Tuesday 26 August 2014

Stately Home 6

So this is all going pretty slowly, at the moment. I've done a few more rooms in the house. My kitchen is one of those special kitchens that doesn't actually have any cooking facilities.





I got hold of some furniture. Most of these are from Thomarillion. I have a load of bookcases as I thought I'd make one of the rooms a library/office.



I also started a little formal garden what those nobs sometimes have.



Friday 15 August 2014

Magnificent 7TV AAR

So, I just plonked the seven heroes in the middle of town and grouped the goblins around the edges. For a start 7TV doesn't really work for seven heroes because the activation system pretty much insists on leaving a few extras behind. So, I gave five of my guys the Leader (1) Talent. It feels a bit wrong, because they're all individuals and not really led by anyone, but it's a way to activate them all. Another way would be pairing them off into sidekicks, but again no verisimilitude, and also it's asking for trouble when those pairings take casualties. I did consider a new Talent 'Egotist' where that character doesn't contribute towards activations, and also doesn't require them.







For the first turn the goblins advanced a bit timidly. I thought I'd try to keep them together in groups in order to mob the heroes if they got a chance, but mostly coz it's easier to keep track of. The plan was to try to get as many goblins into combat in one go as possible on one front, and then do the same on another, instead of dribbling them in gradually.









First go for the heroes, the highwayman rode through the market and shot dead one of the wolves (he was aiming for the wolf!); the freelance charged, took out another wolf, and then Raged a third.



The pistolier managed to shoot a goblin, and so did the crossbow guy. The earth wizard took advantage of the stupid grouping of goblins attacking the temple and Rain of Terror-ed four of them. Then the sorceress Death Poppet-ed a wound from the goblin shaman. A pretty spectacular death count for the first turn.




The heroes won initiative for the second round and just continued where they had left off. The pistolier and the crossbowman killed another goblin. The freelance and the highwayman managed to kill the last two wolves and one of the riders.


Without too much to do, the sword and shield guy went to stand in the middle of the square to intimidate the shaman and his mob.


The earth wizard cast a spell to confuse the archers' standard and the sorceress cast a shadow over her and her colleagues giving them Concealment (that's why they're not in focus).


So the goblins finally had a chance to strike back. The wolf riders (sans wolves) piled into the freelance but any hits they got on him were deflected by his armour.


The archers piled into the wizards coz it was too dark for them to shoot. They managed to give a wound to the earth wizard.


The goblins with the chieftain totally mobbed the pistolier but only managed to do one wound.


And lastly, the wolf archers got to do something. They went for a canter in the graveyard.


The goblin standard passed his status check and so was no longer confused, and the goblins won the initiative. Pretty much the same stuff happened during the next round. The four goblins piled into the freelance and got a few hits, but the bloke's armour saved him a few times but he still took one wound. The goblins continued to mob the pistolier. They got 4 good hits on the guy but he saved three of them through his armour. The goblins in the temple would have hit the sorceress and the crossbowman but for their Dodging. And they managed to do a second wound on the earth wizard.


The wolf archers decided to charge the sword and shield guy (it makes sense statistically though it makes you wonder why they bothered practicing all that wolf arching). They got about five hits on him, but all except one was saved by the armour rolls.


So, when discussing this sort of fight with my opponent, he did suggest that it would not be very satisfying, and it might just turn into an attritional dicefest. And that's exactly what happened. The game bogged down into one mob vs one hero, where the mob were waiting for their 5s and 6s and then the hero tried to save them (Dodge or Armour, etc). And the hero can only clear the goblins at a certain speed, two per round if they hit with everything. And there is very little dynamism in the interraction between the two sides.

It made me think that 7TV doesn't work with these sort of armies, and its not supposed to.

And so I walked out the cinema.


Wednesday 13 August 2014

Magnificent 7TV

So, I'm very pleased with 7TV, generally (Best Game Ever), but I've been wondering how it deals with severely unbalanced casts. It works great with 3 or 4 Stars supported by 6 to 10 Extras, but I thought I'd replay the Magnificent Seven in Moedlhafen using mostly 7th Voyage.

On the one side there are 7 top spec Stars, all vying for camera time and the best lines, while on the other I have 40 goblins (slightly worse than human soldiers) with a goblin chieftain and a minor Shaman just coz we need to have some speaking parts.

I am kinda expecting the Stars to get massacred just through sheer weight of dice rolls, which would be a rubbish movie, but we'll see what happens.




Name
Role
Billing
Ratings
Sword and Shield

Favoured Champion
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4
3
4
3
3
5
Special Effects
Gifts of the Gods (1)
Luck (1)
Leader (1)
Armour
Shield
A Good Offence
Heroic Surge

Star Quality: Destiny: Remove Status on 5 or 6

Gift: Sword of Sharpness (Brutal)
Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
4
Stuns
Sword

Melee
3+
4
Parry, (Brutal)

Name
Role
Billing
Ratings
Freelance

Favoured Champion
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4
3
4
3
3
4
Special Effects
Gifts of the Gods (1)
Luck (1)
Leader (1)
Armour
Shield
Rage
A Good Offence

Star Quality: Destiny: Remove Status on 5 or 6

Gift: Fish of Luck: After using Luck, on a 4+ do not discard Luck token
Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
4
Stuns
Sword

Melee
3+
4
Parry
Lance

Melee
4+
6
Mounted Charge
  
Name
Role
Billing
Ratings
Highwayman

Favoured Champion
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4
3
4
3
3
5
Special Effects
Gifts of the Gods (1)
Luck (1)
Leader (1)
Concealment
A Good Offence
Dodge
Seduce
Wanted

Destiny: Remove Status on 5 or 6

Gift: Black Bess: Make one move action for free if mounted
Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
4
Stuns
Sword

Melee
4+
4
Parry
Pistol

8”
3+
3
Pistol, Move or Fire

Name
Role
Billing
Ratings
Pistolier

Favoured Champion
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4
3
4
3
3
5
Special Effects
Pistolier (Can make two shooting actions in one round)
Luck (1)
Leader (1)
Armour
Martial Training
A Good Offence
Dodge

Destiny: Remove Status on 5 or 6

Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
4
Stuns
Dagger

Melee
4+
3

Pistol

8”
3+
3
Move or Fire, Pistol
   
Name
Role
Billing
Ratings
Crossbowman

Favoured Champion
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4
3
4
4
3
4
Special Effects
Gifts of the Gods (1)
Luck (1)
Leader (1)
Concealment
Dodge
Eagle Eyes

Destiny: Remove Status on 5 or 6

Gift: Strigani Charm: Ignore a wound on a 5+
Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
4
Stuns
Dagger

Melee
4+
3

Sword

Melee
4+
4
Parry
Crossbow

24”
3+
4
Move or Fire

Name
Role
Billing
Ratings
Sorceress

Magical Champion
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4 (5)
3
3
3
5
4
Special Effects
Gifts of the Gods (1)
Magic (3)
Luck (1)
Dodge
Sixth Sense

Sorcerer: May take one extra spell

Gift: Amulet of Protection: +1 Def
Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
3
Stuns
Staff

Melee
4+
3
Stuns, Parry, 2-H
Sword

Melee
4+
3
Parry

  
Name
Role
Billing
Ratings
Earth Wizard

Magical Champion
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4
3
4
3
5
3
Special Effects
Gifts of the Gods (1)
Magic (3)
Luck (1)
Roar
Healer

Earth Wizard: May re-roll one casting dice per turn

Gift: Staff of the Earth: Regeneration
Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
4
Stuns
Staff

Melee
4+
4
Stuns, Parry, 2-H
Hammer

Melee
4+
4
Brutal




Name
Role
Billing
Ratings
Goblin Chieftain

Goblin Chieftain
Star
75
Move
Def
Hits
Str
Agi
Int
Mor
6

4
3
4
3
3
5
Special Effects
Leader (3)
Luck (2)
Obey Me!
A Good Offence
Shield

Star Quality: Goblin Guard: Whenever the Goblin Chieftain takes a wound, on a 2+, a Goblin within 6” can take that wound.
Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
4
Stuns
Sword

Melee
3+
4
Parry


Name
Role
Billing
Ratings
Goblin Shaman

Their Right Hand
Co-Star
40
Move
Def
Hits
Str
Agi
Int
Mor
6

3
2
3
3
4
3
Special Effects
Magic (2)
Luck (1)
Leader (1)
Obey Me!



Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
3
Stuns
Sword

Melee
4+
3
Parry


Name
Role
Billing
Ratings
Goblin

Goblin
Extra
6
Move
Def
Hits
Str
Agi
Int
Mor
6

3
1
3
3
2
2
Special Effects


Banner (every 18): Leader (3), (R+5)

Weapon
Range
Hit
Str
Notes
Brawl

Melee
4+
3
Stuns
Sword

Melee
4+
3
Parry
Spear

Melee
4+
3
Thrust
Short Bow (+2 R)

 18”
5+
3


Name
Role
Billing
Ratings
Wolf

Dire Wolf
Extra
10
Move
Def
Hits
Str
Agi
Int
Mor
8

3
1
3
3
1
4
Special Effects
Animal
Mount



Weapon
Range
Hit
Str
Notes
Bite

Melee
4+
3