Friday, 28 April 2017

Spear and Sword Fantasy Test 3



This is the third part of my Spear and Sword Fantasy write-up. At the start of the fifth turn the Brets decide to try something different, to break through against the rock solid, regenerating trolls. Both units target their attacks against a single troll unit. This gives them a better chance of taking the unit out, but leaves them vulnerable to an attack by the unoccupied troll unit.

The first attack, boosted by magic, does well and inflicts two kills on the trolls.


The second attack deals three more hits, but fortunately for the trolls, they make a couple of Discipline tests and so end up with a total of three damage, which is not quite enough to rout Heavy Foot, who have a strength of four.


The Goblins, meanwhile, have a plan. By activating the chariot with fives, and the second troll unit with a six, the Goblins are hoping the still-fresh chariot will rip through the longbowmen and into the flank of the men-at-arms. This will help out the trolls when it is their turn to attack the men-at-arms.

The chariot does go through the archers, which means the Brets go over their morale threshold, and every unit will need to take a morale test in the next end phase.


This works exactly to plan, and the archers are routed, and the chariots pursue into the side of the men-at-arms.


I'm not sure what happens next, coz I don't have a picture of it. But, it looks like the chariot inflicted three damage on the Brets. And then the trolls manage to finally rout the men-at-arms.


In the next phase, boosted by magic, the knights finally break through against the wolfriders. The Hero also has a go at the other wolfriders' flank.


The knights pursue and stop just short of the Goblin camp that hasn't been built yet.


In the final phase, the knight attack against the last Wolfriders is a massacre. They don't get any bonuses, having already used their activation against the hero's flank attack. While the knights get bonuses from having friends in the melee, activating with doubles, and some magical help.


So, at the end of the fifth turn, it looks like this. The Bret knights have broken through and are about to take the goblin camp. But everywhere else, they are losing.


Having a look at the scores, the goblins have lost 13 points, and their morale threshold is 15, so if they lose two more, they will need to check for morale.

The Brets have lost 18, which is well over their 13 point threshold, so every Bret unit on the table takes a morale test. In addition, they are only 1 point away from their 19 half-strength mark. So all the Goblins need to do is take one more point, and they will win the game.


As a bit of a desperate measure, the Bret Hero decides to try to kill the Goblin wizard. He needs to roll a 4+, but fails and the wizard flees into the troll unit. This means he won't be able to cast spells except on that unit, so it helps out the Brets a bit, in any case.


With double-sixes and magical boosts the men-at-arms have a massive pool, but it is not enough to shift the trolls who managed to regenerate a wound in the previous end phase.


Then things get nasty as the chariot manages another charge, and with a double-six bonus. That routs the Bret unit, and wins the game for the Goblins. That was the fourth unit that the chariot managed to rip through in the game, showing the danger of allowing Fresh Impact troops the run of the battle field.

It was also the third unit that that Bret captain managed to lose during the game. Fortunately for the Brets, he died in the last rout.


This is how it ended, with the Goblins losing 13 out of 44 Army Points, and the Brets losing 22 out of 38 Army Points.

Sword and Spear Fantasy Test 2



This is the second part of the Spear and Sword Fantasy write-up. The third turn begins with the cavalry battle.The double-six brings a handy bonus for one Bret unit. The Bret wizard also rolled well for this turn and has six magic points to boost her side.


The Goblins activated with fours so this means they go first (before the Brets' five). (The wolfriders should have a leader attached, it's just out of picture coz I forgot to move it up before the photo.) They roll well and do two kills. The Brets could have boosted this pool with some magic, but the other unit of knights has already taken two damage, so the wizard decides to influence that one instead. A wizard can only cast one spell per phase.


The other cavalry get to it. Though the pool is heavily boosted by Bret magic, and double-sixes, the goblins roll just well enough, and make their discipline tests, too, so avoid taking any damage.


In the next phase, the Brets get some decent rolls to activate the heavy infantry.


Again, with some magical help, they get to roll huge pools. But the trolls roll well enough, and make their single Discipline test.


And, with the help of the troll armour, the second combat is also a stalemate.


In the third phase, I pull out 6 blue dice to 3 red ones. This should give the goblins an advantage with the activations. However, I roll the above, and having already activated by leader-lead units (which would require a 3) there is nothing I can do with any dice below a 4.


The Brets activate their longbowmen on the hill. They would really like to have a go at the chariot, but the advancing spearmen are the more immediate target and so must shoot at them. They roll well and get two kills.


However, in the next phase, the chariot manages to activate, and with magical help, and its special Impact ability, it completely destroys the longbowmen. That Bret captain must flee for his life for the second time in the battle.


So the third turn ends with the Goblins needing to take three more Army Points to force a morale test throughout the Bret army.


In the fourth turn, there's a bit more grinding in the centre.


The trolls force the men-at-arms into three Discipline tests. And they fail two of them.


So far, the Bret hero on a pegasus hasn't done anything. He saw how the Giant went down early, and decided his no-discipline-test special ability isn't as cool as he thought it was. But now decides that charging in on a flank attack is the way to go. His Impact ability causes the single hit to become a kill.


Meanwhile, the Goblin skirmishers on the flank have a go at their opposite number. They manage to destroy the unit. But light foot, being only worth 2 Army Points, is not enough to force the morale test.


And so at the end of the fourth turn it's looking worrying for the Brets. Their centre has been outflanked by the Goblin chariot and they'll be hard-pressed to stay there. Their best hope, I guess, is for the knights to destroy the wolfriders and then take the Goblin camp.

Thursday, 27 April 2017

Sword and Spear Fantasy Test 1



Here's an account of a run-through of Sword and Spear Fantasy, Brets against Goblins. S&SF is very similar to the historical S&S game, with a few added troop types and abilities, special rules for Monsters and Heroes, and magic. This is a 900 pointer. I could make a slightly bigger battle than this, but this feels about right for my 6x4 table.

Note: I have made a few adjustments to the activation dice numbers from the rules as written. Usually you draw 7 dice per phase but I draw 9. Also, I add a few more dice to the totals. I add one for each captain and two for each general. This means there is more dice in the game, and more chance of getting activation bonuses. I just like this better, because I think more bonuses is more fun, but the game should still play similarly to the real game.

Having a look through this write up, I've made a bunch of minor errors, which I won't even mention. But, that's wargaming. Istm, I probably make a bunch of minor (and major) errors throughout all my games. Hopefully they just end up cancelling each other out.


Here're the Brets. The 38 army value is your basic morale score. When you lose a third of this, you need to make morale tests throughout your force. When you lose half, you lose the game. It has a second level wizard, which essentially means every phase, she gets to add up to two dice to any pool, or she can force a unit to make up to two morale checks.

38 Brets: 13,19 (604) (+Gen 90, Cap 60, Cap 60, Wiz2 80 = 290) = 894
Name
Type
Discipline
Strength
Protection
Missile
Melee
Other
Points
Army Value
Hero
Hero(M)
2
2
Armoured
-
Impact
Flying
96
2
Quest
Cavalry
3
3
Armoured
-
Impact
Undrilled
80
4
Knights
Cavalry
3
3
Armoured
-
Impact
Undrilled
80
4
Knights
Cavalry
3
3
Armoured
-
Impact
Undrilled
80
4
Squires
LtHorse
4
2

Bow


36
3
MenArms
HvyFoot
4
4
Armoured
-
Spears

48
4
MenArms
HvyFoot
4
4
Armoured
-
Spears

48
4
Archers
MedFoot
4
3
-
L-Bow
-
-
42
3
Archers
MedFoot
4
3
-
L-Bow
-
-
42
3
Skirm
LtFoot
4
2
-
L-Bow
-
-
30
2
Skirm
LtFoot
4
2
-
L-Bow
-
-
30
2
Camp
Camp
4
3
-
-
-
-
0
3
12







604
38


Here're the  Goblins. I'm not sure what's going on with the design of this army. I thought it would be interesting to have every goblin Discipline 4. This makes it kinda cheap, but it means that a lot of activation rolls will be wasted. Basically, you need to roll Discipline or higher to get the unit to do something (you get a +1 if there is a leader with that unit).

This wizard is only level one, and so can only boost pools by one dice.

44 Goblins: 15,22 (624) (+Gen 90, Cap 60, Cap 60, Wiz1 60 = 270) = 894
Name
Type
Discipline
Strength
Protection
Missile
Melee
Other
Points
Army Value
Giant
Monster
4
2
Armoured
-
Impact
Fear
72
2
Riders
Cavalry
4
3
-
-
Savage
-
48
4
Riders
Cavalry
4
3
-
-
Savage
-
48
4
WolfArch
LtHorse
4
2
-
Bow
Savage
-
42
3
WolfArch
LtHorse
4
2
-
Bow
Savage
-
42
3
WolfArch
LtHorse
4
2
-
Bow
Savage
-
42
3
Chariot
Chariot
4
3
Armoured
Bow(R)
Savage
Und/Imp
66
4
Trolls
HvyFoot
4
4
Armoured
-
Pow
Und/Reg
69
4
Trolls
HvyFoot
4
4
Armoured
-
Pow
Und/Reg
69
4
Spearers
MedFoot
4
3
-
-
Spears
-
36
3
Archers
MedFoot
4
3
-
Bow
Melee
-
42
3
Skirm
LtFoot
4
2
-
Bow
-
-
24
2
Skirm
LtFoot
4
2
-
Bow
-
-
24
2
Camp
Camp
4
3
-
-
-
-
0
3
14







624
44


At the start of each turn, roll a d6 for each wizard to see how many Magic Points they will have available for the coming turn. It costs a magic point for each dice the wizard adds to a pool, but influencing events further away will cost extra points.


A second level wizard gets to add one to her magic point total, but she still ended up with only two MPs for the first turn.


As a Goblin, I decided the first thing I needed to do was get my trolls into melee. As Heavy Foot, these guys are hard, anyway, but they also have Regeneration and Armoured, which makes them almost immovable. As the last time I used them, they spent a bit too long arsing about, I decided to give both units a leader. I also moved them in the first turn with a magic boost - the nearby wizard just used a magic point to give them a move bonus, similar to as if they had rolled one with their activation dice.


The light foot on the flank got into action, early. The Bret squires took a few shots at the wolf archers. Their range is four (for bows) and the measuring stick shows they're three and a bit DUs away. Normally they'd attack with two dice, but they activated with a double five. You get something for a pair in this game, so they get an extra dice to shoot with.

Comparing the scores, in descending order, the Brets do not beat any of the Goblin scores, and so they get no hits.


On the other flank, the Bret peasants move across the farm land, boosted by some orange magic.


So that's the end of the first turn. The trolls and the wolf archers moved up quite a way, but everyone else is playing it a bit cagey. The Bret and Goblin cavalry are more than 4 DUs apart (a standard cavalry move) which means they will need a bonus activation to charge in (but the wizards nearby should be able to supply the boost, if they don't roll it).

It's really important to the Goblins that they don't get charged by the Brets, coz the knights have the Impact special ability which means all hits are kills. They need to damage the knights to take this ability away, or just get the charge in first.


The Goblins won initiative for the first phase, and I decided the trolls were the priority so I dumped a pair of threes on one unit (the pair give one bonus) and a pair of sixes on the other (a bonus for the pair, and another bonus for sixes). The Brets could have ignored this, and looked to the knights, but sensibly decided to defend against the trolls.


Activation goes in ascending order, so the trolls with the threes get to pile in first. They end up rolling six dice, against the Bret's six. Normally it would be six against five, but the Bret wizard boosted the Bret melee pool.

Comparing the scores (only the highest four dice count), the Brets get three hits against the trolls. It would normally be one kill and two hits, coz the four against the two is double, and so a kill, but the troll Armour can nudge the four down to a three. So the trolls need to make three Discipline tests. As it happened they succeeded every one. So no damage.


The second unit of trolls pile in. It looks like I made an error here, coz istm there should be seven dice in the troll pool. Anyway, one hit for the Brets, and one hit for the trolls. The trolls can armour their hit away. Normally the Bret Men-at-Arms would be able to do the same, but the troll attack is Powerful, and thus ignores armour. So the Brets make (and succeed) a Discipline test.


I added the Giant and the Pegasus riding hero to this game to try out some of the fantasy special rules.  Heroes and Monsters never take damage from hits (only kills) so I kinda had the notion that the Giant should be able to walk past the Bret skirmishers without much of a problem.

Unfortunately he only has a strength of two (so rolls two dice) and is therefore more vulnerable than I thought he might be. The Brets roll three dice (a bonus one coz a six was used to activate them) and the four against the one is enough to do one damage on the giant.


The knights on the other side of the table get the great idea to use three threes to boost their charge distance to the wolf archers. 


Unfortunately for them, the wolf archers manage to evade and the knights end up just short of the goblin chariot, which is a really bad place to end up.


The second unit of Bret skirmishers also have a go at the Giant. The Giant rolls poorly again, and his armour nudge is not enough to stop him from losing his final wound, and becoming the game's first casualty.


In the final phase, the knights finally charge. They wanted to have a go at the wolfrider cavalry, but are forced to charge the goblin archers, as they were slightly closer. This was a bit of a sacrifice, and the archers are massacred, but it means the knights follow through onto the wolfriders without any bonus dice.


The ploy pays off and the goblins do a couple of damage on the knights. The wolves' Savage ability means that any kills caused by doubling, require an extra Discipline test, but the Brets manage to save this extra test, or they would have been wolf-food.


And the chariot charges their knights with a bonus (and a magic bonus) and manages to destroy the unit. Chariots have impact and so all hits are kills. There's a chance the knight captain will die now, because his unit has routed, but he survives and flees back across the table.


So at the end of the second turn, it's looking like this, with the Goblins having lost 5 points (two for the giant and three for the archers) and the Brets having lost 4 for the knights.