Showing posts with label Splintered Light. Show all posts
Showing posts with label Splintered Light. Show all posts

Saturday, 28 June 2025

Of Gods And Mortals Egyptian 4 sided

 

Great mummies and troops from Splintered Light.  God from Gods of Aegyptus and 10mm mummy priests from Pendraken, as are the jackals later.


Playing multi-player games.

You need a cup, mug or similar herewithin, thereafter and (insert no. players) 'thwith, referred to as The Pot.  I have a wooden goblet.  A tim mus is a very good way to annoy a whole load of wargamers.  Just saying.

3 different coloured dice or markers per player.  Give one such to the player as ID (trust me on this)  

I suggest you have something to represent the active player.  We use the Sacred Duck Of Initiative.  This is very useful due to pops to the loo, distracting conversations (usually about the Duck)  etc.

For the initial turn place one of each dice in cup.  These are drawn in order NOT face value (which can be used as reference, as can a single dice)

Terrain selection.  As the last player technically is the defender they (usually) get to choose and place terrain.  Depending on pieces and player numbers each selects and places in reverse order except for the attacking player.  If there's more terrain than players, repeat.  All players, I suggest, may have the option to place a blank space that should remain clear. 

If you use Reactions or Random Initiative.  Once you have deployed, or before start, the non-active players return ONE dice to the pot. (thus they have 2 and the active one in the pot)  On need a dice is drawn:

Reaction, if the active (thus reaction giver) gets it the reaction is lost and (I suggest, to speed play) the dice is NOT returned to the pot.

Turn-over or Initiative Swap.  The group should decide if the active player adds their 2nd dice back to the pot, has one dice or is excluded.  The new player is chosen and retains the dice.  The old player returns both dice to pot.  The Duck Is Passed with all due ceremonies.

Osirus Q2 C4 256 

Raise the dead, 1 action 1 mortal.

Healing,  2 actions 1 mortal, legend to stand, remove transfix.

Protection.  Armoured trait on unit within 1 long until end turn.


Legends

Pharaoh Nuff  Q3 C2 Shooter Long, Long Move, Undead 76

General Ass  Q3 C2 Shooter Long, Long Move, Undead 76

2xGiant scorpions Q3 C3 Desert walk, Poison, Big 74 = 148

Priest  Q3 C2  = 72.

Confound move 1S

Illusions P 35

Raise the dead, 1 action 1 mortal.


Mortals

Levy infantry spear Q4 C2  8  x 18 = 144 

Slaves Q5  C1 Shooter short, Undead,  16  x 13 = 208

Mummies Q4 C2 Undead, Armoured, Slow  12 x  18= 216


1,196

Os  God 256

Legends 372

Mortals 568


Anubis 232  Q2 C4 

Animal mastery p30

Raise the dead, 1 action 1 mortal.


Legends

3x Great Mummy Q3 C3 Slow, Undead, Armoured, Hammering blow.  Huge.  92x3= 276

2x Beast of Ammut   Q3 C4 Amphibious.  Animal.  Armoured.  Huge. 98 = 192


Mortals

Jackals Q4 C2 Animal.  Greedy 8x10 = 80

Hippo guard  Q4 C3  Amphibious, Armoured, Big, Dashing.  Hammering blow.  47 x 4 = 188

Mummies Q4 C2 Undead, Armoured, Slow  12 x  18= 216


God 232

Legends 468

Mortals  484

1184


Set 356

Q2 C4  Desert walk, Weather control,  Confound,  Plague,  Poison,  Shooter Long

Transfix.

Legends 

Hounds Q3 C3 Long, Dashing 2x 84 = 168  

Pharaoh Q3 C2 Long.  Shooter L = 70

Champion Q3 C3 Armoured.  Dashing. = 78

Mortals

Hounds Q4 C2 Animal, Long move, Dashing 25 x 4 = 100

Axemen Q4 C2 desert walk 8 x 17 = 136 

Light spear Q4 C1 Desert walk  16 x 10 = 80

Mummies Q4 C2 Undead, Armoured, Slow 8 x 18 = 144

Slaves Q5  C1 Shooter short, Undead,  4  x 13 = 52


Set 356

Legends 238

Mortals 592

1186



Horus Q2 C5 

Burst of light, Transfix, Group fighter, Combat master 404


Dung Beetle Q4 C4 Armoured, Desert walk, Huge, Hammering blow, x2 = 200

Great Beast Q3 C4 Armoured Combat master, Huge, 116


Mortals

Converts.  Q4 C2 Armoured, Dashing x 24 =96

Archers  Q4 C2 Shoot medium 8 x 20 = 160

Levy infantry spear Q4 C2  16 x 12 = 192


Horus 404

Legends 316 

Mortals 448

1,168


Poseidon Q2 C4 Amphibious, Part waters, Release the kraken, 

Water god 280


Legends   

Sarpedon  Q3 C3 Mounted Armoured Shooter short.  Greedy. 84

Glaucus. Q3 C3 Mounted Armoured Shooter short.  Greedy.84

 

Mortals.

8 Heroes  Q4 C3 Dashing. Shooter S.  Greedy. @ 27 = 216

16  Warriors  Q4 C2 Greedy Shooter S @ 15 = 240

8 Archers Q4 C2 Greedy.  Sh M @ 17 = 136

Javelin Q4 C1 Shooter short 12x 11 = 132


God 280

Legends 168  

Mortals 724

1,172


No Horus, but you can play spot the army. Roughly Poseidon top left. Osirus top right.

Set bottom left and Anubis (me) bottom right.


I randomly diced for the position of 6 potential springs. This is a good mechanism for making the forces spread out. The winner was nearly smack in the middle.


Top left hound goes at Seamen. My jackals guard the way as my forces surge in slow motion towards the objective.



Gor bless start up and special offers! Start up for the Splintered Light and xmas-during-lockdown RPE sale for the scorpions. Todays prices I could get a whole 15mm army---

One good hammering blow but no, a 1 and I lose 2! Note the Seapeoples javelin behind.


Poseidon and Osiris face off. I forgot to mention that Him turned the long edge into a river.


Set surges, 3 units praying, white dice. Note the Seapeoples to the rear. Hidden by the shrubbery is one of my beasts, I get it into woods but never into combat.


Dogged determination.


Set decided to make it rain. That slowed everything down and gave free rain on where the Kraken popped up.


Having polished orf me hippos the scorpion has a slightly harder time with my mummies but they don't react to poison--.



Both the Kraken AND Poseidon go down to Osiris! General retreat and rout of his forces.



Anubis gains the spring and starts despoiling it with his godly bodily fluid. Hound hurts my jackals to bits while the great mummy clobbers Set's chaff.


This beast had started at the centre of the left short edge, dashed for the water then ran after the scorpion. Um, not nice for the poor beast!


Objective despoiled. Lesser troops clobbered. Until Set joins in and finishes them!



Not faced with Poseidon, Osiris is free to wander down the way.



We stopped it there because it was BOILING and 100% humidity. Conditions I do not function well in.

I've lost half of my points and most of my prayer-power, so I'm next to go down.

Set has lost relatively less and Osiris the scorpions that he cannot revive.
























Tuesday, 22 April 2025

Dragon Rampant Lord Of The Rings - Rohan hunts Orcs.

I have noted, dearest reader,  others playing the modern LOTR game.  My impression is that it is based on the films, but not the book.



Timeline.

Isengard Uruks hunt and split the Fellowship and capture the 2 Hobbits Gandalf had brought as “spares”.


They head for Isengard.  Encountering 2 larger bands of Mordor orcs, they are forced by “orders” to unite.


Hunted by Rohan cavalry they find a low hill to wait out the night and for reinforcements.

A mixed party tries to get to the forest, but are forced back.


The Uruk force from the forest arrives and meets up with the main force.  It is probably during this confusion the captives and their guards attempt to escape.


As daylight approaches, the Mordor orcs attempt to flee back towards the river and the Isengarders for home.



4 units


Uglúk


Formidable.  Leaders unit may reroll up to 

2 attack/defend dice.






6p  Isengard Uruks 6

elite infantry  

2

Move 5+ 6”


Attack 5+ AttackV 3+  DefenceV 4+

Courage 3  Armour 4


Shoot 6+ 18” 5+


Ranger.  Missiles  

These attacked and split the Fellowship, 

capturing the 2 spare Hobbits.






6p  Forest Party 12

1

Move 5+ 6”


Attack 6+ AttackV 4+  DefenceV 4+

Courage 3  Armour 4


No shoot


Offensive HI.  Uruk  work party that joined 

from the forest






6  “Returned” Orcs  12

1

Move 6+ 8”


Attack 5+ AttackV 3+  DefenceV 6+

Courage 4 Armour 3


No shoot


Ranger.  Wild Charge Counter chg inf. 

Shiny armour(!)





A mixed unit.  Bel foot.  These fled to the woods 

but were beaten back and given control of the 

hostages. Why?






4 units


Grishnákh


Brutal.  Any within 12” pass failed rally test 

by removing 1 fig.






6  Mordor Orcs  12


Move 6+ 8”


Attack 5+ AttackV 3+  DefenceV 6+

Courage 4 Armour 3


No shoot


Bel foot.Ranger. Wild Charge Counter chg inf. 

Shiny armour(!)

2 units joined the Uruks, 1 before crossing 

the river and 1 after. 

Both had been hunting the Fellowship.






2 elite, 1 Rider 1 Light  x2


Éomer


Commanding 1p.t. Reloll failed Move, 

Attack or Shoot with 12”






8   Household    6

Elite Cavalry


Move 5+ 10”


Attack 5+ AttackV 3+  DefenceV 5+

Courage 3  Armour 4


No shoot


Counter Charge Level  Headed 






4   Heavy Riders    6


Move 5+ 10”


Attack 5+ AttackV 4+  DefenceV 5+

Courage 4  Armour 3


No shoot


Counter Charge






4  Light Riders 6


Move 5+ 12”


Attack 7+ AttackV 5+  DefenceV 6+

Courage 5  Armour 3


Shoot 6+ 5+ 12”


Skirmish/Evade7+.


Rohan. I got some painting done!  Old skool felt cloth over a buckler.


Orks's.  The 2 smaller units are the Uruks.


Mostly Battle Valor.


I used these last time as Dunlendings, now they're lighter riders Museum Miniatures.


Orcs's.  Uruks are Battle Valor and others mix of RPE and Splintered Light.



The hill is encircled.


One unit attempts a break out, but is beaten back.  See the green base, that's the hobbit'ss that 'tis.  We diced for them as per general--.




Back in place but broken.


They fail to recover and run.


That leaves a nice hole, don't you know?




Problem with undisciplined troops, you can tempt them into a wild charge then pound them.


Pushed back - lucky!


The captive bearers run for the river.


So the end enbiggens.  With the formation broken the riders ride.  Note I had these Amazon shields left over and used them as the better quality household riders, reserving the standard shields for the ordinary heavy cavalry.





Using elite infantry shooters worked at keeping the riders back.




General vs General.


Hard Mordor!





At last my axe wielding support makes a move.  Trouble was, I kept getting the initiative.  Not so good when you've got wild charging troops.  Plus bringing them out with cavalry on their flank not such a good plan.



Last stand of Uglúk


The axe Uruk's make it back to the wood and eventually returns to Isengard.


Game 2 arf time change sides!  I'm not sure if I've shared this -  I take a pic like this to distinguish betwix games. 




Delila Wu.


Uruks in da woods.




The formation broke up faster this time.





These are not the dice you were seeking!

It happened again!  the captive bearers break free towards the river and the Nazgul.




Uglúk leads his Uruks and a few Mordor orcs towards the safety of the woods.



Quick game 3.  Dice for each units point of entry, 6 potential targets.