Sunday, 18 October 2015

The Complex Temple - More Frostgrave

After Petunia Gladiolus' abortive attempt to enter Sandgrave and acquire artefacts, it was her twin sister's turn to try. Peony Gladiolus was certain that she would succeed where her sister had failed. She had recruited the best soldiers she could find, and, like her sister, had a budding apprentice whose skills should be up to the task.

As she approached the old temple, she espied the witch that her sister had warned her about. Curious how both should seek to plunder these ruins at the same time. Perhaps the witch was a rival to House Gladiolus too. She would have to sort that out.

We rolled the Complex Temple scenario. This one requires six pillars on the board that must be 'fought' to gain the treasure they contain. We marked the objective pillars with treasure tokens. Steve's warband was four levels higher than mine, and had the advantage of around 500gc for buying troops, as well as having several magic weapons. Therefore I planned to use my Chronomancer's 'Fleet Foot' and 'Leap' spells to grab the loot and run. If I could avoid fighting too much, I could survive the fight and perhaps close the gap between the two warbands.

As both warbands approached the temple, The apprentice cast a Leap spell on Kurt the Thug and transported him immediately to a likely spot for finding treasure. He quickly found the treasure and started running for home with it. Peony cast Fleet Foot on Young Kurt the Mendacious, her warband's thief, who sprinted towards the treasure too. Meanwhile her thugs formed a shieldwall intent on defending the treasure grabbers.

Gunnhild the Knight was Leapt to the treasure but failed to find it. All too soon she was surrounded by the enemy and cut down. However, while this was happening, a combination of bow-fire and Bone Dart spells was whittling the enemy numbers down to the point where the enemy witch had to cast Fog to give his troops some cover. However, this was not enough. Peony and her troops, though bloodied, ganged up on and picked off piecemeal the scattered enemy. Soon she held the field and half the treasure. Her first foray into Sandgrave had gone well.

Yes, the game was a draw with each of us getting three treasure tokens, but I had successfully taken out three-quarters of Steve's warband. I was happy with that. However, the treasure rolls were not so good. I got two grimoires, a Horn of Destruction, and 300gc. Steve got something like 700gc or so. The grimoires are useless to me right now, although they will be useful later in the campaign if my wizard survives. I would have been happier with more gold so that I could bring my warband's level up to that of Steve's.

Current campaign standings:
Peony Gladiolus (Level 3 Chronomancer) with warband worth 810gc.
Rasgor (Level 7 Witch) with warband worth approx 1000gc.

My plan for the next scenario must be to inch back a little bit of ground. If I get the opportunity to take out his Witch with my Chronomancer then I shall be particularly pleased, but playing for a draw until I have enough gold to match Steve's warband size might not be a bad idea for now.

Saturday, 10 October 2015

The Wizard's House: A Frostgrave mini-AAR

We played Frostgrave on Tuesday evening. This was our third game and the start of a mini-campaign. The idea is to play half a dozen games and see how the wizards progress. With that under our belt, we will then have a clue about any changes that need to be made for an extended campaign. I have read much over on the Lead Adventures forum about how the campaign as written does not work well, and how a variety of house rules need to be implemented to make it feasible. Well, now we are about to find out.

Both Steve and I had bought the original Nickstarter from North Star, when the game was first offered up for pre-order. I got the Chronomancer, because I thought the figures were cool, and I love the whole idea of a wizard whose focus is on wibbly wobbly timey wimey stuff. Steve got the Witch. I really like the figures, and find the plastic minions interesting to build and paint.

So, Steve had a Witch, an apprentice, a barbarian, two archers, four thugs and a thief. I had a Chronomancer, an apprentice, a templar, two crossbowmen, three thugs and two thieves. We rolled for scenario and got The Wizard's House. This meant that all the treasure was gathered in the centre of the table guarded by animated statues. Here follow's Rasgor the Witch's version of events as he and Petunia Gladiolus entered Sandgrave in search of treasure and magic (our setting is Sandgrave because I have lots of desert terrain in the right scale).

It had taken Rasgor many months to gather the right people from the tribes. It had taken even longer to convince the chief to allow him to go. Especially with one of the Chief’s sons, Doug, who was already one of the finest warriors in the Steppes.

This would be their first true foray into the city of Sandgrave. They had scouted the area for the last few weeks, searching for a suitable place to begin their exploration. Yesterday they had stumbled across these ruins, so after looking them over they had returned today.

Just as they approached the ruins, they had noticed another band arriving from the opposite side. Rasgor had taken Doug, Mirk and Tug to the left, while his apprentice Naseby lead Slight the Thief, Nug and Beck to the right. Cal and Dirk approached the centre of the building. Rasgor called upon the spirit to give Mirk strength and Mirk felt the power flow into him.

Suddenly a crossbowman let fly and Tug dropped his bow as he crumpled to the ground. Doug and Mirk ran forward into cover, while Rasgor send forth a dart and had the satisfaction of seeing the assailant crumple to the floor clutching his throat.

Inside the ruins stood six statues, each with a chest at their feet. One of the opposing force charged forward and grabbed a chest, as he lifted it from the ground the statue began to move towards him. At which point Slight sprinted around the corner only to become entangled in the fight. The statue knocked one to the floor and then the next. As Cal picked up another chest, the statue guarding this came to life. Rasgor cast a Strength spell on her, as Doug, Mirk and Dirk ran to help her. The opposing force seemed to be tied up by the statues themselves.

Nug eventually won an archery duel with a crossbowman on the right hand side, but before he could celebrate a door crashed open to his right and a huge bear lumbered out. Doug had found himself in no man’s land between the two groups, as a wall appeared behind him. He attempted to charge the opposing wizard, but it was as though a glamour were cast on him. He shook his black maned head to clear his head then charged forward again knocking down the wizard before turning on her apprentice cowering in the corner.

The rest of the statues were soon defeated and the bear was soon skinned. Tug, Beck and Slight had all suffered only superficial wounds, they would be stiff and sore for a few days, but a barrel round the fire would soon ease those pains.

The game was a whitewash. My entire warband was put out of the fight. I got no treasure. Worse yet, my templar (my best soldier) actually died in the post-game rolling for wounds. I did, however, gain one level.

Steve gained four levels for his wizard and got all the treasure. I cannot remember exactly how much treasure he got, but I remember him getting a whole bunch of scrolls, a couple of magic weapons and a couple of grimoires as well as lots of gold. In the next game I shall be facing a warband that should be worth nearly double mine, and whose wizard will be higher level.

With Steve's superiority in firepower in mind, I do not want to start with a warband that is worth 80% of a starting warband and thus is so much further behind Steve's warband  that I shall almost certainly be creamed again next time. Therefore, my wizard has retired to her country mansion and I shall start a new warband next time. I lose the level gained, but get to choose a bunch of different spells to see if my Chronomancer can be more effective, and I also start with a full-strength warband. I plan to try to grab some treasure, gain a level if possible, and, most importantly, keep my whole warband alive next time. Unless my dice are on fire, I doubt I can win the next game, so I shall instead try for damage limitation.

One thing I have become aware of since starting playing the game and reading about it on the forum is that Chronomancers are probably the weakest wizards in the game. I wish I had realised that before picking the shiniest figures for my warband! Ah well, I shall just have to play more cunningly. That will include destroying Steve's dice which rolled more 20s (critical hits) than they should have in the last game. He had better not leave them unaccompanied at any point ...

Tuesday, 26 May 2015

Viking berserkers in wargames - a thesis and some notes

Gosh, it's been quiet round here. I have several games to write reports on, although they may just be short notes and photos at this late date, but they are languishing in the doldrums of lack of desire to edit the photos and write about them. However, I have just been informed that my PhD has gone live on the Nottingham eTheses website, so, instead of writing battle reports, and while my work on turning my PhD into a thrilling bestseller falters along like a 3 minute old foal, I offer the chance to read my deathless prose offline by downloading my thesis, while waiting for the next gaming related post. Alternatively, you could wait for a more reader-friendly version when the book is finally published. Click the title below to go to the page for my thesis. It's a 31Mb download. You have been warned. I've also added some thoughts after the abstract on what my conclusions mean for a Viking wargame army.

Berserkir: A re-examination of the phenomenon in literature and life
This thesis discusses whether berserkir really went berserk. It proposes revised paradigms for berserkir as they existed in the Viking Age and as depicted in Old Norse literature. It clarifies the Viking Age berserkr as an elite warrior whose practices have a function in warfare and ritual life rather than as an example of aberrant behaviour, and considers how usage of PDE ‘berserk’ may affect the framing of research questions about berserkir through analysis of depictions in modern popular culture. The analysis shows how berserksgangr has received greater attention than it warrants with the emphasis being on how berserkir went berserk. A critical review of Old Norse literature shows that berserkir do not go berserk, and suggests that berserksgangr was a calculated form of posturing and a ritual activity designed to bolster the courage of the berserkr.

It shows how the medieval concept of berserkir  was more nuanced and less negative than is usually believed, as demonstrated by the contemporaneous existence in narratives of berserkir as king’s men, hall challengers, hólmgöngumenn, Viking raiders, and Christian champions, and by the presence of men with the byname berserkr in fourtheenth-century documents. Old Norse literature is related to pre-Viking Age evidence to show that warriors wearing wolfskins existed and can be related to berserkir , thus making it possible to produce models for Viking Age and medieval concepts of berserkir .

The modern view of berserkir is analysed and shows that frenzy is the dominant attribute, despite going berserk not being a useful attribute in Viking Age warfare which relied upon men holding a line steady rather than charging individually.

The thesis concludes that ON berserkr may be best translated as PDE ‘champion’, while PDE ‘berserker’ describes the type of uncontrollable warrior most commonly envisaged when discussing berserkir .

Most illustrations have been removed from the digital version of this thesis for copyright reasons. The references in the captions guide the reader to the original source for those illustrations.

What this means for Viking armies in wargames
In the first instance, it means an end to psycho nutjobs with no clothes and lots of special rules, not that I am the first to have written this. Berserkir were champions and bodyguards. They fought in the same manner as the other warriors in the army, but better. Their defining features such as the howling and shield-biting (or spell-chanting as I have suggested as an alternative interpretation) happened before the battle and were not part of an intrinsic berserk state, despite what popular culture says. To reflect their attributes, they would be the best armed and best armoured troops in the army, and they would be grouped around a leader. How this applies to your games will depend upon the scale of the game.

You might have an entire warband of these guys in a skirmish game, reflecting a lord and his immediate retinue going off to do a bit of plundering, or to rescue a foreign lord from the monster plaguing his hall. Your leader might be a berserkr with a following of local levies and assorted warriors. You might have one or two berserkir with a leader and then a group of levies and assorted warriors. The permutations are as many as the possible scenarios around why a leader is on his own or only accompanied by a couple of his champions.

In a big battle game, the representation will depend upon how you perceive the structure of the army. If you think the best warriors could be spread among the rabble to raise their discipline, then you would simply improve the average quality of many/all units in the army. If you think, as do I, that the berserkir would be gathered around their lord and his standard, then you should use the highest quality troop type in your army for the stands of your leaders/generals. This does not mean picking the highest quality in the army list. I doubt all lords and their retinues were of equal quality, and the number of men in a lord's personal retinue is highly unlikely to be equal to the notional number of men comprising a unit or stand in most big battle games. This means that the effect of the best troops will be diluted, so you might have a unit of veteran huskarls to represent the berserkir and the best troops, instead of automatically representing the unit as elite huskarls.

The actual physical representation of these troops is more difficult. They may have worn bearskins or a bear's mask, but the evidence is not present to state whether these accoutrements were worn, if at all, in battle or only for rituals and ceremonies. I would suggest going for what you find aesthetically pleasing. As long as your berserkir are not naked, you are not leaving yourself open to criticism by pedants like me!

So, that's a few thoughts on berserkir in wargames. They are certainly not complete or comprehensive, but I hope they provide food for thought.

Tuesday, 24 March 2015

Ambulatory Terrain

I was using an army based on that of Ancient Egypt, so it seems appropriate that the ambulatory terrain against which Steve's skirmishers were crushed was my cat Victor.

Saturday, 21 March 2015

Ronin Campaign 3 - Defence

The third scenario in the Ronin mini-campaign was the Defence scenario. One side defends an objective, while the other side tries to take it. The rules state that the attacker gets twice as many points as the defender for the standard scenario, but it was not clear from the rules how this translates into the campaign game. In the campaign you start with 300 points of troops and divide them how you wish between the three scenarios before knowing what your opponent is allocating to each scenario, so points can be quite equal. As it happened, we decided to make the side with the higher points allocation the attacker. That was me. I had 100 points while Steve had 97 allocated to this scenario.
The terrain for the battle consisted of two impassable carst formations, a small wood and a grain storehouse in the middle. The storehouse was the monk's winter supply and was guarded by four of their best. As you will remember, the monks have been getting uppity and my samurai must enforce the law of the land by insisting that the monks pay their taxes. As part of that, our lord has decided that we must raid the monks' grain storage to recover back taxes.

As the attacker, I started with half my force on the table, and the rest would arrive in subsequent turns. This meant that I had two figures on the table, one would arrive on turn 2 and the last on turn 3. Ronin games are not large. I deployed two ashigaru in the open but around the back of the storehouse from the monks. My guys had a yumi (bow) and a teppo (arquebus). I thought that I would try to force the monks to move into the open and shoot at them before my melee troops tried storming the place. The game was 1d6+6 turns long and Steve rolled a 6, so I knew I had plenty of time (12 turns) to build up my forces and advance. I was a little worried by the fact that Steve suddenly had troops with missile weapons. He had not fielded missile weapons in any previous battle. Still, I would do what I could do.

My missile troops advanced closer to make the shooting easier and Steve's monks moved around the corner. In the exchange of fire that resulted over the next couple of turns, my guys suffered a couple of light wounds and Steve remained whole. His monks had clearly trained more with their weapons and my armour was not proof against his high dice rolls.
As the ashigaru closed the range, my melee troops arrived on the opposite corner of my starting edge. An ashigaru with a yari arrived first, using the carst formation as cover to close the range. He was closely followed by the best samurai in our lord's force (a rank 5 dude with loads of skillz). He demonstrated those skillz by using the ashigaru as cover to advance towards the enemy monks. This stopped the monks with yumi and teppo from shooting at him. The teppo in particular was a worry because it ignores armour and is quite deadly at close range.

The ashigaru did his job and fell riddled with arrows and musket balls, but the samurai was now close enough to charge and did so to good effect. By closing with the enemy he prevented further missile fire at him, but the monks quickly surround him and he was soon fending off three of the dastardly orange-clad devils. The fight was quite short and hard fought. Over the course of a couple of turns he fended off many attacks by the monks and cut down all three of them in turn. His kenjutsu skill came in particularly handy because it meant that he got a free re-roll of one die on all attack and defence rolls. Many of the re-rolls were as bad or worse than the original roll because my dice hate me, but it worked out right in the end. A couple of good re-rolls raised the numbers high enough to be useful. With the re-roll from the skill, it also meant that I could attack more often rather than spending dice from his combat pool to enhance his attacks. This meant he could badly hurt or kill enemy figures in a single turn, thus shortening the odds against him.
In the end, my samurai killed all the enemy monks, aided only a little by the largely ineffective missile fire from my ashigaru. Heads were taken, grain was transported back to the castle and the monks were put in their place.

The campaign is supposed to finish with a final climactic battle but we called it a samurai victory at this point because Steve only had one monk left alive for the final battle, while I had three samurai and three ashigaru.

Thoughts on Ronin
So, my thoughts? I enjoyed this mini-campaign. The rules are simple enough to get into and are well written with few areas of confusion. The game plays quickly, if you don't spend too much time in and between turns chatting. Our games always take longer because they are social events too.

The combat pool mechanic is good. Each figure has a combat pool and you choose a total of attack and defence dice equal to that pool. You need attack dice to actually attack and can spend an extra one to enhance your attack. You automatically get one die on all defence rolls, but you can spend a defence die to enhance your defence. Choosing the right mix for the circumstances and deciding when to use them is a great mechanic that takes you away from just standard rolling. I like mechanisms like this because it gives you interesting tactical choices to make. In the fight against the samurai above, Steve chose all attack dice for his mob. He wanted to make all-out attacks against the samurai because the samurai's heavy armour and high fight skill meant it was difficult to hurt him. This choice left the monks vulnerable to the samurai's attacks though, because they were only rolling basic defence rolls. I chose a balanced combat pool so that I could enhance the early defence rolls against Steve's best troops while still making attacks. I also relied on the kenjutsu re-reroll rather than enhancing my attacks.

Combat is made more interesting by an initiative roll too. All figures in a melee roll for initiative and attack in descending order of their roll. You have to choose your combat pool before you make the initiative roll, so there is an element of calculation and risk in choosing your combat pool. Do you rely on attacking first and killing your opponent before he can respond, or do you assume you will have to defend and give yourself a die or two for enhancing your defence? I like these sorts of decisions. They make games more interesting.

Overall, I think these are a sound set of rules and we shall return to them again in the future. The decision making is interesting and this makes the game play exciting. But first we have a Talomir Tales battle to fight and then we are going to play Impetus for a bit. It has been far too long since my Vikings hit the table.

Thursday, 5 March 2015

Ronin Campaign 2 - Capture

This is the second game in our Ronin mini-campaign. You can read about the first here.

The abbot's body had been crucified and left in a wasteland for the birds to peck at as a warning to the monastery. Naturally the monks wanted to recover the body and give it the appropriate funeral rites. The samurai boss was determined to make sure this did not happen.

Both forces entered from opposite edges of the battlefield. The objective was in the centre: a newly painted vignette of the crucifixion of Torii Suneemon which I declared was actually the abbot from the previous battle.

I had a force led by a rank 3 samurai, supported by a rank 2 ashigaru-gashira and three rank 1 ashigaru. Steve had a rank 4 monk, a rank 3 monk and two rank 1 temple attendants, I think. I never actually checked or read his roster and am basing this on what I remember of the game.
Both sides charged towards the crucified body. Part-way there the ashigaru with teppo and ashigaru with bow paused to shoot but with little effect. The ashigaru-gashira and the ashigaru with yari engaged a monk as quickly as they could but neither side could gain an advantage. In the meantime, my samurai cut down a temple attendant.
My ashigaru were split up by the arrival of another monk to aid the first one. The two monks were able to kill both ashigaru in short order while the samurai cut down the other temple attendant. My archer was performing very poorly, but the ashigaru with the teppo fired and was able to cut down the junior monk right after the monk had killed the ashigaru-gashira.

This works because of the turn sequence and is something to exploit. It appears to be intentional in the rules. Steve had used this and the line of sight rules to prevent me from shooting everything at his boss monk. I repaid him by rolling well with my shooting. It all evens out in the end!
With one monk and two temple attendants dead, Steve's senior monk sought the shelter of his dead abbot's gaze and the samurai with two of his ashigaru ganged up on him. The end result was hardly in doubt and the monk died on the final turn of the game. Victory was mine once more, and the monk's force was severely reduced for the final battle, although I seem to be going through ashigaru like nobody's business.

Steve told me that he had thought he might be able to defend enough in the final melee to outlast the turn countdown. Sadly that did not work for him. He also hoped that by being in contact with the objective he might gain the victory if I forgot to contest it by placing one of my own warriors in contact with it. This too did not work for him because I realised what he was up to. Still, it was another good fun game. These rules are simple to play but with sufficient decision-making to keep things interesting. I particularly like the combat pool where you have to decide how many dice to allocate to attacking and defending for each melee.

Tuesday, 3 March 2015

Ronin Campaign 1 - The Skirmish

We began a Ronin mini-campaign last week. The campaign involves building a buntai (warband) and dividing it into three groups. Each group is assigned to one of three scenarios: skirmish (= encounter), capture and defence. After all three scenarios have been played, the surviving figures mix it up in a big skirmish battle. Figures can gain experience through the campaign, but it would take several such mini-campaigns for a figure to gain enough experience to rise in rank, if I read the rules aright.

The first scenario was the initial skirmish scenario. I had one rank 4 samurai and three rank 1 ashigaru. Rank 1 is the worst and Rank 5 is the best grade. Steve had 3 high ranking monks from his monastery. Clearly the monks were refusing to pay their taxes to the big samurai boss and we had to sort them out. As frequently happens in our games, there was little tactical subtlety.
There was a small building in the centre of the battlefield. I initially thought that I would seize this and then defend it from the monks. We both charged for it. My samurai chappie entered the building while the ashigaru armed with missile weapons let rip. The teppo made much noise but had little effect. The ashigaru with yari lurked near the door of the building as I realised that my plan was not workable.
 As the monks approached, my samurai left the building and sliced and diced the weakest of the monks (a rank 3 monk). The other two monks made short work of two of my ashigaru. It turns out that Steve had fielded an elite force in this scenario with the abbot of his monastery (a rank 5 model), an abbot in the making (rank 4) and a senior monk (rank 3 but now dead). When I realised this, I fully expected to get creamed, so my samurai made a break for it.
He raced towards the ashigaru with the teppo, but so did the monks. The abbot pursued the samurai while the junior abbot pursued my ashigaru. I lost the initiative and my ashiguar was toast. At this point neither of us had achieved our individual victory conditions, and the score was even in terms of points for dead bodies, because my three ashigaru were worth the same as the dead monk. My samurai had been running and had drawn the abbot away from the junior abbot. Seeing his chance, he turned and confronted the monk.
The two leaders faced each other over drawn swords as the junior abbot raced to support his master. He was too late to do anything. Both leaders screamed a battle cry and leapt at each other. When the dust cleared, the samurai was standing and the monk lay in the dust. The battle was over and the last monk withdrew from the battlefield. The monastery had been taught a lesson.

This game was characterised by very good dice rolling on Steve's part in the first half of the game. My dice only came into their own when my samurai turned and confronted the abbot. At this point I convincingly slaughtered him and won the scenario. I got lucky because the abbot was a better warrior on paper. Nevertheless, it was good fun. I really like how the special abilities for the leaders lend something to the narrative of the battle too.