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Author Topic: Alexandrians vs Saviours using Tales of Horror  (Read 4775 times)

Offline nozza_uk

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Alexandrians vs Saviours using Tales of Horror
« on: May 31, 2019, 05:39:03 PM »
Had a chance to try out the new Fistful of Lead/Galactic Heroes expansion - Tales of Horror.

We created a Hunter group https://nozzawargaming.blogspot.com/2019/05/fistful-of-lead-tales-of-horror-hunter.html and a Necromancer group https://nozzawargaming.blogspot.com/2019/05/to-take-on-my-hunter-group-in-tales-of.html.

Groups created, we decided to try out the 'Foggy Streets of London' scenario, but transplanting it to Colonial New England.

More on the blog here https://nozzawargaming.blogspot.com/2019/05/the-foggy-streets-of-chester-falls.html



Enjoy!  ;D
« Last Edit: August 05, 2019, 02:03:59 PM by nozza_uk »

Offline Malamute

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Re: The Foggy Streets of Chester Falls - A Tales of Horror AAR
« Reply #1 on: May 31, 2019, 05:46:55 PM »
Excellent stuff, Glad to see other people playing ToH.

I like your setting too, very nice indeed. :)
"These creatures do not die like the bee after the first sting, but go on age after age, feeding on the blood of the living"  - Abraham Van Helsing

Offline BaronVonJ

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Re: The Foggy Streets of Chester Falls - A Tales of Horror AAR
« Reply #2 on: June 04, 2019, 01:56:27 PM »
Excellent report. Good to see the rules in another setting. Ours takes place in a Pulp era environment..
Two player games can easily be played in under and hour, but that makes for a great campaign!
-J

Offline Elk101

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Re: The Foggy Streets of Chester Falls - A Tales of Horror AAR
« Reply #3 on: June 04, 2019, 04:34:18 PM »
Entertaining write up and good to see the Necromancer getting a run out as well as some of the spells. Please keep posting!

Offline nozza_uk

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Re: The Foggy Streets of Chester Falls - A Tales of Horror AAR
« Reply #4 on: June 07, 2019, 02:17:09 PM »
Entertaining write up and good to see the Necromancer getting a run out as well as some of the spells. Please keep posting!

Thanks for the comments. Will post the outcome of the next game, which I think will be the 'The Beast in the Woods' scenario. Just got to find time to play it!

Offline nozza_uk

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The Beast in the Woods - A Tales of Horror AAR
« Reply #5 on: June 20, 2019, 02:49:19 PM »

Offline nozza_uk

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Settling Scores - A Tales of Horror AAR
« Reply #6 on: June 27, 2019, 12:25:18 PM »

Offline Malamute

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Re: Settling Scores - A Tales of Horror AAR
« Reply #7 on: June 27, 2019, 02:30:10 PM »
Great stuff, poor dice rolling will never win you the game lol

I have very much enjoyed your setting for the game, its nice to see Gothic Horror played in a different timeline. :)

Offline BaronVonJ

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Re: Settling Scores - A Tales of Horror AAR
« Reply #8 on: June 27, 2019, 02:32:37 PM »
Very cinematic! Love the mini campaign. With the Hunters out of the picture, time for some Vampires to move in...

Offline Juan

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Re: Settling Scores - A Tales of Horror AAR
« Reply #9 on: June 29, 2019, 06:50:00 PM »
The Zombies are unstoppable!!!

Offline Elk101

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Re: Settling Scores - A Tales of Horror AAR
« Reply #10 on: June 29, 2019, 08:14:37 PM »
Very good! I enjoy reading your game reports. I'm yet to use the 'light fast' trait but it sounds like it worked well for the necromancer.

Offline BaronVonJ

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Re: Settling Scores - A Tales of Horror AAR
« Reply #11 on: June 29, 2019, 08:24:46 PM »
Being Soulless, the zombies are easier to shoot. And their d8 in combat SHOULD make easier to defeat in close combat, but bad dice are bad dice.

Offline nozza_uk

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Re: Settling Scores - A Tales of Horror AAR
« Reply #12 on: July 01, 2019, 11:24:42 AM »
Further to what has been said and what's in the AAR.

Zombies are easier to hit with Soulless, but the flip side with Zombies is that Shock and Wounds simply knock then down. In the latest game, the Hunter player was rolling sufficiently high to successfully hit, but then rolled badly on the Wound table.

The other limitation was the Hunter group were using Muskets - which require reloading after every shot. Even giving the Militia 'Deft', still meant that they were firing 1 shot each a turn. Effectively, 4 shots a turn vs 9 Zombies and if your shots are ineffectual...

Also, my game plan for the Necromancer actually worked. Making him the prime target early on allowed the Zombies to advance unhindered. If 'Lightning Fast' hadn't saved my Necromancer so many times, this could have a very different game.

When it came to Close Combat, being able to swarm a Militia Man with at least 3 Zombies really helps. Also, consistently rolling 6+ on a D8 helps - especially when your opponent was rolling badly on a d10. I sure my luck with the cards and dice will change soon.

The Hunter player has asked to replay this game but with updated weapons instead of Muskets and Flintlock pistols, so we will see how that goes.

Offline BaronVonJ

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Re: Settling Scores - A Tales of Horror AAR
« Reply #13 on: July 01, 2019, 09:00:30 PM »
Remember, even though the Grunts (Zombies) activate on the same card, they do move as one. In other words, the zombie card comes up, move one into contact. Fight the Close Combat. If the Militia man wins he could push the zombie back, switch places, etc. Then Zombie number 2 of the pack attacks. Repeat. Then number 3. It is possible to swarm, but only if the militia man was losing his Close Combats and was locked in combat with the zombie.

And as I think I mentioned, you can change the rules to make zombies like other Henchmen and any wound drops them.

Offline nozza_uk

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Re: Settling Scores - A Tales of Horror AAR
« Reply #14 on: July 01, 2019, 10:04:25 PM »
It is possible to swarm, but only if the militia man was losing his Close Combats and was locked in combat with the zombie.

And they did lose their Close Combats!!!  lol - I would add an evil laugh here too if I could!!!