Wednesday 23 August 2023

Cairo Adventure - Part 1

The heat of the Cairo afternoon was oppressive. However, Robert Talbot remained unaware of the stifling conditions. He still lay on his hospital bed, trapped in his bed as the invisible snake coils entrapped him. Abruptly, he was aware of a presence in the room. A woman’s face suddenly appeared before his eyes. He blinked, but the face was still there, bedecked in artefacts from more ancient times. She smiled, and he was enthralled as the coils that held him tight loosened. She moved her hand forward and took his. Robert slowly rose from his bed and followed this vision of beauty and unspoken desire.
Extract from New Age Comics 2 (1937)

Tomb of the Serpent

This is the second instalment of my Tomb of the Serpent campaign. After their adventures in Italy, our team from the Mace Institute sailed from Brindisi to Alexandria, where they travelled to the British Archaeological Society's (BAS) mansion on the outskirts of Cairo.  Here the team found a package of papers waiting for them with the help of local experts from BAS; their mission turned to hunt down three artefacts from the Hyksos period that would help them locate the tomb of Apophis.

Not far from the BAS's colonial mansion was an archaeological dig led by the French School that had uncovered structures from the Hyksos period, including several tombs. To this site, our intrepid team now go, searching for its buried secrets.

The Mace Institute Team


The Dig

The excavations were about fifteen miles from the centre of Cairo. The journey there was hot and dusty, with clouds of sand being dislodged by the small convoy of cars. Not wishing to announce their arrival, Sir Frances ordered the vehicles left in a small hollow a half hour's walk from the archaeologist’s camp. Our adventurers approach the site from the rocky high ground from the east. Standing on a rocky outcrop, our heroes could see the location below. The camp was quiet, with a couple of men walking around the bases, tidying things up and preparing some food for the evening meal. Archaeologists huddled around a trench on the hill to the north, seemingly discussing its contents. Further in the distance, shapes could be seen near the main tomb entrance. However, it was impossible to work out what they were because they were in the shadow of the tomb. 

The Camp Site

Plans of Mice and Men

Initially, the team decided to stay together due to their experiences in Italy. However, this plan was soon abandoned because they needed to cover the site before sunset. Therefore, Slade, Sir Francis and Daphne found themselves in the camp, trying to obtain information from the Arab servants. 

Still, as Daphne was examining the tents, some figures near the tomb began to run in her direction. A feeling of dread descended on her as the sickly smell of death and decay also emanated from that direction.

Meanwhile, Honey, Thwaites, and Archie had climbed the small hill to interrogate the archaeologist, only to be met with a Gaelic shrunk and told they had no business to be on the site. As all seemed lost when a French archaeologist recognised Thwaites from the war, the conversation suddenly became more amenable, and they got permission to examine some pots. However, as success was possibly in their grasp, Archie spotted several men running towards them with swords drawn. Archie let off a few shots but to little avail, as he told Honey to speed up her search. 

Pots, Shots and Scorpions

As Archie’s shots echoed across the valley, several shambling creatures had entered the camp, only to be met by several rounds from Sir Francis’ trusted old Welby. The dig site was now the site of several minor skirmishes. Honey and Thwaites seem stuck on the hill fighting off some cultists. Unlucky, Alfie was stung by a scorpion hiding in one of the pots and was now out of the game. Meanwhile, the undead creatures that had entered the camp were now joined by a living mummy, whom Slade was having difficulty containing.

Only Daphne and Sir Francis continued searching for the clue as they had managed to eliminate the undead horde, but the light was deteriorating. Finally, Sir Francis entered one of the tents and discovered the lead archaeologist hiding behind some storage jars, fearing for his life. The archaeologist shaking and wanting it all to stop, pointed to some papyrus scrolls and artefacts.

‘Take them’, he screamed, ‘just get these creatures away from me’.

The team started a fighting retreat with the artefacts in the procession. As the shadows deepened and lengthened, the group finally returned to their transport. As they began to pull away, they could hear a strange hissing sound, almost musical, coming from the tomb, and suddenly, the valley and the dig site were silent. Not even the sound of a bird could be heard.

The Mummy Attacks Slade

The Cultist Attack



Adventures in Cairo Continue

What was the mysterious artefact? Why is the fabric between the dead and the living disintegrating, and will the unlucky Alfie survive the scorpion's sting?

 

Monday 14 August 2023

Britcon August 2023

Something a bit different is a brief report on my adventures in Nottingham, where I met Robin Hood and his merry men, and some ugly sea monsters. All these weird tales occurred at this year's Lard Day held at Britcon.




Britcon 2023 at Nottingham Trent University. 

This was my first visit to this event and my baptism into a Two Fat Lardies Workshop. More about my adventures in Lardland later. For a large wargames show, the venue was excellent. Light and airy with plenty of space, despite the numbers and its own conference beer. Britcon was different from previous shows I attended because it focused on playing games rather than adding to your collection. Despite that, I have to confess that a few boxes of plastics strangely got added to my return luggage. 
A large area was given over to competition games, with most of the favourites being represented, Bolt, Saga, DBMM, DBA. MeG, and FOG, just to name a few. 

Britcom 2023 Gaming Tables

Britcon 2023 Tables


Two Fat Lardies' Workshop

I am not a great fan of completion games, so I signed up for the Two Fat Lardies’ Gaming Day for the first time. This was held downstairs in the chemistry area, where a fantastic concoction of games had been assembled. You could choose from thirteen games covering the Lard library of adventure, including Chain of Command, Dux Britanniarum, Kiss Me Hardy and What a Cowboy, with many being played in unusual settings. The tables on offer were rounded off by games in development. Here the players helped to play test and to fashion the final product. I let these few pictures talk for themselves, but they show the cinematic quality of these terrain boards, which were accompanied by fantastic miniatures and were enjoyable and fun. 

Burma



Madness in Lardsmouth

In the morning, I played a gangster version of What a Cowboy, set in the world of H. P. Lovecraft. Both teams were given the same story but with different hidden objectives. The sleepy fishing village of Lardsmouth sits on the US east coast, it's 1925, and prohibition is in force. Government Agents have been sent in to find a reported illegal Liquor operation. Enforcers from the neighbouring town's criminal liquor producers have also been sent to stop it. They all find more than they bargained for. 

Despite the occasional change of shots, both sides soon found out their main objective was to survive as the mist slowly rolled in from the harbour area. Soon visibility was reduced, and only shapes could be seen moving in the fog. My agent had been given the task of getting to the old lighthouse. After fighting some thugs, he managed to scramble to the top. However, by that time, madness had overtaken him. After completing his objective, he threw himself into the sea and the monster's clutches. My other agent survived being blown up (twice), killed a deep one and survived the experience if slightly singed. 

Lardsmouth

Lardsmouth


Tax, Mead and a Drunken Priest

Again the background set the scene of this Dux Britanniarum adaptation. Archbishop Roundwood has run out of mead, and Good King John is planning an imminent whirlwind tour of the Northern Baronies. However, all is not lost, as it is well known that the best mead is produced by the friars in Larddingham. Here, the Archbishop despatches the erstwhile Sheriff to secure as many barrels as possible. However, Robin and his band of Merry Men ( I wonder why they were merry?) set out to thwart the Archbishop's plans.

Again fun and surprises. From kids showing their bottoms to my bishop spending most of the game in the pub, where he tasted the delights of Laddington mead. In the meantime, the Sheriff, who may be a dastardly character but was no fool, had used his knights to disrupt Robin's plans. The game was close, and in the final turn, both sides had one point of morale left and an objective point each. However, Archbishop Roundwood was happy as he most to the mead in his stomach. 

Larddington

Archbishop Roundwood on the way to the pub



Thanks and a Curry - When the Next One?

I must thank the game umpires and story masters, Mike and Jeremy, for making the games so much fun. Also, to all the organises who struggled with the monumental task of putting everyone's choices into a spreadsheet.
The day ended with a curry, a few pints and loads of conversation. My enthusiasm renewed, and I returned home with more project ideas and a mission to improve my scatter terrain. I will be looking out for the next Lard Gaming Day.

Thursday 10 August 2023

Phalanxes are Coming



A long-term project is to re-fight the struggles between Alexander the Great’s Successors, including Rome’s eventual conquest of the Greek East. Mark Backhouse is working on this supplement that will cover the early part of this period, but it’s not likely available until later this year. In the meantime, I thought getting experience handling a phalanx-based army would be helpful.


Chaeronea 86BC

The basic rules of Strength and Honour include one such engagement, Sulla’s victory over Mithridates’ army at Chaeronea 86BC. In this battle, the Pontic army led by Archelaus deployed four phalanx bases, forming the core Mithridatic force against Sulla’s five legions supported by their allies.

Like most ancient battles, very little is known of the order of battle, and the reports of the fight itself need to be clarified over the sequence of events. However, we have two primary sources. Appian and Plutarch provide a reasonable commentary on the battle., In addition, there are modern interpretations of Chaeronea in Philip Matyszak's book ‘Mithradates the Great’ and in Adrienne Mayor’s’.‘Poison King'.

The Phalanx


Reconstructing the BattleAs I wanted to test out the strengths and weaknesses of the phalanx army, I decided to re-fight the battle as close as possible to the original. Therefore, I changed the Strength and Honour scenario’s deployment. I moved the river from behind the Pontic forces to the Roman right flank, but it would have little on the battle itself.

Matyszak’s reconstruction

  1. The battle opens on his left flank; Murena, Sulla’s flank commander, attacked the Pontic right wing.
  2. The Pontic chariots charged the Roman legions in the centre of the Sulla line. The chariots' failure led to a general Roman advance.
  3. The phalanxes pinned the legion, a typical Hellenistic tactic, and the action moved to the wings.
  4. The Pontic sub-Commander, Taxiles, extended the left wing and tried to outflank the Romans. Murena's cavalry struggled now struggled against the superior numbers and required support from some unengaged cohorts and the cavalry on the Roman right led by Sulla himself.
  5. The movement of Sulla cavalry from the right led to the Pontic attacking the Roman right wing, forcing Sulla to return.
  6. Finally, the legions began to get the upper hand against the phalanxes, and the Pontic attack on the flanks disintegrated, and the wing commands crumbled. This led to the phalanxes being exposed, and the battle was lost.

My Reconstruction

My recreation followed roughly this series of events. The Roman attack on the left was initially successful but was pushed back by the Pontic counterattack. Meanwhile, the chariots proved as ineffectual as in the actual battle and quickly disappeared from the field. The legions now advanced but became pinned by the phalanxes.

Murena and the god of dice

In the reconstruction, the Pontic attack on the Roman left wings never had a significant impact, mainly because Murena’s cavalry had the god of dice riding with him. His success in combat was quickly followed up by some awful discipline test by the Pontic left wing, which promptly collapsed. Sulla's help was never required, and the Pontic attack against the Roman right failed to make any headway. The Pontic general was now using up his command board chits to hold some form of force on the left, but in the end, it routed.

Homunculus Eat

The phalanxes now found themselves pinned by the legions, and a series of inclusive melees occurred between them across the centre. Meanwhile, the Pontic left finally collapsed. Sulla called Homunculus Est, but unfortunately for him too early, by one point. However, the Pontic army was now fatigued and running out of command chits and options. The game was effectually won despite removing a five-card from the Pontic setback/disaster hand. The phalanxes, now isolated in the centre, became prey to the Roman flank forces.


Some Thoughts

Overall, another enjoyable battle, and it did follow the historical sequence of events as I could reconstruct them. For me, more phalanx practice is required. The phalanx is an excellent defensive unit, but I must learn to use them more aggressively. I need to know to time the use of the supporting cavalry better. Finally, next time I leave the chariots in the garage.

Anyway, until the supplement arrives, I plan to recreate some more of Mithradates’ battles.



Wednesday 9 August 2023

Fantasy Campaign - The Shadow Wars Maps.



I love games with a narrative. One way of achieving that is to make the battle part of a campaign. I had already fought several battles using the Fantastic Battles rules. These have involved a variety of opponents that reflect my old 10mm Warhammer collection. However, I decided to use my old Orcs, now labelled the Umbarji, the Shadow Ones, in a campaign against the tribes of the Wilderness Steppes. The campaign events occurred two years after the inconclusive Battle of Blackthorn Abbey. Again, Ozbeg, the Umbarji warlord, is the aggressor, launching a campaign of conquest to control the Amber Way, a vital trading highway. Therefore, the Second Shadow Wars began a series of Umbarji raids along the trade route and the market towns of the Lakes.

The Campaign Rules

Eventually, I will post the rules, but I am using this campaign to develop and amend them. The campaign rules in Fatalistic Battles acted as my starting point, which I have adapted for solo play. Therefore, I have added ideas from Henry Hyde, Tony Bath and William Silvester. So, in brief, there is nothing particularly original in the overall design, but as they have developed, some of my ideas have started to appear. This blog aims to introduce the campaign and the thinking behind my rules.

Basic Concepts for the Campaign Rules


Here are my main design principles for the campaign. Keep it simple as possible with a minimal amount of record-keeping.
I have used the campaign rules in Fantastic Battles as the framework for these rules.
A Campaign Year has four seasons, three ‘Active’ Seasons' and 1 'Winter Season' for recruiting diplomacy and cleaning up events from the campaigning season.
Each season consists of three months. Each campaign move is one month.
Each month, a Chance card is drawn per side to create uncertainty and aid solo play.
Charlie Wesencraft's weather barometer forms the basis for the weather rules.

The Strategy Map

The design approach of minimal record-keeping means that my campaign maps does the heavy lifting. The most important map is the Strategy Map, which provides an overview of the region where the campaign is being fought. The map below is the second iteration of the Strategy Map for my Shadow Wars campaign. It covers an area about the size of the Iberian Peninsula. Therefore, each hex is about 20-24 miles from face-to-face, roughly equating to a two-day march (in good conditions), although movement rates varied tremulously in the pre-industrial period.






Other maps will include a Diplomacy Map and possibly a Local Map if the action focuses on one area. Using a Local Map is at the player's discretion because the campaign's Active Seasons can be managed by using the Strategy Map alone.

Using the Strategy Map

A ‘point-to-point’ system is used in the Fantastic Battles rules, and this is the system I have adopted. The central locations are picked out as points or nodes on the map. Forces travel from one point on the map to another by moving along roads, paths or ancient causeways that join the different locations. Each path is marked with a circle showing the movement points required between the two nodes. The monthly movement allowance for a Force (a group of units under a single command structure) is four movement points. This can be varied by force marches, faster moving forces, for example, cavalry only or flyers and the climatic conditions.

Movement.

I have adapted the Fantastic Battles movement mechanism of drawing chits to provide the movement order. Place chits into a container/bag so there is one chit for every separate Force (army, naval, flying, or a character is unattached to a force). This means the chits may vary each month as armies divide and characters attach and detach. The monthly move is completed when all chits from the container bag have been removed.

Basic Movement

The basic movement allowance is 4 points, and a unit must end its move in turn on a node. This means that a Force might be unable to use all its movement because it has insufficient points to get to the next node. Movement points not used are lost and are carried forward. The basic assumption is that (Ancient and Medieval) armies followed established routes on land, riverways, and sea lanes.
These base rules on movement can be varied positively and negatively; examples are given below. A fuller list will be published after more playtesting.

Positive Effects on Movement.

  1. A cavalry (mounted) only force gains one movement point. They lose this if they have taken loot or enslaved people.
  2. Flyers could count all the circle movement points as 1.
  3. A chance card can increase movement, scouting or secret route. 
  4. Force marches can increase movement by 1d3, but the army is subject to desertion and fatigue in living armies.
  5. Magic may enhance movement

Negative Effects on Movement

  1. The map shows three types of roads. The best route is the Amber Way, built by the ancient and is well supplied with fortified inns and water points. It is the fastest route and is less affected by climatic conditions. 
  2. Weather. The lesser roads/routes can deteriorate the rate due to climatic changes. This may be heavy rainfall, snow and wildfires (something that plagues the Wilderness Steppes). In winter, some of these routes become closed.
  3. Supply Lines. A Force that can not trace a clear line of nodes back to its home base(s) loses one movement point because more time is needed to forage. However, continuing this can lead to desertion and reduce fighting quality.
  4. Chance Cards can reduce movement through broken vehicles, poor planning or raiding by a third party, bandits, or resistance.
  5. Magic can produce weather conditions, illusions and confusion that can reduce movement. 
These are the movement rules I used in the first year of my campaign, which started in 1046 of the New Gods and led up to the first battle of the Shadow Wars that occurred north of Lakeside at Spindle Moor.



Superheroes and Pulp Alley


I’ve always loved American comics and their superheroes. Even before they became popular in the UK, I remember in the 60s, Mum made me a Batman outfit for a fancy dress competition. An entry that would have been common today but before the advent of the Marvel franchise, something unusual. I came second as a frogman! However, the desire to play a superhero game as a skirmish game has continued, with many failed attempts.

Superhero Skirmishes - Unique Problems

Playing the superhero genre produces its own unique problems. How to get the epic feel in such a small space when a speedster hero can circle the earth in minutes. The most popular set of superhero rules, currently is Marvel Crisis Protocol (MCP). A spin-off from the famous Marvel franchise, the figures are of a high standard, and the rules are simple, with the character cards providing the nuances for a character. Having played several games, I decided the MCP was for someone else. Card-heavy games have never appealed. Secondly, MCP focuses on competition games and lacks a narrative storyline.

Rules

If you read any of my blogs, you will soon discover that the storyline is very important for my gaming experience. So, I set out to find another solution to play superhero games. Here are my requirements,
  • a good narrative element to the games that can be expended into a campaign,
  • scenarios, and campaigns are available commercially or can be easy to put together.
  • solo rules or the mechanism support the solo play,
  • good community on the forums
  • comic agnostic, so I can switch between comic houses and my own homemade heroes.
The starting point are the excellent rules by Four Color Studios which have several versions using different dice mechanism. Most have a solo option and some of the rules have been designed particularly for solo and cooperative play. Finally, the support from the designers are excellent. However, I am currently trying to reduce the number of rules sets I use. This gave me the idea that why not try to adapt Pulp Alley for the superhero genre. Superhero comics have their origins in the Pulp comic and the rules already have several low power ‘Shadow’, like heroes. However, some house rules would be needed to extend the rules, to better reflect this comic genre.

Pulp Alley and House Rules.

Levels and Team Formation

I decided to make the average superhero level 3, this allowed for the Superman types to fill the level 4 spot. Whilst the Epic Character was reserved for Galactic heroes and villains (Thanos types). Lesser heroes filled the level 2 slot, whilst level 1 was reserved for low powered henchmen men and street fighters in whatever form. The gangs rules remained unaltered

Abilities

To give a better superhero feel, I increased the number of abilities available by 1.

Some abilities I renamed to reflect the genre. For example, Shock (level 2) became Sunwing’s Sunburst power. For this trial it was not necessary to add any new abilities. However, I thought that to encompass all the possible variations found in the superhero genre would require adding numerous additional abilities. 

I also made two additions to the rules to replicate comic book skirmishes.

Knockback

In superhero comic book a blow or blast from a super can send their opponent flying. Enter the knockback rule. For every success not blocked or dodged (both brawl and in shooting), the opponent (prior any Health Check) character is driven back 1 inch. Threat this as an involuntary move, p. 43, so follow these rules if the losing character collides with either another character or building.

The victor can follow up if they want.

Throwing Objects

Another feature of superhero combat is picking up large objects and throwing them at the enemy. The active player who is trying to throw the object makes an opposed roll using his Might (this covers both physical and mental strength) versus the object’s size.
  • Size 1 Street items, Car, dumpsters large crates 2d6
  • Size 2 Kiosks, vans 2d8
  • Size 3 Large trucks and buildings 3d8
  • Size 4 Large buildings 3d10
If the test failed, the item is dropped or cannot be lifted. Any success not cancelled out by the size throw means the object can be thrown 3 inches. Once the final position of the thrown item is determined, draw a path the same width as the item (like the path for movement and line of sight), every character in the path starting from the start to end point draws a peril card, in essence the path become perilous terrain. The object is then destroyed and removed from the game.

The Game - "Rumble at the Docks"

Using the some figures from Kitbash Games', Super Unlimited range plus some old fantasy figures, I set up a game in 1980s San Diego. The plot is very simple, an evil biochemist, Dr Nicholas Amargus (DNA) has been conducting his evil experiments on the people of the city. Every day a red mist floats in from the sea, and when it makes contacts with citizens of the city, they undergo some severe mental disturbances.

Red Mist, Traitor and Drones

However, one of Amargus's lab technician had turned state evidence and crashed a lorry carry Amargus' work near the port. The UN has dispatched an Aegis Team (Star Phantom, Sunwing, Night Eagle and Primor) to recover the samples. Amargus, however has uncovered the plot and leads a group of his associates (Troll, Immulator and Mayhem) to recover the hideous cargo. The game is based on Charlie Stout III's scenario Dark Secrets, with the humans being being replaced by drones. The drones and the red mist being controlled by random throws.

The game developed into two distinct actions, with an areal combat between where Star Phantom and Sunwing took on Immulator. On the ground Troll provided ground support before coming to blows Night Eagle. On the ground, a fight developed around the overturned lorry between Mayhem and Primor. The former being outclassed by the Demi-god form an alternative universe. Throughout DNA concentrated on recovering his lethal samples, throwing the occasional vehicle or lamp post with his mental power. Throughout the our heroes and villians had to be mindful of the growing red cloud that had slowly drifted in from the sea.

Immulator and Troll

Sky Battle

Night Eagle retrieves a vial of DNA's virus



In the end the game ended in a draw. Whilst Dr Amargus recovers two of the samples, Night Eagle managed to gain a sample, giving Aegis and its associates a chance of analysing the compound for an antidote.

Conclusions and Thoughts

Here are a couple of photos from the game, which was enjoyable and for me generally captured the superhero genre. However, I thought it missed something, probably because the powers were not distinctive enough, a blaster and melee game. Here are some other thoughts
  • The investment in some flight stands helped the appearance of the game. As both teams had a couple of members who had the flight ability the game was a one of quick manoeuvre, with shots coming from the sky. In the future I will add a penalty of 3 inches to change levels.
  • The Knockback rule work well so no changes.
  • Throwing objects need some fine tuning, so if anyone has any suggestion they are welcome.
  • I need to add more powers to the abilities lists, and maybe rewrite these tables to better reflect the genre.  

Next Steps

The next steps is another games in my DNA campaign and to assemble a WWII era Justice Society of America. However, that is another story/blog.



Golden Oldie - Battlefleet Gothic

I was trawling my boxes of unpainted and painted miniatures when I came across a few boxes of spaceships. My collection was a haphazard arra...