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Friday, April 13, 2018

Scenarios for Saga

Since Saga V2 has only one scenarios currently I've been writing up some of my own.  I can't claim full owner of these ideas some are inspired by scenarios in Lion and Dragon Rampant, Saga 1 Scenarios or other sources.  If anyone has any objections send me a private message.  I recomend picking up those books for your own insperation.

1) Rescue the Hostage.
Back Ground: A Noble, Princess, priest or other important hostage has escaped and must be rescued.

Set up: Game is played on a 4X6 table. The table should have at least six (6) terrain pieces of rough going that are not impassible placed as per normal rules. Each player will pick a short edge of the table. The defender (who is rescuing for the escaped hostage) deploys within L of his table edge. The Attacker who wants to stop the escape. Deploys within M of his edge.

Special Rules: Each time the defender enter a piece of Rough terrain roll 1d6. In the first terrain piece the hostage is found on a 6 in the second on a 5+ and so forth until the chance of finding the hostage is 2+. A roll of 1 always fails if all terrain is searched by the defender and no hostage is found it is assumed the hostage lies dead of misadventure. The attacker may not search for the hostage. The hostage once found joins that unit and moves as a member of that unit. Should they be engaged they have aggression 0 and armor identical to the unit. The Hostage will be captured by the attacker if the unit is eliminated and will become part of that unit.

Ending the game/Victory: The game continues until the defender moves the Hostage off their table edge or the Attacker kills the escaped hostage by destroying the unit they are with. The Defender gets 5 extra victory points if the hostage is rescued the Attacker gets 3 extra victory points if they kill/recapture the hostage. Slaughtering points are awarded per usual in Saga.

2) When you can’t pillage burn!

Back Ground: Plunder is always best but sometimes you must burn the enemy’s possession to the ground.

Set up: Make a square at the center of the board that is 8” to a side. At each corner of the square place a house, haystack pile of supplies, siege engine or other flammable and valuable resource. Each marker should be about 3x3 inches. Terrain should be place using standard saga rules. The defender may start the game with one non-hero unit in the central area between the objectives. All other troops are places with in M of opposite tables sides.

Special rules: To set an objective on fire you must have at least one figure in contact with the objective at the start of your activation. Once the unit is activated to start a fire roll 2d6 a unit with 7 or more models will start a fire on a roll of 8+ a unit with 6 or fewer figures will start a fire on an 9+. Hearth Guard add +1 to the roll while heroes add a +2 (presence is not considered for this calculation)

Ending the Game/Victory: The game ends when all 4 objectives are on fire or the attacking player is reduced to ½ his starting Saga Dice. Once the attacker is reduced to ½ his starting saga dice play one more turn (each player goes) then end the game. Calculate slaughtering points as usual. The attacker gains 2 points per objective destroyed while the defender gains 2 points per objective to survive. The defender gains 1 additional point if he reduces the attacker to ½ his starting Saga Dice forcing an early end to the game.


3) I just want to get home

Back ground: Both war bands are on their way home from a successful raid when they encounter the other heading in the opposite direction. Each band must try to break though the other with their plunder (nabbing the other guys plunder would be good too!)

Set up: Play on a board that is longer than it is wide (the larger the better for maneuver 4x3 is the smallest you should use 5x3 or even 6x4 would be better). Set out terrain by the normal method described in the clash of war lords scenario. Players set up with in L+M (18”) of opposite corner of the board.

Special rules: Each player will have 2 token representing plunder (Cattle, box of treasure, hostages). This plunder should be placed with 1 or more units. Each token requires two figures to carry or drive them, these figures may not fight unless they drop their plunder (picking plunder up will require an activation as spilled coins are gathers, cattle or hostages are run down and re-secured. (players can choose to abandon their plunder at any time. Players may capture abandon plunder tokens by sending an activation to pick them up.

Ending the Game/Victory: The game ends when only one player has troops on board. Players get 1/2 point for each levy, 1 point for each warrior and 2 points for each Hearth Guard, 3 points for each Hero that makes it safely off the board. Full Strength(non-hero) units that make it off the board are worth an extra victory point. Each plunder token successfully gotten off the board is worth 4 points. Killing enemy soldiers is worth half the normal points and any soldiers left on the board do not count for or against the player.


Death in a Tight Place

Back Ground: This scenario is inspired by those battles where one or a few stood against many. The 300 Spartans, the Lone Viking on Stamford Bridge etc.

Set up: This game is played form the two short ends of the table. In the center of the table there should be an area of open ground not more than L (12”) wide. This this should be flanked by two large sized areas of Dangerous terrain one on each side. Additional terrain should be Deployed based on normal rules. The defender Should have a small elite force. Using Saga the defender’s war band should be Composed of Heroes’ Hearth Guard and Mercenaries. The attacker should have a war band made up only of their war lord, Warriors and Levies. The defender will deploy M (6”) back form the center of the table and may not start the game with any troops in the rough/danger ground. The Attacker must start at a line at least L (12”) back from the center point of the table and may not start the game with any troops in the rough/danger ground.

Special rules: Endless Waves-- At the beginning of this turn the attacker may deploy 4 to 12 “dead” soldiers of the same type on his table edge. Epic Battle—The defender’s War Lord generates, and extra Saga die each turn.

Ending the Game/Victory: The Game ends when all defenders have been killed or retreat off the board. Slaughter points are counted normally (the defender will have to keep a tally since the attacker will respawn) except that the attacker doesn’t get any extra points for eliminating a unit. The defender gains and extra 2 points per unit that is still active starting on turn 10. Any defenders who retreat off board count twice for Slaughtering points.



Monday, April 9, 2018

The 8th Analogue Hobbies Awards

I'm not a winner this year and a quick look at the winners will make why clear.
A sample of my work
Check them out the winners here: Challenge VIII Awards and Wrap-Up

Friday, March 30, 2018

Saga V2 first Game Clash of Warlords Scotti vs Saxons

 Now that we both have the book John and I decided to play.  We did the A&A time frame so my Irish (Scotti were slightly modified (no Curaidh or dogs). John ran early Saxon's with Hengist and Horsa. We got deployment C so every thing was really spread out.  We also rolled a 6 on the special rules so it was 2 extra points per unit eliminated not one.  John took advantage of his status as first player (and the Saxon ability to advance) to quickly hit my lead warriors.  That unit was quickly diminished form 8 to 4 and spent the rest of the game hiding.
My Irish Hearth Guard made a mightily charge (my first of V2) to protect their warrior bothers...
And did quite well.  John buffed up the survivors and sent them back in...
They did well only losing one warrior while killing to Hearth Guards.  John and sent up Hengist to help them.  Hengist took a fatigue in the process.  This gave my warlord and opportunity running up and sending a powerful Javelin attack (boosted with Fir Blog)
Hengist dodged but took two extra fatigues.
John's levies are now king of the hill having defeated my warriors in hand to hand combat.
My Warlord makes a second move John picks up the fatigues to make me fall short since my charge is now a move I take a shot with my Javelin... Hengist  is no more.
John's attack on the left has been coming on well.  Despite spirits of the Land my men are over run killing just one Saxon in return.
About turn four Hengist is dead but Horsa is still on the board.  John has a unit of Levies in good shape and two basically whole units of Warriors (but these troops are separated) I have two strong units of Hearth Guard and a battered unit of Warriors in addition to my War Lord.
I decide to play a waiting game peppering the Levies to a strength of 3 with Javelins...
Horsa tries to take down my Warlord but cannot and falls to my Hearth guard's Javelins on my side of the 5th turn.
John's Warriors make one final charge but fall short when I pick upa fatigue... We destroy the Levies on the hill in a final charge. I could have killed one or to more warriors with my remaining troops but we call it.  This is a Scotti Victory 24 to 17 (possibly 28 to 17 if the Hero's get the 2 extra for being destroyed under the special rule, we judged they would not but that we should get clarification).  Version 2 of Saga is a lot cleaner than Version 1 in its wording we were a little slow and the back and forth of calling out saga abilities and fatigue was much clearer and cleaner.  We both enjoyed the game a lot and look forward to more.  You can see John's thoughts here SAGA2: Clash of Warlords

Tuesday, March 27, 2018

Challenge 8 Review.

Thanks Curt, Minions and all for another excellent challenge.  I don't have a true group shot I just didn't like the look so I've done group shots. 
The Footsore collection(and one Bones Viking) 66 miniatures Odin stands a bit of place among the Irish and Norse Gaels. 

An close up image of Brian Boru and the other Irish leaders on Boru's hill.  The Curt Geld miniature didn't sell so I have made a donation to Exta-Life on my own. 
The musicians and the tea party another 9 miniatures from Eureka miniatures.
The three Bones Ogre and Oni.
The 5 Bones Lycanthropes.
The 4  wild west version of the Wizard of Oz also by bones.
Bones Monsters, hero's and heroic monsters.  All together I painted a total of 94 25/28 mm figures
The final piece a scratch built 15mm World War II anti-tank bunker the only 15mm scale miniatures I painted this year.  I hit most of my painting goals this challenge.  I didn't get the Bones Mausoleum completed but it was started.  I accumulated 699 points a low total compared to previous years but this year had new challenges (a baby and home ownership). I'm planning to be back next year thanks for another great experience.  One thing I regret about the challenge is I didn't get to look at and comment on as many of my fellow challengers painting.



Monday, March 19, 2018

Last Game of Saga V1. Irish vs Saxons Retreet.

 Last Thursday John and I got together for our first game in a long time. I had had to cancel at least once since our operation Brevity mini-campaign wrapped up.  We opted to play Saga since I wanted to take my new Irish Army for a spin.  As I am still waiting on Saga 2 we played the original rules. I had my Irish while John ran Early Saxons out of the A&A book. We opted for the retreat scenario with me as the defender (the guy running for his life).  John put his levy archers in the blocking position.
 The Saxons are good a getting extra moves and John as me in close combat quickly.
 My Warlord and a group of warriors are quickly engaged.
 John's archer also get in a few shots.
 John Manages to isolate my warlord and the two leaders battle.  John is victorious.
 My left side troops are in disarray... Irish heathgards kill but one levy with their Javelins (poor choices on the battle board)  but my right side troops have a chance to get away.
 John drives in my Champion drives back on unit of warriors but the other takes out the remnant of one force and the other is damages.
 My Hearthgard try to break bast the levies... on a few fall still the move out of the way...
 My Champion stands alone...
 And manages to drive off his attackers this time
 On the Right my men manage stalemate of sorts giving them the chance to run...
The Champion dies fighting alone against many foes. John's Saxons beat the Irish by 21 Victory points to 17.  My would hounds and my second champion were the only troops to escape unscathed an John made very good use of his battle board robing me of 2 of 3 dice on the second to last turn trapping two units for destruction.

Monday, January 29, 2018

Rommel Operation Battle Axe Day 3

This Game took place on 1/18 but I haven't been ablt to write it up until now. 
John and I continued our Rommel mini-campaign picking up more or less were we were at at the end of day two .  The Germans have lost many troops but have on of the British objectives and the British hade lost all there cruiser tanks.
John starts off with a bid at Fort Capuzzo the Guards men throw it back...
But the odds the guardsmen face look bleak (John is out numbered but has a qualitative edge)
I start moving on the left flank hoping to lure John off the captured objective.
This works but neither side gains an edge yet.  I had poor operations dice early on limiting my flexibility and initiative.  John made good use of this time launching several spoiling attacks.
The Guards are finally plowed under after 4 turns of repeated attacks.  I just wasn't able to get men up to support them quickly enough .
The 4th Indian division has moved up to strike at the town..
John launches a spoiling attack... I drove the Germans back but lost some strength doing it.
The skirmishing on the left flank continues with John getting the better of the fighting.
Waves of Indian soldiery crash on the the German defenders grinding them down "western front style."
John catches some of the Desert Rats between his men but...
Cleaver use of the withdrawal tactic saves the men and has John spending valuable operations dice.
John gets reinforcements to the coastal town of Sollum just in time but the Indians are making progress...
The guards retake the left flack objective restoring the British starting line form day 2.
The Desert Rats make a push at fort Capuzzo but are turned away by German Panzers.
The Indians take the town and move to hold the pass against a counter attack.
John has a lock on Fort Capuzzo and two other objectives...
I now control the whole coastal rout though John still has the exit tot he interior under his control.  This is a German victory though the British avoided a defeat as significant as their historical one our lock on Halfaya (which John never go near) and our capture of the Sollum would probably men the British would have persisted (though both side would be hard pressed to continue operations without a pause).  A fun Series of games even if I was on the loosing end of both.  I think the author has the balance of forces right One on One fights tend to go the Germans way though not quickly.   The average British formation ratting starts at 4 while the Germans are a 5 on average.  Fights tend to go several turns as fights between full battalions of men and tanks should.