Monday, 9 May 2022

Song of Blades and Heroes campaign games 5&6.


It's coming through the trees!


Dirka Dirka  

The Nation. 2 +6 =4 + 10 =7

The Army.  7 +9 = 8 -2 + 6 =6 

Command. 2 +6 = 4+ 6 =5 

Commander. 3 +3 = 3 +1 +4 = 4


 7 Cut the supply chain.

Quality has gone down, the loss of experienced warriors and a new leader no better than the last.


War Leader & 2IC 119, 11 tribal javelin 121, 8 tribal bow 144, 8 sling, 112

496


War Leader - Personality

Points 78

Quality 3+

Combat 3


Dashing, Leader, Sharpshooter, Shooter: Short


2 IC - Personality

Points 41

Quality 4+

Combat 2


Leader, Shooter: Short


Tribal Bow

Points 18

Quality 4+

Combat 1


Shooter: Long


Tribal Sling

Points 14

Quality 4+

Combat 1


Shooter: Medium


Tribal javelin

Points 11

Quality 4+

Combat 1


Shooter: Short


Town of Aaag

The Nation. 2 +6 =4 +8 = 6

The Army.  7 +9 = 8 +2+8 = 9

Command. 2 +6 = 4 +3 = 7

Commander. 3 +3 = 3 New commander  7


In camp Leader & champion 147.  8 shielded javelin 144.  3 Woodcutters 63.  1 Archer
Convoy 2IC  41.  8 unshielded javelin 88
Total 501


Leader in camp - Personality

Points 54

Quality 3+

Combat 2


Leader, Shooter: Short


Champion in camp - Personality

Points 41

Quality 4+

Combat 3


Champion, Lethal


Shielded Javelin

Points 18

Quality 4+

Combat 2


Shooter: Short


Woodcutters - sling & axe

Points 21

Quality 4+

Combat 2


Shooter: Medium


Bow

Points 18

Quality 4+

Combat 1


Shooter: Long





Supply Chain

2IC on Battle Car - Personality

Points 50

Quality 4+

Combat 2

Special Rules

Leader, Mounted, Shooter: Short


Unshielded Javelin

Points 11

Quality 4+

Combat 1


Shooter: Short

The quiet.



The Sumerian base.


Those sneaky Dirka Dirka.



Here the convoy approaches.

The sub commander had a couple of false starts.  He sends his archers in who disrupts the javelins.

Then the javelins moved in.

The Sumerians get organised, line up and drop one.  A gory death!  That sends the Dirka in retreat.



A brave soul, staying behind gets another gory death!  Forcing the ambushers even further back.


Now the other commands wake up.  The camp puts out a screen.

The main force starts to pour from the woods.  A line of slingers run up & pelt the enemy, knocking a couple down.


The convoy advances.

More slingers race to intercept, more javelins emerge.


The slingers now unleash a literal hail storm, rolling a 6 and a -3 for the extras the leader goes down.

Death of a leader causes a general retreat.  But the ambushers are in the worst position to respond.

Now the lines start to come together.


The survivors of the convoy turn to fight or run.


The native archers kill 2 of the slingers.


Here come the javelins! 2 onto the first one - another gory death!


The champion moves in and another gory death!

The ambushers take their prize!  A win!

Now there's tension.  The locals could come swarming out if the base made an aggressive move.  They have the temptation to hit the slightly depleted garrison.





The simple campaign mechanism is giving up interesting scenarios.  Hope you enjoy!

Game 2 

Attackers Town of Eeer

The Nation. 2 +6 =4  +5 =4

The Army.  7 +9 = 8 +1 +9 =9

Command. 2 +6 = 4 +1 +4 = 5

Commander. 3 +3 = 3 +3  = 3 

Probe.  Will retreat if 25% casualties.  Into territory Across the river.

Leader, Champion, 2IC.  142.  10 Javelin 180.  10 Bow 180. 502

Leader on foot 

Points 54

Quality 3+

Combat 2


Leader, Shooter: Short


Champion

Points 41

Quality 4+

Combat 3


Champion, Lethal


2IC

Points 47

Quality 4+

Combat 2


Leader, Sharpshooter, Shooter: Short


Javelin

Points 18

Quality 4+

Combat 2


Shooter: Short



Local Hissinsyds 
The Nation. 2 +6 =4 + 9 = 7
The Army.  7 +9 = 8 +1 +1 =6
Command. 2 +6 = 4 +1 +7 =6

Commander. 3 +3 = 3 New 4 


The nation has increased.  The Sumerians have been kept out of the heartland. 
New commander is a better than the old. 

Village leader & champion 109.  8 spear warriors 192. 10 archers 200 = 501

Village leader - Personality

Points 59

Quality 4+

Combat 3


Big, Leader, Savage, Swamp Walk


Village Champion - Personality

Points 50

Quality 4+

Combat 3


Big, Champion, Savage, Swamp Walk


Spear Warriors

Points 24

Quality 4+

Combat 2


Big, Swamp Walk


Archers

Points 20

Quality 5+

Combat 2


Big, Shooter: Medium, Stealth



I diced for location of pairs, other than leader & champion.






The Game.  I took the attackers and did well at first, getting everyone in place - bar the leader who was on the brink of entering.


The champion leading the way, the locals attack and block the invaders.


The archers bare the brunt as the javelins leap up the throne as nimble as the goat fleeces they wear.



The tribal leader runs to gain aid and is briefly chased.



The two champions grapple.  Both go down, but its the local who dispatches his opponent.



The local archers show a degree of organisation and duel with their opponents.


The javelins find their foe to fleet of claw and turn to support their brothers.


A spearman goes down to the 2ic, as the archers press forward.


The leader musters the other villagers and they prepare to advance.


The raiders close in on the house - whose inhabitants are yet to react.


Arrows and javelins fly from all angles.


Now it's local champion vs invading 2ic.


Descending like the truculent Minimarmites upon the host of the Toasties in the Vale of Nod, the javelins rush into the archers.


The leader is over the river and ready to advance.


But the moment has passed, for even as the javelins fall onto their foes, a great pull roar goes up from the centre of the village.


An archers gruesome death sends the defending attackers away from the attacking defenders.



Another archers gruesome death, a villager this time, sends the defenders away.




One of the unextended rushes out to touch an extended and nearly falls fowl of a zebra crossing.


One of those pauses, but look who comes--



Those who had ventured across the river now retire to the safety of numbers.


The javelins now come under the scrutiny of the advancing archers.



I'm on the cusp. my 25% is "6 & a bit".  The champion adds the "bit" as a personality it's time to scarper. 



The locals take the hindmost.




Getting away!


Out of danger - for now.




That worked nicely.  Each side had its logistic problems and the "withdraw after 25%" imposed a degree of caution.

Dragonfrog scenics.  The UK supplier of Battle Valor also has a great range of buildings.  I bought these 2 to do this series of games.  There's youtube videos that helps.  My hint is once you start, don't stop.  These pyramid buildings are very strong and I found basing (Blotz base with layer of usual hard as nails) useful.  One almost drybrush coat of Wilko grey.  Usual extra firm hairspray to seal everything.

https://www.dragonfroggames.co.uk/page/15mm-laser-cut-mdf-buildings














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