Showing posts with label Warrior Heroes Armies and Adventures. Show all posts
Showing posts with label Warrior Heroes Armies and Adventures. Show all posts

Saturday, April 16, 2016

Warrior Heroes: Armies and Adventures - Updating a Classic



Warrior Heroes: Armies and Adventures has recently returned to the Two Hour Wargames line up as a straight reissue of the original game. So just what is in the book?

Warrior Heroes: Armies and Adventures or simply WHAA moving forward, is your key to adventure in the sprawling fantasy world of Talomir. Inside you will find rules for small and larger skirmishes, dungeon crawls, and even mass battles. Your adventures will take you to some fifteen countries where you will encounter friends and foes - mostly foes - from thirty-one army lists.

As if that were not enough the rules provide a complete adventure generation system including random enemy forces (PEF's in game parlance), a lair generator for when you bring the fight to your foes, and an AI, or Artificial Intelligence, that breathes life, or in some cases un-life, into your non-player enemies. All you have to do is roll the dice.

In fact this was the first Two Hour Wargame to introduce PEF's and AI, making it our first truly solo and co-op play friendly game.

So with all of that between the covers what's not to like? The layout and presentation!

Back in 2008 when the game was first released, THW's was in a state of transition from  cult publisher of unique and innovative rules with old school charm, to the more professional and streamlined presentation of today's games. 

In terms of both presentation and mechanics, WHAA, is showing its age but still has plenty to offer.

With that in mind it is my intention to re-visit the rules and updated them significantly. I've no idea if THW will publish a new edition but I think they should. There is a great system in here that just needs a lick of paint and a bit of organization. In any event I will try to get the updated mechanics into the hands of verified purchasers of the current version if all else fails.

First up is a  simple open air encounter to try out my new take on the Adventurer combat mechanics.


Altengard knight, Sir Adelbert is out patrolling the countryside for marauders.  Sir Adelbert is a Rep 5 knight with heavy amour , acompanied by his bannerman, also a Rep 5 knight, and four mercenary, unaroured horse crossbowmen, each Rep 4.



Heading towards a distant dust cloud they have come upon a party of  8 orc riders out for a bit of a pillage. The riders are Rep 5, unarmoured, and have the Terror trait.

 

The orcs immediately closed on our hero, but were unable to come to grips on the first turn.


The crossbowman let fly and one orc dropped from his mount and one retired.


Sir Adelbert ordered a charge, but his men hesitated, clearly not sure of their chances.


For their part the orcs feinted a charge hoping to rout the humans by the mere threat of a charge.


In this they were unsuccessful and the orcs retired to regroup for another go.


The humans followed up at a stately pace, firing as they came. No losses resulted but one orc was goaded into a charge. Sir Adelbert took up the challenge and met the foe head on.


The combat was inconclusive and both opponents remained locked in combat.


Perhaps encouraged or even shamed,by their comrades display the rest of the orcs charged!


This time two bolts found their marks and the orcs now found themselves out numbered, six to five. Which was just as well considering that the mounted crossbowmen were individually no match for the terrifying orcs.


Both knights won their combats, and two mercenaries lost theirs. The remaining two mercenaries managed not to be killed by the orc facing them.


Another volley of bolts saw one orc down. Victory seemed near at hand with only two orcs left to face five humans.


The mercenaries moved to the flanks to try another round of shooting to no avail. 
Sir Adelbert and his bannerman charged and put down the last two orcs.\


After the battle any still living orcs were dispatched and the wounded mercenaries seen to.
Both would live but were to severely wounded to stay in the field and the party retired.

There you have it. Just a first blush at the update, but it went well.

Thanks for stopping by and look forward to more reports as the updating progresses.

Sir Adelbert is an Old Glory figure and his band are all Citadel figures painted by the author.
The orcs are from Alternative Armies and painted by their fabulous in house studio.

Thursday, February 28, 2013

An Unequal Contest

Another major reorganization of the game room turned up these fellows:

As they haven't seen the light of day for some years, and as the newly completed but very old indeed goblin wolfriders still had not seen action a scenario seed was born.


Now I am in the process of refining some ideas that govern truly irregular forces in our games. Such forces include Cossacks and guerrillas (Musket and Shako), American Indians (Comancheria) and other tribal forces (the Secret Project).

So here was an ideal chance for a quick fight between a force of heavy regular cavalry and a larger force of irregular mounted archers.

So here is the back story for those who enjoy that sort of thing:

The Chosen One was pleased. When word had reached the lashkar that the pink skins were approaching in force, his followers threatened desertion. "Give me 24 hours my children, and we will see how formidable this host truly is. I shall use my power to so devastate these dogs that all you will need do is vanquish but a small remnant and loot the fallen." 

That night the Chose One called on the powers of Handwavium and as the snake befuddles the mouse into senselessness so did his power lay low the forces of Altengard...all except for those bothersome knights! No matter they shall be dealt with come sun up.

Master of the Order Singvogel was puzzled. What witchery was this that kept his footmen in a torpor despite all efforts to rouse them? Witchery that did not affect his order. Purity of heart. purity of spirit!

The green skins will fall before his riders like so much wheat to the flail.

The footmen were a useful auxiliary, nothing more. Time to deal with them once the enemy has been routed.

With that he ordered his knights to form and began the advance.

The Order was represented by one unit of 10 heavily armoured horsemen. They were all rated Rep 5 and Singvogel's Aggression was also rated 5.

The goblins force consisted of 20 wolf riders divided into units initially four strong. The Chosen One and his band were rated Rep 5. The other four bands were rated Rep 4.

The Order deployed in the center of one long table edge while the goblins deployed with each band roughly evenly spaced along the opposite edge.

For this game the Order was controlled by the game system and so were the goblin bands. However I took the liberty of keeping the Chose One's band under my personal command until such time as I chose to commit them. Once committed however, they too would be controlled by the game system.

The rules used were Musket and Shako believe it or not. The only change made was to require a roll on the Warrior Heroes Armies and Adventures missile damage table whenever a goblin scored a hit on a knight.


The Order quickly advanced towards the center of the goblin array. For their part the goblins had a bit of trouble coordinating and the left most band hung back a bit to await developments.


First blood went to the Order as they charged and drove back one of the goblin bands.  However the wily goblins fell back losing only one or two warriors who felt they had done enough this day.


The goblins reacted by circling the knights, firing from both left and right. On the Order's right one section of knights was goaded into leaving the regiment to drive of their tormentors. 

At this point the goblins on the Order's left flank drove home a charge, disordering the knights and sending them reeling back with loss.

The normally well disciplined knights were quick to rally however and the combat continured.

With six goblins already lost, and the knights, if only temporarily checked, I committed the Chosen One.
He led his band straight at the knights. However the distance was too great and it would be a turn or two before he could add his band to the fray.

The knights charged again, driving off the gobbos to their front.


Only to once again be hit in the flank by another band. This time the Order's veneer of discipline cracked and four knights were ridden down as they fled.


The survivors, Singvogel and his command section, fell back 

At this point there were only three knight figures on the table, Singvogel, his standard, and the one knight section that had ridden off on its own previously. 

Still the goblins had not had it all their own way and their loss had been greater than the Order's.


Loss of discipline continued to dog the Order as the standard bearer charged off on his own!


Eventhough he succeeded in driving off his tormentors he soon disappeared under a pile of wolves and greenskins.


No doubt Master Singvogel was furious at this turn of events.
He would drive off the greenskins single handed  and fall if necessary rather than live with the dishonor of the the Order's defeat.


Yet here was a glimmer of hope. The section of knights that had ridden off on its own, was now returning! Perhaps the greenskins could be caught between the two forces?


It was not to be. The agile wolf riders rode out of the trap and others descended on Singvogel for the kill.


This left a single knight figure in play. The end would not be long in coming.


Never the less he charged driving the gobbos before him.


Clear for the moment he turned and charged the Chosen One!


Such was the fury of the charge that half of the Chosen One's band fled in abject terror.


And then a single arrow found a weakness in his armour and he fell.


An exciting game that saw the loss of all ten knights of the order (some 200 - 400 men), and the loss of 15 wolf riders (300 to 600 goblins and wolves). Most of the goblin losses were due to the warriors having lost their nerve or run out of arrows, and so most could be expected to return to the lashkar afterwards. 

Not so the poor knights of the order.

With a vicious smile on his lips, the Chosen One, led his lashkar towards the Altengard camp to make sport of the men bewitched there...

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Now for some boring theoretical stuff.

The problems of reflecting tribal warfare on the table top are something of an obsession of mine. The dynamics behind tribal fighting are so "alien" to European military norms as to require special treatment.

This becomes especially so when the tribesmen are mounted.

Warfare of this nature requires space and plenty of it. Unless the regulars can draw the enemy into a situation they cannot flee, the best course for the regulars is to "fort up" and either drive the enemy off with superior firepower or just wait it out until tribal ardor cools.

In the example game above, the knights would have been better off either splitting into individual squadrons in an attempt to herd the gobbos together or to just have formed square so to speak, facing the squadrons outward and trusting to armour for salvation until the gobbos went away.

Of course in a more modern setting the regulars would have side arms, enabling them to skirmish with the irregulars or just fire back from the square, dispersing the irregulars that much sooner.

Now back to the rules and concepts. The one thing that table top games really lack for this sort of thing is the space required. My table is 8x4 feet, although I mostly play on an 6x4 feet or even smaller surface.

Some of you with gaming clubs or huge spaces can no doubt produce much larger playing areas. However my intent is to make the games playable on the sort of table likely to fit in one's spare room.

With that in mind, some aspects of irregular warfare have been tweaked to allow for a faster resolution of affairs than would normally be the case. This allows the action to remain fairly localized, yet give plausible results for this sort of action.

Well that is the theory anyway : )

Hope you enjoyed the write up and photos and thanks for stopping by!



Thursday, July 5, 2012

Something is Rotting in Kuhldorf


A recent question on TMP about the usefulness of the "Mythic Variations" source book in terms of miniature wargaming reminded me of this report. This blast from the past was a test game of the then "Legendary Heroes" rules that finally were published as "Warrior Heroes: Armies and Adventures". 

The name change was due to another fantasy game having been released during development with  a name similar to "Legendary Heroes", just as we changed the name of "Black Powder Battles 2" to "Muskets and Mohawks" to avoid confusion with that other "Black Powder" : ) that had appeared after THW's "Black Powder Battles". Go figure.

In any event below is a fairly florid account of the game and below that are notes on the rules used and how "Mythic Variations" influenced play.
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How much more darkness must I endure? What of the dawn? Will it be enough?

          The peddler had been pleased to find members of our order in Tilsit. Although he was quite agitated at first. Travelling his usual circuit he discovered that the settlement of Kuhldorf was in ruins. Burned to the ground he said. Hadn’t the nerve to enter the ruins himself and set out post haste to get help.

          As senior member of the order present, it fell to me to investigate. Eleven of us there were set out for Kuhldorf the next day.
Myself, (Rep 5, LA, 2x Pistols with silver bullets, Stake, HW),
Brother Getz (Rep 5, LA, Pistol with silver bullets, Stake, HW),
Brother Getz and the Narrator.

Friar Karl (Rep 4 magic user, Staff, LA, Holy Text),
My man Bruno (Rep 4, LA, Crossbow with Stake, HW), a base fellow who nevertheless has his uses,
Friar Karl and Bruno

And a detachment of the local watch,
Sgt. Shumann, (Rep 4, LA, Halberd),
Four Halberdiers (Rep 3, LA, Halberd),
And two Archers (Rep 3, LA, Longbow and HW).

          It took most of the day to reach Kuhldorf, and the village had indeed been destroyed as reported.

          I lead the way into the first building we encountered; a rather large building for a village of this type that straddled the road. There was a near palpable air of dread about the place. Everything had been touched by fire. No piece of furniture remained in tact. There were no signs of life. Nor of death for that matter. No sign of anyone at all.

          Judging from the layout of the structure, it must have been the town hall. Two spacious rooms flanked the road with the remains of a tower, above the road, joining them.  
       
          Signaling the archers to follow I made my way up the tower. The stairs were largely missing in places and we had to make shift. From the tallest accessible floor of the tower we could look out over the ruined hamlet in the gathering dusk.

          Eight or nine buildings there were arranged more or less haphazardly around a village square. Every structure showed signs of fire.

A low stone wall filled the gaps between the houses and nearly enclosed the whole. If built for defense it was never finished. More like the wall merely served to keep livestock out of town.

Beyond the village to the right lay a graveyard. A low wall surrounded the whole. In the right corner a higher wall separated a part from the rest. Perhaps that area was for the well to do, exclusive even in death. More like this was simply the mark of the village’s prosperity. Over time, the original cemetery had filled, and new land outside its bounds required. In the left corner a large tomb. An unmistakable sign of wealth, that.

Beyond the village to the left, a dark wood stretched to the horizon. Not far beyond the town’s wall, there appeared to be a clearing.

We made camp at the town hall and prepared to expand our investigation. I set the archers to keep watch from the tower, and detailed Sgt. Schumann and two of his men to hold the ground floor and the road out of town.

With the rest of the expedition in trail, I set out to explore the next building to the left. Although suffering from a level of destruction similar to that afflicting the town hall, it was plain to see that this had once been an apothecary. Sifting through the rubble yielded no clues to the fate of neither the town nor its inhabitants. It did, however produce a vial containing a healing elixir. That would prove a boon in short order.

The apothecary had a partial second floor. A causeway linked the building from thence to the building across the lane. The causeway looked to be in poor shape. On closer investigation it appeared able to hold our wait and with a Prayer on my lips I lead the way forward.

Stepping in on to the floor of the next building I was immediately rushed by three figures out of the shadow.


I managed to fire off a shot to no avail and the fight was on. Fetid smelling brutes armed with weapons made of bone, or no weapon at all other than their foul clawed hands rushed in, the light of madness in their eyes. Ghouls! I quickly dispatched one and then lost my footing and was pulled down. I was falling into blackness. Through the haze I could hear Brother Getz discharging his pistol and then heard nothing at all.


I awoke, sputtering, as Friar Karl poured the last of the elixir down my throat. As I came back to full consciousness, the good Friar told me how Brother Getz had rushed the villains, slaying the two that remained. My head was clear just in time to fend off an attack by three more Ghouls. Brother Getz accounted for one. The other two fell to my blade.

Ghouls. Had the precipitated the destruction of the town, or were they just scavenging the ruins?

A horrifying scream from the direction of the town hall cut short any further discussion. We grabbed our weapons and ran back to camp….

Only there was no one there. Actually Sgt. Schumann was there, or at least parts of him were.

A thorough search of the area turned up the tracks of the rest of the detachment. Running. Away from Kuhldorf back along the road. Nothing else. No tracks, no traces of what had torn a burley man apart and set the others running. What Devilment was this?

Whatever it was, with ghouls in the area, re-consecrating the graveyard would be in order. Perhaps we would pick up more clues there as well.

The remaining militiamen looked ready to jump out of their skin at the slightest shock. Such horrors are to be expected in His Service. Even so I strengthened the men’s resolve by pointing out that whatever the killer was, running away wasn’t an option. At night, in this country, it would have us sure.

And so at length we set out.

We had barely started, when the sound of fighting broke out down along the column. It seems that Friar Karl had heard some moaning coming from a nearby ruin. Unaccompanied, he set out to find the source…and intruded upon three ghouls feasting on the still living form of one of the missing militiamen.

The ghouls charged as is their wont. The good Friar was able to hold them off until we came to his aid. In the end all the ghouls were killed, while one of our militiamen was severely wounded.

Friar Karl was able to call down Divine healing on the freshly wounded man. Sadly the militiaman who set this chain of events in motion slipped away before any aid could be rendered. He will be Avenged!

As we neared the graveyard, sounds of a Diabolical ceremony reached our ears. Creeping nearer we found a group of ghouls dancing in the high walled graveyard. In the middle of their circle, crouched upon a tomb, was a very large ghoul indeed.

I took position at the main gate. Brother Getz crept up to a break in the wall to my right and Bruno, Bless his Soul, scaled the wall to my left and took position on the roof of a tomb.

On my signal we all fired at the large ghoul. Bruno and I missed the beast. Brother Getz’s aim was true and his ball struck home. This only seemed to enrage the creature and with blinding speed it turned on Brother Getz, charged him, and separated his head from his body. May he rest in Peace.

In a moment the rest of the ghouls were on us. A rather large specimen charged, and we were locked in combat in the gateway. Bruno was fending off three of the beasts, swinging wildly with his axe.

On the left a couple of militia men did a surprisingly good job of holding back the tide…until the beast that Brother Getz had shot, tore in to them.

I was steadily forced back, allowing more ghouls out, and now fighting off three of them myself. I could see Bruno down one or two of the fiends but always, more took their places.

The militia on the left fell and the large beast rushed Friar Karl and the last halberdier that stood at his side. Praying for Deliverance the good Friar held off the beast for a while although the halberdier fell.

I brought down one or two the beasts when a third beat me down. I could see it readying to spring on me to finish the job and me, to weak to even raise an arm in my defense.

Just then Bruno sprang off the wall and landed behind the beast that was to finish me off. The beast was quick and turned, in a flurry of blows Bruno was down!

Suddenly a wall of fire erupted between the ghouls and myself. I could hear Friar Karl calling on the Forces of Light to preserve us.

The ghouls were taken aback by the sudden gouts of flame and retreated to the walled enclosure…dragging poor Bruno with them.

Before they were able to renew their assault, Friar Karl dragged me clear of the graveyard. We could hear the ghouls arguing behind us.

It seems that most of them wanted to follow us and finish us off, but the large ghoul dissuaded them saying that “the Master told us to drive them out of the graveyard and we have. Now we feast!”

Finding a deserted room, Friar Karl dragged me in and attended to my wounds. I beseeched the Friar to call on Divine aid to heal me that I might get back into the fight. He admonished me saying “The Light is strong, but here the Darkness is stronger. I fear that without rest and meditation I can be of no more help in that quarter.”

We determined to lie low until dawn and then to try and make our way back to Tilsit.

At some point we heard a growing tumult heading down the lane past our hiding spot. It was a procession of ghouls led by the large one. Among the shambling forms we could make out Bruno being dragged along behind!

As the procession drew even with our vantage point the large ghoul called a halt. “Take this one to the Portal as the Master commands. I have some unfinished business to attend to.”

With that he gestured the procession onward and, sniffing the air like a hound seeking a scent he slowly made his way towards us!

Friar Karl quickly dragged me to a corner and covered me with debris as best he could. “Be still and perhaps the fiend will not notice you there. With Faith in my Heart I will put down this Abomination.”

The Friar leapt out of our hideaway and charged the monster. The sound of combat reached my ears and lasted for a good while. Finally there was only the sound of a body being dragged away and after that only silence.

And so here I lay. Praying for daylight and for Deliverance. Perhaps the militiamen who fled early on will report back to the Order in Tilsit and a rescue will be mounted? What if those men are never seen again? How long until it is thought we are over due and a patrol sent to find us? Perhaps I can crawl back to Tilsit on my own? Lying here waiting through another day and night is not a prospect that holds much appeal…

The preceding was an account of a solitaire Warrior Heroes: Armies and  Adventures play test game with a twist. The Mythic RPG was used to drive the story and encounters.





APPENDIX A SOME NOTES ABOUT WHAA

I was using a variation on the big battles doc. The variation is mainly in melee resolution.

1.     Each figure rolls Rep-d6 (+/- mods). 1-3 is a pass, 4-6 is a fail. Also a result of Pass 1d6 more resulted in the enemy losing 1d6 and immediately re-fighting the round. Anyone reduced to 0d6 this way is OOF.
2.     Went back and forth on multi figure melees. Mostly I rolled dice for each figure. Other times I rolled one set of dice for each side and prorated any results based on the numbers involved. Still not sure which approach I liked best.
3.     Added in a Fear characteristic from Warrior Heroes…but botched how to apply it. Also used the Supernatural Dread rules from my WHAA.

All in all the game was fast playing and fun. Melees were a blast with passing 1d6 more resulting in the enemy losing 1d6 and immediately re-fighting the round. Very exciting indeed. Even a mismatched fight could be suspenseful and the underdog could eke out a win although not very often.

APPENDIX B MAGIC AND RELIGION ON TALOMIR

The notion of warrior monks cum Vampire Hunters in Altengard is an entertaining one. It’s easy to imagine Brothers Johann and Getz, and Friar Karl as Brethren pursuing their mission to wipe out all traces of Black Sun worship on their beat.

Thing is, I realized that I’ve no clear conception of religion in Telumar. 

Red Sun is good, and akin to Christianity in that it has religious orders of knighthood and Saints (the Spear of St. Lindorf is a Holy Relic).

          Black Moon is bad and akin to Demonology in the Moorcock/Lovecraft vein. Summonings and Gates can unleash unworldly horrors on the world. Black Moon aligned Nations may even end up home to an army of demonic beings.

So far so good.

When writing the fluff some blank spots became apparent. To whom do Talomirians pray? Is Red Sun monotheistic or polytheistic?  Does Black Moon have a hierarchy of demons or is it chaotic?

For “practical” purposes, in world that has magic it would seem that faith based belief systems would have to come up with the goods. Does prayer help? Can holy men perform miracles? And if so do they differ from Magic Users and in what ways?

In practice I had Friar Karl use the standard magic lists but added a spell to allow returning an OOF figure to full health. I prohibited him from raising skeletons or summoning demons as that seemed bad form for a man fighting Black Moon. Is it?

Should there be a religion based magic user at all, or should the Brethren shun magic altogether, as did the Puritans?



APPENDIX C THE ENCOUNTER:
 ITS ORIGINS, AND DEVELOPMENT

The base scenario was a Vampire Hunt written for Warhammer Skirmish, which appeared in the Warhammer Annual 2002. Building on this, I increased the forces of the Vampire Hunter side and left the number, appearance, and nature of the baddies to Mythic.

With that in mind my concept for the game was that a feral Vampire and his following of ghouls had destroyed Kuhldorf. However that original vision was/is subject to change based on events.
For example when Sgt. Schumann was attacked, I assumed it was by the Vampire and the photo reflects that. Consider however that;
·        The PC was unable to speak with anyone who witnessed the attack
·        The body was not drained of blood (doesn’t rule out a vampire but does not point to one either).
·        There were no tracks or other clues at the scene.

In fact throughout the encounter no one saw a vampire.

Other plot questions that have turned up:
·        What happened to the inhabitants of Kuhldorf?
·        What enhanced the lead ghoul’s Rep and is it permanent?
·        What is the portal? To and from where? Extant? Being created/shut down?
·        Both Bruno and Friar Karl were OOF and captured. Are they still alive?

All of which can be explored in future games.

Now, I blundered badly in one respect. In the original scenario, the militia is roughly equivalent to the ghouls. Somehow I got confused and used Rep 3, 2HW militia against Rep 4, HW ghouls with FAN/FRE and sometimes FEAR.
          As if that didn’t result in imbalance enough, random elements from Mythic had me facing more of them than I would have liked (10) and upped one of their leaders from Rep 5 to Rep 6. So there I was with two Rep 5’s, two Rep4’s and three Rep 3’s facing off against 10x Rep 4, 1xRep 5, and 1x Rep 6 FAN/FREN/sometime FEAR ghouls. It’s a wonder anyone got out alive.

Finally perhaps the most interesting development from the mixing of the two games was in the physical manner in which the game played out. The town, woods, and graveyard were all set up on a 4’ x 4’ section of the games table. However as play commenced I found it unnecessary to slog figures from one location to another.

Instead, the action was split up into scenes.
·        Scene one was the exploration of the initial buildings with the aim of finding out what had happened here.
·        Then a brief cut scene gamed out the monster’s attack on Sgt., Schumann.
·        Scene two had us investigating the murder scene and coming up empty.
·        Scene three was Friar Karl being attacked en route to the graveyard.
·        Scene four was the rumble at the graveyard.
·        Scene five A found Friar Karl unable to use his powers further
·        Scene five B saw the discovery of our hiding place by the enhanced ghoul. While this scene was the defacto end of the table top game, it also served to set the premise of the next game. Mention of the Portal makes it seem as if there is more to worry about here than a Vampiric infestation.

I look forward to continuing this campaign when I can find the time.

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Well here it is five years later and I have not. Never say never however!


Hope you enjoyed this blast from the past and have taken away some ideas on how Mythic can be used to drive a story line for your miniatures games.


Thanks for stopping by!