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Author Topic: Blood on the Sands: A Game of Gladiatorial Combat - NEW Kickstarter announced!  (Read 31343 times)

Offline Constable Bertrand

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #75 on: March 19, 2024, 09:08:18 AM »
Those dice look great Frank,  8) so much blood sweat and tears has gone into this project now over the years!

Offline Furt

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #76 on: April 15, 2024, 09:48:52 PM »
Those dice look great Frank,  8) so much blood sweat and tears has gone into this project now over the years!

Thanks Matt. I'll be at ShireCon on Saturday if you are around.
“A prisoner of war is a man who tries to kill you and fails, and then asks you not to kill him.”

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Offline Tas

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #77 on: April 21, 2024, 03:16:48 AM »
Awesome to catchup with Furt (the Man, The Myth, The Legend!) and his apprentice Lanista Victor at Shirecon in Sydney yesterday! The new dice and arena look awesome  :-*


Offline Furt

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #78 on: April 22, 2024, 11:19:11 AM »
Thanks Tas - always great to see you mate.

Had a great day playing BotS and testing out some new rules too! Lots of interest and people playing.















https://www.facebook.com/bloodonthesands


Offline Muzfish4

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #79 on: April 28, 2024, 08:36:00 AM »
Looks awesome - glad the convention went well!

Offline infelix

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #80 on: April 28, 2024, 09:11:06 AM »
Really great looking game! I’ve been thinking of getting a gladiatorial game for a number of years but never got around to it.

Offline Furt

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #81 on: April 29, 2024, 08:06:38 AM »
Looks awesome - glad the convention went well!

Yeah it was great fun Muzfish. Quite a few combats and some good playtesting.

Really great looking game! I’ve been thinking of getting a gladiatorial game for a number of years but never got around to it.

Thanks. If you are on Facebook there is link to the Player's Group from the main page where you can download a  cut down version of the rules and try them out https://www.facebook.com/bloodonthesands

Offline Tas

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #82 on: May 26, 2024, 02:34:59 PM »
Another cracking night of arena spectacles -always great to throw dice with Furt!






Alan seems pained at having his Secutor entangled!

More at my blog here
https://tasmancave.blogspot.com/2024/05/ludi-incipiant-let-games-begin.html
« Last Edit: May 26, 2024, 02:46:10 PM by Tas »

Offline Furt

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #83 on: May 26, 2024, 10:07:37 PM »
Pleasure was all mine Tas! What a great night. Thanks for hosting.

And yes Alan does seemed a little vexed.  lol

Online OSHIROmodels

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #84 on: May 26, 2024, 10:34:23 PM »
Great stuff Frank  8)

Offline Captain Darling

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #85 on: May 27, 2024, 03:59:23 AM »
Great set up, spectacular well done Furt!
"There's nothing cushy about life in the Women's Auxiliary Balloon Corps!"

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Offline Furt

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #86 on: May 27, 2024, 11:58:26 AM »
Thank you gents!  :)

The boards were made by Brutal Cities and the beautiful gladiators are Tas and Alan's.

I've met so many wargamers with gladiator collections lately it boggles the mind.  o_o

Offline Tas

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #87 on: June 30, 2024, 09:03:05 AM »
Another fun night in the arena with Furt - 2 very different matches.
One that was over before it started - the other a long, drawn out affair

Both were a lot of fun and showing just how much depth there is in these rules

https://tasmancave.blogspot.com/2024/06/pallidus-arena-debut.html\




Offline Basementboy

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #88 on: June 30, 2024, 06:28:06 PM »
Looks like a great time!

Offline Muzfish4

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Re: Blood on the Sands: A Game of Gladiatorial Combat
« Reply #89 on: July 05, 2024, 03:25:26 AM »
Played three bouts of BotS a day or two ago with matched pairs outside the campaign structure (with all fighters as Tirones) just to get a grip of v1.9 of the playtest rules.

First bout was the Hoplomachus against the Murmillo, in the classic case of reach and agility versus strength and a big shield. I played the Murmillo (using the wrong miniature, but these things happen).





The match played pretty well with the spearman getting the lion’s share of the initiative with his Weapon Reach giving him a bit of an edge. The Scutum was pretty handy in warding off the early thrusts with plenty of ‘Extended Lunges’ not getting past the big shield. As the match progressed, my opponent was most obliging in rolling snake eyes and this gave the Murmillo the opportunity to manage fatigue as well as push their attacks – I had plenty of ‘5s’ to spend as it turned out, often an ‘Impetus’ special attack would be followed by a ‘Feint’ or ‘Heavy Strike’ but as the Hoplomachus was starting to build up the wounds and was getting closer to the arena wall I switched to the driven attack which negated their advantage with the spear and allowed the big man to launch a series of attacks to wear down the defence of their opponent (a Parma can only do so much) and get the win with the solid support of the crowd behind him.

Rules-wise things played pretty well. The weapon reach made the Hoplomachus really competitive, unless they persist in rolling double ones (which they did on three occasions). The Murmillo was also Agile so his defence was a lot less risky with natural 1s being re-rolled ad infinium which was just too much of an edge. The augmentations to the rope-a-dope of the arena wall really worked and drove tactical decision making and the advantage/disadvantage mechanism adds a lot to the game without complicating things.

Second item on the card was the classic match-up of Secutor against Retiarius. Another matched pairs game and one, with all the fruitiness of net casting and suchlike, that really tests any gladiator rules.





Another good match but with a surprise outcome very much against the run of play. My opponent’s netman started strong, taking the initiative and launching a good ‘Extended Lunge’ followed up by a successful  ‘Cast Net’ entangling (2 action dice down worth of entanglement) his opponent before he’d even had a chance to work out where he was and what he was doing.  This followed several rounds of the egghead trying (with a very limited dice pool) to rid himself of the net, defend himself and attack to avoid the ire of the crowd. It wasn’t working well for him as trident strikes had the claret (Falernian?) flowing and with even poorly-rolled hits that didn’t draw blood  costing a fatigue he had to add fatigue management to his list of tasks. It looked all over bar the shouting when the Chaser finally managed to rid himself of the net and knew he had to turn things around quickly launching a ‘heavy strike’ special attack supported by three attack dice. Dame Fortuna, on this occasion favoured the desperate and the hit was through with the wild swing landing on his opponent’s unprotected rear leg with the Venus thrown for damage to sever the limb and somehow claim victory from what was looking like a sure defeat.

Ruleswise it all worked nicely. The net throw went well and was a real hassle for the entangled fighter allowing the lighter armed fighter to really play to their strengths. The entangled fighter has to make some pretty difficulty decisions more about damage mitigation than gaining any sort of advantage which was also good.  We both liked it that each fighter is still in it until the end and even with it all going wrong a beleaguered fighter can surprise.

Final match saw a Murmillo facing my Thracian. Big shield versus medium shield with my taking the Sica-armed man.





Our final bout was one that showed Team Scutarii at their very best grabbing the initiative and landing deep wounds on the head and lead arm of their opponent again before he had his first turn. It would be hard to come back from this one, but the little Thracian gave it a red hot go, aided by the increased capacity for fatigue management over the larger opponent.  This match played out as one would expect as the fighter carrying the early wounds just couldn’t make it back. The ‘Elusive Strike’ action was pretty much a ‘no-brainer’ as the Murmillo pretty much retained their fully quota of parry tokens for the full match. The match ended in its ninth turn with the Thracian down to four action dice and the Murmillo dipping to five thanks to the Sica’s kiss and fatigue also about to  take its toll, but a final strike taking away the final head wound for the Parmula man was enough to finish the bout.

Ruleswise, again, get played well. Having the Gladius win tie-breaks against the Sica is not a bad move as the Elusive Strike is such a good move that it’s hard to see when a Thracian would no use it. The Thracian was a left hander and I think I forgot to use his bonus about half the time with odd rolls. More a me thing, I think.

Anyway, there we are. I’ll send Frank more detailed feedback and hope to get a few more game in the not-too-distant future.
« Last Edit: July 05, 2024, 03:30:20 AM by Muzfish4 »

 

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