Free Stuff!

GoB_LOGO on white webI really should have mentioned this sooner.

Some enterprising folks have set up a God of Battles group on FaceBook and as a way of encouraging people to join they’ve giving one random member a free blister from the range once they reach 75.

So, if you want to see the figures in the flesh (so to speak), mosey on over to https://www.facebook.com/groups/538792446160791/ and join up.

Quithnilian Elves vs MercenariesOf course, you can also join up for less mercenary reasons if you like, though as Mercenaries are one of the armies in the book that’s entirely appropriate 🙂

So far we’ve had a bunch of batrep photos, video and description, considerable tactical debate and a possible fix for the… well, go on over and find out for yourselves.

 

Posted in God of Battles | 6 Comments

DreadBall Season 2 Design Theory: Girls! Girls! Girls!

One of the things I really like about the way the Void Sirens have come out is that the models make sense to me. Very often in fantasy and SF miniatures, the women get to wear little more than chainmail bikinis and other such dubious fashions. Now don’t get me wrong here – I’m far from suggesting that attractive women should hide their talents under a bushel, but I do like things to make sense, both visually and otherwise. In order for me to really believe in a fictional world it’s got to make sense, at least under its own terms, and very often female models fail badly in this regard. If there’s a reason why they’re scantily clad then fine. On the other hand, if they’re supposedly front line warriors or standing about in a snowfield then it just seems a bit silly. That’s my personal view, anyway.

FemCorp_color_pinkSo when I saw the concepts for the Void Sirens I was very pleased, and when the models came out as well as they have done I was even happier. I even rather like the pink colour scheme as it’s been executed brilliantly and actually fits in very nicely with the way Digby thinks: stereotype and showmanship.

They look like professional DreadBall players, not cheesecake pinups, and that image of strong professional sportspeople is exactly what I wanted to see. They are similar, but not identical to the Trontek designs, and this too is nice. It gives them their own character, which is important. In game terms, they have their own character too.

The Void Sirens are an all-female human DreadBall team who play in a rather different style from the Trontek 29ers. The fact that they are all women is neither here nor there really, and in fact you could use the male or female human models to be either of the two human team archetypes (Trontek 29ers or Void Sirens). If you’d prefer to play a mixed team then by all means go for it. The only thing you need to do is make it clear to your opponent which of the two team styles yours follows. In other words, you can mix the models, but not the rules.

So how are they different? Well to start with their team has a sightly different composition of player roles. They still have all 3 in the team, though have swapped one of their Guards for an extra Jack. Jacks are where it’s at for the Void Sirens.

Their Strikers and Guards are identical to the Trontek ones, but the Jacks all start with Running Interference. In addition, the team has 4 Coaching Dice and no cards. All of these combine to make them a rather distinct prospect on the pitch. Think about it for a moment: you’re playing against the Sirens and you start your Rush. Anything up to four of their models can interrupt you at any time and jump in to Slam your active player. Makes you think a bit harder about your movement, right? That’s the idea.

VS and robotsAlso, with 4 Coaching Dice to start with, the Jacks suddenly get the possibilities of doing stuff they would normally struggle with – at least a couple of times – but a couple of times might be all it takes. It doesn’t hurt their Guard and Strikers to be able to draw on this pool either.

Finally, the lack of a card at the start of the game is another interesting wrinkle people didn’t always pick up on when they first look at the stats. This means that they can’t buy more during a game as the limit per Rush is the number you had started with. This is generally seen as a disadvantage, though it has its positive side too. You spend all your actions focussed on the players now rather than the chance of getting a useful result for later. Again, it forces a slight mental shift in approach, which is typical of the way these teams have been designed.

So despite being the same statline as the Trontek 29ers for the most part, the Void Sirens both look and play quite differently on the pitch. Are they better or worse? Well, that’s a matter of opinion. All I can really say is that they’re something new.

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 22 Comments

Too Much Fun – What Jake Did Next

Well DreadBall Season 2 is off my desk now, and apart from talking to you guys about all the fun stuff it contains¹ I can shift my focus onto the next project – but what’s that to be?

Well the rest of the year looks like being incredibly busy for me with a raft of projects, both big and small. Most of my time will be spent with new games for Mantic. First off there’s the other two DreadBall sets we talked about in the Kickstarter: Season 3 (Ultimate) and DreadBall Xtreme. They’re both roughed out in principle, and though the details are still fuzzy I know exactly what I want them to do and the extra goodies each one brings to the game. The ink’s barely dry on the Season 2 manuscript and I’m already being nagged for Zee team stats and details of how the Teratons teleport. Have patience folks: it’s all on its way.

However, those two are less than half of what I’ve got booked in for Mantic. There’s Dead Zone coming up really soon too. That’s still largely under wraps, so I can’t tell you much beyond the title and the fact that the first models are back already and they look great! Dead Zone isn’t the only covert project either, as another of them cannot even be named out loud (or else Bad Things happen). That’s a bit of a departure and a rather fun one at that. Crazy, but fun 🙂

Finally², there’s DKH 4.

Those of you who have been following my ramblings for a while³ will know that I’ve been planning this ever since Mantic first published the original Dwarf King’s Hold. Delving back into the archives I found a 2011 piece I wrote about the future of the game which described DKH 4 thusly: “This is the version of DKH you get your groups of adventurers confronting the teeming mass of dungeon denizens…” It’s been a while coming, but now it’s on track for later this year. At least, for me to work on it this year. I never believe release dates anyway 😉

And that’s just Mantic. There are, of course, plenty of other projects I’ve been wanting to do, including the much delayed Eternal Battles. Actually you can blame Dead Zone for most of that delay, but anyway…. I’ll get into the details of what’s going on with EB in another post.

On top of the new stuff I do this year there are a number of games that have already been completed and still languish in various files, unpublished. I’m talking here about things that other companies have, not my own burgeoning filing system. I’ve no idea if, when or in what format they might turn up in the public domain, though it would be very nice to see some of them finally emerge into the daylight, blinking myopically after their long incarceration. I’ll keep you informed if I hear anything on those.

I’d tell you more, but you know how it is. I’m slightly surprised that I can tell you as much as I have here to be honest, and that’s kind of exciting. But if you see me wandering about giggling to myself it might not just be that I’ve finally lost the plot: it could be that I’m having too much fun 🙂

line

1: More of which tomorrow.
2: Actually these aren’t listed on the order that you’ll see them, so DKH 4 is “finally” only in the sense that I got to it last. Who knows what order they’ll be released in?
3: And those of you that don’t should subscribe so you will in future 🙂

Posted in DreadBall - The Futuristic Sports Game, Random Thoughts | 23 Comments

Space To Be Creative

I’ve been trying to make enough room to set up a permanent painting area.

One of the things that constantly stalls my painting efforts is the fact that I’ve got to clear a space to do any. It may be a bit feeble, but that’s the way it is. The more I have to do to get the space ready before I even start, the less likely I’ll actually get a brush in my hand. By the time I get to even thinking about painting it’s always dark, so I need a space with a daylight lamp as well as paints, models and tools which makes it even more of a faff to move about. A permanent set up is the only real answer. I have enough room, and setting up a proper space is possible if I clear some of the detritus out of the way (and keep it out).

Couple this need for space with me actually following some of my own advice for once (from my column in Ravage magazine) and sorting through which games to keep and which to abandon, and you get the beginnings of some real chaos. Even so, there is light at the end of the tunnel.

I’ve actually made a fair amount of progress today, and will try to keep the momentum now I’ve got some. What’s also important is that I’ve got some enthusiasm to get painting, and that’s what’s driving this current spate of clearing. I’m also working on so many new games that I want to play that I just haven’t got anything like enough time to play everything that’s good. This means that games like Hordes and Bushido are going to disappear from my shelves even though there is nothing wrong with them as games. It’s hard though. I really like some of those models and those armies, and am very tempted to keep them, but that’s why I’m in the situation I am so I must be strong. It’s like the children’s book Kangaroo & Kangaroo. For those that are unfamiliar with it (probably everyone) it was about two Kangaroos who had a huge house filled with all manner of weird stuff. It was in rhyme, and the only line that stuck in my head was the apposite one:

Just in case, and just in case,
And so they filled up every space.

Yeah.

So I’m trying to unfill every space.

There will need to be a bunch of ebaying at some stage for those things which cannot be repurposed to God of Battles or Eternal Battles forces. I even found some of the unreleased 2nd edition Squats and was pondering whether they could be made into a Lost Patrol force. On balance, probably not, but you never know.

Posted in Painting & Modelling, Random Thoughts | 40 Comments

DreadBall Season 2 Design Theory: Bugs!

Are Z’zor evil or are they just misunderstood? It’s not easy to tell, and their peculiar noises and movements don’t fill the average human with any sense of comfort or warmth. This makes them perfect “bad guys” in the spectacle of a DreadBall arena.

Zzor_team2On paper, the Z’zor team initially looks the least peculiar of the four new teams for Season 2. With a different stat line for each player role they are a bit harder for me to remember, but that’s not a big difference. What does start to make them interesting is that they all start with Can’t Feel A Thing because of their hardened carapaces. That’s pretty useful, especially as a team-wide ability. The models you put on the pitch are much more likely to stay there.

Z’zor Jacks also have a new ability called Slide. This allows them to make Dash attempts on any action which allows them at least 1 hex of movement. This probably doesn’t sound like much, but think about it. No longer are they limited to just a single step and Slam or Throw. Now they can Slide a little further, and with a 4+ Speed they have a fair chance of going at least a second hex before they do their thing. Even this small difference gives them a much bigger range of influence on the pitch and can make a pretty big difference to their flexibility. Incidentally, this skill is now available to all Jacks on the new Advancement Tables included in Season 2.

Better Jacks is a good thing because the Z’zor Strikers aren’t that great. The problem is their 5+ Skill. However, they are still Strikers at the end of the day and so they get all the bonuses for that role. And don’t forget that they have the extra resilience to damage so they’re harder for the opposing team to sack.

Zzor_color-orangeWith a degree of resilience spread across the whole team, the Z’zor only start with one dedicated Guard – but he’s pretty impressive. He has the same stats as an Orx Guard, which puts him in the top tier to start with. On top of that he has Can’t Feel A Thing like the rest of his team, plus Steady. Scared yet?

All of these subtle differences combine to make a team which needs a different style of play. Their ability to both smash the opposition and move the ball around is less concentrated in the specialist roles than usual, as is their survivability. For this reason it’s a team with a great deal of flexibility and ability to adapt to a changing game. Expect to score more with your Jacks than usual, and also to Slam with them more.

As I’ve said a few times before, this is a subtle team to get the best from, as befits this new level of tactical challenge in Season 2. Whether this suits you personally or not is up to you to decide. I think all of these Season 2 teams will be more Marmite than the core teams, but no less balanced for that. They just get a bit more getting used to, that’s all. But what do you expect from a bunch of bugs?

Posted in DreadBall - The Futuristic Sports Game | 15 Comments

5,000 Comments

Looking at my stats page I see that I’ve got a current total of 5,000 comments on this site.

I have no idea whether 5,000 comments is a lot or a little, but it’s a big round number that keeps looking at me funny, so I assume it thinks it is important enough for a mention. Actually I’ve had a lot more than that as I’ve deleted something like 7-800 from various FAQ pages (as they are subsumed into the FAQ itself). Still, 5,000 have survived the various culls so far 😉

Of course, a bunch of them are my own comments, but it’s heartening to know that at least a few other folk out there think it’s worth joining in the discussion (hi mum, hi dad).

Since I started Quirkworthy I’ve had a load of fun chatting to you folks out there in internetland and I hope to do loads more of that this year. I’m not going to say what’s planned yet, but at the very least more of the same design notes, game theory and reviews as well as rather more painting than before. So stay tuned and please do speak up if you feel like chipping in. I’m happy to share what I know and what I think, but a good part of me being here is to learn from you guys.

Thanks for all your praise, insights and especially the awkward questions. Here’s to the next 5K.

Keep ’em coming!

Posted in Random Thoughts | 19 Comments

DreadBall Season 2 Design Theory: Mr Roboto

One of the main features of Season 2 is the four new teams, and the one I get asked about most is the Robots. What are they like? What style do they play? Are they a strong or a fast team? Well, let me start at the beginning.

Robot playerThe DreadBall game includes four teams which gives you a selection of different playing styles to choose from. These were always intended to be just the opening wave, and I’d planned in a number of options for waves 2 or 3 so that we’d end up with perhaps 12 or so to choose from eventually.

The first wave of teams were all pretty simple to use and have clear tactics. Only one player type in all four teams had any abilities to start with and so the rules “footprint” for each team was kept to a minimum. This helps you to get to grips with the game, its rules and core tactics. Once you’ve got that basic grasp then practice will give you an ever deeper understanding of the more subtle tactics. But you’re gamers, so you’ll want more. It’s inevitable.

So what the second batch of four teams aims to do is up the challenge somewhat. Not in the sense of making them all better than the first four, but in the sense of making them more involved and complex to understand and get the most out of. More challenging, if you will. More to get your teeth into. Many of these new teams have abilities on their starting stat line, and these have major impacts on the way the team plays and is played against.

We’d been tinkering with the idea of Robots as a team since very early on, and they always sounded like a good idea. However, as I always want a little something special for each team/army/faction in my games I’d been mulling over what that could be for the Robots. What would make them different from everyone else?

The idea came to me in a moment of half-joking silliness. What if they transformed during the match? That would certainly be different. I had no idea whether it would be possible to make it work on the pitch, and I was also a little worried about what Mantic would say about the models. Despite this, it was such a fun idea that I had to run with it, and sure enough everyone else thought it was cool as well so we all pitched in and made it work. The models are outstanding and are a faithful rendition of the style shown by the Jack pictured at the top of this page. Painted in those colours too 🙂

DB-Season-2On the pitch the key to understanding the Robot team is understanding their ability to morph from one player role to another. In rules terms this has always cost an action, but in my original version it was automatic: you paid the action, you changed to another role. During playtesting this worked fine, but working fine doesn’t have to be the end of the development process. After a while we decided that it would be even more fun if it was a roll, just like Throws, Slams and so on. In this way you are likely to make the change, but could also fail to do it or get a double change (if you chose to). What do I mean by a double change? Well Robots are carefully programmed and change in a set sequence from Striker to Jack to Guard/Keeper and back again in reverse. You can’t change from Striker to Guard or vice versa in one step – you have to go through Jack first. However, if you get a double change then you can go directly from one end of this process to the other as it is only two steps long. In this way you spend an action for a likely change, but it’s always a risk.

In every match a Robot team starts out with 6 Jacks on the pitch. During the game the Coach decides what changes to buy (with actions), with which player and when. This becomes a major part of the team’s tactics. However, as a change costs an action the question is always do you really need to change or can you make the play work with what you’ve got? Changing means a better selection of roles, but fewer actions to do it in. Decisions, decisions.

From the point of view of an opponent you’ve got a team which might change at any moment. You think that you’ve got them cornered, but they might change into Guards and fight their way out. Is the ball loose? It’s OK, they’ve only got a Guard nearby. Wait…

The ability to change between roles is the defining ability of the Robot team and I think you’ll find it both exciting and at times a deliciously frustrating experience. Couple this morphing ability with varying stats for each role and you have a simple recipe for a complex tactical soup. My favourite.

Bon appétit!

Posted in DreadBall - The Futuristic Sports Game | 23 Comments

Kev “Goblinmaster” Adams Injured

Frankly, this makes me both sick and angry.

Just getting reports that Kev Adams was attacked in his home by a group of knife-wielding burglars on wednesday. He was injured in the assault, though luckily he survived. As the report says, if any of you guys are local and saw anything or if you hear anything in the upcoming weeks then let the Police know. Nottingham is full of gamers, and one of us is very likely to hear something sooner or later. Let’s use that to get these cowardly criminal scum caught before they kill someone.

Some of Kev’s friends have set up a Facebook page about this and you may want to go over there to see what they’re up to.

And if you don’t know who Kev Adams is, or why he’s called Goblinmaster, then slide over to the Kev Adams Challenge and find out.

Posted in Random Thoughts | 8 Comments

DreadBall Season 2

One last bit of detail to add about the robots and I think I’m done. That’s why I’ve been AWOL lately, well that and the new exciting (and distracting) project for Mantic which follows hot on the heels and which I’ll be dropping straight into.

Season 2 is looking good though. Have you seen the cover art? Very pretty.

DB-Season-2

Almost like you’re there 🙂

 

Posted in DreadBall - The Futuristic Sports Game | 20 Comments

God of Battles – Battle Report

This is a first for Quirkworthy as this article is written by someone other than me. The author, Ben Clapperton, was a fan of Tribes of Legend and had been eager to try out God of Battles. When he told me he’d written up one of his early games I offered to post the report here as he hasn’t got his own blog. I’ve tidied up the odd typo and added some footnotes to hopefully clarify a couple of points. Apart from that it’s all Ben’s work. He even supplied a few photos 🙂

Enjoy!

 

Armies and Deployment

This was my second game of God of Battles. The first had been played a few days previously and was mainly an exercise in learning the rules, so this was my first proper go at playing. Across the table was Graham, a familiar face from many games of another mass fantasy battle system, but this was his first experience of God of Battles. We played Undead vs T’lekkan at 24 points on the recommended 4’ by 4’ table size. As the table was actually another two feet wide we marked off one boundary with a river with the table edge serving as the other. Graham chose to take to battle with the T’lekkan on the grounds that they looked like they’d be easier to play, leaving me with the Undead.

I fielded a unit of Skeleton Warriors¹, an elite melee unit who would have to do much of the fighting against the hard hitting T’lekkan if I was going to survive their onslaught. With that in mind I bolstered them with an Undead Warhound, providing them with an additional Attack Dice, and added a Blacksoul, the elite warriors of the Undead legions. In total the unit would generate a hefty 12 Attack Dice on the charge. Next up was a Skeleton Horde, at 16 models which fight to the last skeletal man they make for a durable unit and one which I felt would be a good hiding place for a Necromancer. Character models cannot operate on their own and must either join a unit or ride a monster or chariot. Although the Skeleton Warrior unit is powerful I wanted it to get stuck in, which wouldn’t be conducive to the long-term survival of the Necromancer. Rounding out the army was a unit of Skeleton Archers and two units of Ghouls. The archers not only could try and thin out the T’lekkan hordes with arrow fire as they crossed the battlefield, but as a Formed Unit they also would allow me to use their Threat Zone to mess around with the movement of the opposing units. Though the Ghouls are neither hard hitting nor particularly durable, at three points apiece they offered me a couple of extra activations and hopefully more units than Graham could deal with at one time.

As a Necromancer comes with the Priest special ability, this gave me access to the Undead Miracles. Each army list (barring one) has eight Miracles and a Priest is randomly assigned three of them before the battle. It is possible to purchase more, but for simplicity’s sake I decided against this. Vutesh, my Necromancer’s god and Lord of the Underworld, saw fit to bless me with Look Around You (which forces an enemy unit to take a Test of Courage), Enfeeblement (a Curse which forces an enemy unit to re-roll their next set of successful melee attacks), and Paralysed With Fear (which marks an enemy unit as activated).

Lining up on the opposite side of the table was a small, but fearsome-looking force consisting of a unit each of T’lekkan Warriors, Black Warriors, and Princelings. There was no chaff in this army as all three are elite units in their own way; the Warriors in melee, the Black Warriors with their vicious Spit Acid ranged attack, and the mobile and surprisingly durable Princelings with their 14” movement, oh, and they can fly. If that wasn’t worrying enough they were backed up by the mighty Behemoth, a close-combat wrecking machine which at 24 points is the second most expensive model in the game, and in a 24 point game such as this it is the most expensive model that could be fielded.

We rolled off to see who the attacker and defender was, and although Graham managed to roll snake eyes it was still enough to make him the attacker against the placid² Undead. As the defender, this allowed me to place all of the terrain. On the centre left I put down a farmhouse with a walled enclosure, in front of it towards Graham’s deployment zone I placed a hill. Over on the right I placed a pair of woods next to each other with a marsh behind it towards my deployment zone. Once that was done, Graham was allowed to re-position or completely remove one piece of terrain. He contented himself with nudging the hill a half-centimetre along. After deployment, the Behemoth and Warriors held the centre of Graham’s line with the Princelings on his right flank and the Black Warriors towards the left.

Having set the farmhouse up on my left flank I then realised my slow moving units would be severely hindered if it got in their way so left my left flank open and placed all three skeleton units in the centre. I set up both Ghoul units on my right flank with the intention of breaking one of them through the woods and towards the T’lekkan camp and the easy 8 points it offered. The scenario we went for, “Day of Battle”, offered victory to the first player to reduce the opposing army to 18 points. In addition to our units, we each had a camp and a baggage train which were worth 8 and 4 points respectively whilst selections from the Command & Support section of the army list were not counted. This meant Graham got nothing if he killed the Necromancer or Blacksoul whilst if I managed to complete the Herculean task of removing the Behemoth I would get nothing for it! Both camp and baggage had to be set up against our own table edges and at least 2 feet apart so each ended up close to the corners.

 

Opening Moves

God of Battles utilises an alternating activation sequence in which the player with the initiative selects one of their unactivated units and does all its moving and fighting for the turn in one go, after which it is marked as activated and initiative is passed across the table. Once all units have been activated on both sides then the turn ends and a new turn begins. If a player has the initiative and has fewer units to activate than their opponent then they may choose to pass and hand the initiative back. Stratagems provide an additional wrinkle to the activation sequence, there are four of these and each turn a player may use any one of them. These allow for passing when you do not have fewer units to activate, unactivating a previously activated unit, activating two Formed units in a row, or marking an opposing unit as activated.

Each turn, initiative begins with the player who has the fewest units to activate, in this case that was Graham and he exercised his right to pass and sent it over to me. I started off by activating my Necromancer to call down some Miracles. This is the only time in which a Character activates separately from their unit, at all other times they simply move and fight when the unit does. Vutesh heeded my call to curse the Behemoth with Enfeeblement and to activate it with Paralysed With Fear. Graham then took it off using his stratagem, but activated the Princelings to fly them forward, allowing me to use my stratagem to activate it again. He moved the Black Warriors and the Warriors forward whilst I dashed both Ghoul units towards the woods and tentatively moved the skeleton units forward, not eager to meet the Warriors and Behemoth in the middle.

Graham kept the initiative at the start of the second turn. Seeing the threat to his camp that the Ghouls might pose he used his stratagem to mark one as activated and sent his Black Warriors to shower the other in acid. As they had to move to do it, they only got half dice with the result that only one Ghoul died. This was enough to force a Test of Courage³ as the remaining seven saw their comrade melt horribly into the earth, but fortunately they all stood firm. Initiative passed over to me and I eyed the Princelings nervously. Their next move would take them flying over the farmhouse and into my open left flank. Ahead of them would be my unprotected camp, to their right my unprotected flanks. Though I’d have preferred to mark the Behemoth as activated I used the stratagem on the Princelings instead to hold them in place for a turn and buy me some time. I did try and call on Vutesh’s aid to slow the Behemoth down, but he thumbed his nose at all my sacrifices this turn. The other Ghoul unit made a break for it past the Black Warriors whilst Graham moved both the Warriors and Behemoth their full movement towards the centre of the table. As the Behemoth trailed behind the Warriors thanks for being shut down the turn before I moved my Skeleton Warriors forward, hoping to deal with the T’lekkan Warriors before the Behemoth caught up.

 

Blood Flows

On turn three, Graham went on the attack, charging his Warriors into mine. As skeletons are Scary this meant they first had to take a Test of Courage before attacking. With their Morale of 10 there was little chance of them quivering before a unit of Skeletons but these proved to be particularly cowardly T’lekkan. I rolled a 12 on the Test of Courage and two of them fled before the fighting even started! The remaining eight failed to cause a single casualty leaving them open to the full force of my counter-attack, and a further T’lekkan bit the dust before they fell back to regroup. The Skeleton Warriors wouldn’t let them rest and charged straight after them, felling another one, but taking a casualty in return. I had hoped to wipe out the T’lekkan Warrior unit before the Behemoth arrived, but having failed to do so they now faced the prospect of an assault from both in the next turn. The Black Warriors then took aim again at the depleted Ghoul unit, but once again they stood firm, losing only a single casualty. Fearing these Ghouls were not long for this world I decided their best use was now as a human(-ish) shield and ran them over in front of the Skeleton Warriors. Having been held up a turn, the Princelings made their move towards my camp but I was ready for them. I diverted my Skeleton Horde to the left and pinned them in their Threat Zone. With the river marking the table edge directly behind the Princelings the only way out was to destroy the Horde. The other Ghoul unit carried on its merry way towards the T’lekkan camp to round off the turn.

Turn four saw events take a decisive turn in the favour of the Undead. The Princelings charged in against the Horde and were sent packing with their tails between their legs. The Ghouls reached the camp with the Black Warriors in hot pursuit. The T’lekkan Warriors charged in at the Ghoul unit screening the Skeleton Warriors and though they didn’t do enough casualties to kill it, they did manage to get it out of the way. This then cleared a path for the Skeleton Warriors to charge in and destroy the T’lekkan unit. The Behemoth finally joined the action, thanks to the curse that had been hanging over him the first attack fizzled out. Sadly the same could not be said for the second lot of attacks a charging Behemoth gets. After receiving a wound that did nothing but annoy him he cleaned out a big chunk of skeletons.

Behemoth

A very one-sided fight in the offing as the behemoth rampages towards the ghouls.

Graham used his stratagem to activate the Behemoth a second time and this time took aim at the Ghouls, wiping them out and leaving him well placed to attack any of my three skeleton units. You might be asking why I haven’t mentioned the archers. That’s because they couldn’t hit a barn door.

ghouls at camp

The other unit of ghouls sneaks up on the T’lekkan camp.
Tents by Renedra, by the look of things.

The Ghouls sacked the T’lekkan camp on turn five as the camp followers decided not to defend it. Graham was now precariously close to defeat as either sacking his baggage train or killing either the Princelings or Black Warriors would win me the game. My chances of sacking the T’lekkan baggage as well as the Ghoul’s celebrations were both short-lived as they were melted under a hail of acid. I sent the Horde in against the Princelings who had taken to cowering by the river and another three fell, leaving them with just four in the unit. Normally this would be enough to break them but Princelings fight to the last, erm, Princeling. The Behemoth charged in at the skeletons, taking down six of them. Graham reactivated it with his stratagem and took down another five, leaving a just one alive. I sent the Skeleton Warriors in against the Black Warriors in the hope of delivering the coup de grace and winning the game, but the combat went disastrously against them and the whole unit fell!

The game was on the line as we started turn six. If my Skeleton Horde could clean out the last four Princelings before Graham could hunt down the last Skeleton Archer then I would win. If he got to the archer before I could take the Princelings down then the game was his. With that in mind he began by activating the Black Warriors and sending them towards the archer though they were still well out of range with their Spit Acid attack.

Last of the archers

Black Warriors close in to Spit Acid on the last of the skeleton archers,
but they aren’t in range yet…

This was my chance, I piled in the Horde against the Princelings and three fell, one short!

Princelings against the river

The lone princeling survivor buys the T’lekkan some time.

Graham used a stratagem to reactivate the Black Warriors and this time they were in range. As the archer became a pile of melted bone the remainder of the Undead army chose to (un)live to fight another day and withdrew from the battlefield. Victory thy name be T’lekkan.

A thoroughly entertaining game ended with Graham snatching the tightest of victories, something which had looked unlikely just a couple of turns earlier with the extra mobility and quality of the T’lekkan units proving to be just enough in the end.

 

line

 

1: This unit has the wrong points cost in the book and so the army is not really right. Not Ben’s fault, but worth mentioning.

2: The undead aren’t really placid – they just want to be left alone to quietly plot their world domination to their own schedule.

3: Normally shooting attacks force recoils instead of TOCs. The TOC mentioned here is an additional special feature of the unpleasant Spit Acid ability.

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