Monday, July 22, 2013


Historicon Saturday Wrap-Up


The last full day of the con.  We ran two In Her Majesty's Name Games.  The fluff

The County of Krabbenstein is distinguished mainly by its small size and gloom.  You could say that it is nestled into a remote region of the Balkans, but nestled makes it sound nice and quaint.  Strange and drear works better.  Krabbenstein has remained independent under its Count for centuries mainly because it was not worth the effort.  The Ottomans bypassed it and steered even further away over the years when foraging parties had a nasty habit of disappearing.  The Austro-Hungarians were not any more interested.

If you had to pick a single adjective for Krabbenstein it would be gloom.  A curious combination of mountains, prevailing winds and nearby lakes leave Krabbenstein shrouded in clouds and fog 9 days out of 10.  Curiously the clouds always part at sunset of nights with a full moon, then fog sets in and by dawn the gloom is back. 

The valley is dominated by Castle Krabbenstein.  The Count, his family and Cossacks are rarely seen unless it is to make strange and onerous demands on the population.  The count has some unknown hatred of the Gypsies.  Recent rumors suggest the Count has found a relic that will give him greater power once he figures out how to use it.  The cliffs of hill the castle glowers from are dangerous terrain and takes a full turn to climb.  The dry moat is type 2 cover and difficult terrain to move through.

The combination of mists and woods provides type 2 cover and makes it difficult to move through the woods.  Visibility in the woods is limited to 8".  The villagers do not enter the woods willingly unless they are cutting wood or hunting wolves.

Schwartzdorf's citizens lie restless under the abusive hand of the Count.  Father Dubnik has convinced them that too many babies have been stolen, too many maidens exsanguinated, and too little to show for it from the Count.  "A riot is a terrible thing, and it is about time we had one!"  Inside the church nave is a long forgotten map from the Crusades purporting to show the location of a tomb.   All of the buildings are sturdily built and provide level 3 cover.  Opening or closing any door costs 2" from movement

Gypsies sit camped outside the village.  Villagers always make the sign of the evil eye, especially when they see the blank stare of Old Magda.  Young men have disappeared after pushing their amorous advances on Esmerelda and Mala.

Father Dubnik secretly requested assistance from the Duchy of Zef. 

Other foreign groups with dubious motives have been sighted in the area
Between the two games 14 players had the chance to try "In Her Majesty's Name"  The games turned out very differently.  What was common to both was that the villagers took a pasting.    The picture below was from the first game looking down from Castle Krabbenstein.  The werewolves waited to spring their surprise until after the Count and Villagers had mostly eliminated each other.  In the second game the Werewolves went all in from the beginning and were the target of the villagers and the Count. 
The highlight of the second game was when the Egyptian professor stole the Gypsy/Werewolf wagon.  The players discussed what sort of squeaky toys and blankets were stored in the wagon.
Two good games with fun players - a great way to end the convention


 

Historicon Friday Wrap-up

Friday was a pair of SAGA games that I ran with Boe.  I did not get pictures, I know that Boe did.  There are a number of good ones from the 1000 foot General's blog http://1000footgeneral.blogspot.com/2013/07/historicon-2013-friday.html#more  You have to scan down about halfway.

It was two linked games.  The first set was 3 games 1 on 1.  The most different was the naval fight between Vikings and Anglo-Danes.  The ships would move ahead 2" for SAGA die discarded.
The Anglo Danes boarded the Viking Ship, but narrowly lost the resulting melees.  The Vikings used this in the next game to deploy onto the beach right outside of the town.

In the center, the Normans narrowly lost the Scots so the Scots started the second game with control of the town.

The second Viking Force was trying to force its way across the river against the Welsh.  The Viking warlord killed the Welsh warlord and the players decided that was game.  Therefore the Vikings deployed across the river in the second game.

The second game was 3 on 3. 
Same matchups
The Vikings continued their dominance over the Anglo-Danes.  The Anglo Dane Warlord escaped with a monk in tow, stealing the Viking ship.  The Norman commander's side mission was to kill the enemy warlord.  He took this and went after the Scottish Warlord like a guided missile.  It did not work.  Every attack the Normans tried failed.  The scots stood like a wall.  The Welsh tortured the Vikings with javelins, inflicting tremendous casualties, until the Viking Warlord killed their warlord.  Gradually both war bands killed each other off.  Overall the Scots were the winner.

Between the two games 12 different players got the opportunity to play SAGA.  Most of them liked the rules, and got a better handle on the rules or tried them for the first time.  I know that a lot of folks like the tournament mode, but I am glad that newer players had the chance to try the rules out or hone their skills

Historicon Thursday Wrap-up

Had a great trip to Fredericksburg for Historicon.   I spent the mornings working the preregistration desk and the afternoons and evenings running games. 
 
My Thursday games were two episodes of Pterosaurs at One O'clock High.  The view is from the flying monkey base of Mibutt Island.  Action is mid way through the first game.
The dials are custom made "X-Wing" style done by the Dial Dude http://dialdude.ca/  I can provide the data files he used to make the dials
The rules I use are below.   At some point in the future I should add explanatory text. I am providing them free.   If you like them enough to donate, give me a buzz.
Pulp Flying Rules
Turns run in phases
1.    Select Movement on dials
2.    Move simultaneously
3.    Determine any melees and  boarding actions by monkeys
4.    Firing
5.     Resolve melees
Boarding and Hand to Hand (Deadly at altitude)
o   Any figures that comes into contact  at the end of the turn may melee
§  Flying monkeys may jump up to 8" from the edge of their carpet into melee
§  Figures that initiate melee may not fire
o   Once all the figures are in melee, add up the dice
§  Each human or monkey adds one die
§  Each piloted dinosaur gets one die
§  Wing Kong gets 6 dice
§  The unpiloted Ornithocheirus  gets 5 dice
§  The unpiloted Pteranodons or eagles get 3 dice
§  Bombs get 2 dice (may only defend)
o   Roll the Dice
§  The side with the highest single roll wins and kills the opposition
§  Each roll from the winning side that falls below the losers high roll will cause a casualty
§  A defeated bomb will go off course or explode causing casualties to the winners
Shooting
o   Determine who is in range
o   Fire at available targets (any 8 or better on a d10 hits)
o   Determine damage
Bombing
·         Only affects large objects like carriers or bases
·         Small bombs attack targets 4" in front of the Stukasaur, hit on 8+ and do one damage
·         Large bombs may be released and will travel one or two turns forward at the same speed
·         Hit on a 5 or better on a d10
·         Bombs do d6 damage
·         American Rocketeers carry Satchel Charges, need on turn to set up (no move) cause D6 damage
·         Damage to Zeppelins can be catastrophic - roll an extra d6 for every attack that causes damage
 
Damage
Result
Cavemouth
10
Destroyed
American or German Carrier
5
Withdraw
American or German Carrier
10
Destroyed
Carpet Carrier
3
Destroyed
 
 
Shooting
Weapon
Dice
Range
Damage Modifier
Autocannon
1
21"
+3
HMG
4
15"
+1
LMG
3
15"
 
SMG
2
12"
 
Pistol/Bow/Monkey Poo
1
9"
 
 
 
First Wound
Second Wound
Third Wound
Human
No change
Killed
 
Dinosaur
No change
Return to base
Killed
 
Flying Carpet
Small
 
Flying Carpet
Large
10+
Destroyed - all crew lost
 
11+
Destroyed - Crew may attempt to fly to any object with in 10"
9
2 Monkeys killed
 
10
3 Monkeys killed
5-8
1 Monkey killed
 
8-9
2 Monkeys killed
4
Damage, Return to base for reweave
 
4-7
1 Monkey killed
1-3
No Effect
 
1-3
No Effect
 
Rocketeer
 
 
Unpiloted Stukasuar /Eagle/Wing Kong
 
10+
Killed
 
10+
Killed
8-9
Wounded
 
6-9
Wounded
6-7
Lost primary weapon Shoot pistol only
 
1-5
No Effect
4-5
Return to carrier
 
 
 
1-3
No Effect
 
 
 
 
Piloted  Stukasaur
 
 
Carrier
 
10+
Killed
 
11+
2 Damage
9
Pilot Wounded
 
10
1 Damage
6-8
Stukasaur wounded
 
8-9
1 Crew Killed
4-5
Equipment damage -Jettison bombs
 
6-7
1 Crew Wounded
1-3
No Effect
 
5
AA Gun Damaged
 
 
 
1-4
No effect