I don't know if it's customary, but I'm celebrating today since this is my 50th blog post and I thought it should have a bit of a "bang" to it................ so here it is..............
The first two guns and crews for the ECW project got painted and based this week, and a few more trees that I picked up from the Games Emporium shop in Mansfield have also been based up and are table-ready.
The trees complete the "bottle brush style" forestation that I'd started for battle style games, and any additions from now on will be the more "realistic" looking variety to try and visually enhance skirmish games.
Now then, here's a pleasant surprise - I've managed to get a (late night) game in, and here's the first AAR using the Witchfinder General rules!
As you may have previously read, a group of angry villagers from Bradshaigh have taken umbrage with the "foreigners" over at Fernbeck House and have marched off seeking retribution.
Unfortunately, their path takes them through Hadden Wood in the vale of Crimbledyke, where an unfortunate "surprise" awaits them!
The "mob" makes its way through the wood, now 12 strong with 7 'ordinary' villagers and 4 'trained' musketeers following the 'veteran' ringleader
The villagers at the centre of the encounter area while the 'Abominations (6 Nocterlinger and 6 Barghests) have entered six inches from the edge - the villagers have won the roll for the "Upper Hand" and will act first.
The encounter is taking place at night, so "Gloomy Conditions" apply, two D10 determine visibility in inches (19 inches - it must be a full moon and a clear night!)
Seeing the advancing Nocterlinger on the track, the villagers attempt to bring their muskets to the fore, but another of the foul creatures has been spotted to their right!
Shots ring out in Hadden Wood!
Shooting is straightforward, rolling a D6 against the firer's ability, in this case 'Trained Clubmen' who hit on a 3+ , so they managed to score two hits from the members of the Trained Band, while the game keeper missed abysmally!
A second dice is rolled for damage with any "hits", but unfortunately, the musketeer who'd hit with a "4" only caused a flesh wound (Tis but a scratch!) and the Nocterlinger came on!
A second abomination had appeared on the right flank, and the remaining musketeer with a loaded weapon aimed and gave fire. The white dice shows that his aim was true, and the red dice next to it indicates that damage should have been inflicted (a 4 would have been a "body shot" and removed 1 constitution point, which would be enough to kill a Nocterlinger) - however, since there's a bank in the way, the abomination was allowed an "Avoid Harm" roll, and his red dice indicates that he ducked just in time! Reducing the fatal shot to "a mere scratch!"
"Fisticuffs" then broke out on the road, as the Nocterlinger charged through the black powder smoke and wass met by a pitchfork wielding villager (+1 to his 'Defence' roll). The white dice are the 'Attack' and red are 'Defence' scores.
The Nocterlinger attacks with a factor of 2+1D6 (his white dice) =4
The villager defends with a factor of 1+1(pitchfork)+1D6(his red dice) =3
So, the Nocterlinger scores one "Blow" against the villager who's response is a factor 1+1D6(a 2) =3 against the abomination's 2+1D6(a 3) =5, failing to land any Blows.
The "Blow" is then checked against the fisticuffs table with 1D6 per success - the villager died from a terrible head wound!
Moments later, the ringleader is attacked and bravely holds off the vile creature in the first round of fisticuffs (Neither combatants landed any successful blows)...........
...... but the situation is looking grim for the defenders as the ambuscade progresses and a "Loose Formation" of Barghests smell blood and close in..........
........ before bursting from the trees upon their hapless victims!
Here's how the combat went :-
The two lower Barghests have awful attack rolls, so use their "Rage" ability to re-roll....
.....
MUCH better! Now, the musketeer is "trained" so his combat base value is 2, the other two villagers are "ordinary" with base values of 1, and the Barghests have base values of 3. Adding the attack and defence dice and comparing the results as per the previous example sees the 'Hell Hounds' delivering 3,3, and 4 "Blows.
Normally only the highest score is used to deal damage, with the exception of double 5's or 6's when both are used on the "Fisticuffs Result Table"
All three villagers receive mortal wounds, and in this scenario the Barghests must attempt to turn that result into 'knocked unconcious' (by scoring 3+ on a D6) so they can carry their victim off alive for their undead master.....
..... the musketeer is heading for the vampyre's larder, but the other two villagers are torn to shreds!
The next turn saw the villagers win the "Upper Hand" again, and more fisticuffs ensued (apart from the hapless musketeer who'd been desperately trying to reload and finally succeeded!). The villager with the club forced the Barghest to drop its prey when he attacked the horror, while his neighbour with the bill hook single handedly tried to protect the group's flank.
The ringleader was still locked in combat with the nocterlinger, and stared in horror at his dice rolls -
- he too was destined to be vampyre fodder, so it was small compensation when the musketeer's aim was true and his shot hit the target (but only removed 1 point of constitution from the monster's total of 3). The clubman also inflicted a wound on his opponent before being savaged by a flurry of claws and teeth.
The brave flank defence had been in vain, as the Nocterlinger dragged the unconcious body off towards the treeline.
Things were not looking at all good for the remaining villagers, as three of their number were being carried off into the woods and four of their friends lay dead on the track.......
.... unsurprising then, that when the foul creatures pushed their advantage........
..... and rendered another musketeer unconcious.......
...... their will was broken! (In fact, they'd now lost 75% of their starting number, and had to take the "Self Control" test - and failed miserably!)
Poor Tom, who'd now completely forgotten about his stolen cows, attempted to flee....
..... but Earl Lichtenfels servants had been instructed to leave no survivors!
The last to fall was the gamekeeper - a case of the hunter becoming the hunted?!
I stuck with the "basic" rules,
and made a bit of a hash of the sequence in the first turn (but that's what play-through's are for isn't it???), and really enjoyed the game. I still intend trying out some other sets of rules for the campaign, but these are definitely "in the running" for now.
I've tried to explain some of the mechanics in the batrep, and hope it's not too long winded (or gobbledigook), but it's been a long old day and I'm wilting!! Please don't hesitate to ask me for any clarifications.
Finally, many thanks to all the bloggers out there that have helped me make it to this 50th landmark, and I hope everyone's Christmas preparations are going to plan!