Wednesday, 6 June 2018

The Making Of Drax Returns!

In the last post I reported on the 7TV2 game we ran at Vanquish 2018. This post is all about how the set for that game was created.

Drax's secret base
And from a different camera angle
With the intent of hosting a 7TV2 participation game at Vanquish and about six weeks of preparation time available I decided the most generally accessible plot line and casts would be something James Bond-ish (everyone knows James Bond) and so the obvious idea was to set the scene for a raid on a Supervillain's lair.

I needed to consider the following:
  • The setup must look good. I wanted to attract spectators and participants and inspire and enthuse those who passed by as well as those interested enough to play;
  • Including space for cards, dice etc it would need to fit on a 4x4 playing area - in the event, the table was larger, but this was the original brief I was given;
  • The game would use profile cards taken straight out of the basic set. I wanted to make minimal changes to the basic game other than those to make it work on the day;
  • The game would need to be short in duration and high on action. The intent would be to give people a taste for the game and its rules without needing to take up too much of their time, and generally promote the rules. I was aiming at keeping people playing for no more than an hour and a half. On the day no game lasted longer than this and most were done in around one hour;
  • I didn't want to spend a fortune on materials, and it would need to be put together in my limited spare time. It would also need to be ready sufficiently is advance to allow for play testing.
  • I needed to get all the figures painted and based in time. With different casts I could have used figures I had already finished but I also wanted to use the event as a catalyst to get some more painting done! In the end all but two of the figures used were painted specifically for the day, plus all the furniture;
  • The scenery would need to be modular so that it could be transported and stored;
  • The scenery would ideally also be versatile enough to be used for other casts and scenarios for games played after Vanquish. A modular setup allows for a certain amount of flexibility when repurposing the scenery for other scenarios by adding new bits and swapping old ones out.

After a lot of thought (heavily influenced by other sets I have seen and admired) I decided on creating a stronghold  of some sort, a walled structure with internal buildings. With a little imagination this might serve as all sorts of locations. If painted in grey it could pass for concrete or stone and with any base areas painted in brown shades it could easily sit in a variety of settings, from desert or jungle to mountain top or even the polar regions, and of course could be adaptable to all sorts of different casts.

The structure was first assembled out of cardboard in six separate components. Buildings within these areas would be solid structures with no access to internal rooms (taking buildings apart during a participation game was to be avoided). A series of ramps allowed several options for routes around and into the structure via the central courtyard, flat roofs and walkways, as well as walls that could be climbed, and gave the whole set more visual impact because of its vertical scale.

For ease of play, and so that I wouldn't need to take them apart during the show, building interiors would mostly be inaccessible. Clearly such areas were off-set and no filming would take place there. But one corner would represent a few rooms within the Supervillain lair itself. The top of this would remain roofless and open so that internal rooms could be represented and furniture added, and maybe even the villain confronted in his lair.

Two other corners would contain things that might be alternative objectives or just visual dressing. One would have a helipad and the other a radio mast (my original idea was for a gun battery or missile silo but constructing this would have substantially exceeded my available time!)

Construction of the main elements

Each of the six main elements of the set was constructed with a basic frame of cardboard taken from boxes and Amazon packaging, with added flat surfaces and raised detail made from card and foamboard.

Each element was based on 3mm MDF cut to appropriate size. Papier-mache was used to strengthen and cover gaps. Surface details including closed doors, windows, and raised edges were made from card and mounting board. Some minor adjustments were made using foamboard and Milliput to make better joins between different elements - cardboard has an unfortunate tendency to warp.

Element #1
Element #2
Element #3, with helipad
Element #4
Element #5
Element #6, gatehouse, from the front
And from the rear
Building walls were textured with a filler, sand and chinchilla dust mix, while flat areas were textured with chinchilla dust only. When complete, each element was toughened and sealed with PVA.

The whole building was painted with a matt grey primer, to simulate stone or concrete, and dry-brushed with a paler grey. Floor areas and some vertical walls were painted with a different grey to add contrast. The interior of windows were painted black and doors picked out in an appropriate shade of grey. Base areas on the ground were painted in Crown Cappuccino matt emulsion and highlighted with Crown Brown Sugar.

Base cloth

The basecloth
I made a bespoke base cloth for the set from a cut piece of table protector (about 3mm thick material that you would normally put under your tablecloth to protect your table from hot dishes). I painted the underside of this with a thick layer of Crown Cappuccino onto which I generously sprinkled chincilla dust. This was left to dry to make a textured painted surface (the chincilla dust absorbs the colour of the paint). When dry, it was all dry-brushed with Crown Brown Sugar.


Close-up of finished base cloth texture

Helipad

After rejecting several ideas of a separate removable helipad I finally simply painted the helipad design directly onto the roof section using a home-made stencil. 


The helipad
The SHIVA copter
The helicopter is a cheap Cararama diecast model taken apart and repainted appropriately to accompany my SHIVA cast.
The SHIVA copter on the helipad

Radio Mast

This was a simple structure made from strips of foamboard and card glued together an attached to a small box on an MDF base. The box and base were textured with chinchilla dust and sealed and the whole structure spray-painted grey.


The radio mast

Open Room Section

To keep games sensibly short I limited the number of rooms, eventually settling on an entrance room (occupied by guards and a security desk), a main chamber with windows overlooking the courtyard (the supervillain's quarters), a back room connected to this (the control room in which I put a couple of scientists and computer banks), and a secure room (containing a safe). There was also a lift from which minions could enter the entrance room from within.


Open room section from the front
Open room section from the back
The walls were made from foamboard glued to an MDF base and internal doors made from card. A large window from which the supervillain could overlook the interior of the base was made from foamboard and clear plastic. The outside of this was textured with filler and chinchilla dust, and it was all painted grey.

Rooms were appropriately furnished with items from Crooked Dice, Pigeon Guard Games and Ainsty Castings.

With furniture, and various occupants
When assembled, for visual effect and to create some cover, I also added some jungle terrain elements (put together for the Congo game), areas of scatter terrain (crates and oil drums), and two jeeps.

The Casts

Finally, here are some pictures of the figures painted and used for the game.


Drax and Jaws
Bond and Bond - players could opt to be Daniel (Hasslefree, L) or Sean/Roger (Crooked Dice, right) 
Steed and Emma Peel
X-commando squad
Minions!
And more minions!


Monday, 28 May 2018

Drax Returns!



It's the pivotal scene in a new episode of Drax, a made-for-TV follow-up to 1979's Moonraker. James Bond and operatives of Dept X of MI6 confront the insidious industrialist and his new-found allies at the supervillain's lair.

It was also a participation game by Wycombe Warband for all to enjoy at Vanquish 2018.
In 1979, according to MI6 files, an Insidious Industrialist's dastardly scheme to replace all humans on earth with his chosen master race failed. Its mastermind, the multi-billionaire Hugo Drax, met an ignominious end, shot by 007's cyanide-tipped dart and expelled into space. And so, with his death, the case files were labelled with the name of the space shuttles so crucial to their plot and filed under M for Moonraker. 
It is not wholly clear how Drax survived the cyanide or the vacuum of space, let alone re-entry through the earth's atmosphere or the shark-infested waters of the Indian Ocean into which the wreckage of his space station fell. But against all the odds, in a way that can only happen to principal or significant supporting characters in such films, survive he did, to be picked up by agents of a mysterious organisation which, it turns out, had been keeping watching over Drax and his enterprise all along. The Supreme Headquarters of International Villainous Agents (SHIVA), in return for his loyalty, vast financial backing, and the secrets of the chemical agent Black Orchid, duly nursed Drax back to health and gave him a position of some responsibility in their own organisation.
This all provides an unlikely, though not completely implausible, premise for a possible film sequel to 1979's Moonraker or, at the very least, a TV mini-series, and Channel 7TV2 was quick to take up options.

The Plan


Using the 7TV2rules,  we ran the above game several times through the day at  Vanquish 2018.

The idea was to introduce newcomers to wargaming and the 7TV2 game, as well as to meet gamers from other clubs and encourage new recruits to our own. The episode was run as a participation game, with players taking on roles within Dept X and MI6 in a mission against Drax and his horde of minions. I ran the bad guys, with a few minor tweaks to the rules for the purposes of the scenario. The challenge was all about the good guys completing the mission they were given.

The Set


All set up and ready to go
As we all know it's the look of the game that first draws people in and so the set was built with that in mind. I will post separately on how the set was made but essentially it was a bespoke base cloth and six modular elements, plus an open section of rooms, a helipad and radio mast, all of which was finished off with furniture, scatter terrain, two jeeps and a helicopter.

The Props

I provided some background material for the players in the form of a manilla envelope containing case files, which was given to players and others who were interested, containing:


Players were given a quick run down of the essential game mechanisms and then made selections from a choice of gadget cards. Then a specific mission for the episode was chosen by drawing a random card from a set of bespoke mission cards (fronts and backs here) that I made for the event.

And... Action!


Here are some stills capturing some of of the highlights of the day's filming during the filming of various different takes of the episode. Apologies for the poor quality of some of the photos!


One of many X-commando/minion firefights ensues
Steed and Mrs Peel sneak up behind unsuspecting minion guards and take them out with panache 
Our heroes take the advantage of higher ground as hordes of minions approach
The cameraman gets a good angle on the action…
…focusing on X-commandos taking a professional approach, making good use of cover…
...whereas Bond and Steed take a more direct approach
Mrs Peel acknowledges she may have taken on more of a challenge than she initially expected
Drax maintains a false sense of security with his ninja bodyguards close at hand
Bond chases down a fleeing Drax, dramatically stopping his escape just in the nick of time
Jaws crashes backwards through the door, felled by Mrs Peel’s white-leather kung fu kick
The helicopter bursts into flame during the obligatory special effects sequence
I am consistently impressed with 7TV2. It is really clever how these rules create those cinematic moments and cliffhanger scenes so well. Also, there are very few wargames that can take brand new players who are completely unfamiliar with the rules and play a game to a conclusion in an hour and a half. 

And in summary, people enjoyed the game and went away happy, and it was a very successful day.

Now to plan for next year...

Tuesday, 30 January 2018

Guinea Pig Heroes

A game of heroes, cards, and vindictive guinea pig action
Most of the time, when a range of figures is released, they are either related to a specific set of rules or they are figures such as historical miniatures for which a wide range of wargames rules already exist. Rarely, though, a manufacturer produces a set of brilliant figures for which very few - perhaps even no - commercial rules exist. Although I have to admit that this will not be the case for long as a commercial set will be available shortly.

However, that's what Annie did a year or more ago - and it's taken me that long to get it in a form worth posting on the blog. Yes, this post is all about guinea pigs.

You've probably heard of Annie (aka the Dice Bag Lady/Bad Squiddo Miniatures). If you haven't, chances are you're not a wargamer, or you've been hiding under a rock somewhere. I urge you strongly to visit her site, where you are almost guaranteed to find something interesting. I'll leave you to do that in your own time. Suffice to say that amongst many other brilliantly original ideas, Annie has produced some figures of - yes, you guessed it - guinea pigs, for which you will probably understand there were until recently very few sets of wargames rules.

That said, after chatting with Annie I understand that another set of rules is currently in prep for which Annie's gun-toting guinea pigs, bunnies and cute-animal-driven-armoured vehicles (I told you you needed to visit her web site) are perfect for, but there's no overlap here with those. The game here doesn't involve guns and such things. Instead, and proving just as judiciously violent within the game mechanics, we have a cat and a bunch of carrots.

This new game (as you may have already suspected from the title above) is called Guinea Pig Heroes. It's a simple and (fairly) quick play sort of race game using a dice and some cards, designed for four players who have no qualms about being vindictive to each other. I'm not going to bore you with game mechanics here so if you want to play it here's the link to the guinea pig game rules and cards. Yes there are cards too! All free to download and use as you wish, but please do comment here if you do anything with them!

You will need, in addition to the rules and cards, some guinea pig figures (get them from Annie - for every set sold £1 goes to Glynneath Guinea Pig Rescue). I based my guinea pigs on 1p pieces and textured and decorated them appropriately.

Guinea pigs
More guinea pigs
Yet more guinea pigs
You will also need figures representing a cat and a bunch of carrots, and a specially marked up six-sided dice

The cat
My cat figure is a Schleich cat, sitting based on a 40mm round base appropriately textured to match the bases of the guinea pigs. It's a bit big, but that just makes it all the more terrifying if you are a tiny little guinea pig. Just look at those cute creepy eyes...

Mmmm... carrots
My carrots are made from green stuff, painted and based on a 2p piece, appropriately textured. These are really not very difficult to make at all.

The special die
The die I use is a blank die (available from many, many suppliers) with the appropriate symbols drawn on the faces with a permanent marker, as required in the game rules.

Dice symbols (l-r): 2 x blank, 1 carrot, 2 carrots, 3 carrots, the cat
You'll also need a table to play on, some terrain, and two things to represent a house and a hutch. Books, paper, beer mats, or whatever will serve perfectly well for all of these things (except the table. For this, you should really use a table).

Basically, the game is a race to get your uniquely heroic guinea pig from the house to the hutch, made more difficult by the need to have specific cards in your hand, the presence of the tempting carrots and the malevolent cat, and the vindictive actions of the other players. We've play tested the game a few times, and it works. Once you get the hang of the mechanisms play should be pretty quick and you can play a game in 1-2 hours easily - though the more players pick on each other the longer the game is likely to last.


Please download, play and enjoy - and if you have any feedback at all (even if you think it's rubbish!) please post a reply here as I would love to hear from you! And also in the spirit in which the whole concept of wargaming with guinea pigs was conceived please do consider donating to Glynneath Guinea Pig Rescue as well.

Enjoy!

Guinea Pig Heroes

Friday, 15 December 2017

A Few More Frostgrave Bits: Ulterior Motives

Ulterior Motives
No sooner had I finished my terrain and figures when a new addition to the game, that requires a few more terrain items, came out. The extra elements described here were made in anticipation of the arrival of my set of cards for the Ulterior Motives expansion, which looks like an excellent addition to the game. All these terrain items have been made so that they can be used free-standing on my basecloth or on top of any suitably-sized terrain item (except the gateway, which is really designed to stand on its own).

Of course, any or all of the items here can be used as dressing in any game of Frostgrave whether or not using the Ulterior Motives cards.

I should note that when I had finished making these, my copy of Ulterior Motives arrived, and I realised that duplicate items might be useful to have in case opposing players have the option of both placing the same item. So I made duplicates of each item as well.

Arcane Disc
Arcane Disc
This magic circle type thing was made from a pre-cut 50mm MDF disc to which I added a thin skin of milliput in a circle around the edge. Lines and runes were scribed into this with an old pen. The inside of the disc was textured with PVA/filler mix, sand and chinchilla dust and finally decorated with snow flock in layers.

Trapdoor
Don't open that Trapdoor!
I made a door from cut wooden coffee stirrers (only one in fact) and some bits of card and tiny scraps of balsa. The door was slightly inset into a hole cut in an MDF base. I resisted the urge to make the trapdoor hinged so that it could be opened.

The Pit
The Pit: not a hole in the table
This was made from another 50mm MDF disc. I cut a circular hole about 30mm wide from its centre, and glued the disc to a piece of card cut to shape so as to be able to paint the inside of the pit. The edges of the hole were then slightly raised with Milliput, inscribed to look like brickwork edging the hole. The inside of the pit was painted black to give the impression of a deep hole.

Gateway
The Gateway
I made this in the same way as my walls, from balsa wood scored with a pen to look like stonework, based on MDF. This gateway is larger than the other ones I made, and I added a small buttress to the whole just for fun. The piece was painted grey and washed black. This one was slightly harder work than most of the other pieces here but I think worth it in the end.

Sarcophagus
Sarcophagus - two of them in fact
This one was very simple. I took a cut-down small cardboard box (formerly containing medicine) which I sandwiched between two cut pieces of foamboard, toppped with a piece of card and based on MDF. I filled some gaps with Milliput to tidy it up, but otherwise that's it.

Runic Stone
Runic Stone: with added runes
This is described as a pillar with runes on. Very easy to buy a resin cast one, and because a resin-cast one would be a waste of time to imitate, mine is a lot more rustic - and easier. It is a suitably-shaped piece of broken roof tile, based on MDF. I added a skin of milliput to both flat sides and etched runes into it using an old pen.

Statue
Statue: with removable top, just in case it comes to life
I haven't actually got a figure I like for this statue yet - I intend to find a figure in a static pose, possibly a souvenir rather than a figure proper - so for the moment all I have is a plinth for it. I'll use a figure on top for the time being. The plinth is made from mounting board and more card from that medicine box, again based on MDF. The sides of the plinth were painted with PVA textured with chinchilla dust.

Constructs
Constructs: small to large (L-R, obviously)
This was a frivolous idea that worked out well. I don't have any construct-type figures, so rather than buy some I made some by sticking balsa wood offcuts together into fragile-looking, rather haphazard and vaguely humanoid shapes, in appropriate sizes. I wanted them to look like they had been made from the stonework and rubble of the city itself, so they're painted like my Frostgrave terrain. They'll do!

And now for some Frostgrave games using Ulterior Motives

Thursday, 14 December 2017

29, Let's Go! - Turn 5: Cardonville

Author's Note: Apologies all for the lack of photos here. I did take some, they are somewhere, but I just can't find them. As soon as I do, they will be added here. I hope you enjoy the article anyway.
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"Nein! Nein!"
The Oberst was shouting down the field telephone again. It should have been easier than this for subordinates to report, even if it seemed to always be bad news, the adjutant thought, as he approached his commander's desk and set down the tray. As a Prussian, the senior officer was supposed to be a professional - but then as a Prussian he wasn't used to being told about his troops retreating in disarray. As he began to pour the coffee, the bone china cups clattered on their saucers as the Oberst abruptly slammed the receiver down, fuming with frustration.
"More bad news, sir?" the adjutant casually asked, his question stating the obvious.
The Oberst sighed. "It seems these days there is nothing but bad news, Manfred," he resigned, leaning back into the leather chair. "Those fools left behind from 352 Panzerjager failed to even slow the American advance. We need to gain time to have any chance of regrouping, and I only have one full strength Company left in the vicinity. And I cannot contact them to make them aware of the urgency of the situation because the telephone lines have failed again. This is not how it was supposed to be."
The adjutant did not feel qualified to comment, so kept silent. He finished pouring the coffee as the general brooded in silence.
"I apologise, Manfred," the Oberst resumed. "This is simply the way things are now. The enemy has the upper hand, and it is up to us to respond. If we are to survive, that is. I must trust to German ingenuity that my junior officers take the initiative to counterattack. And thank you for the coffee." The Oberst waved the adjutant away, and picked up the receiver again, to try to get through to Hauptmann Krauss in Isigny.
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Though troubled, Colonel Goode was steadily becoming more reassured. The German positions to the left of the main line of advance had now been cleared, and he had just been about to order the general advance along the Isigny road to recommence when news arrived of another enemy position ahead. One mile along the road, just to the right of the causeway, a depleted company of German infantry had been spotted in the farmland around Cardonville, almost certainly originally deployed there to defend a small radar station. Now a flanking manoeuvre was required to clear this position before the advance could continue, and he had already given the order.
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D+4, 10th June 1944
Around midday the Americans become aware of the German position at Cardonville, and the order is given for a flanking attack. The main American advance remains halted in position for the time being. The position at the radar station centres on two farm buildings within an area of open fields and scattered orchards. 

The patrol phase works well for the Germans, with jump-off points placed in strong positions to rapidly occupy the buildings, while the Americans will need to advance quickly from closer to the table edge. The Germans comprise a fresh infantry platoon supported by one MMG team and an off-table 81mm mortar battery. The attacking American platoon is supported by its own off-table mortars and a Sherman tank. The Germans initially lack co-ordination and begin the game disorganised, having to make an additional roll to deploy.
It had been barely two hours since the message confirming the enemy's continued advance along the causeway towards Isigny. All communication lines had remained broken for the last 24 hours and it was fortunate that the commanding officer at St Germain had thought to send word by other means. Arriving on a bad-tempered farm horse, the infantryman who had served as messenger hadn't stayed for long, keen to continue his progress to a safer position further behind the lines. The Americans were approaching rapidly now, and were expected at the outskirts of Cardonville within the hour.
Oberleutnant Ziegler's platoon had seen no action for months, stationed around the small village of Cardonville here to garrison the radar station. They had enjoyed the peace and sunshine of the early summer, while for them the war happened elsewhere. But in the last few days everything had changed. Gathering his junior commanders, he gave instructions. Three squads would take up defensive positions in the village, close to the approach the Americans were most likely to take. They would take the tripod MG42 and a Panzerfaust with them, just in case. Mortar support would be made available should it be required.
Turn 1, Phases 1-4
The Germans position their MMG team in the central building with a field of fire towards all American jump-off points. The Americans enter the table with two squads of infantry supported by the Sherman, which rapidly advances along the road. The Germans fail to deploy two of their squads, but are able to bring on their mortar observer beside the MMG team. The MG42 opens fire, killing two Americans and causing one point of shock.
Despite the best of intentions, Ziegler's squads were slow to organise and although the MG42 was set up in a good spot with plenty of time to spare, the Americans could be seen in the distance approaching before the main body of the platoon was anywhere near being in position. Two squads of the enemy were advancing slowly, crouching along distant hedge line, and announced by the unmistakable sound of its approach a Sherman tank came into view, steadily advancing along the main road into the village. The MG42 was swung around, a clear field of fire opening towards the American troops behind a distant hedge. They opened fire, and the enemy duly halted as their men hit the dirt.

Turn 1, Phases 5-9; Turn 2, Phase 1
The Sherman opens fires, missing, while the US infantry squads advance cautiously. The Germans deploy one infantry squad at the central road junction, but fail to bring on further troops. The Americans deploy their mortar observer and a sniper. The Sherman fires again, this time killing one man and causing one shock on the MMG team while their second squad advances through woodland.

A shell whistled overhead, landing unseen somewhere distant. The enemy tank, now aware of the defender's  presence, had reacted, its aim wayward. In the distance the Germans could see khaki soldiers shifting, repositioning and advancing cautiously toward safer positions. As one squad closely followed a hedgerow ditch, the other ran to the right, its men taking turns to clamber and leap across a gate to the comparative safety of a broad block of woodland beyond, their progress too rapid for the MG42 to respond, unable tio catch them in the small patch of open ground immediately beside the gate. Urging his men to hurry, Ziegler ordered one German infantry squad into position near the house at the main junction in the centre of the village, beside the road edge, as American troops continued steadily to arrive and advance through the wood.

At the edge of the tree line, scanning the village ahead through the sight of his sniper rifle, Corporal Guthrie allowed his mind to relax, cutting out all sounds other than the calm words of his observer.
"Grey house to the right. Top left window, with the broken shutters."
He had already seen the movement, but it could have just been a curtain shifting in the breeze beside the broken window. No sign of the enemy. And then it suddenly disappeared from view.
"Sherman got there first," Private Barrington smirked. "Dust will clear in a moment."
Guthrie, who had maintained his view at the same spot, began to make out the window again as the smoke dissipated. Only one shutter remained attached, but the building seemed intact. There was still movement inside. Alert, he took aim and waited for his moment.

Turn 2, Phases 2-7
The sniper opens fire on the MMG team, missing, while the US lieutenant commands the first squad to open fire on the German infantry, killing one. The Germans deploy a second infantry squad to meet the threat of the US advance through the wood, and return fire on the Americans with unexpected success. Four Americans are killed along with three points of shock. Despite their losses they return fire, killing two more of the enemy, as the third US squad is deployed. The Germans respond in kind, concentrating their fire this time. Three Americans die and the first US squad becomes pinned. The German senior leader is deployed, and a mortar barrage successfully called as the Americans continue to advance, their second squad occupying the house at the edge of the wood.

In the house, men were coughing, scrambling. The second shell from the Sherman tank had hit the roof above their heads, and at least one man was wounded too badly to continue. Plaster dust from the broken ceiling was everywhere, turning uniforms light grey and leaving a grey-white layer over everything. Men were reminded of snow, but nothing like some had witnessed in Russia. As ears recovered, they could hear gunfire from outside, and they rushed to reorganise and reposition the machine gun. Outside, a firefight had begun between American infantry crouching behind a hedge on one side of a field, and Germans along a roadside ditch on the other. Men on both sides were falling, but the Americans, whose position was just that bit more vulnerable, were taking the worst of it, pinned behind the thin cover of the hedge, their advance halted.

At the edge of the wood, Guthrie could make out the helmet of a German through the broken glass and squeezed the trigger gently.
"No good," the observer confirmed what the sniper already knew. "Wide left and slightly down. "
"Sight must be damaged," Guthrie mumbled angrily, rolling back and examining, adjusting the rifle. He could hear more American infantry now, advancing through the wood beside him to take up better, safer positions. Ahead of them, men had reached the forward edge of the woodland and entered a house at the lower end of the street, under fire from a second group of German infantry on the opposite side of the road.

Turn 2, Phases 8-10
As the Germans deploy their third infantry squad, their mortar barrage begins, killing two men and causing shock on both US squads in the open. The sniper shoots and misses again, but shooting from the second squad in the house is more effective on the Germans opposite, killing three men. The German mortar barrage continues, shifting slightly, and the US forward observer is killed. They deploy their Panzershreck team in the house. German shooting continues to be extremely effective, removing US teams and wounding one US junior leader, and the US force morale drops rapidly to 2.

In the house, Oberleutnant Ziegler was organising his men, who were responding well under the pressure. Above, on the top floor, the MG42 had opened fire again, and he could hear the dull popping of German mortar shells outside. He smiled. Not only would the mortars cause the enemy problems directly, their smoke would protect his men from enemy fire and give them the time they needed to become organised.

Outside, the barrage was taking its toll on the American troops. In the field, the pinned squad was suffering. Few men remained active, medics were fussing over the sergeant who had taken a bad one to the chest, and their forward observer had been killed outright as he tried to find a safe place to take cover.

From the wood, Guthrie blocked out the screams of the wounded and fired again.
"Better," Barrington stated. "Hit on the window frame, about a foot from the sill on the left."
Swearing under his breath, the corporal rolled back again, repositioning the sight carefully. A thick smoke from the mortar barrage had risen, but the light breeze was keeping it away from his line of sight for the time being. Guthrie hurriedly finished the adjustment and rolled back into position for another shot.

While Americans in the building were exchanging fire with Germans outside, at the rear of the village, the mortar barrage shifted, and the first American squad, vulnerable and damaged, pinned beside the field hedge, came under the raking fire of German infantry and the MG42. Three more GIs dropped to the ground. The Americans were beginning to lose heart. Their commander, beginning to realise their progress had been halted, hesitated. There was still a chance if that Sherman could make its mark.

On the left flank, as the Sherman moved through the mortar barrage, Ziegler understood the situation in the same way.
"You two," he shouted at the men with the Panzershreck, "With me now". He pointed through the kitchen window where the tank, too close for comfort, was clearing the smoke, its turret rotating towards them, and the Panzershreck fired, its explosion and a flash of flame momentarily obscuring its effect.

Outside, the charge detonated on the front armour of the tank. There was a burst of earth, dust and a flash, and a groan of metal twisting unnaturally in anger. There was no explosion, no flame, but as the Germans recovered they could see the turret jammed to one side, the tank leaning away from vertical, its hatch open as its crew abandoned, hands held high.

Guthrie and Barrington heard the calls. The Lieutenant had ordered the withdrawal. Rolling back again, they disappeared into the safety of the woods and made their way back to safety. A few hours respite, perhaps, but they would be back soon, he knew.

Turn 2, Phases 11-13
The Americans, their options significantly reduced, shoot to no effect, while The Germans continue to inflict casualties. The Sherman tank, in an effort to redress the balance, emerges from the mortar smoke to a shooting position, but before it can fire it is hit by a shot from the Panzershreck and knocked out. US force morale is reduced to 0 and the Americans retreat.

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Ever since that morning Colonel Goode had had the feeling their progress had been too good to be true. With his troops held back at Cardonville he knew the line was overstretched. Worried now, he knew they needed artillery support to advance, and was even more concerned about a counterattack from the Germans. Muttering to himself, he considered his options once again.

Closer to the action, Oberleutnant Ziegler was also considering the options. The enemy had been driven back, albeit temporarily, and he had no choice but to hold position, but there was nothing to stop other platoons in the company from making a localised counterattack. As the line were down he had sent a messenger with words to that effect for the attention of the Major at headquarters. And assuming there still was a headquarters, and a Major, someone ought to be able to do something about it.

Wednesday, 13 December 2017

A Scenario for Frostgrave: The Pit

There's a pit full of treasure in a hidden corner of the Frozen city
As promised, here is my scenario for use of the grille that I made when putting my Frostgrave terrain together. This scenario was originally created for a multi-player introductory game to Frostgrave, in which four different warbands fought over a small part of the frozen city. I've since simplified the scenario a bit based on lessons learned during that original game and offer it here for everyone's enjoyment. Feel free to use and adapt as you see fit for your own use.

Skeletons!
Scenario: The Pit

Background

As the ice sheet covering the frozen city melts, it exposes an open shaft in the ground that leads to an ancient treasure-filled mass grave. The residual magic of the city has, however, infused the vault and animated its former occupants, out for revenge upon those who would violate their last resting place.

Setup

Place a large underground entrance in the centre of the table, and fill the remaining area of the table with city ruins. Put one special treasure token in the centre of the hole.

Place four treasure items each 6" away from each side of the vault entrance with a clear path from the vault to them. Place one skeleton on each side of the vault entrance against the vault edge.

Special Rules

The grille covering the entrance to the tomb counts as rough going. Each turn any figure of a warband ends their move on the grille they must roll a die. The surface of the grille is fragile. On a 14+ they fall in and are considered dead for this scenario. Thieves and treasure hunters may reroll this die once. Wizards and apprentices may adjust their own die score in the normal way.

At the start of each creature phase more skeletons will emerge from the pit. Roll on the following table to see how many, and where they appear. Identify each table edge as north, south, east and west and place one skeleton on that side of the pit if that compass direction is indicated below.

1-4 no skeletons come out of the pit this turn
5 one skeleton (north)
6 one skeleton (west)
7 one skeleton (south)
8 one skeleton (east)
9 two skeletons (north, west)
10 two skeletons (north, south)
11 two skeletons (north, east)
12 two skeletons (west, south)
13 two skeletons (west, east)
14 two skeletons (south, east)
15 three skeletons (north, west, south)
16 three skeletons (north, west, east)
17 three skeletons (north, south, east)
18 three skeletons (west, south, east)
19-20 four skeletons (north, west, south, east)

These monsters behave normally unless any figure is within 6" of the central treasure, in which case they will always move towards and attack the closest such figure.

Treasure and Experience

The four normal treasure tokens are only worth 20 xp each while the central special token is worth 100 xp.

The central treasure is substantial. When the central token is recovered, roll twice on the treasure table and add both results together.