Wednesday 27 August 2014

The Lore of Battle

I have been playing Battlelore since Days of Wonder released it and have many of the suppliments. I dont have any of the Fantasy Flight suppliments as I was not too interested in those (and always knew FFG was going to kill the game; they never seemed optimistic about it).
The game took some twists and turns and now we are at Battlelore Second Edition.

 I bought this game on a whim, more or less. I waited a while to get it because I already had version 1 and really liked it (and did not play it enough, truth be told). But I gave in to my whim and purchased Second Edition - and I really love it!
Ok, it does not do too much different from version 1 mechanically, but army construction, scenery set up and general feel of the game is really intriguing. I like the new units and how they interact. The lore cards are a big improvement and the dice symbols are improved (the 'colours' from 'command&colours' is gone).


The figures have gone to 20mm, making them quite a bit bigger than the original miniatures (at 15mm) and the casts are much more crisp. I really like the look of the new units tied into the Runeworld theme.


Anyway, whilst waiting for new armies (which we are apparently not getting since the expansion announcements expand the existing armies), I decided to adapt the version 1 armies to Second Edition: The Hobgoblins, The Dwarfs and The Humans.

I originally posted this on BoardGameGeek, here:
http://boardgamegeek.com/thread/1207162/bl1e-army-conversions

But include it here for posterity.

----------------

Hobgoblin desert raiders of Al-Kalim
Tribes of hobgoblins wander the desert regions of Al-Kalim. They are a loose collection of tribal nations that pose little threat to the more civilised regions. However, sometimes a tribal leader manages to organise the hobgoblins into a fearsome raiding force to plunder the civilised lands.

Tribal Warriors
When the Hobgoblins go to war, the poorer members of the tribes fight as infantry. Equipped with curved swords and shields they are hastily banded into mobs. With little to no training these troops cannot be relied on to stand and fight though they are light on their feet and can harass the enemy with advantageous ground.

Tribal Skirmishers
These Hobgoblins are mostly armed with simple missile weapons, such as sling or bow. As with the infantry, not much is expected of these troops but they have a place in disrupting the enemy.

Desert Marauders
The true warriors of Hobgoblin society are the Marauder cavalry. Made up of the elite of the tribe, they ride into battle on the backs of large hyenas and sand lizards. Highly manoeuvrable and fierce, the marauders relentlessly hunt down their prey.

Desert Stingers
Riding atop swift ostriches, these elite cavalry are deadly with the reflex bow. They shoot with speed and accuracy and can even turn in the saddle to shoot as they swiftly speed away.

Gigantic Spider
The best tribes have managed to capture and train the desert spider; a truly gigantic beast that makes its home in the desert dunes. These beasts are goaded into battle where their deadly venom and ability to web their prey is used to great effect.


Lore
Hobgoblins specialise in hit and run attacks and guerilla tactics. Use the Rogue Lore deck from BL1e with the following changes.
• All cards count as being played at level 2
• All references to ‘banner colour’ read ‘strikes’ and ‘Bonus Strikes’ read ‘Cleave’ (single sword)
• Sneak Attack – as this combat takes place in the movement phase, the unit may fight in the combat phase as normal

-------------------------

Dunwarr Dwarfs
The Dwarfs are a mostly insular people dwelling in underground cities in the region of the Dunwarr mountain range. Though they have mostly abandoned the chaos of the outside world, they can be roused into a fearsome citizen militia when needed.

Clansmen
The bulk of the dwarfish armies are the clansmen; a citizen militia that forms the main battle line. Armed with sword and buckler, these troops can be relied upon to stand their ground no matter the odds.

Clan Chiefs
The dwarf nobility is better armed and better trained than the clansmen. Wearing quilted armour and carrying a great sword, these dwarfs fiercely charge into the enemy. If they are able to maintain their formation they can penetrate right into the heart of an enemy regiment and break its morale.

Dwarf Rangers
Tasked with patrolling the mountain ranges these dwarfs carry huge axes with which to fight the wild beasts that plague the dwarf homelands. On the battlefield they support the army; scattering the foe with mighty swings of their fearsome blades.

Cattle Riders
The dwarfs are not famed for their cavalry, though it is a foolish foe that discounts the cattle riders. Though they slowly trot into battle, the hardy mountain cows they ride can soon become a charging mass of horns, the dwarf rider doing all he can to stay in the saddle.

Mighty Bolt Thrower
Dwarf armies are accompanied to battle by machines of war. The bolt thrower is moved into position by its two dwarf crewmen where it can fire huge bolts capable of piercing several men at once.


Lore
The Priests of the Dwarfs invoke their gods of healing and protection to aid them in battle. Use the Priest Lore deck from BL1e with the following changes.
• All cards count as being played at level 2
• All references to ‘banner colour’ read ‘strikes’ and ‘Bonus Strikes’ read ‘Cleave’
• Healing Mist – lore rolled = return 1 figure to any unit, strike rolled = return 1 figure to an infantry unit, heroic rolled = return 1 figure to an elite or cavalry unit
• Mists of Terror – panic losses reads ‘for each hex the unit retreats roll a combat die and remove a figure for each strike or cleave rolled’

----------------------------

Free Company of Torue Albes
A collection of human cities based around the coastal region of Torue Albes. Governed by a Queen, they have so far resisted annexation by Daqan. They control much of the coastal trade which pays for a standing army of Free Company to protect the kingdom.

Arbalestiers
Employing the devastating but cumbersome crossbow, the Arbalestiers provide ranged support for the Free Company. Slow to reload and not as accurate on the move, they are often deployed on the flanks to deter flanking cavalry.

Men-at-Arms
The main line of the Free Company, these mercenaries can be relied upon in a fight. Armed with a sword and a heavy kite shield, they are adept at closing with the enemy in good order with shields raised, giving the enemy little room to fight back.

Dragoons
The main job of these mounted infantrymen is to bait the enemy into a prepared position. They are able to quickly withdraw from an enemy charge drawing them onto a coordinated attack by other free company units.

Pikemen
The Pikemen fight in large defensive blocks, pikes out to the front. Standing tightly together shoulder to shoulder the enemy is presented with a wall of death making it very difficult for them to come away from a fight unscathed. Enemy cavalry should steer well clear of pikemen as horses have little hope of survival against them.

Mercenary Captain
Riding atop a large stallion and resplendent in the best armour, the mercenary captain leads his men from the front. Shouting words of encouragement and leading by example, he inspires the men around him to greater deeds.



Coordinate Attack: Free Company units may combine combat dice with that of another unit with the coordinate attack rule. To do so both units must have been ordered and both must be adjacent to each other and the target enemy. Calculate the combat dice for each unit separately (including any bonuses/restrictions) but roll all the dice together. Any dice may be spent on any of the involved unit’s special abilities. The Free Company player also decides which units count for counter or retreat/advance.

Lore
The Free Company mercenaries excel at battlefield tactics. Use the Warrior lore deck from BL1e with the following changes.
• All cards count as being played at level 2
• All references to ‘banner colour’ read ‘strikes’ and ‘Bonus Strikes’ read ‘Cleave’
• Field Command – order any 3 units
• Bonus attack – unit gains pursuit 1, it may do this up to twice this turn
• Berserk – any cleave results cause damage (even if weak) and may be rolled again

----------------------------

With the announcement of the latest expansion adding more units to the existing 5 for each arm in the base game, I will probably add another unit or 2 to each of these armies: Hobgoblin Bosses (with halberds), Dwarf Spearmen and Free Company Skirmishers (or archers or heavy cavalry, not decided yet).

I will probably post them here when I do.

Saturday 23 August 2014

Forward, my beloved Druzhina!

I have been quite busy on a number of different progects recently.
I have been painting a Super Dungeon Explore full set of miniatures for a client in the US - really enjoying that project, pics to come soon.

But not wanting to neglect my own gaming, I dug out my 6mm Persians to do some touching up on them (might be using them for Hail Ceaser! at some point).

But, more importantly, I have returned to SAGA and been building my Rus Princes warband (wanting to play my distant ancestors...maybe...).

I am still in the building stage at the moment and have only had 1 game (a loss). I love SAGA and cannot wait to play more again.

Anyway, some pics of my warband which is all Gripping Beast and consists of:
Warlord
8 Malia Druzhina
8 Warriors
12 Levy
8 Steppe Nomads
I may, on occasion, drop the levy and take Black Hoods.