Showing posts with label Romans. Show all posts
Showing posts with label Romans. Show all posts

Saturday, September 3, 2016

Broken Legions


Broken Legions: Fantasy Skirmish Wargames in the Roman Empire by Mark Latham is one of the latest in the Osprey wargames series from Osprey Games. I’ve really been enjoying… well… most of the games in this series. They’re inexpensive enough that I don’t mind picking them up just to see what they’re like.

I’ve been pretty excited about checking out Broken Legions for almost a year now since the Big Reveal last September. Not because I had a clue who Mark Latham was at the time or what sort of rules he’s written (though BGG informs me he is the author of Trafalgar, Waterloo, and the Legends of the Old West series of games - all from Warhammer Historical Wargames – of which I have only played Legends of the Old West, once, almost 10 years ago), but I really like the thematic setting.

I really like Cthulhu Invictus. I had though about running it with Savage Worlds back when I was playing a lot of that, but never got around to it (too many campaign settings… not enough time… or regular committed players) (you’d think I’d have been all over Weird Wars Rome, but I’m actually kind of “meh” about it…). I thought at one point I might try running them using a mash up of Song of Shadows and Dust and Fear and Faith… and I still might! But I also thought I’d have a look at Broken Legions to see how they played out and if they could potentially be adapted.

So when Broken Legions arrived I though it would be fun to try out. I didn’t have to paint a thing. I could easily have fielded multiple Roman forces (either Soldiers of the Eagle or Order of Mithras), Sons of Spartacus (Gladiators), Cult of Set (Egyptians), the Argonauts (Greeks) or any of the others. I could probably run a campaign for a dozen people without having to put a drop of paint on a figure – just with stuff I already have painted…

I recruited the kids to play a quick game Friday afternoon.


Germania, 101AD


SITUATION

Centurion Carisius and his sacred band of Legionaries are on a mission deep into the heart of Germania to recover ancient relic the barbarians there might use to gain great power.

SCENARIO

I decided to use Scenario 5: Darkest Before the Dawn. As written the players are to dice to determine who is the attacker and who is the defender. I simply decided that it would be the Germanic Barbarians that were attacking the Romans in their camp just before dawn. The scenario seemed simple and straightforward – there they are, get ‘em – no wandering monsters or objectives to secure…

FORCES

I tried to keep things relatively simple – not try out too many different things in our first go at this. I also wanted to try and just use stuff that I had… which didn’t necessarily fit the lists exactly, but I did my best.

Soldiers of the Eagle – played by The Boy


1x Centurion (+ Tower Shield)
1x Warhound
4x Legionary (+ 1 Pilum each)
1x Auxiliary Legionary
3x Numerus

The "Numerus" seem like maybe they’re supposed to be hunters or scouts - they have the Pathfinder ability – but it was the only way to get an armoured archer so I could use these auxiliary archers I have (although they are classified as “light armour” even though they are wearing the same chainmail as the auxilary “legionary”)


Barbarians – played by The Girl


1 x Tribal Chieftan (+Shield)
1x Druidess (+ Miracles – Nature’s Wrath and Call of the Wild)
6x Warriors (+ javelin)
1x Berserker

I have these six Germanic warriors that are armed with Spears… spears apparently aren’t an option for Barbarian warriors in the lists… so I said they were javelins and their main weapons were “hand weapons”)


THE GAME


TURN ONE

Germans, being the attackers in the particular scenario, automatically started with the initiative.

(Remember: click on the pictures for a bigger version)


In the darkest hour before dawn, the Romans are up in their camp – alerted to the presence of ambushers by the vicious barking and howling of the Centurion’s loyal canine companion; Rex.


The Druidess accompanied by her bodyguard approach the camp from one direction.


The Tribal Chieftan led another bunch towards the camp from the opposite direction.


The Tribal Chieftan was spotted in the darkness by one of the archers who loosed off an arrow at him, missing. Another archer joined him but couldn’t make out any targets. The Legionaries also rushed to that side of the camp, leaving the other side guarded by the solitary Auxiliary soldier, and single archer and Rex, the Centurion’s warhound.




The Druidess and her companions advance through the woods – at the end of her movement the Druidess performed the Nature’s Wrath miracle – all enemies within 3” of any woods or swamp or similar feature had to make a Physique Test at -1 or take a wound – this was particularly nasty because nearly all of the table is forest! The Romans lost two of their archers and three of the Legionnaires took wounds!


Large boughs lashed out at the legionaries, bashing them harshly – and the two archers who were standing a little two close to the woods were dragged into the dark wood by animated vines as they disappeared into the shadows of the forest their cries were snuffed out…

This was a pretty devastating blow for the Soldiers of the Eagle – and on the first turn – What if she did that EVERY turn!? To perform a miracle they simply have to pass a Presence Test (d10+Presence=10+ for success – with a presence of 4 that means it works 50% of the time… brutal…).

Perhaps this was overlooked in the writing of the rules, but while I could find a place where is specifically states that a model wounded by missile fire must pass a Presence Test or be Broken and in another place it states a model wounded in melee must also pass a Presence Test or be Broken. Doesn’t say anything about wounds received due to miracles or even simply witnessing “miracles” which I think would actually be pretty dammned horrific… Ah, well…

TURN TWO

No sunrise, darkness rules still in effect. Germans continued to have the initiative.


The Germans continued to advance. As the Centurion finally spotted the Germanic Tribal Chieftain lurking in the shadows, he decided to take the “Bring Him Down” Heroic Action – thus for the remainder of the turn anyone in his warband that was able to spot the Tribal leader in the darkness and made a missile attack on him did so at +1. So all the Legionaries rushed forward and threw their Pilums at the Tribal Chieftain. The Germanic warriors also rushed forward and hurled their javelins at Legionnaires that hadn’t yet thrown their Pilums – on got lucky at took down a Legionnaire that had previously been wounded by the Nature’s Wrath miracle.


Three of the Legionnaires hit the Chieftain, but he deflected all three in turn with his shield (they failed to wound). At the end of their move three had formed up into a shieldwall.


Germans still advancing towards the other end of the camp. The Druidess failed to perform any miracles this round and narrowly escaped the Wrath of the Gods!


TURN THREE

No sunrise, darkness rules still in effect. Germans continue to maintain the initiative.


Worried the Druidess might pull off another Nature’s Wrath miracle, the Centurion ordered his men back into the relative safety of the camp. Two made it back, but the third was charged by two Germanic Warriors – locking him in combat and preventing his retreat.


At the other end of the camp a Germanic Warrior charged out of the woods and hurled his javelin at the Auxiliary soldier – missing wildly.


The Archer put an arrow through him – knocking him out of the action.


A second warrior broke from the trees and this one hurled his javelin at the Archer – taking him down!


The Berserker joined the other two.


In the melee phase the two Germanic Warriors hammered on the lone Legionary. Despite their numerical advantage and the charge bonuses – they just couldn’t take down the Legionary – Heavy Armour with a Tower Shield is one tough nut to crack… best to stick to the miracles, because a regular warrior is just not going to take one out unless he gets very lucky!

TURN FOUR

Sun came up, darkness rules no longer in effect – and the Romans seize the Initiative!


The Centurion Charged into combat against one of the Germanic Warriors and shouted at his men “TO ME, MEN!” (another “heroic action” that allows D5 of his soldiers within 6” to immediately activate and move towards him – they used this to great effect, forming a shield wall on his flanks.

The rules about these shield walls and charging them aren’t totally clear. Three or more soldier with shields and the Shield wall special ability may form a shield wall simply by moving into line and facing in the same direction – then, in addition to the benefit of the shields themselves, they also count as defending an obstacle. Now if they are charged from the side or rear, soldiers can be peeled off that shield wall and if enough of them do so it is no longer in effect.  It SEEMS, though it doesn’t specifically state it, that when charging an enemy a model is to move directly towards it – otherwise why wouldn’t everyone charge immediately to the flank of it and break up the shield wall. So we said if models wanted to charge the side, they’d first have to move far enough over to the side – so that the closest direct path would be to their flank.


Despite that option, the Germanic warriors just charged straight in against the wall!


Rex the warhound charged into the wood in search of the sorceress – he can sniff out evil magic!


The Druidess fled from the vicious brute and attempted a Call of the Wild miracle – hoping to summon a pair of wolves or possibly a bear… unfortunately all she managed to summon was a raven (or, in our case, a giant bat… because that’s what we had) who only gives her the “Spy” special ability…


The Shieldwall looked particularly nasty… until the Melee Phase. Of those that charged, the Berserker had the highest agility and went first attacking a legionary to his front in the middle of the shield wall… and took him down! Now it doesn’t really specifically say when the ability is lost, but it seemed the wall was broken up and so it should no longer apply…?

The Centurion went next and managed to cleave one of the Germanic Warriors. The remaining Germanic Warrior then went and managed to would the remaining Legionary – being the only one NOT wounded by the Nature’s Wrath miracle in the first turn he still had two hit points and so being wounded and losing one of them in melee meant he actually got to take a Presence Test… and he failed it and ran away…

The Auxiliary at the end of the line didn’t get to hit anyone. One of the advantages of the shieldwall is that anyone in the shieldwall may participate in a melee and may direct their attacks at anyone in contact with the wall (which seems a little odd as a soldier at one end, it seems, could direct his attacks at an opponent in contact with soldiers at the far end of the line…? Anyway, as there no longer was a shield wall and the Auxiliary was never actually in contact with the opposing Germanic Warriors… he didn’t get to get in on the action.

Over at the other end of the camp the Tribal Chieftain and a third Germanic Warrior had joined in the melee against he solitary Legionnaire defending that end of the camp.


He  tried to sell himself dearly – and managed to take down one of the barbarians – the numbers finally took their toll and the Legionary was brought down.


TURN FIVE

The Romans won the initiative. So the Druidess used the Spy special ability that her raven/bat gave her and tired to reverse that. It didn’t work.


The Centurion charged into combat against the Berserker – thinking he’d have a better chance against it than the Auxiliary that was with him… and by charging the Berserker it prevented the Berserker from getting the bonus attack he gets every round in which he charges.

The Tribal Chieftain then went and challenged the Centurion to a “Clash of Champions”. The Centurion decided to ignore the hairy barbarian fellow that was shouting at him in Ancient German (but would suffer a -1 to his presence for the remainder of the turn for doing so…)

Other charges were made and there was a mess of melee combats. Everybody battered on each other with zero effect. What ended the game was the Druidess. She finally performed another Nature’s Wrath miracle – both the Centurion and Legionary – who were within 3” of  woods managed to pass their Physique Tests! Unfortunately, Rex the Warhound failed… and that brought the Soldiers of the Eagle to 25% of their original strength… which triggered some “All is Lost” rolls in the Recovery Phase.  Both the Legionary and Auxiliary failed their Presence Tests and decided that all was indeed lost and fled the battlefield (“removed as a casualty” says the rules) leaving only the Centurion. We called it at that point – saying he fled the field as well. Heroes are pretty hard to beat – they have multiple hit points (four, in the case of the Centurion) and the Centurion had Heavy Armour and a Tower Shield which is really, really hard to beat when trying to wound. He probably could have lasted the remaining three turns, but the writing was on the wall and he would not have taken down the entire remaining barbarian force single-handedly (he may very well have failed his All is Lost roll the next turn…)

There is a bit of a campaign system – which is always fun – but we only went as far as rolling to se what became of those injured in the game….

The two auxiliary archers that were dragged off into the woods by the animated vines in the first nature’s Wrath miracles on the first turn actually survived. They were bound to trees, but manage to get their daggers free and cut their way out… but not before the rest of their unit was massacred… The other archer that was punctured by the javelin died of his wounds.  He probably died right there in the middle of the action. Only one of the Legionaries actually died… I don’t remember which one it was. The Auxiliary soldier also died – he was one who fled in the last turn. Probably turned to flee and was run through from the back. Oh, and the Centurion died… as we said he gave up, we considered his “removed as a casualty” just as anyone else failing a All is Lost Check. He was probably captured by the Germans and was taken back to their village and sacrificed as part of some dark ritual before his remaining legionaries could regroup and organize a rescue…

The Dog was also never seen again. Maybe it died - that's what we rolled - but The Girl wasn't happy about killing a poor dog, so we decided that maybe the Druidess has a new animal companion…

Of the Germans only one of the Warriors died.

All things considered it was a pretty fun game and we didn’t get bogged down having to look up rules or anything. It would probably go even a bit quicker after a few more plays.

I can’t seem to wrap my head around the campaign system. It seems experience point are gathered individually based on who took out what stuff and whether your side won. The Soldiers of the Eagle, having only taken out 4 henchmen and lost the game would have gained ZERO experience points. The Barbarians, on the other hand, would have gained 8… or maybe 11…? Now these experience points can be saved and when individuals gain enough (3 for henchmen and 5 for Heroes) they can “spend” them to roll on a table for a chance at some sort of benefit. The points can alternatively be pooled and converted into points to recruit new members for the warband… I just can’t grok the economy of it all. It seems like it would be really, REALLY hard to just keep the numbers you have let alone expand your warband and have the experienced gain new abilities…? I guess I’d have to play it and see how it worked out.

There are Auxilia – mercenary heroes you can hire for your warband – which I didn’t bother with for this game. They have a point cost to hire them at creation or to add to your warband later, but they also have retainer you have to “pay” in points EVERY GAME to keep them!? I’m not sure how you’d be able to keep then around without wiping out your opponents every game and not ever giving your guys any advances…!?

Again I guess I’d have to play more to see if it works out.

Will I play more…?

I don’t know.

Maybe.

If I didn’t have loads of other games I like better I’d totally play this more. It’s a slick little game that plays fairly quick and has some fun elements and a campaign system and with a few rules clarifications and/or house rules to clarify things it would make a fine little game….

But I DO have loads of other games that I happen to like better (I still love Song of Shadows and Dust – and could mash it up with some elements from Fear and Faith and/or Advanced Song of Blades and Heroes to make a pretty cool skirmish game for a similar setting, but I get a lot of others don’t dig on the level of abstraction in the Ganesha Games Song of… Series, so…)

What I REALLY need to do is NOT explore any of these options and get back on track with the Great War projects and finish up the Regina Trench terrain! I will revisit the dark shadows of the Roman Empire after next April… (or maybe over the Holidaze, if I need a break in December…)


Coming soon on Tim’s Miniature Wargaming Blog:

Could be a post about our annual 30 Games in 30 Days September Challenge (Broken Legions was Game #2 for the 2nd of September…) or possibly pics of the next Battalion of Canadians I’m just finishing up – YES they are a battalion that I need for the Regina Trench game!! I AM doing some work on that!! 

Sunday, December 21, 2014

11th Annual Wargaming Birthday Bash Weekend - 13-15 February 2015



It is that time of year again when I get to thinking about what to do for next year’s Wargaming Birthday Bash Weekend – coming up in February. With the success of last year’s skirmish campaign , I thought I’d try something similar again. This year I am thinking of a Rome-themed weekend (in part because that is what the kids and I will be studying from early January until March). There might be a Gladius or two given away as prizes... There may or may not be a toga party.... or it might just be a weekend long toga party… with miniature gaming...

So, if all went according to plan… 

Friday Night/Saturday - Song of Shadows and Dust Campaign 

Street violence in the ancient Mediterranean – Gangs of thugs representing one faction or another spilling blood in some Mediterranean city in the first century BC/BCE (or AD/CE?). I thought I'd use elements of the campaign system from Song of Deeds and Glory and maybe even have a map of the city so people can fight for control of neighborhoods...?

For the first time ever I will not be supplying forces for all the players – the players will have to bring their own Roman street gang (or similar faction). I figure this shouldn’t be too much to ask As with most "Song of" games from Ganesha Games> they will need a half dozen figures for an average faction to start with – of course they should probably plan to bring a half dozen more to add to their faction as it grows throughout the campaign (providing they don’t lose horribly in every game!). I put one together relatively inexpensively in less than a week, so…

I will be supplying the 3-5 URBAN game boards we'd need – that’s a LOT of buildings I have to make between now and then - and possibly a few of the civilians!!? Depending on the time of day there are civilians wandering around the table and react to violence in their immediate vicinity - usually running away - but sometime they JOIN one side or the other! It would be nice if others could bring along a few appropriate civilians as well…

Sunday - Conquest of the Empire (and other board games)

Another of those old Milton Bradley big box games reprinted by Eagle Games - I haven't read the rules yet, but it looks almost identical to Ikusa/Shogun/Samurai Swords – and last year’s Ikusa game WAS a whole lot of fun!

I also have a number of other Rome-Themed board and card games... Ostia, Quo Vadis, Palatinus, etc...

Another departure from previous years is that I will be holding this on the long weekend in February (13-15). Usually I like to hold it on (or at least as close to) my birthday – but a few of the out-of-towners hove suggested on a few occasions that I should hold it on the long weekend to make it easier for them to travel. So I thought I’d give that a try. (Of course that means I have two weeks less to get buildings made!)

Should be fun – hopefully we’ll have a good turn out – despite my draconian requirements of… y’know… painting your own damned figures… 

Monday, October 20, 2014

Greek Warriors, Roman Auxiliaries


Just a few items rolling off the workbench this week. I’ve been busy with other projects… I'm back to the ancients at least - though I've been a little distracted this past weekend with other miniature possibilities - more on that shortly.

(Remember: click on the pictures for a bigger version):


Two Greek warriors from Black Tree Design.


Four Roman Auxiliaries also from Black Tree Design.

Speaking of other projects… some of them involved painting…


These are some new bookshelves I built upstairs for my graphic novel collection (I am a bit of a comic geek…). I have to build some bookshelves for the kids next (which won’t be quite as big as these) and after that I’ll be building another set in the basement war room for all my military history books (they’ll be even BIGGER than these!!)

(I have a few books…)


Coming soon on Tim’s Miniature Wargaming Blog:

I am just finishing up the basing on a Great War Gun team I’ve been trying to finish up for the Lead Adventure Forum Great War Painting Club. Hopefully have those up in the next day or so… 

Saturday, August 30, 2014

Belgians, Slaves, Wizards, etc.



An odd assortment of items rolling off the workbench today….

(Remember: click on the pictures for a bigger version):


Belgian machine-gunners from Great War Miniatures.


Another view of the same…


… and another..


…and one more.



A Scots Rifleman also from Great War Miniatures.

These miniatures above were painted for the Lead Adventure Forum's Great War Painting Club



Slaves/captives from Black Tree Design.


A roman up to no good tha I converted from a Warlord Games figure.


Finally a wizard from  Reaper Miniatures.



Some sort of Devil Dog - also from Reaper Miniatures - I was trying to go for roughly jakal like colours... but I think he may have turned out a bit yellow... 

Coming soon on Tim’s Miniature Wargaming Blog:

I have a couple of merchants stalls I was working on last night and will hopefully finish up this evening… I hope I might get in another game with the kids today… we shall see… 

Thursday, August 28, 2014

Roman Auxiliary Archers (and a Belgian Grenadier!?)


A Few more things rolling off the workbench…

(Remember: click on the pictures for a bigger version):


Roman Auxiliary Archers from Black Tree Design.


A Great War Belgian Grenadier from Great War Miniatures.

Coming soon on Tim’s Miniature Wargaming Blog:

More painting… unless I get another game in this evening….?

Wednesday, August 27, 2014

More Romans

(and a Great War Highlander!)

(Remember: click on the pictures for a bigger version):


The whole batch for the last couple of days…


Five legionaries from  Black Tree Design


Two more Legionairies – these are from Wargames Foundry, but didn’t come with scutum or pillum so I got some extras from Black Tree Design when I was ordering the last batch from them.


Dwarf Legionaries!? (also from Black Tree Design)


Dead Legionaries from Warlord Games


An old, old Roman Auxiliary cavalryman from Citadel Miniatures.

…and now for something completely different


I noticed, yesterday, that Lead Adventure Forum had a Great War Painting Club thing going on right now… and I’M a Great War Fanatic… and I’ve got no shortage of Great War figures to finish up… so I thought I’d get in on the action and dug this fellow out of the drawer last night and painted him up and started a couple more I’ll post over the next few days. (The figure is from Great War Miniatures)

Entries to the club are supposed to be single figures. I’m not really used to painting SINGLE Great War Figures… I tend to do them in unit batches of 15-30!? So this was a fun and interesting experience… Perhaps I’ll do an MG team or a gun crew for later in the week – as it counts as a single based “figure”.



Coming soon on Tim’s Miniature Wargaming Blog:

Probably a few Great War things this week… them back to ancient things… maybe another game or two… 

Tuesday, August 26, 2014

The Wolf of Iskedumdrum



The kids and I finally sat down to play another game of Song of Shadows and Dust. Often I set up games by coming up with two factions, we roll for objectives, set up the game and go… I take pictures and most of the fluff – the background situation, etc. – I come up with afterwards. This time the kids made up their own factions (with my figures) and came up with their own names (or ideas for names – which I them found rough translations for…) and backgrounds for their factions.



They are both working on assembling and painting their own miniatures for their own factions at the moment – hopefully we’ll see them in action shortly!


Iskedumdrum, 69 BCE


SITUATION

Magnus Malus Lupus is a rather corrupt property owner in Iskedumdrum. He is not above forcibly ejecting – or even murdering – occupants to take over new buildings. Recently he put an old hag out of her (and his) misery to take over one such building, but is beginning to regret that action. The “old hag” happened to be the grandmother of Rubia Cuculla – a young firebrand not to be trifled with!

Rubis Cuculla is out for justice. If she cannot get it through the Magistrate, she will find some way to personally ruin Malus Lupus…


SCENARIO

Magnus Malus Lupus is aggressively trying to take over a few new buildings in a new neighborhood (“Seize the Suburb” objective). He gets 1 Victory Point per 50 points of defeated enemies, plus one Victory Point for each turn one of his faction is in control of any of the three target buildings, but suffers -1 Victory Point for each turn his rival’s faction is in control of a building.

Rubis Cuculla is simply out for blood (“Looking for Trouble” objective). She gets 1 Victory Point per 25 points of enemies defeated.

The scenario took place at midday - 12 civilians on the table. 


FORCES

Magnus Malus Lupus – Corrupt Property Owner
Q 3+, C 2, 50 points
Leader

Foreign Bodyguard
Q 4+, C 4, 42 points
Armed, Barbarous, Heavy Drinker, Protect Leader

Cretan Bodyguard
Q 3+, C 3, 60 points
Agile, Armed, Bow, Protect Leader

Armed Henchman
Q 4+, C 3, 36 points
Armed, Bellicose

Henchman
Q 4+, C 3, 27 points
Grey

Boxer
Q 2+, C 3, 83 points
Hard, Street Fighter



Rubia Cuculla - Faction Leader
Q 3+, C 3, 60 points
Leader

Cretan Bodyguard
Q 3+, C 3, 60 points
Agile, Armed, Bow, Protect Leader

Armed Henchman
Q 4+, C 3, 36 points
Armed, Bellicose

Henchman with Javelin
Q 4+, C 3, 27 points
Javelin

4x Henchmen
Q 4+, C 3, 27 points each
Grey

Blind Prophet
Q 2+, C 0, 8 points
Distracting, Slow, Short Move, Clumsy


THE GAME

Rolling for his Hard Drinking Foreign Bodyguard, he turned out to be "Slow" for this game. The Boy won the initiative roll and things were off and running...

(Remember: click on the pictures for a bigger version)


The terrain – as set up by The Girl – for this scenario. Magnus Malus Lupus and his men are entering the table on the left. Rubia Cuculla and her men are entering from the right. The three target buildings are marked with chests on the roofs.


Magnus Malus Lupus looking to expand into an new neighborhood.


Rubia Cuculla and her hanchmen ready to spread out to defend the neighborhood.


Turn One: The Boy goes first. Magnus Malus Lupus rolls two successes and parades into the neighborhood ahead of his men calling for them to follow (issuing a group move order). The Boy rolls a one and two twos… turn over. They were hesitating... something just didn't feel right about this neighborhood... 


Meanwhile, on The Girl’s end of the turn, she has better luck with the dice and contacts two of the target buildings, putting The Boy 2 victory points in the hole!?


Turn two… as before Magnus Malus Lupus rolls two successes. He declines to move any further into the neighborhood without his gang and issues another group move order. The Boy rolls two ones and a four… so the gang catches up.

At the bottom of the 2nd turn The Girl gets two guys in contact with the third target building and The Boy is now down 5 victory points!


On his next turn his guys get two actions and he cleverly gets one guy in the corner contacting TWO of the target buildings – so at least The Girl isn’t putting him 3 points in the hole each turn any more! Not sure if that's totally legit, but I let him do it since things were going so badly for him... 


The rest move out into the square by the neighborhood well.


On The Girl’s half of the turn her Cretan Bodyguard knocks down the leading henchman in the group and The Boy is now down 6 victory points….

We began to wonder about that – perhaps he shouldn’t be able to lose more than he’s gained…? Not allowed to go into the negative victory points….? This seemed a little harsh!

On The Boy’s turn he moves Magnus Malus Lupus once and that ends his and the downed guy what was not able get up was finished off by The Girl’s Cretan Bodyguard. 


On The Boy’s next turn he got Magnus Malus Lupus moving towards the third target building – hoping he may be able to at least contest it so he would stop losing points he didn’t even have yet (but not before he lost one more victory point)! The rest of the gang started moving through the square under withering fire from The Girl’s Cretan body Guard – in The Girls’ turn her Cretan Bodyguard shot The Boy’s Cretan Body guard who was recoiled by her arrows – and a civilian fled (on short) away…

On The Boy’s next turn he got Magnus Malus Lupus in contact with the third building so he would no longer be losing points. The Gang got one action so The Boy’s Cretan Archer fired back recoiling his opposite. The rest declined to move – partly to stay together as a group. Partly because the Foreign Bodyguard couldn’t move much further anyway otherwise he’d be beyond one long form the leader – something a bodyguard isn’t really supposed to do!


At the bottom of the Sixth Turn The Girl’s Cretan Bodyguard took down The Boy’s Foreign Bodyguard (and moved up her Blind Prophet).

The Boy, seeing no way out of this mess, conceded and fled the field with is remaining four faction members – dragging the bodies of the two fallen members with them… as it turned out the Foreign Bodyguard was seriously injured, but made a miraculous recovery and gained the Lucky special rule! The Henchman was not so lucky – his serious injury left his leg permanently crippled and thus gained the Short Move special rule.

The Girl Scored 7 Victory Points – 4VP for the faction members that fled the field and 3VP for the 78 points worth of foes her forces took out.

The Boy… ended with -8 Victory Points. I think in a campaign we’d call that zero – rather than taking away from points gained in previous games. I think the negative victory points should be counted for the scenario though – if it had been the reverse (The Girl with a not-so-great faction for the objective, setting up poorly, and having bad dice rolls) the boy could have racked up 8VP for himself – which The Girl would be hard pressed to recover from…

I had kind of wanted them to, despite all the wonderous toys I have available, design a faction with figures that I have that they would be able to make with the figures they have – so they could see how it works out. The boy, as I had kind of predicted, took a small number of high-point, hard-hitting brutes… which, I’m hoping he realizes, was PART of his downfall here.

I like “Seize the Suburb” it forces players to split up their forces and prevents a simple brawl in the center of the table… sometimes… You do need numbers to do this, though – enough to contest all three, with a large enough group of others to go clear off enemies from one building to start scoring Victory Points.

As the last week of our summer wraps up I’m hoping we’ll get in a few more games – next I’ll probably get them to try building some different warbands with their fantasy figures as we’ll be running a Song of Blades and Heroes/Song of Deeds and Glory campaign starting in September.


Coming soon on Tim’s Miniature Wargaming Blog:

More games. More figures painted – I have a bunch of Roman Legionaries I’m just finishing up.