Hey guys,
Nothing spectacular to show today. I played another game of Breaking news the other day.The idea was that Yellow Jacket (who featured in this game as someone else, naturally) leaked info about a location of a weapons cache.
Special forces are called in to find it - the idea was they'd have to search the buildings until they find it. I was thinking about using cards to see where the cache is (1 real and the rest blanks in a deck, obviously), but as my brother wanted to play he took the insurgents and picked a building himself.
SWAT force was the same as in last game, 4 SMG guys and a sniper. Same quality, same everything.
Insurgents, on the other hand, were boosted from 8 to 10 and were given 3 support weapons (2 RPKs and an RPG).
We set up a table using my new WIP concrete walls you can see on most of the photos. I'll show them in more detail when I will finish them. Let's just say I think they are good enough but I MIGHT went a bit over board with the graffiti as every single section has one side painted.
Below you can see the table before the start. Insurgents were sprinkled around the table (which I think is what makes SF so overpowered, as they are always together!) and had to protect the cache. I didn't knew where the weapons were, but as my brother wrote it down I saw when I was packing the terrain that it was in black one. There were some "zombies" on the board, used as civilians. We forgot to account for them in first shooting so we simply took them off :D.
SF could start on any edge and I started in lower right corner, hoping the walls would save me from some flanking fire.
Not much to say about the rest of the game, we played for some 3-4 turns and quit when little rebel had enough :D. In kills, it was 4-1 for SF. RPK has a lot of firepower, which was nice to see and RPG never got to fire in this game. We missed a lot of things out as rules are a bit more elaborate than I'd first think.
I came to a conclusion that fight would be much more balanced if both forces would start grouped - SF only die on a roll of 1, but with enough hits forced on them, this can be achieved easier than one might think. I have to say I can't wait to get my regular army guys ready as it might be all much more interesting with some heavy weapons and humvees. I also think I need to get some pickups for technicals!
Thanks for looking,
Mathyoo
Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts
23 Aug 2014
9 Aug 2014
Local terrorist cell discovered!
Hello guys,
With all the modern stuff I have going on, I was really eager to play a game. I went trough my (what looks like very limited, now that I think of it) collection of modern figures and I decided I am going to use my TAG SWAT officers versus some of the insurgents I was so busy converting and painting a while ago.
Rules used were Breaking News, a free set or modern rules that have clearly been out for quite some time. By reading through them, I figured the idea isn't bad, but while playing, I found out there are lot of things that are either unclear or don't seem to work out that well. Still, it's a free set of rules and they should do for now. Other thing I've realised is I don't like my houses. When making them, I had an idea of putting interior in, so they are on the large side. This makes my way too tiny 2x3 board filled up very fast. I should really make an effort and get another 2x3 plate for a 4x3 board that would give me some space to maneuver on the field.
I decided to play a simple deathmatch game and see how mechanics work.
I calculated points very roughly. I had 4 special forces (creme de la creme) officers with SMGs, supported by SF sniper.
I matched their points with as many of "commando insurgents", all armed with automatic rifles, that I could fit in. It was eight. Lead by everyone's favorite The King in Yellow. Jacket.
8 criminals barricaded themselves in their compound (note the garbage truck/drive in block that rises and drops as needed!) and as being a criminal is bad, Police special operations unit (PSU) was called in (right short table edge) to save the day.
In Breaking News, initiative is rolled for on every turn. The player that wins is an active player, who can move his miniatures and the one that losses is confined to reacting - either by fire or taking cover. So with SF, being so awesome, it was mostly them moving and attacking while the terrorists were shooting at them and they rarely got to actually move.
A reacting player (the one that lost initiative roll) reacts to EVERY action. So, while an active player can move each miniature separately, it can limit the number of opposing player's reactions by activating groups. This means I can effectively move fire teams in groups, which is one of the things I love about Force on Force rules. For this game, I decided that officers would always (if possible) operate in three groups: two SMG pairs and a sniper.
TURN 1
Special forces won the initiative and started their assault.
PSU-1 (one pair) moved closer towards the terrorists and fired. They managed to score two hits, while terrorist's return fire scored 6. One terrorist died and none of the SF were harmed. But because of the fire they received, they were suppressed (yellow beam).
PSU-2 (second pair) did more or less the same thing, they, too, got suppressed and another terrorist died.
PSU-S (sniper) didn't move from his position on top of the SWAT van and did what snipers do, fired a shot and killed a guy.
TURN 2
This turn was no better, Special forces class is just too powerful and my next game will certainly see the officer "only" being Elite (this means they lose their to hit bonus and invincibility). They actually didn't kill anyone now, but have managed to suppress one of the bad guys.
This is not clear in the rules, but I assume you can only regroup from suppression on your ACTIVE turn, which means the terrorists, even while being the best you can get, were mostly just keeping their heads down. They can not react to enemy movement and fire while suppressed.
TURN 3
Magically, terrorists won the initiative on third turn (every turn that same side wins the initiative, they get -1 to their roll, so the opposing side gets to win it sooner or later). Their regrouping doesn't work as flawlessly as SF guys', so some still kept their heads down.
They tried doing some shooting but it mostly ended up in a criminal being killed by officer's reactions.
TURN 4
Police won the initiative again, regroupped and sort of killed a lot.
TURN 5
Police wins the initiative (as I've said, being SF really, really ruined this game!). PSU officers fired for the last time and - I kid you not! - suffered a casualty! Man down, man down!
They pretty much killed everyone, except for the Yellow jacket, so I concluded he gave up and was taken into custody.
A close up on a downed policeman:
And a horrible photo of Yellow jacket, being suppressed after the sniper's bullet failed to hit.
I can only apologise for such a boring report. The game was very, very one sided and it was really no good for anything, except for learning how the rules (probably!) work. I will give it a re-run eventually, with 1 class lower police officers. This will still keep them better than what my soldiers will game with, to keep the idea of an elite unit, but it will take the easier hit chances and their absurdly awesome saving throw from them.
After that, I would like to try a game with some RPGs flying around Evergreen troops, supported by a humvee and by then I might even get some Slovenes finished to see if they are any good on the table top, as well.
In other news, I am still working on the SAW gunners, so that's probably what I will show you in my next post.
Thanks for looking,
Mathyoo
With all the modern stuff I have going on, I was really eager to play a game. I went trough my (what looks like very limited, now that I think of it) collection of modern figures and I decided I am going to use my TAG SWAT officers versus some of the insurgents I was so busy converting and painting a while ago.
Rules used were Breaking News, a free set or modern rules that have clearly been out for quite some time. By reading through them, I figured the idea isn't bad, but while playing, I found out there are lot of things that are either unclear or don't seem to work out that well. Still, it's a free set of rules and they should do for now. Other thing I've realised is I don't like my houses. When making them, I had an idea of putting interior in, so they are on the large side. This makes my way too tiny 2x3 board filled up very fast. I should really make an effort and get another 2x3 plate for a 4x3 board that would give me some space to maneuver on the field.
I decided to play a simple deathmatch game and see how mechanics work.
I calculated points very roughly. I had 4 special forces (creme de la creme) officers with SMGs, supported by SF sniper.
I matched their points with as many of "commando insurgents", all armed with automatic rifles, that I could fit in. It was eight. Lead by everyone's favorite The King in Yellow. Jacket.
8 criminals barricaded themselves in their compound (note the garbage truck/drive in block that rises and drops as needed!) and as being a criminal is bad, Police special operations unit (PSU) was called in (right short table edge) to save the day.
In Breaking News, initiative is rolled for on every turn. The player that wins is an active player, who can move his miniatures and the one that losses is confined to reacting - either by fire or taking cover. So with SF, being so awesome, it was mostly them moving and attacking while the terrorists were shooting at them and they rarely got to actually move.
A reacting player (the one that lost initiative roll) reacts to EVERY action. So, while an active player can move each miniature separately, it can limit the number of opposing player's reactions by activating groups. This means I can effectively move fire teams in groups, which is one of the things I love about Force on Force rules. For this game, I decided that officers would always (if possible) operate in three groups: two SMG pairs and a sniper.
TURN 1
Special forces won the initiative and started their assault.
PSU-1 (one pair) moved closer towards the terrorists and fired. They managed to score two hits, while terrorist's return fire scored 6. One terrorist died and none of the SF were harmed. But because of the fire they received, they were suppressed (yellow beam).
PSU-2 (second pair) did more or less the same thing, they, too, got suppressed and another terrorist died.
PSU-S (sniper) didn't move from his position on top of the SWAT van and did what snipers do, fired a shot and killed a guy.
TURN 2
This turn was no better, Special forces class is just too powerful and my next game will certainly see the officer "only" being Elite (this means they lose their to hit bonus and invincibility). They actually didn't kill anyone now, but have managed to suppress one of the bad guys.
This is not clear in the rules, but I assume you can only regroup from suppression on your ACTIVE turn, which means the terrorists, even while being the best you can get, were mostly just keeping their heads down. They can not react to enemy movement and fire while suppressed.
TURN 3
Magically, terrorists won the initiative on third turn (every turn that same side wins the initiative, they get -1 to their roll, so the opposing side gets to win it sooner or later). Their regrouping doesn't work as flawlessly as SF guys', so some still kept their heads down.
They tried doing some shooting but it mostly ended up in a criminal being killed by officer's reactions.
TURN 4
Police won the initiative again, regroupped and sort of killed a lot.
TURN 5
Police wins the initiative (as I've said, being SF really, really ruined this game!). PSU officers fired for the last time and - I kid you not! - suffered a casualty! Man down, man down!
They pretty much killed everyone, except for the Yellow jacket, so I concluded he gave up and was taken into custody.
A close up on a downed policeman:
And a horrible photo of Yellow jacket, being suppressed after the sniper's bullet failed to hit.
I can only apologise for such a boring report. The game was very, very one sided and it was really no good for anything, except for learning how the rules (probably!) work. I will give it a re-run eventually, with 1 class lower police officers. This will still keep them better than what my soldiers will game with, to keep the idea of an elite unit, but it will take the easier hit chances and their absurdly awesome saving throw from them.
After that, I would like to try a game with some RPGs flying around Evergreen troops, supported by a humvee and by then I might even get some Slovenes finished to see if they are any good on the table top, as well.
In other news, I am still working on the SAW gunners, so that's probably what I will show you in my next post.
Thanks for looking,
Mathyoo
10 Apr 2014
Strange Aeons AAR: Farmer Janez's salvation
Hello guys,
after a long break, I've finally decided to play a game of Strange Aeons again. I've played solo this time and decided to take a story telling approach. The scenario played was based on The restless dead from Morbid adventures expansion booklet, but I've done some tweaks to better suit it my needs. I have ignored the rule that says there must be more lurker models than threshold models and I've used those profiles:
A mummy for the vampire, mostly for the command and toughness, he is the bad guy in this game after all.
Two zombies for ghosts. I could simply use zombie miniatures, but I decided to go with ghosts as they are better representations of "flickering lights" that are believed to be the souls of the dead in tales. I could also use actual ghost profiles, but zombies came out more practical for my needs.
For agents, I felt like I had too many points for the first time, when making a list! I used a character, two agents and a civilian.
To avoid filling the tale with various explanations, here are the most important ones:
- Janez Novak is pronounced "Yanes" and it is to us what John Smith is to English.
- Marija is pronounced "Maree-yah" and is an equivalent of Mary, so obviously a very popular name in the past.
- Jakob Kelemina, pronounced "Yakob", wrote a book on Slovenian myths and tales in 1930, so he seemed like the best candidate for our hero :P.
- Brezglavec, pronounced "Bres-glavets" meaning "Headless one" is a spirit of an unbaptised child. In my version, this is simply a spirit of a man who died without a proper burial. Conveniently, one miniature is actually headless.
after a long break, I've finally decided to play a game of Strange Aeons again. I've played solo this time and decided to take a story telling approach. The scenario played was based on The restless dead from Morbid adventures expansion booklet, but I've done some tweaks to better suit it my needs. I have ignored the rule that says there must be more lurker models than threshold models and I've used those profiles:
A mummy for the vampire, mostly for the command and toughness, he is the bad guy in this game after all.
Two zombies for ghosts. I could simply use zombie miniatures, but I decided to go with ghosts as they are better representations of "flickering lights" that are believed to be the souls of the dead in tales. I could also use actual ghost profiles, but zombies came out more practical for my needs.
For agents, I felt like I had too many points for the first time, when making a list! I used a character, two agents and a civilian.
To avoid filling the tale with various explanations, here are the most important ones:
- Janez Novak is pronounced "Yanes" and it is to us what John Smith is to English.
- Marija is pronounced "Maree-yah" and is an equivalent of Mary, so obviously a very popular name in the past.
- Jakob Kelemina, pronounced "Yakob", wrote a book on Slovenian myths and tales in 1930, so he seemed like the best candidate for our hero :P.
- Brezglavec, pronounced "Bres-glavets" meaning "Headless one" is a spirit of an unbaptised child. In my version, this is simply a spirit of a man who died without a proper burial. Conveniently, one miniature is actually headless.
October, 1931. A year ago, Jakob Kelemina published his book on local myths and folklore and he quickly became widely respected as one of the best experts on the subject. This is, indeed, a reason that mrs. Novak, a widow, residing in a remote sub alpine farmstead has contacted him as soon as curious things started taking place both in, and around her home. She claimed...odd things are taking place since her late husband, one Janez Novak has passed away. She is frequently hearing screeching noises from the forests at nights. She is on the edge of losing her sanity at the sight of her farm servants, that passed away ages ago (all died of unexplained, violent causes) walking around the fields that she inherited after her husband's death. But the strangest, and for old and lonely widow, the happiest is her late husband's nightly visits - he joins her in bed every night, as he has done before he died! For Janez, a hardworking farmer and a loving husband, was a sinner. In the past decades, stories have spread about local forests being cursed - travelers, adventurers and even some of Janez's farm servants went missing frequently! There are more versions of the stories, but all of them have the same ending - people traveling through forested hilly area in vicinity of Janez's farmstead, where there are no eyes and no ears to tell the tales, have a high chance for a so-called "violent departure". Many were never seen again.
When Jakob has heard about mrs. Novak's husband coming back to her bed, he was startled - he quickly brought to his memory numerous stories of vampires he collected from other people in the area. The tales of dead people, coming back to life could be anything from comical to down right frightening. He could've never imagined that he would live to see an actual krvoses - a blodsucker. And on top of it - he had to make sure to do all that is in his power to send the poor soul to the place of everlasting rest. He wished not to burden mrs. Novak with queries about the strange cases of deaths that took place on their land, but asking around in the local taverns lead him to believe Janez is a damned soul, paying for the sins he committed in his life. This theory, Jakob assumed, was supported by mrs. Novak's visions of said servants - without a proper burial their souls seem to enrage after their murderer's death. There is only one way to resolve this mystery - the dreaded vampire has to be dug out and proper measures have to be taken to prevent his returns. Servant's remains have to be find and cleansed by giving them proper burial.
Early next morning, mr. Kelemina and two of his dearest friends, priest Anton and adventurer Tristan payed mrs. Novak a visit...
She greeted them with her loyal farm servant, Pavel, at her side. Jakob could see the past events have taken a great toll on her health - she was all stooped and seemed so frightened, all the blood has escaped her face...making her pale as a chalk.
"T...t...thank you f-for c-c-coming on s-such a short n-notice...m-mr. Kelemina", mrs. Novak patiently stuttered. She followed by slowly explaining once again what she has witnessed in the past days.
Kelemina was not wasting any time and he knew where to start - at late Janez's grave. He was burried in the orchard he cared about so much. Pavel, mrs. Novak's servant, has offered to lead them to the grave. Mrs. Novak insisted on him taking her late husband's hunting rifle...shall anything go wrong. Forests are close and one can never know when a bear or a pack of wolves might find their way to the property...not to mention the latest events. What if the wandering souls prove dangerous?
Deeply worried of his team's safety, Kelemina himself took a shotgun from his car. Tristan wouldn't leave his house without double .45 - his pride and joy anyways and as for father Anton...he condemned violence. But after brief convincing from the rest of the lads, he reluctantly took a knife with him...just in case.
Pavel has only lead them pass the hayrack, when they have already spotted a flickering light, drifting in the early morning mist. Pavel, a man of a simple mind, was only familiar with the restless spirits from the tales he listened to as a kid. Nevertheless, he aimed his late master's rifle at the abomination and fired a shot. Used to pitchforks more than a rifle, even he himself was amazed as he has hit the moaning soul. At the impact of the bullet, the light dispersed and got lost in the thick mist.
Group was quite startled, and didn't quite knew what to think of their experience. They have slowly moved towards the grave. A lot of works still needs to be done and their knees are already shaky!
Kelemina has only made few steps forward and he got stopped right in his tracks. "Lads," he shouted to get the group's attention "there he is...he really is walking!" he was amazed. For the first time in his long career, after all those stories - he saw an actual vampire, slowly wandering around his grave under a dried out plum tree.
Pavel's joy at dispersing a spectre was short lived as another one approached from the other direction! Father Anton has quickly suggested the remains of the all three undead must be found and put to rest, or the frightening visions will never cease! Kelemina was awaken from his day dreaming as a sense of danger has filled his senses - the undead farmer has turned towards them! After a quick setback, he has boldly decided to face this work of Satan and father Anton was already crossed himself at the vision of the earthly devil. He shall cleanse him or die trying! Tristan, as adventures as he was, saw a chance for eternal glory and boldly (or stupidly) charged the dead man. Servant Pavel, on the other hand, was nothing like him. Poor man's nerves snapped and he felt on the ground, crying in mortal horror. He, personally has buried the old farmer and now he is alive? How could that be?
Tristan charged, drawing his knife and not the stench nor dead man's red, devilish glowing eyes could stop him in his search for global glory and recognition. All his enthusiasm and bravery were in vain, and after blocking his initial charge, the dastardly Vampire clutched Tristan with his bony fingers and started sucking his blood, leaving young man to fall unconscious. Hellish fiend didn't stop at that and as he sucked the brain of the poor young man, his friends grew pale with terror.
The loss of a friend hasn't left Kelemina and father Anton untouched. They were decided to avenge their friend and Kelemina started blasting with his shot gun at the Vampire like a mad man. When Kelemina's shot hit, the sinner was visibly hurt, judging by his hellish scream. The power of a shot was so strong, he was knocked back! "This is not good enough!" Kelemina though for himself, while reloading his weapon. He channeled all his sorrow and hatred into concentration, pulled a trigger and blew the devil's head right off his shoulders!
In the mean time, father Anton has decided to do his part in the avenging of a friend, as well. Calling to Christ the savior for his courage, Anton charged the headless spectre. Unfortunately, this day was not his and flickering Brezglavec had no problem disposing with a threat.
Witnessing death of another of his friend hasn't changed Kelemina's dedication to stop farmer Novak's awakenings. The same can not be said for servant Pavel, however. Seeing Kelemina blowing up Vampire's head as a watermelon, Pavel raised to aid his new friends, but seeing a holy man die like that...this was more than Pavel could take. He screamed in mortal fear and ran towards the farm.
Kelemina knew it was a point of do or die. He pumped his shotgun once again, and, blinded by the anger and sadness, fired without aiming. It was a costly mistake, as Brezglavec had his full attention now. Kelemina took a deep breath, reloaded his weapon one, last time, aimed and pulled the trigger. Bang! Right on target. Pellets from a shell were scattered all around, hitting the vegetation the spectre was lurking in and for a moment, Kelemina was afraid his last chance was wasted. Nevertheless, the spectre left out a dying sound and the light dispersed.
While running away like a headless chicken, servant Pavel caught with an edge of his eye the spectre's undoing. He slowly returned to Kelemina and helped him bury his two friends and mr. Novak - once again. Unfortunately, there was no priest around to cleanse farmer Novak's soul, but they have taken all other precautions to prevent Vampire's return. They have but the remains of his head between his leg and even impaled his stone cold heart with a hawthorn stake.
In one of the following days, Janez Novak's grave was visited by a Catholic priest that has cleansed his soul and, hopefully, gave his soul an everlasting rest.
The remains of the two spectres that were encountered, were also found. They were both buried around the archard. Their remains were taken to the local church and were given a proper burial on a sacred ground.
The vampire's menace was over, but at a cost of two, fine men's lives.
After game thoughts:
Well, this post is a lot longer than I planned, but hopefully it made an enjoyable read. While I was throwing dice for combat results, I have to admit I went easy on the team and I didn't use the rule where zombies (so, spectres in my game) would respawn from the graves. Even without that, the good guys barely won.
Other than that, I quite enjoyed the twist on the rules and I'm already thinking of incorporating Werewolf or Deep one profiles in one of the next games. I'm certainly missing some mob characters that would fit in well with the narrative game play - perhaps a pack of Transylvanian mob from Westwind wouldn't go amiss!
Thanks for looking,
Mathyoo
She greeted them with her loyal farm servant, Pavel, at her side. Jakob could see the past events have taken a great toll on her health - she was all stooped and seemed so frightened, all the blood has escaped her face...making her pale as a chalk.
"T...t...thank you f-for c-c-coming on s-such a short n-notice...m-mr. Kelemina", mrs. Novak patiently stuttered. She followed by slowly explaining once again what she has witnessed in the past days.
Kelemina was not wasting any time and he knew where to start - at late Janez's grave. He was burried in the orchard he cared about so much. Pavel, mrs. Novak's servant, has offered to lead them to the grave. Mrs. Novak insisted on him taking her late husband's hunting rifle...shall anything go wrong. Forests are close and one can never know when a bear or a pack of wolves might find their way to the property...not to mention the latest events. What if the wandering souls prove dangerous?
Deeply worried of his team's safety, Kelemina himself took a shotgun from his car. Tristan wouldn't leave his house without double .45 - his pride and joy anyways and as for father Anton...he condemned violence. But after brief convincing from the rest of the lads, he reluctantly took a knife with him...just in case.
Pavel has only lead them pass the hayrack, when they have already spotted a flickering light, drifting in the early morning mist. Pavel, a man of a simple mind, was only familiar with the restless spirits from the tales he listened to as a kid. Nevertheless, he aimed his late master's rifle at the abomination and fired a shot. Used to pitchforks more than a rifle, even he himself was amazed as he has hit the moaning soul. At the impact of the bullet, the light dispersed and got lost in the thick mist.
Group was quite startled, and didn't quite knew what to think of their experience. They have slowly moved towards the grave. A lot of works still needs to be done and their knees are already shaky!
Kelemina has only made few steps forward and he got stopped right in his tracks. "Lads," he shouted to get the group's attention "there he is...he really is walking!" he was amazed. For the first time in his long career, after all those stories - he saw an actual vampire, slowly wandering around his grave under a dried out plum tree.
Pavel's joy at dispersing a spectre was short lived as another one approached from the other direction! Father Anton has quickly suggested the remains of the all three undead must be found and put to rest, or the frightening visions will never cease! Kelemina was awaken from his day dreaming as a sense of danger has filled his senses - the undead farmer has turned towards them! After a quick setback, he has boldly decided to face this work of Satan and father Anton was already crossed himself at the vision of the earthly devil. He shall cleanse him or die trying! Tristan, as adventures as he was, saw a chance for eternal glory and boldly (or stupidly) charged the dead man. Servant Pavel, on the other hand, was nothing like him. Poor man's nerves snapped and he felt on the ground, crying in mortal horror. He, personally has buried the old farmer and now he is alive? How could that be?
Tristan charged, drawing his knife and not the stench nor dead man's red, devilish glowing eyes could stop him in his search for global glory and recognition. All his enthusiasm and bravery were in vain, and after blocking his initial charge, the dastardly Vampire clutched Tristan with his bony fingers and started sucking his blood, leaving young man to fall unconscious. Hellish fiend didn't stop at that and as he sucked the brain of the poor young man, his friends grew pale with terror.
The loss of a friend hasn't left Kelemina and father Anton untouched. They were decided to avenge their friend and Kelemina started blasting with his shot gun at the Vampire like a mad man. When Kelemina's shot hit, the sinner was visibly hurt, judging by his hellish scream. The power of a shot was so strong, he was knocked back! "This is not good enough!" Kelemina though for himself, while reloading his weapon. He channeled all his sorrow and hatred into concentration, pulled a trigger and blew the devil's head right off his shoulders!
In the mean time, father Anton has decided to do his part in the avenging of a friend, as well. Calling to Christ the savior for his courage, Anton charged the headless spectre. Unfortunately, this day was not his and flickering Brezglavec had no problem disposing with a threat.
Witnessing death of another of his friend hasn't changed Kelemina's dedication to stop farmer Novak's awakenings. The same can not be said for servant Pavel, however. Seeing Kelemina blowing up Vampire's head as a watermelon, Pavel raised to aid his new friends, but seeing a holy man die like that...this was more than Pavel could take. He screamed in mortal fear and ran towards the farm.
Kelemina knew it was a point of do or die. He pumped his shotgun once again, and, blinded by the anger and sadness, fired without aiming. It was a costly mistake, as Brezglavec had his full attention now. Kelemina took a deep breath, reloaded his weapon one, last time, aimed and pulled the trigger. Bang! Right on target. Pellets from a shell were scattered all around, hitting the vegetation the spectre was lurking in and for a moment, Kelemina was afraid his last chance was wasted. Nevertheless, the spectre left out a dying sound and the light dispersed.
While running away like a headless chicken, servant Pavel caught with an edge of his eye the spectre's undoing. He slowly returned to Kelemina and helped him bury his two friends and mr. Novak - once again. Unfortunately, there was no priest around to cleanse farmer Novak's soul, but they have taken all other precautions to prevent Vampire's return. They have but the remains of his head between his leg and even impaled his stone cold heart with a hawthorn stake.
In one of the following days, Janez Novak's grave was visited by a Catholic priest that has cleansed his soul and, hopefully, gave his soul an everlasting rest.
The remains of the two spectres that were encountered, were also found. They were both buried around the archard. Their remains were taken to the local church and were given a proper burial on a sacred ground.
The vampire's menace was over, but at a cost of two, fine men's lives.
After game thoughts:
Well, this post is a lot longer than I planned, but hopefully it made an enjoyable read. While I was throwing dice for combat results, I have to admit I went easy on the team and I didn't use the rule where zombies (so, spectres in my game) would respawn from the graves. Even without that, the good guys barely won.
Other than that, I quite enjoyed the twist on the rules and I'm already thinking of incorporating Werewolf or Deep one profiles in one of the next games. I'm certainly missing some mob characters that would fit in well with the narrative game play - perhaps a pack of Transylvanian mob from Westwind wouldn't go amiss!
Thanks for looking,
Mathyoo
15 Aug 2013
Strange Aeons field report
Hello,
when I've sculpted the Hound of Tindalos, I've promised you an AAR of a game with it being used. It has taken me a long, long while, but here it is now. Even better, I have reports of two games for you today!
My SA mojo has died out a little, but it really got fired up after playing this games. When I filled whole table of (almost wholly) painted terrain, I got a warm feeling of pride. There are still some resin bits and model I still have to paint (bought far back at Salute), but other than that, it's all pretty decent, if I do say so myself.
My brother and I finally get to play a game (I'm waiting for him for more than a month now :P). He has made yet another new Threshold list (we play so rarely, we forget where we quit, so its better to play over again). I took over the lurkers and tried to be as fluffy as possible.
Both games were played on same board. It represent a derelict building (modeled after Whateley's farm), flanked on one side by an old cemetery and on the other by forest. I've scattered some crates in front and added a flatbed - apparently there is some foul activity going on around here!
Below is a close up on barrel stack. I've made this myself and I became convinced I should be an architect, a pyramid that would put Keops to a shame!
In first game, brave agents of Threshold agency. We got a character with an elephant gun (I really need a decent 1920s guy with a bolt-action rifle, I'm sick of using this fisherman :D), an agent with a shotgun and an agent with a blowpipe and meat cleaver.
Their mission was to accompany and protect dr. Armitage Ackerville, that is "tracked relentlessly by a semi-spectral hound" (quoted from Morbid Adventuress :P). Doctor Ackerville keeps donating huge amounts of his wealth to Threshold agency, so his survival if very important for the future of the agency.
Dr. can be seen below, with a hound that is after him and two zombies.
Threshold agents have been accompanying doctor for a while now. Our story takes place near edge of the forest, near one of the lonely farms in New England. Threshold agents kept eyes peeled, for they knew the hound could jump on them from any where at any time. They were all a bit itchy, as even their specialist training doesn't completely remove the fear people have when faced with unknown.
As they walked past the ruins of a long lost civilisation, they couldn't lose the feeling of being watched...and watched they were. A cosmic hound, that is only called to our world by its thirst for blood was stalking its target - Dr. Ackerville.
Things got worse for the agents, as the abandoned farm was apparently a place of morbid experiments - Doctor Herbert West himself was operating in this house. He and his partner were robbing near-by graveyard in their thirst for "specimen" - dead bodies they used as experiments to try and find a formula, with a power to bring dead back to the world of living.
Dr. West was long gone from the area, but there were still a couple of reanimated bodies shambling around the area.
The agents had the first turn and shot at the Hound straight away. Unfortunately for them, the Hund was covered by woods and thus unharmed. In his turn, the Hound has leaped to an old obelisk, devoted to Snakemen from Valusia. Here, I had an option to jump on Ackerville and (probably) kill him on first turn. To play a bit more fluffy, the Hound has instead used its 2nd action to unleash a bone chilling howl. Howl was heard by Ackerville and two threshold agents. Both agent and doctor have mustered enough courage to stand their ground, but leader of the expedition, character, has ran in fright and left the area!
Next turn, Threshold team could only nominate one miniature. My brother opted for doctor, who has started fleeing from the cosmic abomination as fast as his two legs could carry him. Hound wanted to follow in pursue, but was hit by an alert member of Threshold expedition and temporarily stunned (die indicated that model is "face down")
The rest of the game followed the same pattern. Hound came to its senses and started chasing poor doctor. Doctor's maniacal flight has lead him past the cemetery, out of Zombies' reach and eventually off the board edge, which indicated his safe passage and thus Threshold victory. Very lovely game, pretty fluffy, without any unneeded shooting. Threshold suffered one "minor injury" (Character for leaving a board), so one of the remaining 2 agents got an extra skill. As dr. Ackerville successfully escaped, Threshold team now has a chance to become equipped with a special prototype weaponry in their next reequipment.
As said before, second game was played on the same set up - it offers a lot of cover and it makes a lot of sense, so there was no need to swap it around.
This time, "evil" cultist have taken an old hermit hostage. He was rumoured to possess knowledge of ancient things. Now he was hold up in an abandoned farm and "questioned" (by which I mean tortured beyond explanation!
I've made a team of Cult leader, armed with pistol (painted guy). He seem like a great model to do the interrogation, but not giving him a bit better weapon could be considered "a waste". He was accompanied by a cultist with pistol and two henchmen - with shot gun and one with tommy gun. What's even worse - they appear to be part of a local law enforcement!
Threshold team was same as before, but model used for Dr. Ackerville was now a hermit.
Threshold team have decided to attack from same flank as last game, while hermit was being interrogated in the middle of an abandoned farm. The goons were protecting the leader from possible law enforcement raids.
In their first turn, Threshold have sniped Shotgun henchman off the window and closed in. That is unfortunately all there is to the game. Hermit was interrogated, but didn't leak info to Lurkers. I was hoping he would be more chatty next turn, but interrogator was involved in hand-to-hand combat by Threshold team members (they came in one by one, through the window). We've decided that even if interrogator was in base-to-base with the hermit, he couldn't actually do the interrogation as he was busy fighting in hand to hand last turn (but we decided that he can still fire while interrogating). Cult leader has won in CC against all 3 Threshold members, which was due to great luck he had. He didn't manage to inflict any major injuries, so all Threshold members will be fine in next game.
With all 3 agents removed from the table, and a cultist and shotgun henchman dead (tommygun henchman has only fired once in alert and didn't even hit -.-), game was over. What my brother hoped for, was that he will kill the interrogator and extract information for hermit. What I hoped for was to end interrogation quickly, kill the (now useless) hermit and escape with the information.
A bit long post...the AARs didn't really came out as I've imagined, but hopefully they give a decent representation of 2 very differently played games. I am painting my humvees slowly, as I keep having problems, but you can expect an update on them sooner or later!
Thanks for looking,
Mathyoo
when I've sculpted the Hound of Tindalos, I've promised you an AAR of a game with it being used. It has taken me a long, long while, but here it is now. Even better, I have reports of two games for you today!
My SA mojo has died out a little, but it really got fired up after playing this games. When I filled whole table of (almost wholly) painted terrain, I got a warm feeling of pride. There are still some resin bits and model I still have to paint (bought far back at Salute), but other than that, it's all pretty decent, if I do say so myself.
My brother and I finally get to play a game (I'm waiting for him for more than a month now :P). He has made yet another new Threshold list (we play so rarely, we forget where we quit, so its better to play over again). I took over the lurkers and tried to be as fluffy as possible.
Both games were played on same board. It represent a derelict building (modeled after Whateley's farm), flanked on one side by an old cemetery and on the other by forest. I've scattered some crates in front and added a flatbed - apparently there is some foul activity going on around here!
Below is a close up on barrel stack. I've made this myself and I became convinced I should be an architect, a pyramid that would put Keops to a shame!
In first game, brave agents of Threshold agency. We got a character with an elephant gun (I really need a decent 1920s guy with a bolt-action rifle, I'm sick of using this fisherman :D), an agent with a shotgun and an agent with a blowpipe and meat cleaver.
Their mission was to accompany and protect dr. Armitage Ackerville, that is "tracked relentlessly by a semi-spectral hound" (quoted from Morbid Adventuress :P). Doctor Ackerville keeps donating huge amounts of his wealth to Threshold agency, so his survival if very important for the future of the agency.
Dr. can be seen below, with a hound that is after him and two zombies.
Threshold agents have been accompanying doctor for a while now. Our story takes place near edge of the forest, near one of the lonely farms in New England. Threshold agents kept eyes peeled, for they knew the hound could jump on them from any where at any time. They were all a bit itchy, as even their specialist training doesn't completely remove the fear people have when faced with unknown.
As they walked past the ruins of a long lost civilisation, they couldn't lose the feeling of being watched...and watched they were. A cosmic hound, that is only called to our world by its thirst for blood was stalking its target - Dr. Ackerville.
Things got worse for the agents, as the abandoned farm was apparently a place of morbid experiments - Doctor Herbert West himself was operating in this house. He and his partner were robbing near-by graveyard in their thirst for "specimen" - dead bodies they used as experiments to try and find a formula, with a power to bring dead back to the world of living.
Dr. West was long gone from the area, but there were still a couple of reanimated bodies shambling around the area.
The agents had the first turn and shot at the Hound straight away. Unfortunately for them, the Hund was covered by woods and thus unharmed. In his turn, the Hound has leaped to an old obelisk, devoted to Snakemen from Valusia. Here, I had an option to jump on Ackerville and (probably) kill him on first turn. To play a bit more fluffy, the Hound has instead used its 2nd action to unleash a bone chilling howl. Howl was heard by Ackerville and two threshold agents. Both agent and doctor have mustered enough courage to stand their ground, but leader of the expedition, character, has ran in fright and left the area!
Next turn, Threshold team could only nominate one miniature. My brother opted for doctor, who has started fleeing from the cosmic abomination as fast as his two legs could carry him. Hound wanted to follow in pursue, but was hit by an alert member of Threshold expedition and temporarily stunned (die indicated that model is "face down")
The rest of the game followed the same pattern. Hound came to its senses and started chasing poor doctor. Doctor's maniacal flight has lead him past the cemetery, out of Zombies' reach and eventually off the board edge, which indicated his safe passage and thus Threshold victory. Very lovely game, pretty fluffy, without any unneeded shooting. Threshold suffered one "minor injury" (Character for leaving a board), so one of the remaining 2 agents got an extra skill. As dr. Ackerville successfully escaped, Threshold team now has a chance to become equipped with a special prototype weaponry in their next reequipment.
As said before, second game was played on the same set up - it offers a lot of cover and it makes a lot of sense, so there was no need to swap it around.
This time, "evil" cultist have taken an old hermit hostage. He was rumoured to possess knowledge of ancient things. Now he was hold up in an abandoned farm and "questioned" (by which I mean tortured beyond explanation!
I've made a team of Cult leader, armed with pistol (painted guy). He seem like a great model to do the interrogation, but not giving him a bit better weapon could be considered "a waste". He was accompanied by a cultist with pistol and two henchmen - with shot gun and one with tommy gun. What's even worse - they appear to be part of a local law enforcement!
Threshold team was same as before, but model used for Dr. Ackerville was now a hermit.
Threshold team have decided to attack from same flank as last game, while hermit was being interrogated in the middle of an abandoned farm. The goons were protecting the leader from possible law enforcement raids.
In their first turn, Threshold have sniped Shotgun henchman off the window and closed in. That is unfortunately all there is to the game. Hermit was interrogated, but didn't leak info to Lurkers. I was hoping he would be more chatty next turn, but interrogator was involved in hand-to-hand combat by Threshold team members (they came in one by one, through the window). We've decided that even if interrogator was in base-to-base with the hermit, he couldn't actually do the interrogation as he was busy fighting in hand to hand last turn (but we decided that he can still fire while interrogating). Cult leader has won in CC against all 3 Threshold members, which was due to great luck he had. He didn't manage to inflict any major injuries, so all Threshold members will be fine in next game.
With all 3 agents removed from the table, and a cultist and shotgun henchman dead (tommygun henchman has only fired once in alert and didn't even hit -.-), game was over. What my brother hoped for, was that he will kill the interrogator and extract information for hermit. What I hoped for was to end interrogation quickly, kill the (now useless) hermit and escape with the information.
A bit long post...the AARs didn't really came out as I've imagined, but hopefully they give a decent representation of 2 very differently played games. I am painting my humvees slowly, as I keep having problems, but you can expect an update on them sooner or later!
Thanks for looking,
Mathyoo
13 Mar 2013
Strange Aeons AAR: The bag man!
A courier came to brother's Treshold operative's office. He had a package and a note saying:
BRING PACKAGE TO WHITE HOUSE STOP
IMPORTANT STOP
GUARD WITH LIFE STOP
Fat Guy knew what to do. He called his trusty agents, Smelly Fart and Butt Crack, gave the package to Smelly and they have left for Washington. To come to their destination, they had to go trough abandoned cemetery, known as a cultist's area. And they could be sure the Lurkers already know, they will pass with important piece of information.
The wicked Lurkers have decided to put a show up for the Treshold operatives...literally. They have decided to play them a 2 acts game of extreme morbidity and repulsive lines. The game called "The King in Yellow". (rules for this special relic were published somewhere some time ago and are now available for free HERE)
Treshold team, same as last game, consisted of:
Character Fat Guy, armed with bowie, .45 handgun and bolt action rifle, with hollow point bullets
Agent Smelly Fart, armed with bowie knife, .45 handgun, pitchfork
Agent Butt Crack, armed with bowie knife, .45 handgun, flame thrower and meat cleaver.
I've picked those up:
2x cult leaders (one with shotgun)
5x cultists with .22 handgun
a relic
This relic represents a stage (not yet painted model I've made...it represents a stage and I've made it "mobile", bunch of stacked boxes for actors to play on...can be set up anywhere in next to no time!)
Treshold's mission is to run trough the board and escape on the lurker's short table edge or remove all lurkers from table.
Lurker's mission is to stop them, but now that we've invested in a stage, to play the King play and perhaps summon the King himself.
Below you can see the board. The mission is simple, run past the well, pass the crypt, pass the woods, voila safe area again....except...what is that silly bunch of boxes doing there, with some cultists, dressed like they're on a masquerade?
Lurkers, 3 cultist actors on stage, 2 below in reserve. Behind the rocks are the cult leaders to nominate the actors!
When cultists saw the agents are closing in, they have begun reading their lines, playing as best as they could...they had notime to practice!
First act of the play went simple (6 actions = 2 dice), the play has now became interesting. Anyone making any actions in 10" around the stage (except actors) has to make a resolve check, if failed they stare at the play and action is wasted. Too bad the agents are used to all kinds of sick means that lurkers use and were extremely cautious. They've quit advancing and Fat opened fire, sniping one of the actors, who in turn fell like an apple of the apple tree.
This has delayed the play, as new actor had to step up on the stage and Treshold agents have bought themselves some time. The show has reached a point where the spectators and actors alike would be driven mad by the tales being told! One of the cult leaders has snapped and assaulted his friend - killing him savagely! There was some minor brawling between the actors, but no damage was done.
The show went on, and it had reached its morbid epilogue - the king has came! Fat managed to snipe one more actor, whose death has scared another cultist off board.
The remaining actor was swapped for the king (Hasslefree's old man, my stand in for everything mystical and powerful, yet not convetional). Sole sight of the King has made the female cultist lose her consciousness. The King moved to the woods, towards the Treshold agents. He has melted one agent's minds by whispering tales of universal destruction and cosmic horrors behind what human mind can take, but he wasn't able to dispatch him, as the agent was covered by Fat's accurate rifle fire. Fat's bullet has hit the king straight where it had supposed to, taking a life instantly. The cult leader that had accompanied the King into an attack, had a lucky day and has hit the agent critically - later the agent suffered head trauma (+1 to resolve). The cult leader, however, was again sniped off by Fat. The last remaining cultist was decided to avenge the King and her leader and tried to resist, but was no match for the agents, giving them the win.
The relic is quite fun, but wasn't used to its full potential. Also, the king requires some finesse. While he isn't strong in melee versus a fighting opponent (has no bonus in cc as he is unarmed), he can whisper to the agents (if they fail resolve they go face down) and then charge them. This would result in instant major injury, which, if done by the King, would let me pick a phobia for the agent instead of rolling on injury table. I was really hoping I could put a ballistophobia (fear of weapons, resolve test before shooting) to Fat Guy...if he gets a clear shot, he gets a sure kill.
Hope it was interesting to read as it was fun to play,
Mathyoo
BRING PACKAGE TO WHITE HOUSE STOP
IMPORTANT STOP
GUARD WITH LIFE STOP
Fat Guy knew what to do. He called his trusty agents, Smelly Fart and Butt Crack, gave the package to Smelly and they have left for Washington. To come to their destination, they had to go trough abandoned cemetery, known as a cultist's area. And they could be sure the Lurkers already know, they will pass with important piece of information.
The wicked Lurkers have decided to put a show up for the Treshold operatives...literally. They have decided to play them a 2 acts game of extreme morbidity and repulsive lines. The game called "The King in Yellow". (rules for this special relic were published somewhere some time ago and are now available for free HERE)
Treshold team, same as last game, consisted of:
Character Fat Guy, armed with bowie, .45 handgun and bolt action rifle, with hollow point bullets
Agent Smelly Fart, armed with bowie knife, .45 handgun, pitchfork
Agent Butt Crack, armed with bowie knife, .45 handgun, flame thrower and meat cleaver.
I've picked those up:
2x cult leaders (one with shotgun)
5x cultists with .22 handgun
a relic
This relic represents a stage (not yet painted model I've made...it represents a stage and I've made it "mobile", bunch of stacked boxes for actors to play on...can be set up anywhere in next to no time!)
Treshold's mission is to run trough the board and escape on the lurker's short table edge or remove all lurkers from table.
Lurker's mission is to stop them, but now that we've invested in a stage, to play the King play and perhaps summon the King himself.
Below you can see the board. The mission is simple, run past the well, pass the crypt, pass the woods, voila safe area again....except...what is that silly bunch of boxes doing there, with some cultists, dressed like they're on a masquerade?
Lurkers, 3 cultist actors on stage, 2 below in reserve. Behind the rocks are the cult leaders to nominate the actors!
When cultists saw the agents are closing in, they have begun reading their lines, playing as best as they could...they had notime to practice!
First act of the play went simple (6 actions = 2 dice), the play has now became interesting. Anyone making any actions in 10" around the stage (except actors) has to make a resolve check, if failed they stare at the play and action is wasted. Too bad the agents are used to all kinds of sick means that lurkers use and were extremely cautious. They've quit advancing and Fat opened fire, sniping one of the actors, who in turn fell like an apple of the apple tree.
This has delayed the play, as new actor had to step up on the stage and Treshold agents have bought themselves some time. The show has reached a point where the spectators and actors alike would be driven mad by the tales being told! One of the cult leaders has snapped and assaulted his friend - killing him savagely! There was some minor brawling between the actors, but no damage was done.
The show went on, and it had reached its morbid epilogue - the king has came! Fat managed to snipe one more actor, whose death has scared another cultist off board.
The remaining actor was swapped for the king (Hasslefree's old man, my stand in for everything mystical and powerful, yet not convetional). Sole sight of the King has made the female cultist lose her consciousness. The King moved to the woods, towards the Treshold agents. He has melted one agent's minds by whispering tales of universal destruction and cosmic horrors behind what human mind can take, but he wasn't able to dispatch him, as the agent was covered by Fat's accurate rifle fire. Fat's bullet has hit the king straight where it had supposed to, taking a life instantly. The cult leader that had accompanied the King into an attack, had a lucky day and has hit the agent critically - later the agent suffered head trauma (+1 to resolve). The cult leader, however, was again sniped off by Fat. The last remaining cultist was decided to avenge the King and her leader and tried to resist, but was no match for the agents, giving them the win.
The relic is quite fun, but wasn't used to its full potential. Also, the king requires some finesse. While he isn't strong in melee versus a fighting opponent (has no bonus in cc as he is unarmed), he can whisper to the agents (if they fail resolve they go face down) and then charge them. This would result in instant major injury, which, if done by the King, would let me pick a phobia for the agent instead of rolling on injury table. I was really hoping I could put a ballistophobia (fear of weapons, resolve test before shooting) to Fat Guy...if he gets a clear shot, he gets a sure kill.
Hope it was interesting to read as it was fun to play,
Mathyoo
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