Thursday, 24 August 2017

Hot rule on rule action!!!!

Hi all, having played quite a few games with the kids using a rule set of my own making and having a blast doing so,  i thought i would post the rules here on Wronghammer for those of you who want to try some simple games with your own kids or just want some rules that are so simple you can get a game done in less than an hour!. Now im not pretending to be an experienced writer of such things so they are written in what im going to lovingly call 'splurge' and may well require a degree of common sense and maybe a little house ruling to run depending on what you want to get from them but hey, i wrote them for a 6+ age range so they need to be somewhat 'loose'!. Also after writing the rules out i also realized the wall of text is a little...erm...bland....so i have got the camera out and made a few dioramas to break it up a bit.


BLOOD, GUTS AND SEVERED HEADS
(A wargame for all the family)

Note: These rules were developed (in the loosest sense!) using 20mm minis on a playing area of roughly 1 meter square, if you are using a different scale or size table you may want to tweak distances and ranges to fit your game.

Battle is joined!
(minis by Reaper, Mantic, Dark alliance, Mini art and Gripping Beast)


Forces
 Each player will require a force to play the game. A force consists of between around 20-40 minis organized into groups of troopers called units who move and fight together and single miniatures representing leaders or monsters. Units are made up of between 5 and 15 minis and leaders and monsters are always made up of just one mini (you could use a few minis on one base such as a chariot or similar). A force can be made up of any number of these in any combination. The only hard rule is every force has to have at least one leader.

Each unit is defined by 2 important pieces of information: Its movement type and weather its made up of light or heavy troops.

Movement types are Foot, Cavalry or fly. The type will dictate how far the troops move.

Light and Heavy refer to how the troops will react in a fight and how well they will cope with the stress of a battle. Light troops tend to be lightly armored and irregular, Heavy troops are well trained combat troops with good armor and equipment.

 Light troops tend to be less organized and lightly armed
( minis by Dark alliance,  Revell and Zvesda)
Heavy troops are better trained and armored, braver and better fighters.
(minis by dark alliance, Zvesda and Red box)


Some troops can be given missile attacks. These represent shooting and natural abilities that allow the troops to attack from a distance. Missile attacks are either Light or Heavy which dictates how far they can fire.

Missile attacks can be many different types, such as javalins, bows and black powder weapons!
(Minis by Zvesda, Hat and Dark Dream studio)


You need to note down both pieces of info for all the units in your force (as well as any missile attacks they may have) . Leaders and Monsters need these pieces of info too but also require you to give them 2 more things:
Attacks: How many dice they roll in combat (between 1-10).
Wounds:How much damage they can sustain before they are too injured to continue fighting (also between 1-10). If they are reduced to 0 wounds they are removed from the battle as a dead Leader or  Monster.
Note these down for each Leader and monster in your force.

Turns
The game is split up into turns which are split into phases. I have found 5 turns to be about right to play a quick game if you are using a scenario.

The phases are played through in turn as follows:
1: Order of play
   All players roll 1d6. The player that rolls highest (re-roll ties) goes first in each of the following      turns.

2:Shooting
   Any troops that wish to fire with any troops with missile attacks do so now. The player that is going first completes all his shooting followed by the rest of the players.

3: Movement
    Players take it in turns to move their forces, the player that is going first moves all the troops he wants to move before the other player moves the troops he wishes to move.
   
4: Combat
   All combats are worked out. All troops fight at the same time so its best to work from one side of the table to the other. Let the player who is going first decide witch side to start from.

5:Rally
  Any troops that are Running away like a screaming girl may attempt to blimmin well pull themselves together in this phase. The player going first must try to rally any troops he has that need to before the other player does so.

A scout party keep tabs on enemy movement
(minis by Red box and Hat)


Shooting
Troops that can shoot are troops that are armed with a missile attack. Shooting is worked out as follows:
Troops can only fire at enemies they can see, check they can see the troops they wish to target by ensuring their is an unbroken line between the troops and the target (use a ruler to check this). Troops that are shooting are assumed to be able to see all around so you can turn them to face a target if you want. If the firing troops can see all of their target they may fire as normal, if they can see some but not all of the target (e.g. only some of the unit they wish to fire at) the target is assumed to be in cover (note members of a unit behind other members of the same unit are not in cover, it only applies to troops behind something other then themselves!).

Next check the range of the weapons the firing troops are using, these are as follows:
Light missiles have a range of 30cm.
Heavy missiles have a range of 50cm.
Troops can only fire at targets that are within the relevant range for their attack.

If they can see their target and it is within range roll a number of dice equal to the number of troops in the unit, or if firing with a leader or monster a number of dice equal to its Attacks. If the target is in cover you must half the number of dice you are rolling (round up). Any dice that rolls a 6 causes a hit. For each hit caused remove one member of a unit or reduce a leader or mosters hits by 1. If you hit the target they need to test for running away like a screaming girl as described later!.

Moving troops
 All troops follow these rules when moving:

Troops can turn as often as they wish and have no 'facing' so they can move in any number of directions during a move,

Troops move the following distances:
Move type                 max distance
Foot                                    20cm
Cavalry                               30cm
Fly                                      40cm

With the exception of flying troops no minis may move through any others. It is best to leave at least a 3cm gap  between units.

You may measure distances at any time.

Troops in a unit must stay within 1cm of at least one other member of the same unit at all times. When moving units measure the move of one member and then move all members remembering the 1cm distance as this speeds up play.

Terrain pieces slow down any troops moving over/through them. Troops moving through terrain are forced to half their whole move to take this into account. Troops may end their move inside terrain pieces if the minis can stand in/on them without support.

Any troops that come into contact with an opposing trooper during a move ends its move when contact is made. The troops are now in combat with the troops it has contacted.. In the case of Units all troops in a unit are moved to make it clear that they are in combat with the opponents.
FIGHT!!!!! (even though only some of the troops are in contact all the troops are fighting)
(minis by Itelari and Ceaser)


Flying troops can move over friendly troops and may also move over terrain without reducing the distance they have moved. They may finish a move purched in/on terrain if they can stay there without being supported.

Combat
Any troops that are in contact with enemy troops are in combat. When in combat each unit rolls the number of dice equal to the number of minis in the unit. Leaders and monsters roll a number of dice equal to their attacks. Heavy troops cause one hit for every 5 or 6 they roll, light troops cause one hit for every 6 they roll. For each hit caused remove one member of the opposing unit or reduce a leader or monsters wounds by 1. When rolling to hit both sides roll at the same time. The side that causes the most hits forces the enemy to test for running away like a screaming girl as described below.

Where troops are in combat with more than one enemy thy may split their dice between the enemies but must announce how many dice they are rolling against each target before rolling (use different coloured dice for each target if its easier).

running away like a screaming girl
 When you are required to test this roll 2d6. You need to roll equal to or less than the following number:
Light troops need 7 or less.
Heavy troops need 8 or less.
Leaders and monsters need 9 or less.

You may minus one from the dice roll if a Leader is within 20cm.
If you have been forced to test as a result of a combat you must add the number of hits the enemy caused minus the number of hits you caused to the dice roll ( for example if you caused 2 hits and the enemy caused 3 hits you must add 1 to the dice roll).

If you roll equal to or less than the number you need you pass the test and can continue as normal.
If you roll more than the number you need your troops that are testing will run away (screaming like little girls!). They must move their full move for their movement type directly away from the cause of the test in a way that brings them closer to the table edge they set up on than they were before the test. If such a move would take them over that edge then they have run off and are out of the game!.
'AAARRRGGGGHHHH!!!! RUN AWAY!!!' ,the Light foot are sent packing!!!
(minis by Hat, B&M and Zvesda)

Rally
 In this phase any troops that are running away like a screaming girls must test to get back into the fight. To do this test for running away like a screaming girl again with those troops as described above. If they pass the test they turn around and are ready to use as normal next turn. If they fail they have run off for good and need to be taken off the table and are out of the game!. 
Ending the game
 The game ends when either:
 Set victory conditions are met by either side if playing a scenario (you should play a scenario, they are brilliant).
One side looses all their leaders or all their units.

When this happens the player that met the victory conditions or made the opponent loose all his units or all his leaders wins, and can do a victory dance around the table and force his opponent to either fetch snacks of his choice or sing a song of his choosing!. But if you all have fun then you are all winners and thats the point......yay gaming!.

Stuck between a rock and a shite load of horses!!
(minis by Red box)


Other gubbins
Listed below are some other bits and pieces that can be used to add a little bit extra to a game, its up to you and your opponents which (if any) you want to include.

Troop upgrades
 I have tried to hold back on the use of this type of thing to make the rules as simple as i can so below are a small selection of upgrades that can be given to any troops, make sure you make a note of any upgrades troops have been given.

-Scary
  This would be used for any troops that would turn a normal troopers bowels to water!. Big monsters, the undead, troops with a reputation for going above and beyond in the name of violence....that kind of thing.
 Any troops listed as scary that force an opponent to test for running away like a screaming girl may make the opponent add 1 to his dice roll for that test.

-Brave
  The opposite of scary. Troops with this ability are the stoic types that laugh in the face of danger....or are too stupid to know when death is about to claim them!.
 Any troops with this upgrade may reduce the dice by 1 every time they have to test for running away like a screaming girl.

-Charge
  This is best used by knights and other offensive horse or those super quick foot that rely on doing a ton of damage before the enemy know they are even there!.
 Troops with this ability may attack before an opponent if they move into contact with them during this turns move phase. The troops roll all their attacks as normal and remove troops from units or wounds from Leaders and Monsters, the enemy that are left may then roll their attacks. Any troops lost to the Charging enemy may not roll to attack!.

-Long reach
  This can be used to represent troops that can out reach an enemy if they can hold them at a distance, im thinking of troops like pike men (because pike men are cool!).
 This upgrade is just like charge but allows troops that are moved into by an enemy to roll their attacks before the enemy get to strike back!.

Wizards
 If you want you can include up to one Leader with the ability to use magic. A Wizard  acts just like any other Leader but may also cast one of the spells below during their sides shooting phase (if they cast a spell they may not fire missile attacks that turn). The spell takes effect right away.

Spells

'Ye will eat my ruddy great ball of flaming death you ungodly cads!'
 This spell allows the wizard to make a Light missile attack which rolls 1d6+2 attack dice. Cover is ignored by this spell!.

'Run, run to the hills ye wearers of frilly girls underwear!.'
 This spell counts as a Heavy ranged attack but instead of rolling to hit the selected target must test for running away like a screaming girl.

'Godzukes, i cannot suffer to see you bleed, i will heal thee goodly!.'
 This spell counts as a Light ranged attack and allows any Leader or Monster regain half their lost wounds (rounding down).

Any player wishing to cast a spell MUST point their finger as if casting the spell themselves and say the title of the spell in dramatic wizard style (i.e. your best Gandalf!). If you fail to do so the spell fails to work!.

AMBUSH!!, The orcs spring their trap!
(minis by Dark alliance, Games Workshop and Hat)


Points
 Oh alright you can have a point system to make your forces more ballanced. This system has not been tested much and there fore is bound to be open to abuse. (if an opponent fudges his force to gain as much advantage as he can with a disregard for flavor hes not the type of person you should be playing anyway!).

150 points worth of death!!
(minis by Ceaser, Zvesda and papo)


The basics
Units
The following costs are per man and once you have worked out the cost of one member of the unit you need to multiply the cost by the number of minis in the unit. Units must be made of identical troops.

  Types: Light 1pt       heavy 2pts  
               Foot 0pts     Cavalry 1pt   Fly 3pts

Missile attack: Light 1pt   Heavy 2pts

Upgrades:  Scary or brave 1pt        Charge or Long reach 2pts

Leaders and Monsters
 These are worked out differently. You use the costs above but do the following:
Once you have worked out the total cost for the above you then need to work out the cost of Attacks and Wounds.
For each of these the cost is the total already reached multiplied by the number of Attacks you wish to have. You then take the cost worked out above before you multiplied it for Attacks and multiply it by the number of Wounds.

Put simply it looks like this:
                                                                                       NUMBER OF ATTACKS 
(TYPES + MISSILE ATTACKS+ UPGRADES) x                        +                       = TOTAL COST
                                                                                       NUMBER OF WOUNDS

For example if i build the following  Leader it would cost......

Heavy + foot + Brave = 3pts. x 6 attacks = 18pts.
                                                x 8 wounds= 24pts + 3pts +18pts = 45pts.

Wizards cost an extra 15pts after the total cost has been worked out.

A small game can be played using about 100 points, 300+ points would make quite a large game.

Like i said, i am sure to have missed bits and stuff that happens on the table will not be covered but you are smart people (with a great taste in blogs) so im sure you can resolve stuff like that!. 

........Anyway, till next time........





Monday, 21 August 2017

Sprinklings of fear....Getting the kids in on the act!

In my last post i mentioned i was going to float the idea of a campaign to the sprinklings (well sprinkling 2: Son of Sprinks and sprinkling 3: the Revenge anyway, although Sprinkling 1: the Spawning did do some of the wonderful photography included in this post). They not only failed to glaze over and dribble while i was explaining what that meant to them but to my surprise jumped at the idea!. We set about coming up with some ideas for games and i let them ransack my mini collection to pick their forces ( my nerves will never be the same again!). Having settled on forces of their choosing ( Undead for Sprinkling 2 and an Egyptian(ish) force for Sprinkling 3 because they had an 'AWESOME GIANT SNAKE!!!!!',  more of which later) we sat down to come up with an idea for a background and drew a campaign map. This one as it goes:
I had fun doing this i have to admit!.
The basic premise was that an old necromancer was banished to the Castle of Death by the old King of the City of peace. The King has now passed away and his son crowned. This has prompted the Necromancer to summon his forces and have a go at the old 'overthrow the King and take the throne for your own evil ends' game!. Each place on the map represents an area a game could take place in, working from the first meeting of the two forces in the wonderfully named Plane of Mid-Death (because its in the middle according to the Sprinklings). Winning a game allows you to 'push back' the enemy one area towards their capital (for example if the Undead win at the plane of mid death the next game will be at the Oasis of palm etc. Each area will be contested by using a scenario written by me (i.e. rubbish!) and can only be played once to avoid the 'yo yo' effect between two areas. The campaign is over when a player looses a game for his capital ( The City of Peace and the Castle of Death) or if all other areas have been fought over by winning in the final area.....or when one of the Sprinklings has a paddy and refuses to take part any more!.
So far lots of fun has been had (and the rules i strung together are holding up to the stress of battle at the mo which is a minor miracle!). We have played the first two games......

THE PLANE OF MID DEATH!
 We began with a basic line 'em up and kick them in type game to get us all into it, i wont go into too much detail but it went sort of like this:

The forces of the City of Peace out looking for undead to (re)murder!. They have a leader (called Pher-o i think), 2 units of Warriors, some archers and the AWESOME GIANT SNAKE!!!.
The minis are a mix of Ceaser and Zvesda, i think the cobra may be papo but im hazy on that one. The forces of the City of Peace are all based on yellow bases with a black trim.

The deadly Necromancer himself inspects his forces!. He has a leader called Dee Ceased, A unit of undead Knights, some warriors and a unit of Marsh Zombies.
They are all Dark Alliance minis and are based on black bases with white trim.....and of course a sinister and chilling mist that is not cotton wool, its mist....... honest!.

The picturesque Mid Death, just before lunch. On a Friday.
I would do a big write up but this picture shows off the generalship, cunning stratagems and tactical wonder pulled off by both leaders:
PILE IN!!!!!!!

Im just kidding they had loads of fun despite giving Dad brain ache while he tried to de-tangle the multiple combats across the table!. In the end Dee Ceased fell attempting to fend of the Snake and his mates leaving the Plane safe in the hands of the forces of peace!.
'Dead again, what am i like?!'

That meant the next game was at the Swamp of Doom as the forces of Peace pressed on towards the Castle of Death!. For that game i set up the table with patches of marsh that was impassable to all troops except Marsh Zombies. The forces of Peace had to get one unit out of the Swamp by moving off the Undead table edge, the Undead had 5 turns to stop them doing so....however, all the undeads Marsh Zombies were left off table and Sprinkling 2 wad given some 'Marsh Markers' that were tokens to be split up between the marsh sections on the table. These were used to set up zombie units in the marshes, hidden from the other side. Three of the markers represented zombie units and the rest were decoys to represent the fact that the enemy would have been weary of the marshes but not know if anything was in them or not. In his move phase the undead player could flip over any of these markers and reveal them to the opposition. He could then deploy any Zombies revealed in the area of marsh ready to be used that turn!. This did allow a small amount of suspense but sprinkling 3 was not too bothered by the hidden Zombies, he just wanted to kill anything that moved regardless!.

Sprinkling 3 shows his attitude towards Marsh Zombies!.
Anyway, the game went rather well, here are the potted highlights:
A swamp, Doom sold seperately!. (the square cards in the dark green 'marshes' are the Marsh markers for the undead).

The Peace loving goodies stormed forward, which looked like a great idea until it became clear that Sprinkling 3 had no intention to move forces off the table but to try to beat up any undead they could get their spears into!.
FORWARD!!!!!

Zombie Ogres emerge from the Marsh to smash the Knights of Peace!
The leaders tussle as more Zombies come forth!
The forces of peace make a breakthrough on the flank.....Only to charge back in next turn!.
The action ends with the last of the forces of Peace running for less smelly pastures and the Swamp in the cold dead hands of the Undead!

Both of the Sprinklings have been having fun with this and have been nagging like mad to play the next game, which will be ready for the next rainy day (which here in the U.K. will be any day you like!). So its onwards to the Oasis of Palm and an Undead ambush on the forces of peace! (cue scary organ music and demented cackling!). 
 Anyway......till next time.......







Saturday, 5 August 2017

Of life and distractions

Hi all. In the last post i mentioned the next post would be doing something special......well....um....still planning to and all that but, well, life and all that stuff have put their heads together to ensure that has gone on the back burner for now. In fact gaming related stuff in general has gone a bit quieter, but not dried up totally thank the dice gods (i always thought they hated me as well!).
First off, these new old school beauties turned up!.
Actually it was the first three books not the ones shown but you get the idea!.
These are the iron wind redos of the original ral partha rules and they are very cool,  kind of the middle ground between oldhammer and lion/dragon rampant. They have greater flexibility in force creation and representing different troop types on the table than the rampants but play quickly and cleanly like those newer systems and don't tend to 'bog down' like every edition of warhammer ever!. Also they use a set unit size that is the same as the sizes used in the rampants so forces for one system will transfer to the other. Anyway i have been giving them a spin of late when time has permitted and am enjoying them. If i get my life back anytime soon i will try to use them for a game report.

Also although i have not been gaming i did win a huge lot of minis on the dreaded bay of e at a very reasonable price ( judging by the fact that Mrs Sprinks only swore a bit, the mark against which i judge the cost of all my ebay halls!) that i think fill in the gaps i had remaining for the setting i am building so de-spruing, gluing and basing have been filling in those tiny gaps of free time we all take for granted.

Lastly the summer hols are here so the demands of distracting the sprinklings has taken its toll on the free time me and mrs Sprinks normally get to enjoy however gaming has won some brownie points here as i banged together a quick set of rules to get the imps tablewards and much fun resulted!. 




 Hopefully more gaming sessions may occur (and if the rules actually stand up to the stresses of the table i may post them for you to use with your own sproglettes). They even looked interested when i explained we could link games to make a story called a campaign! (i will turn them to the dark side!). 

Anyhoo, just a quick update to show that hobby stuff has yet to die here at cassa del Sprinks (but is a little bit sniffly)......Till next time!.

Wednesday, 12 July 2017

Mentally Terraforming: Tanks but no Tanks (AAR)

 I admit this game has been a strange one to write up what with the prologue being split over the previous two posts (Down the bottom of this one and the whole of this one). However 'normal' service is about to be resumed as bellow is the whole bloomin' report and also the details of the scenario i made up and played!. This is also a bit of a first for me as its the first documented ding dong between Verland and the Guilds, which has been in the offing in my mangled brain for quite some time!.

The scenario
  As the prologues suggest the game is set in the disputed state of Arradan in one of the many areas of no mans land that lay within its borders. A run away experimental Steam tank made by the Guilds has come to a stop and is stranded between two advancing forces intent on capturing it for their own ends!. The object of the game is to lay claim to the stricken tank and to drive off the enemy.

The rules
 deployment: The opposing forces set up on opposite table edges according to the normal deployment rules. I used the basic Kings of War rules by mantic but whatever rule set you are using as long as the armies are set up on  opposite table edges with a good area of open ground between the two.

 The tank: The steam tank needs to be placed in the middle of the table an equal(ish) distance between the two forces. It is well and truly broken. The crew of the tank are inside trying to bodge anything they can to get it moving again. To represent the attempted fix the Guild player may roll 1d6 at the end of his turn and consult the table below to see if the crew have managed to do anything!.

             1D6 roll                     Result
              1-4                            No luck!, the tank is still broken.
                5                              Fixed the cannon!, the tank itself is broken but the cannon is fixed, It
                                               counts as a cannon with a 360 degree field of fire that the Guild player
                                               controls.
                6                             Bodged it!, The tank may move up to 3 inches per turn and may turn up
                                               to 90 degrees before moving. The cannon is still broken unless you have
                                               rolled a 5 in a previous turn.

  The tank may not charge into combat and may not fight in any way. If it is fixed in any way the opposing Verland troops may attack it as normal. It has 1d6 hits (determined at the start of each  attack) and counts as having heavy armour (whatever that is in the system you are using, its Wronghammer, bodge it!).  Should any attacking enemy reduce the tanks hits to zero it counts as broken again and will loose the cannon and/or any movement it may had gained.

Winning: The Verland force wins if it manages to get 1 unit of unengaged troops within 5 inches of the tank at the end of the game with no Guild forces within 5 inches of the tank. Any other result is a win for whichever force kills the most enemy troops.

The forces: I used 1500 point forces for each side to give a large(ish) game. Feel free to use any size you like. Its your game after all!

GENARAL FALLACS VERLAND REPO FORCE!

Rear left to right: Pike horde, Militia horde, Pole-arms horde.
Front left to right: Crossbow regiment, General Fallac on Quentin the great eagle (counts as General on winged beast), Scout sargent Fitzerran (counts as a Hero), Crossbow regiment.

From left: Border guard regiment (mounted sargeants), Royal Guard horse regiment (count as Knights with elite), Verland Knights regiment.

The verland force are based on red and white bases and are made up of minis by Red box, Mini art and Strelets.

COMMANDER ALRRANS GUILD RECLAMATION CREW!

From rear: 2 Cannon, Commander Allran (general on horse), Pike and shot horde (a pike horde with the Ra and Special of an Arquebusier regiment).
Front: Enforcer regiment (count as foot guard with the Ra and Special of an Arquebusier troop), Pike and Shot horde (see above), Swordsmen regiment (count as shield wall).

From left: Two Guild lancer regiments (count as Knights)

The Guild forces are based on Red and Yellow bases. The force is made up of minis by Zvesda, Ceaser, Revell, A call to arms and Red box.

THE TABLE

Another quiet day in the peaceful wastes of Arradan. (photo taken from the Arradan tourist board archive).

SET UP

The center with the stricken Steam tank in the middle, Verland to the Left and the Guild force on the right.

                                              The Verland battle line ready to attack!

The Border guard and Royal guard ready to sweep the right flank.

                           Crossbows and Knights watch the left ready to spring into action!.
                             In response the Guild forces form a gun line in the center.

The horse prepare to take high ground on the flank.

The swords form a reserve to warn off any attempt to turn the gun line.
IN TO ACTION!
  The Guild horse waste no time and advance as far as they can on the Guild left ready to take the hills overlooking the tank.
In the center the guns roar.....targeting the unfortunate Militia!, the whole gun line pour shot after shot into the volunteer troopers!. Their nerve almost deserting them they just about hold on but are wavering, remaining in a disordered state!.
KABLOODYBOOM!!!!!!!!

Hearing the thunder of hooves in the ruins the Swords advance to cover the flank.
In response the Verland line attempts to push forward, however the disordered Militia block the Pole-armed troops path meaning only the Pikes and the hero can get forward!.
Not exactly a steady advance!.
On the Verland left the General and Knights advance to cut off the Guild Lancers. The crossbows on the hill open fire. On the other flank the Verland horse prepare to charge!.

'Prepare to Charge!!!!, mind the dice!!!'
Seeing the Verland pike advancing the Guild guns roar!, The pike take a pounding but hold fast!.

On the flank a Lancer regiment charge the Verland knights while the other regiment advances on the hill.
The crunching charge of the Lancers causes the brave Verland Knights to rout!.

On the opposite flank the Verland horse smash aside the Guild swords. In the center the Militia finally restore order in their ranks and advance freeing up the Poles to also move towards the steam tank.

The crossbow regiments re-position themselves to fire on the Guild lancer regiments damaging both!.
New Verland smokey crossbows in action!.
(I classed the Verland missile troops as crossbows to make them less powerful than their opposite numbers as both forces have black powder but the Guilds are more advanced in its use!)
.Seizing his chance while the Missiles rained down on the lancers General Fallac drove Quentin into the flank of the closest enemy regiment.....

Causing no damage whatsoever!!!.
In response the Lancers pivoted and crashed into the Great eagle destroying it and its rider!. The other Lancer regiment charged up the hill into the crossbows who although badly damaged stand in the face of the onslaught!.
On the left the Enforcers and a cannon turn to fire at the Horsemen sweeping around the ruins but failing to stop the advance.
The main gun line continue to pour fire into the advancing enemy. The pike again get the worst of it and eventually rout!.
Inside the Tank the crew finally manage to fix the cannon!, Much whooping and backslapping can be heard from the machine, confusing all that hear it!.
The rout of the Pike horde left the Verland center weakened so the Pole armed troops made for the Steam tank and charged it but fail to do enough damage to break it again.
The horse charge headlong into the cannon and smash it to splinters!


Things take a turn for the worst for the Verland force as the Lancers charge the crossbows again wiping them out leaving the left in the hands of the Guild horse, the other lancer regiment double back towards the tank.
W-W-W-W-WIPEOUT!!!!
In the center the Pike and shot horde break ranks to attack the Militia routing them too!.

And worst of all the Enforcers throw themselves at the Royal guard horse busy smashing the cannon but do minimal damage.......
......but when the Royal guard test to rout they roll a double 6!, automatic rout!. The Verland forces loose 3 units in one turn!. TThen the crew in the tank manage to fix it again meaning it can now move and fire!!.
The Verland Border guard charge the victorious Enforcers but fail to do much damage. The pole armed horde charge the Tank again damaging it enough to undo all the good work of the crew, who can be heard sobbing and cursing in equal measure!.
'I think its the boiler!'
Seeing the battle go against his side Scout sargeant Fitzerran chooses to try to regain some momentum for his troops and charges the closest Pike and shot horde!.......Because hes not cleaver!.
'aaarrrrggghhhhh!!!! WHAT THE HELL AM I DOING!!!!?????!!!!'
Not surprisingly he failed to do enough damage to rout them!. With the battle drawing to a close the pike and shot horde charged Fitzerran back but failed to do any damage!. A regiment of Lancers move closer to the tank in order to contest it as an objective. The last action of the game of note saw the Verland Border guard rout the Enforcers but it was too little too late!
The battle draws to a close.
At the end the tank lies between the Verland pole-arms and the Guild Lancers, the Verland force is all but broken and so is forced to withdraw without their objective. Once again the Guilds have proved that their superior fire power and training win out over tradition and heart!. 

Well that was alot of pictures!. I may move away from the Mentally Terraforming stuff for a bit. I have big plans for the next post.....something about a challenge.....i seem to recall some quotes somewhere along the line....... I just hope it comes together quicker than the saga detailed above!!.

Anyhow, thank you for taking the time to read this chapter of my silly little corner of the interweb....till next time!.....









Tuesday, 11 July 2017

Mentally terraforming: Tanks but no tanks (prologue part 2 lalalalallongtitlelalalalaalal!!)

 Well that took a while!. Its been sooooo long since my last post. A working life that can only be described as being as much fun as wading through a lake of tepid diarrhea is mostly to blame so boo to work and its inane hobby smothering pantsness!!!. However, i have just about managed to nick the required time to piece together a slightly longer prologue than the first part in my last post so without further ado......

  '...Its broken Commander, kaput, shafted, knackered, beyond repair and whats worse its stranded in no mans land!, how it got so far we cant say, we think the rudder got stuck some how but we cant be sure of course!'. Blurted Head engineer Vallin as he struggled to keep pace with the commander striding through the camp. The Commander stopped abruptly causing Vallin to bounce off of him, almost making him to loose his footing. 'I dont want to hear this Vallin, we need this prototype to work and to know it works we at the very least need to know where it is!.....and where is it do you think?'. The Commanders gaze bored into Vallin, the heat of the Arradan wastes seemed to triple causing him to loosen his collar. 'Well.....' he started. 'Well?' answered the Commander testily. 'Well' Vallin continued, 'it was headed in the general direction of...of.....'. 'Yes, of.....' Mimicked the Commander trying to hurry Vallin. ......Of the.....well.....the....'.continued Vallin nervously. 'Well, the what?' Interrupted the Commander again. '....The enemy....er...sir'. offered Vallin staring at the dusty ground. The Commander raised his fingers to his temples and massaged them roughly. 'The very advanced, very expensive, highly important war machine of the future, the very highest achievement of the greatest collection of Guild weapon smiths on the planet is in the hands of the very enemy we are attempting to destroy with it?' 'Well maybe not in their hands sir, it may have broken down before it got to them and my best men are on board sir, they will do all they can to fix it sir, if it can be done they will get it back to us sir you can count on that sir'. The Commander raised his hands to the sky, 'Well why dident you say so Vallin?' he replied sarcastically,' Your best men...tell me can they fight?'. 'Well no sir not much they are engineers sir' Vallin answered. 'And can they find water and food in the wastes?', asked the Commander. 'Well thats not part of their training no sir'. 'And do you think the enemys scouts can fight?, do you think they can track?, do you think they can find water and food out there in no mans land?'. 'Well yes Commander'. 'So your best men are soon to be ex best men dont you think Vallin, and who will that leave with our shiny new state of the art Steam Tank do you think?' Asked the Commander with a calmness that dripped with menace. 'Errr....well......point taken Commander'. replied Vallin meekly, shrinking before the Commanders gaze. 'As usual you and your blundering stupidity have dropped me in it Vallin, we have to present the findings of this pet steam project to the Governor in three days...three bloody days and you have lost it!, as per usual it falls to me to fix the problem. Dont worry i'll lead out the entire camp worth of troops to get it back, i'll launch an offensive when we have been ordered not to engage , i'll risk the lives of all the men under my command to fix you and the engineering guilds problem...AGAIN!'. With that the Commander turned sharply and marched towards his tent barking orders for the troops to ready themselves once more........