Tuesday, July 24, 2012

The Prince of Orangs, 1815






The photos fairly well speak for themselves here. The valiant Prince of Orangs, during the 'Undred Days" campaign. His newly recovered Burrovian subjects were less than sure of their reprised role  as subjects of the House of Orangs, yet still performed admirably on the field.


Both versions of the Prince, mounted and foot, started life as Alternative Armies Albion Orc Officers. Green stuff was applied to their faces to better (sadly not well artfully) convey the features of an Orangutan.


The Prince of Orange's uniform was then studied and replicated-ish to complete the job. Not too happy with the painting of their faces and might go back and do some additional shading. Still they resemble what they are meant to be and sometimes that is enough.

Now if only I can persuade Sharke not to take pot shots at him!

More photos below:















If you have read down this far you will know by now....

Hope you enjoyed the photos and thanks for stopping by!

Friday, July 20, 2012

Retreat from Moscow, Game One

Played the first game in a test of the campaign system for the Napoleonic rules I am currently working on, tentatively titled "Muskets and Shakos". As you may guess from the name it is based on the same system as our "Muskets and Mohawks", and "Rifles and Rebels". This time however the scale has been bumped up so that each unit is a battalion, squadron, or battery.

As with every Two Hour Wargame, this one includes a campaign system and rules for solitaire, or co-op play as well as the traditional two opposing sides of players sort of game. In this case you are tasked with commanding a brigade (+) on the Grande Armee during the retreat from Moscow in 1812.

Conveniently for the game's scale (1"=20 yards), your brigade has been detached on a foragin mission and has been cut off from the main line of retreat. Your mission is to get your command back to the relative safety of the main body. I've deliberately set this up to allow players to field forces of any of Napoleon's allies in the invasion, and alternately as the British army on Sir John Moore's retreat to Corunna. However for this test campaign I am playing as the French and the game system will handle the valiant Russians.

My brigade consists of two infantry regiments, each of three battalions. All told these units come to three Rep 5, two Rep 4, and one Rep 3. I also have two squadrons of light cavalry, Reps 5 and 3, and a battery of 4 guns. In the photo above you can see my command deployed on the right. From left to right we have the first regiment, all in column of divisions (hereafter simply "column"), the battery, and the second infantry regiment. The second regiment has its left unit in column, center unit in line, and right unit in square, the reason for which will soon become apparent. My two cavalry squadrons are being held in reserve behind the second regiment of foot.

The Russians fielded two infantry regiments, each of two battalions, two batteries of 6 and four guns (or one battery of 10 guns split in two if you like), and  a regiment of five sotnias of Cossacks.

 Each Russian infantry regiment had one battalion in line supported its second battalion in column. The Russian guns were deployed between the two infantry regiments, and the Cossacks on their left. The terrain being level, it was possible the Cossacks were masking more units deployed behind them, and so a Possible Enemy Force marker was placed behind the regiment.

Given the Russian set up, I opted to press forward one infantry regiment against the enemy right, demonstrate against his center with my second infantry regiment, and hope that my two squadrons of cavalry could keep the Cossacks occupied long enough for my infantry to carry the day.

Here is how it all went:
Turn 1: as my troops moved to execute the plan, Russian artillery fire immediately started causing confusion in my ranks.
Turn 2: My forces continue to advance. On my left the Russian battalion turns to face, while on my right the Cossacks advance, unmasking a second Cossack regiment behind the first, Fortunately the second regiment wasn't masking even more troops. My infantry in the center was being pretty badly handled by the Russian guns.

Turn 3: On my left, the outer most battalion continued moving on the Russian flank. The second battalion formed line in preparation for engaging the enemy. The third battalion remained in column as a reserve. On my right, both regiments of Cossacks fell back before the mighty charge of my squadron of light horse : )


Turn 4: The withdrawal of the Cossacks, however temporary, gave me the chance to launch an assault with my center regiment, while the first regiment continued its flanking movement. On the far left, the Russains reacted to my wide flanking move by sending their right flank reserve battalion towards my flanking column.  We charged with elan, but the charge faltered and devolved into a firefight between the two columns.

Continuing from left to right, the Russian battalion in line refused a flank to confront my reserve battalion, while the battalion I  had deployed in line advanced. The Russians got off the first shot but very much got the wrong end of the exchange.

Next the left most battalion of second regiment advancing in column stalled before the six gun Russian battery and was ripped apart by canister.  The center regiment of the second battalion fared better, although they to failed to close with the determined gunners of the four gun battery.

Turn 5 and Turn 6: Turn five came and went without any movement but with both sides blazing away at one another in fire fights that now stretched all along the infantry and gun lines.

Turn six started with a renewed attack by the Cossacks on my cavalry. The two unit of horse danced about but failed to close. 

On my extreme right the two battalions in column remained locked in a fairly desultory fire fight, while my battalion in line finally forced the Russians opposite to retire. 
My battalion in front of the six gun battery could make no headway and their losses steadily mounted. The fight against the four gun battery went better with two gun crews down and the other two abandoning their pieces.

On the retreat of the gunners the final Russian reserve battalion charged my battalion in line but failed to close. The Russian battalion they were supporting wheeled and gave us a volley as well but my brave enfants held!

With all of the Russian reserves committed I could feel the battle turning my way.

Turn 7: Decision!  The Russians got this turn off to a lively start by routing the battalion that had stalled in front of the six gun battery. It was to be their last success.
 
On my right one cavalry squadron routed the lead regiment of Cossacks while the second squadron made a charge on the Russain battalion that was pouring a flanking fire into my lead regiment of 2nd battalion. The Russains formed square and the horsemen balked, but my goal of limiting the fire my infantry faced had been attained.
 
The infantry, no free from the threat to their flank, charged the Russia column with which they had been exchanging shots. The Russians retired before them.
 
The right most battalion of first regiment charged the six gun battery from the flank, routing them. The third battalion, thus far held in reserve, charged the Russain infantry that had retired the previous turn and routed them.
 
Finally the first battalion of the first regiment charged the left most Russian column and forced it to retire.
 
End Game: At this point the Russian had lost one infantry battalion, two gun batteries, and a regiment of Cossacks. Their commander lost his nerve and  broke off the engagement.

My losses were as follows:
1/1 no loss
2/1 5 out of 10
3/1 no loss

1/2 1 out of 10
2/2 2 out of 8
3/2 Fled (8 figures at start)

The horse and guns suffered no loss.

Have yet to decide on the method of after battle recovery so cannot say how many will return for the next game yet.

All in all a fun game that contrasted nicely with the Chasseur vs. Cossak game last week. This time the Cossacks could not find a flank and although they suffered no loss they soon tired of the game and departed the field.

The AI can stand a tweak or two as well but other than that all seems to be working as expected.

Not sure how soon game two of the campaign will come about but you may be sure it will be posted here when it does.

Hope you enjoyed the report and, as always, thanks for stopping by!





Wednesday, July 11, 2012

Cossacks at Romanov, July 1812

Got back to the Napolenic project recently and wanted to try some new mechanics for handling irregular horse. With that in mind this scenario was rather loosely based on the skirmish outside Romanov on July 14th, 1812.

On that day the Polish 1st Chasseurs ran into three regiments of Cossacks and lost some 275 men out  of 700 or so engaged. Some of the details are sketchy depending on who is telling the story. There were either three or four squadrons of the Chasseurs who may have had 700 to 900 sabers. The Cossacks were supported by another regiment of Cossacks, as well as one of Uhlans, one of Dragoons and a battalion of  light infantry. However it does seem that none of these forces took part in the actual fighting and remained on the east side of Romanov while all the fighting took place west of the village.

Initial Deployment, Poles to the west (left), Russians to the east (right)

For game purposes a regiment of 21 French Hussars stood in for the Poles of whom I have none. The  regiment was divided into four squadrons of 5 with a single regimental command figure. This, given a scale of 1 figure equals 40 men and horses, made for a nearly full strength regiment. Given the campaign had only just begun this seemed reasonable enough.  


The 1st Polish-French Chasseur-Hussars advance!

Historically the Chasseurs advanced with the 2nd squadron out as skirimsihers, and the other squadrons echeloned  left and right behind the 1st.

I managed to just scrape together 31 Cossack figures by requisitioning some figures from the regular regiments. This enabled the fielding of 3 regiments, each of 5 sotnias of two figures each. One additional figures served as the brigade commander. At the same figure scale this gave sotnias of 80 figures each, and regiments of 400 each, a bit less closer to full strength than their enemies. As I suspect Cossacks would have had difficulty finding replacements when on campaign, and might have had considerable variation from regiment to regiment, that's close enough for play test purposes.


Two regiments of  Cossacks ready to lava.
In the historical battle two regiments, probably Illovaiski, and Karpov, lured the Poles into a frontal assault while the third regiment (Koutienkov ?) hit them in the flank as they advanced. 

This left me with two regiments on the table and the third entering by die roll on the south western corner of the table, diced for at the start of each turn after the first. 



End of turn one.
The first turn saw both sides advancing to contact. Unfortunately for the Poles the third Cossack regiment entered on turn two.

Flanking force arrives


Start of turn two.
This presented the Poles with a dilemma. 
Second squadron continued to advance on the enemy, skirmishing. Third squadron advanced to the skirmishers' left with the intention of charging the enemy on that flank. Fourth squadron wheeled right and advanced on the new arrivals. First squadron remained in reserve in the center.

The Poles respond to the emerging threat from the south.
The Cossack right fell back before the advance of third squadron, while second squadron was forced to withdraw behind first.

Drawn on by the Cossacks, the Polish left outdistances the regiment.


Close up of the action on the Polish left.
Emboldened by the defeat of second squadron, the Cossacks advanced on the first. Meanwhile the third Cossack regiment advanced from the south.

Battle joined left, right, and center.
Third squadron's charge petered out and the squadron was surrounded by Cossacks and taking losses.

Swirling melee on the Polish left
Third and first squadrons continued their advance.  The Cossacks to their front fell back before them, leaving the odd sotnia behind and on the flanks of the Poles. The charge of fourth squadron had the same...success ( ? )

The Cossacks are pushed back all along the line, but some sotnias remain behind.
I failed to reform second squadron due to some poor dice rolling. This was getting ugly.

Another view of the  fluid situation.


 Third squadron was being whittled down, a death of a thousand cuts. Eventually it broke and ran. Unfortunately for them, Cossacks were operating freely along their escape route.

Third squadron flees.
There is no safety in flight...
On the right, the Cossacks surprisingly withstood fourth squadron's charge. Detached sotnias converged on their flank and rear. Losses mounted and fourth squadron also broke and fled.

The death of fourth squadron.
With two squadron's broken, the battered first squadron withdrew on second and together they retired leaving the field to the Cossacks.


End game.
So far so good  as far as testing the "swarm" rules went. All of the troops were given a Rep of 4 just to make things easier for me to keep track of. Still formed cavalry has, as you might imagine, a great advantage over skirmishers in melee. Oddly enough though, the only times the Poles were ever actually able to run down the Cossacks, the dice failed me, and the Cossacks held on until help reached them.

Early days yet for Muskets and Shakos (or Muskets and Muscovites as I like to call it). If all goes well these "swarm" rules will also serve for a set of plains wars rules in the future as well.

Still somethings to iron out and then of course comes the actual writing process...

Hope you enjoyed the battle report 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!