Just a quick note to mark two things. One is gaming back in the shed and the other is I've FINALLY had a game of 2nd Edition "Red Sand, Blue Sky" from Two Hour Wargames. I'd started playing a solo First Ed. campaign several years ago then 2nd Ed. came out, I bought it and the campaign ground to a halt. So thank you, MacSver.
And it was good. The movement is much better in the second version. It was very linear in 1st Ed. And the whole tactical play, from bonus dice to arena movement for catching breath. Great fun. We'll get the other Hlafiator types out next time. I think the tenses of having a Retarius throwing nets will be good.
That's all I have to say at the moment except MacSver wrote up a game review from the evenings play HERE.
Showing posts with label Gladiators. Show all posts
Showing posts with label Gladiators. Show all posts
Friday, 28 October 2016
Wednesday, 20 July 2016
Tablet Tabletopping
Many moons ago, when the second edition of Two Hour Wargames Gladatorial ruleset, "Red Sand, Blue Sky", came out I had a bash with Adobe Flash to make an online-ish board. Some of the functionality did not work with touch devices though. I have just bought an app that will let me play on my Kindle Fire (also on android and ios).
Labels:
Gladiators,
hobby,
review
Friday, 11 March 2011
Online RSBS Arena
I've been playing alot of my Gladiator games during my lunch time. The beauty of the genre is that usually there are only two figures to use, and after the initial turn or two they are toe-to-toe, making playing at my desk easy. In the new version of Red Sands... the movement is by arena zone, making in potentially at bit more tricky space-wise. So I've used the board and counters in the new version to make a cyber-arena:
You can drag and drop the gladiator icons anywhere in the arena. The gladiator style on the icon also marks the rear of the gladiator. Gladiators can be rotated (clockwise) by pressing the initial letter of the style.
ie:
Dimachaerus - "D"
Hoplomachus - "H"
Murmillo - "M"
Retiarius - "R"
Secutor - "S"
Full Size Arena Here
Once its had THW Ed's runthrough (with disclaimers, etc) I'll probably be uploading to the THW yahoo group.
Please note that I am no whizz at flash, this has been done mostly via having the software on my PC and a bit of google-fu, so anything more complicated will probably be well past my ken.
You can drag and drop the gladiator icons anywhere in the arena. The gladiator style on the icon also marks the rear of the gladiator. Gladiators can be rotated (clockwise) by pressing the initial letter of the style.
ie:
Dimachaerus - "D"
Hoplomachus - "H"
Murmillo - "M"
Retiarius - "R"
Secutor - "S"
Full Size Arena Here
Once its had THW Ed's runthrough (with disclaimers, etc) I'll probably be uploading to the THW yahoo group.
Please note that I am no whizz at flash, this has been done mostly via having the software on my PC and a bit of google-fu, so anything more complicated will probably be well past my ken.
Labels:
Gladiators
Wednesday, 9 March 2011
Preparing for a new arena
"As mentioned to my previous report a new era of Gladitorial combat is upon us. Caesar is keen to increase his popularity and the tried and tested ways of doing this are either lavish orgies in palaces or orgies of violence across the Empire. The later is cheaper for the Empirial coffers, so the Promoter Barrius Hearnius has been brought in to revamp the setup. After examination of his new guidelines, I have decided to sell up my current gladiators and start from scratch again. All my gladiators had healed within a month, so after selling all the School stock my purse sits at an improved 5800 aurei. Heading in the right direction at least."
[Note: Gladiator and equipment costs in the new version of Red Sand, Blue Sky are calculated completely differently from before]
I thought that 4 gladiators would be a good start to the new school. The new regulations allow for new combatants to be purchased at the end of each month if desired. 2 trained gladiators and 2 untrained slaves would seem to make an interesting starting roster. The profits from the quickly improving (assuming they stay alive) untrained slaves would be worth investigating, where as you need to have some trained for success. In the gladiator pool I have picked the Secutor, who is of average ability but cheapest, and every Ludus needs a Retiarius, so he was bought. As for the slaves, a Dacien one stood out as a big strong lad, so I paid the extra for him. A run of the mill slave was also on the list. The cheapest, though, was a Gaul. I've already run foul of having Gauls in my school, especially ordinary looking ones, so I avoided him and paid the extra aurei for the Thracien (and peace of mind!).
Onto Equipment. Obviously I needed Secutor and Retiarus gear. The slave from Thraca would hopefully have some instinct for the Thraex style of combat, maybe even basically taught before being plucked from his homeland, and you can't go wrong with having a Murmillo in the Stable. In all cases, especially with my winnings from the first 3 months, I bought the heavier armour to help protect my investments. Signatures (individual quirks) were also rolled for here, but the results all came up with "no signature".
So costs come to:
[Note: Gladiator and equipment costs in the new version of Red Sand, Blue Sky are calculated completely differently from before]
With my purse discretely hidden about my person, I headed down to the slave market to re-stock my school. The following was available for purchase:
| Description | Savvy | Strength | Speed | Attribute Total | Base Cost | Real Cost |
| Dimachaerus (Germania) | 3 | 4 | 3 | 10 | 36 | 38 |
| Murmillo (Germania) | 3 | 3 | 3 | 9 | 27 | 32 |
| Retiarius (Galatia) | 4 | 3 | 3 | 10 | 36 | 41 |
| Secutor (Hispania) | 3 | 3 | 3 | 9 | 27 | 29 |
| Slave (Gallia) | 2 | 2 | 2 | 6 | 8 | 9 |
| Slave (Cyrenaica) | 2 | 3 | 2 | 7 | 12 | 17 |
| Slave (Thrace) | 2 | 2 | 2 | 6 | 8 | 10 |
| Slave (Dacia) | 2 | 4 | 2 | 8 | 16 | 20 |
| Beware of ordinary looking Gauls. |
Onto Equipment. Obviously I needed Secutor and Retiarus gear. The slave from Thraca would hopefully have some instinct for the Thraex style of combat, maybe even basically taught before being plucked from his homeland, and you can't go wrong with having a Murmillo in the Stable. In all cases, especially with my winnings from the first 3 months, I bought the heavier armour to help protect my investments. Signatures (individual quirks) were also rolled for here, but the results all came up with "no signature".
So costs come to:
- Acacius (Galatia) - Retiarius : 56
- Balbus (Hispania) - Secutor : 44
- Caecus (Thrace) - ex-Slave Thraex : 28
- Dagwalus (Dacia) - ex-Slave Murmillo : 36
- Total Investment : 164 aurei
Labels:
Gladiators,
THW
Monday, 7 March 2011
Gladiator School - Month 3
Abercius's leg wound didn't heal in time for this months fight.
Balbillus (Rep 4 Retiarus) vs Rep 4 Secutor
Turn 1: Dice Pool: Retiarus(20), Secutor(20), Init Secutor
Caecilianus (Rep 3 dwarf Hoplomachus) vs Rep 3 Murmillo
Dacien (Rep 4 Thracian) vs Rep 4 Retiarus
Eborius (Rep 4 Provocator) vs Rep 4 Provocator
Caius says: "worst month of the new school so far. With so many laurel wreaths won last month I was hoping to get one or two more an increase the value of my gladiators with their extra fame levels, but instead I've ended up with a net result of 3 wounded gladiators and no additional cash. There are also rumours that the rules of combat are changing, just to make things complicated. I'll have to check with my accountant to see what the implications are, but if those wounds don't heal my purse will be lighter, which is bad news."
Balbillus (Rep 4 Retiarus) vs Rep 4 Secutor
- Both advance towards each other (10" Gap)
Turn 2: Dice Pool: Retiarus(20), Secutor(20), Init Secutor
- Secutor Advances 3"
- Retiarus Advances 2" to the edge of his Net range and attacks. At this range the Secutor sees it coming and grabs the end of the net. This results in a brief tug of war which the Retiarus wins, and he retrieves his net.
- Retiarus Net attack, but the Secutor is ready again and grabs the net. Again the Retiarus manages to win the pulling contest and retrieve his net.
- The Sectutor then closes in 3"
Turn 4: Dice Pool: Retiarus(11), Secutor(13) (2" Gap) Init Retiarus
- The Retiarus backs away from the Secutor 2" then springs a thrird net attack. This one catches his opponent out and he is pulled face down into the dust, ensnared in the net.
- The Retiarus rushes forward to take advantage, making sure that he uses the superior reach of his trident to stay out of harms way. But in his haste the strike only catches the Secutors large helmet and the fallen Gladiator turns over to face his enemy, still on the ground.
- The Retiarus still manages to get another attack in whilst the Secutor is on the ground, but it is fended off.
- The Secutor manages to make it to his feet, retreat away from the Retiarus and removes the net, which is thrown, useless onto the ground. The Retiarus will have to battle the unwounded, but tired Secutor with only his trident.
- The Retiarus moves forward to a 1" range and attacks, but his tired efforts are parried away.
- Knowing he cannot get away from his opponent to catch his breath the Secutor makes one final attack, but the thrust of his weapon is avoided and he finaly surrenders exhausted.
Caecilianus (Rep 3 dwarf Hoplomachus) vs Rep 3 Murmillo
Turns 1&2: Dice Pool: Hoplomachus(15), Murmillo(15)
- Both Gladiators advance towards each other (finishing turn 2 6" apart)
Turn 3: Dice Pool: Hoplomachus(15), Murmillo(15), Init Murmillo
- Murmillo moves forward 3"
- Hoplomachus moves forward to 1" gap and attacks. The Murmillo blocks the effort and stabs forward, but the extra reach og the spear has kept the Hoplomachus out of harms reach.
- Again the Hoplomachus attacks from outside his opponents reach, but loses out, thankful again for the reach advantage.
- The Murmillo advances to striking range and makes an attack, trying to press home his size advantage. He hits the little Gladiator in the belly, but not well enough to wound and the little man staggers back 1".
Turn 5: Dice Pool: Hoplomachus(7), Murmillo(6), Init Murmillo
- Trying to get the upper hand on his retreating opponent the Murmillo advances and attacks again, only to pushed back 1" with an aching belly himself this time. Luckily with no wound.
- The Hoplomachus then makes his attack, but it comes to nothing.
- Both Gladiators are exhausted, so that when the Hoplomachus makes a half hearted attack, his opponent can only just match him before surrendering exhausted.
Turn 1: Dice Pool: Thracian(20), Retiarus(20)
- Both Gladiators advance towards each other (to a 9" Gap)
- Thracian advances half an inch, wary of his opponents effective attack range.
- The Retiarus moves up to his maximum net attack range.
- Dacien moves forward towards his opponent, hoping to fend off the inevitable net attack and get to striking distance.
- The net attack is launched but fended off. The gladiators are 2" apart now. Within movement and melee attack range of the Thracian next round.
Turn 4: Dice Pool: Thracian(17), Retiarus(18), Init Retiarus
- Crucially the Retiarus gets his attack in before the Thracian get to melee range and he manages to this time esnare his opponent and pull him face down to the ground.
- He quickly makes a follow up attack, wounding the prone entangles man in the upper back.
- Dacien rolls over in time to see a second attack come in to his chest, but manages to roll his shield in the way, saving himself from a second, fatal upper body wound.
- Again the Retiarus thrusts forward. Again his attack is blocked, but the efforts of being ensnared and on the ground are too much for Dacien, and he is forced to surrender.
Eborius (Rep 4 Provocator) vs Rep 4 Provocator
As both combatants are of the Provocator style, the report will mention Eborius by name and his opponent as Provocator.
Turns 1&2: Dice Pool: Eborius(20), Provocator(20)
- Both gladiators move towards each other to close to a 6" Gap
- Eborius moves 2"
- The Provocator moves a full 3" to leave a 1" gap
- The Provocator moves in and attacks, but his efforts are matched.
- Eborius attempts to flank his opponent, but his opponent turns to face his manouvering opponent before any attack comes in.
- Eborius still presses home his attack though, and the Provocator staggeres back half an inch with a bleeding wound in is belly.
Turn 5: Dice Pool: Eborius(14), Provocator(11), Init Provocator
- The Provocator replies with an attack, but his fresh wound slows him and it is easily countered.
- Eborius is over confident in his next attack and the result of a full strength counter leaves Eborius staggering back 1" clutching his badly bleeding belly in disbelief.
- Seeing his opponent is in trouble, the Provocator makes a bash attack on Eborius, sending him painfully back an inch.
- Eborius is very fatigued now, and realises that he needs to knock his opponent to the ground if he has any chance of victory. Hope springs to him as a return bash attack knocks the Provocator to the ground, but the weary follow-up attack is pushed away and Eborius is forced to surrender exhausted and wounded.
The new version of Red Sand, Blue Sky has just been released by Two Hour Wargames. The gladiator make-up is completely different to the previous set, so the implications are that poor Caius may have to sell his current stock and buy a new batch of slave to train up. We'll have to see...
Labels:
Gladiators,
report,
THW
Thursday, 27 January 2011
Gladiator School - Month 2 (Part 2)
Caecilianus (Small Rep 3 Hoplomachus) vs Rep 3 Murmillo
Turns 1&2: Dice Pool: Hoplomachus(15), Murmillo(15), Init Murmillo
Dacien (Rep 4 Thraex) vs Rep 3 Murmillo
Turns 1&2: Dice Pool: Thraex(20), Murmillo(15)
Eborius (Rep 4 Provocator) vs Rep 3 Hoplomachus
Turns 1&2: Dice Pool: Provocator(20), Hoplomachus(15)
Caius says: "It was always going to be difficult to follow up the success of the first month. Sometimes the Gods smile on you sometimes they have other plans. Poor Abercius didn't get a roll of the dice his whole match. He's probably lucky to only escape with a wounded leg. Hopefully it'll heal for the matches next month. But with three laurel wreaths and an exciting close call fight I can be happy. THe retiarus' net showed it's worth this round. With a fighter ability hindered (-2 Rep) when ensnared the man with the trident can really press on, especially at this low level where any disadvantage is huge. That is why my smallest warrior, Caecilianus, still amazes me with his wins."
(Total cash : 3260 aurei)
Gladiator Stats:
Turns 1&2: Dice Pool: Hoplomachus(15), Murmillo(15), Init Murmillo
- Both advance towards each other
- Hoplomachus retires 1".
- Murmillo advances full distance (gap now 4")
- The Hoplomachus advances 3" and attacks, trying to take advantage of his superior weapon reach, but the attack come to nothing.
- The Murmillo steps up toe to toe and engages his opponent, but the two fighters are still evenly matched.
- The Hoplomachus makes a thrusting attack, but his lack of size is causing him problems and he gets hit in the lower left leg. Fortunately no wound is made but he staggers backwards 1"
- The Murmillo follows the Hoplomachus and attacks, but the attack fails to have any impact on either side.
- Starting to get tired, the Hoplomachus makes an attempt to flank his adversary to the left, but his slow tired effort is easily spotted and the Murmillo steps across to block the maneuver.
- The Hoplomachus still has his attack though and scores a hit on the Murmillo's belly, not wounding but crucially knocking his fatigued combatant to the ground.
- The small Hoplomachus follows up the knocked down with a second attack. Both fighters are near exhaustion, and the felled Murmillo hasn't the strength to prevent himself being wounded in the chest. He surrenders, spent and bloodied. Caecilianus just manages to stay on his feet to be declared winner (+3 AP, +3 Fame)
Dacien (Rep 4 Thraex) vs Rep 3 Murmillo
Turns 1&2: Dice Pool: Thraex(20), Murmillo(15)
- Both advance towards each other
- The Thraex advances and attacks.
- The ferocity of the attack catches the Murmillo by suprise and takes a fatal wound to the chest.
- With his opponent lying dead at his feet Dacien is declared winner and also receives a laurel wreath for his clinical victory (+3AP, +53 Fame)
Eborius (Rep 4 Provocator) vs Rep 3 Hoplomachus
Turns 1&2: Dice Pool: Provocator(20), Hoplomachus(15)
- Both advance towards each other to finish 6" after turn 2
- The Provocator retreats 1", wary of the Hoplomachus' spear and looking for a chance to get in range.
- The Hoplomachus advances 3". (4" gap)
- The Hoplomachus sees his chance, advances and attacks his cautious opponent, using the superior reach of his spear to his advantage. A hit is made, but it is only to the heavily armored head of Eborius, not wounding and only knocking him back 1".
- The Provocator rushes forward with a bash attack, trying to knock the Hoplomachus to the ground, but the man with the spear stands his ground.
- The Hoplomachus gets the next attack in but is clumsy with his longer spear and is knocked to the ground, a nasty wound bleeding on his chest.
- The Provocator presses home the advantage on his felled opponent, striking and wounding again, this time to the exposed belly.
- The second wound to the torso is too much, and the Hoplomachus slumps back dead.
- Eborius is declared winner with a laurel wreath (+3AP, +53 Fame)
(Total cash : 3260 aurei)
Gladiator Stats:
- Abercius: Rep 4, AP 3, Fame 3, wounded (leg)
- Balbillus: Rep 4, AP 7, Fame 57
- Caecilianus: Rep 3, AP 7, Fame 7
- Dacien: Rep 4, AP 6, Fame 56
- Eborius: Rep 4, AP 6, Fame 56
Labels:
Gladiators,
report,
THW
Wednesday, 26 January 2011
Gladiator School - Month 2 (Part 1)
Abercius (Rep 4 Secutor) vs NPC Rep 3 Retiarus
Turn 1: Dice Pool: Secutor(20), Retiarus(15), Init Retiarus
Balbillus (Rep 4 Retiarus) vs Rep 4 Murmillo
Turn 1: Dice Pool: Retiarus(20), Murmillo(20), Init Murmillo
Turn 1: Dice Pool: Secutor(20), Retiarus(15), Init Retiarus
- Both advance towards each other
- Retiarus advances full distance
- Secutor advances full distance hoping to get initiative and attack next turn.
- Retiarus makes a net attack and ensnares the Secutor, who manages to stay on his feet.
- The Retiarus makes his follow up attack but it is ineffectual.
- The Secutor makes a return attack, but the hinderance of being ensnared lets the Retiarus pick his spot and wounds him on the upper left leg, causing the Secutor to stagger back 1". Having moved away from melee though, if he can get initiative next turn there's a chance he can lose the net and try to salvage the fight.
- Before the Secutor can remove the net, the Retiarus moves in to attack, but the struggling Secutor manages to parry the attempt.
- A near exhausted Secutor makes a last gasp effort to flank the Retiarus to his left, but the flank fails and as the Retiarus turns to face his opponent the Abercius surrenders: spent, wounded and tangled.
Balbillus (Rep 4 Retiarus) vs Rep 4 Murmillo
Turn 1: Dice Pool: Retiarus(20), Murmillo(20), Init Murmillo
- Both advance towards each other
- Murmillo adavnces full distance.
- Retiarus advances a couple of steps (inches) and makes a net attack, catching the Murmillo and pulling him to the ground, face down.
- The Retiarus makes a follow up attack but only manages to hit the murmillo's helmet, causing no damage. The Murmillo rolls half an inch to the right and is now face up, so he can use his shield if need be, but is still ensnared.
- Before the Murmillo can stand and remove the net the Retiarus moves in and attacks, but can only hit his opponents thick helmet again and the murmillo rolls off an inch to the right.
- Having rolled away from melee, the Murmillo has time to stand, manages to remove the net and turns to face his opponent.
- The Retiarus steps up to hoping quickly end the battle and attacks. His trident bites into the Murmillo's chest, wounding him and sapping the last of his strength. Balbillus is declared winner and also gets a laurel wreath for his performance (+ 4 AP, +54 fame).
Labels:
Gladiators,
report,
THW
Tuesday, 28 December 2010
Gladiators - Month 1 (part 2)
A slight festive season induced delay to the write-up - apologies.
Balbillus (Rep 4 Retiarus) vs Rep 3 Murmillo
Turn 1: Dice Pool: Retiarus(20), Murmillo(15), Init Murmillo
Turns 1&2: Dice Pool: Hoplomachus(15), Provocator(20)
Turn 1: Thraex(20), Murmillo(15), Init Murmillo
Turns 1&2: Provocator(20), Hoplomachus(15)
(Total cash : 2960 aurei)
Balbillus (Rep 4 Retiarus) vs Rep 3 Murmillo
Turn 1: Dice Pool: Retiarus(20), Murmillo(15), Init Murmillo
- All advance full movement
- Retiarus advance to 7" distance between fighters
- Murmillo advances 3" (gap now 4")
- Murmillo advances 3" - gap now 1"
- Retiarus retreats 2" and makes a net attack
- The Murmillo is ensnared and pulled to the ground face-down.
- The retiarus makes an immediate follow-up attack and wounds the murmillo in the back
- the murmillo manages to roll face-up
- The murmillo stands up and attempts to break melee
- But in the initial melee the retiarus makes a hit in the belly. Not wounding but enough to knock the murmillo back down to the ground, face up.
- The retiarus makes an immediate follow up attack, hitting in the chest, not wounding but allowing a draining follow up attack.
- The retiarus hits, wounding the murmillo in the chest. This second wound to the upper torso proves fatal, and Balbillus is victor.(+3AP, +3 Fame)
Turns 1&2: Dice Pool: Hoplomachus(15), Provocator(20)
- both advance towards each other
- Provocator advances 3"
- Hoplomachus advances to a 1" gap and attacks with his spear
- The attack hits the Provocator in the upper left leg, not wounding but knocking him to the ground (face up)
- The Hoplomachus follows up with an immediate attack, but with not effect.
- Hoplomachus attack hits in the belly, not wounding but causing the Provocator to roll to the right half an inch.
- The Provocator now stands and attacks
- but is himself wounded in the upper left leg and knocked to the ground
- The Hoplomachus makes a quick follow-up attack which makes no strike but exhausts the Provocator - Caecilianus is declared victor (+8 AP, +8 Fame)
Turn 1: Thraex(20), Murmillo(15), Init Murmillo
- Both gladiators moves towards each other full movement.
- Murmillo advances full distance
- Thraex holds his ground.
- Murmillo moves forward full movement
- Thraex moves forward and engages, hitting him in the lower left leg with no wound, but knocking him to the ground (face up)
- The Thraex makes an immediate follow-up attack, but it has not effect.
- The Thraex attacks, wounding in the left arm, with the Murmillo rolling 1" to the left
- The Murmillo stands and attacks, but is himself hit in the head. There is no wound but he is knocked to the ground and surrenders spent.
- Dacien is declared winner (+3AP, +3 Fame)
Turns 1&2: Provocator(20), Hoplomachus(15)
- Both moved towards each other full allowance finishing 7" apart.
- Provacator cautiously moved forward 2"
- Hoplomachus moves a full 3" but is still 2" away.
- The Provocator moves forward and attacks
- The Hoplomachus is hit and wounded in the lower left leg and falls to the ground (face up)
- The Provocator immediately makes a follow-up attack, hitting in the well helmeted head so not wounding, but enough to allow another attack
- This attack results in a wound to the felled Provocator in the left arm - the provocator collapses spent
- Eborius is declared winner (+3AP, +3 Fame)
(Total cash : 2960 aurei)
Labels:
Gladiators,
report
Wednesday, 22 December 2010
Gladiators - Month 1 Fight 1: Secutor vs Retiarus
And so the Road back to Rome begins with Abercius the Rep 4 Secutor vs Rep 3 NPC Retiarus
I'll note this fight down in a more cold, mechanics demo fashion to show what is rolled, but in future I'll be more narrative in the fight summary.
Turn 1: Dice Pool: Secutor(20),Retiarus(15), Init Retiarus
Looking back at the action notes I can see that I may have messed up the NPC movement in turns 3 & 4 as he would have been retreating at double movement allocation or would have left himself facing away from his opponent in turn 6. Also I don't think the NPC should have caught his breath on Turn 6. Don't think it made any difference to the outcome after the brutal Turn 3 combat which wounded the NPC and burned nearly all his Dice.
I'll note this fight down in a more cold, mechanics demo fashion to show what is rolled, but in future I'll be more narrative in the fight summary.
Turn 1: Dice Pool: Secutor(20),Retiarus(15), Init Retiarus
- All Move towards each other full move
- Retiarus move to max net range (6")
- Secutor closes in to 3"
- Secutor moves in to engage Retiarus in HtH.
- Dice Allocation (DA): Secutor(4), Retiarus(2)
- Secutor Pass 2, Retiarus 0
- Hit scored on chest with a wound (and burn 3 DA) and Retiarus knocked down (burn 1 DA)
- Secutor immediate follow-up attack for a knockdown.
- DA: Secutor(4), Retiarus(2) (Retiarius on ground so burns double, DA = 4)
- Secutor Pass 1, Retiarus 0
- Hit scored on left arm for a wound (and burn 2 DA) and Retiarus rolls 1" to the left (burn 1 DA)
- Retiarus stands (Cost 2" movemnet) and retreats 3"
- Secutor advances 3"
- Retiarus - Catch Breath roll Fail, Net Attack roll Fail, Move away 5"
- Secutor advances 3"
- Retiarus Catch Breath
- Retiarius Catch Breath
- Secutor advance and engage
- DA: Secutor(4), Retiarus(2)
- Secutor Pass 0, Retiarus 1
- Hit scored on Belly but no wound and Secutor gives ground by 1"
- Retiarus Net attack
- DA: Secutor(3), Retiarus(2)
- Secutor pass 3, Retiarus 1
- Secutor cuts net rope tether & Retiarus surrenders spent
Looking back at the action notes I can see that I may have messed up the NPC movement in turns 3 & 4 as he would have been retreating at double movement allocation or would have left himself facing away from his opponent in turn 6. Also I don't think the NPC should have caught his breath on Turn 6. Don't think it made any difference to the outcome after the brutal Turn 3 combat which wounded the NPC and burned nearly all his Dice.
Labels:
Gladiators,
report,
THW
Monday, 20 December 2010
Gladiator School Campaign
I've had Two Hour Wargames Red Sand Blue Sky Gladitorial ruleset for a few years now but despite having some figures painted up and even an arena to fight in I never seem to get round to playing any games of it, despite the fact I've enjoyed it couple of trial games I've played. So I've decided to start a solo campaign. Most RSBS campaigns I see on the web follow a single character through their career, so I thought I'd try the alternative campaign and run a school of gladiators. This'll give me several different styles of combatant to use as well as prolong the campaign in the case of some heinous injury. To keep this realistically running as well I'm going to pledge to run at least a month a month, meaning that each real month I'll do at least one round of contests.
I shall play the part of Caius Fatuous . After having rowed Ekonomikrisis's galley round half the Roman Empire I have disembarked to set up a school at the newly constructed arena in Londinium in the outer reaches of the known world - Britannia.
Following the rulebook I start with 5000 aurei. My gladiator stock is limited to Rep 3 & 4 and I've picked a random cross-section of styles to go with a random rep and random rolls for parts of the body where armour can vary. Size was also rolled according to the rulebook. My initial gladiator school thus consists of:
As you can see I've only spent half my budget. I need 100 aurei to put into the prize purse per fight and I've left enough to purchase a couple more gladiators should by initial training sessions give unfortunate results. With a bit of luck I'll soon be moving away from these squallid outreaches back towards the glory of Rome.
Following the rulebook I start with 5000 aurei. My gladiator stock is limited to Rep 3 & 4 and I've picked a random cross-section of styles to go with a random rep and random rolls for parts of the body where armour can vary. Size was also rolled according to the rulebook. My initial gladiator school thus consists of:
- Abercius: Secutor, Rep 4, Normal Sized, AV 40 - Cost 480
- Balbillus: Retiarus, Rep 4, Normal Sized, AV 38 - Cost 460
- Caecilianus: Hoplomachus, Rep 3, Small Sized, AV 46 - Cost 520
- Dacien: Thraex, Rep 4, Large Sized, AV 47 - Cost 550
- Eborius: Provoctor, Rep 4, Normal Sized,AV 45 - Cost 530
As you can see I've only spent half my budget. I need 100 aurei to put into the prize purse per fight and I've left enough to purchase a couple more gladiators should by initial training sessions give unfortunate results. With a bit of luck I'll soon be moving away from these squallid outreaches back towards the glory of Rome.
Labels:
Gladiators,
THW
Saturday, 10 July 2010
We who are about to die...
Four quick gladiators to battle in my new arena. From left to right Thracian, Hoplomachus, Dimachaerus and Dwarf Retarius. All Wargames Foundry except the 2nd figure which I can't remember the manufacturer.
Labels:
Gladiators
Saturday, 26 June 2010
The Circus of Rome?
It's been quite a while since I've had something Frugal worthy to post, so until a couple of other bubbling posts come to full boil I thought I'd best at least make a quick post.
Last week the local Primary School had a summer fair which I was duty bound to attend. One upside was that in the small car boot sale type market I found a wooden circus, which I scooped up for a bargain 50p. Coincidence has it that I have a few of Roman Gladiators sitting on the painting table waiting for some colour as I hoped to take advantage of ArabianSquire reading the "Gladiator Boy" series to spark an interest in playing Two Hour Game's "Red Sand Blue Sky". A small area would be just the thing to set that off nicely.
One key factor it this project was that it had to be quick. I've a Warmachine Battle box needing to be painted and if this stalled I knew it would sit half fininshed for a while. Also I don't play RSBS that often so it is a bit of a luxury piece. So detail level is accordingly set to "background".
The arena is open down one side. I'd prefer a completely enclosed area but there you go. Access to the figures would be easier are a result - no disaster. The actual battle floor is eliptical and 18" x 13" at the widest point. Smaller that the recommended 2"x 2" area in the ruleset, but it 1-on-1 battles (ie the vast majority of the time) it shouldn't make much difference. You can see two 28mm Foundry Gladiators in the bare arena here.
First job was to remove the stickers. The audience face stickers came off easily but the stickers on the backs of the stands wouldn't, so I decided to cover them with printed textures from World Works "arena works" which I've had sitting on the computer for years hoping to get round to making an arena. The inside terracing has been under coated black and dry brushed with a couple of shades of grey to make them stone like. For speed the floor is Bird cage liner glued down.
I'm going to leave the gaps and holes in the piece for flexibility. The gaps will potentially give other accesses to the arena. Also I will still be able to use the big top tent, which may be a bit high, but will give access and flavour if/when I ever get my hands on some killer clown mini's for a bit of "Faith and Fear" gaming. I might look out some paper figures to add a crowd as the seats do look a bit bare.
Looking at the finished piece I'm quite happy. I've accidentally ended up with quite a flexible piece of scenery. I now have a place for my RPG pit fighter/judicial champion to fight as well as a focus city area for fantasy gaming. Toss in a couple of burnt out cars, boxes, junk etc and it'll fit into a post apocalyptic/modern setting or a few wire fences and it's a makeshift detention area.
Last week the local Primary School had a summer fair which I was duty bound to attend. One upside was that in the small car boot sale type market I found a wooden circus, which I scooped up for a bargain 50p. Coincidence has it that I have a few of Roman Gladiators sitting on the painting table waiting for some colour as I hoped to take advantage of ArabianSquire reading the "Gladiator Boy" series to spark an interest in playing Two Hour Game's "Red Sand Blue Sky". A small area would be just the thing to set that off nicely.
One key factor it this project was that it had to be quick. I've a Warmachine Battle box needing to be painted and if this stalled I knew it would sit half fininshed for a while. Also I don't play RSBS that often so it is a bit of a luxury piece. So detail level is accordingly set to "background".
The arena is open down one side. I'd prefer a completely enclosed area but there you go. Access to the figures would be easier are a result - no disaster. The actual battle floor is eliptical and 18" x 13" at the widest point. Smaller that the recommended 2"x 2" area in the ruleset, but it 1-on-1 battles (ie the vast majority of the time) it shouldn't make much difference. You can see two 28mm Foundry Gladiators in the bare arena here.
First job was to remove the stickers. The audience face stickers came off easily but the stickers on the backs of the stands wouldn't, so I decided to cover them with printed textures from World Works "arena works" which I've had sitting on the computer for years hoping to get round to making an arena. The inside terracing has been under coated black and dry brushed with a couple of shades of grey to make them stone like. For speed the floor is Bird cage liner glued down.
I'm going to leave the gaps and holes in the piece for flexibility. The gaps will potentially give other accesses to the arena. Also I will still be able to use the big top tent, which may be a bit high, but will give access and flavour if/when I ever get my hands on some killer clown mini's for a bit of "Faith and Fear" gaming. I might look out some paper figures to add a crowd as the seats do look a bit bare.
Looking at the finished piece I'm quite happy. I've accidentally ended up with quite a flexible piece of scenery. I now have a place for my RPG pit fighter/judicial champion to fight as well as a focus city area for fantasy gaming. Toss in a couple of burnt out cars, boxes, junk etc and it'll fit into a post apocalyptic/modern setting or a few wire fences and it's a makeshift detention area.
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