Cheers everyone!
A few of you might remember my
Round of Fire rules, that I wrote as a general skirmish system which is setting free, but I mostly played in modern-to-scifi settings.
The core manual (that is on WgV:
https://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules ) presents several factions and unit profiles for modern combat, but i've been working on a Fantasy expansion for a long time.
Now, i ALMOST have a completed version (and some time will be spent on layout and illustration, just like for the original RoF), but it's dense enough to allow full warbands compositions, magic, monsters and races.
With the freshly made new factions and profiles, we tried our first game today!
Showing here the band of my opponent. 16 points.
First, the Errand Knight with his Squire (4 Points + 1 Accuracy and 1 Troops Tokens). It's a Knight subclass, slightly more rugged but with an extra pair of hands.
A Vagabond Warrior (4 Points + 1 Speed Token) follows. Faster than the rest of the army, it's a subclass of a Captain.
A group of Pikemen (3 Points + 1 Offence Token), subclasses of the Infantrymen. Basically, armed with war spears and slightly better armored.
Some more infantrymen (3 Points), this time not subclassed. The fancier one has better amour, the others use bucklers rather than shields: no additional defense, but quicker counterattacks.
Finally a band of Paesants (2 Points), subclass of the Thugs. An additional figure is added, and they are all equipped with basic bows.
Just a few pictures of the battle.
The table was laid out quickly. On a side you can see the characteristic Round of Fire's Wheel.
The Knights fought some dwarves, but since they were shamelessly unpainted and not based they won't appear much in pictures.
After deployment, the Knight's army detached in two: the main body advanced towards the dwarves (only 8 heavily armoured figures, they didn't split), while the quick Vagabond with the three Infantrymen tried to outflank the dwarves.
Here the two forces facing each other:
Without caring too much about tactics, the pikemen and the knight advanced in the open field, but the dwarven crossbows killed two pikemen with their first volley.
Crossbows, having the Reload 2 rule, must spend a 2-steps action between shootings to reload. Still, they're deadly.
With a terrifying but considerably slow charge, the dwarves' berseker followed by three young warriors filled the distance between the two lines, and dealt a terrible hit to the Knight's forces. Well, the Berseker did, but two of the young warriors went out of combat when facing the Errand Knight's sword.
Trying to slow down the slaughter, the archers attacked the berseker and the remaining warrior with their daggers. Daggers are very quick and can be dangerous, but the profile of the thugs is... very basic. They didn't deal much of a damage, and went out quickly.
The rest of the Knight's army was meanwhile occupied with the other dwarven's Hero. With an additional 2 Points spent for him, he got 3 Hero Time tokens and a free reroll, which saved his a** and allowed him to resist all that time. With the main force depleted, the Knights had to retreat quickly.
Not an extensive AAR, but still something, i'm definitely not used to that kind of stuff.
I'm open for questions, and if you're curious about the Wheel mechanism, I suggest to take a peek at the free preview of the manual on Wargames Vault.
https://www.wargamevault.com/product/227996/Round-of-Fire--Core-Rules
Cheers,
Jack