Wednesday, September 7, 2022
Battle on the River Fomawr
Wednesday, August 31, 2022
Iz'Garok the Traitor, 15mm Fantastic Battles
I haven't gamed in a while due to moving house, decorating some of the new house and also going on holiday. Happily today we returned to gaming with a 1,200 point game of 15mm Fantastic Battles. Ian's Undead would take on the combined might of Phil's Orcs and my Barbarians. As we like to have a bit of story in our games here is the scenario I came up with...
Iz'Garok the Traitor
Revenge can be bitter sweet but Orc Lord Baarn Dur has sworn a most dire revenge against Iz'Garok the Traitor. Iz'Garok betrayed Baarn Dur and now it seems his days are numbered. Fleeing into the Wylde Iz'Garok is now being hunted down by the Orcs and their new Barbarian allies.
The Wylde is currently under the domain of the Dread Lord who commands an undead army who reacted instantly and now the two forces face each other across a soon to be battlefield with Iz'Garok caught hiding between the two armies.
Will Iz'Garok be safe if he reaches the Undead army or will he be caught by the orcs or their allies. Once the terrain for the game has been decided upon but before deciding who is attacker/defender players take it in turns to place 6 counters, outside deployment zones but at least 3BW apart. These counters represent possible hiding places for Iz'Garok. As units contact/move over the counters they may throw 1xd6 to see if they may have found Iz'Garok, needing a 6 on any counter. If Iz'Garok has not been found when the last counter is moved onto then that is his hiding place. Immediately throw another d6 to see how Iz'Garok reacts...
|
Orcs/Barbarians |
Undead |
|
1,2: kill Iz'Garok straightway |
1,2: kill him, no-one likes Traitors |
|
3,4: take Iz'Garok to Lord Baarn Dur |
3,4: Hold him captive |
|
5,6: Iz'Garok escapes and flees 4bW towards the undead forces treated like and acting as a Rogue. |
5,6: Enlist him as a rogue in your army. |
Decide Attacker/Defender as usual and let battle commence.Ian and his Undead were the attacker leaving Phil and I to defend. Deployment was as in the photo below (Undead on the right). Mishaps led to one company of skellies running away and a few other units on both sides either being late or a bit enthusiastic.
Turn 1, Phil's archers move into the wood, find a counter and throw a six. They find the traitor and decide to kill him. (that was my carefully thought out scenario over and done with, ah well, on with the main battle!) Note: my trees are still packed in a box so we just used a few mdf bases to represent woods-we decided it must be Autumn!
Thursday, July 14, 2022
Clash on the River Meirr-Fantastic battles in 15mm
Today's game of Fantastic Battles saw Phil's Orcs take on the combined might if Ian's gnomes and my barbarians. The scenario was a battle for possession of a bridge as detailed below...
Having seen the error of their ways, the Gnome forces of Nature have forsaken the Orcs and are now allied with the Barbarians led by the fearsome Wulfnoth. The Orcs led by the mighty Baar'N Dor are now advancing towards the bridge over the River Meirr, can the Barbarians and Gnomes keep control of the bridge before too many Orcs cross over to the western lands?
Clash on the River Meirr.
1200 points of Orcs against 600 points of Barbarians and 600 points of Gnomes.
Objective: to defeat the enemy and be in control of the bridge. Roll a d6 as normal to decide who is attacker and who is the defender.
Each side has to deploy 1xd6 of units on the west side of the river, the rest of their force will deploy as usual over on the eastern side.
Terrain: as per map below with a few extra terrain features. The defender places the extra terrain, the attacker chooses which table edge to deploy on.
Camps: Each army has a camp (treat as rough ground) which must be deployed on the eastern side of the river in the appropriate deployment zone. If one side raids or captures the enemy camp, it causes a ripple of resolve loss (same as losing your Warlord, so -1 resolve per unit.)
Friday, July 8, 2022
Fantastic Battles LOTR and some fighting Robots
Great fun today, driving down to Chris's house for a couple of games. First up we played Fantastic Battles with our 10mm LOTR figures from Copplestone Castings. Borrowing one of the scenario's from the author (Nic Wright) who recently released a pdf of siege rules and scenario's Chris set the scene for our Orc and Rohan forces as follows...
“LET ROHAN LOOK TO ITS HORSES”
Following the recent discomfiture of the Nine, a raiding party has crossed the Anduin to steal valuable black horses. King Theoden is unwilling or unable to listen to warnings, and those who still have an eye to danger are looking west towards Isengard, not east to the river.
Never-the-less, a force is hastily raised and sent forth to try to prevent the thefts, and avenge whatever other foul deeds the evil raiders have perpetrated.
When they arrive in the Eastmarch they find burned farmsteads and slain farmhands and no horses at all of any colour. A few survivors are able to point the way the raiders went, though little help is needed to follow their foul path. More disturbing are the wild tales of a dark shadow of fear that accompanied the orcs…
The game uses the Reive and Retrieve scenario from the supplement (see below), with Rohan being the defender, and Mordor the attacker.
A raiding force from Mordor is attempting to acquire horses, especially black horses, from Rohan.
Army size
Both players recruit 660 point armies. In addition, Rohan starts the game with four to six (i.e. 1d3+3) herds of wild horses, each based as an individual company. (We used some bases of Romano British light cavalry i have to represent these.)
Terrain
Set up a battlefield 20x20bw with one area terrain feature in each quarter of the table.
Deployment
The defender deploys their army within 5bw of their own table edge and no closer than 4bw of either side edge. The attacker then deploys their army within 4bw of their own table edge and no closer than 4bw of either side edge.
In this scenario, all companies must be deployed individually. Companies may not be formed into groups.
The wild horses are placed on the table by the defender after the attacker deploys. They may be placed anywhere between the two deployment zones, no closer than 3bw from the nearest company, and all facing towards the attacker’s table edge.
Special rules
Wild horses are unaffected by resolve and unless contacted by a herding company will make impetuous moves at the start of each of the defender’s action phases. Reroll any results of Over there! Wild horses have a base movement rate of 4bw.
A company belonging to either player is deemed to be herding wild horses, and therefore dispersed amongst them, when touching the wild horse base with both front corners. Once a company has started herding wild horses, they may not voluntarily cease.
The horses and company merge together as a two-company unit in column formation facing the direction of the company. They have a movement rate of 4bw or the movement of the company, whichever is slowest. They may not change formation or intentionally move into base contact with an enemy unit. All base edges of the herding-company column should be treated as flanks for the purposes of shooting and melee modifiers. Herding companies cannot shoot in the Shooting phase.
If the herding company loses sufficient Resolve to scatter, remove the company but leave the wild horses in place on the table.
Victory
The attacker must attempt to drive the wild horses off the table along their deployment edge. Any company that drives a herd off the table is also taken off the table. Such companies have not scattered and do not cause their friends to suffer loss of Resolve. The game lasts for five to ten turns (i.e. 1d6 +4) or until either army breaks. At the end of the last turn, the attacker receives 2 victory points for every wild horse base they have driven off the table whilst the defender receives 1 victory point for every wild horse base remaining on the table. The victor is the player with the most victory points.
Once deployment was complete we were quickly into each others troops and trying to grab the wild horses. I think the whole game lasted 4 turns.
Wednesday, July 6, 2022
Yrfog of 'The Bones' and the Temple of Doom-more 15mm Fantastic Battles.
We are really enjoying our games of Fantastic Battles, so much so that we decided to play again this week, this time introducing my newly assembled 15mm Barbarian Army playing against a mix of Ian's wacky Gnomes and Phil's evil Orcs. Most of the barbarians are from the Mighty Armies boxed set, originally based for Dragon Rampant but just needed rebasing to suit Fantastic Battles with a few added Copplestone barbarians and some Vikings on loan from my Forged in Battle Viking army. Astute readers may spot from the photo's below that even on their new bases most of these figures can still be used with Dragon Rampant too if I so wish.
So, with the Barbarian's ready to play it was time to create a scenario. Would the Barbarians suffer the fate of all new armies as they approach...the Temple of Doom!
Yrfog of 'the Bones' and the Temple of Doom
Terrain: player A sets up the terrain (keeping it fairly balanced and neutral) and place the temple in the centre of the board. Then player B chooses which side of the table they wish to deploy on, player A will deploy opposite, (rolling for Attacker and Defender as per usual rules on p19).
To counter the growing power of the Northern Barbarians, the Orcs and Gnomes have forged an unlikely alliance. As the two forces march towards battle one of them has captured the infamous (and very old and smelly) half-orc sorcerer, Yrfog of 'the bones', renowned for his collection of bones, bad temper and very effective curses. Yrfog was on his way to the ruins of the Temple of Doom to search for ancient artefacts and it is here that the two armies clash.
The two sides each throw a d6, highest score is the side that has captured Yrfog of 'the Bones'. The controlling player places Yrfog with either one of his units or characters.
At the start of each turn the controlling player throws a d6. On a score of 6, Yrfog is persuaded to join your cause and become an extra Mage character with a Level 3 Curse spell. However, if the player throws a 1, Yrfog escapes and immediately runs 4BW towards the nearest enemy unit or character and tries to ally himself with them.
It may be that from now on players have to fight for control of Yrfog, he can be captured if any character or unit he is with scatters or if a player can move into contact with the figure of Yrfog.
The Temple of Doom:
Any Character who reaches the very centre of the Temple of Doom finds a hidden cellar and may roll 1d6 in an attempt to retrieve any relic hidden there.
1-2: Character is slain by a hidden trap, remove the character from play immediately.
3-6: the character emerges with the relic, roll on the relic table on p18.
Note: there can only be one Relic.
So with the scene set, on with the battle. My 'Bear'serkers on Stimulants threw a 6 thus gaining Beserk and Proud and the dice also decided that Yrfog would be held prisoner by the Barbarians, so a good start for me. The deployment was as in the photo's below.
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