Friday 18 June 2021

Flashing Steel. Trouble t 'Mill 2. Is Windy Miller a cereal killer?

Before we start- this is a pirate game but this style of raid is and always has been the most common form of warfare since the dawn of time.  Please take inspiration and Do It! 

What, oh my gossips, t'wood 'ave happened if Mr Tarantino had directed an episode of the film noir-esque series Camberwick Green? OK, it wasn't as dark and moody as the later Trumpton.  Let's find out. 

Alternate plot pictured over.  Colleys Mill.  Windy Miller and local baker arrested after doctoring local flour supplies with the ground up bones of little children.  Local militia implicated in supply.

No, seriously.  Sorry.  I was brought up with these series.  Here was the gritty realism of country life missing from The Archers.  https://www.youtube.com/watch?v=piE-VEubGr4

History.  Some of you may have read this affore, but it will help you with the after series quiz.  Years ago 'er in doors and I had a larp pirate group based in our shop in Poole.  I toyed with RPG & skirmish gaming as winter activities.  Aboot the same time, 2011, these rules came out (just as I was looking) and Old Glorys pirate range was launched.  Sorted.  http://www.oldgloryuk.com/15mm-pirates/50/190/477/494

In the same stable comes Flying Lead.  We used both for pirates & Medieval Japanese.  A lot later we find Bushi No Yumi.  2013 there's our first playtesting for Harder Than Steel and this blog is born.


The Rules.  Designed for swashbuckling action in the late renaissance as seen in a few, obscure films. Play is depicted with 6 or so models per side.  As a rule of thumb, the more detailed your characters, the fewer you can handle.  My modus wosname has always been to have a larger crew mapped out, from which piratey personnel can be plucked.  This game is small & detailed.  We have played many larger.  But that was in days of yaar when we didn't need to keep referring t'rules.  There is a useful builder from which the below is generated.  
http://www.ganeshagames.net/army_builders/Warband%20Builder%20v1.0.0%20for%20Flashing%20Steel.htm

Here's funny.  I thought I'd uploaded this with my original, pre-planned compendium. Last week I'd effused about me new bulb.  But this week it's that looming storm it's going to thunder any second light.  For you who have some experience I think of a hunters moon in the woods.  But in the avenues and alley ways --   https://www.youtube.com/watch?v=utiTsH6hGv8

The plot!  Pirate Plunder! A boat load of pirates attempt to steal Windy the Millers (alleged) hoard of gold. They paddle the Trestle to pounce! Unfortunately, the mill is just opposite the local quaffery. 

The results - deaths- in this game will have a direct effect on the follow-on Forged in Blood game.

The locals are at home or quaffing in the inn.  Pirates can enter via the farm track or alongside the bridge.


The Pirates.  6 oars and 4 passengers make up the raiding party.  The oarsmen carry cutlasses and a pistol.  3 of the passengers carry muskets and the leader a Sabre & pistols.

Bosun

Points 55

Quality 3+

Combat 2


Leader, Pistol, Sword - other

Leader +1 Q any within Long.  Group Activate up to 5.

Pistol.  Load 2 actions.  Short.

C+3 Short.

C+2 2 short

C+1 3 short 

C+0  4 short max.


Pirate Passengers

Points 32

Quality 4+

Combat 2


Musket - light, Ranger/Light Infantry

Musket - light  2 actions to load.  When loaded Q check 1 dice.  If 1 - shot himself.

Range Medium

C+2 for 1st & 2nd band.

C+1 for 3rd.

C+0 for 4th + final.

Ranger/Light Infantry Counts broken terrain as normal & dense as broken.


Pirate oarsman

Points 35

Quality 4+

Combat 2


Pistol, Sword - other


Bosun  55

Passengers 96

Oars 210

Total 361   This total is now used for the opposition.


I got to 322.  I don’t feel happy in losing a pirate, so I’ll give the pirates the points advantage & the locals the numerical.  Wot larks!


In Colleys Mill 


Windy the Miller

Points 15

Quality 5+

Combat 1


Club, Pugilist

Pugilist +1 unarmed combat. 


Mill House the farm house.  


Dan the Baker

Points 18

Quality 5+

Combat 1


Pistol, Strong

Strong +1 close combat.


Larry the Bakers son

Points 26

Quality 5+

Combat 1


Eager, Green, Pistol, Sword - other

Eager extra +1 Q if in LOS of leader within Long.

Green Morale check any friend killed within Long & LOS.


Farmer Jonathan Bell

Points 33

Quality 5+

Combat 1


Leader, Pole Arm, Strong

Leader +1 Q any within Long.  Group Activate up to 5.

Polearm (axe) Knocks down on odd & even C+1

Strong +1 close combat.


The Hostelry. This is a small coaching inn. Here be served the foaming brown meths.

ALL starting in the pubbe must take a Q test on 1 dice.  (same in OGAM)

Failure =  Q-1 +1C hand to hand.  +1 Morale rolls.


The pirates are more "professional" and prepared than the locals.  Although greatly outnumbered the civilian response is slow and piecemeal.  The locals lost the initiative quickly and gave lots of reactions without responding to many.

Parish Constable McGarry DRUNK

Points 45

Quality 5+

Combat 2


Club, Leader, Steady Under Fire, Sword - other

Steady under fire Q+1 morale caused by firing.


Dr Mopp DRUNK

Points 23

Quality 5+

Combat 1


Knife Thrower, Physician, Sword - other

Physician Village doctor, p21.  

Knife Thrower Thrower Short +1  or Medium with no bonus


Mr Carraway, Mr Tripp, Mr Varley, Mr Crocket

Points 2

Quality 5+

Combat 1


Green

Mr Carraway - the fishmonger.  Apron, hammer.    DRUNK

Mr Thomas Tripp - dairyman. Axe.                        DRUNK

Mr Roger 'Binnie'. Varley -chimney sweep             DRUNK

Mr Crockett - the inn's stable hand. Bucket.            DRUNK


Water Bailiff DRUNK

Points 51

Quality 4+

Combat 2


Club, Danger Sense, Hawkeye/Poacher, Pistol, Second in Command (2IC), Steady Under Fire

Danger Sense no ambush bonus against.

Hawkeye/Poacher C+1 aimed shot.

Second in Command +1 Q any within Long.  Group Activate up to 5 within short.


Water Bailiff Engineer SOBER

Points 34

Quality 4+

Combat 1


Club, Danger Sense, Hawkeye/Poacher, Pistol, Steady Under Fire


Water Bailiff Assistant DRUNK

Points 29

Quality 4+

Combat 1


Club, Danger Sense, Hawkeye/Poacher, Steady Under Fire, Whip

Whip 1 Short, As ranged attack but melee results.  Not useable in close combat.

Beats odd dice distracts, no aimed shot or issue order next turn.

Beats even. Disarms.

Doubles opponent down.

6:1 in favour target, disarmed.


Mistress Molly “Thigh Slapper” McGrue SOBER

Points 40

Quality 4+

Combat 1


Acrobat, Danger Sense, Hawkeye/Poacher, Pistol, Sneaky, Sword - other

Acrobat  Q+1 testing falling damage & climbing.  -1 when shot at.

Sneaky treats all cover as 1 point higher, any hit by 1 or 2 is a miss.


Skirmish games are small - scale, adding small scenics can have effects. I did these goats years ago for bronze age games where they make good objective markers.

We also used building interiors extensively for the first time. If you loosen the sections you get worst pictures but easier play.

What I didn't do - I have marvelous interior bits from Battle Valor yet to be painted. Clip boards are perfect for "exploding" building when action takes place on different levels.
Proper Preparation Prevents Poor Play.



Note emergency in-game rations and hay fever tablets.



The pirates decide to sneak down the road all innocent and cautious like.




Windy Miller, awake, fretful and dusted with flour.

I always prepaint buildings before assembly.  Using gesso, sample pots and ink washes.  Let It Dry before assembly and Read And Follow the instructions!


I've struggled over the years to make the best pirate base.  I think these aren't bad.


A pirate takes position just inside a doorway.  Roof on & off.




One sneaks around the farm (dogs and chickens--)  Others head for the mill.



I could not resist thinking:  
https://www.youtube.com/watch?v=SbWg-mozGsU


The door -dah dah dah!


Opening a locked door/window is taken as a combat against the building.  Here the window wins and the poor pirate knocks himself out.  You cannot get the staff these days!


The door is reasoned with and the pirates are inside!  If it had been the other way round it would have been a clobbering from an opening window.


The farmer comes out all irate at the noise!


He is engaged, against a swinging weapon like an axe, get in close.


The farmers swing misses but you catch, lay off then convert to a thrust.  One dead skewered farmer.


Meanstwhile, at the same time, the bakers son makes and appearance shortly followed by dad. The sneaking chap is hidden on their flank, back there in the shadows.


The boy goes Bang! But it's a 1 - misfire.  It can happen to a chap on his first time.  Then the death screams of the farmer (leader) hits them and they (sensibly) flee on down the road.



Windy (on morale) surrenders and is gently questioned.


"ooh, looks, horses!"


With the keen, alert senses of the professional the local 
Parish Constable McGarry exits the snug, summoning the village stalwarts to his side.


Then he races to the lounge bar to alert the rest of the clientele.


The pilfering pirates have tied up Windy and are escaping with 'is treasure!


A pirate slams Mr Thomas Tripp the dairyman into the frame and he's out-.



The Doctor emerges and flings a knife at the offending pirate, who retreats.  A rifle shot splits the night and the Doctor crumples like one of his patients.


Out comes Mistress Molly “Thigh Slapper” McGrue



Masters Carraway and Crockett run away but poor Binnie Varley is cut down before he can die of silicosis and alcoholism.



The Bailiff comes out, dashes up - and his pistol goes phut!  Another misfire!


Up comes his assistant.  He's an engineer, and sober -  nothing wrong with HIS pistol - a pirate is down, bleeding out.
 


Now it gets confusing!  Pirates bundle the bailiffs and they are both struck down.


The rope (whip) swinging assistant steps in, disarming his opponent which allows the Constable to strike him down.  But he doesn't get stronger.



The wicked Lady comes to the aid of the horses, sneaks up behind the pirate and splits his gizzard and infinitive.  She got 1 action & 2 fails, so after the deed initiative switches

This is the final act in the game.  The pirates are propelled on morale then retire in their turn.  Although they lots all their rifles, they still outgun their opponents and slip away into the night.






Here's some other plot ideas: https://www.youtube.com/watch?v=tuqgj6zzt3E&t=267s



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