On Friday John and I drove to Pete's house to get some practise games of To The Strongest in to help prepare us for the competition we have entered in February.
In the first game Pete used his Persians against my Sub Roman Britons. Initially it looked good for Pete, despite his scythed chariot rampaging back through his own lines. Happily for me he could not break through my centre and my troops wrapped up both wings and bagged the victory.
In the second game John completely foxed me with his deployment which put me on the back foot from the start of the game. His Romans proved to be quite tough to kill and he soon wore my chaps down. I really enjoyed playing in 28mm and TTS always gives a good game without too much brain ache.
Then Chris came up for another game of 15mm Kings of War. For this game I had devised the following scenario...
Gold
Rush
A Kings of War
scenario set in Brynglan, based on 'Fools Gold' on p62.
Recent storms and
torrential rains have caused severe landslides deep in the Gernuk
Mountains. The heavy fall of rocks and earth have torn open a rich
seam of gold that has now spilled out across the plains leading down
to the river Eck.
King Kra'ag has
eagerly ordered his goblin forces to collect as much of the gold as
they can. Whilst the goblins toil to collect the gold they are
alarmed to hear that a large host of Ogres is heading their way
intent on claiming the gold for themselves. Re-acting quickly King
Kra'ag assembles his forces ready to meet the rapidly advancing Ogres
challenge.
The table should
be set up with a couple of low foot hills and/or woods with two areas
of muddy, marsh land, one in each half of the table. The marshes
represent the boggy conditions caused by the landslide and count as
difficult terrain.
Each side selects
a force of 1,500 points and has 5 gold counters. Two of the counters
are marked with a 0, two are marked 1 and the final counter is
marked with a 2.
Each player throws
a dice, the higher score chooses his table edge and deploys his first
gold counter in the opponents half, following the rules for placing
'Loot Counters' on p59. Players then alternate placing counters on
their opponents side of the table until all of them have been placed.
Note that for this scenario players may not look at the counters
value before deploying them, they should be placed totally randomly.
Only 1 counter may
be placed in each of the marshy areas.
Each player now
throws a dice with the higher score deploying one of his units in his
deployment area. Players then alternate placing units until all units
are on the table.
Players then dice
again, the higher score chooses whether to take the first move or let
his opponent move first.
Game length is 6
turns then throw a dice, score 1-3 = game ends, 4-6 = play one last
turn.
Victory goes to
the player who can collect the most gold: this is counted by adding
up the total on the gold counters collected. The '0' counters
represent 'Fools Gold'!
The armies deployed
As usual, as the game progressed Chris and I concentrated a little too much on killing each other rather than amassing gold. At first Chris's ogres did really well and I was a very worried Goblin King by the end of turn 2. Not much later I was a very dead Goblin King but had started to claw my way back into the game.
By the end of turn 7 there were very few units left on the table. There were more ogres still standing than goblins but the goblins had managed to grab more gold than the ogres thus claiming a narrow victory. A great game as always.
oh the joy of retirement
ReplyDeleteRetirement is highly recommended Martin, you should try it.
ReplyDeleteA close game, but I only managed to snatch fools gold
ReplyDeleteThe scenarios in the new book are very good and also easily adaptable.
ReplyDelete