In the Hall of the
Mountain King Liche Mage.*
This is an idea for a quick n easy Battlesworn test game. Inspiration, Solomon Kane scenes at start (Arab fort) and end (castle) plus Stargate's (film) first fight, and a particularly poor fight in Troy, just of the beachead. Too many Conan novels.
Four floor tiles, as this is 15mm, gives a basic playing area. Spare dice (forgot bluetac) marks positions of support pillars.
Smaller pieces of tiles can make raised areas.
A few bits of clutter to break things up.
I may add treasure and/or prisoners to be rescued in later games.
Cheap shops sell poker
chips that paint easy, better for larger scales but works for
15/18mm. Other colours can be used to track spell effects, reloads
and the spell-raised. I'm all in favour of anything that prevents
confusion. Get graded D6, big as betting dice to keep tabs of
initiative/reaction, another medium set for shooting/combat betting
and 8D6 for combat & shooting.
This game starts with skeleton rabble doing the job of statues in niches against the walls. Liche Mage is at the other end protected by others. The aim is to rattle through various combinations, so the 10 bet maximum rule is a good way to go as you get a good idea as to who's going to win by then. I'd recommend this approach as a club intro. Respectfully suggest that any youngster requiring weaning off any other game system that seeks to restrict choice and imagination this might be an ideal choice.
Liche Lord's Lads
Liche Sorcerer Leader
2
5 Fighters 5
2 Brutes
2
3Skeleton rabble (6
figures) 3
14 figures
We tried this (pictured above) first
with 4 fighters and 3 tanks. Tanks end up as a slugging match, you
tend to use “6” each time as they can take the hits. Leaving all
the shooting to the mage is deliberate, making this a “get stuck
in” force. Skeletons are like the prawns in chess.
Achaean Warband
Leader/Brute 27 Spearmen Fighters 7
3 Shooters 3
11 figures
This works quite well, a good, solid force giving a good game. A balanced force will always be fun to play with. You could get a “winning” army of tanks, shooters and sorcerer – but who's going to fight you?
Mention in dispatches Spearperson Big Bertha the Bone Buster, who “killed” four skeletons and in the 10th took on the Mage in hand to hand, being the only “ranker” in our games to do so. I used my normal shooter/spearman teams and these worked very well. One team shot a brute to red.
Amazon Warband
Leader/Brute 2
Sorcerer 1
7 Spearmen Fighters 7
2 Shooters 2
11 figures
With two sorcerers you have the initial game of spell-choosing.
Ratmen
Rogue/Leader 2
Rogues 4
Brute/Warmage 2
Fighters 4
10 figures.
Rogues are fun to use, this force naturally splits into 2, or rogue-fighter-rogue “battles”. It's another get stuck in force. The warmages spell can change the nature of the force.
Tank/Leader 2
4 fighters with blades 4
1 Arquebusier 1
1 Sniper pistolier 1
4 rogues 4
11 figures
Sniper and Arquebusier
make an attempt on the mage,
skeleton getting in way.
The sniper is the type
of pirate who has lots of pistols and throwing knives to get around
the reload problem. Both sniper and arquebusier are skeleton
magnets. Main advantage was to keep the mage moving, so that there
was no LOS, effectively forcing it out of the game. They “soaked”
up the rabble sent in to deny other targets.
Tank vs Tank, our most boring fight to date.
A solid line of rogues being snuck up on be ye olde rattlin' bones.
These are pendrakens 10mm giant skeletons done up for OGAM, hence the tower shields.
A solid line up of fighters face off a baby ('is mum loves 'im!) liche -
watch out, he's behind you!
Trained Men
(Napoleonic)
Brute/Leader 2Brute Sgt 1
4 Arquebusier/Brutes 8
Sniper 1
7 figures
These chaps in green
are a rough, tough bunch. All hangs on the shooting. In our game
the Officer made a sharp charge against the mage early on only to be
defeated and killed by the intervention of a raised Tank (a giant
snail, so possibly French?). Brute on brute fights are furious fun
rather than the boring tank on tank fight. Break the multiples rule
and you pay the numbers penalty. Must fight the pirates sometime!
Adventurers Club (VSF)
Rogue/Leader 2
Fighters Stewards or stout chaps 4
Sorcerer Professor (or Dok-tor) 1
Professors Niece Warmaster 1
Sniper Hunter 1
Rogues 3
11 figures
Everyone concentrates
on the protection of the magic users. Raised “creatures” can be
fun, mechanical creations on biological horrors!
Near Future (Modern/SF)
4 Shooter/Brutes 8
Brute/Sniper (sgt) 2
6 figures
This was our quickest
game to date, both sides saw the benefit of being fast and
aggressive. Brutes might seem an odd choice, but if you think of a
modern soldier armed with grenades, knife and a machine pistol you'll
find it fits. These need to advance by fire and movement, often
facing combat odds of 3:1. Change leader to Shooter/Tank and you
could do original Stargate baddies. Another force of Shooter/rogues with a
shooter warmage and Shooter/Tank makes the other force.
*Sound track available
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