Tuesday, 9 June 2020

Fantasy Warriors - First Game

Here we go then, first game of Fantasy Warriors.  I feel I must apologise, however, for the use of some unbased and, in at least one case, unpainted miniatures.  Mea Culpa, I wouldn’t do it if I weren’t playing solo.  I promise I’ll try to do better by next time.


It's also going to be a long one, as I made a lot of notes as I went along to check that I was following the rules correctly.


This would be a straightforward Encounter between Dwarves and Orcs.  No scenery to muck about with, just a mob of (mostly) greenskins trying to batter their way through a pass to get to the rich farmlands beyond.


Armies in Fantasy Warriors are organised around separate ‘Commands’, with their own leader, under an overall Warchief.  Interestingly, the stat lines for Warchiefs and Battle Commanders are exactly the same, and you pay more points for their leadership stat (between 1 and 5) than you do for their basic profile.


Dwarves

Warchief (leadership 4)

Wizard (15 magic points)

Courier


1st Command

Battle Leader (leadership 4)

14 Dwarf Warriors with hand weapon and shield, leader and musician.

5 Dwarf Cross bows


2nd Command

Battle Leader (leadership 4)

12 Dwarf Axes (2 handed axe), leader, musician, champion and standard

1 Giant Crossbow and two crew


So a pretty hierarchical structure for the Dwarves, which seemed appropriate.  All the dwarves are ‘Disciplined’ (which affects how they react to circumstances) and ‘Veteran’ (which affects how well they fight).


Quite a lot of the game revolves around variations of a ‘quality test’, so those two traits are quite important in defining how units react.  Disciplined units will have a wide range of results that result in them being generally OK, tribal or fanatic ones are more likely to reach extremes, with fanatics in particular likely to go into ‘bloodlust’ in response to events (such as taking casualties or being ‘threatened’ - more on which later).


Orcs

Warchief (leadership 4)

Wizard (18 magic points)

Courier


1st Command (directly under Warchief)

5 Orc Bodyguard

2 Trolls

12 Orc Veteran Infantry with hand weapon and shield, leader and standard

14 Orc Infantry (average) with hand weapon and shield, leader, standard and musician


2nd Command

Battle Leader (leadership 4)

5 Orc Archers (average)

1 Orc Ballista and two crew (average)


The Orcs were structured differently, with the main force gathered directly under the Warchief, and a separate command of missile troops.


Most of the Orcs are ‘average’ quality and ‘Tribal’ type, except the one unit I upgraded and the bodyguard, who are veteran, and the Trolls, who are ‘unpredictable’ quality (you roll every time you have to test on quality) and ‘fanatic’ type.


Before the Battle


Fantasy Warrior has quite an extensive set of events that happen before the battle.  That may sound like it would get in the way of the actual gaming bit, but I kinda like it as it sets things up nicely and gives some great context and character, rather than just deploy and get bashing.


As Orcs perform better in ‘bad light’, the archery command scouted.  The Dwarves didn’t scout as they are just as good during the day or night, so it mattered less to them.  With a good dice roll, the Orcs outmanoeuvred the Dwarves so chose to start the battle at nightfall.


You can have a command ‘scout’.  If it goes well, you can have some control over the time of the battle.  This is important as certain races perform better or worse in darkness (something I’ve never seen in any other ruleset).  If it goes really well you outmanoeuvre your opponent and completely control the time and place.  However commands that scout start out the battle at a disadvantage, behind the main force and disorganised.


This game comes with a need for counters (YMMV), which can be downloaded here.  One of them keeps track of the time!  If either you or your opponent are affected by bad light, it makes scouting more important, and adds an interesting time pressure to your strategy.


Both sides decided to make Boasts.  The Dwarf Warchief boasted “I will stay upon this spot like a rock!”, while the Orc Warchief promised his troops that they “shall destroy the enemy by sunrise!”.


Warchiefs can make boasts before the battle.  If they still hold true when you have to make Command Tests later in the battle (usually caused when you lose a character or leader), you get a bonus - if they don’t…


The Orcs also decided to Read the Omens.  A risky move, as a bad roll could work against them, and they had no soothsayers to add bonuses to the roll (yes, you can include them in your list, but if you lose them the omens automatically turn bad).  The Orcs rolled a 4, the Omens were good!


With the pre-battle shenanigans complete, the two sites deployed, 24” apart.  The Dwarves formed a solid line, with both commands on ‘Hold’ orders.  Their plan was simple, hold the line against whatever reached them after the crossbows had thinned them out.


The Orc Warchief deployed his command on ‘Attack’ orders, with the trolls in the centre, flanked by the two Orc Warbands (the ‘Hands’ and ‘Moons’), and the Warchief and his bodyguard behind as a reserve.  The Orc archers and ballista, having scouted, had to deploy behind, on ‘Hold’ orders and ‘Disorganised’.  The Orc plan was also simple, throw everything possible at the centre of the dwarf line, Trolls first.  But they would also need to get new orders to the archers.


Sorry about the round table, it was the only one spare!









TURN 1


Each turn follows the same order:

1 Make Threats

2 Shoot

3 Move

4 Combat

5 Issue New Orders

6 Influence (basically rallying)

7 Command Test (if needed)


Magic can occur at any time, including the pre-battle stage, as there are spells to influence scouting and the time of the battle.


The time dial

No one was in range to shoot or issue any threats.  The Orc Warchief’s Battle advanced, with the trolls taking the lead.  He also sent new ‘Oppose’ orders (flexible orders allowing movement and shooting, but not combat) to his Battle Leader using a Courier (a trained messenger.  You can also use any rank and file soldier, but there is less chance of the new order getting through on time or even correctly).  The Battle Leader rolled high and the order was immediately accepted.


"You want us to do what now?"


The Dwarf wizard now opened up hostilities in earnest, striking the trolls with a magical Blast, rolling 4 dice for damage, and using up 12 of his magic points (it should have only been 6 - 2 points for the range and 1 for each die of attacks, but rolling double or triples increased the cost accordingly, if I’d rolled a triple, that would have been the end of the wizard as it would have exceeded his available points!) .  The damage rolls resulted in 3 ‘kills’.  Trolls get a save, but failed one, resulting in one less Troll.  Having taken more than 25% casualties they had to take a casualty test, which resulted in the remaining Troll going into ‘Bloodlust’ (oops!).




Dwarves 'Blackening the Skies'


The Dwarf crossbows shot at the moon clan, ‘Blackening the Skies’ (archers have six volleys available per battle, and can choose to shoot more of them off in one turn to maximise impact).  7 hits resulted in two Orc casualties.  The Giant Crossbow did the same against the Hand clan, again causing two casualties.


The Orc Ballista attempted the same in return but with no results (the Orc Archers remained out of range).


Twang!!!

I got the turn order badly wrong here, the Dwarf Crossbows shouldn’t have been able to shoot as movement follows shooting, not the other way around)


TURN 2


The Dwarf Archery continued to take a toll, with both the crossbows and the giant crossbow causing one casualty each (normal shooting this time).  The Orc ballista managed to get a hit this time but it was turned by the Dwarves’ heavy armour.




TURN 3


The Crossbows blackened the sky again, this time causing 6 casualties and killing the unit’s leader!  Now down to just three, they took a Casualty Test and ended up ‘Shaken’ but still in the battle.  The giant crossbow took another casualty off the Hand clan and the Orc Ballista did... nothing.


Things got interesting now as the remaining Troll crashed into the Dwarf axes.  In its bloodlust fuelled frenzy it took down two dwarves, but they held their ground and chopped it down in return.  Having taken casualties the dwarves had to take a Casualty Test but were OK (although if they’d rolled one higher they would have gone into Bloodlust themselves, possibly risking the Dwarves solid line and exposing their flank).



"They've brought a Troll..."
As we all know, Orcs prefer to work for a greater evil...
Photo without the cat


TURN 4


The remains of the Moon Clan tried to Threaten the Dwarf Warriors to its front (Threatening gives you a chance to reduce your oppositions morale, or even make the run-away, before fighting them; I didn’t think the Moons Clan stood much of a chance, but wanted to see how it went).  Their threats and insults had, unsurprisingly, no effect of the stoic dwarves, but the bearded ones clashing of axes against shields (disciplined troops can’t initiate a threat, but can respond to one) was enough to persuade the Moons that they had urgent business elsewhere as they routed!


"Look how threatening we are!"

The crossbows (big and little) held their remaining volley of arrows for another opportunity.  The Orc archers were finally in range but were useless, and the ballista used it’s last volley to no effect.  The orc wizard was slightly more effective, causing three casualties on the dwarf axes with a Blast, using 12 magic points for an attack on five dice (just like the dwarf wizard, he rolled a double).  


The Evil Overlord encourages his troops


The Orc Warchief sent new orders to his battle leader, telling them to attack.  The order was accepted from the courier OK (but only just).


TURN 5


Time is running out for the Orc Warchief's Boast

The Hand Clan and Dwarf Axes hurled insults back and forth but to no effect on either side.


"Your Father was a hamster and your Mother smelled of Elderberries!"

The crossbows launched their final volley against the Orc archers, scoring 3 casualties and routing them!  The giant crossbow launched its final volley against the Hand Clan but with no success.  Both sides now had no archery left.


The Dwarf Battle leaders both joined their warriors in time to bolster them, before the Hands charged into the Dwarf axes. While the Dwarf WIzard, who had regained some magic points by resting attempted another Blast against the Orc Warchief’s bodyguard, causing two casualties (he rolled another double, leaving himself just one magic point).


Barbecued Orc Bodyguard

The combat between the Hand Clan and the Dwarf axes resulted in one casualty to the dwarves and one to the Hands, but with both side passing their casualty tests OK.



TURN 6


Last chance before sunrise

If the Orcs couldn’t destroy the enemy by the end of this turn their boast would fail.  They couldn’t get enough units into combat to achieve it by brute force, but if they could rout or destroy at least one Dwarf Battle Leader, there was always the small chance of a catastrophic series of failed Command Tests!


Taking a chance, the Warchief and his bodyguard threatened the Dwarf Warriors, but with no success.  The counter threat however saw an appalling dice throw from the Orcs, and the bodyguard and Warchief fled the field!


Seeing his leader running, the Battle Chief attempted to regain some honour by charging the crossbows with the courier, causing one casualty and leaving the crossbows Shaken.  The Hands now looked like the Orcs' remaining chance, but they only caused 2 casualties for the Dwarves 4 and ended up Shaken themselves.


Desperate Times...


The Hands and Dwarf axes remain locked in combat


Having lost their Warchief, the Orcs now faced a Command Test (Taken by every Command and Individual character in the army).  Their Boast still held (just), giving +1 to the roll, and the omens were still good (!), another +1.  But the routed Warchief gave them a minus three.  Both remaining commands rolled one…


It was all over, as the Orcs fled back from whence they came!


"Run away!"


CONCLUSIONS


I rather enjoyed that!  


Having a fairly extensive set of actions before anything hits the table might be considered  a bad idea normally, but it was all resolved quickly added a lot of character and context to the game and, most importantly directly impacted on it - making boasts or reading the omens isn’t just an isolated action, you have to structure your strategy around them.  I played this out solo, but I can imagine it being rather fun making your boasts and reading the omens in character!


Scouting also has a genuine role, especially if you need to avoid bad light.  I do recall that scouting success in WFB 3rd edition could also allow flank marches which might be fun to add.  The whole concept of bad light, and of there being a time pressure to the game as a result, is also something that I really can’t recall finding anywhere else.  I’ve occasionally come across rules for darkness, but they generally treat everyone the same and just seem to reduce ranges but this is something different and actively encourages scouting as well.  My only reservation is that the day and night are rather short on the dial, only 6 spaces, so with armies deploying 24” apart and your average infantry unit moving 6”, they appear to be spending anything up to 8 hours just getting across the battlefield! I think I may play it as only one change in light is allowed, so the time dial is just measuring how long you have left until that change happens.


Leaders being leaders is an interesting difference to WFB. They can bolster the fighting strength of a unit (but not massively), but being in a unit hamper their ability to command and receive new orders.


Again, the ability to threaten units before attacking really adds character, and as it turned out made a huge difference!  Like so much of the game though it’s a balance of risk and reward (and one that encourages proper units with standards and musicians, which is never a bad thing) - it panned out poorly for the Orcs this time, although I will admit I took some big risks, partly because it felt suitably ‘Orcy’ but also because I wanted to see what would happen.


I really like the archery rules.  Having limited volleys means making tough choices about how and when to employ your shooting (a situation that would be familiar to any War of the Roses general).  ‘Blackening the Skies’ is a great concept, do you measure out your volleys to support units throughout the game?  Or expend it all in one massive attempt to shatter a threatening unit?


Magic use was a bit limited in the game, with both wizards only using one spell, but that was partly because my ipad with the main rules on ran out of battery part way through so I couldn’t look more up!  The basic concept works though.  There’s only one level of wizard, but you pay points based on how many magic points you take, and they’re expensive! So unless you are going to invest stupid amounts of points in magic you’re going to be using it sparingly and trying to pick that crucial moment that will make a difference. I like that you can use spells at any point (even in the pre-battle scouting phase for example).


I’ve read some reviews that have described the game’s combat phases as dull, but I don’t see them as any more so that Warhammer, or Dragon Rampant or most other games, it’s just mechanics and they work fine, leaving room for the interesting stuff.


Overall it felt like a game where you were having to weigh up the pros and cons of each action carefully, not relying on special rules and uber elites. Is it worth the risk of reading the runes or threatening that enemy unit? Should your Battle Leader join that unit that's about to be charged, or is there a chance he may need to receive new orders from the Warchief soon? Is now the time to use up most of your magic points and how big is the risk of your wizard expiring if it goes wrong?


So, enjoyed it and definitely up for another go.  The Orcs were hampered by their archers being delayed by scouting, so they need a better solution, and I need a wizard.  Oh, better do those bases too!











Wednesday, 3 June 2020

Lockdown Catch Up - 2

Yes, where was I?  That was it, Orcs...

Regular readers may recall that I picked up some old Nick Lund sculpted Orcs a while back, as potential opposition to my Nick Lund/Grenadier dwarves.

Quite a few were already painted, serviceably enough to be used.  Some needed basing, and a few others had no paint at all.  Those are the ones that have now reached the painting table.

First up, crew for a bolt thrower (no, not that one).  I haven't secured the Grenadier model that these chaps should crew, but I do have a few of the old Citadel Notlob ones, so that'll do.  Tunics are painted as if they've been removed from some unfortunate knight or retainer.



Couple of pole arms.



Archers.  Really not Nick Lund's finest work these ones.  Poorly proportioned and posed compared to the rest of the range, with massive chunky bows.  They'll do though, and they do have a nice hefty weight on the table.




And a couple of big boys with choppy things.  Sculpted by Nick Lund, but for Citadel rather than Grenadier, I think for the Regiments of Renown box, Eeza Ugezods Mother Crushers.

Hummed and hawed about skin tones for a while, but decided to go traditional after a while, with a slightly understated green (no GW Goblin Green here, but a base of old Gretchin Green, which has a bit more brown tone to it).

The Reason for all this activity is I want to give Fantasy Warriors a go.  This was the fantasy mass battle game released by Grenadier Miniatures many years ago.  I remember reviews of it, and being rather interested, partly because it came with a massive number of plastic dwarves and orcs.  This was before GW released their first Warhammer big box, so it was a contemporary of third edition Warhammer (still my favourite). I was intrigued at the time (and still am) by concepts that it included that were just completely alien to me as a Warhammer player: sure, third edition had introduced a pre-battle scouting phase (a rather good one I recall), but the idea that your leaders' jobs were mostly to give orders rather than stick things with pointy stuff?  Reading the omens and boasting about what your army would achieve?  Time of day being important (some races being more effective in the dark, how very 'Battle of the Five Armies')?

With proper Warhammer having gone the way of the Dodo, I've been curious about other options.  I've looked at Dragon Rampant and it's commendably simple, but a bit too generic to really grab my attention.  Never been attracted to Kings of War.  Oathmark looks good and I've seen some people really enjoying it, so that may well go on the future purchase list.  I've even picked up a copy of Warhammer third edition, which I must have a go with again, but something about Fantasy Warriors has just always been an itch I never scratched.  It helps that the rules are available as a free download from Mirliton or EM4 miniatures.

The downside is that it's a pretty crappy scan of a pdf (no excuse for scanning pages wonky in this day and age!), from a set of rules that did have a bit of a reputation already for not being brilliantly clearly laid out.  To counter this, I've done summary notes for the key rules in the game, and written up some reference cards with the main rules and tables for quick reference.


So let's see what we can do with this, shall we?


Tuesday, 26 May 2020

Lockdown Catch Up - 1

It's been a few weeks since I last posted, so thought I should catch up on what's been going on.

I'm fortunate enough to be able to work from home during all of this.  It's weird trying to do my work and manage the team remotely, and I do miss my most excellent colleagues, but it's a far better position to be in than many have.  Of course lockdown also means having the little miniature at home as well (she was just getting to the end of her Reception year, how time flies!).  In that respect I'm also fortunate that my other half is not currently working, having left the primary teaching profession about 18 months ago! So she's (mostly) enjoying the challenge of picking up the home schooling, which leaves me able to work.  Nonetheless, I'm not finding that I have any more time for hobbies, if anything I have less.  Previously I might use a lunchtime at work to prepare for or write up a game, read a book on the bus to work or, when working from home around one day a week, sneak in a quick half hour of painting at lunch.  Now any spare time is used preparing meals, or just to give Mel a break from the Miniature!

That said, I've still been sneaking in a bit of progress here and there!

1. Found a Lockdown Opponent!

The Little Miniature (not so little any more) kept asking about the 'knights and ghosts' that Daddy was painting (those GW Sigmarines and Chainrasps) and asked what the board that came with them was for.  The explanation led to a request to have a game, so off we duly went!




She took the 'knights'.  We managed a whole game before she got bored and just wanted to play, but she did enjoy it, probably because she won ;-)

It did remind me of some of the reasons I drifted away from Warhammer following the great fluff mess up though.  I accept that this is a simplified version of a simplified game, but in terms of actual tactics there weren't any.  It's pretty much down to luck of the dice.

She's asked me to paint a mounted knight for her and I have plans for a jousting game.  Which brings me on to...

2. Youtube

I've been watching a lot of videos on Youtube recently, particularly whilst cooking tea (anyone remember the mother's cooking in the old BBC sitcom 'Butterflies'?  Mel's is like that, only with more lentils... so cooking is mostly my thing).  Particular favourites have included:

Modern History TV  Presented by Jason Kingsley (and his wonderful horses), co-founder of Rebel Software and jouster (I've seen him joust at Bolsover and Leeds).  I'm no longer allowed to watch these without the Miniature present, as she enjoys them too!  He's got a knack of being just as interesting about jousting techniques as he is about ink from the Middle Ages, and the ones on food are fascinating.

Todd's Workshop makes historical weapons and move props.  The videos testing bows and crossbows are excellent, and he also explains in a really nice, genuine way why movie swords and props aren't always historically accurate.

The Chieftain's Hatch Get's up close with all kinds of tanks.  A former tanker on Abrams, so he knows his stuff.  Plus his collaboration with LindyBeige on the Churchill is hilariously fun and informative.

Plus anything from the Tank Museum at Bovington (not a million miles from where I grew up.  Boy has that museum got its Social Media Strategy sorted!

And while we're on the subject of tanks...

3. Reading!

Yes, I actually managed to read a book!  'Tank Action' by David Render.  He was a Troop commander with the Sherwood Foresters (the same unit as Stuart Hills, who wrote the excellent 'By Tank into Normandy').  As well as being an excellent, and often moving, account of his time as a commander, it's also fertile ground for wargamers, with some great descriptions of Troop level actions (along with some nice, clear diagrams).  Food for thought as well about how well our rules represent reality - his experience of working with infantry is often not good, but our troops are usually perfectly co-ordinated.  Plus how many rule sets could cope with recreating his commander's successful(!) one-on-one, head-on duel with a Tiger, in a 75mm equipped Sherman! It was interesting to note that they preferred to use HE against Tigers rather than the armour piercing rounds, to smash as much equipment on them as they could and effectively beat them into submission!



The only thing that bugged me was frequent descriptions of panzers being grey, whereas I'd always thought in Normandy they would be in that Dunkelgelb base.  Whether this reflects the impression they left, what they actually looked like after weeks of dust and dirt collecting, or just an overzealous editor who'd watched 'Battle of the Bulge' too often I'm not sure!

Whilst still on tanks...

4. Tiny Tanks!

I hoisted some GHQ Churchills out of storage as something to work on whilst waiting for my work laptop to restart after crashing (an alarmingly frequent occurrence for what felt a very long week), as I could work on them in a very small space with only a couple of paints, and they didn't take long for each one.



I've now found the Cromwells, Jagpanthers and infantry I had lying around too.  Post Market Garden game anyone?

Next Time...

Orcs and Fantasy Warriors!



Saturday, 2 May 2020

Five Leagues Turn 5 - Darkmere



Winterbourne seemed to sit under an oppressive miasma since the clash with the cultists.  The old men in the inn muttered about 'The Lady' taking revenge for her followers.  Milk turned quickly and wounds seemed to fester longer than they should.  Geoffrey sat at a bench in the Inn, attempting, with little success, to study the few books and scrolls he had found in the town.  Even his patience was tested when two figures came up and stood before him.  His frustration however, was overcome by his curiosity when he looked up to realise that it was Thomas, accompanied by another man with the clothes and staff of a pilgrim.

Thomas leaned forwards.  "This fellow has a most interesting story to tell.  It seems he narrowly escaped becoming the victim of brigands on the forest road".

"It seems your devotion was well rewarded then" said Geoffrey.

"Most certainly" agreed the pilgrim "I had been walking for half the day, when nature's call came, as it were.  'Twas then I heard other voices ahead of me. Plotting how they would steal from the next traveller they saw!  Not wanting to be that poor soul I confess I hid myself there and then.  I daren't move until they had given up and left, and then it was sometime before I did feel safe enough to hurry on along the road, I can say!"

"Tell us again what you told me." said Thomas.

"Well, thing is I grew up around these parts, and from where I was hiding I could hear pretty much every word they says.  So when they talks of returning to their camp, well, I says to myself, I'm pretty sure I know where they're going."...


This turn's Village Event was "Infected Wounds", luckily, with none of the party injured this had no effect.  Geoffrey studied but did not gain any new skills.  The party met another pilgrim, gaining a 'special' interaction, the pilgrim wanted a favour.
The party then rolled up a 'lair' encounter.  This was looking like it made sense.  I decide that the Pilgrim had information that would allow the party to track down the brigands to their hideout.  With a chance to chase the brigands down to their lair, the party tooled up and went adventuring,

Facing them would be seven brigands, including a Captain, Lieutenant, a guard (+1 toughness) and a Heavy Hitter (+1 when rolling against armour and toughness). One of the brigands was also ‘Craven’ - normally traits are only applied to non-archers, but I decided that in this case it would be the archer, who is the same one that was the only survivor of the party’s first encounter after running away. An odd situation also applied, ‘Choosers of the slain’ - wounded characters would get up again on a D6 roll of 6 (although none did in the end).


The brigands camp turned out to be deep hidden in a marsh deep within the woods. With dense woodland behind, and surrounded on two sides by a bog and a deep pool, reinforced with rocks and sharpened stakes, the only firm approach was on one side. As an extra bit of character, I decided that any of the ‘good guys’ that dashed over open ground risked getting caught up in an unexpectedly boggy bit of ground and moving at half speed for that move. This wouldn’t apply to the brigands, who were more familiar with the territory.

 The Brigand's camp

While the party managed to get pretty close before the alarm was raised, they didn’t manage complete surprise (the sides would start 15” apart). Will and Jocelyn deployed on the left, aiming to use the pool to protect them as they shot arrows into the brigand’s camp, while Robert and Geoffery led the rest across the land bridge into the camp.

Finan stuck in the mud

The party’s first volley of arrows was dismal, with no hits (this would turn out to be a theme). The brigands rushed up to form a shield wall blocking the advancing heroes from the entrance to their camp, while their archer took cover and ineffectually loosed some arrows, only to run short after the first turn (exactly what happened to him last time), clearly having left most of his supply in his tent in panic!


Our hero's archery continued to be appalling, while the rest charged in, all except Finan, who fell foul of the boggy ground and lagged behind, leaving his companions uncomfortably outnumbered in the melee, before being put out of action by a counter-attacking brigand. Robert first wounded, then cut down the brigands captain with his bastard sword, the brigand guard attempted to gain revenge for his fallen leader, but was wounded for his troubles, and then expired from loss of blood at the end of the combat! Geoffrey in the meantime wounded the Brigand's lieutenant twice and killed another brigand, leading to one of the remaining footsoldiers deciding to leg it to live another day!

 Charge!



Finan's down!





Robert's last stand


Have we met before?



Sadly, this brief success could not last. Will and Jocelyn still couldn’t make their arrows count, as first Robert, then Guy, and finally Geoffrey fell beneath the brigand’s sustained attacks! To top it off, Will then found himself out of arrows! However the villains didn’t quite have it all their own way, as their lieutenant finally slumped to the ground, overcome by the wounds that Geoffrey had already inflicted on him.

Geoffrey's down!

With the situation looking desperate, Jocelyn finally found his mark, felling one of the remaining enemy, which was enough to persuade the brigand archer to flee (again!). Thomas engaged the remaining brigand in one on one combat, only to be wounded and stunned for his trouble. Although stunned and bleeding, Thomas managed to muster enough strength to fend off the next round of attacks and push his opponent back, where he was promptly shot by Jocelyn, bringing the whole sorry saga to an end!



Jocelyn eyes up the distance...

Fearing the worst, the survivors and walking wounded checked on the rest of the party, only to find that, by some miracle, Robert, Geoffrey and Guy were only knocked out (Geoffrey originally rolled ‘light’ wounds, but rerolled successfully using his luck points). Finan had taken a light wound and would need some time to rest (1 campaign turn) but was not seriously hurt.

Searching the camp, the party found plenty of evidence of the brigands crimes to put before the local leaders (an additional -1 to the highest threat - which was Outlaws), along with 13 marks, a tonic, helmet, and some enchanted armour (Harness of Vengeance).

Experience points saw Robert increase his combat skill again. The followers did particularly well, with Jocelyn and Guy both advancing to Hero status (particularly well deserved for Jocelyn, who’s been a bit of a star so far), While Finan and Oswald both gained stat increases (+1T and +1 combat skill respectively. Finan is obviously getting used to being hit over the head with assorted blunt and sharp objects!).
The Outlaw threat to the town was reduced by 2 bringing it down to only 1.