How no to |
I'm going to do this one a little different. Rather than a straight AAR I'm going to look at how the new “types” in Knights & Knaves play out. I'm going to presume that you are familiar with the rules. If not, stop here and have a wander through some of my earlier posts.
We
played 2 games, one Greek myths the other Japanese – no surprise
there!
The
new Tie Bids Escalation. We tried out this optional rule and
liked it. It promotes combat and gives you yet another reason to
plan ahead. Why? Well if your magic user is the only one with LOS
it's him/her who’s going ballistic. Game 1) we had 2, game 2, 3.
First I chose the beasts and berserker as the most likely to go
silly, Tony took his as a countercharge with a bandit. The second
time I did a “long run” with a monk into another bandit and Tony
sent his heaviest unit – the cavalry into my now triumphant beast.
Game 2 it was beast vs rogue – then everyone piled into the beast.
Skeleton vs archer and cyclops vs skeleton.
I'd
try it, if you're running a campaign I'd suggest limiting it to
either the first or last game. Don't try until you're familiar with
the rules, plus you need a cooperative opponent, the majority end up
as charge and countercharge. We didn't run into the “there's no
LOS” dilemma but I think we'd resolve it by someone charging the
enemy baseline until countercharged. If you have an objective I'd
suggest charging that as “king of the castle” IF no other option
presents.
I've
listed spells etc. for ease of play.
The
Greeks.
4
Cyclops clubmen
(fighters) (cost 4)
Satyre
Archer (1)
Centaur
Shaman (cavalry Druid 3)
May retire from melee, not stop at change terrain.
No
Steel Weapons: A Druid may not bid 6 in melee.A good combination, less vulnerable than a normal magic user.
Spells
Summon
Animal (min. bid 2, Druid spell) bear, bull or boar deployed LoS.
When brought to Yellow, or caster dies, or another Summon Animal is
cast, disappears. Treat as a Fighter, Cavalry or Beast.
Air
Shield (2, Druid) miniature tornado a -1 die modifier to any
incoming ranged attack, including spells. Ends if wounded. May cast
spells normally.
Frost
(3, Druid) ranged as Shooter. Hit one damage and encased in ice.
The Friendly figure one Action in base-to-base contact with the block
of ice, or mage hits with Fireball or a Fire Jet spell (no damage).
Encased figure ignores the first 2 points of damage inflicted.
Water
Jet (1, Druid) melee or ranged attack like a Shooter. Melee, 1
action. If wins the melee does not take place, if it fails (opponent
strikes first), the melee takes place (mage striking second). The
target moved away in a straight line from caster until meets an
obstacle, terrain change, figure or table’s edge.
Water
Walk (1, Druid) Turns water into normal terrain until the end of
the turn. This benefits only his friends - enemies still count that
terrain as a body of water
I
actually got to use first 3 spells. The summon beast is very
powerful, the others useful.
Centaur
Ranger 3 Retire from melee, not stop change terrain
Back
of My Hand: ignore one terrain type,
not water terrain.Preferred Target: A Ranger adds +1 die fighting a preferred target class.
I had intended as an anti-berserker, but didn't work. Disengage was useful. I can see archer/ranger wood elf type being handy.
Beast
Wild: MUST
move to engage the closest enemy, ignore engaged. Forced to
counter-charge with a reaction.
Blood
scent: If attacking wounded (Yellow
or Red) enemy gains +1 die in melee.Rash: NEVER bid 1 in melee. Fury: at Yellow,+1 die. When Red +2 dice.
See below
Side
2
4
Skeleton warriors (fighters 4) Amazon rogues (2) ranged against count 2 as 1, friends overlap +1D no bid higher 4
Witch
Leader & familiar (2)
Friend in LOS once turn bid up nor down by 1
Witch
may cast Curse and Paralysis.
Familiar:
counts as Rabble/Flyer not bid higher than 3 in melee. If it is
killed, the Witch takes one point of damage. Deployed in base-to-base
contact. When casting spells, Witch may draw LOS to target from the
Familiar. See below
Berserker
(1)
Fury:must
charge the closest foe if initiative, ignore already engaged enemies.
NOT forced to counter-charge if not initiative.
A
(White) Berserker fights normally. Green +1 die.Yellow,+2 dice. Red,
+3.
One-Track
Mind: Green or worse is immune to
Charm and Mind Control spells.
Another
fun addition. Similar to the beast until gets injured! First use
poor Cohen was taken out by 2 cyclops (fighters) killing one. Ideal
escalation bid participant.Start - my apologies for table, I set up a bit quick, 2 foamcore boards works well |
My beast got bundled- |
On the flank Cohen battles cylops |
Then the Witch gets taken out by the raised beast |
That allowed a solitary cyclops to wampage through the wabble |
The job finished off by the ranger |
This allowed a skeleton to attack my Shaman |
Fighting
monks (fighters)
(6)
Brute/leader
(2) hit 4,5,6 Friend in LOS once
turn bid up nor down by 1. Standard
Samurai.
Priest/Tank
(2) Ignore first damage any combat, may not bid 1 Not
quite human cleric.
Sanctuary:
Once per game, free action, force opponent to reroll one/all dice
rolled for a melee, spell, or ranged attack performed against the
Priest.
Blessing:
Once per game, as a free action, a Priest may remove the effect of a
Curse spell or bestow a +1 die on a friend’s next attack. Be in
LOS.
I
had hoped to use the blessing to take the curse of my leader, but
Tony kept him engaged. The one-off options are tricky to decide when
to use. Use it or lose it.
A good combination ideal for this non-human - Bakemomo or Oni converted to Buddhism.Beast (1) Wild: MUST move to engage the closest enemy, ignore engaged. Forced to counter-charge with a reaction.
Blood
scent: If attacking wounded (Yellow
or Red) enemy gains +1 die in melee.
Rash:
NEVER bid 1 in melee. Fury: at
Yellow,+1 die. When Red +2 dice.
I
like beasts! Particularly the add-dice when wounded. Kept the
cavalry/brute busy.
Shugenja
(1) magic user, hits to him +1dice
Switcheroo
(4) ANY Two figures in LoS switch
places, may include in melee, may be self.
Mind
Control (3) ranged attack in LoS, not have immune. If hit,the
mage & target bid. If the target wins, rolls one die per bid, 6
causes point of damage mage, may not be soaked. If the mage wins,
rolls one die per bid and a 6, the mage controls target. Until the
end of the game, or until either killed. Player activating the mage
OR controlled figure.
Charm
(2) target in LoS not immunity. Mage and target bid, target wins,
roll die per bid,any 6, is immune to Charm attempts. If the mage
wins, roll a die per bid, 6 the figure is charmed, no attack against
mage. Disappear if mage is wounded.
Leprechaun’s
Curse (1)choose and curse. LoS not needed. When activated Action
or Reaction, roll die. On 5 or 6, the figure is moved by the
spellcaster’s player. Not off table. Ends when caster dies or a
Leader, Bard or Healer spend one Action next to character.
Spellcaster may not cast another Curse until the first one broken.
Swarming
Critters (3, Druid) bugs around a target in LoS. Destroyed if hit
by Fireball, Fire Jet, Water Jet or Frost, or if the target moves
into a body of water. The figure has -1 die on all melee attacks,-2
dice ranged attacks, spells have their minimum bid increased by 1,
until the Critters are destroyed. The Swarming Critters disappear if
the caster dies. May try to disperse by spending one Action or
Reaction, rolling a single die. On a 6, dispersed. Dispersal may be
attempted by a friend in base-to-base contact, but if the attempt
fails, the friend will be affected! Spell cannot be cast until the
existing critters are dispersed.
I tried this one, the only one that would work, on the Ghost. Failed twice!
I tried this one, the only one that would work, on the Ghost. Failed twice!
By
coincidence all of side 1 came from the second batch of Sengoku from
15mm.co.uk. The Priest/Tank is an Tofan Longstrider from the SHM
Range. The boar-beast is an AlternativeArmies Grinning Skull range
Oggum Piglet. (See above, I bought others from this range, patience, it'll be
worth it). All other Japanese figures are from Eureka via Fighting
15's.
Boar and bandit clash, cavalry/brute |
Monk madly charges bandits |
Big crunch, Priest/tank vs cav, cursed (2p under base) Brute/leader vs bandit |
The fight spreads, everyone was kung fu fighting, it was a little bit frightening |
The Witch has just lost her familiar, being protected by the Monk |
A good size comparison |
Bard giving moral support |
Monk fights, um, monks, familiar in background giving Witch "pop up" ability from behind wall |
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