Showing posts with label In Her Majesty's Name. Show all posts
Showing posts with label In Her Majesty's Name. Show all posts

Wednesday, 23 July 2014

Playing Away Again

Here's another enemy table. This game, for me as John Carter's White Martian Egyptian Expeditionary Company, mainly involved rolling a load of ones while getting bayoneted in the guts, repeatedly.










Thursday, 17 July 2014

Playing Away

Here's the table of my sworn enemy. He went for a Burmese jungle feel for our In Her Majesty's Name game. We played his Prince of Wales Extraordinary Company against the Valkyries, an all-female Prussian grenadier and machine gun army.








Thursday, 17 October 2013

John Carter and the... Vervoids

So we had another In Her Majesty's Name game, this time moving it to the Red Planet. My Arc Rifles weren't ready to fight John Carter and his White Martians because I've been painting factories instead. So I drafted in some Vervoids.

John Carter and White Martians


Photo from here: http://mattsgamepage.blogspot.co.uk/2013/08/ironclad-sanwar-and-carter-commission.html

John Carter Pluck 2+ FV +5 SV +0 Move 0 Cost 64
Leadership +2
Inspirational (+1 Pluck 12”)
Duelist (Sabre +2 FV)
Lined Robes (8)
2 x Sabres (-1 Pluck, +2 FV)
Breath Preserver (+2 Pluck vs Gas)

White Martian Leader 3+ +2 +4 0 35
Leadership +1
Martian Desert Garb (8)
Ancient Martian Sonic Cannon (as Arc Rifle) (-2 Pluck, +1 SV, ignores normal armour)
Breath Preserver (+2 Pluck vs Gas)

White Martian High Priest 3+ +2 +2 0 63
Fanatic (re-roll 1st failed Pluck roll of game)
Martian Desert Garb (8)
Ancient Martian Staff of Power (acts as Arc Generator and Quarterstaff) (+3 FV)
3 x Red Dust Bombs (as Gas Grenades) (-1 Pluck)
Breath Preserver (+2 Pluck vs Gas)

White Martian Jezzail Warrior (x2) 4+ +0 +4 0 84 (44 each)
Hunter
Marksman (Jezzail)
Martian Desert Garb (8)
Jezzail (as Hunting Rifle) (-2 Pluck, +4 SV)
Breath Preserver (+2 Pluck vs Gas)

White Martian Warrior (x3) 4+ +1 +3 0 63 (21 each)
Martian Desert Garb (8)
Ancient Martian Sonic Cannon (as Arc Rifle) (-2 Pluck, +1 SV, ignores normal armour)
Breath Preserver (+2 Pluck vs Gas)

Total Cost: 309

Vervoids

Vervoid (x12)  4+ +2 +2 0 300 (25 each)
Bark (Armour 9)
2xThorns (as Spears) (+2 FV/SV, -1 Pluck, Range 9") (10)
Thornslinger (like Gunslinger) (5)

Total Cost: 300


We played the Breakthrough scenario, with the Martians needing to get across the board. My Vervoids simply waited, ready to ambush the unsuspecting foe from the safety of the forest.


Unfortunately, Martian Jezzail marksmen can ignore cover penalties, so they just stood on a hill picking off my Mogarian vege-slaves at their leisure.


By the time I managed to respond and start legging it into combat, I only had about half my forces left.


Once the Vervoids closed into range they actually did quite well, even killing John Carter, but the battle had already been lost.


Moral of the story: read your opponents army list, especially if he emails it to you two days before the battle.

We had time for a return battle, where I over-compensated for the poor showing in the first game by positioning all the scenery to my convenience and charging everyone at the jezzails asap.


Monday, 23 September 2013

Battle for Meaning-on-the-Bog

Here's another IHMN battle: the Brothers of St. Vitus fighting it out with some armoured marines.


We decided to do the Bad Jack scenario and stuck him on the top floor of the clock tower in the middle of the table. That was largely irrelevant though, as no one felt they had the spare fire power to take Jack on, he stayed in the tower on his own, undisturbed, while we effectively played a Last Man Standing scenario.



The Brothers arrived by boat and the marines didn't.



The Brothers legged it to the bridge in the centre of Meaning-on-the-Bog while the marines split up, half the force trying to outflank the devout of St. Vitus.



The main force of marines got to the far side of the bridge where they were taunted ruthlessly by one of the initiates.


Prior Flavius went round the other way, on one of his largely pointless solo missions.



Prior Flavius gets to the bridge too late to stop the marines crossing it.


The marines made it across the bridge where they engaged the nuns.


The initiates tried to force the marines back through the archway, but were whittled down by the marines.


The captain and his marines engaged the nuns, where their superior hand to hand fighting skills and heavy armour should give them the edge.


One initiate finally made it through the archway, and immediately wished he hadn't.


With the last roll of the dice, the Brothers flukily manage to kill the marine captain, but that isn't enough to stop the marines winning a resounding victory.

Tuesday, 16 July 2013

Blake's 7


Here's the bad guys for In The Supreme Commander's Name.

Blake


Blake (64 pts)

Armour 9 (2)
Pluck 2+ (16)
SV +3 (4)
FV +3 (4)
Leadership 3 (9)
Inspirational (10)
Fanatic (5)

Liberator Gun (14)

SV +3
Range: 24"
Hands 1
Pluck -2

Avon


Avon (50)

Armour 9 (2)
Pluck 3+ (9)
SV +4 (9)
FV +3 (4)
Speed 1 (1)
Leadership 2 (6)
Engineer (5)
Liberator Gun (14)

Jenna



Jenna (28)

Armour 9 (2)
Pluck 4+ (4)
SV +3 (4)
FV +2 (2)
Speed 2 (2)
Liberator Gun (14)

Vila



Vila (40)

Armour 9 (2)
Pluck 4+ (4)
SV +2 (2)
FV +1 (1)
Speed +2 (2)
Eridute Wit (5)
Intuitive (5)
Stealthy (5)
Liberator Gun (14)

Gan


Gan (27)

Armour 9 (2)
Pluck 4+ (4)
FV +5 (16)
Tough (5)








Cally


Cally (23)

Armour 9 (2)
Pluck 4+ (4)
SV +3 (4)
FV +3 (4)
Speed 3* (2)
*Martial Artist (3)
Liberator Gun (14)

Orac


Orac (47)

Armour 12 (16)
Pluck 3+ (9)
Medic (5)

Computational Power
Advise Caution (Harden) (8)
Targeting Advice (Strengthen) (9)


Blake's Seven costs 279 pts.

Sunday, 14 July 2013

In The Supreme Commander's Name



Here's a sci-fi TV company for IHMN. The rules seem to work as well for this setting as Victorian Sci-Fi. They seems to work well enough for any cinematic style skirmish.

Servalan


Servalan (57 pts)

Armour 7 (0)
Pluck 2+ (16)
SV +3 (4)
FV +1 (1)
Speed +2 (2)
Erudite Wit (5)
Leadership +3 (9)
Inspirational (10)
Intuitive (5)
Pistol: As Carbine (but 1 Handed) (5)

Travis


Travis (47 pts)

Armour 9 (2)
Pluck 3+ (9)
SV +3 (4)
FV +3 (4)
Speed +1 (1)
Tough (5)
Leadership +2 (6)
Fanatic (5)

Prosthetic Gun (11)

SV +3
Range 18"
Hands 1
PM -2

Captain


Captain (23 pts)

Armour 9 (2)
Pluck 4+ (4)
SV +3 (4)
FV +3 (4)
Paragun: As Military Rifle (9)

Mutoid


Mutoid (26 pts)

Armour 10 (4)
Pluck 5+ (2)
SV +3 (2)
FV +2 (4)
Fanatic (5)
Paragun (9)

Trooper


Trooper (16 pts)

Armour 9 (2)
Pluck 6+ (1)
SV +2 (2)
FV +2 (2)
Paragun (9)

Thursday, 11 July 2013

Battle for Greater Meaning

Here's another In Her Majesty's Name battle report. We played a three-way using stand-in figs for the Servants of Ra.

We played the Catch the Pigeon scenario, using a little girl fig for the pigeon.  The Servants of Ra piled into the centre towards the girl and Lord Curr, Mohan Singh, and Prior Flavius rushed in, too.


Meanwhile the Monks try to outflank Lord Curr's lot, sneaking behind some warehouses.


The incorrigibles get the high ground and shoot down on the town square, but the Nuns reply with the Fire of God, sending one of the ungodly foe plunging into the canal in flames.



One of the mummified priests tries to rush Mad Mick, who stands his ground and gets out the grenades, while four Servants of Ra mob Lord Curr: Ambullah, the guard captain, kills him with a mighty sword blow.


The other priest charges one of the monks, who decides discretion is the better part of loyalty to ones deity.


Akhenaton flies down into the middle of the nuns and starts dishing out the pain.


The monks in the warehouse district finally break through, killing a couple of incorrigibles, but it's all a bit irrelevant, as the main action is going on in the town square.


Mad Mick runs away from one of the mummified priests, while the other and Akhenaton surround another victim. The nubian guard manage to grab the girl, bringing a resounding victory for the Servants of Ra.