘real’ historical combat, victory will go to the side which can maximise their peculiar advantages whilst exploiting the weaknesses of the enemy.
“Mines of Moria” was perfect for a straight adaptation of this team-based, low-figure count approach, with the four main players each handling one main character (Aragorn, Legolas, Boromir or Gimli) plus one Hobbit (Frodo, Sam, Merry or Pippin). As with previous games, having no cards at all left in your hand if confronted by a bunch of Goblins/Orcs etc could be bad news – but the Hobbits could also prove useful given their special abilities. And unlike previous games, the action this time is very claustrophobic, taking place within the confines of the tomb chamber. But this this does not mean it is any less intense, as nuanced tactical considerations of blocking, retreating, counter-attacking are just as vital as any big battle.
Each turn consists of two phases per player, movement then two actions (Fellowship can do in any order, Bad guys must move then do one action). Normal movement uses a modified die roll to generate movement points, albeit with new variations to account for the slow-moving and incredibly dim but tough Mountain Troll. However some ‘special moves’ are also possible, such as Hobbits ducking between groups etc! Play alternates in a random manner between one Fellowship then one goblin group, so it can be that not everyone is quite in the right place at the right time…
But what about Gandalf, I hear you ask? Well, the basis of the scenario is that the four main players must buy time for Big G to work his magic on the (only) exit from the tomb. By placing some of their ‘special action’ cards in the Gandalf ‘pot’, at the end of each turn these can be converted (via die-roll) to magical protection points.
The game ends when either:
The party think there’s enough to try and make a run for it (dicing for survival against the total less distance or any intervening groups of Goblins/Orcs) OR
Bernard the Balrog turns up at the entrance to the tomb (said Balrog makes it’s way along the outer passage in a slow but inexorable manner; makes a great ‘turn counter!)
How Did It Go ?
Well, despite only one player ever having used the system before, we actually managed two games on the day. In the first, the group did well taking out the fearsome troll by ‘suckering’ it further into the tomb so it could be attacked from it’s vulnerable rear. The waves of Goblins/Orcs came and went, but in the end only Aragorn caused some concern, having been left somewhat behind when the bug-out started with the summons of Boromir’s ‘Horn of Gondor’ (a special move which shuffles all friends a bit closer to him)!
In the second game the group tried a new tactic with the troll, namely letting it trundle forward then knock seven bells out of Legolas, Merry and Boromir (well, anyone in range), whilst Gimli tried not to attract undue attention – at least, that’s what seemed to be the plan…… 🙂 ). It was a good idea for Gimli to dart behind, just the Troll didn’t get the memo leading to several anxious turns of Gimli ducking and weaving (and cutting chunks off said troll), before the massive brute was finally finished-off – by a ranged slingshot stone from a Hobbit!!
My tremendous thanks, as ever, to a fabulous bunch of guys at the Maidstone club.
Credits
Rules and Card Decks
As with almost all my games the rules are home-grown stuff and, as such, possible to extend or amend as you wish (the mark of a good product/system in my view). Hopefully these will appear on the blog site ‘real soon now’. If not, come along to the club and try it some time!
Original game
Details of the original HASBRO “Star Wars Epic Duels” by Craig Van Ness (with assistance from Rob Daviau) can be found here.
Figures
The basic figures all from the fabulous “Armies of Middle Earth” (AOME) range by PlayAlong Toys and ToyBiz. This vast range of 1/24th scale (3.5” or 75mm), multi-pose figures covered everything from the RingWraiths (fabulous sculpts) and Fellowship, and includes no less than three different sets of Orcs/Uruks, five different Wargs and numerous Rohirrim (foot and mounted), as well as a number of special sets (like the great Uruk-Hai siege crew – the battering ram crew were the source of the ‘pikemen’, among others) and even siege towers! As they are semi-animated, it is possible to create different poses and even mix body-parts, Timpo-style! I have to say that, at this scale, a couple of hundred Orcs or 30-ish charging Rohan cavalry are quite impressive…
Unfortunately, as with many of my games their availability seems to diminish the closer I get to putting them on show! However, if you want to risk it a quick browse on eBay still pulls up a fair number of hits, which is OK to provide all you would need for a normal skirmish. Of course, you could also use those tiny 32mm ones some people prefer… 😊
The 7” Mountain Troll was a fantasy figure from PAPO toy range, suitably based and painted by Kevin Dallimore. Actually, AOME does a troll, but it’s the up-armoured one from Return of the King which is used to push the 16”-high siege towers in ‘Pelennor Fields’…
The large ‘Bernard The Balrog’ was another cross-range recruit from the extensive ‘MacFarlane SWARM’ range of fearsome, wonderful monsters – do scan this lot if you need any 8”-10” villains.
{As an aside, the hard-plastic figures have some advantages over their metal cousins, in that it is easy to make some bits transparent – there’s a version of Frodo with ring on, plus the MacFarlane monster is drooling clear yellow bile…..}
Other Previous Outings
‘One Ring’ (Weathertop or Amon Sul): 4+ Ring Wraiths vs pre-Fellowship
‘Fords of Isen’: ambush of Prince Theodred by massed Orcs & Wargs
‘Pelennor Fields’: the charge of the Rohan cavalry vs besiegers, including 1/24th Mumakil!
There is a great fan-following on the net as well (for this and the original Star Trek game), with lots of suggestions for other card deck, scenarios etc.
BTW, I am also in the process of using the wonderful character-specific card system for such diverse topics as:
‘Seven Samurai’ (final battle in the village); objective for the bandits is to kill as many as possible (especially peasants), thus making it a challenge for the deadly, professional samurai to protect them!
‘The (Roman) Empire Strikes Back’; a massed skirmish somewhere on the 1st/2ndC frontiers of empire between a mixed Roman expeditionary force/patrol and loads of Celts. This uses a base (I have 4-6 28mm figures) as the granular unit rather than individual figures, but the structure of the system will allow for both, or even 6mm. But then, as the sides are defined by their specific decks, the more devious umpires out there could introduce something much more weird in the woods as per Call ofCthulhu… You could even be tempted to adapt it to that fabulous David Drake book, ‘Ranks of Bronze’, in which a defeated Roman Legion is sold into slavery to – some aliens! All you need are the troop-specific cards and you’re away…
Another week and another roundup of MWS member’s efforts on the modelling and painting front.
First off we’ll take a look at a couple of offerings from Tony. Above we have a 6mm Hammer’s Slammers detachment – the Heliodorus Regiment who carry flamethrowers (not that they can be seen in this image) and ride around in big wheeled vehicles, with a few more bases of 6mm desert scenery. These are Brigade Models products, no surprise there!
Also from Tony we have progress on his late WW2 Belgians, a couple of 25 pdr guns, limbers and tractors, some 15cwt trucks for the motor rifle platoon, and a couple of scout cars. Tony says the green base coat looks nowhere near so pale in real life.
Next up some of Chairman Mark’s work, a Vietnam era USMC Recon Team.
Our main theme for this week is some Stargrave (other SF rules are available) markers, mostly for the Side Hustle option.
Marcus has built a Pylon from odds and ends.
A damaged robot/drone mainly for underwater games:
And finally from Marcus some Coral style scenery pieces.
Eric has built a pit marker, scratch built apart from the doors which are old 40k Rhino top hatches.
And some loot markers:
And I’ve also been working on some Side Hustle markers, although mine are commercial models rather than being scratch built. The Pylon and Pit are from Blotz, and the Robot from Alternative Armies.
I’ve also finished off a repair bot (Crooked Dice) and some sand worm type beasts, not sure where I got those.
Hopefully Jeremey will be back in charge next week.
Tony F reports on the club’s first encounter with an alien ruleset.
The club has played a lot of Daniel Mersey’s Rampant rules, both the original Lion and the fantasy Dragon spinoff. So there was a lot of interest when a sci-fi variant, Xenos Rampant was announced. We wanted to see how well the game engine would translate to the new setting with (presumably) more emphasis on shooting than close combat. And to be fair, not everyone thought it would work.
Recently, four of us managed to finally get ourselves organised and gave the rules a try (yes, we know that the book came out months ago – the wheels sometimes turn slowly in Maidstone). Eric and Mike had 30mm armies derived from WH40K forces, while Marcus had a 15mm force of mainly Khurasan miniatures and I cobbled together a force in the same scale from my Hammer’s Slammers armies (you can see those in the header photo).
Mike and Eric ran each other very close in their game, with just a handful of figures left on table at the end (although I’m not sure who actually won!) – sadly I didn’t get any photos. Marcus on the other hand had some dreadful luck with the dice and got a bit of a thumping.
My command team (Brigade Models’ power armour) prepare to unleash all sorts of pain into Marcus’ tank (GZG).
We then switched round and I took on Mike, while Eric switched to a 15mm force of Brigade Models miniatures. Mike and I fought a very tight game, I just prevailed but with very little of my force left on the table.
Mike’s heavy infantry (Khurasan) prepare to close asasult
While my infantry (Brigade) dig in on the hill.
Infantry heavy weapon takes aim
Halftrack and supporting infantry take shelter
Marcus’ luck improved a little but he still went down to Eric eventually.
Overview – Eric’s tank takes a pot shop at Marcus’ ornithopter
Eric’s Rapier tank and infantry (all Brigade Models)
More of Eric’c CDSU infantry
Closeup of Marcus’ ornithopter (Khurasan Miniatures)
So our conclusions? We felt the game worked well, there are plenty of options to customise units to give your army a unique feel. The familiar game mechanics helped for those who have played other games in the series.
All of our games were 24 points, and we managed two each with plenty of time to spare. Units, especially vehicles, are relatively expensive so none of our forces had more than 5-6 units, and the game ran pretty quickly. So we felt that 36 point games would be perfectly manageable. One thing we found odd was the limit of only one vehicle – none of us could see an obvious reason for this.
We’ve penciled in another session for later in the year, some sort of mini-campaign or tournament. These will be 36 point games, and we’ll ignore the one vehicle rule so expect to see a bit more heavy armour. We seem to have won over a couple of previous refuseniks to give the game a go, so look out for another report in a few months, along with plenty of work-in-progress reports as people build up their armies.
Andy curates this week’s roundup of members painting and modelling activities.
We’ll start off with some offerings from Tony F this week, above we have the start on some Brigade Models 15mm Yenpalo infantry for Xenos Rampant. They comprise two units each of heavy infantry and light infantry/scouts, plus mortar and railgun teams. The scouts are on open order bases to reflect their Hard to Target rule, with the heavies in closer order. The weapons teams are based with two man crews, while the additional command figure allows the removal of single casualties.
Also from Tony are some 25 lbr guns for his 20mm WW2 Belgian project.
Next up we have some of Eric’s work, an Alien Bounty Hunter inspired by the recent Dead or Alive supplement for Stargrave. This is a Kroot Carnivore figure.
Continuing the Stargrave theme we have some Necrons:
And some Baby Bugs:
Finally we come to my meagre offerings. Firstly some simple markers for Lion Rampant, “Wall of Spears” and “Shieldwall”. Printed labels, PVA glue and some surplus cavalry “pill” bases.
I’ve finished off some Arab Light Cavalry (apart from their shields, which I can’t find!)
Marcus fesses up to his Stargrave woes and how he’s gone about recruiting a new crew.
I’ve had some problems playing Stargrave. It’s not the game. I am sure it isn’t perfect, but we love playing it at the club. It’s not even my club-mates, who keep shooting me. It’s my crew. Well, that’s not fair. I do like my crew. But they look quite…similar. Too similar. And it hasn’t helped that I used the original Stargrave roster from the book, downloading it from the Osprey site. In the middle of a game I would find myself shuffling and flipping over sheets trying to work out which character was being fired at, or acting, and not exactly sure which one I was looking out without checking.
The concept of that crew was something like the Bynars from Star Trek: The Next Generation (the episode 1.15 “11001001”) with an added dose of psionics. The crew comprised some small Copplestone Grey’s, the brains, and the mean looking, vat-grown “Big Greys”, which were from the now defunct Griffin Miniatures. I had never managed to get around to using these before. It took me long enough to get around to painting the mean Greys, although I really like them.
The Old Crew. Left to Right: 101, or is that 110..?
I might use them in Xenos Rampant in the future, although we have been using 15mm figures for that so far. But I digress.
In an effort to solve the problems in my personal organizational abilities I needed two things:
Firstly, a one page roster so that all that stats were right in front of me. I had tried looking at creating roster cards, but they just didn’t seem to work for me. I wanted everything, the whole crew, on one side of A4. Fortunately club members, noticing my travails, kindly offered me a selection.
(Editor’s note: If you print this roster, make sure you open the “More Settings” option in the print preview screen and have “Fit to Printable Area” selected.)
Secondly, I needed to recruit a new crew. A more individual crew of characters.
And it really isn’t that hard to stat a crew up, at least not if you can be decisive about it! In a nutshell, recruit a Captain and First Mate from the various specialities (akin to schools of magic in Frostgrave) available and spend 400 Cr. on recruiting the rest of your eight crew.
The specialities I referred to are “abilities”. The Captain chooses five, with three of four from the characters background e.g. psionics as i referred to for my first crew, or veteran. There is quite a range with new backgrounds being added in the inevitable supplements to the core rules. It makes for an interesting comparison with Five Parsecs from Home, which regular readers of the blog will know I have also been playing solo (I should really complete another episode soon!) However, in Five Parsecs the choice of crew characteristics is all based on random rolls reminiscent of the old school Traveller RPG. It’s much more about the whole crew even if the Captain is the first among equals. In Stargrave it is very much about the Captain and a little about the First Mate. In truth, everyone else is disposable to a greater or lesser extent. The First Mate chooses four abilities, with two or three from their background. Previously I chose two Psionicists, but this time I chose a Cyborg Captain and a Veteran First Mate.
Why did I make this choice? I am not entirely sure. I was looking through the core rules on character creation with the intent of choosing a new crew but the process became influenced by the models I had available or fancied using and the narrative that began to create in my head. I think that is a good thing!
I initially had the idea that I would use figures from a Kick-Starter project that I had received: Star-Schlock. This at least started out rooted in influences of the pulpy Sci-Fi TV of the 80’s. Buck Rogers in the 25th Century crossed with Star Trek and maybe a dose of Star Wars and 80’s Flash Gordon, in particular.
Gillian Grey and Willard White
Some similarity occurred to me between the Star Trek: TNG era and Buck Rogers slightly more campy second season. Something akin to the rescued Borg Seven Of Nine in Star Trek Voyager. I had the idea of using some unused cyborg miniatures which I had from the old Scotia Grendel Urban War range, the VOID Syntha biomechs, making them a kind of Star Trek Borg analogue.
I had already started painting some of these after a long time in the lead pile. I was intending to put them to use in Spy-Fi games as some kind of, well, Fembot for want of a better word. Yeah Baby!
Then I hit a problem.
A diminutive “White Rat” with Willard
It was only when I compared the completed Syntha miniatures to the Star Schlock figures I noticed a considerable size discrepancy! That was pretty much the deal breaker although at this point I realized that I was in some danger of repeating the same folly using some Star Schlock rank and file figures; a lack of clear characterisation.
Repeating the same problem. Do they look a bit similar?
I was now fixed on using the Syntha as Borg analogues but the sizing discrepancy made me think about using at least some more old school miniatures. Hence a look at EM-4’s range of early Grenadier sculpts. It was a chance to pick up some older, characterful miniatures that I had regularly seen pictures of, or seen new versions of older sculpts, but had never quite managed to add to my collection. Since i was basing this crew around the escaped cyborgs I wanted a crew that at least in part were themed around interconnection, robotics and coordinated firepower. At least that was the plan.
The White Rat and the Black Rat – They escaped a lab based programme where they were literally lab rats, sent out to do some exotic missions at the behest of the ailing Authority, until those orders ceased.
The Black Rat
Also known as Six of Seven, Black Rat is to be my captain. She had somehow managed to escape some Authority “black-ops” experiment as government broke down. She has very little knowledge of her origins, but is on a quest to know more.
I chose to give her:
Camouflage (she is wearing a stealth suit)
Target lock (allowing her or another member of the crew to automatically hit the target of a grenade/grenade launcher attack, even if not in line of sight.)
An energy shield (absorbing some shooting damage)
Control robot (interface with a robot and take control)
Drone. I am rather partial to using drones, not that they have done me much good so far. (Draw line of sight from the drone)
She also has a carbine (2 spaces), a pistol, light armour, a deck for hacking and a filter mask.
Harriet “Harry” Barber
I originally had a figure in a beret picked out for this role, but Harry has grown on me. I first saw the figure many years ago. It normally has a truncheon and I think is supposed to be a “space police” figure. I removed the truncheon and added a small pouch in its place. In my mind there is a similarity to Glynis Barber in the 80’s series “Dempsey and Makepeace” where her character was called Harriet Makepeace. She is some kind of ex-security figure (the kind of security that doesn’t use a truncheon or wear a uniform) who along the way helped the Black Rat escape from her captors.
Fortune. (She is a bit of a Han Solo and you might call her lucky, or perhaps it is her roguish charm?)
Armoury (Harry has a way with weapons and can field power armour without the upkeep cost or increase the damage on one standard firearm)
Remote Firing (Can select a robot in the crew to make a +3 line of sight shooting attack)
Repair Robot (Yes, Harry is good with robots too)
Harry also has a filter mask (always handy), light armour, a carbine taking up two spaces and picks for breaking into physical objects.
Harriet “Harry” Barber
Moving on to the Standard and Specialist figures, these are much easier to select as they are very much modular, “plug in” selections.
The “White Rat” (Three of Seven) – Commando
Naturally, also being a cyborg and a comrade of Six (or part of the same hive mind), the White Rat needed to pack a bit of a punch. They were specialist operatives after all.
Ratchet the Robot
Picked up from some abandoned facility and reprogrammed by Harriet, Ratchet is an armoured trooper. Thanks to Harry’s Armoury skill she can offset the upkeep cost. Originally I costed out Ratchet as a grenadier, making that rather large gun a grenade launcher of some kind. I changed to admittedly costly power armour as a result of choosing the armoury skill for the First Mate.
Ratchet the Robot
Troopers (3)
There have been various iterations of this crew, but they always seemed to revolve around having three troopers. These are Viridian, (with the green skin and yellow jacket), Sal Buco (long green coat and pistol) and Cy An (Blue skinned alien). At the outset they all have a carbine, heavy armour and a knife. Yes, I know Sal appears to have a pistol. Does anyone remember the pistols in the original “Man From Uncle”? Well Sal has picked up something like one of those. He can attach an extended barrel, long magazine and collapsible stock. Hey presto: a carbine. Originally Sal was going to be a simple recruit, but I had another idea…
Sal and Cy
Hacker – Zero One
A nod to my old crew. Zero One now stands out in a crowd. It is my hacker equipped with a pistol, light armour, a deck for hacking (of course) and a knife.
Viridian and Zero
Recruits (2)
Finally, my two recruits. Originally I was going to fit in a guard dog, but the dog cost 10 credits and frankly can do less. I am not a min/maxer, but when you want to fit in certain options the free figures give more flexibility. And a bit of colour. These miniatures came from the Hydra “Retro Ray-Gun” range. It is a nice range although the figures tend to be a little larger overall. But these two are I think teenagers. I painted them up with no clear objective for using them. I watched Firefly again recently and it occurred to me that these two, the “Citrus Kids” could be analogues to Simon and River Tam (except he isn’t a doctor and she isn’t a psychic killing machine). That points to the one thing which might be slightly dissatisfying with the rules. As I pointed out earlier, if you aren’t a Captain or First Mate, there isn’t going to be much progression, beyond adding a better bit of kit. That said, I don’t think that is what this game is for and is why I like a bit of solo Five Parsecs.
Recruits have a pistol, light armour and a knife.
Recruits – The Citrus Kids
So that is the crew of the “Dirty Rat”. I’m looking forward to seeing how they do in an outing at the club mysteriously entitled “Oubliette”, very soon. I am sure there will be a report.
Jeremey’s otherwise engaged for the next couple of weeks, so compiling the WIP Wednesday roundup falls to Andy.
After helping Phil with basing figures for the WW2 game he and Tony put on at the Open Day, Phil’s youngest son decided he wanted to do some painting.
So as a start from him we have a GW wolf (above). He is now moving onto some Space Marines.
Marcus has been continuing work on a variety of projects, this week he has completed a couple of Pulp Figures.
Does the one on the left remind you of a character from a certain “motherly” film franchise?
Eric has started a new project, a 15mm force for Xenos Rampant, he’s assembled them, but no paint has been applied yet
I’ll finish off with some of my own work.
I’ve been experimenting with a home made wet palette (a Chinese takeaway container, thick kitchen towel and some greaseproof paper) and a vortex mixer.
The wet palette certainly keeps paint useable for a couple of days, and the vortex mixer seems to work well. We tried it out on some “problem” paints at the open day.
On to the figures, I’m nearing the end of the Arab Light Horse, just some washing and varnishing to do. And the shields. When I find them! Here are four of the twelve.
I’ve also been working on some Footsore slingers while I’ve been painting the Arab horse.
That’s all for this week, we’ll be back next Wednesday.
Tony F reports on the further adventures of Frodo and the rest of the Hobbits as he and Phil, along with guests Jon and Andy, play through the Quest of the Ringbearer. You can read his report of the first two scenarios here.
Scenario 3 – Buckleberry Ferry “Two steps on the water”
Scenario three saw the Hobbits attempting to cross the Brandywine at the Buckleberry Ferry. They had to race three ringwraiths to the ferry to cross the river. The game went encouragingly well for the Good side initially, with one wraith despatched in short order (we were discovering that at this point in the Quest they were, if not feeble, then certainly not as frightening as we expected in combat, even to hobbits).
But then our game took a rather odd twist. In a move probably not foreseen by the scenario writer, Andy had one of the ringwraiths jump on the ferry before the hobbits reached it and take it to the other bank, leaving them stranded. The four hobbits managed to gang up and take down the remaining wraith on their side of the river, but we were left with a bit of a standoff. The hobbits were on the wrong side of the river, with the vital ferry on the other bank guarded by the single remaining ringwraith. Their only option would be to swim, but the swimming rules and the hobbits’ fear of water meant doing that would probably allow the wraith to pick them off one at a time as they emerged. So in the end we called it a draw, as neither side could see a way ahead.
The hobbits find themselves on the wrong side of the Brandywine facing a lone ringwraith – but with no way across apart from swimming…
Scenario 4 – The Old Forest “See those trees, bend in the wind, I feel they’ve got a lot more sense than me”
The final scenario of our first session was a bit unusual, with the hobbits trying to cross the Old Forest in the face of – er – nothing. Just trees. Instead of orcs or wraiths, the trees of the Old Forest came alive and tried to hem them in and trap them – the trees couldn’t kill the hobbits, merely capture them.
Our game ended quite quickly, with all four hobbits rapidly overwhelmed, and hoping desperately for rescue. In hindsight, the scenario setup wasn’t particularly specific about how many trees should be placed on table, and we we may have overdone it, leaving the hobbits little chance of getting to safety – Jon and I barely made it halfway across the table.
So this one went evil’s way, leaving the score at
Good 2-1 Evil
The Quest will resume at the club’s Christmas meeting, where we hope to get through another 3-4 scenarios.
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