*
Welcome, Guest. Please login or register.
May 09, 2024, 04:23:54 PM

Login with username, password and session length

Donate

We Appreciate Your Support

Recent

Author Topic: Causing Mayhem!  (Read 10937 times)

Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: Causing Mayhem!
« Reply #15 on: February 09, 2013, 04:22:15 PM »
Cheers fellas - there's lots of Warmaster figs there, along with a few Copplestone 10mm, but the rules set I'm using is Mayhem - the latest offering from Brent Spivey of Bombshell games.

Turn 2 hopefully after I've fed and watered the kids...  :D

Offline Damien

  • Mad Scientist
  • Posts: 963
Re: Causing Mayhem!
« Reply #16 on: February 10, 2013, 04:55:37 AM »
Dwarves, skeletons, orcs, giants, trolls, empire, elves, the list goes on....total awesome visual overload! Fantastic painting on these little guys and great AAR.  :-*


Keep 'em coming,
 Damien

Offline Funghy-Fipps

  • Mad Scientist
  • Posts: 982
    • Forgotten Dungeons
Re: Causing Mayhem!
« Reply #17 on: February 10, 2013, 08:51:12 AM »
Looks stunning and I can't wait for the next installment.

I have one query: after reading the rules myself and having a quick play around yesterday (using blank bases, alas  :() I wonder how you rolled such high Cps? Perhaps I have misunderstood - and that wouldn't be surprising - but I believe the rules state, 'For each hero, elite unit and Standard present in the army a player may roll a die and keep the single best of his choosing when making a Command Roll.' I'm not picking fault: just trying to make sense of the rules. As I stated earlier I can't wait for the next turn!

Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: Causing Mayhem!
« Reply #18 on: February 10, 2013, 10:19:12 AM »
Cheers Damien - it was a good opportunity to pick out a nice selection from my Warmaster pile and get them painted.

Well spotted Funghy - I got a bit carried away with the CP's - Brent quickly corrected me too.  ::)

Mind you he did mention he quite liked the idea of keeping all dice for CP's in the first turn as part of this particular scenario - you get an initial desperate rush for the objective. Just needs a bit of playtesting to see whether it could be open to abuse from players with loads of missile troops, flyers or artillery (when the rules come out for them).

I've got turn 2 played (with CP's determined correctly!) but need to obtain some new batteries for the ancient digital camera I'm using at the moment, which seems to go through AA's like nobody's business.  >:(

It seems that the two armies need a bit more manoeuvring about before they're ready to commit their forces...

Offline VoodooInk

  • Scientist
  • Posts: 362
    • bombshell-games.com
Re: Causing Mayhem!
« Reply #19 on: February 10, 2013, 03:01:52 PM »
Funghy- nice catch on the command points! 8)

Quote
It seems that the two armies need a bit more manoeuvring about before they're ready to commit their forces...
There's usually a bit of maneuver/counter-maneuver before one of the forces decides to commit. In this case, I'm sure the river and ford make these decisions more difficult. This is a great example of having an objective add an extra layer of complication without adding a ton of complicated rules. Well played sir!

A quick question: I read through the report a couple of times, and I found it odd that the famed undead hunter Jason Stakeum didn't make the battle. Was he considered expendable? If there a sub-plot that we, the readers, are not yet aware of? :D
'HAVOC... it's okay to wreak a little!'    <a href="http://www.bombshell-games.com/>bombshell games[/url]

Offline El Grego

  • Supporting Adventurer
  • Scientist
  • *
  • Posts: 231
    • The Pewter-Pixel Wars
Re: Causing Mayhem!
« Reply #20 on: February 10, 2013, 03:29:02 PM »
Maybe one could use the best CP roll of Turn 1 and double it, only for Turn 1... just a thought.

Also, do you have units deployed in columns Thantsants?

Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: Causing Mayhem!
« Reply #21 on: February 10, 2013, 06:03:59 PM »
Quote
I found it odd that the famed undead hunter Jason Stakeum didn't make the battle. Was he considered expendable? If there a sub-plot that we, the readers, are not yet aware of?

Haha - good one, might have to pinch it!  lol

Actually Stakeum is away, hunting down the notorious Vampire, Culynt Feastblood - but that's another story  ;)

As for sub-plots - you'll have to wait and see  :D

El Grego - could be an idea...

I do have some units grouped together in column - you can group up to three units together and move them forwards en masse at their default movement rate for 1 CP as an advance action. The Halberdiers and Elves in particular will be splitting up to form a defensive line across the ford once they are in position.

Offline DeafNala

  • Supporting Adventurer
  • Elder God
  • *
  • Posts: 10130
Re: Causing Mayhem!
« Reply #22 on: February 10, 2013, 06:49:49 PM »
The Armies are BEAUTIFUL, although the thought of painting something that small gives me sympathetic eye strain. I'm waiting/looking forward to you hitting full stride with the narration; the pun potential is impressive.
I'd NEVER join a club that would have me as a member.  G.Marx

Offline El Grego

  • Supporting Adventurer
  • Scientist
  • *
  • Posts: 231
    • The Pewter-Pixel Wars
Re: Causing Mayhem!
« Reply #23 on: February 10, 2013, 07:29:01 PM »
I do have some units grouped together in column - you can group up to three units together and move them forwards en masse at their default movement rate for 1 CP as an advance action. The Halberdiers and Elves in particular will be splitting up to form a defensive line across the ford once they are in position.


Yes, quite true.  One thing I need to remember is that MAYHEM has a different spin on movement.  On first reading of the 'Advance' rule, it might seem that the units are stuck as they can not change facing during the move.  But, units are not stuck after their first move of the turn if you have enough CP to keep them going - very tricksy it is...    ;)

Offline VoodooInk

  • Scientist
  • Posts: 362
    • bombshell-games.com
Re: Causing Mayhem!
« Reply #24 on: February 11, 2013, 12:50:43 AM »
Quote
Yes, quite true.  One thing I need to remember is that MAYHEM has a different spin on movement.  On first reading of the 'Advance' rule, it might seem that the units are stuck as they can not change facing during the move.  But, units are not stuck after their first move of the turn if you have enough CP to keep them going - very tricksy it is...     ;)
Isn't it?  :D It's an organic way to model the command cost of performing more elaborate maneuvers as well. Pointing 3 units in the same direction and setting them in motion- pretty easy. Having all 3 units break formation in readiness to perform a variety of tactical actions at various speeds- not so much. 

Offline evand

  • Assistant
  • Posts: 39
Re: Causing Mayhem!
« Reply #25 on: February 11, 2013, 04:01:10 PM »
Some of those halberds look familiar.  :D

Beautiful stuff, especially like the stubbly giant, and the trolls. Great tones on those.

Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: Causing Mayhem!
« Reply #26 on: February 11, 2013, 10:13:25 PM »
Thanks Evan - I quite liked those Hochland colours so went with them!  8)

Helped me get enough troops painted up and on the table quickly too  ;)


Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: Causing Mayhem! The Battle of Harrison's Ford
« Reply #27 on: February 13, 2013, 08:19:57 PM »
Well  I was lacking a name for the battle so there it is - might shed some light on the names I've picked for the characters too! Now I just have to weave in some references to 80's action movies as suitable situations arise from the game...

Apologies for the delay by the way - been fighting off some horrible Outer Mongolian Death Flu - well flu at any rate!

Turn 2
Von Damne's Dependables
CP's rolled - 8


 

Bluch Norress gestured forward with his great lance and his elite warriors, the Sons of Thunder, cantered forward. Alongside them came the rest of his clansmen, ready to deny the river bank to the enemy. His steely gaze alone was worth fifty spears - the undead horde shambling towards him couldn't know fear. But they should...

Norress' Lancers secure the river bank, although one unit lags behind having crapped out on a danger roll for movement. Again the Troll Slayers spurred themselves on to keep up with the advancing battle line.



Over on the right the Thunderers continued their advance to bring the ford within range of their muskets. Although the bellows of the approaching Trolls rang loud in their ears, the creatures remained too distant for an effective shot.



Arkneld Beulenegger sat back in his saddle, preening himself in the sun almost as much as Lavister, his Griffin mount was. The stench and howling cries of the approaching horde phased him not and he coolly surveyed the battlefield. Seeing the ford was almost secured by the approaching column of Foot and Arquebusiers, Beulenegger spurred his mount across the river.
"Faster Lavister, for soon we shall drive the enemy before us and hear their lamentations!"


 

With an ambush set, the enemy's flank threatened by Arkneld and the ford almost zeroed in by the Thunderers and Handgunners, Von Damne's defense was looking in good shape...

Turn 2
Zeegal's Maruaders
CP's rolled - 7


Shreevan Zeegal looked on in satisfaction as his army surged forward, as though belched from the belly of  a beast. Though they were heading into deadly ground - into the teeth of the Dwarven muskets - the evil Warlord was satisfied that the ford would soon be under siege...

The skeleton horsemen advance to meet Norress' lancers, quickly followed by the baying hounds, who go into overdrive to keep pace.



To their left, the rest of the undead shamble forward in the form of the skeleton archers.



 Halting as one in their uncanny way, the long dead soldiers drew back their rotting bowstrings and let loose a volley of black arrows at one of the units of Norress's lancers.



Horses and men cried out alike as feathered death rained down about them. Then suddenly, as one, they turned and fled the killing field.

(In the rules archers can elect to use volley fire - they roll three dice to hit and for damage, pick best one and if the shot is successful the target is driven back a distance equal to the difference in the combat result, rather than damaged or disordered)



The second unit of skeleton archers misjudged the range and their volley fell harmlessly into the river.

Turn 3
Von Damnes' Dependables
CP's rolled - 7


Count Johann Von Damne's chest swelled with pride as his trusty old dependables - his household troopers who formed the backbone of the state's defenses - marched ever onward in their serried ranks. The shrill blare of hunting horns, fife and drum made the hairs on the back of his neck stand on end in exhilaration and anticipation - there would be good sport to be had today. Bloodsport in fact...



Sergeants busied themselves up and down the line and orders were barked out. With the well drilled discipline of the parade square the Handgunners moved along the hillside, leaving space for a unit of Thunderers to join them in their vantage point over the ford. Below them the remaining Dwarfs moved across to all the Human state troopers to begin to fan out into their thin red and green line across the ford.



Turn 3
Zeegal's Marauders
CP's rolled - 8 CP's


Zeegal spurred his terrible mount onwards, keeping pace with the snarling Half Orcs to his left. The puny horsemen keeping guard along the river bank were already marked for death - his Undead Cavalry would see to that. A low rumble of mocking laughter escaped the skull-like visage of his great helm. Today you die, he thought to himself as he watched the prancing of the Human General, marked by the playful glint of sunlight on his golden armour...

Zeegal rides alongside the advancing Half Orc column, while behind them the Giant becomes completely engrossed with a small itch on his toe - remaining stationary for another turn.



Undeterred by the deep and languorous waters of the river, the Skeleton Horse wade impassively in, halting just before the other bank, lined as it is with bright shields and keen lances.



Behind them the hounds bound along with a lucky danger roll of 7", the scent of man and horse flesh mingling tantalising in the breeze.



At the edge of the ford the Trolls, confused by the sudden flight of the Griffin, split their ranks. The foremost splash into the shallows while those behind turn to face the new threat.



The skeleton archers again march forward, halt and bend the yew of their ancient bows with unseen sinews. Norress and his horsemen again were the target, though this time the doughty warriors steel themselves against the oncoming hail of arrows, refusing to be dislodged from their position. The volley directed against the Troll Slayers fell short however.

Turn 4
Von Damne's Dependables
CP's rolled - 6


Von Damne gave the order and slowly but surely his army began to move in a great, almost balletic display of drill and discipline. The line would hold, the ford would not be given up, there would be no retreat, no surrender...

The great snaking column of spearmen and halberdiers began to undergo a transformation. Its head detached itself as the Elven spears, resplendent in the sun in their glittering scale mail, moved forward to block the mouth of the ford. The Halberdiers came to a halt, preparing themselves for the maneuvres that would see them secure the Elves' flanks.

With much clashing of axe blades and bellowing of war cries, the Troll Slayers continued their advance, eager to get to grips with the monstrous adversaries they had spied across the river.



Their cries were echoed by those of Norress' horsemen as they thundered into the Skeleton Horse wallowing in the bend of the river. The gap in the line caused by their headlong charge was quickly filled by the third unit of lancers, who had finally cajoled their panicky horses back towards the enemy.



Lances crashed home, timbers shivered and age-old breast plates smashed asunder. The impact of the Lancers charge rippled through the Undead ranks, throwing them into disorder.

The unit of Lancers who charged elected to take a danger roll to ascertain how far they would move in their charge. If I have this correct, this meant that they could ignore the movement penalty of the river (DV2 or 2 CP's to move in/out/through the river) by rolling the number of dice equivalent to the river's DV (Defensive Value) along with their own dice for the danger roll, and taking the lowest score. Having gone for a danger roll this also meant they didn't have to spend a CP to overcome the Fear the skeletons cause, and being cavalry with the Impact ability they didn't need to spend a CP to initiate a melee as this happens automatically with units with that ability.

I changed the Undead's abilities here a lttle too - because the lancers won their melee rather convincingly (the difference in Combat rolls was 10!) and also possess the Drive Back ability, this would have meant the Undead Horsemen would have to flee 10". This didn't feel right for Undead, which I'm used to being immune to psychology from WFB, so I also gave them the steadfast ability - immune to Drive Back and Beat Back (the infantry version of Drive Back). Thus did the Undead Horse become disordered.




Beulenegger watched with increasing fury as flight after flight of black feathered arrows rained down on Norress' Lancers. Lavister, his magnificent Griffin mount champed at his bit, sensing his master's anger.



"To hell with this..."

The great hero roared and together they soared over the startled enemy ranks. The great beast came to ground in a flurry of wings and claws to the rear of the Skeleton archers. Arkneld again leaned forward to whisper in his faithful steed's ear,

"They don't bleed old friend, but we can kill them..."




Meanwhile the complex manoeuvring within the Alliance lines continued, as the Handgunners and Thunderers widened their lines to allow a second unit to take up position on the hill top.



Turn 4
Zeegal's Marauders
CP's rolled - 7


With the threat of the Griffin gone, the Trolls once more turned their attention to their advance across the ford. The Half Orc column followed up in their wake.



Zeegal watched Arkneld's flight of fury with an interested eye. He noticed that the beast's flight had not escaped the Giant's notice either and settled back in his saddle to enjoy the spectacle of this clash of the titans.

With a roar, the Giant roused himself from his inspection of his big toenail and loped over to Beulenegger and his mount. A flash of fear passed across the hero's face as the Giant hefted its huge club and dealt a brutal blow. The Griffin staggered under the impact, letting out a shriek of pain. One wing hung limply and the stricken monster held aloft its ruined front paw in agony.

This was an interesting little encounter! In hindsight I should have been a bit more cautious or used the Monstrous Creature's Impact ability to initiate a melee with the Skeleton Archers for free. However, I wanted to see how tough it was - or how good at killing monsters the Giant was...
The Griffin took the risk of landing within the Giant's move range, although the Giant was lucky to only spend one CP on a danger roll for movement - and then rolled a sufficient amount to bring him into contact. There was a difference of 4 between the two combat results which means that the Griffin had to roll 4 D6 to ascertain whether it had survived. A roll of 13 or more would have killed it (note that any 6's "explode" and mean another die has to be rolled!). Luckily I rolled a combined score of 12! However, this means that the Griffin receives 4 damage points which I'll have to spend 4 CP's on next turn to get rid of and return the Griffin to full operational capabilities...




The skeleton archers again loosed their arrows at the Empire lines - this time targeting the Elf spearmen. Their ranks fell into disorder as Elves fell clutching their wounds.



Over in the swirling melee in the shallows of the river, the Skeleton Horsemen rallied themselves (cost of 1 CP) removing the disordered token that had been inflicted by the Lancers.

Offline VoodooInk

  • Scientist
  • Posts: 362
    • bombshell-games.com
Re: Causing Mayhem!
« Reply #28 on: February 14, 2013, 01:08:41 AM »
Glad everyone is is over the flu! The continuation of the report was well worth the wait. Great battle name by the way!

Some observations:
1. The combat between the giant and griffin, and the subsequent damage roll, was epic stuff [your tactical analysis was spot on as well ;)]. That's a great example of the tense results you can get. However, there is one thing to clarify before you move to the next turn! You can't remove damage tokens like you can disordered tokens. Once a large creature is wounded, you either don't pay the additional command points and make a damaged roll, OR you can pay the command points and act as normal. This is done to more accurately model the way these units would function and act as a balancing component.
2. The move by the lancers through the the river was done perfectly [both mechanically and tactically]. It also shows just how many tactical factors go into the choice to use the danger roll in this particular situation to create a more cinematic and efficient result. Well played! :D
3. I like the choice from a 'flavor' perspective to give the undead the steadfast rule- it works. When making undead armies for 'particular settings', you can use rules like steadfast and fear combined with a lower CQ to offset the cost of the abilities. This allows you to field larger armies of weak undead that grind down their opponents through numbers, attrition, and fear [ie behave like those in the fluff that you're gaming].

Looking forward to the rest. There's certainly potential for some mayhem on the battlefield now!






Offline DeafNala

  • Supporting Adventurer
  • Elder God
  • *
  • Posts: 10130
Re: Causing Mayhem!
« Reply #29 on: February 14, 2013, 12:53:12 PM »
REALLY COOL LOOKING Hordes of tiny minis...I LOVE the Griffin! Is it true that now that you've done up all these 10mm Guys you're changing your Nom d'Forum to BlindBaby?

 

Related Topics

  Subject / Started by Replies Last post
4 Replies
2195 Views
Last post December 04, 2011, 02:44:57 AM
by Marine0846
6 Replies
2545 Views
Last post July 31, 2012, 12:40:18 AM
by The Breaker
23 Replies
4482 Views
Last post January 07, 2014, 03:11:48 AM
by VoodooInk
13 Replies
4615 Views
Last post November 30, 2014, 04:09:34 PM
by VoodooInk
7 Replies
1407 Views
Last post April 18, 2024, 05:38:43 AM
by Wilgut Spleens