Lead Adventure Forum
Miniatures Adventure => Pikes, Muskets and Flouncy Shirts => Topic started by: H.M.Stanley on 30 November 2014, 08:51:05 PM
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I've had the rules for a while. Yes, they're all over the place but the core game looks fun.
I already have a bunch of Angry Villagers and can raid other projects for figures; ECW aplenty, Blood Bowl (ghouls, werewolves, vampires ...) Of Gods and Mortals (wolves and witches) and Judge Dredd (coven/cult).
I even have a timbered building and a fair bit of 28mm scenery.
So, any do's or don'ts and must - haves?
Thanks,
James
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Nobody has anything to say? Are the rules really that bad?
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I was hoping someone would post, I'd be interested in hearing opinions.
I think the idea of them sounds fun and lots of scope to repurpose figures from other projects.
So let's us know if you do figure things out?
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Take it easy. Some people have busy jobs you know ;)
I have played them numerous times, devoted some blogs to them and have enjoyed them immensely. They are a truly well thought out set of black powder era skirmish rules, which are also suited to serve in other periods.
I played some nice Border Reiver games with them, for example.
As with most skirmish games a lot of terrain is a must, be it houses or woods. I even built a large tavern to play scenarios in which works wonderfully. Don't overdo on either witches or werewolves for they are very tough. Haven't played vampires yet so I can't tell about those.
I am now working on a Salem/early American colonies setting to game in. Enter Indians, forest demons and woodsmen :)
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I was hoping someone would post, I'd be interested in hearing opinions.
I think the idea of them sounds fun and lots of scope to repurpose figures from other projects.
So let's us know if you do figure things out?
Hey. The rules look a little fiddly at first but appear to be sound once you drill down into them. The proof is in the pudding
I've always been interested in British folklore and once met a very interesting Witch at work (no joke). Had very pleasant chat for half an hour.
Bouncing between projects and cleaning up miscellaneous figures for this. Started to look at Foundry Witches but drew a blank although I probably have enough if I use my Cultists/Coven. Mind you, just one witchy in a pointy hat with abroomstick wouldnt go amiss :)
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Take it easy. Some people have busy jobs you know ;)
I have played them numerous times, devoted some blogs to them and have enjoyed them immensely. They are a truly well thought out set of black powder era skirmish rules, which are also suited to serve in other periods.
I played some nice Border Reiver games with them, for example.
As with most skirmish games a lot of terrain is a must, be it houses or woods. I even built a large tavern to play scenarios in which works wonderfully. Don't overdo on either witches or werewolves for they are very tough. Haven't played vampires yet so I can't tell about those.
I am now working on a Salem/early American colonies setting to game in. Enter Indians, forest demons and woodsmen :)
I was hoping you'd pop up :)
I did look at your Blog but had trouble navigating onto the WG AARs. I'll have another bash at it.
Noted and understood on the werewolves and witches. The witches in particular do look very good. Well that settles it, I dont need anymore of either then.
The Vamps don't really do it for me either although they are a central theme of the RB. That said, ijust bought 4 x painted Acolytes for giggles.
Salem - very nice theme if I may say so.
Thanks for the feedback.
Best,
James
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And incidentally it is a rather convincing simulation of small scale pike & shot combat.
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And incidentally it is a rather convincing simulation of small scale pike & shot combat.
That's good to know - thanks.
It's where I came in on with these rules, I wasn't bothered about the horror element. Until I read them that is ...
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I was hoping you'd pop up :)
I did look at your Blog but had trouble navigating onto the WG AARs. I'll have another bash at it.
And here I was :D
The easiest way to find WFG blogs on my blog is to click on the Witchfinder label in the right column (Ctr + F, Witchfinder, Enter) and you'll find all (or at least most) of the AAR's
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Thanks for that.
What's the maximum number of Witches would you say make a good game?
I see that at least one of the scenarios refers to four. With their abilities (Magic, Brooms etc) and 1 in 3 chance of Summoning something from a Frog to a Great Beast, they look wicked ... ;)
I note that you're supposed to play the scenario twice after switching sides rather than bother too much about strict balancing of forces.
Looking forward to trying these out.
Best,
James
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I played Witchfinder General back in November at Millennium Con. I really enjoyed the game. We had six players. Three witches, three non-witches and a group of npc played by the game master. There did not seem to be a problem with to many witches but then maybe we did not know all the ins and outs of playing witches. Two witches flubbed their summoning rolls. The third got a werewolf I believe. Something nasty anyway. There was much carnage on both sides. Anyway I hope this helps.
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I played Witchfinder General back in November at Millennium Con. I really enjoyed the game. We had six players. Three witches, three non-witches and a group of npc played by the game master. There did not seem to be a problem with to many witches but then maybe we did not know all the ins and outs of playing witches. Two witches flubbed their summoning rolls. The third got a werewolf I believe. Something nasty anyway. There was much carnage on both sides. Anyway I hope this helps.
Hi, thanks for that. Sounds fun.
But npc?
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I played up to three witches in The Summoning game, which were a handful for the two units of witchfinders as they were also supported by Blinders and a Monster. They are fast (while flying), deadly with their Evil Eye and poisoned brooms and Grenadoes and tough with their two hitpoints. And that is without them summoning a baddie!
So I'd say four witches without Blinder support could still give a witchfinder with some musketeers and pikemen a run for their money. Especially when terrain and the mission objective suits them.
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Got it - thanks! :)
I want to stay away from Blinders as support for the Witches but may throw in a Coven and treat as Angry Villagers.
Shamelessly stealing a leaf from your book, I may also occasionally set this in the New World as I also have the excellent
Galloping Major Huron and Militia figures which would fit straight into that setting.
For once I'm ahead of the game and don't need a tonne of figures, just the odd character figure here and there. For example, I've just ordered the Reaper Baba Yaga witch and I'll buy the Redoubt Gallows set.
I just need to get in a game at some point lol
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And incidentally it is a rather convincing simulation of small scale pike & shot combat.
That sounds interesting. What are the core elements that make this work?
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Several things actually. Pikes are essentially an effective short-range weapon in open terrain (strike first/push back) so can actually prevent enemies attacking reloadng musketeers in close combat like they are supposed to. Especially against fast-moving opponents like cavalry or hellhounds.
They can act simultaneously with the shot but are not obliged to do the same thing, so they can maneuver in concert with- or separately from the shot. The dual-action mechanism enables them to interact. They can easily form formations with the shot but do not need to. They are quite invincible en masse but easily outflanked when alone and a pike in close combat becomes a liability once passed-by. Pikes in confined spaces like houses and woods are useless and here is where shot can be very effective. Like the pikemen they can maneuver with them, for example fire and retreat among the pikes or other cover.
The shot is lethal at short range but slow to reload, especially when you need to do more than just stand, shoot and reload. And you usually do.
Usually the game stands or falls with a desperate last salvo followed by an all-out charge with pike and sword. Or at least mine do :D
Did I mention I really love this game? ;D
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Sounds interesting. We've tended not to use pike in our skirmish ECW games because they seem so ineffectual at the small skirmish scale.
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NPC = non player character. There was a seventh group that the game master was controlling. The seventh group was a group of wives and women from the nearby village that the three groups of witches were trying to recruit from. The other three groups consisted of a group of husbands, a group of clubmen and a witch hunter. These latter three groups were trying to prevent the witches from accomplishing their goals. As the wives were swayed one way another, control of the wife went to one of the six players.
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Sounds interesting. We've tended not to use pike in our skirmish ECW games because they seem so ineffectual at the small skirmish scale.
Four pikemen supporting four musketeers with some terrain in their backs -say a gateway- can be quite strong in this game. But we rule that (and I think it is in the rules as well) that pikes and other polearms cannot be used in houses and wooded areas.
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A couple of Vampires and their true form in the shadows ...
(http://i62.tinypic.com/hsvp50.jpg)
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Where wolf?
(http://i58.tinypic.com/2lw7hio.jpg)
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Witchfinder, Preacher, Apothecary and Leader
(http://i57.tinypic.com/4l23v4.jpg)
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Blinder Captain
(http://i59.tinypic.com/1gorqs.jpg)
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Witchfinder Musketeers
(http://i60.tinypic.com/2iizczp.jpg)
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Angry Villagers
(http://i60.tinypic.com/qswdxl.jpg)
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nice.
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There be witches hereabouts.
[a poor photo of the Hag and her daughters vamping it up - i think that they look better in the flesh, the gloss varnish and flash doesn't help. I need to Dull them down)
(http://i58.tinypic.com/2ppld1j.jpg)
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The Summoning with the Coven (Angry Villagers) in support as the Mob close in
(http://i57.tinypic.com/wcmpow.jpg)
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Too Late!! The Great Beast, he is here ...
(http://i57.tinypic.com/1zvah40.jpg)
Now i just need to game this
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nice.
Thank you. It's been fun rifleing through my other projects to see what i can use for WG
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Ooh, good stuff! I especially like the Blinder Captain, I've always had a soft spot for that model. The Great Beast and Coven look great too and fit in nice with the historicals.
This thread (and also space concerns) have prompted me to give my copy of Witchfinder General a second look. I'll need buy more witchy types, and kludge together a few rules to represent the more Eastern European character of my collection, but I bet I can make a good go of it.
The main thing, I think, is the composite bow used by eastern cavalry. Something like
-counts as a pistol, except
-free reloads (no action or roll required)
-hits *are* affected by armor
Spears and lances are probably just an issue of adjusting the Fighting Distance (and I guess Strike First for lances). Shields are rare enough that I'll probably ignore them.
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Thank you. I painted about 30% of those figures. Naturally the Blinder Captain wasn't one of them ... lol
I think these rules would work just fine for a Carpathian setting etc. Agree with you about Bows although I might be tempted to give the target a slightly increased Avoid Harm role against all put expert horse Archers.
Have fun. J
P.S. Ahh, I see that you covered that with Armour
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You can see pictures from the Battleground show on the link below.Eric put a Witchfinder General game on at the show.The new book is coming along and should be out in the New Year.
https://www.facebook.com/media/set/?set=a.504863642989228.1073741831.388912817917645&type=3
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Wow! Eric's game looks fantastic! As do Stanley's figures.
If I may be so bold as to provide a photographing tip: don't use flash but try static light and a camera stand. Flashlight tends to do terrible things to colours....
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Check-out the Facebook page for more info on what is happening and you can see the new sculpts by Ian Mountain too.
https://www.facebook.com/groups/1483246455250486/
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No worries! I am watching it like a hawk....
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Wow! Eric's game looks fantastic! As do Stanley's figures.
If I may be so bold as to provide a photographing tip: don't use flash but try static light and a camera stand. Flashlight tends to do terrible things to colours....
Hi, thanks.
Good points well made. I have shaky hands at the best of times so a camera stand wouldn't go amiss :)
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You can see pictures from the Battleground show on the link below.Eric put a Witchfinder General game on at the show.The new book is coming along and should be out in the New Year.
https://www.facebook.com/media/set/?set=a.504863642989228.1073741831.388912817917645&type=3
ohh, very nice looking game
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" Mind you, just one witchy in a pointy hat with a broomstick wouldnt go amiss"
The micro art discworld figures include three witches on broomsticks worth a look. BUSTED
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We played a game of this at our club yesterday. It was the first time for everyone there. There were no supernatural forces involved in our initial game as we were trying to get a feel for the basic rules. I really like the movement rules for changing terrain values (Easy, Tricky and Nasty Ground lol) as well as the activation mechanic with the alternating "go's".
I found the combat to be very quick and bloody. Muskets reload very quickly and are very effective.
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A few additions ...
Reaper Baba Yaga witch and Foundry Minion, Caldron, ECW Cart & horse and scratchbuilt gallows.
In Gloomy conditions [no flash], naturally
(http://i61.tinypic.com/fz6mhl.jpg)
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" Mind you, just one witchy in a pointy hat with a broomstick wouldnt go amiss"
The micro art discworld figures include three witches on broomsticks worth a look. BUSTED
Thanks Busted.
However, having gone with the Hag and Reaper Baba Yaga I just want the Foundry Witch with the sickle to complete the trio (3 is the magic number of course ... ;) )